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Introduction

Welcome to a universe with endless possibilities. This starter set provides a randomized selection of cards for one player to begin the adventure. A game requires two players, each with at least 60 cards. Before a game begins, each player customizes a playing deck from all the cards in his or her collection. The cards are designed to have a rock-paper-scissors relationship to each other and there are an infinite number of offensive and defensive strategies. Cards represent missions, dilemmas, personnel, ships, events and more from the Star Trek: The Next Generation ®universe. Every card brings different powers to a game which realistically mirrors Star Trek ® scenarios. Players plot strategies and match wits as they attempt 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.

A total of more than 360 cards is currently available, and other exciting cards are under development for future editions and expansions. Expand Your Power in the Universe [TM] by building a great collection...

In the rules below, key concepts are highlighted for easy reference. Just remember these few things before you begin:

The goal is to score points, primarily by accomplishing missions. You score no points by battle alone.

Beginners should start with the basic game before experimenting with advanced rule options. Variations on the basic rules are discussed in the Advanced Rules section. Newcomers should allow a few hours to read the rules and play their first few games. What seems complicated in the beginning becomes quite natural in subsequent games. It takes practice to understand the infinite galaxy of possibilities this game has to offer. Be patient.

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. Diagrams of all card types can be found throughout this rule booklet. Familiarize yourself with the designs.

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 ®, then proceed with the game.



The Affiliations

There are three major affiliations in the game: Federation, Romulan and Klingon. 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. Federation cards are blue, Klingon cards are red, Romulan cards are green and non-aligned cards are gold. Also, each card has a unique icon in the upper left corner of the card.

It is possible for a member of one species to be associated with a different affiliation. For example, Worf is a Klingon, but affiliated with the Federation. When customizing a deck, players may choose to control one affiliation or form alliances of two or three. It doesn't matter if both players choose the same affiliation(s). Strategically, there is an advantage to keeping your selections secret from your opponent until you play. Normally, cards from different affiliations cannot intermix. For example, Klingons cannot board a Romulan ship. But, there are exceptions.




The Cards

There are common, uncommon, rare and ultra-rare cards that you can collect. The rarity of a card generally corresponds to its strength or power in the game. Players can purchase additional cards in starter sets or expansion sets; or trade cards with other players. Starter sets are usually a little less expensive per card, but there's a higher probability of getting rare cards in expansion sets! Ultra-rare cards are manufactured in very limited quantities and can currently only be obtained by special offers. The nine types of cards used in the game are as follows:




Mission



These cards contain information about missions and the requirements for completing them. When missions are accomplished, the player scores the number of points indicated on the card. Points vary according to the difficulty of the mission. There are two types of Mission cards: Planet and Space.


Dilemma



These cards create disruptions in attempting a mission and present special challenges. Depending upon the Away Team, dilemmas may stop, slow or have no effect on a mission attempt. Some dilemmas work only at planet locations, some only at space locations. Also, some dilemmas contain bonus points which are earned by overcoming the dilemma. There are three types of Dilemmas: Planet, Space or Either.




Artifact



These cards represent rare objects found at mission locations. Artifacts give players immense and special powers.




Outpost



These cards mark a location where ships are launched, personnel report to duty and equipment is loaded. There are three types of Outpost cards: Federation, Romulan and Klingon.




Ship



These cards carry personnel to mission locations. Ships have different ranges, weapons and shields, all of which determine their power in the game.

Range determines how far a ship can move on one turn;

Weapons determine offensive capabilities during battles; and

Shields determine defensive capabilities during battles.

There are four types of Ship cards: Federation, Romulan, Klingon and Non-Aligned.


Personnel



These cards depict crew members. Personnel cards have seven classifications: Officer, Engineer, Medical, Science, Security, V.I.P. and Civilian. They also have values for three characteristics: integrity, cunning and strength.

Integrity characterizes morality, loyalty and discipline;

Cunning indicates shrewdness, imagination and intelligence; and

Strength is physical strength, stamina, aggression and fighting ability.

These powers and other special skills listed on the cards (i.e., navigation or stellar cartography) are needed to complete missions.




Equipment



These cards represent special equipment such as phasers or tricorders which can be used to enhance the performance of an Away Team or crew.




Event



These cards interject special occurrences or conditions during a player's normal turn in the game. The consequences of Event cards tend to be long lasting, but not always.




Interrupt



These cards can interject special occurrences or conditions at any time during the game! Interrupt cards literally interrupt. They can be played even during another player's turn. The consequences of Interrupt cards tend to short-lived, but not always.




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