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FAQ TableStar Games, LLC
General
HeroCard
Galaxy
Champion of the New Olympia
Shogun
Retailers
Q: At which gaming conventions will TableStar Games, LLC appear?
A: Our Events page highlights all of the conventions that have been confirmed.
Q: I am a game reviewer, how can I get a review copy of a TableStar Games' game?
A: TableStar Games, LLC loves to have reviewers play our games. Please send an e-mail to press@tablestargames.com with your inquiry.
Q: I have a great game idea. How do I submit it to TableStar Games, LLC?
A: TableStar Games, LLC does not accept unsolicited submissions of any kind. It is our policy to immediately discard without opening all unsolicited submissions.
Q: I am an excellent artist and think that I my artistic style would work for TableStar Games, LLC. How do I submit my portfolio?
A: TableStar Games, LLC does not open or review any unsolicited portfolios or any other artistic submissions. However, from time to time, TableStar Games, LLC does hire artists on a contract basis. Such projects are posted on our Jobs page. All applicants are strongly encouraged to follow all submission guidelines.
Q: Can I buy games directly from TableStar Games, LLC?
A: TableStar Games, LLC does not sell games directly to the general public. We strongly encourage our customers to purchase a copy of our games at their local game store. Click here to find a retailer in your area. If you are a retailer or distributor, please refer to the Retailer Area here.
Q: I purchased a TableStar Game, LLC game and it is missing a piece, who do I contact?
A: Thank you very much for your patronage. We apologize that your game did not come complete. To get a replacement piece, simply e-mail customerservice@tablestargames.com.
Q: I want TableStar Games, LLC to come to or sponsor my convention. Who do I contact to make this happen?
A: TableStar Games, LLC loves to support the gaming community in any way that it can. We would love to talk to you about your upcoming convention. Please e-mail marketing@tablestargames.com.
HeroCard
Q: What are the different types of actions, and how are they used?
A: There are three types of actions: Fast, Restricted, and Exclusive. You can play any number of Fast Actions on any player's Action Phase. You can play any number of Restricted Actions, but only on your own action phase. You may only play one Exclusive action per turn, and only on your own action phase.
Q: What are the different Attributes, and how are they used?
A: There are three Attributes: Body, Mind, and Attribute X. Each attribute provides a pool of points that you spend to play Action Cards. Each Action Card uses one of the three Attributes, so your deck will contain a combination of Body, Mind, and X Action Cards.
Q: If I play an Action Card that uses a certain Attribute, can my opponent respond with a card of a different Attribute?
A: Yes. The Attribute of an Action Card has no effect on how it interacts with other Action Cards. For example, if I play a Body base attack card, the target of my attack can block with an X base block and an M block mod.
Q: If I play an Action Card during an attack, does its effect carry over to subsequent attacks?
A: No. Once a card takes effect during a given attack sequence, it has no effect in later attack sequences. For example, if I attack you and you play a base block, this card is played to one of your attribute stacks. If I attack you again later, and this block is still in play, you cannot use it to defend, rather you must play a new block card. The only effect such a card has after the attack sequence ends is to expend your available Attribute points.
Q: If I play an exclusive action, but my opponent clears it, may I play any further exclusive actions this turn?
A: If the exclusive action is cleared, then no, you may not play another. If it is purged, then you may. Refer to the card's text area to determine whether it clears or purges the target card.
Q: In what sequence are cards played? Can I interrupt an exclusive or restricted action with a fast action?
A: In general, cards are played and resolved before the next card is played. In other words, you can't interrupt the effect of one card with another. On any action phase, the active player (the player whose turn it is) gets the first opportunity to play. He may use this opportunity to play a single card, or a set of cards. A set may only contain base(s) and/or mod(s). For example, a set might be a base attack and an attack mod, or two base blocks. Proceeding clockwise, each player has an opportunity to play a card, or a set, or pass. Cards with immediate effects are resolved the moment they're played, before any further cards are played. Cards that add to or subtract from the current attack or block value (such as attack and block cards) are generally resolved at the end of the attack sequence.
Q: Can I play multiple base blocks in the same attack sequence? What about base attacks?
A: You may play as many base blocks as you like during an attack sequence. Each base block played contributes to the overall block value you generate during the attack sequence. However, an attack sequence is defined as containing exactly one base attack, therefore you may never play more than one base attack during a single attack sequence.
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Galaxy
Q: When can I move?
A: You may move at any point during your action phase. You may take actions before and/or after moving. Once your movement ends, you may not move again that turn. You must move all at once, if you move and take any sort of action, your movement ends at the place at which you took the action.
Q: Where can I move?
A: Where you may move depends on where your hero is located to begin with. If your hero is in a discovery space, he has two options. You may move to any other discovery space or any planet in your control row. You may not move directly from a discovery space to an opponent's planet (unless you have the technology card "Hyperdrive.") If your hero is on a controlled planet, you may move left or right along the ring of controlled planets on the table. You may move as far as you wish, until you're forced to stop. You must stop moving when you enter a planet occupied by an opponent's hero. You must stop moving when you enter a new control row, excluding your own. This means you can move onto the left- or right-most planet in an opponent's control row, but must end your movement there. Ignore your own control row.
Q: When can I discover a planet?
A: You may only discover a planet on your turn, and only if your hero is in a discovery space that does not already contain a planet.
Q: When can I garrison?
A: Garrisoning a planet is a restricted action, which means you may only garrison on your own action phase. There is no limit to the number of times you may garrison on your action phase, however your hero must be on a planet card in your control row in order to garrison it. Garrisoning is an action, therefore it stops movement. You may garrison both before and after moving, but you may not move both before and after garrisoning.
Q: What happens if I want to use a fast action from my garrison, but it's not a block?
A: You may use any fast action from a garrison. It takes its normal effect, as if the planet had played the card from its hand (the garrison counts as the planets hand). The card can affect the planet, or any player whose figure occupies the planet. For example, if the Crab player garrisons Concentration under one of his planets, the planet may later play that card to draw three cards from the top of the Crab's deck, and place them into its' hand (i.e., its garrison). Or, let's say the Mechagen garrison Interference under one of their planets. If this planet is later attacked, the planet can play Interference to twist one of the attacker's attributes.
Q: Does EGG's overload card work on planets?
A: Yes, overload works any time a target has cards in-play, even if they are not in-play on an attribute stack. The EGG player chooses an attribute when playing overload. If the target is a planet, every garrison card played during the attack sequence increases the value of the overload attack, if the garrison card is of the selected attribute. For example, EGG plays overload, selecting Body, and enervating power against a planet owned by Crab. This is a base attack 0, plus an attack mod +4, giving a total attack value of 4. The planet plays aerobatic maneuver from its garrison, a block 7 that costs 6 Body. Since EGG selected Body as the attribute targeted by overload, the value of overload increases from 0 to 6, the cost of aerobatic maneuver. The total attack value is now 10, vs. a block of 7. The planet plays power to shields, a block mod +4 that costs 2 Mind. Since this is a not a Body card, it has no effect on overload in this attack sequence. The planet is now blocking for 11, vs. an attack of 10.
Q: Can I force a planet to discard cards?
A: Yes. If you play a card against a planet that forces the target to discard cards, the planet must discard the indicated number of cards. When a planet discards a card, the card is taken from its unused garrison cards and placed in the owner's discard stack.
Q: In the Technology deck, what's the difference between action cards and planetary defenses?
A: Technology action cards are played just like normal action cards, whereas planetary defenses are only used to garrison planets. You can tell the two apart by their formatting: technology action cards are formatted vertically, like ordinary action cards. Planetary defenses have a "landscape" or horizontal format, similar to attribute cards. When you take either type of card during a technology draw, place it in your hand. If your hand now exceeds 7 cards, you must immediately discard any card(s) from your hand until you have only 7 in hand. You may play a technology action card onto the appropriate attribute stack at any point thereafter, just like an ordinary action card. It has the effect described on the card. You may garrison a planetary defense according to the normal rules governing garrisoning cards under planets.
Q: What happens if I use a planetary defense against someone attacking my planet, and they play Orbital Bombardment to discard two of my garrison cards?
A: When an attacker first lands on your planet, you may play planetary defenses preemptively. This means that the effect of the defense is resolved before the attacker may play any cards, including technology such as Orbital Bombardment. If, for example, an attacker comes to your planet, and you play Orbital Minefield against them, they must immediately block 6+ or be expelled. If they fail to do so, they may not play Orbital Bombardment, nor any other card, against the planet.
Q: What happens if I garrison a planetary defense under a planet while an opponent already occupies it?
A: You may use the planetary defense at the beginning of the attacker's next action phase, as usual preempting his ability to play any cards.
Q: What happens when I clear or discard a technology card?
A: You place it in your discard stack. If you subsequently run out of action cards, shuffle the discard stack as usual, including the discarded technology cards. The technology cards are part of your deck for the rest of the game.
Q: When I draw Technology, do I have to keep two, or can I keep only one and return the other three to the bottom of the technology deck?
A: No, you must keep two and return the other two to the bottom of the technology deck. If you don't like one of the two, discard it to your discard stack at your next opportunity.
Q: What happens when I attack and there are multiple opponents in range?
A: If you attack while on a planet or in a discovery space that contains more than one opponent, your attack affects each opponent equally. Each opponent must mount its own defense, separate from those of all other opponents. Multiple opponents cannot combine defenses against your attack. The outcome of the attack for each individual opponent depends on that opponent's individual defenses, compared to your attack.
Q: The technology card Neutrino Radar says to place the planet in any "empty" discovery space. Does this mean I can't be in the discovery space?
A: No, the text of this card is a little misleading (sorry!). You may place the planet in any discovery space that does not already contain a planet. It's OK to place the planet in a space that contains one or more Heroes (as long as there isn't a planet in that space).
Q: If Mechagen plays Interference against me, can I use a card that allows me to clear to unwind my attribute, rather than waiting until my next clear phase?
A: Yes, cards that allow you to clear other cards (e.g. Cult's Psychic Purge, Crab's Mind over Matter) can be used to undo the effect of Interference. Play the card, and instead of clearing a card as you would ordinarily do, unwind the affected attribute instead.
Q: How does Crab's Kinetic Inversion card work?
A: This is a defensive card you can use to both negate an attack mod used against you, and increase the value of your defense. If you are attacked, and the attacker has an active attack mod as part of his attack sequence, you can use Kinetic Inversion. If you do so, the active attack mod with the lowest numerical value no longer adds to the attack value, but instead counts in every way as a block mod adding to your block value. For example, Cult attacks Crab with Aeon Beam (base attack 4). Crab blocks with Shields Holding (base block 4). Cult then plays Arcane Vengeance (attack mod +5) to increase the total attack value to 9. If Crab plays Kinetic Inversion, the attack mod is converted to a block mod. This means that Cult's attack value is now 4, Crab's block value is now 9. If Cult then played Spacetime Curver (attack mod +3), the Kinetic Inversion would now convert that card to a block mod, since it is the lowest currently active attack mod. In this case, Cult's attack is now 9, Crab's block is 7 (4 from Shields Holding plus three from the converted Spacetime Curver).
Q: How does Crab's Independent Motility card work?
A: This card allows you to play a base attack, which is usually an exclusive action, as a restricted action instead. This means you can use Independent Motility to play a base attack, and still use your exclusive action that turn to do something else (e.g., claim a planet, launch a second attack, etc.).
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Champion of New Olympia F.A.Q.
Q: In a 4 Player game can I play fast actions to assist another character?
A: In 4 player team play you can assist your teammate with Fast actions as long as your hero is adjacent to your teammate's hero. In 4 player non-team play you cannot assist another player regardless of your hero's location.
Q: Can I play a Powers card on someone else's turn?
A: Yes, Powers cards (except for Mutation and Scanalyzer,) are all Fast actions and can be played on someone else's turn. Note that you can not play Powers cards targetting other players except during team play (See question #1).
Q: Does Scanalyzer and Mutation count against my limit of 3 Powers cards?
A: Yes they do but they can be discarded whenever you like.
Q: What if I already have 3 Powers cards and solve a Crime that lets me draw more?
A: Draw the cards for solving the Crime, look at all Powers cards in your possession and discard any of them until you have only 3 cards. You cannot end your turn with more than 3 Powers cards.
Q: Do I look at Contact tokens before I place them?
A: Yes, draw your requisite Contact tokens, look at them, and then place them face down on Contact points.
Q: Can my Base Token be on a half space on the border of a Base Tile?
A: Yes, a Base Token can be placed on a Neighborhood Space that is on the border of another tile.
Q: If I have movement left after an Action can I keep moving?
A: No, taking an Action stops your movement.
Q: When acting as the "Contact" or as the "Crime" for the active player, do the cards you throw take up resources and therefore have to be cleared during your turn?
A: The answer to that is a yes and a yes. Part of the game strategy is knowing when to take a chance on clogging your attributes and when to let it slide and save the Action cards for your turn.
Q: Can powers be used when a player is acting as the "Contact" or "Crime" or only when acting as the hero?
A: There is nothing in the rules that states you can't use Powers cards when acting as the Contact or the "Crime". However the Powers cards have been intentionally structred to be relatively useless as the 1 card you can play to defend your contact. That is why the Sidekick can act as a Block Mod and not a Base Block. When using Powers cards as the "Crime" all Powers cards played do count against the card limit that is stated on the Crime. Some Powers cards are more useful than others for use with the "Crime" function; for instance the Phasing, Duplication and Sidekick are very effective while Superspeed is of little use.
Q: Can I consult more Contacts after I have 2 face-down Plot cards?
A: No, a Hero cannot consult more Contacts if they already have 2 Plot cards. The Hero must attempt to resolve existing Plot cards before they can obtain more.
Q: If no one plays any opposing cards when I try to resolve a Crime do I still have to play a card?
A: Yes, if all opposing Heroes pass on their chance to play cards for the Crime then the Hero trying to resolve the Crime must play 1 Base Attack to defeat it. Once ALL opposing Heroes have passed they cannot then play more cards.
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Rise on the Shogun FAQ
Q: From where can I attack a Hero, Peasant, or Castle?
A: You must be adjacent to a Hero, Peasant, or Castle to attack it, unless you have an item or a monster which allows you to attack at a distance.
Q: Can I do my Court Phase before my Action Phase?
A: No, your Court Phase always comes after your Action Phase.
Q: Can the Emperor prevent me from taking a Court Phase?
A: No. The Emperor can restrict you to one single Court Action, even a Court Action which is impossible for you to execute on your turn (such as allowing you only to Convert when you have no Peasants adjacent to another player’s Peasants,) but the Emperor must always allow at least one Court Action per Court Phase.
Q: Can I use Shining Banner to attack a Peasant?
A: No. Shining Banner can only be used on a Conversion attempt.
Q: If I already have 2 Peasants in provinces adjacent to a castle, and draw that Mission for that castle, what happens?
A: You automatically claim that castle.
Q: Is Kumojin a monster?
A: Technically, Kumojin is a treasure, and is played as a Fast action. All other Monsters are Exclusive actions.
Q: What can I attack with a Monster?
A: Most monsters (Yuurei, Kappa) attack only peasants. One Monster (Oni) attacks a castle, but kills the surrounding peasants if the attack is successful. Note that Oni doesn’t remove the Lord from the castle.
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Retailers
Q: How can my store be included in the retailer locater?
A: All you need to do is create an account online and follow the instructions.
Q: I am having difficulty logging into my account, who do I contact?
A: E-mail retailers@tablestargames.com or give us a call
at (510) 848-6900
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