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