KE (Kinetic Energy) Explained
Thought I would get a head start on a thread about Kinetic Energy.
There are two things to remember about KE (Kinetic Energy):
1. To get your KE value for the round, just add the KE values from your selected cards.
2. Each ship has a range which the total KE value (from your cards) must be within, for the given round, for the moves you chose to be legal.
To get you KE Value Range for a ship on a given round, just remember this one line and it shouldn’t steer you wrong.
This turn’s KE total must be between (last turn’s KE minus ship’s acceleration value) and (last turn’s KE plus ship’s acceleration value), but no greater than 6 or less than -1, or its an illegal move.
So if you have a ship that had a KE of 4 last round and an acceleration value of 3, just plug in the values and you get the legal range for KE for that ship this round.
This turn’s KE total must be between (4 minus 3) and (4 plus 3)
OR
This turn’s KE total must be between (1) and (6)
Of course the later value 4 + 3 = 7 gets reduced to 6, because KE range can be no greater than 6, so we reduce that range value. The same is done if you had a value below -1, you would just make that value -1.