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How To Play
The object of the game is 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. You play by...
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Phase One: Customizing a 60-card deck;
Phase Two: Creating and seeding the spaceline; and
Phase Three: Playing the game.
Phase One: Customizing a 60-Card Deck
Each player strategically customizes a 60-card game deck from the
total number of cards he possesses. Among the 60 cards, you must
have:
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Six Mission cards (each Mission card must be unique); plus
One Outpost card for each affiliation you decide to control.
The remaining cards are selected in any combination the player
desires with one restriction: no more than half of the deck can be
dedicated to seed cards (i.e., Mission, Dilemma, Artifact and Outpost
cards). After customizing your deck, count to be sure there are
exactly sixty cards.
If you have only one starter set, you have only 60 cards so you
cannot customize your deck. Since we use a pure random assorting
method in manufacturing, you may lack a needed card. You can solve
this problem temporarily by substituting one card for another card
(for example, use a Klingon outpost to represent a Romulan outpost)
or by using a smaller deck or spaceline size. You can also trade with
other players for the cards you need or purchase new ones to Expand
Your Power in the Universe ®.
Some Tips On Customizing Your Deck
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Choose your Mission cards first. These cards tell you what skills
you need among your personnel to accomplish those missions and
thus what Personnel cards would be useful in your deck. Also,
missions help you decide how many affiliations you want to control.
At a minimum, you should have one Outpost card, at least one Ship card and several Personnel cards for each affiliation you decide to
control.
Mix in a variety of Event, Equipment, Dilemma and Interrupt
cards. Consider what affiliations your opponent is likely to use and
choose cards that are effective against them! Also, choose some cards
that enhance the abilities of your own cards or can be used
defensively.
Stock several copies of important cards in your deck. Except for
seed cards, your other cards will be shuffled and drawn randomly
from a draw deck during the game. Cards on the bottom of this deck
may never come into play. If you want to make sure a certain kind
of card will come up early, include more than one in your deck.
Phase Two: Creating & Seeding The Spaceline
This phase includes three quick steps:
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1. Creating the spaceline;
2. Seeding it with hidden Dilemma and Artifact cards; and
3. Establishing Outpost(s).
IMPORTANT NOTE: Keep Track of Your Cards! Since both players have cards on or under the spaceline, each player should always
place their cards on the playing surface facing themselves. Thus,
every card always points towards its owner. Make this a habit. This
process will make it easier to retrieve your cards after the game.
Also, when looking at cards under the spaceline etc., do not change
this orientation. Simply roll the cards over so they continue to point
to their owner.
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1. Creating the Spaceline
Each player now separates out their Mission cards, shuffles them and
places them face-down in a pile. Choose a player to go first. That
player draws the top Mission card from his pile and places it face up
on the playing surface. Players take turns placing cards face up, side-by-side,
on either end of the growing line. When all of the Mission
cards have been laid down, a spaceline has been built that looks
something like this:
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Remember, each player should place his Mission cards on the
spaceline facing towards himself (to indicate ownership of the cards).
The spaceline represents adjacent locations in space where missions
can be accomplished. Thus, Mission cards indicate both a place and a
mission. The spaceline functions something like a gameboard, but it's
unique for every game. The spaceline is sometimes called the
Space/Time Continuum.
Mission cards are designed with relevant information facing both
players. A summary of the mission faces your opponent; complete
information faces you. Below is an example of information shown on
Mission cards:
Mission Cards
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Color icons at each end of the Mission card indicate which
affiliations can attempt the mission. Any player controlling an indicated
affiliation can attempt the mission, regardless of who placed the card
on the spaceline. For example, if both players are controlling Klingon
affiliations, either player can use their cards to attempt any Klingon
missions on the spaceline. Some Mission cards allow two or three affiliations
to attempt the mission. Regardless, the first player to complete the mission scores the points. The requirements for completing missions will be explained later in these rules.
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2. Seeding The Spaceline
After completing the spaceline, players create plot twists in the game
by hiding Dilemma and/or Artifact cards under the spaceline.
Dilemma and Artifact cards create various secret hazards or
assistance which a player will discover when attempting to complete
a mission. Players take turns seeding these cards as one by one the
plot thickens. The seed phase will take only a few minutes to
complete. Typically a player would place Dilemma cards under their
opponent's missions and Artifacts cards under their own missions,
but this is not the only strategy to follow.
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When seeding Dilemmas and Artifacts, the cards are never shown to your opponent. As a result, you never know what you will encounter
at a mission location. When you attempt missions, the story of the
game will unfold in unknown and unexpected ways. Here are a few rules
with respect to seeding Dilemma and Artifact cards:
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More than one Dilemma or Artifact card can be placed at the
same spaceline location. These cards are always added to the bottom, face
down. In other words, when the pile is turned over, the first card
seen will be face up and it will be the last card seeded at this mission
location.
Players may not place duplicate Dilemma or Artifact cards at the
same location. If found, duplicate cards are simply discarded.
Artifacts can only be placed at planet locations
(not in space).
As previously stated, planet dilemmas must be placed at planet
locations, space dilemmas at space locations and either dilemmas at planet or space locations. Cards incorrectly seeded are discarded
when they are discovered.
Dilemma and Artifact cards can only be placed during the seed
phase; unused cards are discarded. If a player runs out of Dilemma
or Artifact cards to place, or does not want to place a card for any
reason, he may pass. If both players pass consecutively, the seeding
phase ends (even if one player still has unused Dilemma or Artifact cards).
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3. Establishing Outpost(s)
An outpost represents the location at which personnel and ships can report
for duty. After Dilemma and Artifact cards are seeded, each player, in turn, selects a mission location on the spaceline to establish an outpost. Outposts can be established on a planet or in space.
Outpost(s) symbolize bases constructed by an affiliation's forces from their
homeworld. More than one outpost can be placed at the same mission location.
However, each player can seed only one outpost for each affiliation he
controls. You can build additional outposts later by including Outpost cards and appropriate engineering personnel in your draw deck.
An outpost can only be established at a location of matching affiliation (i.e., a player can't put a Klingon outpost under a Federation-only Mission card.) A player may, however, place an outpost at a mission with more than one
affiliation icon, as long as the correct affiliation icon is present.
You place outpost(s) directly underneath the desired Mission card, sticking out to mark the outpost location on the spaceline like this:
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If both players are playing the same affiliation, they will each have an
outpost for the affiliation. Unless otherwise instructed, neither player
may make use of an opponent's outpost(s).
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