Professional Documents
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bui l di ng a great col l ect i on
In t he r ul es bel ow, key concept s are hi ghl i ght ed f or easy
ref erence. Just remember t hese f ew t hi ngs bef ore you begi n:
The goal i s t o score poi nt s, pr i mar i l y by accompl i shi ng
mi ssi ons. You score no poi nt s by bat t l e al one.
Begi nner s shoul d st ar t wi t h t he basi c game bef ore exper i -
ment i ng wi t h advanced r ul e opt i ons. Var i at i ons on t he basi c
r ul es are di scussed i n t he Advanced Rul es sect i on.
Newcomer s shoul d al l ow a f ew hour s t o read t he r ul es and
pl ay t hei r f i r st f ew games. What seems compl i cat ed i n t he
begi nni ng becomes qui t e nat ural i n subsequent games. It
t akes pract i ce t o under st and t he i nf i ni t e gal axy of possi bi l -
i t i es t hi s game has t o of f er. Be pat i ent .
You dont have to memor i ze what each car d does. Usi ng
wr i t t en i nf or mat i on and a f ew i cons, t he cards expl ai n what
you can do wi t h t hem. Di agrams of al l card t ypes can be
f ound t hroughout t hi s r ul e bookl et . Fami l i ar i ze your sel f wi t h
t he desi gns.
If a si t uat i on ar i ses t hat i s uncl ear or not addressed i n
t hese r ul es, si mpl y use common sense t o resol ve t he i ssue
wi t hi n t he spi r i t of Star Tr ek: The Next Gener ati on
, t hen
proceed wi t h t he game.
STAR TREK THE NEXT GENERATI ON
CUSTOM I ZABLE CARD GAM E
I NTRODUCTI ON
THE AFFI LI ATI ONS
T
here are t hree maj or af f i l i at i ons i n t he game: Feder ati on,
Romul an and Kl i ngon. Most per sonnel and shi ps bel ong t o
one of t hese af f i l i at i ons. Some
cards are non- al i gned, mean-
i ng t hat t hey can wor k wi t h
any af f i l i at i on. For exampl e,
non- al i gned per sonnel can be
pl aced aboard any shi p t o st rengt hen i t s crew. Federat i on cards
are bl ue, Kl i ngon cards are red, Romul an cards are green and
non- al i gned cards are gol d. Al so, each card has a uni que i con i n
t he upper l ef t cor ner of t he card.
It i s possi bl e f or a member of one speci es t o be associ at ed
wi t h a di f f erent af f i l i at i on. For exampl e, Wor f i s a Kl i ngon, but
af f i l i at ed wi t h t he Federat i on.
When cust omi zi ng a deck,
pl ayer s may choose t o cont rol
one af f i l i at i on or f or m al l i ances
of t wo or t hree. It doesn t mat t er
i f bot h pl ayer s choose t he same af f i l i at i on( s) . St rat egi cal l y,
t here i s an advant age t o keepi ng your sel ect i ons secret f rom
your opponent unt i l you pl ay. Normal l y, cards from di fferent
affi l i ati ons cannot i ntermi x. For exampl e, Kl i ngons cannot board a
Romul an shi p. But, there are excepti ons.
Icon: Federation Romulan Klingon Non- aligned
Color: Blue Green Red Gold
2
3
Mission
These cards cont ai n i nf or mat i on about mi s-
si ons and t he requi rement s f or compl et i ng
t hem. When mi ssi ons are accompl i shed, t he
pl ayer scores t he number of poi nt s i ndi cat ed on t he card. Poi nt s
var y accordi ng t o t he di f f i cul t y of t he mi ssi on. There are t wo
t ypes of Mi ssi on cards: Pl anet and Space.
Dilemma
These cards creat e di sr upt i ons i n
at t empt i ng a mi ssi on and present
speci al chal l enges. Dependi ng upon
t he Away Team, di l emmas may st op, sl ow or have no ef f ect on a
mi ssi on at t empt . Some di l emmas wor k onl y at pl anet l ocat i ons,
some onl y at space l ocat i ons. Al so, some di l emmas cont ai n
bonus poi nt s whi ch are ear ned by overcomi ng t he di l emma.
There are t hree t ypes of Di l emmas: Pl anet, Space or Ei ther .
Artifact
These cards represent rare obj ect s f ound at mi ssi on
l ocat i ons. Ar t i f act s gi ve pl ayer s i mmense and speci al
power s.
Outpost
These cards mar k a l ocat i on
where shi ps are l aunched,
per sonnel repor t t o dut y and
equi pment i s l oaded. There are t hree t ypes of Out post cards:
Feder at i on, Romul an and Kl i ngon.
Ship
These cards car r y
per sonnel t o mi ssi on
l ocat i ons. Shi ps have
di f f erent ranges, weapons and shi el ds, al l of whi ch det er mi ne
t hei r power i n t he game.
Range det er mi nes how f ar a shi p can move on one t ur n;
Weapons det er mi ne of f ensi ve capabi l i t i es dur i ng bat t l es; and
Shi el ds det er mi ne def ensi ve capabi l i t i es dur i ng bat t l es.
There are f our t ypes of Shi p cards: Feder at i on, Romul an,
Kl i ngon and Non- Al i gned.
Personnel
These cards depi ct crew
member s. Per sonnel
cards have seven cl assi -
f i cat i ons: Offi cer , Engi neer , Medi cal , Sci ence, Secur i ty, V.I .P. and
Ci vi l i an. They al so have val ues f or t hree charact er i st i cs: i nt egr i t y,
cunni ng and st r engt h.
Int egr i t y charact er i zes moral i t y, l oyal t y and di sci pl i ne;
Cunni ng i ndi cat es shrewdness, i magi nat i on and i nt el l i gence;
and
St r engt h i s physi cal st rengt h, st ami na, aggressi on and f i ght i ng
abi l i t y.
These power s and ot her speci al ski l l s l i st ed on t he cards ( i .e.,
navi gati on or stel l ar car tography) are needed to compl ete mi ssi ons.
Equipment
These cards represent speci al equi pment such as
phaser s or t r i corder s whi ch can be used t o enhance t he
per f or mance of an Away Team or crew.
Event
These cards i nt erj ect speci al occur rences or condi t i ons
dur i ng a pl ayer s nor mal t ur n i n t he game. The conse-
quences of Event cards t end t o be l ong l ast i ng, but not
al ways.
Interrupt
These cards can i nt erj ect speci al occur rences or
condi t i ons at any t i me dur i ng t he game! Int er r upt
cards l i t eral l y i nt er r upt . They can be pl ayed even
dur i ng anot her pl ayer s t ur n. The consequences of Int er r upt
cards t end t o shor t - l i ved, but not al ways.
THE CARDS
T
here are common, uncommon, rare and ul t ra- rare
cards t hat you can col l ect . The rar i t y of a card general l y
cor responds t o i t s st rengt h or power i n t he game. Pl ayers can
purchase addi t i onal cards i n st ar t er set s or expansi on set s; or
t rade cards wi t h ot her pl ayers. St ar t er set s are usual l y a l i t t l e
l ess expensi ve per card, but t here s a hi gher probabi l i t y of
get t i ng rare cards i n expansi on set s! Ul t ra- rare cards are man-
uf act ured i n ver y l i mi t ed quant i t i es and can cur rent l y onl y be
obt ai ned by speci al of f ers. The ni ne t ypes of car ds used i n
t he game ar e as f ol l ows:
4
HOW TO PLAY
The obj ect of t he game i s t o accompl i sh mi ssi ons and score poi nt s. The wi nner i s t he f i r st
pl ayer t o score 100 poi nt s or t he pl ayer wi t h t he most poi nt s when ei t her pl ayer s deck
r uns out . You pl ay by
PHASE ONE: Customizing a 60- card deck;
PHASE TWO: Creating and seeding the spaceline; and
PHASE THREE: Playing the game.
Each pl ayer st rat egi cal l y cust omi zes a 6 0- card game deck f rom
t he t ot al number of cards he possesses. Among t he 6 0 cards,
you must have:
Si x Mi ssi on cards ( each Mi ssi on card must be uni que) ; pl us
one Out post card f or each af f i l i at i on you deci de t o cont rol .
The remai ni ng cards are sel ect ed i n any combi nat i on t he pl ayer
desi res wi t h one rest r i ct i on: no more t han hal f of t he deck can
be dedi cat ed t o seed cards ( i .e., Mi ssi on, Di l emma, Ar t i f act and
Out post cards) . Af t er cust omi zi ng your deck, count t o be sure
t here are exact l y si xt y cards.
If you have onl y one st ar t er set , you have onl y 6 0 cards so
you cannot cust omi ze your deck. Si nce we use a pure random
assor t i ng met hod i n manuf act ur i ng, you may l ack a needed
card. You can sol ve t hi s probl em t emporar i l y by subst i t ut i ng
one card f or anot her card ( f or exampl e, use a Kl i ngon out post
t o represent a Romul an out post ) or by usi ng a smal l er deck
or spacel i ne si ze. You can al so t rade wi t h ot her pl ayer s f or t he
cards you need or purchase new ones t o Expand Your Power i n
the Uni ver se
.
Choose your Mi ssi on car ds fi r st. These cards t el l you what
ski l l s you need among your per sonnel t o accompl i sh t hose
mi ssi ons and t hus what Per sonnel cards woul d be usef ul i n
your deck. Al so, mi ssi ons hel p you deci de how many af f i l i a-
t i ons you want t o cont rol . At a mi ni mum, you shoul d have
one Outpost card, at l east one Shi p card and several
Per sonnel cards f or each af f i l i at i on you deci de t o cont rol .
Mi x i n a var i et y of Event, Equi pment, Di l emma and
I nter r upt car ds. Consi der what af f i l i at i ons your opponent i s
l i kel y t o use and choose cards t hat are ef f ect i ve agai nst
t hem! Al so, choose some cards t hat enhance t he abi l i t i es
of your own cards or can be used def ensi vel y.
Stock sever al copi es of i mpor tant car ds i n your deck.
Except f or seed cards, your ot her cards wi l l be shuf f l ed
and drawn randoml y f rom a draw deck dur i ng t he game.
Cards on t he bot t om of t hi s deck may never come i nt o
pl ay. If you want t o make sure a cer t ai n ki nd of card wi l l
come up ear l y, i ncl ude more t han one i n your deck.
PHASE ONE: CUSTOM IZI NG A 60- CARD DECK
Some Tips on Customizing Your Deck
This phase includes three quick steps:
0 Creating the spaceline;
O Seeding it with hidden Dilemma and Artifact cards;
and
O Est ablishing Outpost( s) .
PHASE TWO: CREATI NG & SEEDI NG THE SPACELI NE
5
I MPORTANT NOTE: Keep Tr ack of Your Car ds! Si nce both pl ayer s
have car ds on or under the spacel i ne, each pl ayer shoul d
al ways pl ace thei r car ds on the pl ayi ng sur face faci ng them-
sel ves. Thus, ever y car d al ways poi nts towar ds i ts owner . Make
thi s a habi t . Thi s pr ocess wi l l make i t easi er to r etr i eve your
car ds af ter the game. Al so, when l ooki ng at car ds under the
spacel i ne etc., do not change thi s or i entati on. Si mpl y r ol l the
car ds over so they conti nue to poi nt to thei r owner .
0
CREATI NG THE SPACELI NE
Each pl ayer now separat es out t hei r Mi ssi on cards, shuf f l es
t hem and pl aces t hem f ace- down i n a pi l e. Choose a pl ayer t o
go f i r st . That pl ayer draws t he t op Mi ssi on card f rom hi s pi l e
and pl aces i t f ace up on t he pl ayi ng sur f ace. Pl ayer s t ake t ur ns
pl aci ng cards f ace up, si de- by- si de, on ei t her end of t he growi ng
l i ne. When al l of t he Mi ssi on cards have been l ai d down, a
spacel i ne has been bui l t t hat l ooks somet hi ng l i ke t hi s:
Remember, each pl ayer shoul d pl ace hi s Mi ssi on cards on t he
spacel i ne f aci ng t owards hi msel f ( t o i ndi cat e owner shi p of t he
cards) . The spacel i ne represent s adj acent l ocat i ons i n space
where mi ssi ons can be accompl i shed. Thus, Mi ssi on cards
i ndi cat e bot h a pl ace and a mi ssi on. The spacel i ne f unct i ons
somet hi ng l i ke a gameboard, but i t s uni que f or ever y game.
The spacel i ne i s somet i mes cal l ed t he Space/ Ti me Conti nuum.
Mi ssi on cards are desi gned wi t h rel evant i nf or mat i on f aci ng bot h
pl ayer s. A summar y of t he mi ssi on f aces your opponent ; com-
pl et e i nf or mat i on f aces you. Bel ow i s an exampl e of i nf or mat i on
shown on Mi ssi on cards:
M I SSI ON CARDS
Mission summary
f or your opponent
Planet Mission Icon
Space Mission Icon
Mission name
Mission description
Requirements to complete
Affiliations that can attempt mission
Span ( the distance across this card)
Points earned when completed
Col or i cons at each end of t he Mi ssi on card i ndi cat e whi ch
af f i l i at i ons can at t empt t he mi ssi on. Any pl ayer contr ol l i ng an
i ndi cated affi l i ati on can attempt the mi ssi on, r egar dl ess of who
pl aced the car d on the spacel i ne. For exampl e, i f bot h pl ayer s
are cont rol l i ng Kl i ngon af f i l i at i ons, ei t her pl ayer can use t hei r
cards t o at t empt any Kl i ngon mi ssi ons on t he spacel i ne. Some
Mi ssi on cards al l ow t wo or t hree af f i l i at i ons t o at t empt t he
mi ssi on. Regardl ess, t he f i r st pl ayer t o compl et e t he mi ssi on
scores t he poi nt s. The requi rement s f or compl et i ng mi ssi ons
wi l l be expl ai ned l at er i n t hese r ul es.
6
O
SEEDI NG THE SPACELI NE
Af t er compl et i ng t he spacel i ne, pl ayer s creat e pl ot t wi st s i n t he
game by hi di ng Di l emma and/ or Ar t i f act cards under t he space-
l i ne. Di l emma and Ar t i f act cards creat e var i ous secret hazards
or assi st ance whi ch a pl ayer wi l l di scover when at t empt i ng t o
compl et e a mi ssi on. Pl ayer s t ake t ur ns seedi ng t hese car ds as
one by one t he pl ot t hi ckens. The seed phase wi l l t ake onl y a
f ew mi nut es t o compl et e. Typi cal l y a pl ayer woul d pl ace
Di l emma car ds under thei r opponents mi ssi ons and Ar ti facts
car ds under thei r own mi ssi ons, but thi s i s not the onl y str ategy
to fol l ow.
When seedi ng Di l emmas and Ar t i f act s, t he cards are never
shown t o your opponent . As a resul t , you never know what you
wi l l encount er at a mi ssi on l ocat i on. When you at t empt mi s-
si ons, t he st or y of t he game wi l l unf ol d i n unknown and unex-
pect ed ways. Here are a f ew r ul es wi t h respect t o seedi ng
Di l emma and Ar t i f act cards:
More t han one Di l emma or Ar t i f act card can be pl aced at t he
same spacel i ne l ocat i on. These car ds ar e al ways added to
the bottom, face down. I n other wor ds, when the pi l e i s
tur ned over , the fi r st car d seen wi l l be face up and i t wi l l be
the l ast car d seeded at thi s mi ssi on l ocati on.
Pl ayers may not pl ace dupl i cate Di l emma or Arti fact cards at the
same l ocati on. If found, dupl i cate cards are si mpl y di scarded.
Ar t i f act s can onl y be pl aced at pl anet l ocat i ons ( not i n space) .
As previ ousl y st at ed, pl anet di l emmas must be pl aced at
pl anet l ocat i ons, space di l emmas at space l ocat i ons and
ei t her di l emmas at pl anet or space l ocat i ons. Cards i ncor -
rect l y seeded are di scarded when t hey are di scovered.
Di l emma and Ar t i f act cards can onl y be pl aced dur i ng t he
seed phase; unused cards are di scarded. If a pl ayer r uns out
of Di l emma or Ar ti fact cards t o pl ace, or does not want t o
pl ace a card f or any reason, he may pass. If bot h pl ayer s pass
consecut i vel y, t he seedi ng phase ends ( even i f one pl ayer st i l l
has unused Di l emma or Ar t i f act cards) .
O ESTABLI SHI NG OUTPOST( S)
An out post represent s t he l ocat i on at whi ch per sonnel and shi ps
can repor t f or dut y. Af t er Di l emma and Ar t i f act cards are seed-
ed, each pl ayer, i n t ur n, sel ect s a mi ssi on l ocat i on on t he
spacel i ne t o est abl i sh an out post . Out post s can be est abl i shed
on a pl anet or i n space.
Out post ( s) symbol i ze bases const r uct ed by an af f i l i at i on s f orces
f rom t hei r homewor l d. More t han one out post can be pl aced at
t he same mi ssi on l ocat i on. However, each pl ayer can seed onl y
one out post f or each af f i l i at i on he cont rol s. You can bui l d addi -
t i onal out post s l at er by i ncl udi ng Out post cards and appropr i at e
engi neer i ng per sonnel i n your draw deck.
An out post can onl y be est abl i shed at a l ocat i on of matchi ng
affi l i ati on ( i .e., a pl ayer can t put a Kl i ngon out post under a
Federat i on- onl y Mi ssi on card.) A pl ayer may, however, pl ace an
out post at a mi ssi on wi t h more t han one af f i l i at i on i con, as l ong
as t he cor rect af f i l i at i on i con i s present . You pl ace out post ( s)
di rect l y under neat h t he desi red Mi ssi on card, sti cki ng out to
mar k the outpost l ocati on on the spacel i ne l i ke thi s:
If bot h pl ayer s are pl ayi ng t he same af f i l i at i on, t hey wi l l each
have an out post f or t he af f i l i at i on. Unl ess ot her wi se i nst r uct ed,
nei t her pl ayer may make use of an opponent s out post ( s) .
Sl i de Di l emma and Ar t i f act
cards f ace down under
Mi ssi on cards.
=
7
0 PLAY A CARD FROM YOUR HAND
O
n each turn, a pl ayer chooses whether or not to pl ay a si ngl e
card from hi s hand. Usual l y, four types of cards are consi dered:
Shi p, Per sonnel , Equi pment and Event . Onl y one of t hese cards
can be pl ayed per t ur n. ( I nter r upt car ds, whi ch can be pl ayed at
any ti me, ar e a speci al case.) Let s exami ne how al l of t hese
cards come i nt o pl ay.
Shi p car ds A shi p repor t s f or dut y by docki ng at an
outpost. The pl ayer t akes a Shi p card f rom hi s hand and pl aces
i t bel ow an Out post card of mat chi ng af f i l i at i on as f ol l ows:
Per sonnel car ds Per sonnel must r epor t for dut y at an
out post bef ore t hey can board a shi p. You br i ng a Per sonnel
card i nt o pl ay by pl aci ng t he card f ace up on t he pl ayi ng sur f ace
i n f ront of you and sayi ng, Commander Ri ker ( or what ever
t he name, et c.) r epor ti ng for dut y! Thi s crew member i s now
symbol i cal l y l ocat ed at t he out post mat chi ng i t s af f i l i at i on. It
can board shi ps f rom t here. Note: Make a separ ate per sonnel
l i ne for each outpost .
Equi pment car ds Equi pment cards ent er pl ay exact l y l i ke
Per sonnel cards ( except f or t he ver bal announcement ) .
Equi pment cards are speci al machi nes or devi ces whi ch are car -
r i ed aboard shi ps and have power s as def i ned on t he cards.
Event car ds Besi des br i ngi ng shi ps, per sonnel or equi p-
ment i nt o pl ay, a pl ayer may cause an event t o occur. There are
many di f f erent t ypes of event s. Each Event card descr i bes what
happens when t he card i s pl ayed. Most Event cards have a l ast -
i ng ef f ect on t he game, unl ess t he card i s count eract ed or
dest royed. A f ew Event cards say t o di scard t hem af t er use
because t hei r ef f ect i s t emporar y. Event cards are usual l y pl ayed
f ace up and of f t o t he si de as remi nder s, but some are pl aced
on t he spacel i ne i t sel f . Note: Event car ds may effect ei ther pl ay-
er or both pl ayer s.
Af t er a whi l e, bot h si des of t he spacel i ne wi l l l ook somet hi ng
l i ke t hi s:
E
ach pl ayer shuf f l es t hei r remai ni ng cards t horoughl y and pl aces t hei r decks asi de, f ace down, t o
f or m a per sonal draw deck. Each pl ayer now draws 7 cards f rom t hei r own draw deck t o st ar t t hei r
hand. Note: Ther e i s no l i mi t to the number of car ds a pl ayer can hol d i n hi s hand.
The pl ayer who went l ast i n t he seed phase t akes t he f i r st t ur n. Pl ayer s t hen al t er nat e t ur ns. On each
t ur n you wi l l :
0Pl ay one card f rom your hand t o t he t abl e. Thi s i s opt i onal . You may choose not t o pl ay a card on
t hi s t ur n i f you wi sh.
OExecut e order s basi cal l y move cards al ready on t he t abl e.
ODraw a card f rom your per sonal draw deck t o your hand. Thi s si gnal s t he end of your t ur n.
Number t hree i s sel f - expl anat or y so what f ol l ows i s a det ai l ed di scussi on of number s one and t wo
PHASE THREE: PLAYI NG THE GAM E
Draw deck.
An area f or special cards.
A discard pile.
Personnel report ing
f or dut y at out post .
Ship moving
down spaceline.
Ship docked at out post .
8
DUPLI CATI ON RULE
FOR PERSONNEL AND SHI PS
In Star Tr ek: The Next Gener ati on