Star Trek: Incursions

Copyright 2004 USA.

By Raven c.s. McCracken

All rights reserved.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The story

The premise:

The Game: how to win.

Quick Start- Basic Game.

The game set-up.

How to play- order of a turn

The Ship Cards: overview

The Power cards; overview

The Hexes: overview

The Captain and Crew Cards

Selecting Ships and Captains

Selecting Crew cards

The Hexes: In detail

Selecting Hexes for Captains and Ships

The Ship Cards in detail

Using Power cards in detail

Movement

Combat

 


Incursions: Rouge Empires.

By Raven c.s. McCracken 2006

 

In the Hilo quadrant, the stars shine like the eyes of the gods.  The Sea of Wrecks is a legend in the perceived heart of the civilized universe. For most Federation star maps, this area signaled the beginnings of the wildest frontiers known.

The massive sea of dead ships, collected and imprisoned by a cross convergence of micro gravitational vortices, pooled together in this empty sector of space.  In the very heart, the mass of the wreckage itself has settled into a spherical conglomeration that was growing all the time into a planet of wrecks.

The vehicle had the markings of some planetary authority or government.

Aes sneered, and whispered, “It’s just crazy how every race thinks that once they ‘break free’ that they can simply roam space.”  The screens scant illumination painted enough of his features to reveal human ancestry.  His aquiline profile was as classic, as his golden hair and bluish eyes. But unlike any other human, he was too perfect, too symmetrical.

A hulking figure next to him said, “The only thing you do in space is hold your own… or die.” Jum’er Vikot was a Norsican, evil tempered and prone to fits of extreme cunning; something that marked him a misfit amongst his more dimwitted race. “They are outgunned, we should take them.”

Aes coughed, “That’s what you always say.”

“That is because we have the gods on our side.”

Aes groaned, “I take it you are refereeing to me again?”

“Well,” replied the Norsican with a shrug over his console, “You are the son of Apollo.”

The science officer said, “The ship is the…Redwanna, from a planet called Outwan, they are three years out at Warp 5.”

“Any sign of the wave and can you hack her, Elira?”

“No, no sign of the wave, and not unless you want it to look like an attack.” Elira hands worked the keyboard, and she surrendered with an exasperated sigh, “I got nothing that sneaky, that’s Verashka’s department.  Nothing is as slippery as a Romulan hack.”

Aes spun in his chair, “Bounce it to her terminal. Vera, can you slip in?”

The shadows concealed the perpetual scowl that drenched the Romulan’s perfect features.  She had steepled her fingers beneath her chin in an attitude of prayer.  Gracefully she lowered once hand and her fingers danced across the controls.  In an almost whisper she said, “You have access, they are not very sophisticated.” Verashka pressed a single control and returned to her contemplations, “Bouncing back to science.”

Elira’s eyes scanned the readouts and said, “Yikes, that’s a lota juicy data.”  She depressed the control at her side and said, “Scanner, you getting this?”

The engineering chamber was hot, precisely 100 degrees.  A figure amidst the ships most delicate systems monitored them all at once through a cybernetic interface.  The eyes of the borg flashed across the data, “Yes.” He replied emotionlessly.

Aes gripped the edge of his chair. “So, you know the drill, if they attempt to lock on, shut’em down.  Clear.”

“Understood, what about their attempts to scan us, which I might add they are attempting to do now?”

Aes stood and nearly shouted, “Vera!”

The Romulan’s smug expression vanished as she took to the console. Just as her fingers hit the keys, the ship automatically went to red alert.  The Romulan sighed.

“Their weapons are now off-line,” reported the Borg. However, a few moments later his voice came across the system and said, “…new report, their weapons are now back on-line.”

The Romulan swore once again and dove back to her console, in seconds her head came up in defeat.  “They’ve raised their shields and are diverting power to weapons as well.”

Aes sat back and said, “Well, so much for the easy way. Lingar, Vikot, get’em.  We need that artifact.”

Lu’ Lingar punched the controls and grabbed at the manual controls.  The markings down her arms, accentuated her grace as she shucked the ship from its ambush position behind the hull of some ancient starship.  In response, the other craft opened its missile tubes.  As the missiles burst forth, they were destroyed by precise Phaser fire.  In retribution, the Redwanna followed with beam weapons of their own design, the shafts of light harmlessly deflected by the ship’s shields.

Lu’ maneuvered closer and the craft turned and fled out of the Sea.  Lu’ kept on its tail through the maze of wreckage while Vikot slammed the vessels rear deflectors with half hearted Phaser fire.  Recklessly the Outwan vessel plowed through discarded hulls, and other debris, following as direct a rout as was possible.

Aes punched at the controls on his chair, “This is the Sol, please stand down.  We only wish to examine an artifact you have in your possession.  We mean you no harm.”

The screen cleared; the Outwan facing them did not appear convinced. “Your reputation precedes you Captain Palamas.  We are well acquainted with your string of incidents involving any who allow you to set foot on their vessel…or their planet, I might add.”

“None of those were my fault!”

“None of them, oh come now Captain,” The Outwan spat the word, “every world you have set foot on has been destroyed.  Entire worlds! And you act quaint. You may be perhaps the most dangerous being alive, ancient and extremely dangerous.”

Aes swallowed, “I only want to examine the artifact in your possession.  The tablet has markings like the file I am sending you.”

The Outwan’s eyes swept the screen, his head snapped up in outrage.  “You trespass on the divine Venrib’rathan.” The Outwan’s spoke the word ritualistically.  “Have a care captain; what you speak of is precious to us in the extreme, the rarest of finds.  Why do you seek it?”

Aes shifted stood and said: “It may be a clue to my heritage.”

Vikot released another barrage into the read of the Redwanna’s shields.  One of the beams made it through and struck the engine.  If they disabled the craft, it might never make it home.

The Outwan captain winced and shouted, “Damn you, Captain Palamas.”  He had a gesture and cut the transmission.

Elira spoke up at a display on her screen, “They are transporting something over.”

Aes said, “Let it through into a containment field, bay 1.”

The captain watched the Outwan vessel continue on its way.  Lu looked back at and he nodded that they continue.

Are punched the channel open once more. “Captain, if you will decrease speed we will return your property as soon as we make our examinations.  This should only take a few hours, meanwhile let our engineer assist you if necessary and make repairs to your vessel.” Aes stared at the screen and it remained blank.

Elira spoke up, “They are decreasing velocity, captain.”

“Excellent, now let’s get to work.”

 

The Greek temple remains filled the bay.  They were nearly perfect, untouched by weather though they must have endured for countless centuries in the raw elements of some forgotten world.  The symbols matched the god Zeus, perhaps his grandfather.

Aes shoulderd between Elira and Scanner almost closing his eyes. 

The borg’s Vulcan half clearly visible in the bright light of the bay as he worked his personal sensors across the structure.  “The exterior is made of simple stone reinforced with an unknown polymer.  Most unusual of formations.  I am unable to penetrate the stone for a precise scan within but sensor echoes reveal some type of sophisticated machine.”

Damn right.” Whispered Aes.

Elira grabbed Aes shoulder and asked, “Can you feel anything?”

“It’s not for me,” said the captain, “I can feel something, but whatever it is it is not for me.”

Scanner dropped his sensors, “In other words ‘Access denied.’”

Aes developed a scowl and threw his wrath at the construct, all his frustration with seeking and denial.  In response, there was an enormous splash of light and a falling sensation.

The lights were on emergency power and gravity felt weak. “Report,” Shouted the Captain.

Verashaka’s voice was tight as she said, “We appear to have fallen through a wormhole captain.”

“Any idea where we are?” Aes winced expectantly.

Lu’s voice cut in, “None at all Captain; not a single star match within the range of our sensors.  I bet the Outwans are as surprised as we.”

The Norsican broke through, “We have two other ships closing in on our position. Emergency back ups on line, raising shields.”

 

 


The premise:

“Star Trek: Incursions” is a Tile Board Game (T.B.G.) of tactical combat strategy in which you choose a ship and Captain and customize the randomly drawn board and do combat in the exciting world of Star Trek. 

Each of the players have been cast into the Hilo quadrant; each seeking the Wormhole back to known space.

 

The Game: (Winning)

            The game has two definite methods of winning. 

1-Explore until you find a Wormhole (meet the requirements if any) and or roll doubles.  2- Destroy all your opponents in a blaze of glory!

IMPORTANT: If you miss the roll of doubles, your Ship is transported back to the starting Hex.

 


Quick Start: Basic game set up

 

            Step 1: Choose four Warp Power Cards or markers (See Warp power in detail)

            Step 2: Select a Ship Card.  (Random selection)  (See Ships cards in detail)

            Step 3: Place the correct number of life points for the shields and the hull on either side of the ship card as indicated by the arrows.

            Step 4: Place a Hex face/down; this is considered the starting Worm Hole.

Note: Make sure that this Hex is not actually the wormhole hex.  That special hex must be within the player’s piles someplace in order for the game to be won.

            Step 5: Place the remaining hexes into a pile.

            Step 6: Place a marker for your ship in the starting hex.

            Step 7: Determine who goes first with a roll of two six sided dice.

Step 8: Starting Player’s Turn:   See the Order of a Turn.

 

Order of a turn: Basic Game

            Each player gets two Maneuvers a turn.  Maneuvers are listed on the ship cards.  The maneuvers can be in any combination.  Example: Moving to a Hex is one maneuver, and firing Phasers is another Maneuver. 

 

The ORDER OF PLAY: Basic Game

            1- Power Up (turn power cards face up.)

2- Take your first Maneuver.

3- Take your second Maneuver.

            4- Next player goes. A round is when all of the players have had a turn, their two maneuvers at least, and it is the starting player’s turn once again.

 

Spending Power: Basic Game

As you spend warp power, turn the card face down. See using the power cards in detail

 

 

Movement: Basic game

            Movement through a number of Hexes is a matter of burning the power and moving your marker.  This movement-even through multiple hexes, if accomplished at one time, is considered a single tactical Maneuver.

 

            Hex events: ignore all hex events in the basic game with the exception of the wormhole.

 

Exploration: To Explore you draw the top Hex and attach it to the Hex you currently occupy and move into it. The Hexes can be attached in any manner, as this is open space.  You may explore one Hex a Maneuver regardless of power usage.

 

 

 

Combat: Basic Game

            You take two Maneuvers a turn.  Maneuvers are divided up into Attacks, Tactical and Defense.

            Attacks: The ship targeted must be within range of the weapon being used. Add up the dice and roll them for the damage score; one six sided dice for the ship itself plus any additional dice from Warp Power burned. The target vessel can either choose to Evade or take the hit on its shields.  If struck the target ship subtracts the amount of damage done by the roll of the dice from their shields and or hull. Damage is always done to the shields first and then the Hull.

Tactical: movement from hex to hex.

Defense: Evade or repair Shields or damage to the Hull.  When a ship has no more points, it is destroyed, and the player is out of the game.

Evasion: Evasion drains one warp power minimum to attempt. 

 

Basic Game: final

            The basic concepts are exciting and fast paced.  Enjoy this basic version of the game before adding the rest of the game parts until you are familiar with how the power and ships function.

            The next step in play is to play using the Captain and Crew cards and then the Hex Events. (See the Hexes: in detail)  The hex events add a dynamic aspect to each and every turn.  The strategy as to the selection of a players Hexes, as well as actually using the Hex Events to your best advantage.

            Once you are comfortable with using the Events and the Crew then try adding the other game cards for the full aspect of play.

 


The Game Set-up:

            1- Players choose a ship and a Captain, (if available) if not a single crewmember can be used in replacement, and place it on the playing surface along with four face-up Warp Power cards, or representatives, and a marker for AUX power on the ship.

2- Place the correct number of life points for the shields and the hull on either side of the ship card as indicated by the arrows.

3- Select the Hexes, from your collection, that will benefit your combination of ship and captain then place them in the Hexpile along with a wormhole, remember the starting Hexpoints is 30, +-2.  Place the mixed Hexpile on the playing surface face-down. 

4- Select a Hex and set it on the playing surface face down. This FACE–DOWN starting Hex will replace a starting wormhole if one is not available. Otherwise place a neutral wormhole for a starting Hex.

5- Place a marker to designate that this is the starting Hex.

6- Put a marker for each player’s ship in the starting Hex.

7- Shuffle your deck and have someone cut it.  When a player exhausts the cards in their deck, they’re left with what they have on the table.

Deck Limits:  Only four of any single type of Card.  The minimum number of cards in a deck: 25.  There is no maximum, save the limits on rarities and number of any single card.

8- Draw 5 cards from your deck.

9- Each player should have two six sided dice; roll to see who goes first.

 

Order of a turn:

            Each player gets two Maneuvers a turn.  Never more that four! Maneuvers are listed on the ship cards.  The maneuvers can be in any combination.  Example: Moving to a Hex is one maneuver, and firing Phasers is another Maneuver. 

 

The ORDER OF PLAY:

            1- Power Up; turn over all power cards

2- Draw one card

3- Take your first Maneuver

            4- Take your second Maneuver

            5- Discard if necessary

            6- Next player goes.

 

 

 

 

 

 

 

 

 

The Ship Cards: overview

            The Ship Cards list the specifics of each ship.  The Maneuvers they can perform are color coded and each system is titled.  Some systems will list Power requirements to use that system.  It is important to note that every race has some minor specialty reflected within the statistics of the craft.  Klingon’s tend to do more damage, while Romulan’s tend to be a bit faster, Federation ships a bit more defense, and Borg ships…well they are Borg ships, tend to be able to take a bit more damage as well as dish it out.   

 

 

The Power Cards: overview

            The Power cards reflect the systems on all ships and list what bonuses they will add to the crafts basic abilities. Each ship gets to use four Warp Power cards.  The Maneuvers are also color coded to match the systems on the ship.  When you use a power card you turn it over until your next turn.

 

The Hexes: overview

            The Hexes are what comprise known space, from the games Hexpile player’s draw to explore the sector. 

The body of the Hex holds the text which describes the Hex Event that takes place when the player’s ship explores, or remains in, the Hex.  There are several types of Events: Events-of the normal variety, Denizen Events, Unique Events, Escape Events and Placed Events.

 

The Game Cards: overview

            Each game card has a Nature, Type, Title Rarity and Play Method.  These cards form the components of your ship and crew, and you cannot have more than four of any single Game Card in a deck. While the hexes are the space, in which you travel; the cards are the manner in which you manipulate your vessel. 

Natures: There are several Natures of cards in general: Commands, Crew, Power, Ship and Maneuvers.  There are three types of Maneuvers: Attack, Defense and Tactical.  The nature of any card can be determined by the color: Yellow for Crew, Blue for Commands, Red for Attack Maneuvers, Green for Defense Maneuvers and Lt Blue for Tactical Maneuvers.  Ship and Power cards are distinctive in there design.

            Types: There are seven Types of Cards: Type: Calamity, Catastrophe, Dilemma, Equipment, Espionage, and Procedure.

Rarity:  There are five levels of Rarity: None, Common, Special, Rare, Xtra-Rare and Ultra Rare.

            Play Methods: There are several Play Methods: These tell you how the Card is used in the game for instance, “Use and discard” indicates when the card is played it is discard afterward, where as “Table” means to put the card on the playing surface where it continues to have an effect.  For more information, see Game Cards: in detail.

 

 

 

The Captain and Crew Cards:

            Each ship has a Captain and crew.  Any ship can be commanded by any Captain, and can be played without a Captain if necessary.  You can only have one of each officer type in play at a time.  The Captains and Crew add to the ship’s systems.  In the yellow bar on the right of the card are the bonuses to the ship’s systems.  Keep these bonuses in mind when using the vessels: Shields, Evasion or Weapons, and in some cases repair or Espionage Evasion bonuses for the entire crew.  The bonuses for weapons are added to any weapon that is used by that player with a Tabled captain: be it a Mine, Torpedo or Weapons Platform.  Note that each captain has an Espionage Evasion score listed on it.  You must roll on or below the score whenever you are attacked by an Espionage Maneuver.

 

Selecting Ships and Captains:

            The decision on which Ship and Captain can be a purely personal choice or it can be done by what will best fit the player’s strategy. Some craft are slower than others while others have less weapons capability.  You must look at the Captain’s bonuses and the ship’s systems and work out the best arrangement for your personal preference.  There is also one other thing to consider, and that is what Hexes you may encounter. 

 

Selecting a Crew:

            There are various crewmembers one can have but a player can only have a single officer for a position in play at any one time.  The crewmembers, aside from captains, have rarities; and are limited as to how many can be in a given deck. Each counts as an R Piece. All of the crew will affect ship’s systems positively; it is a matter of selecting the crew that best complements a ship and the hexes to be encountered.

 

The Hexes: in detail

            The Hexes are the game board, the universe through which the ships warp seeking a way home.  The Hexpile should be shuffled and cut like a deck of cards.  Each Hex is drawn randomly from the top during game play. Each Hex has rules on it for what happens when a ship enters or remains within it. This is called the Hex Event.  Players choose from the available hexes and place them in the hex pile.  Not all the game hexes have to be in play with the exception of the worm hole.  At least one wormhole must be in the hex pile.

            Exploring: If a Hex is previously explored you may Warp through and not take the Event.  You only take the Event in a Hex you explore or where you stop.

When a Hex is explored or stoped within the Event is played out.  If a ship remains in the same Hex until the players next turn, then the Event happens at the END of that turn should the player choose to remain the event will be the last thing they play out.  You may find yourself rolling dice to discover the exact nature of the event in some instances.

            Most Events will benefit a specific Race or Race’s Ship/captain and harm every one else.

            Events that state automatic damage, such as minefields, are especially dangerous. 

Events can only be blocked by the defense Maneuver “Event Block.”  Events cannot be dodged or evaded unless otherwise stated on the Hex.

Unique Events: some Events state that they only happen once a game. These are called Unique Events: in these case then if another Hex of the same type is drawn or the old one reentered, the Unique Event will not reoccur.

            Some Events will affect ships in other Hexes.  In these cases the occasionally the Events will contradict each other.  In these cases the most recent Event wins out.  Unique Events win out over other Events.

            Escape Events: Some Events will call for a roll to escape them, in these cases the player can roll as many times in a turn as they have Maneuvers in a turn.  Once for each Maneuver. Typically the roll is made on 2D6 unless otherwise stated.

            Placed Events: in some cases the players will leave a mine, outpost or shuttle in a Hex; for that first turn the card can be made to affect anything in the Hex, and each time the player takes control of it (the card) and spends a Maneuver attacking or moving it (in the case of the shuttle only), the card can be made to affect a Denizen: however, upon the next players turn the card becomes an Event in the Hex.  This Placed Event will not harm the one, who placed it, nor will it affect any other events, but it WILL affect everyone else who enters the Hex.  See denizen events for rewards when a Placed event is destroyed. Once destroyed Outposts or placed Events are removed from the game and placed the owner’s discard pile.

Denizen Events: These are Pirates, and other denizens, that appear (or are placed) in the Hex and attack.  In this case the denizen gets one Maneuver a turn, unless Dominated then they get two.  When a player is killed, or is out of the game, they can Dominate one of the denizens and move it with a speed of 1 Hex per Maneuver (if it can move) and unless otherwise stated.  The other players always roll for the denizens, evasions and the damage it inflicts unless otherwise stated in the Event.  

Some Hex events such as Outposts/Platforms/Starbases may have combat stats but no Evasion scores listed.  This is because the Outpost/Platform or Starbase has no Evasion ability, just like a few of the larger ships.

When a denizen is destroyed it will not reappear within that Hex until a Ship re-triggers the Event. IE you can remain in a hex after destroying a denizen and it will not re-appear until someone else enters.

When a denizen is destroyed, the victorious ship can turn up two power cards, or draw 3 cards, a reward for winning.   

                       

Selecting Hexes for Captains and Ships:

            Many of the Hexes have benefits for a specific Race.  But the benefits are split between those for the races Ship and for the race Captain.  This is very important when setting up your strategy.  Be careful to note just what aspect of the race does this benefit the Captain or his/her/its vessel.  Remember to limit yourself to 30 Hexpoints +-2.

 

 

 

 

 

The Game Cards: in detail

 

1- No more than four of any single card title in a deck at the start of a game.

2- Min number Cards in a Deck: 25, no max, save rarity limitations and rule 1.

3- Reusing the deck: you cannot reuse a Deck. Once it is exhausted the player must continue with only what they have in play.

4- The Discard pile: This is set to the side and may be used under the right conditions described by the Card or Hex

5-The Non Salvageable discard pile: Place next to the Salvageable Pile Face down.  It can only be draw from under very special conditions described by the Card or Hex.  A ships is not put here if destroyed…it is removed from the game!

6- Limit in a hand: You may only have 10 cards in your hand at any one time, unless otherwise directed to by a Card and/or Hex Event.

7- Starting Hand: 1 ship, 1 captain (if available) if not, a single crewmember can be used in replacement, four Warp Power cards or representatives.  Draw 5 cards from your deck.

8- Turning a card over: In some cases, such as using power, the player will have to turn a card face down. This means that the card is temporarily unavailable for use by the player it is still there (Tabled) but the player cannot use it.

9- Rarity limits: Each of the cards, with the exception of Ship’s and Captain’s, have rarities. In Incursions, we have 4 levels of Rarity. This is stated in such a manner due to the fact that a player can obtain throughout the game, cards from other players.  What is important is that at no time during play is the rarity limit exceeded.  IE. You can have obtained three U pieces and have them in your Hand, but do not have them in play at the same time.

 “U” Ultra Rare: of which a player can start the game, and have in play at any time; one.

“X” Xtra Rare: of which a player can start the game, and have in play at any time; three.

“R” Rare: of which a player can start the game, and have in play at any time; seven.

“S” Special: of which a player can start the game, and have in play at any time; thirteen

“C” Common: of which a player can start the game, and have in play at any time; no limit.

           


Card Natures: Defined by color for easy identification these are:

 

1- Command: (Dk Blue) Commands are typically attached to another maneuver.  They augment the maneuver in some manner.  The command “Fire” add 10 points to the next attack maneuver.

 

2- Attack: (Red) these cards augment an attack from the ship in most cases.  The Attack maneuver “Phasers” adds 2d6 to the Phaser’s damage.

 

3- Defense: (Green) these cards aid in the defense of a ship and its crew. The card “Repair Crew” repairs 15 points to the ship starting with the Hull.

 

4- Tactical: (LT Blue) these cards do unusual tactical maneuvers such as the card “Systems Report” this card will allow the user to look into his or her decks and draw a single card.

 

5- Crew: (Yellow) as has been mentioned, the crew positively affect’s a ship’s systems and must be carefully selected to give the best advantage to the vessel they are within.

 

Card Titles:  The title of a game card is in the upper left hand corner.  

Card Types: There are three types of game cards: Equipment, Espionage, and Procedure.

1-Equipment: Equipment can be affected by assimilation or sabotage in some instances.

            2- Espionage: Defines the method by which this card may be defended against.  Only espionage defenses/evasions will affect espionage actions.  For instance, the card “gather intelligence” Allows a player to take a card from another players hand and then use it regardless of ship or captain restrictions. A captain must make a successful Esp evasion to block the cards action.

            3- Procedure: This is a title typically granted to a card that involves a maneuver.  The card “Red Alert” gives the user an additional two maneuvers on the turn it is played.

 

Card Play Methods:

1-Use and discard: The effect of the card is played out and then the card is placed in the discard pile. A large portion of the cards are, “use and discard.”

2- Table: This means to place a Card on the playing surface, in front of the user, and that it is now active and can be used in play.  Once Tabled, the effect of the card can be used on the following maneuver.  Tabling a card is typically considered a maneuver unless otherwise stated in the play method.  An example of a tabled Card: the M6 Evasion Com, once Tabled this will permanently add 1 to a ships Evasion score.

3- Table when drawn:  This play method puts a card into action as soon as it is available to the player. An example of a Table when drawn: the crew cards.

4- Table until destroyed: This play method allows a player to put the card into action for as long as the card is not destroyed and removed from the game.  An example of a Table until destroyed: the equipment- Shuttle craft.

5- Table in front of Target: This play method directly affects the targets player for as long as the card remains tabled.  The specifics for removal are stated on the card.  The card is actually placed in front of the player affected. An example of a Table in front of Target: The tactic- Pardus Claw, this card puts out of play one power card from the targets ship until removed.

6- Table in Hex: put such cards near or on the Hex.  The effect of the card is played out as a Lesser Event.  An example of a Table in Hex: the attack maneuver- Large Mines.

7- Table for the round: these cards have effect, for a limited duration, and are discarded once the round is completed. An Example of a Table for the Round: the tactic- Klingon Diplomacy, which allows the user to cloak without additional power and move.

8- Play any time: just as the name implies, these cards can be played at any point in the game and will have effect at that point.  In all cases, these “Play any time” cards are used and discarded, unless other wise stated on the card. An Example of a Play any time: the command-Countermand, which thwarts, or cancels, any other maneuver or command.

10- Multi: In this instance, the card gives the user a choice on which aspect to employ. The user selects the aspect and plays the card out.  An example of a multi: the attack tactic- Sabotage, which is both a Use and discard and a Table in front of target.

             

Description:  the description holds the rule and play specifics for the card in question.  The description is in the lower center panel.

 

Usage limitation: Following rarity and quantity restrictions the usage limitations are centered on what races may use a particular card.  The usage limitation is listed in the left hand bar within a black circle.

 

The Ship Cards: in detail

            Each ship has many basic systems that function with out any additional Power drain.  Note the arrows and the title Hull and Shields: this is where you place the counters for the shields and the hull to keep them separated.  Here is a list of all of the various ships systems, exclude the Hull as it is a system but not one for which you can add power.

            The Hull: Each ship has a hull and points.  When the hull reaches 0 and the shields reach 0 the ship is destroyed. When damaged subtract the amount of damage done to the Hull.

            The Shields: (Defense Maneuver) each ship has shields that can be boosted with the aid of Warp Power.  When damaged subtract the amount of damage done until the shields are repaired.  If you fail an evasion roll in combat you can still add Warp Power to the Shields.

            Evasion: (Defense Maneuver) each ship has Thrusters which are used for Evasion.  Evasion drains one warp power minimum to attempt.  Evasions are rolled on 2D6, whenever a ship is attacked.  You must roll equal to or below the Evasion score listed on the ship.  Remember some Captains add to the ships chance to Evade and attack.  You can also use power cards to increase a ships Evasion chance. If the evasion roll is failed the damage strikes the shields first and then the hull.

            Repair: (Defense and Tactical Maneuver) this can be done as a defense or as a tactical Maneuver.  This will repair any ship system and upgrade 3 points without adding Warp Power or crew bonuses.  Warp power and Crew bonuses can add to amount of damage repaired on a Maneuver. You can repair Shuttles, Outposts and other equipment if the player’s ship is in the same Hex.  You can repair Equipment upgrades to put them back into service.

            Warp Drive: (Tactical Maneuver) each ship can move one Hex a Maneuver without the addition of Warp power. Adding power will increase how far you travel in that single Maneuver.

            Tractor Beams: (Tactical Maneuver) the tractor beams are one of the ships systems that require at least one Warp power card to use, and they only affect a ship in the same Hex.  The catch is however much power used in the tractor beam is what can be used to break away.  If you burn 4 power cards to tractor someone they must use 4 cards to break away after they are caught.  When first attacked by the Tractor beam roll Evasion.  Once in place a tractor Beam will function for the entire round.  Once within the grip of a Tractor a target ship cannot make an Evasion roll. You can warp with a ship that is in the tractor beams grip from one Hex to another.

            Tachyon Sweep: (Tactical Maneuver) this is another system that requires power to employ.  For three Warp power cards, the ship can target and attack a cloaked vessel.

Cloaking Device: (Tactical Maneuver) Available primarily on Romulan and Klingon ships.  The cloaking device renders a ship protected from Attack, Tactical or Espionage Maneuvers.  A cloaked ship cannot leave the Hex they occupy nor can they make any other form of Maneuver; to do so breaks the cloak and the ship becomes visible.  Cloaked ships are only affected by Unique Events in the game and some Espionage Maneuvers.  It is not possible to use a cloaking device once in the grip of a tractor beam. Romulans and Klingons can locate each other while in Cloak

            Phasers or Disruptors: (Attack Maneuver- Weapons system 1) the Phasers and Disruptors are short range weapons that work only in the same Hex. They do 1D6 damage, plus 1D6 for any additional Warp Power Cards that are added to it, as well as any crew bonuses.  Federation and Borg vessels have Phasers; Romulans and Klingons have Disruptors.

            Torpedoes: (Attack Maneuver- Weapons system 2) long range weapon; reaches 1 Hex and does 1D6 damage.  Each Warp Power card can increase the range by a Hex or increase the damage by 1D6 not both. Crew bonuses apply.

            Mines: (Attack Maneuver Weapons System 3) You may only have one mine in any given Hex at any one time.  Mines do a minimum 1D6 and remain in the Hex where placed. Use an M pog for a marker and then a number pog for the amount of d6 damage it will do when triggered.  Mines do not affect the owners, or other Denizens; after the turn they are placed they become Events (See Hexes).  Warp power can also be added to the damage the mines will do, as well as any crew bonuses.  Mines detonate when a ship enters the Hex they occupy. 

            Assimilation: Borg Ships only.  This Attack Maneuver is considered Espionage; however, it is one that has a very short range.  The Borg vessel must occupy the same Hex unless otherwise stated by an Event.  This attack requires 3 Power to use as the transporters bypass the target ship’s shields.  The Assimilation beam will allow the player to take any Tabled piece of equipment or Crewmember, from a target. See Limits on Crewmembers.  If a Borg ship assimilates an alien Captain, the ship will then be able to use any special Maneuver cards that are particular to the race, although they do not get any of the assimilated Captains ship bonuses, unless the Borg vessel does not already have a Captain in play.  Otherwise all crewmembers assimilated become Borg.

 

Upgrades to a Ship:

            You can Table an equipment upgrade on any compatible ship.  In most cases the upgrades are usable by all races.  Once a piece of equipment has been Tabled it can be targeted by another player and damaged if the target ships shields are down.  In most cases Tabled equipment is subject to espionage attacks which bypass shields.

Shuttle craft are considered the same make as the vessel they come from and must use the same systems. IE. A Klingon shuttle could not Table a Federation piece of Equipment.    Shuttlecraft can be upgraded in the same manner as a normal ship when in play. Shuttle craft do not have Warp Power Cards unless it is used as an escape vessel.

              

Using Warp Power Cards: in detail

            The Warp power cards are set up face-up next to the ship card and the Captain.  When you use a power card turn it face down.  At the start of your turn flip all power cards face-up.  If you have systems that you wish to continue to use allocated power turn these face down again stating what system they are added to.  Typically, unless otherwise stated, you can only have four power cards with any ship.

Shields: one card will increase them by 5 points per card.

Evasion: one card will add one point to the ships evasion chance per card.

Repair: one card will add 3 points to repair per card.

Warp Drive: one card will add one Hex to the range of the ship per card.

Tractors: see Ships in detail.

Tachyon Sweep: requires 3 Power to employ.

Cloak: requires 2 or three power cards to employ dependent upon the ship.

Torpedoes: one card will increase the damage of the Torpedoes or the Range of the torpedoes with each power card add 1D6 to the damage OR 1 Hex to the range: not both.

Weapons systems: See ships cards in detail. Weapon-1: is the Phasers or Disruptors, Weapon-2: Torpedoes, Weapon-3: the Mines. In the case of Weapon Prototypes each is considered a separate system. Power can be added to any Weapons system to increase its damage; 1D6 per power card.  In the case of Torpedoes, the power can be used to increase the range or increase the damage but not both.

AUX Power: once in a game a player can turn up all his or her power cards at any point.  Place a marker of some sort on the ship card and when you need to use AUX power remove it and turn all power cards face up again.  This can only be done once in a game!

 


Diverting Power from the Shields:

It is possible, but not recommended, for a ship’s power to be diverted from the shields.  The shields have the equivalent of one power card per 5 life points.  Remove 5 life points from the shields and use the power in another system.  In some case this diverting of power can be a life saver.  Diverting power does not require a Maneuver; however, the power must be used on the following Maneuver.  The shields will not restore themselves unless power is diverted back to them from the power cards; treat this, as you would repair of the shields.

 

Using the Game Cards:  (See Combat)

Playing a card, other than a Crewmember, or Command, is considered a Maneuver. Cards are typically to be played along with a ship’s systems in the same Maneuver: I.E. playing a Phaser card for 2D6, in conjunction with the ships normal 1D6-plus any crew bonuses; you will have at least 3D6 damage in that single Attack Maneuver. 

You can also use the defense maneuver card when attacked.  The card ‘Reinforce shields’, add to the shields when a ship is struck.  However, with Defensive Maneuvers, you may only do one for any attack you receive.

 

Movement:

            Movement through a number of Hexes is a matter of burning the power and moving your marker.  This movement-even through multiple Hexes, if accomplished at one time, is considered one tactical Maneuver.

Exploration: To Explore you draw the top Hex and attach it to the Hex you currently occupy and move into it and take the Event if any.  The Hexes can be attached in any manner as this is open space.  You may explore one Hex a Maneuver.

 

Combat:

            You take two Maneuvers a turn.  Maneuvers are divided up into Attacks, Tactical and Defense. These are represented by the cards in your deck.  When you exhaust all of the cards in your deck you continue to play with your vessel as is and the power cards (Basic Game).  You may Attach one Command to any single Maneuver. No more than four Maneuvers in any one turn.

A round is when all of the players have had a turn, their two maneuvers at least, and it is the starting player’s turn once again.

 

Tactical Maneuvers: typically do not require a defense on the part of a target, but this is not always the case. Movement falls under the tactical Maneuver category as does tractor beams, but Tractors require a defense on the part of the target where Warping does not. Movement is a Tactical Maneuver.  The Tactical Maneuver Warp Cards may be played in conjunction with each other to increase a ships movement.  A player may use as many Warp Card in a single Maneuver as they wish, however they must move the entire distance in a single movement for this to be considered a single Maneuver.

 

Defense Maneuvers: are typically done in response to an Attack Maneuver.  There are four methods of defense: Defense Maneuver Cards, Shields, Evasion and Repair. 

Defense Maneuver Cards-You may only play one defense maneuver to any single attack.  Defense Maneuvers can be used in conjunction with the warp power cards which can always be used in response to any attack on a ship. Defense Maneuver cards may direct you to take an Attack or Tactical Maneuver out of turn, this is allowed if stated on the card. 

Shields- If intact the shields will block most incoming attacks.  When damaged reduce the number of life point counters.  You must repair the shields to have them return to their original strength. Warp Power can be added to the shields when they are attacked to eliminate the need to reduce the counters.  You can not increase the shields over their maximum and have it remain that way.

Evading- overview:  Rolled when attacked on 2d6.  Requires 1 warp power minimum to attempt and if unsuccessful, the power is spent anyway.

Repair- overview: Repairing takes up a Tactical Maneuver and can be done on any system on the ship; this includes Tabled systems.  In some cases the damaged systems, represented by Tabled cards, will be face-down and must be repaired to be of use once more. (See below Repair)

           

Attack Maneuvers: such as using a weapon, are a simple matter of adding up the dice and rolling them for the score; one dice for the ship itself plus any additional dice from Warp Power burned or Maneuver bonuses.  The target vessel can either choose to play a Defense Maneuver, Evade or take the hit on its shields.  If struck the target ship subtracts the amount of damage done by the roll of the dice from their shields and or hull. Damage is always done to the shields first and then the Hull.  Some weapons react differently to additional power, some gain range some gain damage.

 

Command’s: these are Attached to Maneuvers.  One command can be used to add more Maneuvers and then commands may be played on them.  Only one command may be Attached to any single Maneuver.  Commands are played before the Maneuver to be modified.

 

            Evasion: is rolled on 2D6 and is based on the ship and the crew bonuses plus any additional power burned.  Evasion drains one warp power minimum to attempt.  It is important to note that some of the ships have an evasion score that cannot be rolled on 2D6 IE a 1 or 0; in these cases the Crew must push up the score so that it is possible to roll or use warp power.  That is of course if part of your strategy is to evade attacks rather that taking them on your shields or hull. When attacked, a player may only use a Defense Maneuver or a card marked ‘Play Anytime’

           

            Repair: You may repair on your turn as a Tactical Maneuver, and as you always get two Maneuvers, you may repair and attack, or repair and move, or lay a mine and move: any possible combination of the two Maneuvers.

 

Espionage Maneuvers: The Cards, Borg ships and some of the Hexes call for Espionage Evasions.  This is a type of Maneuver that passes through Shields and affects a Ship in any Hex anywhere in the game.  The exception to this is the Borg’s Assimilation: this is a close range attack and can only be done in the same Hex.  When attacked by any Espionage maneuver the target rolls Espionage Evasion.

Espionage Evasion: (Defense Maneuver) each crewmember has an Espionage Evasion.  Some crewmembers add to all of the crews Esp. Evasion scores.  In these cases add the bonuses to every crewmember when rolling those particular crewmember’s Espionage Evasions.

In some cases the Captain’s Espionage Evasion (plus crew bonuses if any) is the only one that need be rolled, as when the Borg attempt to assimilate an equipment upgrade.  When assimilating or using Espionage to affect another ship’s crewmember: that specific crewmember’s evasions score-plus bonuses from other crewmember’s-is the score to be rolled on or below using 2D6.  Some individual crewmembers have better Espionage Evasions than others. Espionage Maneuvers that tamper with or destroy any Ships systems call for an Espionage Evasion.  This Evasion is rolled using the captain or highest crewmember’s score plus any bonuses added by Cards or other Crew.  If successful the Espionage is evaded. Look closely at the Crew Card to see the Esp Evasion.  Sometimes it is higher than normal.  Esp. Bonuses affect the card they are listed on as well as the other crew.

 

Targeting Crewmembers or specific systems of a ship:

When a ship’s “Shields” are down, or Espionage is in use, a Tabled Piece of Equipment or Crew can be targeted and put out of action.  In the case of Tabled Equipment, unless otherwise stated by the command, maneuver or event; if damaged beyond the equipments points put the card out of action by turning it face down.  When repaired it, the Tabled Card, can be put back into service the following maneuver. Returning a Tabled system into play is considered a Tactical Maneuver.

Crewmembers that are targeted can be affected five ways.  They can be put back into the deck, they can be turned face down, then can be put into the discard pile, or put into the non salvageable discard pile and they can be Tabled in a hex outside of the Ship.

In the last instance, the Crewmember can be rescued by its owner when, and if, he or she makes it to the Hex the Card has been Tabled within.  Recovering a crewmember in this fashion is considered a Tactical Maneuver.  No other player can rescue a captain.

In all of the instances the Crewmember’s have an Espionage Evasion Score; this is rolled whenever the crewmember is attacked directly.  In most cases the Captain’s score is to be used to protect a specific Tabled system. See Espionage Evasion.

When a ship is destroyed; remove the card from the game along with the power cards unless you use a shuttle as an escape craft, then keep two power cards, for the shuttle.

 

Shuttles:  Shuttles can be used in three ways: as independent events, as a defense for the main ship, or as escape craft to save you from the destruction of your ship. Shuttles can be retuned to the users hand if they are fully repaired.  Repair of a shuttle can only be done while in the same Hex. Repairing is considered a Tactical Maneuver. 

Independent events: Shuttles can be Placed in a Hex.  They will remain there and attack any other ship that enters the Hex. Shuttles can only be deployed in the same hex as the user and the user must spend maneuvers to move the shuttle to a desired location.  Once in the desired Hex the Shuttle can be left there to become a Placed Event or Denizen.  On his or her turn, the user may take control of the Shuttle to attack any other craft within range.  It is important to note that the user may Dominate any of his or her craft when the main ship is destroyed.

You may upgrade or add crew to your shuttle as well as use any of the cards from your hand when controlling a shuttle.

            Defense: When so used the Shuttle will act as armor for the main ship taking any attacks first. Discard once destroyed.  The Shuttle must remain in the same Hex when used as armor.

Escape Craft: Shuttle cards are invaluable when used as a last ditch effort to survive and win the game. If your ship is destroyed play the shuttle card and transfer all of your Tabled crew and two power cards to it.  This can only be done with a Shuttle card from your hand. Aux power rules apply and you may upgrade any of the systems with Cards from your hand.  Treat the Shuttle as a ship when used for an escape craft.

 

 

Tournament Guidelines:

            Booster packs provide game cards and hexes.  Players use the provided pieces to crew a ship, make a Hex pile and deck.  If not marked, the Hexes placed into the hex pile should be listed.

            Player’s set-up and play as normal with one exception.  The hex pile is composed of every player’s pieces.

            Hexpoints: At the start of the game the player’s determine the Hexpoint limit for the Hexpile.  This can be as low or as high as the group wants.  Our suggestion is 30 points +- 1 or two.  The higher the Hexpoint value the more beneficial that Hex is to the owner or a specific race ship or Captain.

Game length: Tourney Games run no longer than 45 minutes; the ship nearest a wormhole with the highest number of points on hull/shields is the winner. 

If tied, move all tied ships to the wormhole, draw one if necessary; the first player with doubles is the winner.

 

Awards such as patches and other collectables will be awarded to the winners of each tourney.

 

 

           

 

 

 


 

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1)      Romulan Sector  [45/55] is too large compared to the other Hexes.

2)      On the Ship card under Torpedoes it should read in one of the following two ways, as it is now it looks bad (1D6+2 +1 Hex range):  Torpedoes: 1D6+2 (+1 Hex range) or Torpedoes: 1D6+2 & +1 Hex range.

3)      Doomsday Device [15/55] for format consistency it needs to say Weapon: 3d6 damage and be placed on top above LP and Evasion. Also needs colons after weapons and evasion. Should be LP: 50 instead of 50 LP or maybe it should just say Life Points: 50.

4)      Crystal Entity [14/55] needs colons after evasion and weapon. Should do with LP what you decide to do with it on the Doomsday Device Hex. “Will not attack owner” instead of “Will not affect owner”.

5)      Raiders  [41/55] needs colons after evasion and weapon, eliminate the “s” in weapons. Eliminate “drive: 1 Hex”. Instead list this in the rules under dead players.

6)      Timestorm [54/55] add exclamation point after “All Ships appear in this Hex”. As it is worded now it could be interpreted that no ship can leave until everyone rolls a 5 or less on 2D6, so instead it should say this: “A ship cannot leave until it rolls a 5 or less on 2D6. One roll on each Maneuver.”

7)      Wormhole [2/55] “ANOMOLY” needs an exclamation point after it. After “…this Hex” a period is needed. May want the last statement to look like this instead of how it looks now: “If not; then return to starting wormhole.” Changes needs to be made on wormholes [1/55] & [3/55] as well.

8)      Wormhole [3/55] eliminate Drive: 1. Can the Guardians be dominated? If not, then this needs to be stated on the Hex just like it is on the guardian exit in Crypt.

9)      Nebula Class III [17/55] needs a colon after Nebula, should be completely reworded: “Any Federation ship’s shields will increase by 10 points while they remain in this Hex.”

10)  Ion Storm: Force 1 [16/55] needs “I” to replace “1”. Possible is spelled incorrectly.

11)  Federation Sector [18/55] replace “Commanders” with “Captains”. Add a space after “1” and before “additional”.

12)  Allied Starbase [19/55] needs to be completely reworded: “All Non-Federation Captains take 2D6 to their Ship.

13)  Photon Upgrade Sector [20/55] the name implies an upgrade, upgrades are tabled and semi-permanent in the advanced game, I think we should rename the Hex. Also completely reword it: “The torpedoes of Federation Ships do +1D6 damage while Ship is in this Hex.”

14)  Ion Storm: Force III [21/55] needs to be completely reworded: “The phasers of Federation Ships have a 1 Hex range while Ship is in this Hex.”

15)  New Orders [23/55] add a period after entered.

16)  Mine Field [22/55] add a period after damage. MineField is what you call the Klingon one too, this one is spelled in 2 words, while the Klingon is done in one, choose one way for both. This one should be reworded: “Does not affect Ships controlled by Federation Captains.” Also need to decrease the font size of this statement.

17)  Pirates! [24/55] does it need the Exclamation point in the title? Evasion: 6 or less on 2D6; the or less on 2D6 can be deleted, or else we need to include this with every evasion roll. Also decrease the font size of “will not attack…”  

18)  Weapons Platform [25/55] eliminate “platform stats:” or else add Entity stats, Pirate stats, etc. to every similar Hex.

19)  Klingon Mine Field [30/55] and Weapons Platform [28/55] are identical except for a +2 bonus to damage on one of them. Maybe the Platform should be made similar to the other platforms in the game.

20)  Ion Storm: Force IV [29/55] add “one roll on each Maneuver.” Also add “on 2D6.”

21)  Ion Storm: Force II [27/55] add “while in this Hex.”

22)  Battlestation [31/55] add a colon after weapon. Decrease font size of “will not attack…”

23)  Radiation Belt [35/55] completely reword: “Klingon Ships get +1D6 to weapon damage while in this Hex.”

24)  Klingon Allies [34/55] for consistency put “will not attack…” on bottom and decrease font size.

25)  Com Beacon [45/55] for consistency either change this to read: Romulan Captains draw 1 card when entered.” Or change the similar Hexes of other races to read as this one does: “…when Hex is entered.”

26)  Sabotage Boarding Party [43/55] add period after to avoid.

27)  Magnetic Storm: Force I [47/55] add “while in this Hex.”

28)  Romulan Space [46/55] add “while in this Hex.”

29)  Weapons Platform [51/55] add “when Hex is entered.”

30)  Borg Relay Station [5/55] needs period after only. Decrease font size of “Borg Ships only.”

31)  Borg Checkpoint [4/55] add  “when Hex is entered.”, after “…assimilate every crewmember”

32)  Launching Center [9/55] reword from here: “for 1 Pwr: 1D6+2 damage, 3H Range (+1H/Pwr)”

33)  Collective Impulse [8/55] eliminate both commas in first sentence, they are not necessary and could confuse people more then help.

34)  Nebula: Class IV [11/55] need a hyphen  in “Non-Borg”. Add a period after Pwr cards.

35)  Power Cards does not say Pwr anywhere on it, while you and I know what it means, others may not. We may want to include Pwr in the red box underneath the 1. That way when they see Pwr it makes sense to them.

36)  Nebula: Class 1 [10/55] the “1” needs to be replaced with an “I”. The word shielding is not used anywhere except in this Hex, I think it should say shields for simplicity. Or to stick with the current format and for consistency is should read as follows: “Shields do not function in this Hex. Does not affect Borg Ships.” The last statement needs to be in smaller font as well.

 

 


1) Nova [50/59]  the n in non-Romulan needs to be capitalized.


3) Spacestation [52/55] on the 1-2 section need to add the word "damage" after the 2
D6.