|
Introductory Two-Player Game Rules
This Introductory Two-Player Game offers the adventure of the Star Trek: The
Next Generation (R) Customizable Card Game (TM) in a simple-to-learn,
easy-to-play format. Ready to play right out of the box, the two pre-customized
decks and "quick-start" rules are all you need to begin. As an added bonus, this
game also contains many new cards created especially for this set. Be the first
on your planet to collect these unique cards!
The two basic decks in this game can be reused time and again, with the game being
different every time you play. After you learn the basics, you may want to expand
your power in the universe by learning more advanced rules and by trading cards
with other players to complete your set. You can add new adventures to your game
by including Romulans, Borg, holographic characters, alien ships and much more!
01. Your Set Contains Several Special Items
Quick-start rules to start you off at warp speed plus an additional, comprehensive
rules booklet with advanced strategies for future play.
 |
Two "Expansion Packs" containing free samples of 30 randomly assorted cards
generally sold at hobby, comic, game and toy stores. These expansion packs will
introduce you to the excitement of customizing decks and can add more powerful
cards to your collection. (Complete rules for special cards in the Alternate Universe
TM expansion pack can be obtained from participating retailers
and on Decipher's web site, www.decipher.com.)
|
 |
Premium cards featuring well-known or highly unique Star Trek characters. These
cards will add new dimension and power to your game and may also have added value
to collectors.
|
 |
A list of the cards available in the Star Trek: The Next Generation [R] Customizable
Card Game TM basic set and the Alternate Universe TM
expansion set, including information about the cards' affiliations, icons and
rarity.
|
02. Quick-Start Rules
The Star Trek: The Next Generation [R] Customizable Card Game TM
universe contains hundreds of different cards representing personnel, ships, missions,
outposts, events, artifacts, dilemmas, equipment and other phenomena. Each card
brings to the game different powers which realistically mirror Star Trek: The
Next Generation [R] scenarios. To play, each player chooses an affiliation, shuffles
the pre-customized deck for that affiliation and attempts to accomplish missions
and score points. The winner is the first player to score 100 points or the player
with the most points when either player's deck runs out of cards.
03. Things to Remember
As you read through the rules below, keep the following points
in mind:
 |
The objective is to score points, primarily by accomplishing missions. You
score no points by battle, but you can score additional points by overcoming dilemmas.
|
 |
You don't have to memorize what each card does. Using written information and
a few icons, the cards explain what you can do with them.
|
 |
Beginners should allow a few hours to play the first few games and get used
to the process. What may seem complicated at first will become natural after a
few practice games. The longer version of the rules builds upon the foundation
of the quick-start rules, and thus is easy to pick up once you are familiar with
basic play.
|
 |
If a situation arises that is unclear or not addressed in these rules, simply
use common sense to resolve the issue within the spirit of Star Trek: The Next
Generation [R], then proceed with the game.
|
04. What You Need to Know
THE AFFILIATIONS
There are three major affiliations in the game: Federation, Klingon and Romulan.
Most personnel and ships belong to one of these affiliations. Some cards are non-aligned,
meaning that they can work with any affiliation. For example, non-aligned personnel
can be placed aboard any ship to strengthen its crew. A card's affiliation is
identified by a special icon in the upper left corner of the card, as well as
by the card color: Federation cards are blue, Klingon cards are red, Romulan cards
are green and non-aligned cards are gold. This Introductory Two-Player Game set
contains only Federation, Klingon and non-aligned cards, but you may find some
Romulans in your sample expansion packs.
THE CARDS
There are common, uncommon, rare and "premium" cards you can collect. While the
rarity of a card generally corresponds to its strength or power in the game, there
are a lot of useful common cards. (See the enclosed card list for information
on card rarity.) The two pre-customized decks in this package are composed of
"common" cards, and the additional bonus cards are considered "premium" cards.
Some rare cards can be quite valuable, especially popular personnel like Captain
Jean-Luc Picard and Lieutenant Commander Data. Players can expand their collections
by purchasing the rest of the cards in 60-card starter sets or 15-card expansion
packs. (Starter sets contain 45 common, 13 uncommon and 2 rare cards; expansion
packs have 11 common, 3 uncommon and 1 rare card.) Even more fun is trading with
other players to get the cards you want!
05. The Eight Types of Cards Used in the Two-Player
Game
|
MISSIONS
Mission cards define an objective (to provide medical relief, investigate a disturbance,
etc.) and the requirements for completing it. The first player to complete a mission
scores the points indicated on the card. Points vary according to the difficulty
of the mission; the harder the mission, the higher the point value. Color icons
at each end of the mission card indicate which affiliations can attempt the mission.
|
|
|
DILEMMAS
Placing dilemmas under the mission cards creates dramatic "plot twists" in the
game. Dilemma cards are hazards that a player uncovers while attempting to complete
a mission. Depending upon the composition of an Away Team, dilemmas may stop,
slow or have no effect on a mission attempt.
|
|
|
OUTPOSTS
Outpost cards mark locations where ships are launched, personnel report for duty
and equipment is loaded. Only Klingon and Federation outposts are included in
this game.
|
 |
|
SHIPS
Ships carry personnel to mission locations. Only Federation and Klingon ships
are used in this game. Ships have different attributes which determine their power
in the game:
-
Range determines how far a ship can move on one turn.
Weapons determine offensive capabilities during battle.
Shields determine defensive capabilities during battle.
Many ships list special capabilities, such as holodecks and cloaking devices,
which are used in the comprehensive rules. For the quick-start rules, ignore these
devices unless a special card (such as Ship Seizure) references them.
|
|
|
PERSONNEL
Personnel cards represent crew members in seven different classifications (Officer,
Engineer, Medical, Science, Security, V.I.P. and Civilian). In addition to other
special skills listed on the cards, values for three primary attributes determine
a crew member's effectiveness in accomplishing missions and overcoming dilemmas:
-
Integrity characterizes morality, loyalty and discipline.
Cunning indicates shrewdness, imagination and intelligence.
Strength is physical strength, stamina, aggression and fighting ability.
These attributes and other special skills listed on the cards (e.g., Navigation
or Stellar Cartography) are needed to complete missions. Many personnel also have
special icons indicating
command ability,
holograms,
alternate universe personnel, etc. These icons are used only in the comprehensive
rules.
|
|
|
EQUIPMENT
Equipment cards represent tools or devices (like phasers or tricorders) which
can be used to enhance the performance of an Away Team or crew.
|
|
|
EVENTS
Event cards create special occurrences or conditions that generally continue throughout
the game unless negated by another card. Event cards may only be played at the
beginning of a player's turn.
|
 |
|
INTERRUPTS
Interrupt cards interrupt the game by imposing special occurrences or conditions
at any time between game actions, even during the other player's turn. The consequences
of interrupt cards tend to be immediate and short-lived, but not always.
|
|
06. How to Play the Game in Three Easy Steps
STEP 1: CHOOSE AN AFFILIATION
Open the two decks of cards. Choose one player to be Federation and one player
to be Klingon for the first game. (Keep the expansion pack cards, Spock and the
other premium cards separate for now. Play a few games using only the pre-customized
decks before you begin adding the extra cards.)
STEP 2: CREATE AND SEED THE SPACELINE
The spaceline is the playing surface. It represents a "sector" of planet locations
where missions can be accomplished. Ships containing personnel and equipment will
travel, battle and attempt to accomplish missions along the spaceline. For advanced
play, a detailed explanation of creating a spaceline is in the comprehensive rules.
For the quick-start rules, randomly create the spaceline in the following manner:
IMPORTANT NOTE: Keep Track of Your Cards! Since both players share the spaceline,
you should always keep your cards facing yourself. Make this a habit. This process
will make it easier to re-assemble the two decks after the game.
STEP 3: PLAYING THE GAME
You are now ready to play! Each player shuffles their remaining cards thoroughly
and places their deck aside, face down, to form a personal draw deck. Each player
then draws 7 cards from their own draw deck to start their hand. (Note: there
is no limit to the number of cards a player can hold in their hand during play.)
The Klingon player goes first, then players alternate turns. On each turn you
will:
 |
Choose whether or not to play a single card from your hand. Only one ship,
personnel, equipment or event card can be played per turn, taken from your hand
and played to the table. (You may also elect to play any number of interrupts
at this time.)
|
 |
Execute orders... which essentially means moving the cards already on the table.
There is no limit to the number of actions you can take in one turn. You can load
and unload ships at outposts, take command of ships, move ships, beam personnel
and/or equipment, attempt missions and engage in battle. You can continue making
moves until the cards are "stopped" by (1) encountering a dilemma the Away Team
can't overcome or (2) participating in a battle. Cards that are stopped can do
nothing for the remainder of the turn, but you are free to move other cards which
have not yet been stopped.
|
 |
Draw a card from your own draw deck to your hand to signal the end of your
turn. After a while, both sides of the spaceline will look something like this:
|
 |
07. Playing Cards From Your Hand
Ship cards - A ship is commissioned by docking it at your outpost. Take a ship
card from your hand and place it at one of your outpost locations as shown below:
Personnel cards - Personnel must "report for duty" at an outpost before they can
board a ship. To report a personnel card for duty, place the card face up on the
playing surface near the outpost and say (for example), "Montgomery Scott reporting
for duty!"
Equipment cards - Equipment cards enter play exactly like personnel cards, but
without the verbal announcement.
Event cards - Event cards are usually played face up and off to the side as a
reminder, but some are placed on the spaceline itself. Remember, Event cards may
affect one or both players and their effect may be temporary or long-lasting.
Interrupt cards - Interrupt cards are the only cards that can be played without
following the normal sequence of taking turns. They can be played at any time
by saying, "Interrupt!" and laying the card on the playing surface. Everything
stops and this card now takes precedence over everything else in the game. Interrupt
cards may affect one or both players. Most interrupts have an immediate effect
on the game and are then discarded. If several interrupts are played in a row,
they are handled in the sequence in which they are played.
08. Battling
You can choose to battle your opponent during your turn. Three types of battles
can occur: Away Team vs. Away Team; ship vs. ship; and ship vs. outpost. All battles
are subject to these rules: (1) battle can only be initiated by a player during
his turn; (2) no other activities can occur during a battle; (3) battles can only
occur when the opposing forces are at the same location, directly across from
each other, at the same mission on the spaceline; and (4) after a battle is resolved,
all cards involved in the battle are stopped from any other actions on this turn.
AWAY TEAM VS. AWAY TEAM
The initiating player announces the attack. Both players then total the combined
strength of their Away Team personnel, including any enhancement points from equipment
cards. The Away Team with the highest total strength wins the battle and one member
of the losing Away Team is killed by random selection. (If there is a tie nobody
is killed.)
SHIP VS. SHIP
Ship vs. ship battle consists of an attacking shot immediately followed by a retaliation
shot from the defender. Even if the defender's ship is damaged or destroyed, it
still gets a retaliation shot. (The comprehensive rules booklet implies that a
damaged defender may not retaliate; this is an error.) First, the initiating player
announces the attack. The attacker must identify which of his ship(s) are making
the attack and which enemy ship is being attacked. An attacker can use multiple
ships in a battle but can target only one enemy ship at a time. The attacker adds
up the total weapon power of his ships, which is compared to the total shield
value of the targeted ship. (Enhancement cards can affect these numbers.) If the
attacker's weapon power is greater than the defender's shield power, the defender's
ship is damaged. Otherwise, the defender's ship is safe. The defender immediately
gets his retaliation shot against the attacker, reversing the above comparisons.
Remember, the ships and crews involved in the attack are stopped at the end of
battle (but the defending ships can still retaliate if attacked again that turn).
Damaged ships - When a ship is damaged, its range is automatically reduced to
5 and the damage is indicated by rotating the ship card 180 degrees. Damage does
not affect a ship's weapons or shields, nor its ability to do battle. Ships can
be damaged in other ways, too. For example, some event or interrupt cards inflict
damage. Unless otherwise specified, treat a damaged ship as stated above.
Destroyed ships - If a damaged ship is damaged again before it is repaired, the
ship and all cards on board are destroyed (discarded).
Repairing ships - A damaged ship can be repaired, once it is moved back to its
outpost, by waiting two full turns there before re-commissioning.
SHIP VS. OUTPOST
Although outposts do not have weapons, they do have powerful shields. It is possible
to attack and destroy an opponent's outpost, but this requires an armada of ships.
If ships with total weapon power exceeding the defensive shields attack an outpost,
the outpost and any personnel are immediately destroyed (discarded). The mission
card and any ships located at the outpost are unaffected, as are any Away Teams
on the planet.
REMEMBER, IT'S STAR TREK [R] !
Federation forces can never initiate an attack. The Federation is only allowed
to defend itself and retaliate until a battle is over. Klingons can battle at
will. During a ship vs. ship battle at an outpost location, the outpost can extend
up to 50% of its shields to protect each affiliated ship. This number is added
to the designated ship shields. Usually, a ship will be safe while docked at a
friendly outpost.
09. Attempting Missions
Completing missions is the primary method of scoring points. You accomplish a
mission by beaming an Away Team (with the required skills) down to the planet
and overcoming the Dilemma card there. If there is no dilemma present, simply
beaming down personnel who have the required skills will accomplish that mission.
Normally, only personnel which match the affiliation of the mission may attempt
the mission (although non-aligned personnel can be mixed in as long as one other
personnel matches). Before completing a mission, a player must first overcome
the dilemma at that location. Personnel must survive with the skills required
to accomplish the mission or the mission will not be completed and scored.
All Mission cards state what skills are necessary to complete the mission. For
example, a mission requiring ENGINEER x2 means at least two personnel with ENGINEER
skill (or one personnel with double ENGINEER skill) must be present in the Away
Team for you to complete the mission.
Use the following procedure when attempting a mission.
|
Announce that you are attempting the mission. |
 |
Select and beam your Away Team.
|
 |
Turn over the Dilemma card and read it aloud. The dilemma represents a plot
twist that emerges during the mission and must be dealt with before the mission
can be completed.
|
 |
Some Dilemma cards list certain skills that are required to overcome them.
If the Away Team meets the requirements, then it overcomes the dilemma and can
immediately proceed. If the Away Team cannot meet the requirements, it is stopped;
do whatever the Dilemma card instructs.
|
 |
Other Dilemmas have no requirements to be overcome; these simply have their
effect and are discarded, but do not stop the Away Team.
|
 |
Most dilemmas end with the phrase, "Discard dilemma." This means you only have
to face them once. For example, you experience a dilemma that inflicts damage
on your Away Team and is then discarded. On your next attempt, that dilemma will
not be present. Other dilemmas stick around forever until you overcome them (they
are worded accordingly).
|
 |
Sometimes Dilemma or Mission cards have a condition like STRENGTH>36 or CUNNING>28.
This refers to the total STRENGTH or CUNNING of the Away Team. For example, STRENGTH>36
means the strength of the Away Team added together must be greater than 36. If
less than or equal to 36, the Away Team cannot overcome the dilemma.
|
 |
Some Dilemma cards contain bonus points. To earn these points, you must overcome
the dilemma and meet all the conditional phrases present. Most cards are self-explanatory.
Set aside all bonus point cards you've earned as a reminder.
|
 |
If you overcome the dilemma and then complete the mission with the required
personnel, you score the mission points. The surviving members of the Away Team
involved in completing the mission are free to beam back up to the ship and continue
if desired. A completed mission remains in play as a spaceline card for purposes
of span etc., but it cannot be scored again. To score the mission and mark it
complete, pull the Mission card half the card height of the spaceline toward the
scoring player like this:
|
 |
There are a couple of other interesting things about attempting missions:
 |
Personnel located at an outpost can attempt the outpost mission without boarding
a ship. Simply designate outpost personnel as an Away Team and beam down as usual.
|
 |
An Away Team can attempt a mission on a planet even if there is an enemy Away
Team already on that planet.
|
10. Additional Information That May Prove Helpful
LOADING AND UNLOADING SHIPS
Personnel or equipment can be loaded on or unloaded from any ship with compatible
affiliations if all are docked at the same location. To load, stack the cards
underneath the ship, face up. When the ship moves, everything on board moves with
it.
TAKING COMMAND OF SHIPS
To move a ship, you need at least one personnel on board with a matching affiliation.
(The longer version of the rules outlines a more elaborate system of staffing
requirements. Ignore these rules for now but incorporate them in later play for
more advanced strategy.)
MOVING SHIPS
Properly staffed, a ship can move along your side of the spaceline in either direction.
To determine how far a ship has traveled, add up the span numbers on each mission
card as the ship passes. (Do not count the span number on the starting location.)
When a ship has used up all its range, it may not move again that turn. Other
ships can still move up to their full span during this turn.
BEAMING PERSONNEL AND EQUIPMENT
Beaming is a method of transferring personnel and/or equipment over short distances.
To beam personnel or equipment, simply remove the card(s) from the ship and place
them crosswise over the mission card. Personnel beamed to a planet are called
an Away Team. There is no limit to the number of times beaming can occur during
a turn. Personnel and equipment can also be beamed from one of your ships to another
if both ships share the same mission location.
KILLING AWAY TEAM MEMBERS
If an Away Team member is killed by random selection, shuffle the Away Team personnel
cards and hold them so the faces of the cards cannot be seen. Let your opponent
draw a single card at random and place it in your discard pile. Sometimes you
or your opponent will get to choose which Away Team member will die. The designated
player then gets to look at all of the personnel cards in the Away Team and determine
who dies.
11. Rebuilding Your Decks
After the game is over, be sure to re-assemble your Federation and Klingon decks
so they will be ready to go the next time you play. If you lost track of which
deck began with which cards, or if you customized the decks with some of your
expansion pack cards and would like to return them to their original configurations,
use the lists below to reconstruct your decks.
|
OUTPOST
Federation Outpost
SHIPS
Runabout
Type VI Shuttlecraft
U.S.S. Galaxy (2)
U.S.S. Nebula (2)
MISSIONS
Cargo Rendezvous
Distress Mission
Gravesworld
Homeward
Hostage Situation
Survey Instability
PERSONNEL
Calloway
Christopher Hobson (2)
Darian Wallace (2)
Giusti
Linda Larson
McKnight
Mendon (2)
Montgomery Scott
Simon Tarses
Sito Jaxa
Taitt (2)
Taurik
Dr. Farek
Gorta
Narik
Vekor
DILEMMAS
Alien Labyrinth
Anaphasic Organism
Female's Love Interest
Hidden Entrance
Malfunctioning Door
Microvirus
EQUIPMENT
Engineering Kit
Medical Kit
Medical Tricorder
Tricorder
EVENTS
Atmospheric Ionization
Pattern Enhancers
Plasma Fire
Res-Q
Spacedock
Tetryon Field
Yellow Alert
INTERRUPTS
Countermanda
Disruptor Overload
Escape Pod
Kevin Uxbridge: Convergence
Long-Range Scan
Loss of Orbital Stability
Palor Toff - Alien Trader
Particle Fountain
Wormhole (2)
|
OUTPOST
Klingon Outpost
SHIPS
I.K.C. K'Ratak
I.K.C. K'Vort (3)
I.K.C. Vor'Cha (2)
MISSIONS
A Good Place To Die
Avert Danger
Gault
Reopen Dig
Reported Activity
Sensitive Search
PERSONNEL
B'iJik
Batrell
Divok (2)
Dukath
Gorath
J'Ddan
K'Tesh (2)
Klag
Kle'eg (2)
Kromm
Torin (2)
Vekma
Dr. Farek
Gorta
Narik
Vekor
DILEMMAS
Archer
Ferengi Attack
Hunter Gangs
Impassable Door
Male's Love Interest
The Gatherers
EQUIPMENT
Engineering Kit
Medical Kit
Medical Tricorder
Tricorder
EVENTS
Atmospheric Ionization (2)
Pattern Enhancers
Plasma Fire
Res-Q
Where No One Has Gone Before
Yellow Alert
INTERRUPTS
Countermanda
Disruptor Overload
Kevin Uxbridge: Convergence
Long-Range Scan
Loss of Orbital Stability
Palor Toff - Alien Trader
Particle Fountain
Ship Seizure
Wormhole (2)
|
12. Expand Your Power in the Universe! TM
If you've mastered the quick-start rules and you're ready to explore deeper into
the universe of the Star Trek: The Next Generation [R] Customizable Card Game
TM, you can look for these other card sets at your local
hobby, comic, or game store.
BASIC SET
363 cards containing characters and story elements from all seven seasons of Star
Trek: The Next Generation [R].
ALTERNATE UNIVERSE
122 cards introducing the idea of opening "doorways" to other dimensions. Experience
time travel, parallel universes and alternate timelines. Play blackjack at the
Royale Casino. Attempt a new dimension of missions. Use the ultra-rare Future
Enterprise to travel to the ends of your spaceline at warp speed. You can even
find Data's Head! This set expands the game play into surreal worlds and different
phases of existence.
Q-CONTINUUM
121-card expansion set focusing on the antics of the omnipotent entity Q! Q the
powerful, Q the petulant, Q the playful, Q the altruistic. Now he's here, FLASH,
now he's not! Open the door to the Continuum and watch them warp reality. Your
strategies and deck designs will never be the same.
HOLODECK ADVENTURES
Have you ever wished you could create your own world? Holodecks allow you to do
just that! Use your discretion and customize a simulation of your own specific
wishes. Imagine the programs you can write, from the clever schemes of Professor
Moriarty to the fantasies of Lieutenant Barclay. Fantastic re-creations. Bizarre
settings! Combine holodeck programs with new and existing game elements to design
innovative new strategies. Projected Release Summer 1997.
 |
Premium cards featuring well-known or highly unique Star Trek
characters. These cards will add new dimension and power to your game and may
also have added value to collectors. |
 |
A list of the cards available in the Star Trek: The Next Generation [R] Customizable
Card Game TM basic set and the Alternate Universe TM
expansion set, including information about the cards' affiliations, icons and
rarity.
|
02. Quick-Start Rules
The Star Trek: The Next Generation [R] Customizable Card Game TM
universe contains hundreds of different cards representing personnel, ships, missions,
outposts, events, artifacts, dilemmas, equipment and other phenomena. Each card
brings to the game different powers which realistically mirror Star Trek: The
Next Generation [R] scenarios. To play, each player chooses an affiliation, shuffles
the pre-customized deck for that affiliation and attempts to accomplish missions
and score points. The winner is the first player to score 100 points or the player
with the most points when either player's deck runs out of cards.
03. Things to Remember
As you read through the rules below, keep the following points in mind:
 |
The objective is to score points, primarily by accomplishing missions. You
score no points by battle, but you can score additional points by overcoming dilemmas.
|
 |
You don't have to memorize what each card does. Using written information and
a few icons, the cards explain what you can do with them.
|
 |
Beginners should allow a few hours to play the first few games and get used
to the process. What may seem complicated at first will become natural after a
few practice games. The longer version of the rules builds upon the foundation
of the quick-start rules, and thus is easy to pick up once you are familiar with
basic play.
|
 |
If a situation arises that is unclear or not addressed in these rules, simply
use common sense to resolve the issue within the spirit of Star Trek: The Next
Generation [R], then proceed with the game.
|
04. What You Need to Know
THE AFFILIATIONS
There are three major affiliations in the game: Federation, Klingon and Romulan.
Most personnel and ships belong to one of these affiliations. Some cards are non-aligned,
meaning that they can work with any affiliation. For example, non-aligned personnel
can be placed aboard any ship to strengthen its crew. A card's affiliation is
identified by a special icon in the upper left corner of the card, as well as
by the card color: Federation cards are blue, Klingon cards are red, Romulan cards
are green and non-aligned cards are gold. This Introductory Two-Player Game set
contains only Federation, Klingon and non-aligned cards, but you may find some
Romulans in your sample expansion packs.
THE CARDS
There are common, uncommon, rare and "premium" cards you can collect. While the
rarity of a card generally corresponds to its strength or power in the game, there
are a lot of useful common cards. (See the enclosed card list for information
on card rarity.) The two pre-customized decks in this package are composed of
"common" cards, and the additional bonus cards are considered "premium" cards.
Some rare cards can be quite valuable, especially popular personnel like Captain
Jean-Luc Picard and Lieutenant Commander Data. Players can expand their collections
by purchasing the rest of the cards in 60-card starter sets or 15-card expansion
packs. (Starter sets contain 45 common, 13 uncommon and 2 rare cards; expansion
packs have 11 common, 3 uncommon and 1 rare card.) Even more fun is trading with
other players to get the cards you want!
05. The Eight Types of Cards Used in the Two-Player Game
|
MISSIONS
Mission cards define an objective (to provide medical relief, investigate a disturbance,
etc.) and the requirements for completing it. The first player to complete a mission
scores the points indicated on the card. Points vary according to the difficulty
of the mission; the harder the mission, the higher the point value. Color icons
at each end of the mission card indicate which affiliations can attempt the mission.
|
|
|
DILEMMAS
Placing dilemmas under the mission cards creates dramatic "plot twists" in the
game. Dilemma cards are hazards that a player uncovers while attempting to complete
a mission. Depending upon the composition of an Away Team, dilemmas may stop,
slow or have no effect on a mission attempt.
|
|
|
OUTPOSTS
Outpost cards mark locations where ships are launched, personnel report for duty
and equipment is loaded. Only Klingon and Federation outposts are included in
this game.
|
|
|
SHIPS
Ships carry personnel to mission locations. Only Federation and Klingon ships
are used in this game. Ships have different attributes which determine their power
in the game:
-
Range determines how far a ship can move on one turn.
Weapons determine offensive capabilities during battle.
Shields determine defensive capabilities during battle.
Many ships list special capabilities, such as holodecks and cloaking devices,
which are used in the comprehensive rules. For the quick-start rules, ignore these
devices unless a special card (such as Ship Seizure) references them.
|
|
|
PERSONNEL
Personnel cards represent crew members in seven different classifications (Officer,
Engineer, Medical, Science, Security, V.I.P. and Civilian). In addition to other
special skills listed on the cards, values for three primary attributes determine
a crew member's effectiveness in accomplishing missions and overcoming dilemmas:
-
Integrity characterizes morality, loyalty and discipline.
Cunning indicates shrewdness, imagination and intelligence.
Strength is physical strength, stamina, aggression and fighting ability.
These attributes and other special skills listed on the cards (e.g., Navigation
or Stellar Cartography) are needed to complete missions. Many personnel also have
special icons indicating
command ability,
holograms,
alternate universe personnel, etc. These icons are used only in the comprehensive
rules.
|
|
|
EQUIPMENT
Equipment cards represent tools or devices (like phasers or tricorders) which
can be used to enhance the performance of an Away Team or crew.
|
|
|
EVENTS
Event cards create special occurrences or conditions that generally continue throughout
the game unless negated by another card. Event cards may only be played at the
beginning of a player's turn.
|
|
|
INTERRUPTS
Interrupt cards interrupt the game by imposing special occurrences or conditions
at any time between game actions, even during the other player's turn. The consequences
of interrupt cards tend to be immediate and short-lived, but not always.
|
|
06. How to Play the Game in Three Easy Steps
STEP 1: CHOOSE AN AFFILIATION
Open the two decks of cards. Choose one player to be Federation and one player
to be Klingon for the first game. (Keep the expansion pack cards, Spock and the
other premium cards separate for now. Play a few games using only the pre-customized
decks before you begin adding the extra cards.)
STEP 2: CREATE AND SEED THE SPACELINE
The spaceline is the playing surface. It represents a "sector" of planet locations
where missions can be accomplished. Ships containing personnel and equipment will
travel, battle and attempt to accomplish missions along the spaceline. For advanced
play, a detailed explanation of creating a spaceline is in the comprehensive rules.
For the quick-start rules, randomly create the spaceline in the following manner:
IMPORTANT NOTE: Keep Track of Your Cards! Since both players share the spaceline,
you should always keep your cards facing yourself. Make this a habit. This process
will make it easier to re-assemble the two decks after the game.
STEP 3: PLAYING THE GAME
You are now ready to play! Each player shuffles their remaining cards thoroughly
and places their deck aside, face down, to form a personal draw deck. Each player
then draws 7 cards from their own draw deck to start their hand. (Note: there
is no limit to the number of cards a player can hold in their hand during play.)
The Klingon player goes first, then players alternate turns. On each turn you
will:
 |
Choose whether or not to play a single card from your hand. Only one ship,
personnel, equipment or event card can be played per turn, taken from your hand
and played to the table. (You may also elect to play any number of interrupts
at this time.) |
|
Execute orders... which essentially means moving the cards already on the table.
There is no limit to the number of actions you can take in one turn. You can load
and unload ships at outposts, take command of ships, move ships, beam personnel
and/or equipment, attempt missions and engage in battle. You can continue making
moves until the cards are "stopped" by (1) encountering a dilemma the Away Team
can't overcome or (2) participating in a battle. Cards that are stopped can do
nothing for the remainder of the turn, but you are free to move other cards which
have not yet been stopped.
|
|
Draw a card from your own draw deck to your hand to signal the end of your
turn. After a while, both sides of the spaceline will look something like this:
|
07. Playing Cards From Your Hand
Ship cards - A ship is commissioned by docking it at your outpost. Take a ship
card from your hand and place it at one of your outpost locations as shown below:
Personnel cards - Personnel must "report for duty" at an outpost before they can
board a ship. To report a personnel card for duty, place the card face up on the
playing surface near the outpost and say (for example), "Montgomery Scott reporting
for duty!"
Equipment cards - Equipment cards enter play exactly like personnel cards, but
without the verbal announcement.
Event cards - Event cards are usually played face up and off to the side as a
reminder, but some are placed on the spaceline itself. Remember, Event cards may
affect one or both players and their effect may be temporary or long-lasting.
Interrupt cards - Interrupt cards are the only cards that can be played without
following the normal sequence of taking turns. They can be played at any time
by saying, "Interrupt!" and laying the card on the playing surface. Everything
stops and this card now takes precedence over everything else in the game. Interrupt
cards may affect one or both players. Most interrupts have an immediate effect
on the game and are then discarded. If several interrupts are played in a row,
they are handled in the sequence in which they are played.
08. Battling
You can choose to battle your opponent during your turn. Three types of battles
can occur: Away Team vs. Away Team; ship vs. ship; and ship vs. outpost. All battles
are subject to these rules: (1) battle can only be initiated by a player during
his turn; (2) no other activities can occur during a battle; (3) battles can only
occur when the opposing forces are at the same location, directly across from
each other, at the same mission on the spaceline; and (4) after a battle is resolved,
all cards involved in the battle are stopped from any other actions on this turn.
AWAY TEAM VS. AWAY TEAM
The initiating player announces the attack. Both players then total the combined
strength of their Away Team personnel, including any enhancement points from equipment
cards. The Away Team with the highest total strength wins the battle and one member
of the losing Away Team is killed by random selection. (If there is a tie nobody
is killed.)
SHIP VS. SHIP
Ship vs. ship battle consists of an attacking shot immediately followed by a retaliation
shot from the defender. Even if the defender's ship is damaged or destroyed, it
still gets a retaliation shot. (The comprehensive rules booklet implies that a
damaged defender may not retaliate; this is an error.) First, the initiating player
announces the attack. The attacker must identify which of his ship(s) are making
the attack and which enemy ship is being attacked. An attacker can use multiple
ships in a battle but can target only one enemy ship at a time. The attacker adds
up the total weapon power of his ships, which is compared to the total shield
value of the targeted ship. (Enhancement cards can affect these numbers.) If the
attacker's weapon power is greater than the defender's shield power, the defender's
ship is damaged. Otherwise, the defender's ship is safe. The defender immediately
gets his retaliation shot against the attacker, reversing the above comparisons.
Remember, the ships and crews involved in the attack are stopped at the end of
battle (but the defending ships can still retaliate if attacked again that turn).
Damaged ships - When a ship is damaged, its range is automatically reduced to
5 and the damage is indicated by rotating the ship card 180 degrees. Damage does
not affect a ship's weapons or shields, nor its ability to do battle. Ships can
be damaged in other ways, too. For example, some event or interrupt cards inflict
damage. Unless otherwise specified, treat a damaged ship as stated above.
Destroyed ships - If a damaged ship is damaged again before it is repaired, the
ship and all cards on board are destroyed (discarded).
Repairing ships - A damaged ship can be repaired, once it is moved back to its
outpost, by waiting two full turns there before re-commissioning.
SHIP VS. OUTPOST
Although outposts do not have weapons, they do have powerful shields. It is possible
to attack and destroy an opponent's outpost, but this requires an armada of ships.
If ships with total weapon power exceeding the defensive shields attack an outpost,
the outpost and any personnel are immediately destroyed (discarded). The mission
card and any ships located at the outpost are unaffected, as are any Away Teams
on the planet.
REMEMBER, IT'S STAR TREK [R] !
Federation forces can never initiate an attack. The Federation is only allowed
to defend itself and retaliate until a battle is over. Klingons can battle at
will. During a ship vs. ship battle at an outpost location, the outpost can extend
up to 50% of its shields to protect each affiliated ship. This number is added
to the designated ship shields. Usually, a ship will be safe while docked at a
friendly outpost.
09. Attempting Missions
Completing missions is the primary method of scoring points. You accomplish a
mission by beaming an Away Team (with the required skills) down to the planet
and overcoming the Dilemma card there. If there is no dilemma present, simply
beaming down personnel who have the required skills will accomplish that mission.
Normally, only personnel which match the affiliation of the mission may attempt
the mission (although non-aligned personnel can be mixed in as long as one other
personnel matches). Before completing a mission, a player must first overcome
the dilemma at that location. Personnel must survive with the skills required
to accomplish the mission or the mission will not be completed and scored.
All Mission cards state what skills are necessary to complete the mission. For
example, a mission requiring ENGINEER x2 means at least two personnel with ENGINEER
skill (or one personnel with double ENGINEER skill) must be present in the Away
Team for you to complete the mission.
Use the following procedure when attempting a mission.
 |
Announce that you are attempting the mission. |
 |
Select and beam your Away Team.
|
 |
Turn over the Dilemma card and read it aloud. The dilemma represents a plot
twist that emerges during the mission and must be dealt with before the mission
can be completed.
|
 |
Some Dilemma cards list certain skills that are required to overcome them.
If the Away Team meets the requirements, then it overcomes the dilemma and can
immediately proceed. If the Away Team cannot meet the requirements, it is stopped;
do whatever the Dilemma card instructs.
|
 |
Other Dilemmas have no requirements to be overcome; these simply have their
effect and are discarded, but do not stop the Away Team
|
 |
Most dilemmas end with the phrase, "Discard dilemma." This means you only have
to face them once. For example, you experience a dilemma that inflicts damage
on your Away Team and is then discarded. On your next attempt, that dilemma will
not be present. Other dilemmas stick around forever until you overcome them (they
are worded accordingly).
|
 |
Sometimes Dilemma or Mission cards have a condition like STRENGTH>36 or CUNNING>28.
This refers to the total STRENGTH or CUNNING of the Away Team. For example, STRENGTH>36
means the strength of the Away Team added together must be greater than 36. If
less than or equal to 36, the Away Team cannot overcome the dilemma.
|
 |
Some Dilemma cards contain bonus points. To earn these points, you must overcome
the dilemma and meet all the conditional phrases present. Most cards are self-explanatory.
Set aside all bonus point cards you've earned as a reminder.
|
 |
If you overcome the dilemma and then complete the mission with the required
personnel, you score the mission points. The surviving members of the Away Team
involved in completing the mission are free to beam back up to the ship and continue
if desired. A completed mission remains in play as a spaceline card for purposes
of span etc., but it cannot be scored again. To score the mission and mark it
complete, pull the Mission card half the card height of the spaceline toward the
scoring player like this:
|
 |
There are a couple of other interesting things about attempting missions:
|
Personnel located at an outpost can attempt the outpost mission without boarding
a ship. Simply designate outpost personnel as an Away Team and beam down as usual.
|
 |
An Away Team can attempt a mission on a planet even if there is an enemy Away
Team already on that planet.
|
10. Additional Information That May Prove Helpful
LOADING AND UNLOADING SHIPS
Personnel or equipment can be loaded on or unloaded from any ship with compatible
affiliations if all are docked at the same location. To load, stack the cards
underneath the ship, face up. When the ship moves, everything on board moves with
it.
TAKING COMMAND OF SHIPS
To move a ship, you need at least one personnel on board with a matching affiliation.
(The longer version of the rules outlines a more elaborate system of staffing
requirements. Ignore these rules for now but incorporate them in later play for
more advanced strategy.)
MOVING SHIPS
Properly staffed, a ship can move along your side of the spaceline in either direction.
To determine how far a ship has traveled, add up the span numbers on each mission
card as the ship passes. (Do not count the span number on the starting location.)
When a ship has used up all its range, it may not move again that turn. Other
ships can still move up to their full span during this turn.
BEAMING PERSONNEL AND EQUIPMENT
Beaming is a method of transferring personnel and/or equipment over short distances.
To beam personnel or equipment, simply remove the card(s) from the ship and place
them crosswise over the mission card. Personnel beamed to a planet are called
an Away Team. There is no limit to the number of times beaming can occur during
a turn. Personnel and equipment can also be beamed from one of your ships to another
if both ships share the same mission location.
KILLING AWAY TEAM MEMBERS
If an Away Team member is killed by random selection, shuffle the Away Team personnel
cards and hold them so the faces of the cards cannot be seen. Let your opponent
draw a single card at random and place it in your discard pile. Sometimes you
or your opponent will get to choose which Away Team member will die. The designated
player then gets to look at all of the personnel cards in the Away Team and determine
who dies.
11. Rebuilding Your Decks
After the game is over, be sure to re-assemble your Federation and Klingon decks
so they will be ready to go the next time you play. If you lost track of which
deck began with which cards, or if you customized the decks with some of your
expansion pack cards and would like to return them to their original configurations,
use the lists below to reconstruct your decks.
|
OUTPOST
Federation Outpost
SHIPS
Runabout
Type VI Shuttlecraft
U.S.S. Galaxy (2)
U.S.S. Nebula (2)
MISSIONS
Cargo Rendezvous
Distress Mission
Gravesworld
Homeward
Hostage Situation
Survey Instability
PERSONNEL
Calloway
Christopher Hobson (2)
Darian Wallace (2)
Giusti
Linda Larson
McKnight
Mendon (2)
Montgomery Scott
Simon Tarses
Sito Jaxa
Taitt (2)
Taurik
Dr. Farek
Gorta
Narik
Vekor
DILEMMAS
Alien Labyrinth
Anaphasic Organism
Female's Love Interest
Hidden Entrance
Malfunctioning Door
Microvirus
EQUIPMENT
Engineering Kit
Medical Kit
Medical Tricorder
Tricorder
EVENTS
Atmospheric Ionization
Pattern Enhancers
Plasma Fire
Res-Q
Spacedock
Tetryon Field
Yellow Alert
INTERRUPTS
Countermanda
Disruptor Overload
Escape Pod
Kevin Uxbridge: Convergence
Long-Range Scan
Loss of Orbital Stability
Palor Toff - Alien Trader
Particle Fountain
Wormhole (2)
|
OUTPOST
Klingon Outpost
SHIPS
I.K.C. K'Ratak
I.K.C. K'Vort (3)
I.K.C. Vor'Cha (2)
MISSIONS
A Good Place To Die
Avert Danger
Gault
Reopen Dig
Reported Activity
Sensitive Search
PERSONNEL
B'iJik
Batrell
Divok (2)
Dukath
Gorath
J'Ddan
K'Tesh (2)
Klag
Kle'eg (2)
Kromm
Torin (2)
Vekma
Dr. Farek
Gorta
Narik
Vekor
DILEMMAS
Archer
Ferengi Attack
Hunter Gangs
Impassable Door
Male's Love Interest
The Gatherers
EQUIPMENT
Engineering Kit
Medical Kit
Medical Tricorder
Tricorder
EVENTS
Atmospheric Ionization (2)
Pattern Enhancers
Plasma Fire
Res-Q
Where No One Has Gone Before
Yellow Alert
INTERRUPTS
Countermanda
Disruptor Overload
Kevin Uxbridge: Convergence
Long-Range Scan
Loss of Orbital Stability
Palor Toff - Alien Trader
Particle Fountain
Ship Seizure
Wormhole (2)
|
12. Expand Your Power in the Universe! TM
If you've mastered the quick-start rules and you're ready to explore deeper into
the universe of the Star Trek: The Next Generation [R] Customizable Card Game
TM, you can look for these other card sets at your local
hobby, comic, or game store.
BASIC SET
363 cards containing characters and story elements from all seven seasons of Star
Trek: The Next Generation [R].
ALTERNATE UNIVERSE
122 cards introducing the idea of opening "doorways" to other dimensions. Experience
time travel, parallel universes and alternate timelines. Play blackjack at the
Royale Casino. Attempt a new dimension of missions. Use the ultra-rare Future
Enterprise to travel to the ends of your spaceline at warp speed. You can even
find Data's Head! This set expands the game play into surreal worlds and different
phases of existence.
Q-CONTINUUM
121-card expansion set focusing on the antics of the omnipotent entity Q! Q the
powerful, Q the petulant, Q the playful, Q the altruistic. Now he's here, FLASH,
now he's not! Open the door to the Continuum and watch them warp reality. Your
strategies and deck designs will never be the same.
HOLODECK ADVENTURES
Have you ever wished you could create your own world? Holodecks allow you to do
just that! Use your discretion and customize a simulation of your own specific
wishes. Imagine the programs you can write, from the clever schemes of Professor
Moriarty to the fantasies of Lieutenant Barclay. Fantastic re-creations. Bizarre
settings! Combine holodeck programs with new and existing game elements to design
innovative new strategies. Projected Release Summer 1997.
|