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Sequence of Play b.

Pursue a – Any captain may pursue any


A Round is divided into six Phases. , regardless of slot control. A captain
committed to a may elect to pursue a
1. Ready Phase different , but they must pay the of
2. Adventure Phase the original . Captains may also continue
to pursue a they had committed to in a
3. Procurement Phase
previous Round.
4. Action Phase
i. Pursuing a new requires covering
5. Resource Phase . For a cost of , a ship may jump,
6. Resolution Phase covering equal to its . Multiple jumps
In the Traveller Customizable Card Game, players may be required to cover the , each at a
(“captains”) strive for profit and renown in Marc Some card effects state they may only be generated
cost of .
Miller’s classic science-fiction setting. The first in a particular phase. Any effect without a specified
phase restriction may be generated during any phase. c. Pursue Piracy – Captains may declare as a
captain to attain 20 , or the last solvent captain,
pirate for a cost of . Captains may engage
wins the game. Ready Phase in piracy even if committed to a , but they
Cards All captains: must abandon it. Any captain declaring as a
pirate gains an token.
Each captain requires a set of 81 cards. 1 ship card, ●● their exerted cards.
a captain’s Deck of 60 captain’s cards, and an
●● [Optional] Discard any number of cards from
Procurement Phase
adventure Deck of 20 adventure cards.
hand. In Initiative Order, all captains:
Setup
●● Draw captain’s cards until they reach their hand [Optional] Put , , and from hand into play
Each captain does the following: size, which by default is seven . (“Procure”) by paying the card’s cost.
●● Place their into play. ●● The captain with the highest determines a. During this phase, captians must pay an
●● Shuffle captain’s deck, then draw a hand of 7 the first captain. When play occurs in “Iniative additional to procure cards for each token
cards. Order,” start with the first captain, then proceed they possess.
clockwise.
●● Shuffle adventure deck, then draw a card from b. Certain card types have limits on the number a
the deck and play it face up as a . Then draw In Initiative Order, all captains: captain may control:
another card and play it face down, without ●● [Optional] Restore from or remove i. A captains’ limits the number of and
looking at it, attached to the as a . from by paying per or they remove. a captain may have in play.
●● Repeat step 3 for each slot they control. ●● [Optional] Move cards attached to a they ii. No captain may control multiple with the
Four slots should be filled, each with one and control to another they control. No may same card name. Anytime a captain would
an attached, face down, . be moved more than once per Ready Phase. control multiple copies of the same , that
captain chooses one copy to retain, with
Whenever a leaves play, the slot’s controller Adventure Phase
all others jettisoned. Multiple captains may
draws from their adventure deck and plays the card In Initiative Order, all captains: control different copies of the same .
face up as a . They then draw another card and,
●● Draw an adventure card, look at it, then, attach iii. Captains play by attaching the card to a
without looking at it, attach it to the face down as a
it face down on any in play as a . they control. No may have more than
.
attached may not exceed its slots. If a one of the same subtype. If a would
In a two-player game, each captain controls two would exceed it, the acting captain discards an have multiple of the same subtype, the
slots. For four-players, each captain controls one attached , then places the new . controlling captain must choose one to retain,
slot. In a three-player game, each captain always with all others jettisoned.
Then, in Initiative Order, all captains:
controls one slot. The fourth slot is controlled by the
Captain with the lowest total. If multiple captains ●● Choose an activity to pursue: iv. with Hindrance may instead be attached
have the same , control passes to the captain with to controlled by an opposing captain.
a. Uncommitted – An uncommitted captain does
the highest . If these are tied, determine controller not pursue any activity. If a captain pursuing a v. No captain may control multiple of the
randomly. wishes to become uncommitted, they must same subtype. If a captain would control
If a is abandoned and there are no other captains pay the . multiple of the same subtype, they choose
committed to it, that is discarded and replaced. one to retain, with all others jettisoned.

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Action Phase b. If a is resolved, the captain may then Reactions ( )
In Initiative Order, captains alternate performing one attempt to resolve any on the by Normally, no card, ability or effect may be played while
meeting its requirements.
of the following selections: another effect is being resolved. cards may be
●● Perform : may require a card to . Only
c. Move resolved to their owner’s played during the resolution of a pending effect.
adventure discard. Unresolved remain
ready cards may . Some may provide Text Boxes
attached.
abilities to the attached . is always an
Text boxes contain a card’s abilities, effects,
and it always requires the . ●● A captain may pass.Captains who pass during
keywords, limitations and penalties. In this sample:
may make no further selections this phase.
●● Pass: If all captains pass in order, the phase
ends. If one captain passes and another acts, a. Captains who pass only after all have
any previously passing captain may act. been removed from the they’re pursuing
are “Eligible” captains.
Resource Phase
b. Captains who pass while the they are
All captains: pursuing still has attached are “Ineligible.”
●● Collect capability tokens from the capabilities Then, all eligible captains: Phase restriction: Any text below the phase
printed on their and skill tokens from restriction is only active during the stated phase.
●● May attempt to resolve the they’re pursuing.
controlled , and deposit them into their
are resolved by meeting its requirements. A Timing indicator: Information preceding a dash (-)
Resource Pool. entitles the captain to choose
is resolved only if all requirements are met. determines an ability’s timing. in this example.
any other trained skill token. provides any
two different trained skill tokens. a. Commonly, a requirement obligates the Cost: Icons or text before a colon (:) but after a dash (-)
captain to discard specified token(s) from represent the cost the controlling captain must pay.
Resolution Phase their Resource Pool, but other conditions,
including but not limited to incurring Exert ( ) and Ready ( )
●● Reveal all face down on all pursued .
expenses or jettisoning cards may exist. Exerted and Ready are two game states that indicate
In Initiative Order, captains alternate performing one
of the below selections:
b. If the is resolved, the captain may then a card’s availability for further use. Only ready cards
attempt to resolve any on the by may and only exerted cards may .
●● A captain declared as a pirate may target a meeting its requirements.
Selected Terms and Keywords:
controlled by an opposing captain. The pirate is
c. If the is successfully resolved, the
the “attacker,” the target the “defender.” captain collects the . If multiple captains Armor: For each point of Armor, reduce inflicted on
a. Attacker inflicts damage equal to its , complete the same contract, each captain a by one.
minus the defender’s . For each point of gains 1 less . Bankruptcy: A captain becomes insolvent if they incur
damage, the attacker assigns it either as d. If a captain is unable to resolve a they an expense they cannot meet. Captains are required
inflicted on attached to the defender’s , are pursuing, the captain continues to to meet expenses if able. A bankrupt captain loses,
or as an expense the defender must meet. pursue it. even if ahead in .
b. If attacker’s exceeds defender’s , the Then, all captains: Expend: Move a card from hand or top of the captain’s
piracy attempt is successful.
deck to the discard pile to apply the card’s to a cost.
●● Lose one token if they didn’t perform piracy
c. Repeat step b., this time comparing the
during the round. Expense: Any cost that includes credits ( ), and
defender’s to the attacker’s , with the
therefore requires a captain to expend cards for .
defender assigning any damage. ●● Discard any tokens in their Resource Pools.
d. The pirate becomes uncommitted. Hindrance: Both Integral and Trifling.
Costs and Expense Value
●● A captain pursuing a picks a to resolve. Integral: Integral cards may not be moved, except to
All cards have a cost in credits a captain must pay
are resolved by meeting its requirements. the discard pile.
to bring them into play (though that cost may be zero).
are resolved only if all requirements are met. Credits are met by expending cards from hand or Jettison: Move the card from play to the discard pile.
a. Commonly, a requirement obligates the from the top of the captain’s deck. Expended cards
Move: Transfer a card from one location to another,
captain to discard specified token(s) from contribute their towards the cost of the card being
one attached card to another, or from play to discard.
their Resource Pool, but other conditions, played.
including but not limited to incurring Non-Human: Any with a other than human.
Cards may also have one or more abilities, and those
expenses or jettisoning cards may exist. Trifling: This card does not count against restrictions
abilities may require the captain to pay credits, or
jettison cards, discard tokens or victory points. on the number of cards a captain may have in play.

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