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