EXPLORATION PHASE
Take the top card of the Dilemma Deck and put it face up in the center of the
Table next to any already revealed Dilemma cards.
If there are already 3 Dilemma cards face up in the middle of the table, skip this phase.
DRAW PHASE
Draw 2 cards from the Crew Deck.
Discard one of these two cards, and keep the other one in your hand.
Maximum hand size is 9 cards. Discard excess cards.
If the crew deck runs out, shuffle the discard and draw from it.
MISSION PHASE
If you can and you want to, discard crew cards to solve a target dilemma card.
The crew cards discarded must, combined, have attribute levels equal to or
exceeding the levels of the dilemma.
Place the solved dilemma into a separate pile next to you called your Captains Log.
When solving a dilemma, you may play only one copy of a unique character.
For example: you can play multiple red shits, but only one Captain Kirk.
You can only play one copy of an equipment or action card. (one Tricorder, not two.)
You cannot play just equipment cards, at least one crewmember is required.
The Vulcan Mind Meld, Vulcan Nerve Pinch, and Vulcan Logic cards can
only be played with Spock.
SPECIAL CARDS
Discard a Starbase card and your hand to skip Mission phase and draw 5 new cards.
Discard a Shuttle card to draw 2 cards and put them in your hand.
Discard a Scanner Reading card to draw a card and look at the next card in the Dilemma deck.
Discard a Replicator card to look at the next 7 cards in the Crew Deck.
Discard a Beam me up card to take a crewmember card from the discard pile and
put it in your hand.
Discard a Warp Speed card to draw a card and take another turn.
Discard a Prime Directive card to shuffle the current Dilemmas into the Dilemma deck.
Discard a Space Time Anomaly to make target opponent discard three random cards.
CARD NOMENCLATURE
# = Number of that card in the deck
T = Tactics
S = Science
N = Negotiation
Y = Card Type
C = Crew
E = Equipment
A = Action
X = Special
V = Victory Points
CREW DECK
Card Name # T S N Y
Captain Kirk 6 3 - 3 C
Mr Spock 6 2 3 1 C
Dr “Bones” McCoy 5 - 2 2 C
Uhura 3 - - 2 C
Chekov 3 1 - 1 C
Sulu 3 1 - 1 C
Scotty 3 1 1 - C
Red Shirts 5 1 - - C
Blue Shirts 3 - 1 - C
Yellow Shirts 4 - - 1 C
Tricorder 4 - 1 - E
Phaser 2 1 - - E
Transporter 2 1 - - E
Replicator 2 - - - X
Shuttle 2 - - - X
Scanner Reading 2 - - - X
Warp Speed 2 - - - X
The Starship Enterprise 5 1 1 - E
Commlink 2 1 - - E
Explore New Worlds 1 - 1 - A
Phasers on Stun 1 1 - - A
Vulcan Mind Meld 2 - - 1 A
Vulcan Nerve Pinch 1 1 - - A
Vulcan Logic 1 - 1 - A
Highly Illogical 1 - 1 - A
Open Hailing Frequencies 1 - - 1 A
We Come in Peace 1 - - 1 A
Live Long & Prosper 1 - - 1 A
Starbase 3 - - - X
Beam me up 2 - - - X
The Prime Directive 3 - - - X
Love Interest 5 - - 1 C
Space Time Anomaly 3 - - - X
Card Name: V T-S-N Notes:
The Man Trap 3 3-5-0 Shape changing Salt Vampire
Charlie X 3 0-3-5 Immature Telekinetic Child
Where No Man has gone Before 6 2-3-4 Crewmember turned into a God
The Naked Time 4 2-3-4 Crews inhibitions are removed
The Enemy Within 3 4-3-2 Kirk is split in two
Mudds Women 2 3-0-5 Conniving Space Pimp
What are little girls made of? 5 5-0-3 Android Duplicates
Miri 3 3-4-2 Diseased 300-year old Children
Dagger of the Mind 3 4-3-2 Mad Dr with Mind Control Device
The Corbomite Maneuver 4 5-0-3 Trapped by Alien Ship
The Menagerie 2 3-0-5 Spock takes Pike to Talos IV
The Conscience of the King 2 3-0-5 Genocidal Mastermind in Disguise
Balance of Terror 4 5-0-3 Cat & Mouse with Cloaked Romulan
Shore Leave 4 3-2-4 World were wishes come true
The Galileo Seven 3 3-2-4 Shuttle crash lands
The Squire of Gothos 4 3-0-5 Impudent God child Angered
Arena 6 4-2-3 First contact with the Gorn
Tomorrow is Yesterday 2 0-3-5 Time travel: Rescue 20th century pilot
Court Martial 2 0-3-5 Kirk is falsely on Trial
Space Seed 5 5-0-3 Botany Bay and Khan Noonian Singh
A Taste of Armageddon 5 3-0-5 War fought by Computers
This Side of Paradise 4 3-2-4 Bliss Spores
The Devil in the Dark 3 2-4-3 Horta defending its Eggs from miners
Errand of Mercy 6 3-0-5 Klingons conquer the Organians
The Alternative Factor 7 5-3-0 Lazarus & the Antimatter Universe
City on the Edge of Forever 6 3-0-5 The Necessary Death of Edith Keeler
Operation Annihilate 5 2-4-3 Ameoba Parasites causing Mass Insanity
LINKS
Star Trek Episodes
THE GREAT TRAVELING CIRCUS GAME INTRODUCTION
Each player is the owner of a traveling circus.
GAME BOARD AND PIECES
Use a monopoly game board.
Also use the monopoly pawns, money, houses, and hotels. (But not the cards)
Six sided dice are needed.
END GAME
The game ends when the last card is drawn from the Act Deck.
Alternate ending: When the Lead player goes around 15 times.
WINNING
The player with the most money at the end of the game wins.
THE DECK
The game uses a novel set of cards called the act deck.
The deck contains one of each of the cards in the Card List.
Each card represents a Carnival/Circus Act.
There are 4 types of acts: Acrobats, Clowns, Animals, and Freaks.
Do not use any of the Monopoly cards.
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