The Authorized Klin Zha Homepage
The Basic Rules for Klin Zha
Klin Zha is a board game, similar in concept to Earth Chess. There are not only boards and playing pieces of many different varieties of materials,
but electronic display sets and Klin Zha Kinta, the Game with Live Pieces. Play with live pieces utilizes some modified rules. ("The Final
Reflection" pp35, 58-59, 64)
Object of the game.
The object of Klin Zha is to capture your opponent's goal or make it impossible for your opponent to move legally. (TFR, pp62-63)
Forms of the game.
Variations to the board or rules provide five forms of Klin Zha: Clouded, Blind, Ablative, Open (the standard game) and Reflective. (TFR, pp 61-63)
Description of the board and pieces.
The board is triangular, marked with a triangular grid of nine triangles per side, giving a total of eighty-one playing spaces.
There is an additional division of the board which is not visible, but is merely understood. That is the division of the playing area into three corners, or
points. Each player arranges his or her pieces within one of the board's points. Action extends out over the full board as play proceeds.
The half-spaces of each point are not available for piece placement, representing a sort of no-man's-land between opposing sides.
Playing pieces may be carved or formed from materials into recognizable shapes or simple disks marked with the symbols of the pieces. There are nine pieces
and one Goal per side; the traditional colors for each side being green and gold. A complete set would have twenty-seven pieces and three goals: nine green,
nine gold and nine of combined colors for the Reflective Game with three Goals of corresponding color.
The pieces include 1 Fencer, 1 Lancer, 1 Swift, 2 Fliers, 3 Vanguards, 1 Blockader and the Goal, the very important non-piece. The symbols of the pieces are
not given in "The Final Reflection." They could be Klingon letters or images like military unit identification brass that signify the duties, power or
characteristics of the individual pieces. (TFR, pp 25-46, 58-59)
Origins and characteristics of the pieces.
As in the game of Chess, the gaming pieces for Klin Zha no doubt originated from the maneuvering capabilities of soldiers on the field of battle. The
names of the individual pieces and some hints from the literature of author John Ford helped to formulate the following movement structure. Some
constrictions were also imposed by the triangular format of the playing field with its eighty-one spaces.
The Fencer is the team or squad leader. The Vanguards, like pawns, are the weakest. The Swift strikes rapidly. The Flyers can jump over other pieces but
cannot carry the Goal. The Blockader cannot carry the Goal except in klin zha kinta. The Goal can be abandoned on a space, it can be carried along
when its present "carrier" piece moves, or it can be transferred to another piece that has just moved. (TFR, pp 26, 28, 33-40, 84)
The Fencer (1). The symbolic leader and, therefore, by definition, always the strongest piece on the field. Moves 1, 2 or 3 unobstructed spaces in any
direction and combination.
The Lancer (1). A mounted warrior for heavier shock attack. Moves 1, 2 or 3 unobstructed spaces straight in any direction.
The Swift (1). Moves rapidly to the attack. Light infantry. Commandos. A hero-type for quick-strike harrying actions. It cannot carry the Goal. Moves 2, 3
or 4 unobstructed spaces in any direction or combination.
The Fliers (2). Warriors equipped with anti-gravitation packs for longer range forays on the battlefield. Can jump over other pieces. It cannot carry the
Goal. Move 3, 4, 5 or 6 spaces straight in any direction. Can jump over other pieces including those protected by the Blockader.
The Vanguards (3). The forward patrol. Advance field troops. Stodgy, foot-slogging front line infantry. Move 1 unobstructed space in any direction.
The Blockader (1). A warrior carrying a field portable (though heavy and cumbersome) force-field generator of limited range, to protect areas of the
battlefield from missiles or ground assault troops. The Blockader's unique power makes it necessary that it be prohibited from carrying the Goal, or it
would be immune to capture; or from executing a kill, as the Blockader itself is invulnerable. Moves 1 or 2 unobstructed spaces in any direction. Cannot
carry the goal, kill another piece or be killed. Opposing pieces cannot enter any adjoining space nor can the Blockader move into a space occupied by or
adjoining an opposing piece. Opposing Blockader zones of control cannot overlap.
The Goal (1). The game's important "non-piece." It does not represent a soldier. Technically, it is not a piece at all. It stands for the Klingon's personal
goal: the spirit and ideal of military cunning and accomplishment -- the klin itself. The goal is represented by a small disk that cannot move by
itself. It can be carried about by a warrior or even abandoned on a space by a piece that moves away, but it cannot be endangered intentionally. It is to be
captured by an opponent. When left unattended on a space, the Goal does not pose an obstruction to the movement of the warrior pieces. The Goal cannot be
carried by the far-ranging attack soldiers, the Swift or Flyers, as it should rightly stay within the heart of the army. Neither can it be carried within
the protection of the Blockader. Again, that would make it impossible to capture from a gaming standpoint. The goal can be moved with a Carrier piece
through the blockader's zone-of-control on its way to its destination. Remember, this is a Klingon game. You must expose and flaunt your spirit of combat
and valor; not hide it without honor. True Klingon courage and militarism must constantly present an open challenge to an opponent.
The Spindles Spindles are used to begin the game. They are two hexagonal rods, white with gold lettering and numbered on the sides, 1
through 6. For play here, of course, standard six-sided cubic dice may be substituted. (TFR, p 29)
The Manner of Play (Open Game). The spindles are thrown to decide first and second placement. The winner of the throw may grant the option to "choose first
position" to his opponent or not. To set up first reveals your thoughts and is a disadvantage. First one side sets up his or her entire set of pieces in any
arrangement within one of the "points" of the board. Then the other player does the same within one of the two remaining points, leaving the third point
open. The action of the game will expand out out into the third corner as the game progresses. After both sides have placed their pieces, the Goals are
placed with "carrier" pieces. The color with the first placement moves first. Pieces move on the triangles, side-to-side, rather than point-to-point.
Opponent's pieces are removed from play by landing on the space that they occupy ad the end of the attacker's movement. In Human Chess, this is called a
"capture." In Klin Zha, the piece is "killed." In the klin zha kinta, the warriors acting as pieces would
engage in hand-to-hand combat, the greater skill deciding the ownership of space. This is the game with live pieces' only divergence from the basic rules.
It is illegal to make any move that endangers your own Goal.
Summary Just as Chess developed into something more than just an aristocratic pastime due to the many levels of social/political significance that it
acquired in the Middle Ages, so did Klin Zha. But Chess is Human. During its history, Humanity endowed Chess with tactics first, then strategy. On
then, to spirituality, religion and, finally, to the mathematically intellectual exercise that it is currently played by the grand masters. Klin Zha,
however, is Klingon. It teaches you to think like a Klingon. It is not limited to the upper classes. Even the youths in lineless houses revere and
play the game. It remains tactical, calculating . . . and yet filled with the spirit and morés of the people from which it evolved. If not, it would
not have continued in honor in Klingon culture which esteems only triumph and victory resulting from personal courage, honor and initiative. It is
traditional for a Chess player to announce his victory by stating the obvious: "Checkmate." The Klin Zha winner says, "Zha riest'n, teskas tal
tai-kleon." Translation: "A Pleasant game. My compliments to a worthy opponent."
Rules for the game Klin Zha Copyright © 1989 by Leonard B. Loyd, Jr.
The Authorized Klin Zha Homepage
Blockader in corner Goal defense
Each piece in Klin Zha, excepting the Flier, must move through each space along the path of its movement. The power of the Blockader
to bar such movement allows one to make a fortress of the corner by placing the Blockader 4 spaces away from the corner. With this placement, the only piece
that may threaten the Goal in the corner is the Flier.
Placing a Vanguard with the Goal allows it to be moved from danger, however this security is not absolute.
Move the flyer in such a way as to threaten all spaces along one edge. This will force the Vanguard to move to the one unthreatened space available to in
along the other edge.
The Flier is then moved to the opposite side of the board. The Vanguard cannot move with the Goal into the Blockaders zone of control and its movement of one
space will not allow it away from the boards edge and the spaces threatened by the Flier.
This sort of Blockader defense is only secure if both of the enemy's Fliers have been eliminated.
Consider this play using a Fencer in a Blockader-protected zone. The Fencers ability to move prevents the Flyer from getting close enough to attack the
corner space itself. This strategy would protect the Goal only if other pieces were available to move outside of the Vanguard, Fencer and Blockader. In this
case, if the enemy Flier threatened the Vanguard and the Goal into the corner, on the next turn the Flyer could move to the opposite side of the board. More
importantly, on the next turn, either the Blockader or the Fencer would need to move, breaking the fortress.
A Swift in the Blockader-protected zone would protect the corner space and its adjacent space. This would allow a Vanguard the
ability to move, allowing the Blockader and Swift to remain in place. Even two Fliers could move to threaten these two spaces and the game would end in
NOTE: This strategy assumes the Klin Zha Society variant of
, allowing the half spaces of each point to be utilized during piece placement. This places opposing pieces in each other's company. Adapting this
strategy for the standard rules might not be as useful.
I prefer as a first placement player to start my strategy with a Blockader advanced opening at the center point of the board. In
this manner it allows me to start with advanced positions of the Swift towards the left hand point and the Lancer on the right. The Vanguards are then
placed at the 5th grid on either side, with the additional Vanguard also on the left just behind its brother. The Fliers then occupy grids on the border on
the 3rd grid on either side with the Fencer directly in between. In this manner all pieces are protected by multiple pieces from various attack angles. The
Goal is, of course, carried by the Fencer.
I call this set-up the "Hinge" as it is an extremely defensible position and yet open enough that the Fencer is 1) not blocked or
hemmed in and may escape endangerments in any direction, and 2) the defense is able to "hinge" open into a strategic attack to either remaining point
whichever the second placement has opted to take. With the Swift and Lancer both protected by the Blockader they are able to occupy key positions.
The Blockader also forces the opponent to pick either one side or the other for his avenue of attack since he effectively eliminates
the center. The Fliers from their positions can then also in one move, move into the third protected space of the Blockader and offer deep attack threats
into the opponent's rear.
Games on File
|Many of the games on file were found to have errors and so have been removed to avoid confusion. If you have any new games to add, contact the
The Klin Zha Society, finding Korath's original rules unclear on the borders of the Points during initial placement, assumed that the points included
the half spaces. Utilizing these spaces during initial placement can put opposing pieces in amongst one another. This can make the game very swift and
bloody or it can lock up pieces, as with two Blockaders.
Having the pieces able to be set so far forward gives the first placement player a tremendous advantage. To offset this, the Klin Zha Society also
has the first placement player place his Goal before the second placement player sets up his pieces. Of course, in this case it is possible that the second
placement player can set up in such a way as to threaten his opponent's Goal or even place in such a way that the first player cannot move his Goal out of
threat and thus the game is lost before it's even begun.
Editor's Note: While this is not the authorized interpretation of the rules, there are those who have learned it this way and will
doggedly stick to that interpretation. Fore warned is fore armed.
In this, the first placement player would place one piece in his point. Then the second placement player would place one piece and
so on until the goals are placed last.
Rules for a Full Tetrahedral Board
I have played several games of the Three-D rules I worked out from reading (and re-reading, and re-reading, and re-reading) the first chapter of TFR. They
are the same as the standard rules for the flat version with some modifications.
- The Vanguards may move one or two cells at a time.
- All of the pieces may move up or down any number of levels up to their maximum movement allowance.
- The Blockaders' zones of control include the cells immediately above and below them if they (the cells) exist.
- If a piece that is moving up or down is one of the pieces that only move in straight lines this must be observed in vertical movement as well.
Note that a piece that does not have to move straight could move up a level, moved one cell horizontally, the move up one level or any such combination.
- The goal may be transported once per game up to three cells from its point of origin. This may be ; from elidgible carrier to elidgible carrier,
from elidgeible carrier to empty cell, from empty cell to eldgible carrier and finally from empty cell to empty cell. None of these actions may place the
goal in jeopardy.
- I have modified my rules to include downward movement as well.
Klin Zha Variant Rules
"Vrenn and Kethas walked around the fireplace in the large front room. Along the walls were boards and pieces for every game Vrenn had ever heard of, and
even more than he had not. For Klin Zha there were many sets, for all the variations." "The Final Reflection" (pg 61)
As with any game there are variations and changes made to the basic rules to accomidate differing needs among different players. These are often
known as "fleet rules". Because of the possibility that opponants may know different "standard" rules, it is vitaly important that both players understand
and agree to any variations from the basic rule set.
The Reflective Game The Reflective is not so much a variation but a strategic approach to an otherwise tactical game. Traditionally, a set of pieces
combining both green and gold coloring is used for the Reflective game, although any color may be used if necessary. First placement is chosen randomly
with a single throw of the spindles. The "winner" cannot grant first placement to his opponant but is to place the Goal and a suitable carrier piece. After
that, the players take turns placing pieces with the strategy of keeping the Goal and pieces safe from attack. Once set up, the first to place is also the
first to move. During each turn, the player chooses one piece, making all others the enemy. The player who captures the Goal on his turn is the victor.
(TFR pp 29-30, 33, 62-63) Korath sutai-Ang'K'Tolax (Len Loyd) Rules for the game Klin Zha Copyright © 1989 by Leonard B. Loyd, Jr.
The Ablative Game For this variation, you will need some markers. I sometimes use coins. At the end of the game, the winner gets to keep them. In Ablative,
each time a piece is moved, its previous position is marked and removed from further use by either player. If a position is marked, you cannot land a piece
on it, but you can cross over it. Keve epetai-K'elland (Steve Clelland) Editor's Note: One can find that, in playing this version, that the board
quickly fills with places that connot be used again. This makes this variant, as it stands, virtually unplayable. One way to adjust this is to limit the
number of ablations. Say, for example, that there are only 6 spaces that can be blocked. On the 7th move, the marker for the first move is placed, freeing
up that space.
The Clouded Game For this variation, a random number of board positions are chosen as neutral. No piece on a marked position can be killed. Keve epetai-K'elland (Steve Clelland)
Klin Zha Kinta
The game with live pieces was the way the game of Klin Zha was first introduced in "The Final Reflection," but, because it requires living warriors
for each of the pieces to engage in combat, it is the least played variant. There are, however, those who have abstracted the game in the way that RPG's
and miniature war games abstract combat.
Power Vanguards The Vanguard is given a movement of 2 spaces in any direction. This makes the Vanguard a more agressive unit.
Kagga's Crown Under sentence of death for rebellion, General Kagga was granted the ascension and allowed to reign as Emperor for the 20th part of one day.
He was then executed upon the throne, the crown having been branded on the flesh around his skull. This tale parallels somewhat a quote in a game of klin
zha kinta (TFR, p 43), "There could be only one move now. Vrenn had carried the Goal to the Ninth level: the enemy had his next move only to capture the
disk. And only the lancer could reach this space in one." The implied rule could be stated this way: "Once a player's Goal has been moved into any
undesignated corner (the third point not chosen by either player during set up), the other player must capture that goal on his own next turn or forfeit
the game." Nagh (Peter Graham, New Zealand) Editor's Comment: This variant, while making for an agressive game extending out into the third point, also
becomes a race for the corner. Perhaps I am tainted by my experience of playing a game without knowing of this particular variant and having my opponant
declare victory without his taking my goal. This seems somewhat un-Klingon that one can claim victory by running away. A discussion with John Ford
indicated that his "race for the apex" game presented in "The Final Reflection" only referred to the game in three dimensions. On the standard, flat board,
the only way to win was to capture the opponent's goal or force him into a position where he cannot move legally.
A Fool and his head are soon parted. Like the Terran Chess, the rules of Klin Zha state that no player may make a move that threatens his own Goal.
Unlike Chess, however, it does not explicitly demand that he move his Goal out of a threatened situation if such a move is available. Nor do the
rules explicitly require that a player inform his opponant that his Goal is being threatened. The result is that if a player makes a move that threatenes
his opponant's Goal and his opponant is not paying enough attention to see that threat and thus fails to take action, the attacking player should feel free
to take that Goal on his next turn. In Terran Chess, "checkmate" spares the player the agony of actually seeing his King being taken, Klin Zha would
likely dispense with such generosity.Kordite sutai-Tasighor (Kevin Geiselman)
Klin Zha Kinta
Klin Zha is a Klingon game similar to chess. Klin Zha Kinta is a form of Klin Zha that is played with live pieces. Abandoned or orphaned Klingon
youth were organized into Houses and were trained to be Klingon warriors by playing Klin Zha. Orphanage houses would play under the direction of a Klingon
Officer usually of the rank of Commander or higher. Only a Sutai, Zantai or Epitai officers were ever given the opportunity to control live pieces. Many
houses competed against each other in the Year Games that were watched throughout the entire Klingon Empire. To be a Klin Zha Kinta player in the Year
Games was considered a great honor. Those who distinguished themselves with honor would often be adopted by houses with prominent names and allowed to
serve the Empire. Several Klin Zha players rose in rank and commanded ships in the Imperial Klingon Fleet.
Klin Zha Kinta can be simulated as a board game with the following rules: Every player has a attack value and a damage value. Klin Zha Kinta is
played the same as regular Klin Zha. When a piece attacks another piece the attacking player rolls a six sided spindle. To hit the enemy piece the roll
must be equal to or lower than the number rolled. The number rolled is the damage inflicted on the enemy piece. If the enemy piece is not killed during the
attack it may counter-attack using its attack value. Play continues until one player is killed. Note that after a player is dealt the death blow that fills
the last damage point the player may not counter attack. Damage to players is recorded on the Klin Zha Kinta score sheet. There are several other
exceptions to the regular Klin Zha rules. Unlike regular Klin Zha, Blockaders may carry the goal. Blockaders still have a zone of control that prevents
enemy pieces from moving through or ending their movement in this zone. The only exception is that an enemy may pass through a Blockader's zone of control
to attack the Blockader. Fliers may still pass through Blockader zones of control. In regular Klin Zha a player holding the goal may not move into a space
that is "covered" by an enemy piece. Klin Zha Kinta has no such restriction. This enables players to gamble that the goal holder will be able to beat off
an enemy attack.
All players move the same as regular Klin Zha. Fliers in Klin Zha Kinta have one added advantage. If they have movement points left over they may
retreat after the enemy player has completed its counter attack. A Flier may retreat only by jumping over the player and continuing in the same direction
or by reversing and moving back through the spaces it had previously moved through. A Flier may retreat by jumping over a player and may attack another
enemy piece during the same turn providing the Flier still has movement remaining. A Flier that has killed an enemy player may not retreat to make a second
attack. Klin Zha Kinta may be played with any of the variant rules. When playing a Blind game an attacking player that begins its movement or at any time
enters a clouded square receives a +1 bonus to its attack value during its first attack only. This is to simulate the surprise gained by clouded spaces.
This is an optional rule that is useful when playing tournaments of Klin Zha Kinta. Because Klin Zha Klinta players improve and sharpen their
fighting skills with experience these rules will track a players improvement. During every game record the kills of each of your players. It will be
necessary to name your players to help keep track of their games.When a player survives a loosing game he/she receives 1 pt.When a player survives a
winning game he/she receives 2pts.When a player makes a kill he/she receives 1pt. (No partial kills)When a player wins the game by killing the player
holding a goal he/she receives 3ptsWhen a player wins a game and during the final turn was the goal holder he/she receives 1ptA killed player has a 1 in 6
chance in being saved by Klingon Medical facilities.
Veteran 10pts- A Veteran makes all attacks with a 1 or –1 to the roll of the spindel.
Klin master 20pts A Klin Master makes all attacks with a 2 or 1 or –1 or –2 to the roll of the spindle.
Dah' ha master 30pts A Dah'ha Master has his damage value increased by 2 and his attack value increased by 2. He makes all attacks with a 2 or 1 or
–1 or –2 to the roll of the spindle.
Klin Zha Kinta Weapons
A grand master of Klin Zha must take many factors into account when choosing a move in Klin Zha Kinta. A grand master must have knowledge of the various
skills of his players and the fighting style and type of weapon carried by all of his players. A Klin Zha Kinta player had many weapons to choose from
before a game. In most Klin Zha Kinta matches the controlling officer would choose the different weapons for each player on his team. In many ways the
choice of weapon determined his choice in tactics. All players except the Lancer have a choice of several different weapons. Klin Zha Kinta rules call for
the Lancer to always be armed with a Lance. All players are armed with a backup weapon called the Daqtag (small dagger). This weapon is usually only used
if the primary weapon is broken
The Mace is the default weapon used in Klin Zha Kinta it is the weapon carried by all players if other weapons are not chosen. Several Thought Admirals
advocated that only the mace should be allowed in the Year Games. However, The Year Games Chancellor ruled that choice in weapons improved that tactical
study of Kln Zha Kinta. Some players will prefer to play without choice in weapons because choice can slow game play. In this case all players would be
armed with the Mace.The weapons bellow are the weapons that may be chosen before a game. Players may not swap weapons during a game nor may players capture
enemy weapons. (However, some border worlds allowed players to capture a defeated player's weapon) Weapons are individually chosen and designated on the
Klin Zha Kinta scorecard. An opponent may not know which weapon a player is armed with until he has challenged the player in combat. The choice of weapon
for each player brings Klin Zha Kinta to its highest level of tactical thought. Players should be aware that games will take a bit more time and more
recording is necessary than in the regular game. However, Klin Zha Kinta games have infinite tactical possibilities for the player who desires a serious
The Daqtagh is a small Klingon dagger carried by all Klin Zha Kinta players. The Daqtagh is a secondary weapon only. It is only used if the primary
weapon is lost or disabled. The Daqtagh may not be used during the same attack as another weapon is being used. A Daqtagh hits using the same attack value
of a player, however a Dagtagh can only do 1 point of damage per attack.
The ChonnaQ is a long weapon similar to a pike that is specifically designed to penetrate a Blockader's heavy armor. The ChonnaQ is large and
difficult to wield. A Fencer, Vanguard, Blockader, Swift or Flier may carry a ChonnaQ. The ChonnaQ is ideal for killing a Bloackader. A player using a
ChonnaQ against a Blockader will hit normally using their attack value. However, when a hit is scored the ChonnaQ will always do 6 damage points to a
Blockader. The ChonnaQ has several disadvantages against other players. A ChonnaQ may not be used against a Swift or a Flier. Both players are able to
evade the clumsy ChonnaQ. The ChonnaQ may be used against all other players by adding 2 to the spindle roll when determining a hit. This +2 will make it
difficult to score a hit but when a hit is scored will do significant damage.
A Bat'leth is an elegant weapon that can make rapid cutting attacks. The Bat'leth can be used by the Fencer, Vanguard or Swift. If a player uses a
Bat'leth he or she makes two attacks attempts in a row. Hits are determined by a roll of spindle based on the players attack value as before, however, a
Bat'leth hit always scores 2 damage to an opponent. Therefore per attack round a Bat'leth can do a maximum of 4 damage points.
The Jejtaj is a one handed purely defensive weapon. It can block any type of weapon attack. The other free hand may carry a Daqtagh for attacks or
counter-attacks. The Jejtaj blocks a blow from any weapon with the roll of a 1, 2, 3 of the spindles. After a blow is parried or attack hits a Daqtagh
counter attack may take place. This is the only weapon that can be used at the same time as the Daqtagh.
The Mek'leth is a good versatile weapon commonly carried by Vanguards. A Mek'leth is good for attacking and for blocking attacks. A Mek'leth attack
is determined by the normal attack values. However, all hits always do 2 points of damage. The Mek'leth can sometimes parry blows from a Bat'leth or a
Oy'naQ. When a player with a Bat'leth or a Oy'naQ attacks a player with a Mek'leth, the Mek'leth player has a chance to block or even break the attacking
weapon. When a attack is scored on a Mek'leth player he rolls the spindles. If the roll is a 1 the Bat'leth or Oy'na is broken and can not be used for the
rest of the game. If the roll is a 2 the blow is blocked successfully. A roll of 3-6 means the blow was not stopped and damage results normally.
The Oy'naQ is a tactically interesting weapon. It is a long pain stick capable of rendering a player temporally paralyzed. An Oy'naQ is the only
weapon with long range. It can be used only by player from an adjacent triangle. An Oy'naQ attack may only be attempted once. A hit is determined by using
the normal attack values. If a hit is scored an enemy player is unable to move for three turns. (ie. Turn 1 green lancer paralyzed, Turn 2, green moves but
may not move Lancer, Turn 3 gold moves, may attack the green Lancer. Turn 4 green Lancer may move again.) When a player attacks a paralyzed enemy player
the attacking player is able to make two attacks without being counter-attacked. After the third attack a paralyzed player will wake up and be able to
counterattack normally. A disadvantage of the Oy'naQ is that is may not be used at short range. Therefore a player with a Oy'naQ will have to use a Daqtagh
when attacking or counter-attacking. A Oy'naQ may be used against a Blockader, however because the Oy'naQ must be used in the zone of control of the
Blockader the player must successfully hit the bloackader to stay in the space adjacent to the enemy Blockader. If the attack with the Oy'naQ misses the
Blockader, the attacking player must back up one space in the direction it came from. This movement backwards is conducted even the player has no movement
points remaining. A paralyzed Blockader will not be able to impose a zone of control during the turn it is temporarily paralyzed.
Mines were outlawed for use in the Year Games. Many Thought Admirals spoke out against the use of a weapon that killed so dishonorably. However,
mines were used on several border worlds, most notably on the Klingon / Romulan border. Although mines were rarely used, the rules for mines are included
for those players wishing to recreate the bloody games played on the frontiers. The rules for mines varied in different parts of the Empire. On the Romulan
border captured Romulans (kuve) were forced to play Klin Zha Kinta. The controlling officer would choose 1 player that would carry a mine instead of a
weapon. The player could drop the mine in any space he passed through or landed on. The mine would only go off when later in the game, a player ended his
movement in that space. If a friendly or enemy player ended their move in a space with a mine the player would be killed by the mine. If the player was
holding a goal, the goal would stay unharmed in abandoned in the space. On the prison world of Rura Penthe, Klin Zha Kinta was played by many different
races. On this barbaric world a controlling player could arm any number of his players with mines instead of weapons if he so desired. In one well-known
game an ingenious Starfleet prisoner won his freedom by winning against the prison warden. He opted for an entirely defensive strategy by arming all nine
of his players with mines instead of weapons. A player with a mine will still carry a Daqtagh. When laying a mine in a space record the coordinates to
prove its location to your opponent. Note that passing through a space with a mine will not set it off.