Eclipse: Second Dawn for the Galaxy · Board game rules
When can I unpin a ship?
Quick answer
A Ship becomes unpinned when the number of opponent Ships in its Sector drops below the number needed to Pin it — this is re-checked at every Move Activation.
Details
Pinning is not a permanent status: it is recalculated for each Move Activation you take. A Ship is Pinned only if there are enough opponent Ships present in its Sector at that moment; each opponent Ship Pins one of your Ships (of your choosing) [p.13 — MOVE]. Because this check happens every time, a Ship that was Pinned on an earlier Move Activation may become Unpinned later in the same Move Action (or a later one) "as the result of Building or Moving" — for example, if the opponent's Ships in that Sector are destroyed, retreat, or move away before your next Move Activation [p.13 — MOVE].
If you have Researched the Rare Tech Cloaking Device, the threshold changes: it then takes two opponent Ships to Pin each of your Ships, instead of one [p.11 — RARE TECHNOLOGIES]. This means your Ships can slip through Sectors with a single opposing Ship without being Pinned, and can become Unpinned more easily if the opponent's numbers are reduced.
Note also that Pinned Ships simply cannot Move away from the Sector during that Move Activation — Pinning does not prevent them from Attacking or otherwise acting normally in Combat.
Watch out: The Galactic Center Sector is a special case — the GCDS Pins all Ships present there regardless of Ship count, and this Pinning does not lessen through the normal recalculation described above [p.13 — MOVE].
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