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,
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
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.
The Authorized Klin Zha
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
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
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 stalemate.
|NOTE: This strategy assumes the Klin Zha Society variant of Forward Placement, 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
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 Webmaster
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
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
- 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
- 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 tactical challenge
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
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.