| 3.1 |
Most Creatures have bulleted terms after their name. Are all of these Races? |
|   |
According to page 6, the following are Races: Aliens,
Assistants, Humans, Robots, and Time Lords. The trait "Unique" is simply called
the "Unique rating" (page 2). Further traits are not described by the rule booklet.
These include labels like quot;Doctor III", "Bomb", and "Weapon". |
| 3.2 |
The Deck Formation rules (page 12) say that I can have no more
than 4 identical cards in my deck. What does "identical" mean? |
|   |
This is a matter of some debate because of the existence of
The Doctor cards, which have the same name but different
characteristics. There are essentially two ways to interpret this
rule:
| 1.  |
All of the Doctors are the same person, and are thus
identical. Only four Doctor cards are allowed in a deck, with one
in play at a time. |
| 2.  |
All of the Doctors are distinct; one of each may be in play at
a time. |
A compromise solution which maintains play balance is to allow
each player to have a Doctor in play, as long as they are
different Doctors. Only four Doctor cards are allowed in a deck.
|
| 3.3 |
What does Unique mean then? |
|   |
If a card has the trait Unique only one such card can be in
play (page 16), even if they are in different Time Zones. Thus,
if Jo Grant exists in the Present, she cannot exist in the
Future! Talk about time paradoxes! |
| 3.4 |
The Deck Formation rules say that I must have *at least* 3
Watcher cards. Three Watchers are placed in their respective Time
Zones at the start of the game. Does this mean that I can have
other Watchers in my deck and play them during the course of the
game? |
|   |
Yes, Watchers are just like any other Creatures and can be
stocked in your deck. |
| 3.5 |
Why would I want to put Watchers in my deck when they are so wimpy? |
|   |
Watchers are Creatures like any other. They can be attacked,
attack, and give Support (if you play a Star Base or some other
card to increase their Support value). Watchers are different in
that:
| 1.  |
They have no race and hence cannot be targeted by
race-specific Flashes and effects. |
| 2.  |
They don't count as Creatures when determining if Episodes can
be played. Thus you can avoid having Episodes played on you if
you keep at least one Zone free of Creatures other than
Watchers. |
|
| 3.6 |
What happens when one of my Watchers is destroyed? Does that Time
Zone cease to exist? Can I still play cards into that Zone? |
|   |
Watchers can be destroyed like any other Creature. When this
happens the Time Zone remains, though it may be empty. The
Watchers have no special significance other than the fact you get
to start the game with three of them. Also, they do not count as
Creatures when determining if you can play an Episode card. |
| 3.7 |
When I take a Hit the top card from my Time card stack is
discarded and the next one turned over. The rules state (page 18)
that if the new Time card is the same colour as the one I just
lost, I take another Hit. Isn't this totally a matter of luck? |
|   |
Yes, but note that the text says "the attacker *may*
immediately make another Hit" (our emphasis). If you wish, make it
a house rule that you never take multiple Hits. Then the
distribution of cards in your Time card stack will have a lesser
effect on who wins the game. |
| 3.8 |
I'm confused by the Prepare For Combat phase. What is the exact
sequence of events leading up to combat? |
|   |
The rules make this unnecessarily complicated; this may help:
| 1.  |
Player declares an attack, choosing one of their Creatures as
the main combatant. They may either target one of the
defender's Creatures as the main defending combatant, or let
the defender make the choice. |
| 2.  |
If the attacker did not declare a defending combatant, the
defender has two choices. Either they choose one of their own
Creatures as the main defending combatant, or they take a Hit. |
| 3.  |
The defender may now play or Side cards as appropriate. |
| 4.  |
The attacker may also play or Side any cards they need to
assist their attack. |
| 5.  |
Repeat steps 3 and 4 until both parties are satisfied that
they have done their best to win the combat. |
| 6.  |
Combat is resolved. |
Remember that only Standing Creatures who were put into play on a
previous turn may be main combatants.
|
| 3.9 |
Okay, that makes sense, but I'm a bit hazy on step 6. What does
the table on page 19 mean and how is combat resolved? |
|   |
Every Creature has Energy and Substance values. If a Creature
is attacked by another with greater Energy *and* Substance
(compare each separately), that Creature is destroyed. Attackers
may be destroyed in the same manner as defenders.
Thus, if a 2 Energy 3 Substance attacker is up against a 1/4
defender, both will survive. If the attacker adds 2 more
Substance, they will reign victorious, but if the defender comes
up with 2 more Energy the attacker will be vanquished.
|
| 3.10 |
Can you tell me exactly what you can and can't do in a chosen Time Zone? |
|   |
The rules are quite explicit about this matter (page 14).
Concisely: each turn, you choose a Time Zone, which we'll refer
to as the Chosen Time Zone (CTZ). For the remainder of your turn,
the only place that you may play Creatures and Resources, attack,
or use Special abilities is in your CTZ.
You may play Episodes and Flash cards anywhere. Furthermore, you
may Side creatures in any Zone to solve an Episode.
On your opponent's turn, you can only Side cards in the CTZ your
opponent chose.
|
| 3.11 |
How do defensive cards, those which specify "until end of turn"
or "this turn" work? If I Side such a Resource on my turn, surely
its effect is gone by my opponent's turn. |
|   |
Side these cards on your opponent's turn and their effect
lasts until the end of *their* turn. Nothing in the rules states
that Creatures and Resources cannot Side on your opponent's turn,
as long as they are in the CTZ chosen by your opponent. |
| 3.12 |
Do I have to pre-empt my opponent's actions by Siding a defensive
card (on their turn) before they announce a combat? |
|   |
Let's look at an example. Say you have a Trionic Lock (which
can Side to prevent an opponent's Resource from Siding) in play.
Your opponent starts their turn, and immediately Sides one of
their Resources. One interpretation would be that it's now too
late to use the Trionic Lock on it, since the Lock only *prevents*
the Resource from Siding. Now that it *has* Sided, it's too late.
A second interpretation would be that as long as you Side the
Trionic Lock immediately, your opponent's Resource is effectively
locked. Unless you enjoy speed play ("I Sided it first! No! I
Sided it first!"), we recommend this option.
|
| 3.13 |
This isn't technical enough for me. Do you have any formal timing
rules we can use? |
|   |
We can adopt timing rules similar to those used in other
games. Assume a card can be played as a reaction to an event as
long as it directly affects that event. Then, another card can be
played as a reaction to the first, and so on. When players have
finished playing their cards, the result is an effect chain.
Let's look at an example. Player A Sides Ace to destroy Player
B's TARDIS. The Siding of Ace is an event to which other cards
can react. Player B plays HADS, which "prevents any damage or
effect against a TARDIS until end of turn". This is a valid
response since it directly affects the event in question. Player
A then throws down Time Stop, which "prevents the playing of any
one Flash card which must then be discarded". Player B responds
with Barbed Wire, which holds "one Creature until end of turn.
Creature may not Side, attack, or defend".
In what order should effects in a chain be resolved? Games like
Shadowfist and M:TG resolve effects in the opposite order to how
they were played. In other words, the last effect played resolves
first. However, these games have very specific card text which
has been designed for this method of resolution. Doctor Who does
not, and it is our opinion that resolving effects this way would
require dozens of rulings on individual cards.
If we resolve events sequentially as they occur in the chain
fewer interpretation difficulties arise. In our example, Ace
Sides, then HADS prevents the TARDIS from being destroyed. Next,
Time Stop cancels out the playing of HADS; at this point the
TARDIS is again in jeopardy. Finally, Barbed Wire holds Ace so
she cannot Side. The TARDIS is safe.
Choose a method of resolution which suits you and your play
group. Just be sure and let everyone know before you begin
playing!
|
| 3.14 |
Okay, say my opponent Sides Ace to destroy one of my Resources.
Does the previous answer mean that I can immediately Side the
Resource to get one last use out of it? |
|   |
It depends on how you choose to resolve effects.
If you use the method outlined above, then the answer is "no"
since your use of the Resource is not a reaction to Ace Siding
in the required sense. Your Resource does not specify Ace, unlike
the Trionic Lock in the previous example which does specify the
card it's reacting to ("target Resource").
If you are a fan of M:TG, then the answer is "yes" since Magic
always allows you to get one last use out of a card before it is
affected by the effect in question.
|
| 3.15 |
The rules talk about "damage" but only say that this is "the act
of inflicting an effect which would weaken an opponent." I've got
a couple of cards (The Eye of Orion, Sanctum) which prevent
damage, but I don't know when to use them. |
|   |
First, note that damage has nothing to do with combat. This is
attested to by the rather cryptic sentence on page 19: "The values
of Energy and Substance in combat are not used to damage, but as
degrees of strength, with the stronger main combatant the
winner." Damage is only affected by cards which explicitly
mention "damage". |
| 3.16 |
Well, how does damage work then? |
|   |
Let's take Meteorites as an example. This Flash card says
"Choose a Zone. Inflict 3 Energy / 3 Substance damage on all your
opponent's Creatures, which have more than 1 Energy / 1
Substance." Hence each target Creature has both its Energy and
Substance reduced by 3. If both values become 0, the Creature is
destroyed. Otherwise, it is still at full strength as far as
combat is concerned, but is vulnerable to further damage or cards
like The Happiness Patrol, which can destroy a damaged Creature.
|
| 3.17 |
Can you summarise for me how Siding works? |
|   |
During the first phase of your turn you Stand all your
Creatures and Resources to indicate that they are active and
ready to be used. Cards are Sided when used for one of the
following purposes: give Support, use Special ability, solve
Episode, or engage in attack as main combatant.
In the last case the rules say to Side the card *after* combat
(page 21) even though the main combatant cannot Side for any
other purpose. If you find it easier, Side when announcing
combat.
Once Sided, cards may not perform any of the above listed
actions. Sided cards may not be main combatants; thus Sided cards
do not block and cannot be defenders. Only Standing cards may
Side. Cards may be Sided or Stood through effects. On the turn in
which they are first played, cards may only Side to Support. The
use of passive abilities (those without the oo infinity sign)
does not require Siding.
Note that some cards state that others must Side for them to have
an effect. An example is the Demat Gun which states, in part:
"You must Side a Time Lord to use." The Siding of the Time Lord
obeys all of the above rules, though it does not count as a
Special ability use of the Time Lord.
|
| 3.18 |
In which phases can a card Side to use any special abilities? |
|   |
The rules do not answer this question, though it is
fundamental to game play. There are basically three
interpretations:
| 1.  |
Side any time. |
| 2.  |
Side only during phase 3 (combat). Main combatants may not
side once they are chosen.
|
| 3.  |
Side any time except during maintenance phases. These would be
1abc, 2a, 4, and 5.
|
Take your pick.
|
| 3.19 |
Some cards specify that they affect all "Daleks" or "Cybermen" or
some other type of Creature. Do these just affect the generic
card (eg: Dalek) or do they also affect cards such as White
Dalek?
|
|   |
Creatures should be taken to have designators based on the
card name. If other effects target a designator then all cards
with that text are affected. Hence, the White Dalek is indeed a
"Dalek" and will be affected by cards that target Daleks.
This still leaves some grey areas. Is a Cybermat a Cyberman?
Probably not.
|
| 3.20 |
Some cards (eg: Romana, Cybermat) have abilities which increase
the Support value of other cards. How does this work?
|
|   |
Let's take a specific example, that of the Chumblies. Their
Special ability is "oo +1 Support to any Alien." This means that
they increase the Alien's innate Support value. Thus a Prapilus
with Support 1 would now have Support 2.
|
| 3.21 |
Why do some Flash cards have the infinity symbol? Can these be Sided? |
|   |
This typo occurs on Time Barrier and Time Controller. Ignore
the symbol.
|
| 3.22 |
Can Flash cards like Cyber Bomb target other Flash cards? |
|   |
Cyber Bomb states "Destroys any one card in play." So the
question becomes, are Flash cards in play? On page 8 the rules
state that Flashes "can be played at any time and in any Time
Zone." Thus, a strict reading would imply that the Cyber Bomb can
target other Flash cards.
|
| 3.23 |
I'm confused by what is meant by "in play". Can you explain? |
|   |
A card that is in play is in a Time Zone (page 27). This
distinguishes it from cards that are in the draw deck, your
hand, the discard pile, or the Time card stack.
If a card "leaves play", it goes to the discard pile. The
following cards use the phrase in this way: Robot, Death Ray,
Ring of Rasilon, Space Freighter, Trench, Underground Bunker,
X-Ray Laser Cannon.
|
| 3.24 |
What about cards that are removed from the game? |
|   |
There is one card which introduces a sixth area of play. 76
Totters Lane says, "oo Take a resource or robot card from any
discard pile and remove it from the game. This card cannot be
brought back into play in any way." It is quite straightforward
and does not conflict with the above interpretation. It merely
adds another area, a pile for "removed" cards.
|
| 3.25 |
I'm still confused. On page 30 "out of play" is defined as
meaning that the card stays in the Time Zone but for all purposes
does not exist. How can this be reconciled with the above?
|
|   |
Simple, "in play" is NOT the opposite of "out of play"! Out of
play is a special effect (kind of like suspended animation)
generated by Ark in Space, Alliance, and Cryogenics. The effect
of these cards is quite obvious from their text, though the choice
of the phrase "out of play" is unfortunate.
|