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Phase Three: Playing The Game

Each player shuffles their remaining cards thoroughly and places their decks aside, face down, to form a personal draw deck. Each player now 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 his hand. The player who went last in the seed phase takes the first turn. Players then alternate turns. On each turn you will:

1. Play one card from your hand to the table. This is optional. You may choose not to play a card on this turn if you wish.

2. Execute orders... basically move cards already on the table.

3. Draw a card from your personal draw deck to your hand. This signals the end of your turn.


Number three is self-explanatory so what follows is a detailed discussion of numbers one and two...

1. Play a Card From Your Hand

On each turn, a player chooses whether or not to play a single card from his hand. Usually, four types of cards are considered: Ship, Personnel, Equipment and Event. Only one of these cards can be played per turn. (Interrupt cards, which can be played at any time, are a special case.) Let's examine how all of these cards come into play.

Ship cards :
A ship reports for duty by docking at an outpost. The player takes a Ship card from his hand and places it below an Outpost card of matching affiliation as follows:



Personnel cards :
Personnel must report for duty at an outpost before they can board a ship. You bring a Personnel card into play by placing the card face up on the playing surface in front of you and saying, "Commander Riker (or whatever the name, etc.) reporting for duty!" This crew member is now symbolically located at the outpost matching its affiliation. It can board ships from there.

Note: Make a separate personnel line for each outpost.


Equipment cards :
Equipment cards enter play exactly like Personnel cards (except for the verbal announcement). Equipment cards are special machines or devices which are carried aboard ships and have powers as defined on the cards.


Event cards :
Besides bringing ships, personnel or equipment into play, a player may cause an event to occur. There are many different types of events. Each Event card describes what happens when the card is played. Most Event cards have a lasting effect on the game, unless the card is counteracted or destroyed. A few Event cards say to discard them after use because their effect is temporary. Event cards are usually played face up and off to the side as reminders, but some are placed on the spaceline itself.

Note: Event cards may effect either player or both players.


After a while, both sides of the spaceline will look something like this:

Interrupt cards :
Interrupt cards are unique. They are the only cards that can be played without following the normal sequence of taking turns. Interrupt cards can literally be played at any time. This makes them very powerful because it means you can interrupt the game even when your opponent is playing. Here's how it works. At any time, you can play an Interrupt card from your hand (if you have one, of course) by saying "Interrupt!" and playing the card to the table. Everything stops. Each Interrupt card describes what happens when the card is played. This card now takes precedence over everything else in the game. Interrupt cards may affect either 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 they are played. The only exception to sequence is when an interrupt nullifies another interrupt. In this case, the consequence of the previous interrupt is prevented from happening.



Duplication Rule For Personnel And Ships

In Star Trek: The Next Generation ®, normally only one U.S.S. Enterprise or one Lt. Worf exists in the universe at a given time. Likewise, you may only have one specific Ship or Personnel card in play at a given time. This rule affects each player individually so your opponent may be playing with a duplicate of one of your cards. For example, if you have a Lt. Worf card in play, you cannot play another Lt. Worf from your hand, but your opponent could still bring one Lt. Worf into play on his side of the universe.

(Note: You can stock more than one Lt. Worf card in your deck to be sure one comes into play, but you cannot use more than one at a time.) There is an optional rule in the Advanced Rules section that is more limiting. Of course, if you had a clone machine, you could do something to get past duplication restrictions... it's a pity clone machine cards don't exist... yet!



Exception: Universal Cards Can Be Duplicated

Each affiliation has a few universal personnel cards, indicated by a icon beside the name. The person shown on such a card is considered to be an example of a typical person of that type. You can have as many of these cards as you wish in play at one time.

Similarly, each affiliation has one Class Ship for each class in the fleet. These cards are marked with the same icon beside the name. These ships bear the same name as the class itself and are representative of any one of the numerous ships in that class. You can have as many of these cards as you wish in play at one time.
Note: universal cards have an advantage... you can have more than one of them in play at the same time, however, they have a disadvantage too... they tend to be a bit weaker than other cards.




2. Executing Orders

After a card has been played from your hand (or you stated that you choose not to play a card on this turn), you can execute orders. This is basically the act of moving the cards already on the table. There is no limitation on the number of actions you can take in one turn. You can:
1. Load and unload ships at outposts

2. Take command of ships

3. Move ships

4. Beam Personnel and/or Equipment

5. Attempt missions

6. Engage in battle
To execute orders, a player is free to use any combination of his cards on the table. After completing one action, the same cards can be used to complete another action. You can continue making moves until the cards are stopped by one of the following situations:
Encountering a dilemma that the Away Team can't overcome stops that entire Away Team (same is true for a crew facing a dilemma);

participating in a battle stops cards involved in the battle; or

the ship being moved has used its maximum range for that turn.
Cards that are stopped can do nothing for the remainder of the turn, but the player is free to move other cards which have not yet been stopped.


1. Loading And Unloading Ships

Personnel or Equipment cards already located at an outpost can be loaded onto any ship located at the same outpost. The ship and personnel must have compatible affiliations. Loading is done by simply stacking the desired personnel underneath the ship, face up in a pile, with the ship card on top. This symbolizes that the personnel or equipment have boarded the ship. When the ship moves, everything on board moves with it. Similarly, a ship with personnel or equipment aboard can unload cards to the outpost, if desired.



2. Taking Command Of Ships

Each ship requires a minimum crew aboard before it can move. Crew requirements for each ship are listed on the card using icons for

command ability and staff ability .

The largest and most powerful ships require that a minimum of one command ability and two staff ability personnel be on board. Smaller ships have fewer crew requirements. Some very small ships have no crew requirements at all, meaning any personnel can fly them. This makes them very easy to use, although they tend to be slow and not very powerful. Most Personnel cards have command ability or staff ability icons which designate the capabilities of that individual. Personnel who are capable of commanding a ship have a command ability icon, while those capable of acting as staff have a staff ability icon. Of course, those with command ability can also act asstaff. Some cards (frequently civilians) have none of these abilities and cannot be used to meet ship crew requirements (although they can help accomplish missions).

The following diagrams show the location of command ability and staff ability icons on Ship and Personnel cards. In this example, the ship requires two staff ability personnel before it can move. The individual on the Personnel card has command ability.





Non-aligned personnel can be used to meet any ship's crew requirements for command or staff, but at least one crew member of matching affiliation must be on board.

(Note: Any personnel affiliation can be used to meet crew requirements for non-aligned ships.) If aTreatyis in effect, a ship can meet its crew requirements with a mixture of personnel from the affiliations in the treaty. There is a risk to this strategy however, for if the treaty is later broken, such cross-over personnel can no longer be used to meet the ship's crew requirements. (See Treaty Cards, page 30.)

Stalled Ships

If a ship moves away from an outpost and later loses one of its required crew, it will not be able to move (until another ship arrives and beams over appropriate reinforcements). Such a ship is said to be stalled. A stalled ship can still beam Away Teams or defend itself from attack etc., but it cannot move until the proper personnel arrive.



3. Moving A Ship

Once a ship has the required crew, it can move along your side of the spaceline in any direction (right, left or back and forth). The distance a ship can move on one turn is limited by its range. You determine how far a ship has traveled by adding up the span numbers on each Mission card as the ship passes (not counting the location where it begins). Span numbers represent the distance across a mission's area of space.

Location Clarification
When you and your opponent have ships at the same mission, both ships are considered to be at the same location (i.e., symbolically orbiting the same planet, or in the same sector of space)

In the diagram above, this ship has a range of 7 which is enough to move three spaceline cards to the right (2 + 2 + 3 = 7) or one spaceline card to the left (because to move two cards to the left would require a range of 3 + 5 = 8). Interestingly, the ship could also move one card to the left (3 span) then one card to the right (2 span of the mission at the outpost) and then another card to the right (2 span) for a total of 3 + 2 + 2 = 7. Any possible combination of movements can be used and the ship has the option of stopping at each planet or space mission along the way. Once a ship has used up all of its range, it is stopped for that turn. However, you still may be able to move other ships on this turn.

There are a few other points worth noting:

A ship does not have to move all of its range on a turn. Also, a ship can fly by Mission cards without stopping (still using up range, of course). When flying by a Mission card, a ship is not affected by any other cards at that location, such as enemy ships. There is no limit to the number of ships you can move on your turn, but none of them can exceed their range. Also, several ships can be at the same mission location; you simply line them up vertically. (In fact, as you will soon see, this is where they must be for you to beam equipment and personnel from ship to ship.)



4. Beaming Personnel and/or Equipment

Beaming is a method of transferring personnel and/or equipment over short distances. To beam personnel or equipment down to a planet surface, simply remove the cards from under the ship and make a pile crosswise on the Mission card. This indicates who is in the Away Team, their mission location and also, for your eyes only, who remains on board the ship.

When personnel are beamed to a planet they are called an Away Team. There is no limit to the number of times beaming can occur during a turn. For example, all or part of an Away Team can beam down, beam back up, and continue moving on one turn, as long as it is not stopped by a dilemma or battle (concepts which are explained later). Likewise, a player may beam personnel to a ship, move the ship, and then beam those same personnel (plus perhaps others) to another planet, and so on.

Personnel and equipment can also be beamed from ship to ship. The ships must share the same mission location and be owned by the same player. Simply announce the beaming and rearrange the personnel and/or equipment cards between the ships as you wish. Normally, it is not possible to beam personnel aboard an opponent's ship (because ships are protected by shields). There are some special cards that are exceptions to this rule. For example, Rogue Borg can penetrate a ship's shields.



5. Attempting Missions

Completing missions is the primary method of scoring points. You accomplish missions by bringing personnel (with the required skills) to the mission location and overcoming all dilemmas which may be present. If there are no Dilemma cards present, simply bringing personnel who have the required skills to the location will accomplish that mission.

Planet missions can be attempted by Away Teams beamed to a planet surface. Space missions can be attempted by an entire ship's crew (no beaming is necessary). 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). There are exceptions. For example, treaty cards allow other affiliation personnel to join the mission attempt and espionage cards allow other affiliation personnel to attempt the mission all by themselves. Before attempting a mission, a player must first overcome any and all dilemmas 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 planet mission requiring Diplomacy x2 means at least two personnel with diplomacy skills (or one personnel with double diplomacy skills) must be present in the Away Team for you to complete the mission. If an Away Team successfully overcomes all dilemmas and successfully completes the mission, the player earns ownership of any artifacts seeded at that mission location. Artifacts have strong powers and are used as described on the cards.

The following example explains how to attempt a mission with dilemmas and artifacts present. This example uses a planet mission, but a space mission works the same way using a crew, just without beaming.

Announce that you are attempting the mission. Select and beam your Away Team.

Turn over the entire Mission card pile revealing only the bottom Dilemma card. (If you encounter an artifact at any time, move it to the back of this dilemma and artifact stack. Artifacts are not earned until the mission is completed.) Look only at the bottom card. Any other cards are still a surprise.

Read the first Dilemma card aloud. Dilemmas represent plot twists that emerge during a mission and each dilemma must be dealt with in turn before the mission can be attempted.

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, do whatever the Dilemma card instructs.

Most dilemmas end with the phrase, "Discard dilemma." That 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. Some dilemmas are tougher than thisÉ they stick around forever until you overcome them (they are worded accordingly).

Sometimes Dilemma or Mission cards have a condition like STRENGTH>40 or CUNNING>30. This refers to the total INTEGRITY, CUNNING, or STRENGTH of the Away Team. For example, STRENGTH>40 means the strength of the Away Team added together must be greater than 40. If less than or equal to 40, the Away Team doesn't have the strength to 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.

Failing to overcome a dilemma immediately stops an Away Team. That means the turn for this Away Team is over, leaving it stranded on the planet and vulnerable. If possible, you can send another Away Team down on this turn, but the first Away Team remains stopped and cannot help the second Away Team on this turn. The only thing the first Away Team can do is defend itself if attacked.

If you overcome all dilemmas and complete the mission with the required personnel, you score the mission points. The surviving members of the Away Team involved in accomplishing 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 towards the scoring player like this:

There are a few 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 attempt the mission as usual.

Also, an Away Team can attempt a mission on a planet even if there is an enemy Away Team already on that planet. Likewise, space missions can be attempted even if an enemy ship is present at the same location (i.e., directly across the spaceline).

Before attempting a space mission, ships with cloaking devices must be de-cloaked. (See Cloaked Ships, page 30.)

Finally, it is a bit sneaky, but it is possible to attempt a mission at a planet where your opponent has an outpost.
Determining Who Dies: Random Selection

Sometimes a card states, "One Away Team member is killed (random selection)." In this case, shuffle together all personnel cards from this Away Team, and hold them out so the faces of the cards cannot be seen. Your opponent now draws a single card, at random, from this group. The selected Away Team member is killed and the dead card is placed in your discard pile. Random selection always works using this method... You never know which card will be chosen. Use random selection if there is any question about who dies.

Holographic characters cannot be killed. If the selected card is a holographic character, this card gets deactivated, not discarded. Simply return the character to the ship, where they may be re-activated on your next turn. (See Holographic Re-creations, page 31.)

A few cards state that the owner or the opponent gets to pick the victim. In these cases, it is an informed choice, not a random one.



6. Engaging In Battle

Three types of battles can occur: Away Team vs. Away Team, ship vs. ship and ship vs. outpost. Common rules to battles are:

A battle can only be initiated by a player during his turn.

No other activities can occur during a battle. For example, a player cannot beam personnel off a ship during a battle. (Playing an Interrupt card is an exception.)

Battles can only occur when the opposing forces are at the same location. (Remember, ships must be directly across from each other, at the same mission on the spaceline, to be at the same location.)

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:

In order to fight effectively, an Away Team must have a leader (an officer or a crew member with leadership skill). If a leader is not present, an Away Team will automatically lose the battle.

The initiating player announces the attack. Both players then total the combined strength values of their opposing Away Team's personnel, counting any enhancement points from applicable Equipment or Event cards. Interrupt cards may also be played to enhance this total. The Away Team with the highest total wins the battle. The result: one member of the losing Away Team is killed (random selection).

The Away Team that initiated the battle is stopped. It is possible to send more than one Away Team to attack an opposing Away Team. This can be done in waves using a one-two punch. If an Away Team battle results in a tie, no one wins or loses.

Ship vs. Ship:

In order to fight effectively, a ship must have a leader. However, unlike Away Team battles, you do not automatically lose a battle if a leader is not present. Instead, a ship without a leader cannot strike back, it can only defend itself with its shields.

The initiating player announces the attack. The player 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 only target one enemy ship at a time. Both players now total the strength values of the involved ships (the attacker's total weapon power, the defender's total shield power), counting any enhancement points from applicable Equipment or Event cards. Interrupt cards may also be played to enhance these totals. 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 and the player now gets a retaliation shot with the roles reversed. In this case, the defender totals all weapon power and the attacker totals all shield power. Also, a defender is able to use multiple ships in a retaliation but can only target one ship. Remember, each ship and crew involved in the attack are stopped at the end of the battle.

Damaged Ships

When a ship is damaged, its range is automatically reduced to 5 and the damage is indicated by rotating the ship pile 180 degrees (the ship will not correctly point to its owner, so keep track). Damage does not affect a ships weapons or shields nor its ability to 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 just stated above.

If a damaged ship is damaged again before it is repaired, the ship and everything on board is destroyed (discarded). It is possible to attack a ship twice on one turn by using attack ships separately. If the first attack damages the ship, the second attack might finish it off.

A damaged ship can be repaired by returning to its outpost. On the first turn after it arrives, rotate the ship sideways to indicate it is under repair. On the following turn, rotate the ship to its normal position to indicate that the repairs are complete. In other words, it takes two full turns at an outpost to repair a ship.

Ship vs. Outpost:

While outposts do not have weapons for battle, they do have powerful shields. It is possible to attack and destroy an opponent's outpost (but this requires an armada of ships to be successful). For example, if four ships with weapons totaling 31, attack an outpost with defensive shields of 30, the outpost and any personnel etc. on the outpost are immediately destroyed (discarded). (Note: the Mission card is unaffected by this action as are any ships located at the outpost.)

Other rules for battles and damage are:

Federation forces can never initiate an attack. The Federation is only allowed to defend itself and retaliate until a battle is over. Romulans and Klingons can battle at will.

Normally, forces from the same affiliation cannot attack each other. Klingons are an exception. Klingons can attack other Klingons.

Normally, when a ship is destroyed everyone on board is killed. Some cards (i.e., an escape pod) allow you to have survivors.

If a ship's shields are less than half of an attacker's total weapon power, it is a direct hit. Instead of being damaged, the ship is immediately destroyed.

During a ship vs. ship battle at an outpost location, the outpost can extend 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.

During an Away Team vs. Away Team battle, if neither player has leadership in the Away Team, both players automatically lose one Away Team member (random selection).

Cloaking devices do not work on a ship which is damaged.



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