Players take turns.
Each turn has 5 phases:
Recruit Phase
Magic Phase
Move Phase
Battle Phase
End Phase
RECRUIT PHASE
Keep your Chits in a separate pile.
Draw 1 Unit Chit from your unit pile per Home space you control.
Put the unit into play on or adjacent to the Home space.
ADJACENCY RULE
Units or spaces must share a common border to be adjacent.
Diagonal spaces and units are not adjacent.
STACKING RULE
You may stack up to 3 of your units in a single space.
Discard excess units. The stacking limit must be strictly enforced.
MAGIC PHASE
If you control any Shamans, draw 2 Spell cards.
Max hand size is 5 cards. Discard excess cards.
MOVE PHASE
Each unit has a number of Move Points (MP).
Different Terrain types have different Move costs to enter.
Wet Units pay 1/2 MP to enter Wet spaces
Dry Units pay 1/2 MP to enter Dry spaces.
Water Units pay 1/2 MP to enter Water spaces.
Tree Units pay 1/2 MP to enter Tree spaces
You cannot enter or move through a space containing enemy units.
Units with Jump can move over intervening stacks.
Units moving into Treacherous territory must end their move.
BATTLE PHASE
You may attack adjacent enemy stacks with your own stacks.
Resolve conflict between two opposing stacks, one at a time.
A turn may have multiple battles between multiple stacks.
Battles are fought in Rounds.
During each round, each unit in turn in both opposing stacks gets to attack once.
Start with the Active player (Player whose turn it is)
Pick which of your units is attacking and Roll 1D6.
If the roll is equal to or less than the attacking units Force, one Hit is inflicted.
If there is a Hit, the defender decides which of his units is hit.
Any unit reduced to zero hits is discarded.
The other player then attacks and so on.
This repeats until one side is completely eliminated.
A Shaman instead of attacking may cast a Spell.
A Wet, Dry, Tree, or Water unit attacking into or out of the appropriate
terrain type has its Force increased by one.
POISON
A unit hit by a poison unit must roll 1D6. On a roll of 1-2 the unit is killed.
SHELL
If a Shell unit is hit, roll 1D6. On a roll of 1-2 the hit is ignored.
END PHASE
Remove Summoned and Mesmerized Units from play.
MAGIC SPELL DECK
Spell: # Notes:
Summon Kin 2 Draw a Unit Chit. It joins the Battle
Noxious Vapor 4 All enemy units get Force –1 this Battle
Mist 4 End Battle Immediately
Stuck in the Mud 4 Target Unit cannot attack this Battle
Poison Gland 4 Target Unit gets Poison Ability
Thick Skinned 4 Target Unit gets Shell Ability
Desiccate 4 Force 2 Attack vs all Enemy units this round
Hot Blooded 4 All your units get Force +1 this Battle
Regenerate 4 Put Unit just destroyed in Battle back into play
Mesmerize 2 Take control of target Non-Leader Unit
# = copies of this card in the deck.
TILE & CHIT SETS
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COMMENTARY
By Jiminy Bollocks...
I use damage counters to mark which units have suffered hits, and I find that after
the battle phase is over it is best to remove all damage counters. This speeds up the
game and stops the playing area from getting cluttered.
If a leader is killed I just allow him to be recruited again as a unit, since there
is no rule stating otherwise.
If all units on one side in a battle are affected by a Stuck in the Mud spell, I play
that the affected side automatically loses, so as to speed up the game, because the
result is inevitable due to the lack of any dispelling spells.
When I play, the summon kin and mesmerize spells allow a stack to break the usual
stack limit. Since the affected units are discarded at the end phase, this doesn't
upset the game too much.
TO BOLDLY GO INTRODUCTION
Card Game for 2+ players.
Star Trek theme.
DISCLAIMER
Star Trek is a licensed, copyrighted, trademarked property.
This is merely a fan site.
GAME ENDING
The game ends when all Dilemmas have been solved.
VICTORY
The player with the most Victory Points (from solved Dilemmas in
his Captains Log) is the winner.
THE DECKS
There are two decks, the Crew Deck, and the Dilemma Deck.
THE THREE ATTRIBUTES
Cards will usually have scores in one or more of the following
three attributes: Tactics, Science, and Negotiation.
Tactics represents skills & situations involving combat, firepower,
strength, strategy, mobility, security, and surprise.
Science represents skills & situations involving logic, physics,
engineering, medicine, chemistry and scientific methods.
Negotiation represents skills & situations involving diplomacy,
communication, charisma, empathy, and humanity.
CREW DECK CARDS
Crew cards represent crew-members, actions, and equipment.
They are used to solve dilemmas.
DILEMMA CARDS
Each dilemma card represents one episode from the first season.
Each card lists the levels in each of the three attributes needed to solve the dilemma.
Each card has a VP value used to determine the winner at the end of the game.
SETUP
Most knowledgeable Trekker goes first.
TURN SEQUENCE
Players take turns. Each turn has 3 phases:
Exploration Phase
Draw Phase
Mission Phase
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