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STAR TREK THE NEXT GENERATI ON


CUSTOM I ZABLE CARD GAM E
RULES
W
el come t o a uni ver se wi t h endl ess possi bi l i t i es. Thi s
st ar t er set provi des a randomi zed sel ect i on of cards
f or one pl ayer t o begi n t he advent ure. A game requi res t wo
pl ayer s, each wi t h at l east 6 0 cards. Bef ore a game begi ns,
each pl ayer cust omi zes a pl ayi ng deck f rom al l t he cards
i n hi s or her col l ect i on. The cards are desi gned t o have a
rock- paper - sci ssor s rel at i onshi p t o each ot her and t here are
an i nf i ni t e number of of f ensi ve and def ensi ve st rat egi es.
Cards represent mi ssi ons, di l emmas, per sonnel , shi ps, event s
and more f rom t he Star Tr ek: The Next Gener ati on

uni ver se.


Ever y card br i ngs di f f erent power s t o a game whi ch real i st i cal l y
mi r ror s Star Tr ek

scenar i os. Pl ayer s pl ot st rat egi es and


mat ch wi t s as t hey at t empt 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 .
A t ot al of more t han 3 6 0 cards i s cur rent l y avai l abl e, and
ot her exci t i ng cards are under devel opment f or f ut ure edi t i ons
and expansi ons. Expand Your Power i n the Uni ver se

by
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
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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:
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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
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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.
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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.
=
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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 .
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DUPLI CATI ON RULE
FOR PERSONNEL AND SHI PS
In Star Tr ek: The Next Gener ati on

, nor mal l y onl y one


U.S.S. Ent er pr i se or one Lt . Wor f exi st s i n t he uni ver se at a
gi ven t i me. Li kewi se, you may onl y have one speci f i c Shi p
or Per sonnel card i n pl ay at a gi ven t i me. Thi s r ul e af f ect s
each pl ayer i ndi vi dual l y so your opponent may be pl ayi ng
wi t h a dupl i cat e of one of your cards. For exampl e, i f you
have a Lt . Wor f card i n pl ay, you cannot pl ay anot her Lt .
Wor f f rom your hand, but your opponent coul d st i l l br i ng
one Lt . Wor f i nt o pl ay on hi s si de of t he uni ver se. ( Note:
You can stock mor e than one Lt . Wor f car d i n your deck
to be sur e one comes i nto pl ay, but you cannot use mor e
than one at a ti me.) There i s an opt i onal r ul e i n t he
Advanced Rul es sect i on t hat i s more l i mi t i ng. Of cour se,
i f you had a cl one machi ne, you coul d do somet hi ng t o get
past dupl i cat i on rest r i ct i ons i t s a pi t y cl one machi ne
cards don t exi st yet !
EXCEPTI ON:
UNI VERSAL CARDS CAN BE DUPLI CATED
Each af f i l i at i on has a f ew uni ver sal per sonnel cards,
i ndi cat ed by a +i con besi de t he name. The per son shown
on such a card i s consi dered t o be an exampl e of a t ypi cal
per son of t hat t ype. You can have as many of t hese cards
as you wi sh i n pl ay at one t i me.
Si mi l ar l y, each af f i l i at i on has one Cl ass Shi p f or each cl ass
i n t he f l eet . These cards are mar ked wi t h t he same +
i con besi de t he name. These shi ps bear t he same name as
t he cl ass i t sel f and are represent at i ve of any one of t he
numerous shi ps i n t hat cl ass. You can have as many of
t hese cards as you wi sh i n pl ay at one t i me.
Note: +uni ver sal car ds have an advantage you can
have mor e than one of them i n pl ay at the same ti me,
however , they have a di sadvantage too they tend to be a
bi t weaker than other car ds.
Int er r upt car ds Int er r upt cards are uni que. They are t he
onl y cards t hat can be pl ayed wi t hout f ol l owi ng t he nor mal
sequence of t aki ng t ur ns. Int er r upt cards can l i t eral l y be pl ayed
at any t i me. Thi s makes t hem ver y power f ul because i t means
you can i nt er r upt t he game even when your opponent i s pl ayi ng.
Here s how i t wor ks. At any t i me, you can pl ay an Int er r upt card
f rom your hand ( i f you have one, of cour se) by sayi ng
Int er r upt ! and pl ayi ng t he card t o t he t abl e. Ever yt hi ng st ops.
Each Int er r upt card descr i bes what happens when t he card i s
pl ayed. Thi s card now t akes precedence over ever yt hi ng el se i n
t he game. Int er r upt cards may af f ect ei t her or bot h pl ayer s.
Most i nt er r upt s have an i mmedi at e ef f ect on t he game and are
t hen di scarded. I f sever al i nter r upts ar e pl ayed i n a r ow, they
ar e handl ed i n the sequence they ar e pl ayed. The onl y excepti on
to sequence i s when an i nter r upt nul l i fi es another i nter r upt. In
thi s case, the consequence of the pr evi ous i nter r upt i s pr evented
fr om happeni ng.
O EXECUTI NG ORDERS
A
f t er a card has been pl ayed f rom your hand ( or you st at ed
t hat you choose not t o pl ay a card on t hi s t ur n) , you can
execute or der s. Thi s i s basi cal l y t he act of movi ng t he cards
al ready on t he t abl e. There i s no l i mi t at i on on t he number of
act i ons you can t ake i n one t ur n. You can:
'Load and unl oad shi ps at out post s
^Take command of shi ps
Move shi ps
Beam Per sonnel and/ or Equi pment
IAt t empt mi ssi ons
IEngage i n bat t l e
To execut e order s, a pl ayer i s f ree t o use any combi nat i on of hi s
cards on t he t abl e. Af t er compl et i ng one act i on, t he same cards
can be used t o compl et e anot her act i on. You can cont i nue mak-
i ng moves unt i l t he cards are st opped by one of t he f ol l owi ng
si t uat i ons:
Encount er i ng a di l emma t hat t he Away Team can t overcome
st ops t hat ent i re Away Team ( same i s t r ue f or a crew f aci ng
a di l emma) ;
9
par t i ci pat i ng i n a bat t l e stops cards i nvol ved i n t he bat t l e; or
t he shi p bei ng moved has used i t s maxi mum range f or t hat
t ur n.
Cards t hat are st opped can do not hi ng f or t he remai nder of t he
t ur n, but t he pl ayer i s f ree t o move ot her cards whi ch have not
yet been st opped.
' LOADI NG AND UNLOADI NG SHI PS
P
er sonnel or Equi pment cards al ready l ocat ed at an out post
can be l oaded ont o any shi p l ocat ed at t he same out post .
The shi p and per sonnel must have compat i bl e af f i l i at i ons.
Loadi ng i s done by si mpl y st acki ng t he desi red per sonnel under -
neat h t he shi p, f ace up i n a pi l e, wi t h t he shi p card on t op. Thi s
symbol i zes t hat t he per sonnel or equi pment have boarded t he
shi p. When t he shi p moves, ever yt hi ng on board moves wi t h i t .
Si mi l ar l y, a shi p wi t h per sonnel or equi pment aboard can unl oad
cards t o t he out post , i f desi red.
^ TAKI NG COM M AND OF SHI PS
E
ach shi p requi res a mi ni mum crew aboard bef ore i t can
move. Crew requi rement s f or each shi p are l i st ed on t he card
usi ng i cons f or command abi l i t y and staff abi l i t y .
The l argest and most power f ul shi ps requi re t hat a mi ni mum of
one command abi l i t y and t wo st af f abi l i t y per sonnel be on
board. Smal l er shi ps have f ewer crew requi rement s. Some ver y
smal l shi ps have no crew requi rement s at al l , meani ng any
per sonnel can f l y t hem. Thi s makes t hem ver y easy t o use,
al t hough t hey t end t o be sl ow and not ver y power f ul . Most
Per sonnel cards have command abi l i t y or staff abi l i t y i cons
whi ch desi gnat e t he capabi l i t i es of t hat i ndi vi dual . Per sonnel
who are capabl e of commandi ng a shi p have a command abi l i t y
i con, whi l e t hose capabl e of act i ng as staff have a staff abi l i t y
i con. Of cour se, t hose wi t h command abi l i t y can al so act as
staff. Some cards ( f requent l y ci vi l i ans) have none of t hese
abi l i t i es and cannot be used t o meet shi p crew requi rement s
( al t hough t hey can hel p accompl i sh mi ssi ons) .
The f ol l owi ng di agrams show t he l ocat i on of command abi l i t y
and st af f abi l i t y i cons on Shi p and Per sonnel cards. In t hi s
exampl e, t he shi p requi res t wo st af f abi l i t y per sonnel bef ore i t
can move. The i ndi vi dual on t he Per sonnel card has command
abi l i t y.
Ship Card Personnel Card
Non- al i gned per sonnel can be used t o meet any shi p s crew
requi rement s f or command or st af f , but at l east one crew mem-
ber of mat chi ng af f i l i at i on must be on board. ( Not e: Any per son-
nel af f i l i at i on can be used t o meet crew requi rement s f or non-
al i gned shi ps.) If a Treat y i s i n ef f ect , a shi p can meet i t s crew
requi rement s wi t h a mi xt ure of per sonnel f rom t he af f i l i at i ons i n
t he t reat y. There i s a r i sk t o t hi s st rat egy however, f or i f t he
t reat y i s l at er broken, such cross- over per sonnel can no l onger
be used t o meet t he shi p s crew requi rement s. ( See Treat y
Cards, page 3 0.)
M OVI NG A SHI P
O
nce a shi p has t he requi red crew, i t can move al ong your
si de of t he spacel i ne i n any di rect i on ( r i ght , l ef t or back and
f or t h) . The di st ance a shi p can move on one t ur n i s l i mi t ed by
i t s range. You det er mi ne how f ar a shi p has t ravel ed by addi ng
up t he span number s on each Mi ssi on card as t he shi p passes
( not count i ng t he l ocat i on where i t begi ns) . Span number s
represent t he di st ance across a mi ssi on s area of space.
STALLED SHI PS
If a shi p moves away f rom an out post and l at er l oses
one of i t s requi red crew, i t wi l l not be abl e t o move
( unt i l anot her shi p ar r i ves and beams over appropr i at e
rei nf orcement s) . Such a shi p i s sai d t o be st al l ed. A
st al l ed shi p can st i l l beam Away Teams or def end i t sel f
f rom at t ack et c., but i t cannot move unt i l t he proper
per sonnel ar r i ve.
Icon locat ion t o designat e
minimum crew requirement s
Icon locat ion t o designat e
Command Abilit y or St af f Abilit y
10
In t he di agram above, t hi s shi p has a range of 7 whi ch i s enough
to move three spacel i ne cards to the r i ght ( 2 + 2 + 3 = 7) or one
spacel i ne card t o t he l ef t ( because t o move t wo cards t o t he l ef t
woul d requi re a range of 3 + 5 = 8) . Int erest i ngl y, t he shi p
coul d al so move one card t o t he l ef t ( 3 span) t hen one card t o
t he r i ght ( 2 span of t he mi ssi on at t he out post ) and t hen anot her
card t o t he r i ght ( 2 span) f or a t ot al of 3 + 2 + 2 = 7. Any
possi bl e combi nat i on of movement s can be used and t he shi p
has t he opt i on of st oppi ng at each pl anet or space mi ssi on
al ong t he way. Once a shi p has used up al l of i t s range, i t i s
st opped f or t hat t ur n. However, you st i l l may be abl e t o move
ot her shi ps on t hi s t ur n.
Ther e ar e a f ew ot her poi nt s wor t h not i ng:
A shi p does not have t o move al l of i t s range on a t ur n. Al so, a
shi p can f l y by Mi ssi on cards wi t hout st oppi ng ( st i l l usi ng up
range, of cour se) . When f l yi ng by a Mi ssi on card, a shi p i s not
af f ect ed by any ot her cards at t hat l ocat i on, such as enemy
shi ps. There i s no l i mi t t o t he number of shi ps you can move on
your t ur n, but none of t hem can exceed t hei r range. Al so, sever -
al shi ps can be at t he same mi ssi on l ocat i on; you si mpl y l i ne
t hem up ver t i cal l y. ( I n fact , as you wi l l soon see, thi s i s wher e
they must be for you to beam equi pment and per sonnel fr om
shi p to shi p.)
BEAM I NG PERSONNEL AND/ OR EQUI PM ENT
Beami ng i s a met hod of t ransf er r i ng per sonnel and/ or equi pment
over shor t di st ances. To beam per sonnel or equi pment down t o a
pl anet sur f ace, si mpl y remove t he cards f rom under t he shi p and
make a pi l e crosswi se on t he Mi ssi on card. Thi s i ndi cat es who
i s i n t he Away Team, t hei r mi ssi on l ocat i on and al so, f or your
eyes onl y, who remai ns on board t he shi p.
When per sonnel are beamed t o a pl anet t hey are cal l ed an Away
Team. There i s no l i mi t t o t he number of t i mes beami ng can
occur dur i ng a t ur n. For exampl e, al l or par t of an Away Team
can beam down, beam back up, and cont i nue movi ng on one
t ur n, as l ong as i t i s not st opped by a di l emma or bat t l e ( con-
cept s whi ch are expl ai ned l at er ) . Li kewi se, a pl ayer may beam
per sonnel t o a shi p, move t he shi p, and t hen beam t hose same
per sonnel ( pl us per haps ot her s) t o anot her pl anet , and so on.
Per sonnel and equi pment can al so be beamed f rom shi p t o shi p.
The shi ps must share t he same mi ssi on l ocat i on and be owned
by t he same pl ayer. Si mpl y announce t he beami ng and rear range
t he per sonnel and/ or equi pment cards bet ween t he shi ps as you
wi sh. Nor mal l y, i t i s not possi bl e t o beam per sonnel aboard an
opponent s shi p ( because shi ps are prot ect ed by shi el ds) . There
are some speci al cards t hat are except i ons t o t hi s r ul e. For
exampl e, Rogue Borg can penet rat e a shi p s shi el ds.
I ATTEM PTI NG M I SSI ONS
C
ompl et i ng mi ssi ons i s t he pr i mar y met hod of scor i ng poi nt s.
You accompl i sh mi ssi ons by br i ngi ng per sonnel ( wi t h t he
requi red ski l l s) t o t he mi ssi on l ocat i on and overcomi ng al l
di l emmas whi ch may be present . I f ther e ar e no Di l emma car ds
pr esent , si mpl y br i ngi ng per sonnel who have the r equi r ed ski l l s
to the l ocati on wi l l accompl i sh that mi ssi on.
Pl anet mi ssi ons can be at t empt ed by Away Teams beamed t o a
pl anet sur f ace. Space mi ssi ons can be at t empt ed by an ent i re
shi p s crew ( no beami ng i s necessar y) . Nor mal l y, onl y per sonnel
whi ch match the affi l i ati on of the mi ssi on may attempt the mi ssi on
( al though, non- al i gned per sonnel can be mi xed i n as l ong as
one other personnel matches) . There are excepti ons. For exampl e,
tr eat y car ds al l ow other affi l i ati on per sonnel to j oi n the mi ssi on
attempt and espi onage car ds al l ow other affi l i ati on per sonnel to
LOCATI ON CLARI FI CATI ON
When you and your opponent have shi ps at t he same
mi ssi on, bot h shi ps are consi dered t o be at t he same
l ocat i on ( i .e., symbol i cal l y or bi t i ng t he same pl anet , or
i n t he same sect or of space) .
RANGE =7
=
=
11
attempt the mi ssi on al l by themsel ves. Bef ore at t empt i ng a
mi ssi on, a pl ayer must fi r st overcome any and al l di l emmas at
t hat l ocat i on. Per sonnel must sur vi ve wi t h t he ski l l s requi red t o
accompl i sh t he mi ssi on or t he mi ssi on wi l l not be compl et ed
and scored.
Al l Mi ssi on cards st at e what ski l l s are necessar y t o compl et e
the mi ssi on. For exampl e, a pl anet mi ssi on requi r i ng Di pl omacy x2
means at l east t wo per sonnel wi t h di pl omacy ski l l s ( or one per -
sonnel wi t h doubl e di pl omacy ski l l s) must be present i n t he
Away Team f or you t o compl et e t he mi ssi on. I f an Away Team
successful l y over comes al l di l emmas and successful l y com-
pl etes the mi ssi on, the pl ayer ear ns owner shi p of any ar ti facts
seeded at that mi ssi on l ocati on. Ar ti facts have str ong power s
and ar e used as descr i bed on the car ds.
The f ol l owi ng exampl e expl ai ns how t o at t empt a mi ssi on wi t h
di l emmas and ar t i f act s present . Thi s exampl e uses a pl anet
mi ssi on, but a space mi ssi on wor ks t he same way usi ng a cr ew,
j ust wi t hout beami ng.
Announce t hat you are at t empt i ng t he mi ssi on. Sel ect and
beam your Away Team.
Tur n over t he ent i re Mi ssi on card pi l e reveal i ng onl y t he bot -
t om Di l emma card. ( I f you encounter an ar ti fact at any ti me,
move i t to the back of thi s di l emma and ar ti fact stack.
Ar ti facts ar e not ear ned unti l the mi ssi on i s compl eted.) Look
onl y at t he bot t om card. Any ot her cards are st i l l a sur pr i se.
Read t he f i r st Di l emma card al oud. Di l emmas represent pl ot
t wi sts t hat emerge dur i ng a mi ssi on and each di l emma must
be deal t wi t h i n t ur n bef ore t he mi ssi on can be at t empt ed.
Di l emma cards l i st cer t ai n ski l l s t hat are requi red t o over -
come t hem. If t he Away Team meets t he requi rement s, t hen
i t overcomes t he di l emma and can i mmedi at el y proceed. If
t he Away Team cannot meet t he requi rement s, do what ever
t he Di l emma card i nst r uct s.
Most di l emmas end wi t h t he phrase, Di scard di l emma. That
means you onl y have t o f ace t hem once. For exampl e, you
exper i ence a di l emma t hat i nf l i ct s damage on your Away
Team and i s t hen di scarded. On your next at t empt , t hat
di l emma wi l l not be present . Some di l emmas are t ougher
t han t hi s t hey st i ck around f orever unt i l you overcome
t hem ( t hey are worded accordi ngl y) .
Somet i mes Di l emma or Mi ssi on cards have a condi t i on l i ke
STRENGTH> 4 0 or CUNNI NG> 3 0. Thi s ref er s t o t he t ot al
INTEGRITY, CUNNING, or STRENGTH of t he Away Team. For
exampl e, STRENGTH> 4 0 means t he st rengt h of t he Away
Team added t oget her must be great er t han 4 0. If l ess t han
or equal t o 4 0, t he Away Team doesn t have t he st r engt h t o
overcome t he di l emma.
Some Di l emma cards cont ai n bonus poi nt s. To ear n t hese
poi nt s, you must overcome t he di l emma and meet al l t he
condi t i onal phrases present . Most cards are sel f - expl anat or y.
Set asi de al l bonus poi nt cards you ve ear ned as a remi nder.
Fai l i ng t o overcome a di l emma i mmedi at el y stops an Away
Team. That means t he t ur n f or t hi s Away Team i s over, l eavi ng
i t st randed on t he pl anet and vul nerabl e. If possi bl e, you can
send anot her Away Team down on t hi s t ur n, but t he f i r st
Away Team remai ns stopped and cannot hel p t he second
Away Team on t hi s t ur n. The onl y t hi ng t he f i r st Away Team
can do i s def end i t sel f i f at t acked.
If you overcome al l di l emmas and compl et e t he mi ssi on wi t h t he
requi red per sonnel , you scor e t he mi ssi on poi nt s. The sur vi vi ng
member s of t he Away Team i nvol ved i n accompl i shi ng t he mi s-
si on are f ree t o beam back up t o t he shi p and cont i nue i f
desi red. A compl et ed mi ssi on remai ns i n pl ay as a spacel i ne
DILEMMACARDS
Dilemma Icon
Planet Dilemma icon
Space Dilemma icon
Eit her Space or Planet
Dilemma Name
Dilemma Lore
Inst ruct ions f or using t his card
Bonus point s
( Not all dilemmas have bonus point s. )
12
card f or pur poses of span et c., but i t cannot be scored agai n. To
score t he mi ssi on and mar k i t compl et e, pul l t he Mi ssi on card
hal f t he card hei ght of t he spacel i ne t owards t he scor i ng pl ayer
l i ke t hi s:
There are a few other i nteresti ng thi ngs about attempti ng mi ssi ons:
Per sonnel l ocat ed at an out post can at t empt t he out post mi s-
si on wi t hout boardi ng a shi p. Si mpl y desi gnat e out post per -
sonnel as an Away Team and at t empt t he mi ssi on as usual .
Al so, an Away Team can at t empt a mi ssi on on a pl anet even
i f t here i s an enemy Away Team al ready on t hat pl anet .
Li kewi se, space mi ssi ons can be at t empt ed even i f an enemy
shi p i s present at t he same l ocat i on ( i .e., di rect l y across t he
spacel i ne) .
Bef ore at t empt i ng a space mi ssi on, shi ps wi t h cl oaki ng
devi ces must be de- cl oaked. ( See Cl oaked Shi ps, page 3 0.)
Fi nal l y, i t i s a bi t sneaky, but i t i s possi bl e t o at t empt a mi s-
si on at a pl anet where your opponent has an out post .
I ENGAGI NG I N BATTLE
T
hree t ypes of battl es can occur : Away Team vs. Away Team,
shi p vs. shi p and shi p vs. outpost. Common r ul es to battl es are:
A bat t l e can onl y be i ni t i at ed by a pl ayer dur i ng hi s t ur n.
No ot her act i vi t i es can occur dur i ng a bat t l e. For exampl e, a
pl ayer cannot beam per sonnel of f a shi p dur i ng a bat t l e.
( Pl ayi ng an I nter r upt car d i s an excepti on.)
Bat t l es can onl y occur when t he opposi ng f orces are at t he
same l ocat i on. ( Remember , shi ps must be di r ectl y acr oss
fr om each other , at the same mi ssi on on the spacel i ne, to
be at the same l ocati on.)
Af t er a bat t l e i s resol ved, al l cards i nvol ved i n t he bat t l e are
st opped f rom any ot her act i ons on t hi s t ur n.
Away Team vs. Away Team:
In order t o f i ght ef f ect i vel y, an Away Team must have a l eader
( an of f i cer or a crew member wi t h l eader shi p ski l l ) . If a l eader
i s not present , an Away Team wi l l aut omat i cal l y l ose t he bat t l e.
The i ni t i at i ng pl ayer announces t he at t ack. Bot h pl ayer s t hen
t ot al t he combi ned st rengt h val ues of t hei r opposi ng Away
Team s per sonnel , count i ng any enhancement poi nt s f rom appl i c-
abl e Equi pment or Event cards. Int er r upt cards may al so be
pl ayed t o enhance t hi s t ot al . The Away Team wi t h t he hi ghest
t ot al wi ns t he bat t l e. The r esul t : one member of t he l osi ng Away
Team i s ki l l ed ( r andom sel ect i on) .
The Away Team t hat i ni t i at ed t he bat t l e i s st opped. It i s possi bl e
t o send more t han one Away Team t o at t ack an opposi ng Away
Team. Thi s can be done i n waves usi ng a one- t wo punch. If an
Away Team bat t l e resul t s i n a t i e, no one wi ns or l oses.
Ship vs. Ship:
In order t o f i ght ef f ect i vel y, a shi p must have a l eader. However,
unl i ke Away Team bat t l es, you do not aut omat i cal l y l ose a bat t l e
i f a l eader i s not present . Inst ead, a shi p wi t hout a l eader cannot
st r i ke back, i t can onl y def end i t sel f wi t h i t s shi el ds.
The i ni t i at i ng pl ayer announces t he at t ack. The pl ayer must
i dent i f y whi ch of hi s shi p( s) are maki ng t he at t ack and whi ch
enemy shi p i s bei ng at t acked. An at t acker can use mul t i pl e
DETERM I NI NG WHO DI ES: RANDOM SELECTI ON
Somet i mes a card st at es, One Away Team member i s ki l l ed
( random sel ecti on) . In thi s case, shuffl e together al l personnel
cards f rom t hi s Away Team, and hol d t hem out so t he f aces
of t he cards cannot be seen. Your opponent now draws a
si ngl e card, at random, f rom t hi s group. The sel ect ed Away
Team member i s ki l l ed and t he dead card i s pl aced i n your
di scard pi l e. Random sel ect i on al ways wor ks usi ng t hi s
met hod You never know whi ch card wi l l be chosen. Use
r andom sel ect i on i f t her e i s any quest i on about who di es.
Hol ographi c charact er s cannot be ki l l ed. If t he sel ect ed card
i s a hol ographi c charact er, t hi s card get s deact i vat ed, not
di scarded. Si mpl y ret ur n t he charact er t o t he shi p, where
t hey may be re- act i vat ed on your next t ur n. ( See
Hol ographi c Re- creat i ons, page 31.)
A f ew cards st at e t hat t he owner or t he opponent get s t o
pi ck t he vi ct i m. In t hese cases, i t i s an i nf or med choi ce, not
a random one.
13
shi ps i n a bat t l e but can onl y t arget one enemy shi p at a t i me.
Bot h pl ayer s now t ot al t he st rengt h val ues of t he i nvol ved shi ps
( t he at t acker s t ot al weapon power, t he def ender s t ot al shi el d
power ) , count i ng any enhancement poi nt s f rom appl i cabl e
Equi pment or Event cards. Int er r upt cards may al so be pl ayed t o
enhance t hese t ot al s. If t he at t acker s weapon power i s gr eat er
t han t he def ender s shi el d power t he def ender s shi p i s dam-
aged. Ot her wi se, t he def ender s shi p i s saf e and t he pl ayer now
get s a r et al i at i on shot wi t h t he r ol es r ever sed. In t hi s case, t he
def ender t ot al s al l weapon power and t he at t acker t ot al s al l
shi el d power. Al so, a def ender i s abl e t o use mul t i pl e shi ps i n a
ret al i at i on but can onl y t arget one shi p. Remember, each shi p
and crew i nvol ved i n t he at t ack are st opped at t he end of t he
bat t l e.
If a damaged shi p i s damaged agai n bef ore i t i s repai red, t he
shi p and ever yt hi ng on board i s dest royed ( di scarded) . It i s pos-
si bl e t o at t ack a shi p t wi ce on one t ur n by usi ng at t ack shi ps
separat el y. If t he f i r st at t ack damages t he shi p, t he second
at t ack mi ght f i ni sh i t of f .
A damaged shi p can be repai red by ret ur ni ng t o i t s out post . On
t he f i r st t ur n af t er i t ar r i ves, rot at e t he shi p si deways t o i ndi cat e
i t i s under repai r. On t he f ol l owi ng t ur n, rot at e t he shi p t o i t s
nor mal posi t i on t o i ndi cat e t hat t he repai r s are compl et e. In
ot her words, i t t akes t wo f ul l t ur ns at an out post t o repai r a
shi p.
Ship vs. Outpost:
Whi l e out post s do not have weapons f or bat t l e, t hey do have
power f ul shi el ds. It i s possi bl e t o at t ack and dest roy an oppo-
nent s out post ( but t hi s requi res an ar mada of shi ps t o be suc-
cessf ul ) . For exampl e, i f f our shi ps wi t h weapons t ot al i ng 31,
at t ack an out post wi t h def ensi ve shi el ds of 3 0, t he out post and
any per sonnel et c. on t he out post are i mmedi at el y dest royed
( di scarded) . ( Note: the Mi ssi on car d i s unaffected by thi s acti on
as ar e any shi ps l ocated at the outpost .)
Ot her r ul es f or bat t l es and damage are:
Federat i on f orces can never i ni t i at e an at t ack. The
Federat i on i s onl y al l owed t o def end i t sel f and ret al i at e unt i l
a bat t l e i s over. Romul ans and Kl i ngons can bat t l e at wi l l .
Nor mal l y, f orces f rom t he same af f i l i at i on cannot at t ack each
ot her. Kl i ngons are an except i on. Kl i ngons can at t ack ot her
Kl i ngons.
Nor mal l y, when a shi p i s dest royed ever yone on board i s
ki l l ed. Some cards ( i .e., an escape pod) al l ow you t o have
sur vi vor s.
If a shi p s shi el ds are l ess t han hal f of an at t acker s t ot al
weapon power, i t i s a di r ect hi t . Inst ead of bei ng damaged,
t he shi p i s i mmedi at el y dest royed.
Dur i ng a shi p vs. shi p bat t l e at an out post l ocat i on, t he out -
post can ext end 5 0% of i t s shi el ds t o prot ect each af f i l i at ed
shi p. Thi s number i s added t o t he desi gnat ed shi p shi el ds.
Usual l y, a shi p wi l l be saf e whi l e docked at a f r i endl y out -
post .
Dur i ng an Away Team vs. Away Team bat t l e, i f nei t her pl ayer
has l eader shi p i n t he Away Team, bot h pl ayer s aut omat i cal l y
l ose one Away Team member ( random sel ect i on) .
Cl oaki ng devi ces do not wor k on a shi p whi ch i s damaged.
DAM AGED SHI PS
When a shi p i s damaged, i t s r ange i s aut omat i cal l y r educed
t o 5 and t he damage i s i ndi cat ed by rot at i ng t he shi p pi l e
18 0 degrees ( t he shi p wi l l not cor rect l y poi nt t o i t s owner,
so keep t rack) . Damage does not af f ect a shi ps weapons or
shi el ds nor i t s abi l i t y t o bat t l e.
Shi ps can be damaged i n ot her ways t oo. For exampl e,
some Event or Int er r upt cards i nf l i ct damage. Unl ess ot her -
wi se speci f i ed, t reat a damaged shi p as j ust st at ed above.
14
SHOWI NG YOUR CARDS
W
hen Per sonnel et c. repor t t o an out post , t he cards are
pl aced f ace up on t he t abl e where your opponent can see
t hem. Once t hey board a shi p, t hey are pl aced out of si ght under
t he shi p ( of cour se, t he owner can see t hem at any t i me) . From
t hi s poi nt on, t he onl y t i me a pl ayer must l et an opponent see
t hese cards i s:
If a speci al card i s pl ayed whi ch requi res one or bot h
pl ayer s t o reveal cards ( a scan card, f or exampl e) ; or
If a pl ayer needs t o prove he has a par t i cul ar card. For
exampl e, when an Away Team beams t o a pl anet , t he cards
may be l ai d f ace down. If t he Away Team at t empt s a mi ssi on
or sol ves a di l emma, t he pl ayer must prove he has t he
requi red ski l l s. Of cour se, i n bat t l e, al l cards must be shown
t o count and compare t ot al at t r i but es.
CLASSI FI CATI ON AND SKI LLS: SUPER PERSONNEL
O
ccasi onal l y, a person s cl assi f i cat i on wi l l al so appear as a
ski l l . For exampl e, Geordi La Forge i s an ENGI NEER, and
ENGI NEER i s al so i n hi s ski l l s box. Thi s means he i s a super
ENGI NEER wi t h a t ot al of ENGI NEER x2.
CLOAKED SHI PS
Most Romul an and Kl i ngon shi ps
have cl oaki ng devi ces. You t ur n on a
cl oaki ng devi ce by t ur ni ng over t he shi p card f ace
down. To de- cl oak, t ur n t he shi p card back over
( af t er whi ch i t act s nor mal l y) . A pl ayer may onl y
cl oak or de- cl oak a par t i cul ar shi p once per t ur n.
An advant age of cl oaki ng a shi p i s t hat i t i s i nvi si bl e t o ot her
shi ps and cannot be at t acked, yet i t mai nt ai ns i t s movement
range. ( Note: An opponent can l ook at the r ange of a cl oaked
shi p to ver i f y movement .) A di sadvantage i s that a cl oaked shi p
cannot attack another shi p and no beami ng can occur unti l the
shi p i s de- cl oaked.
THE M EANI NG OF CAPTURE, CUM ULATI VE, ETC.
Somet i mes, you may capt ur e cards f rom an opponent . Unl ess
ot her wi se st at ed, t hey are ret ur ned t o t hei r owner af t er t he
game. Cumul at i ve cards may be used more t han one at a t i me,
addi ng t hei r power s t oget her. Cards mar ked non- cumul at i ve can-
not be doubl ed- up t o i ncrease your power.
TREATY CARDS
Nor mal l y, af f i l i at i ons cannot i nt er mi x. However, some Event cards
f or m Tr eat i es t hat al l ow i nt er mi xi ng of af f i l i at i ons by one pl ayer.
When a t reat y card i s i n pl ay, t he per sonnel , shi ps, out post s, et c.
can al l be shared by t he pl ayer as i f t hey were one af f i l i at i on.
The onl y except i on i s t hat mi xed per sonnel can onl y accompl i sh
a mi ssi on t oget her i f at l east one per sonnel mat ches t he mi s-
si on af f i l i at i on requi rement .
Treat i es have benef i t s and r i sks. A t reat y can be dest royed by
cer t ai n Event or Int er r upt cards. In t hi s case, per sonnel caught
aboard a shi p of anot her af f i l i at i on are under house ar r est and
cannot par t i ci pat e unt i l t hey are t ransf er red t o a shi p or out post
of t hei r own af f i l i at i on. Thi s means t hey are excl uded f rom bei ng
used t o meet a shi p s crew requi rement .
HOLOGRAPHI C RE- CREATI ONS
H
ol ograms are real i st i c re- creat i ons of l i vi ng
bei ngs and t hi ngs usi ng hol ographi c, t ranspor t er
and repl i cat or t echnol ogy. As such, hol ographi c
charact er s exi st i n comput er memor y, but have physi cal f or m and
st rengt h when proj ect ed. Hol ographi c charact er s l ook amazi ngl y
l i ke ot her Per sonnel cards ( al t hough t hey
f unct i on somewhat di f f erent l y) . You can
i dent i f y a hol ographi c re- creat i on by
means of a yel l ow, reconst r uct ed mol e-
cul e i con l i ke t he one shown here.
Hol ographi c charact er s can be car r i ed aboard any shi p. When
t hey board, t hey are symbol i cal l y l oaded i nt o t he shi p s comput er
ADDITI ONAL RULES
15
memor y. However, such cards need t echnol ogy ( l i ke a hol odeck
or hol oproj ect or ) t o i nt eract wi t h t he real wor l d. Shi ps wi t h
hol odecks can use hol ographi c charact er s t o accompl i sh space
mi ssi ons or act as a member of t he shi p s crew, but t hey cannot
beam down t o a pl anet wi t hout a hol oproj ect or.
Hol opr oj ect or s are speci al Event cards t hat al l ow hol ographi c re-
creat i ons t o be proj ect ed t o a pl anet sur f ace where a charact er
can become a member of an Away Team. Hol ographi c charact er s
have ski l l s and par t i ci pat e i n Away Team act i vi t i es j ust l i ke any
ot her per sonnel ( whi ch means t hey can al so be stopped) but
t hey cannot be ki l l ed. If a hol oproj ect or card i s dest royed ( or t he
shi p depar t s) , hol ographi c charact er s are i mmedi at el y deact i vat ed
and ret ur ned t o t he shi p. If a new hol oproj ect or i s brought i nt o
pl ay, such cards can be react i vat ed. If a shi p cont rol l i ng t hem i s
dest royed, hol ographi c re- creat i ons are al so dest royed.
Most hol ographi c charact er s have a + uni ver sal i con next t o
t hei r name so you can have as many dupl i cat es i n pl ay as you
wi sh. Some hol ographi c charact er s are non- al i gned, some have
af f i l i at i ons ( i .e., t he programs are propr i et ar y t o one af f i l i at i on) .
Many have ver y speci al ski l l s. You wi l l see more hol ographi c re-
creat i ons i n f ut ure edi t i ons and expansi on set s.
Rogue Bor g
A pl ayer may save t hese nast y Int er r upt cards i n hi s hand
and unl eash t hem i n mass at t ack. A l one Rogue Bor g card
has an at t ack st rengt h of onl y 1. But , t hey get st ronger i n
number s! Two Rogue Borgs have a st rengt h of 2 each,
total i ng 4. Three have a st rengt h of 3 each, total i ng 9, et c.
A Cr osi s card enhances t hi s power, doubl i ng combi ned
st rengt h. For exampl e, four Rogue Bor g pl us one Cr osi s
have a st rengt h of 5 0 ( 5 each = 25, t i mes 2 = 5 0) ,
enough t o wi n most bat t l es.
Rogue Borg are beamed di rect l y f rom your hand t o bat t l e
t he ent i re crew of any occupi ed shi p ( empt y shi ps are
i mmune) . The bat t l e wor ks l i ke an Away Team bat t l e.
Af t er words, t he ent i re crew i s st opped and t he sur vi vi ng
Borg remai n on t he shi p. The Borg bat t l e aut omat i cal l y at
t he st ar t of ever y pl ayer s t ur n. Somet i mes bot h si des
br i ng i n rei nf orcement s. If t he Borg wi pe out a crew, t hey
can do not hi ng but secure a shi p by remai ni ng aboard.
However, i f you have t he Event card Lor e Ret ur ns i n pl ay,
Lore hel ps t hem commandeer t he shi p. The Borg t hen act
si mi l ar t o per sonnel ( no l onger i nt er r upt s) under your con-
t rol movi ng t he pi rat ed shi p up and down t he spacel i ne on
your t ur n wreaki ng havoc.
Supernovas: the explosion of a nearby star
Super novas devast at e a spacel i ne l ocat i on. A pl ayer must
f i r st have acqui red t he Tox Ut hat ar t i f act and pl ayed i t t o
t he t abl e as an event . On a l at er t ur n, pl ay t he super nova
as an event f rom your hand, f ace up, over any Mi ssi on card
( whi ch st ays under neat h f or span ref erence) . Ever yt hi ng
el se t here i s vapor i zed ( shi ps, per sonnel , di l emmas, ar t i -
f act s, even out post are di scarded) . Thereaf t er, shi ps may
move across or st op at t hat l ocat i on ( span i s unchanged) .
Some cards de- nova t he expl osi on, and rei nst i t ut e t he
mi ssi on under neat h. The Tox Ut hat can al so be pl ayed as an
i nt er r upt t o st op a super nova. Ot her cards del ay super novas.
A super nova does not cancel poi nt s f or an al ready- scored
mi ssi on.
Raise the St akes
Thi s Event card f orces an opponent t o choose f rom among
t wo opt i ons: ( 1) gi ve up t he game; or ( 2) cont i nue pl ayi ng
wi t h t he provi si on t hat t he event ual wi nner of t he game wi l l
be al l owed t o r andoml y dr aw one car d to keep f rom t he
l oser s ent i re deck. More t han one of t hese cards can be
pl ayed i n t he game, rai si ng t he st akes by one card each
t i me i t i s pl ayed!
SPECI AL CARDS: A FEW SAM PLES
16
Bel ow you wi l l f i nd a f ew advanced r ul e modi f i cat i ons. Of
cour se, bot h pl ayer s must agree on t hese r ul es or any house
r ul es bef ore pl ayi ng.
Longer Spacel i nes Usi ng even number s, expand t he
l engt h of t he spacel i ne past 12 cards.
Larger Decks Advanced pl ayer s mi ght pref er t hat t here
be no upper l i mi t t o t he cust omi zed deck si ze. Pl ayer s are
st i l l subj ect t o t he same l i mi t at i ons on seed cards ( one hal f
of t he deck si ze) .
Al t er nat i ve Endi ngs Increase t he number of poi nt s
requi red t o wi n t o 15 0 or 200 poi nt s. For a hect i c game, t r y
a t i me l i mi t of exact l y one hour ( t he ai r t i me f or a Star
Tr ek: The Next Gener ati on

epi sode) . When t he hour i s up,


t he pl ayer wi t h t he hi ghest number of poi nt s i s t he wi nner !
No Dupl i cat i on i n t he Uni ver se Thi s advanced r ul e modi -
f i es t he basi c dupl i cat i on r ul e t o read t hat no dupl i cat es are
al l owed on ei t her si de of t he spacel i ne. Onl y one speci f i c
per sonnel or shi p i s al l owed i n t he game at any one t i me.
For exampl e, i f one pl ayer put s Lt . Wor f i nt o pl ay, t hen t he
ot her pl ayer cannot br i ng a Lt . Wor f i nt o pl ay. Thi s i s par t i c-
ul ar l y i nt erest i ng, not t o ment i on chal l engi ng, i f bot h pl ayer s
are pl ayi ng t he same af f i l i at i on!
CLOSI NG
We hope you enj oy t he endl ess possi bi l i t i es i n our uni ver se.
ADVANCED RULES
PERSONNELCARDS
Af f iliat ion Icon / Name
Command Abilit y Icon
St af f Abilit y Icon
or not hing
Personnel Classif icat ion
Personnel Lore
Skills
At t ribut es
SHIPCARDS
Af f iliat ion Icon / Name
Ship Class
Ship Lore
Minimum Crew Requirement s
At t ribut es
Special Ship Equipment
ARTIFACT, EVENT
INTERRUPT, AND
EQUIPMENT CARDS
Art if act Icon
Art if act Name
Art if act Lore
Inst ruct ions f or using t his card
Newsletters and On- Line Forums
It i s ant i ci pat ed t hat pl ayer s wi l l devel op many advanced
ways of pl ayi ng t hi s game. We pl an t o creat e newsl et -
t er s and On- Li ne comput er f or ums f or pl ayer s t o share
i deas and l ear n about upcomi ng rel eases, new r ul es,
t our nament s et c.
We woul d l i ke t o ext end a speci al t hanks t o t he f ol l owi ng
peopl e f or t hei r ext raordi nar y t al ent and dedi cat i on t o t hi s
game:
Tom Br aunl i ch f or wonder f ul gamepl ay and endl ess hour s of
creat i vi t y;
Rol l i e Tesh f or t he same, and f or l obbyi ng agai nst al l odds
on behal f of a wor t hwhi l e concept ;
Dan Bur ns f or i nspi r i ng ar t and graphi c desi gn;
Ross Campbel l for keepi ng al l the pi eces together, ad i nfi ni tum;
War r en Hol l and f or def i ni ng t he vi si on, requi r i ng excel l ence
and maki ng t he f i nal deci si ons, f or bet t er or wor se;
Ci ndy Thor nbur g f or maki ng t he deal happen;
Dar wi n Br oml ey f or great counci l and t echni cal advi ce;
Luc Mer t ens and t he st af f at Car t a Mundi f or super i or
craf t smanshi p;
Guy Var daman, Seema Mal hot ra, Bi l l Mason, Lar r y Nemecek,
Phi l Bar ber i o and Ed Wi l l i ams f or t hei r val ued assi st ance;
Andr ea Hei n, Ter r i Hel t on, Pam Newt on and Suzi e Domni ck
f or advocacy;
Andr e Lake Mayer f or t he courage t o go where no one had
gone bef ore and t he vi si on t o bel i eve i n i t ;
And l ast , but not l east , speci al t hanks t o t he l at e Gene
Roddenber r y f or creat i ng such a wonder f ul uni ver se i n whi ch
t o pl ay.
CREDITS
17
TM, & 19 9 4 Paramount Pi ct ures. Al l Ri ght s Reser ved. STAR TREK: THE NEXT
GENERATI ON i s a regi st ered t rademar k of and al l charact er s and rel at ed mar ks are
t rademar ks of Paramount Pi ct ures. Deci pher Inc. Aut hor i zed User.
Package and cont ent s copyr i ght 19 9 4 Deci pher Inc., P. O. Box 5 6, Nor f ol k,
Vi rgi ni a U.S.A. 23 5 01- 00 5 6. Al l Ri ght s Reser ved. Cust omi zabl e Card Game, Expand
Your Power i n t he Uni ver se and The Ar t of Great Games are t rademar ks of Deci pher
Inc. Gamepl ay by Techni cal Game Ser vi ces. Pr i nt ed i n Bel gi um by Car t a Mundi .

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