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
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, “
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.”
“
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
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-
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:
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 OR
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
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.
Tactical: movement from hex to hex.
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–
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.
8-
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 OR
1- Power Up; turn over all power cards
2-
3- Take your first Maneuver
4- Take your second Maneuver
5-
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,
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,
Types:
There are seven Types of Cards: Type:
Calamity, Catastrophe,
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 EN
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 2
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
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
3- Reusing the deck: you cannot reuse a
4- The
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.
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:
1- Command: (
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-
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:
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
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.
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
The
The
Shields: (
Evasion:
(
Repair:
(
Warp
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
Phasers
or
Torpedoes:
(Attack Maneuver- Weapons system 2) long range weapon; reaches 1 Hex and does 1
Mines:
(Attack Maneuver Weapons System 3) You may
only have one mine in any given Hex at any one time. Mines do a minimum 1
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
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 1
Weapons systems: See
ships cards in detail. Weapon-1: is the Phasers or
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!
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.
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 2
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
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
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.
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
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 2
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: (
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 2
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
You may upgrade or add crew to your shuttle as well as use any of the cards from your hand when controlling a shuttle.
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 (1
3)
4) Crystal
Entity [14/55] needs colons after evasion and weapon. Should do with LP what
you decide to do with it on the
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 2
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
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 2
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 +1
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: “
17) Pirates!
[24/55] does it need the Exclamation point in the title? Evasion: 6 or less on
2
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 2
21) Ion Storm: Force II [27/55] add “while in this Hex.”
22) Battlestation [31/55] add a colon after weapon.
23) Radiation
Belt [35/55] completely reword: “Klingon Ships get +1
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.
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: 1
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.
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