I was told to do something concrete. Since I am a lazy programmer, I will continue with Starship Combat Simulation.
So. A new round happened. There are two starships in the game, with three crew in each. From the top now.
Step 1. Determine stations
First, both ships, starting with the highest ranking character, selects the station he will take at their ship for the turn.
Step 2. Draw Cards
After roles have been selected, each player draws cards until they have cards in hand equal to their role’s value. All cards from previous stations will remain in their hand.
Step 1. Seize Initiative
The captains will determine whether they will attempt to seize initiative. To do so, the captain will discard a card from their hand. The captain who discarded the card with highest Skill Value will seize the initiative, forcing the opponent’s ship to place their Skill Cards first in steps which are subjected to initiative order. If the result is a tie, or if neither attempted to seize the initiative, both players select their cards simultaneously.
Step 2. Assist Stations
The captains can assist other stations by discarding a card to let any one player draw a new card and discard one card afterwards.
Step 3. Play Order Cards
The captains can play one Order card from their hand and apply the effect. This is done in initiative order.
Step 4. Shuffle all discards
The captains shuffle their discarded cards into the deck. To save time, the shuffling is done on the other player’s turns.
Step 1. Repair Damage
The Engineer players can discard cards with Skill Values equal or greater than the Repair Value of a Damage Card to remove the Damage Card and shuffle it to the Damage Deck. This is done in initiative order.
Step 2. Play Engineering Card
The Engineer players can play one Engineering Card and apply the effect. This is done in initiative order.
Step 4. Shuffle all discards
The Engineers shuffle their discarded cards into the deck. To save time, the shuffling is done on the other player’s turns.
Step 1. Select Maneuvers
The Pilot players select a Maneuver Card they wish to use. This is done in initiative order. The players can declare to ignore the effect of the card to not change relative positions (for example, if a pursuing ship is in a good position and does not draw any cards that would improve the situation).
Step 2. Select Skill
The Pilot players discard one Maneuver Card and add that card’s Skill Value to either their ship’s Thrust or Attitude Value, depending on the Maneuver Card they played in the previous step. The player who has a higher total outmaneuvers the other ship(s). This might be done in initiative order.
If the total is a tie, the winner is the player who discarded the higher Skill Value. If the situation is still a tie, the ship with greater Thrust or Attitude, depending on the Maneuver Card played, is the winner. If the situation is still miraculously tie, the pilots lose each other, drifting apart. Both ships are Unrelated.
Step 3. Apply winning Maneuver
Move and/or rotate the ships according to the winning Maneuver Card.
Step 4. Shuffle Discards
The Pilot players shuffle their discarded cards into the deck. To save time, the shuffling is done on the other player’s turns.
Step 1. Select weapon system
The Gunner players select either one weapon system to fire with, either the Primary weapon or Secondary weapon.
Step 2. Select Attack Card
The Gunner players select an Attack Card they wish to use. This step is done in initiative order, and is voluntary.
Step 3. Select Skill Value
Then both players discard an Attack Card and add that card’s Skill Value to the selected Weapon System’s Value to get the Final Attack Value. This is done in initiative order, and is voluntary.
Step 4. Apply damage
In intitiative order, with the winner going first, the players compare their Final Attack Values against their opponent’s ship’s Shield Value. If it is equal or greater, the attack damages the opposing ship. The ship receives a Damage Card and applies its effect immidiately.
Step 5. Go back to Step 1., if any Gunner wishes.
If there are several weapon systems, the Gunners can fire them all. Note that since Skill Value steps are optional, any weapon can damage a ship with no shields.
Step 6. Shuffle discards.
Quickly shuffle discarded Attack Cards.
And that is the end of a game round. I will be pushing this project forwards with maximum speed now. The next time I will take a look at the cards mentioned in this post.