AID CARDS
Card Name Skill or Ability gained:
Medikit Medical
Antidote Medical
Anti-Matter Torpedo Ship Weapons
Navigation Beacon Astrogation
Star Charts Astrogation
The Slingshot Effect Ship Speed
Special Maneuver Ship Speed
Frequency Modulation Ship Shields
Reboot Computer
The Right Tool Engineering
Convincing Bluff Diplomacy
Brilliant Oration Diplomacy
Outwit Cunning
Logic Cunning
Inspiration Cunning
Linguistics Communications
Alien Warning Buoy Communications
Labkit Biology
Psychometrics Analysis Psychology
Psych Profiles Psychology
Poignant Revelation Psychology
Continuous Wave Laser Combat
Surprise Attack Combat
Instincts Combat
Life Form Scan Security
Codebreaker Security
Red Alert Security
Experimental Data Physical Science
Rules of Engagement Integrity
Humanity Integrity
Passive Scan Look at next 10 cards in deck
Active Scan Look at opponents hand
Time Travel Cunning & Security
MISHAP CARDS
Card Name Skill Lost:
Gullibility Cunning
Weapons are Useless Ship Weapons
Hesitate Combat
Computer Bug Computers
Give in to Temptation Integrity
Lax Security Security
Arrogance Diplomacy
Malfunction Engineering
Mathematical Error Astrogation
Unknown to Science Physical Science
Medical Error Medical
Xenophobia Communication
Alien Power Drain Ship Shields
SOLO-PLAY RULES
Only keep Aid cards in your hand.
You must face missions and threats as you draw them.
You may only go to Starbase in End phase after you have failed a mission.
Mishap cards apply to the next drawn mission or threat, then discard the Mishap.
OPTIONAL RULE - EXPERIENCE
After completing a mission roll 1D6. On a roll of 1-2 one random crewmember
gains one random skill.
GAME DESIGNERS NOTES
You may want to name and draw pictures of your ship & crew members before play starts.
Click here.
7 set Missions with threats. An action deck with only Aid & Mishap cards.
NON-CARD VERSION OF SPACE SCOUTS
Click here.
Card lists are replaced with tables.
CARD SET AVAILABLE
Thanks Zak for another great card set!
Thoth Card Game Engine
SPACE SCOUTS: NON-CARD VERSION INTRODUCTION
Dice and Bookkeeping game.
Explore the mysteries of outer space with your trusty
ship and intrepid crew.
SETUP
Six and 10 sided dice are required.
Randomly determine and record the 6 systems on your ship.
Randomly determine and record the skills of your 6 crew members.
Your captain has 3 skills. You have two officers with 2 skills each, and
3 specialists with 1 skill each.
When determining crew skills, you may roll on any of the 3 Skill determination Tables.
TURN SEQUENCE
Players take turns.
Each turn has 2 phases:
1. Mission Phase
2. Action Phase
OBJECT
Be the first to complete 10 missions.
MISSION PHASE
Roll once on the Mission Table.
ACTION PHASE
You may decide whether to go on the mission or return to Starbase.
If you return to Starbase you may replace any killed Crewmembers and repair any Ship damage
If you decide to go on the mission, you must first encounter 1D6-3 threats.
Roll on the threat table for each threat.
The threats are resolved one at a time.
The mission may be resolved after all threats are successfully overcome.
For each threat/mission roll twice on the Aid table and twice on the Mishap table.
Aid results increase your skills. Mishaps decrease your skills.
If your crew and ship have skills and systems that match those of the threat/mission, you automatically
overcome/complete it successfully.
If you do not have the required skills you fail the threat/mission.
If you fail, roll on the Encounter Failure Result Table.
If you fail, your turn ends immediately.
Keep tract of all successfully completed missions.
CREW MEMBER COMMAND SKILL DETERMINATION TABLE 1
1D6 Skill
1 Integrity
2 Diplomacy
3 Cunning
4 Security
5 Combat
6 Pick
CREW MEMBER SCIENTIFIC SKILL DETERMINATION TABLE 2
1D6 Skill
1 Physical Science
2 Medical
3 Biological Science
4 Communications
5 Psychology
6 Pick
CREW MEMBER TECHNICAL SKILL DETERMINATION TABLE 3
1D6 Skill
1 Engineering
2 Computers
3 Astrogation
4-5 Roll on Ship systems table
6 Pick
SHIP SYSTEMS DETERMINATION TABLE
1D6 System
1 Ship Shields
2 Ship Weapons
3 Ship Speed
4 Computers
5 Astrogation
6 Pick
1D6 Result Effect
1-2 Ship Damaged The Ship loses 2 random systems
3-4 Mission Delayed Miss next Turn
5-6 Crewmember Killed 1 Random Crewmember killed
MISSION TABLE
1D100 Name Skills Required
01-03 Deliver Vaccine Medical
04-06 Evacuate Colony Speed X2
07-09 Chart Star Cluster Astrogation X2
10-12 Nebula Gas Samples Physical Science
13-15 Strange New World Biology & Physical Science
16-18 Diplomatic Mission Diplomacy X2
19-21 Prisoner Transfer Security X2
22-24 Mediate Dispute Diplomacy & Communications
25-27 Peace Talks Diplomacy & Integrity
28-30 Trade Negotiations Diplomacy & Cunning
31-33 Repair Satellite Engineering
34-36 First Contact Communication X2
37-39 Rescue Mission Medical, Security, & Engineering
40-42 Border Patrol Ship Shields & Weapons
43-45 Intercept Smugglers Security & Communications
46-48 Monitor Primitives Communication & Psychology
49-51 Distress Signal Communication & Speed
52-54 Salvage Space Hulk Engineering
55-57 Reconnaissance Mission Astrogation & Security
58-60 Escort Mission Ship Speed & Weapons
61-63 Assist Refugees Medical & Psychology
64-66 Quarantine Plague Ship Medical & Weapons
67-69 Bug Hunt Combat & Biology
70-72 Apprehend Criminal Security & Cunning
73-75 Espionage Mission Cunning X2
76-78 Survey Mission Astrogation & Physical Science
79-81 Explore Dyson Sphere Ship Speed & Astrogation
82-84 Investigate Alien Ruins Communication & Engineering
85-87 Pursue Military Raiders Ship Speed & Weapons
88-90 Forbidden Planet Physical Science & Diplomacy
91-93 Investigate Lost Ship Astrogation & Security
94-96 Reestablish Contact Communication
97-00 Reroll
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