- Cards and tokens
- Anatomy of a card
- Influence
- Victory
- Preparing to play Deck construction Choosing a race Starting hand Playing field Accessories Set tension tokens Set influence tokens Influence changes
- Play structure Ready Round Sustained Actions Ready and rotated cards Conflict round Action round Resolution round Draw round
- Card details Character cards Bringing characters into play Starting Ambassador Ambassador's Assistant Other card types
- Action detail
- Additional rules Triggered effects Votes Tension and unrest States War Unconditional surrender Legal targets Marks Discards Bonuses Blanking Cumulative effects Dual Race Alternate faction Negative Power Cards with no printed costs Specialty Texts Boldface text
- The Interstellar Alliance
- Errata
- References
- External links
The Babylon 5 Collectible Card Game (B5 CCG) is a collectible card game based on the Babylon 5 universe. The game has fairly complex rules as it is designed for multiplayer use and has a great deal of errata. Each player chooses a different Race and controls its Ambassador. A player will then build a Faction, set an Agenda, and accumulate Power. Cards and tokensEach player is required to have their own deck of cards (each from a different race unless using Home Factions in order to play. Players may use standard decks from one of the 5 races or Psi Corps, or they may customize their own deck using a minimum of 45 cards (there is no maximum). In addition to owning a deck, players must have small tokes to keep track of things like influence, damage to character and fleets, marks etc. Anatomy of a cardCards in the B5 CCG can be into a number of general Card Types. Each type of card has a different background, making it easier to distinguish them from one another as necessary. Card Types in the B5 CCG UniverseType | Color | Description |
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Aftermath | #C0C0C0}} | Cards which are played at the end of the round during the resolution of a conflict, representing plot developments and character growth in the game as a result of these conflicts. Won or Lost Aftermaths can be played on the conflict's initiator, depending on the outcome of the conflict (with Won aftermaths typically providing a benefit and Lost Aftermaths further damaging the initiator's faction). Participant Aftermaths can be played on any faction or card that took part in the conflict, regardless of whether it was won or lost, and typically represent simple development of the ability used in the conflict. | Agenda | #FBEC5D}} | A faction may have one Agenda in play at a time. The effect text of an Agenda will either provide benefits in pursuing a certain strategy towards victory, such as increasing the Diplomacy of the faction's characters in a diplomacy-oriented deck, or can create new victory conditions by stipulating what the Agenda's owner must achieve to win the game | Character | #E4D96F}} {{color sample|- F4C430}}
{{color sample|F0DC82}} {{color sample|C2B280}} {{color sample|ED9121}} {{color sample|D99058}} {{color sample|92A1CF}} {{color sample|DEB887}} {{color sample|ACE5EE}} {{color sample|E0B0FF}} ||Each card features a character from the TV series and includes a short explanation of what the character can do in the game as well as a sidebar indicating what stats they possess and their values. A character's stats can be of four types - Diplomacy, Intrigue, Psi and Leadership. The main character in a deck is known as the Ambassador, and acts as the player's avatar in the game
| Conflict | #808080}} | Conflicts are the main way in which players build up influence points. At the start of the round, players can declare a conflict, either from a conflict card or another effect that allows a conflict, such as a state of war or another card's effect text. There are 4 main types - Diplomacy, Intrigue, Psi and Military. Each conflict can only be supported or opposed using its specified stat i.e.: Diplomacy conflicts use a characters Diplomacy stat. Military conflicts typically only allow Fleets and their Leaders to participate in them | Contingency | #9FE2BF}} | A special type of card that is played on a card already in play and usually remains hidden until the card it is played on is affected. These cards usually negate the action that an opponent has played on that card, such as preventing a character from being neutralised | Enhancement | #ADFF2F}} | Improves a targeted card of the specified type, usually with a stat bonus. Most cards that remain in play (characters, agendas, fleets etc.) can be enhanced. | Event | #FF6FFF}} | Event cards are usually played in order to disrupt an opponents current strategy or enhance your own | Fleet | #6699CC}} | Fleets, like characters, can use their stat (military) in conflicts or can, by attacking, target an opponent's fleets to try to damage them, impairing their abilities or removing them from play. | Group | #DCDCDC}} | Similar to Enhancements, groups are often used to enhance stats or abilities of characters, but may have other effects. | Location | #FFC0EB}} | Locations are planets or space lanes that grant bonuses to the faction as a whole. For example, Homeworld locations can be used to increase the amount of influence gained from winning a conflict. Locations have a military value and can oppose Military conflicts if they are targeted by them. | |
All cards have the following information on them when possible or needed: - 1. Name (top)
- Identifies who or what the cards represents.
- 2. Cost (bottom right corner)
- The influence cost to bring the card into play.
- 3. Type ( center below image)
- The type of card is listed here, (character, fleet location, etc.( as well as any other restrictions (race, etc.)
- 4. Abilities (left side of image)
- Characters, fleets and locations may possess abilities (if an ability is not listed it is considered zero).
- 5. Effects (bottom area)
- This area covers ant special rules a card may have when being played and what its effects will be when played. Also, any special title will be marked in bold type. The special titles will be used during game play at certain times when called upon by other cards or at specific times during the game.
- 6. Marks (bottom left corner)
- Some cards are marked, causing them to have special abilities or receive negative effects.
Shadow and Vorlon marks cannot be found in the same playing field. Thus a player having Shadow marks cannot gain any Vorlon marks and the opposite for a player who has Vorlon marks cannot gain Shadow marks. Marks of Strife increase the damage inflicted during an attack. Other marks (Conspiracy. Destiny, Doom) have effects related to other cards played. - 7. Caption (bottom of card)
- Quote from the Babylon 5 Universe. Has no effect on game play.
InfluenceInfluence represents a player's raw strength. They begin the game with four influence and may build (by spending three influence per turn to gain one) up t ten where afterwards they must gain it from various other sources like conflicts and agendas. Influence also counts as Power which is needed to win the game. Any influence used during a turn is return and available in the next turn of game play. Other types of influence are found with Babylon 5, the Shadows and Vorlons. These three areas cause game play to have a certain direction. Babylon 5 is dedicated to peace where as the Shadows and Vorlons look for war. VictoryThe base influence that a player has represents his Power total. Other cards can increase this total if certain conditions are met. At the start of the turn, players can check for Victory requirements. To score a Standard Victory, you must have either of the following: 1. Have 20 Power and more than any other player; or 2. If Babylon 5 has an Influence rating of 20 or more at the end of a turn - any player in a position to win a Standard Victory and is ahead of all other players wins. If either the Shadows or the Vorlons have 20 Influence then the Shadow War begins, at which point Standard Victory rules no longer apply and players must win by Major Victory. To score a Major Victory, you must have one of the following 1. Have at least 20 Power and 10 more than any other player (plus 3 more than your opposing race in Home Faction rules) 2. Fulfill any requirements that are on a Major Agenda that they brought into play; or 3. Special rules for a limited exceptions where less the 20 Power is needed. These are listed on the cards effect text. - Note: You may not skip the Victory requirement check to try to score a Major Victory as opposed to a Standard Victory. When it is time to check for victory requirements, you MUST declare victory if you meet ANY requirements to do so.
Preparing to playDeck constructionBuilding B5 CCG decks have the following restrictions: - Each must have a Starting Ambassador- Each must have a minimum of 45 cards- They may only have 3 of any specific card (unless marked Unique which would be one only)Choosing a raceDepending on which format you play (see various tournament formats) only one of each race is normally allowed during game play at one time. Below are the various factions available for each race. Factions of the B5 CCG UniverseRace | Faction 1 | Faction 2 | Faction 3 | Faction 4 | Faction 5 |
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Centauri Republic | Basic Faction | Home Faction | - - - - | Babylon Project Faction | Corporate Alternate Faction | Earth Alliance | Basic Faction | Home Faction | Psi Corps Alternate Faction | Babylon Project Faction | Corporate Alternate Faction | League of Non-Aligned Worlds | Basic Faction | - - - - | - - - - | - - - - | Corporate Alternate Faction | Minbari Federationt | Basic Faction | Home Faction | - - - - | Babylon Project Faction | Corporate Alternate Faction | Narn Regime | Basic Faction | Home Faction | - - - - | Babylon Project Faction | Corporate Alternate Faction | |
Starting handEach player chooses their starting hand. Your starting hand must have four cards with one being your Starting Ambassador. The remaining cards may not be of the same type. You may not have more than one additional character, fleet, agenda, etc. Playing fieldA part of you playing area should be kept for tracking tensions, unrest, and influence for Babylon 5 the Shadows and Vorlons. Cards are played at specific areas as shown in the diagram below. The row with your Ambassador is known as your Inner Circle, this is where you promote characters. Aftermath cards that remain into play should be placed under the cards that they affect. Agendas should be placed to the left of your Ambassador. New characters, groups and locations are put in a row below your Inner Circle, this is known as your Supporting Row. AccessoriesSome of the items that seasoned players may use that are not included with the B5 CCG are: Accessory List for the B5 CCG UniverseItem | Description | In Game Use |
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6 sided cube die | Used to count extra marks on characters and fleets. | 20 sided icosahedron die | Used to count power. | Glass beads of various colors | Used to count influence, tensions and unrest. | Coin of any type | Used for one card only. | |
Set tension tokensCertain Races have predetermined Tension ratings prior to the game starting and must be set. As the game progresses certain cards may alter these settings. Tensions of the B5 CCG UniverseRace | Centauri Republic | Earth Alliance | League of Non-Aligned Worlds | Minbari Federation | Narn Regime |
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Centauri Republic | 2 | 1 | 2 | 2 | 2 | Earth Alliance | 1 | 2 | 2 | 3 | 2 | League of Non-Aligned Worlds | 2 | 2 | 2 | 2 | 2 | Minbari Federationt | 2 | 2 | 2 | 2 | 2 | Narn Regime | 4 | 2 | 2 | 2 | 2 | |
Set influence tokensInfluence tokens should be set above the Ambassador. Spent influence should be moved below the Ambassador. This allows other players to see how much influence remains in each players pool. Spent influence is returned to the top of the Ambassador at the end of the turn. Influence changesGaining and losing influence from cards such as Conflicts is different then spending influence, this permanently changes your influence count and either adds or removes an influence counter from play. Gaining additional influence as a one time event from an action does not let you keep that influence permanently. Play structureThe game is played in turns, each turn is sub-divided into rounds. Beginning in Initiative order (the player with the lowest influence) players take turn performing actions during each rounds. Players with the same amount of influence have their Ambassadors abilities used as a tie breaker, beginning with Diplomacy followed by Intrigue, Psy and Leadership. Each turn play progresses through the following rounds: Ready Round- Step 1
Ready cards: Any cards which were rotated (turned horizontally to show they were put in use since the last turn) are now return to their normal positions (vertically). Any card that can sustain an action does so at this time. - Step 2
Influence restoration: Return all influence that was used back to the top of Ambassadors to show that it is once again available. - Step 3
Initiative determination: Imitative order is now decided. Players with the lowest act first, the second lowest and so on. Sustained ActionsPlayers may choose to keep some cards rotated to show they are continuing to apply their effects. This is known as sustaining an action. Most players will move these cards onto other cards they are affecting. The ability to sustain an action must have no additional requirements then rotating a card. Any costs will cause you to have to ready the card during the ready round. The same applies to cards that state marks need to be purged. Ready and rotated cardsMost cards are used only once in a turn. During each turn and mostly in the Action round, cards may perform various things that require them to rotate (horizontally from the vertical position). A Neutralized card is considered Ready for healing purposes and cannot be used for any other purposes unless specified by n individual card. Conflict round- Step 1
Declaring Conflicts: Players who wish to declare Conflicts now do so in Initiative order by placing their Conflict cards face down in front of them. If they are declaring a conflict from an Agenda they declare it at that time and apply any requirements as well. - Step 2
Reveal and Initiate Conflicts: At this time players reveal and if necessary target to other players in Initiative order. Should the Conflict target a specific item (race, character, fleet, tension, Babylon 5, etc.) the initiator of the conflict declares the target at that time. Action roundDuring the Action round, players may perform only one action at a time. Play goes in Imitative order as with previous rounds starting from lowest. Once every player has had a chance to perform one action, the process is repeated again. This continues until all players Pass in a row (take no action). A player who has chosen to pass during the action round at one point may take action during a later time if the action round is still in progress. Actions that may be taken include: - Note: When instructed to draw a card from your Crusade or Corporate Pile, you actually go through your side deck and choose a card.Resolution roundAfter all players have passed the Resolution Round begins with the following steps. - Step 1
Conflict Resolution: Each player, in Initiative order, resolves their conflict. abilities are totaled (including modifiers, damage and effects currently in operation) and applied in support and compared to the total opposition (with the same modifiers). Once resolved, apply the effect of the conflict determined by the success or failure of the conflict as stated by the text on the Conflict card. If a player had multiple conflicts at once (can be achieved through use of special cards) that player chooses the order of the resolution. - Step 2
Aftermaths: Once the Conflict round is complete, Aftermaths may be played only on the initiators Conflict unless it states "participant". Beginning with the first conflict and in imitative order, players take turns playing Aftermaths until all have passed then proceed to the second conflict and take turns playing Aftermaths on that conflict until all have passed then move to the following conflict and so on. Aftermath cards that give cards an effect are placed under the affected card in question until the end of the game or if removed by another card. - Step 3
Discard: All Conflict and Aftermath cards which are not attached to other cards at the end of the round are now discarded and play proceeds to the Draw round. Draw round- Step 1
Discard from playing area: All Neutralized (face down) Supporting cards are discarded at this time. - Step 2
Discard from hand: All players may discard as many cards as they wish from their hands. These cards must be placed face up in the discard pile next to the draw deck. Any player may look at another player's discard pile. - Step 3
Draw Free card: All players draw one free card. Should a player run through their entire deck and have no more cards to draw from, they must discard an Inne Circle character instead. If the only character they have left is their Ambassador, they are considered out of options and must forfeit the game. - Step 4
Buy More Crads: For each three influence a player applies they may purchase one extra card. - Step 5
Check Victory Conditions: Victory conditions are now checked by all players to see if any of them have been fulfilled. - Step 6
End of Turn: For cards that provide a bonus until end of turn, this applies until after victory check. Card detailsCharacter cardsUnless otherwise noted, all characters are Limited, which means only one copy of that card can be in play at any time. They may be loyal to a specific race; Centauri, Human, Minbari, Narn, Neutral (which are not loyal to any specific race) or Non-Aligned (which is a combination of independent races joined together). Bringing characters into playCharacters are first brought into play as Supporting Characters, though usually they will be promoted there are exceptions where some cannot enter your Inner Circle. You bring a new character into your supporting row by sponsoring him by applying its influence cost. If the character is not loyal to your race that cost is double. Any requirements such as marks needed must also be observed. Promoting a character to the Inner Circle requires the same amount of influence used t sponsor the character plus one influence for each character in your Inner Circle. Starting AmbassadorBecause the Ambassador is the leader of a faction it is considered a member of the Inner Faction, it can never be discarded or demoted to the supporting row. However an Ambassador can be replaced with an updated Ambassador card. For the League of Non-Aligned Worlds, players can have a second ambassador card (in addition to the 3 card total starting hand) due to their diversity. Ambassador's AssistantThe Ambassador's Assistant has the ability of providing a +1 bonus to his Ambassador's Diplomacy, Intrigue and Leadership if the Assistant rotates for that purpose. or you may rotate him to apply 1 less influence to sponsor a card. Other card types Various Card Types of the B5 CCG UniverseColor | Card Type | Sub-type | Qty. | Factions | Explanation |
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#E4D96F}} | Characters | Centauri | 57 | Babylon 5 Faction, Home Faction, Babylon Project Faction | A race geared for war with the Narn, heavy on Intrigue, There is a good portion of psi available. Diplomacy and leadership, although not their strong suit, are above average | #F4C430}} | Characters | Drakh | 11 | None | You do not begin the game as a Drakh Faction, you must choose one of the five major Factions. You may then sponsor a Drakh Ambassador by a non Drakh character an immediately promote him to your Inner Circle and he becomes your new Ambassador. He cannot be targeted the card "Taunts and Games". Your previous Ambassador remains an Inner Circle character and can never be demoted. Drakh are opposed to Vorlon marks. Once you sponsor a Drakh Ambassador you are now a Drakh Faction but your Race remains as it was when you started. You also retain special designations such as Home Faction or Psi Corps. If your Drakh Ambassador leaves play you immediately lose the game. It cannot seek asylum. Drakh cards can only be sponsored by Drakh cards. Drakh use Chaos Tokens. After any action, a player may move any number of Chaos Tokens from one card to another. Drakh cannot have their racial loyalty change. The Drakh, as a race, cannot be targeted, named, or referred to in anyway by another card. | #F0DC82}} | Characters | Human | 102 | Babylon 5 Faction, Home Faction, Babylon Project Faction, Psi Corps Faction | Evenly balanced in most abilities. Depending on which faction you use some may be stronger. The Psi Corps alternate faction has an extremely high psi pool of characters. Using the Home Faction will leave you dependent of intrigue which is of decent standing. The Humans leadership is somewhat evenly balanced depending which characters you use. | #C2B280}} | Characters | Minbari | 58 | Babylon 5 Faction, Home Faction, Babylon Project Faction | Strong in Diplomacy and Leadership. Members of the Grey Council are quite strong. Any Warrior Caste character will increase greatly to a fleet it leads. | #ED9121}} | Characters | Narn | 44 | Babylon 5 Faction, Home Faction, Babylon Project Faction | Heavily relies on Leadership, One of the weaker overall races. It has no Psi whatsoever. its Intrigue is quite weak. It does have above average Diplomacy. It makes up for its shortcomings with its aggressiveness. | #D99058}} | Characters | Neutral | 122 | None | A wide variety of characters available to all factions with a wide range of abilities. Specialty characters such as "Media", "Mercenaries", "Soulhunters" and "Techno-mages" can be found here. | #92A1CF}} | Characters | Non-Aligned | 47 | Abbai, Brakiri, Drazi, Gaim, Gnome, Golian, Hyach, Ipsha, Llort, Markeb, Pak'ma'ra, Sh'lassan, Vree, Yolu | Although weak in abilities, they have a versatile group. With 16 different ambassadors to choose from, the various combinations seem endless. | #ACE5EE}} | Characters | Shadow | 3 | None | Although this is a non starting race and you may not gain an ambassador, it is possible to construct a deck built around Shadow influence and gear it towards winning a Major Victory by starting the Shadow War. There are several Shadow characters as well Neutral characters to choose from that have Shadow influence. It is worth noting that if another player is using the Vorlons it is expected that a long drawn out battle may result. A Faction with Shadow marks cannot gain any Vorlon marks. Any card giving marks of such type is ignored. Raising the Shadow influence to 20 will begin the Shadow War where all players must then score a Major Victory. | #E0B0FF}} | Characters | Vorlon | 12 | None | Like the Shadow, this is not a starting race and does not have a starting ambassador (even though Ambassador Kosh does exist in the game he cannot be used as a starting ambassador). Until the "Dream Set" Vorlon expansion was released online, the Shadows had a larger card pool selection to choose from making it slightly more advantageous for them. But if players agree to use these cards as proxies, then much balance is restored if not giving an upper hand to the Vorlons. A faction having Vorlon marks cannot gain Shadow marks. Any card giving them such type is ignored. Raising the Vorlon influence to 20 will begin the Shadow War where all players must then score a Major Victory. | #DCDCDC}} | Groups | Neutral, Race Specific | 51+ 26 | N/A | Groups are Limited unless otherwise specified. Most have an effect on play. They are supporting cards and do not get promoted to the Inner Circle. If a race type is listed on the Group card the it is restricted to that race. | #6699CC}} | Fleets | Neutral, Race Specific, Babylon 5, United | 5+ 89+ 10+ 3 | Set by Race, Non-Aligned Specific, Babylon 5, Neutral | Fleets are a factions primary Military capability. they are limited unless otherwise noted. They are restricted to a particular race if noted on the card and cannot be promoted to the Inner Circle. | #FFC0EB}} | Locations | Neutral, Race Specific | 15+ 27 | Varies | Locations offer a wide variety of benefits, most are race specific, and their military can only be used to oppose conflicts that target it. | #ADFF2F}} | Enhancements | Neutral, Race Specific, Babylon 5 | 233+ 31+ 8 | N/A | Enhancements are cards that tend to benefit other cards although some are detrimental. Some enhancements are restricted to specific types of cards (characters, fleets, locations). Enhancements on captured Locations are discarded. Enhancements are not limited unless otherwise stated on the card itself but no two copies of the same enhancement may target the same card. This is true for the game itself, only one copy of a specific Global Enhancement may be in pay at any given time. Restricted enhancements which have a specific race listed on them must be sponsored by a member of that race and must also be placed on a card of that race or in a faction of that race. | #FBEC5D}} | Agenda | Neutral, Race Specific | 57+ 33 | N/A | Agendas is the overall goal of your faction. They offer several benefits such as additional influence, power, and/or benefits to your faction. Some Agendas are race related. You may have only one Agenda in play at one time however you may rotate an Inner Circle character to sponsor a new one or bring one into play if you do not have one. Agendas may be brought into play hidden, these are called Hidden Agendas. They have no effect on play until revealed. It may be revealed as an action during the Action round where it then takes effect immediately. | #FBEC5D}} | Agenda | Major | 13+ | N/A | Some Agendas are noted as Major Agendas as part of their card type. They cannot be discarded but may be replaced by other Major Agendas or by cards which specify you can. When you have a major Agenda in play you cannot score a Standard Victory. | #FF6FFF}} | Events | Neutral, Race Specific | 388+ 20 | N/A | Event cards allow various effects to happen during the action round. The effects of Events are immediate unless specifically stated otherwise. Once an Event has expired it is discarded. | #9FE2BF}} | Contingencies | Neutral, Race Specific | 67+ 3 | N/A | Contingency cards are played face down during the action round and only one can be played (unless otherwise stated). They are played in their players faction and they may be viewed by that player at any time. Each has a specific Trigger which activates the Contingency where its effect then is applied. Revealing a contingency is optional, therefore strategy can be a factor when holding back for a key moment prior to victory or to prevent another layer from claiming victory. If the effect of the contingency has expired place the card in the discard pile. | #808080}} | Conflicts | Neutral, Race Specific | 262+ 11 | N/A | Each faction may normally initiate one conflict per turn. Conflicts are played during the Conflict round. Characters and fleets support or oppose conflicts of their choosing depending on how the outcome may affect their faction. A faction which receives more support wins the conflict and one which receives equal or more opposition loses the conflict. Conflicts with a race name on them are restricted to that race. | #808080}} | Conflicts | Diplomacy | 94 | N/A | These conflicts will require the Diplomacy ability in most cases. They may in some instances allow another ability to be used if the card itself states on it to do so. | #808080}} | Conflicts | Intrigue | 80 | N/A | These conflicts will require the Intrigue ability in most cases. They may in some instances allow another ability to be used if the card itself states on it to do so. | #808080}} | Conflicts | Leadership | 8 | N/A | These conflicts will require the Leadership ability in most cases. They may in some instances allow another ability to be used if the card itself states on it to do so. | #808080}} | Conflicts | Military | 38 | N/A | These conflicts will require the Military ability in most cases. They may in some instances allow another ability to be used if the card itself states on it to do so. | #808080}} | Conflicts | Psi | 22 | N/A | These conflicts will require the Psi ability in most cases. They may in some instances allow another ability to be used if the card itself states on it to do so. | #C0C0C0}} | Aftermaths | Neutral, Race Specific | 189 | N/A | After the conflict resolution round, players may then play Aftermaths. Most Aftermaths act like enhancements modifying certain cards. Some take immediate effect. These effects are not reversed when the Aftermath is discarded. Only one Aftermath can affect a given target at any one time. If a race name appears on an Aftermath it can only be played by that race. | #C0C0C0}} | Aftermaths | Won | 44 | N/A | These Aftermaths may be played on a conflict won by the initiator. | #C0C0C0}} | Aftermaths | Lost | 67 | N/A | These aftermaths may be played on a conflict loss by the initiator. | #C0C0C0}} | Aftermaths | Participant | 28 | N/A | These aftermaths may be played by anyone who participated in the targeted conflict. | |
Action detailAll of the following are valid Actions: Possible Actions in a TurnAction | Description |
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Rotate to Build Influence | Rotate an Inner Circle character and apply 3 influence to gain one influence. You may only do this if you have less than 10 influence. | Sponsor a Supporting Card | Apply the required cost of a character, fleet or group, rotate an Inner Circle character to sponsor a supporting card. | Promote a Supporting Character to the Inner Circle | Apply the cost of a supporting character plus 1 influence for each character in your Inner Circle to promote the target character. | Use an Effect Which Requires Rotating a Card | Rotate a target character to use its effect text which requires it to rotate. | Lead a Fleet | Rotate a character with Leadership to lead a fleet. | Support or Oppose a Conflict | Rotate a character or fleet to apply support or opposition to a conflict. | Attack a Conflict Participant | Rotate a character or fleet to attack a participant in a conflict. Attackers use the same abilities as the defender used to support the conflict. | Play an Event | Apply the influence cost to play an event card. Follow the text instructions. | Play a Contingency | Play or look at a contingency card. | Sponsor, Replace, Reveal or Discard an Agenda | Rotate an Inner Circle character to sponsor an agenda if none is in play or replace one. You may also discard or reveal an agenda. | Heal a Character | Rotate to heal a character who suffered damage during an attack. You may only heal one point of severe damage or flip a neutralized character. | Repair a Fleet or Location | Rotate to repair a fleet or location that was damaged during an attack. | Offer Influence to a Mercenary | Apply influence to take control of a mercenary. The player who applied the most influence to the mercenary gets to control him after everyone has passed. | Pass | Choose to pass. You may take any of the actions above even after you have passed on a previous turn. | |
Additional rulesTriggered effectsSome cards have triggered effects. These effects take place at the time stated on the card. VotesEach of the four main races and the Vorlons can participate in the voting process when called upon by certain cards. The player using the League of Non-Aligned Worlds holds any tie breaker vote. There must be more "Yes" then :No" votes for the vote to pass. Home Factions do not get a vote. Tension and unrestTension between races are not linked. If Narn tension with the Minbari is at 4, it is possible for Minbari tension with the Narn to be at 2. If a race is not in play its tension still exists. You may play cards that raises or lowers your unrest. Included in the Great War starter decks was a Status Tracker. This two sided item was used to track on one side Babylon5, Shadow and Vorlon influence, and on the other tension and unrest with other races. Many players used their own versions of status trackers. StatesRelationships between races are define by their tensions. Through the course of the game races may enter into additional relationships with each other. These are called States. The most common alliances are trade pacts. When home Factions are in use, any benefits to one race benefit the other. WarUnless otherwise specified, when two races enter a state of war, all other states are cancelled (trade pacts etc.). There are a number of ways to enter into a state of War. While in a state of War, players may initiate a War conflict (without a conflict card). This conflict acts as a Military conflict. It may target a race as a whole or a location. If it targets a location and is successful, the location is captured and all attachments are removed and its text is suppressed. Should the original owner of the location recapture it, attachments would be discarded but its text ability would be returned. Should a War conflict be uncontested, the target loses one influence and the initiator gains one influence. Whenever a War conflict is resolved, tensions between the two races increase by one. When two of the same race are at war this is called a Civil War. If Another race causes one of the two sides to lose influence in a War conflict, both sides involved in the Civil War lose one influence. Unconditional surrenderDuring the discard round, a player may unconditionally surrender to another player they are at war with. That player immediately gains 3 influence. Following the surrender, your Ambassador will request asylum to another faction. The player who offers you sanctuary may add a copy of your ambassador in his supporting row from outside the game. If a Home Faction surrenders, their Ambassador is removed from the game and no sanctuary is awarded. If all players surrender, the winner scores a Major Victory. Legal targetsSome cards require you to target a specific thing, it could be a character, fleet, faction or race. Unless the card states otherwise, you must select a target or you cannot play the card. MarksMany cards provide marks to characters, fleets, groups r locations. Marks are always considered to be attached to a card. If a card states that a faction gains a mark, then the mark is given to the Ambassador. If a card refers to a player's or faction's marks, then it includes all marks in play for that player. Marks on neutralized characters count towards totals and they may be manipulated and purged. A faction cannot have both Shadow and Voron marks. If it already has one of those marks, any effect giving it one of the other mark is ignored. Any card that gives a mark while it is in play and then is removed, forces the player to purge a mark of that type. There are six types of marks; Marks of the B5 CCG UniverseMark | Set | In Game Use |
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Conspiracy | Psi Corps + | Used to identify Psi Corps characters, enhancements, fleets and groups | Destiny | Premiere + | Used as a beneficial aspects towards certain agendas. | Doom | Premiere + | Used to provide negative impact toward a players Faction.4 | Shadow | Premiere + | Used for a Faction who has a goal to influence the Shadows. | Strife | Premiere + | Used to apply damage when attacking characters and fleets | Vorlons | Premiere + | Used for a Faction who has a goal to influence the Vorlons. | |
DiscardsSometime a player must discard a card to do an effect or event, or may do so voluntarily. Other times cards have effects that expire and then must be placed in the discard pile. Also, neutralized supporting characters get discarded. Any time a player discards more than one card at a time, he may choose the order in which he places them in the discard pile. BonusesSome cards such as Agendas will offer bonuses while they are in play such as increased abilities to characters. BlankingWhen a card states that it its text is now blanked, it no longer has any effect. It is as it no longer has any effect text on the card. Boldface text can never be blanked. Cumulative effectsSome cards have a cumulative effect. Caution is advised when reading the text on these cards so not to misinterpret them with regular round proceedings (like drawing cards). Dual RaceA Dual Race is any race represented by more than one Faction. - Home Faction Leaders
- Centauri, Lord Refa- Human, William Morgan Clark- Minbari. Neroon- Narn. Na'Far- Non-Aligned Worlds, Any Species AmbassadorAlternate factionThere is only one official alternate faction in the B5 CCG, the Psi Corps led by Bester. A secondary alternate race can be found in the Dream Set The Vorlons, the Corporate Faction. Negative PowerAny card that refers to only counting influence as power cannot affect any player whose power is lower than his influence, Cards with no printed costsAny card with no cost bubble in the bottom lower right corner may have other costs associated with it, like purging marks or rotating characters. Specialty TextsThere are many cards with Specialty text. Some of these cards have defined special abilities. Special Text Cards of the B5 CCG UniverseMark | Set | In Game Use |
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Irrevocable | 29 | A card that cannot be negated, cancelled, blanked nor can it have its effects reversed. It cannot be targeted by a card that would cause it to be discarded. | Limited | 29 | Only one of any copy of the card may be in play at a time. Characters, Groups, Fleets and Locations are assumed to be Limited unless otherwise noted. | Multiple | 96 | More than one copy of a card may be in play at any time. | Unique | 24 | Can only be played once per game. | |
Boldface textSome cards contain Boldface text. These cards have a special ability. Aside from the usual race specific Starting Ambassador, Ambassador's Assistant, Home Faction Ambassador and Babylon Project Ambassador, text that comes up, here are some of the more frequent cards are: Boldface Text Cards of the B5 CCG UniverseText | Quantity | Race Specific | Description |
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Agent of the Kha'Ri | 1 | Narn. | -- | Agitator | 1 | N/A, Gnome | -- | Ambassador's Assistant | 1 | Neutral. | -- | Armor | 1 | No | Reduces damage in attacks. | Centauri Emperor | 7 | Centauri | -- | Corporate | 56 | Varies | These cards are used in conjunction with the Crusade for Profit pile bearing the Corporate name. They are also used in the Human Corporate Alternate Faction rules from the Vorlon Dream expansion. | Crusade | 29 | Varies | These cards are used in conjunction with the Crusade for a Cure pile bearing the Crusade name. | Defense Minister | 1 | Centauri | -- | Earth Alliance Vice President | 2 | Human | -- | EarthForce | 1 | Human | -- | Enigma | 22 | Varies | A Vorlon Dream expansion term. Several cards have effects referring to Enigma cards. | Ephemeral | 5 | Vorlon | Any time one of these cards is rotated it is returned to its owners hand. | Explorer | 19 | Varies | These cards are used in conjunction with the Crusade for Knowledge pile. | Flagship | 8 | Varies | Increases a fleets military strength. | Grey Council Member | 16 | Minbari | These characters can become members of the Grey Council. | Homeworld | 10 | Varies | Location cards belonging to a specific race giving it some kind of benefit. | House Mollari | 1 | Centauri | -- | Household Gods | 4 | Varies | -- | Imperial Telepath | 4 | Centauri | -- | ISA | 13 | Varies | These cards can be used by any member of the Interstellar Alliance | Ka'tok | 1 | Narn | -- | Kha'Ri Adviser | 1 | Narn | -- | Kha'Ri Intelligence | 1 | Narn | -- | Kha;Ri Intelligence Officer | 1 | Narn | -- | Lady | 1 | Centauri | -- | Legacy | 29 | Varies | These cards are used in conjunction with the Crusade for a Legacy pile bearing the Crusade name. | Lurker | 1 | N/A, Gnome | -- | Media | 23 | Varies | Used to cause tension between factions. | Member of the Kha'Ri | 5 | Narn | These cards can become members of the Kha'Ri. | Mercenary | 5 | Varies | Special characters that can be bought off with influence. | Minister | 2 | Centauri | -- | Mu'tai | 4 | Varies | -- | Narn Agitator | 2 | Narn | -- | Nightwatch | 17 | Varies | Human faction antagonist. | President | 1 | Human | -- | Prime Minister | 1 | Centauri. | -- | Psi Cop | 11 | Human | Human faction antagonist. Highest-ranking members of Psi Corps. | Ranger | 59 | Varies | These cards cannot receive Shadow Marks. Factions with Shadow Marks cannot sponsor Ranger cards. | Ranger One | 6 | Varies | Only one character can have the Boldface text Ranger One. No other character may enter play with that text until the one in play either leaves or is discarded. | Ranger Weapon | 1 | Varies | -- | Regent | 1 | Centauri | -- | Religious Caste | 22 | Minbari | Minbari members of a specific caste. | Representative of the Kha'Ri | 1 | Narn | -- | Seeress | 8 | Varies | Cards that relate to individual who foresee the future. | Senator | 4 | Human | -- | Soulhunter | 2 | Neutral | -- | Spymaster | 4 | Varies | -- | Squadron | 3 | No | -- | Techno-mage | 11 | Varies | Deals with a powerful group of characters which use technology and magic. | Unopposable | 1 | No | One this conflict is initiated, it cannot be stopped by any means. | Untouchable | 7 | Varies | Cannot be targeted by aftermaths or enhancements. | Warleader | 7 | Varies | Cards that usually improve the military of fleets. | Warrior | 2 | Narn | -- | Warrior Caste | 15 | Minbari | Minbari members of a specific caste | Weapon | 7 | Varies | These cards a characters ability to inflict damage. Sometimes giving it a strife mark. | Wife of Londo | 5 | Centauri | -- | Worker Caste | 5 | Minbari | Minbari members of a specific caste. | Furthermore, each race has Boldface text: Abbai (1), Brakiri (7), Centauri (58) Dilgar (1), Drakh (11), Drazi (4), Gaim (4), Gnome (3), Golian (1), Human (100), Hyach (5), Ipsha (1), Llort (4), Markeb (2), Minbari (58), Narn (45), Pak'ma'ra (6), Shadow (3), Sh'lassan (1), Vorlon (12), Vree (1), Yolu (1) The Interstellar AllianceAn Interstellar Alliance (ISA) member, along with all other ISA members of that race, will be expelled from the ISA should he enter a state of war by any means against another ISA member. Once per turn, as an action, an ISA player may discard the top card of his deck plus forfeit his draw round to go and get a card from outside the game with the ISA text on it. If the ISA exists, whenever a Babylon 5 vote is called, hold an ISA vote instead. ISA members can vote. The founder of the ISA dictates the order. Cards that refer to Babylon 5 votes do not affect ISA votes. ISA cards cannot be played unless the ISA is in existence. ErrataErrata prior to the Great War can be found on corrected Deluxe edition cards. The following is errata for Great War and Psi Corps cards. Errata of the B5 CCG UniverseCard Name | Card Text Change |
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Carrier Group | The second sentence should read If one of your fleets participating in the same conflict... | Consultants | Replace the first sentence with You may play Limited, non-Unique Character cards as Contingencies to this group. In the last sentence, replace At the end of the turn with At the end of the Resolution Round. | Day of the Dead | Replace the first sentence with All players may return to play one character from their discard pile into their supporting row. (place has been changed to return to play.) | Dust | Add the following sentence at the beginning of the text: Target a character you control. | Non-Aligned Aide | Replace permanently lose 1 Diplomacy with reduce this character's printed Diplomacy by one. | Non-Aligned Agent | Replace permanently lose 1 Intrigue with reduce this character's printed Intrigue by one. | Non-Aligned Captain | Replace permanently lose 1 Leadership with reduce this character's printed Leadership by one. | Sheridan Reborn | The fourth sentence should begin Rotate Sheridan Reborn. | Tualakh Vit'lokh | In the first sentence, replace sponsored with put into play. Replace the second sentence with Tualakh Vit'lokh's other printed abilities become zero | Wastelands | The second sentence should now read: All characters you control inflict additional damage equal to their number of Conspiracy Marks during attacks. | |
References{{Citation | url = http://b5ccg.mahasamatman.com/Lists.HTML | title = Vorlon Space | work = The Babylon 5 Collectible Card Game | publisher = Mahasamatman | accessdate = April 6, 2016 | ref = none }}{{Citation | url = http://b5quest.pbworks.com/w/page/12224386/New%20Sets | title = New Sets | work = Virtual Sets | publisher = b5quest.pbworks.com | accessdate = April 6, 2016 | ref = none }}{{Citation | url = http://b5quest.pbworks.com/w/page/12224291/Anlashok#Resources | title = Anla'shok | work = Resources | publisher = b5quest.pbworks.com | accessdate = April 6, 2016 | ref = none }}{{Citation | url = http://b5quest.pbworks.com/w/page/12224434/Vorlons/ | title = Vorlons | work = History | publisher = b5quest.pbworks.com | accessdate = April 6, 2016 | ref = none }}External links- http://b5quest.pbworks.com/f/bRules-1_3.PDF
{{Babylon 5}} 1 : Babylon 5 |