full rulebook
FULL RULEBOOK
T
his book includes the complete rules for the game, followed by the Scenario section
on page 17. This rulebook is not intended as a method for learning the game, and
especially not as a way to teach others how to play. We strongly recommend that
players start by reading the Game Walkthrough, where the rules are explained in a more
natural order, with many pictures and examples.
Once you have read the Game Walkthrough and played your first scenario, and are familiar with
the game components and concept, this rulebook provides the complete rules for the game.
This is a complex game, and even after you play your fi rst couple of games, you may
still need to check the rules from time to time. For a smoother experience, we recommend
this approach:
• When playing, have the Tile Reference Cards for all map locations nearby. Each Tile
Reference Card provides all the rules for a given map location. It may use terms that are
further explained in this rulebook.
• For additional rules about individual locations, consult the “Map Location Guide” on
page 14. It provides more in-depth rules than what is summarized on each of the Tile
Reference Cards.
• When playing, have the last page of this book within reach. It provides a useful summary of
game phases and a table of combat abilities.
• For scenario-related rules (setup, special rules, end game conditions, scoring), consult the
description of the given scenario in the “Playing Scenarios” section on page 17. The scenario
may also refer to some more common scenario rules (like the Dummy Player or Team Rules);
these are at the start of the “Playing Scenarios” section.
• If you want to check some generic rule (not related to a particular map location or scenario),
use this Full Rulebook. It is organized in a systematic way, and once you understand its
structure, you will be able to navigate through it more easily. When searching for a particular
rule or situation, consult the Table of Contents on this page to find which section of the game
the rule belongs to. If it does not relate to a particular section of the game, it will probably be
in the “Basic Game Concepts” section on page 4.
TABLE OF CONTENTS
Game Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Full Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
One Round of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Basic Game Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
A Player’s Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Combat With Enemy Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Away Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
End of the Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Repairs and Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Player versus Player Combat . . . . . . . . . . . . . . . . . . . . . . . . 12
Cooperative Borg Cube Assaults . . . . . . . . . . . . . . . . . . . . . 13
Map Location Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Playing Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . 17
General Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Variant Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Scenario List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Final Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
GAME FLOW
1. Choose a Scenario
3. Set Up the Game
Pick a scenario from the “Playing Scenarios” section on page 17. You may also
use any Variant Rules as long as all players agree to them.
Follow the directions in the “Full Game Setup” section on page 3 to set up the
game area. Check the scenario description for any exceptions or special rules
that may modify the game setup.
2. Player Order/Ship Selection
Determine an order for players to make their ship selection. In that order, each
player chooses one of the available ships and takes all of the associated ship
components.
• When a player takes a ship, they put that ship’s Round Order Token
on the table. Round Order Tokens should be placed sequentially in a
column, such that the Round Order Token for the player who picked
first is at the top of the column, while the token for the player who
picked last is at the bottom.
4. Play the Game
Play out the Rounds of the game until you fulfill the endgame conditions
outlined in the scenario, or until you reach the Round limit.
5. Outcome of the Game
When the game is over, follow the scoring rules outlined in the scenario.
5. Damage
Cards
2. Encounter Token Piles
3. Advanced
Action Deck
and Advanced
Action Offer
4. Undiscovered
Deck and
Undiscovered
Offer
8. Borg Cube
Reference Cards
and Borg Cube
Figures
6. Space Tiles
9. Common
Skill Offer
1. Experience and Reputation Board
10. Elite
Crew Deck
10. Regular
Crew Deck
7. Tile Reference
Cards and
Scoring Card
11. Round
Order Tokens
12. Data Core Board
Space to display
Advanced Action Cards later
(for Class-M Planets)
13. Crew Offer
14. Space Map
(Data Die and Data Tokens)
15. Bank
(Space Tiles revealed
at the start)
16. Wound Tokens and
Transporter Tokens
17. Displayed Tactic Cards
2
FULL GAME SETUP
1. Experience and Reputation Board:
Each player places one Faction Token on the
0 space of the Experience Track and another
Faction Token on the central 0 space of the
Reputation Track.
2. Encounter Token Piles: Sort the
Encounter Tokens (round) by the reverse side,
and stack them in eight face down piles. Next to
each pile, there is a space for discarded tokens.
If you run out of tokens, reshuffle the discarded
ones and create a new face down pile.
3. Advanced Action Deck and
Advanced Action Offer: Shuffle the
Advanced Action Cards and place them in a face
down deck. Reveal the first three as the offer.
4. Undiscovered Deck and
Undiscovered Offer: Prepare in the same
way as the Advanced Action Cards.
5. Damage Pile: All Damage Cards are the
same. Stack them in a face up pile.
6. Space Tiles: The Scenario description says
how many tiles of each type you should use to
form this stack.
• For Frontier Tiles (blue back), pick them
randomly.
(according to whether they have a Borg Cube
icon in the center). Then randomly choose
the appropriate number of Borg Cube and
non-Borg Cube Tiles.
• To form the Space Tile Stack, shuffle the
chosen red tiles together, and then put the
shuffled blue tiles on top of them.
7. Tile Reference Cards and Scoring
Card: These should be nearby, so players can
consult them as needed.
8. Borg Cube Reference Cards and
Borg Cube Figures: These can be out of
reach, as you will not need them until later in
the game.
9. Common Skill Offer: This is an empty
area where Skill Tokens not chosen during
Level Up will be placed.
13. Crew Offer: Reveal as many cards from the
Regular (silver) Crew Deck as there are actual
players plus 2. Later, there may also be some
Advanced Action Cards in the Crew offer (one
for each Class-M Planet on the Space Map).
14. Space Map: Place the Starting Tile and
the top two Frontier Tiles as depicted. Orient
the Frontier Tiles in the same direction as the
Starting Tile. For each revealed location on the
Space Tiles, consult the corresponding Tile
Reference Card to see what happens when
that location is revealed.
10. Elite Crew Deck Regular Crew
Deck: Shuffle the Crew Cards with silver
15. Bank: Place the Data Tokens in an accessible
11. Round Order Tokens: Each player puts
16. Wound Tokens and Transporter
Tokens: Place these tokens in an accessible
and gold backs separately to create two face
down decks.
their Round Order Token here, with the player
who picked their ship first being at the top.
12. Data Core Board: The left part of this
board depicts the Move costs of each type
of space on the Space Map. The right part is
• For Core Tiles (red back), separate them
into Borg Cube and non-Borg Cube Tiles
the Core. Roll as many Data Dice as there are
actual players plus 2, and place them here. At
least half of the dice have to show basic colors
(red, blue, or gold). If not, keep re-rolling all
the white, purple, and black dice together until
this is true.
area. Place any unused Data Dice here as
well, as sometimes you may need to roll a die
during the game.
area.
17. Displayed Tactic Cards: Display
the Tactic Cards face up in an easily
accessible area.
PLAYER AREA
1. Ship Card: This card represents your ship. In
6. Pile of Skill Tokens: Each player has 10
2. Play Area: You should have some
7. Pile of Level Tokens: Stack the five
its lower part is the Inventory, where you store
Data Crystals gained during the game.
reasonable space in front of you, where you
can play cards during your turn.
3. Gained Skills: This is an area where Skill
Tokens gained during Level Up will be placed.
4. Faction Tokens: Place one on the
Experience Track and another on the
Reputation Track. The rest are used to mark
your successes on the Space Map. The supply
should be endless (if you run out of them, use
a substitute).
5. Ship Deck: Shuffles your ship’s 16 Basic
Action Cards (check the symbol in the upper
right corner) to create your Ship Deck.
Skill Tokens in their color. Randomize them and
place them in a face down pile.
octagonal Level Tokens in a face up pile, sorted
by numbers, so the one marked 1-2 is at the top,
while 9-10 is at the bottom. The current token
shows your Captain’s Defense Value of 2 and
Hand Limit of 5 for Levels 1-2. Place the sixth
blank Level Token with its Faction symbol side
up to the right of your stack of Level Tokens,
where it will serve as a Command Token.
8. Crew Area: Here you place your recruited
Crew Members. Each Crew Member needs its
own Command Token. You currently have one
Command Token, so you can only have one
Crew Member. When your Captain advances
to an odd-numbered Level, you get another
Command Token, so your maximum number of
Crew Members increases.
9. Discard Pile: Here you discard played cards
at the end of your turn (and sometimes certain
cards during your turn).
10. Ship Figure: For now, place your Ship
figure here. It will move to the Space Map
during your first turn.
11. Away Team Token: Place your Away
Team Token here. You will use this token to
mark a planet space when you have beamed
an Away Team down to the planet’s surface
during an Away Mission.
12. Player’s Hand: At the start of the game,
draw 5 cards from your Ship Deck (according
to your Hand Limit as depicted on your topmost
Level Token).
4. Faction Tokens
1. Ship Card
2. Play Area
3. Space for
Skill Tokens
Inventory
7. Pile of
Level Tokens
Command
Token
10. Ship Figure
8. Crew Area
9. Discard Pile
(face up)
5. Ship Deck
11. Away Team
Token
6. Pile of
Skill Tokens
Skill Token
Reference Card
12. Player’s Hand
3
ONE ROUND OF THE GAME
Players take their turns within a Round.
1. Prepare the Round (skip this step for the
first Round of the game, as it was completed
during Setup).
• Reset the Core: Re-roll all Data Dice in the
Core, following the conditions outlined in the
“Game Setup” section.
• Create the new Crew offer: Place all Crew
Cards currently in the offer at the bottom of
their corresponding decks.
• If there are any Advanced Action Cards in the
Crew offer, place them at the bottom of the
Advanced Action Deck.
• Deal new Crew Cards into the Crew offer
equal to the number of actual players plus 2.
If no Core Map tile has been revealed, deal
Regular (silver back) Crew Members only. If
at least one Core Map tile has been revealed,
alternate dealing Elite (gold) and Regular
Crew Members. (Elite, Regular, Elite, etc.)
• If there are any Class-M Planets on the Space
Map, add one Advanced Action Card to the
Crew offer for each Class-M Planet that has
not been decimated.
• Refresh the Advanced Action offer: Place
the lowest position Advanced Action Card
in the offer at the bottom of the Advanced
Action Deck. Move each other Advanced
Action Card down one position in the
offer, and then draw a new card from the
Advanced Action Deck and add it to the
offer in the top position.
• Refresh the Undiscovered offer: Follow the
same steps as for refreshing the Advanced
Action offer.
• Collect Tactic Cards: Collect all Tactic Cards
from the previous Round, then display them
in the game area, face up.
• Each player flips all Skill Tokens beside their
Play Area face up, readies all Crew Members
in their Crew area (including Wounded ones),
shuffles all their Ship Deck cards to create
a new Ship Deck, and then draws cards up
to their Hand Limit. (A player’s Hand Limit
may be increased if they are on or next to a
Romulan Starbase or destroyed Borg Cube
- see the description of these locations on
page 14 and page 16. If next to both, use only
the higher effect.)
2. Players choose Tactic Cards for
this Round.
• Each player chooses one Tactic Card
displayed in the game area. The player with
the lowest Experience picks first, followed
by the player with the second lowest
Experience, etc. In case of a tie, the player
whose Round Order Token is in a lower
position picks first. NOTE: This means that during
the first Round, the player who picked their ship last
chooses their Tactic Card first.
player, such that the lowest Tactic number is
on top (first) and the highest Tactic number is
on the bottom (last).
• Remove any unclaimed Tactics and set them
aside until the next Round.
3. Players play their turns.
• Players take their turns in the order shown
by the Round Order Tokens (from top to
bottom). After the last player goes, the first
player plays again.
• If a player’s Ship Deck is empty at the start of
their turn, that player may announce the End
of the Round instead of playing their turn.
(They must do so if both their Ship Deck and
hand are empty.) If a player declares the End
of the Round, each other player takes one
last turn and then the Round ends.
4. Check the Scenario description to
see whether the game is over.
• If the scenario conditions have been met
or if the Round limit is reached, the game
is over and you should follow the scenario
description to determine the outcome of
the game.
• If not, continue the game by playing the
next Round.
• Follow any instructions on Tactic Cards that
say “when you take this Tactic.”
• Rearrange the Round Order Tokens
according to the Tactic number of each
BASIC GAME CONCEPTS
At the end of the turn, all played Ship Deck cards
go to your discard pile. Unplayed cards remain
in your hand, unless you decide to discard one or
more of them.
Some card effects order you to pay extra data of
some color, or discard a card, or remove another
card from the game. These effects cannot be
played if you are unable to do this.
Damage Cards cannot be discarded or removed
from the game in this way unless the effect
explicitly allows you to do so. Thus “any card”
refers to any card in your hand, except
Damage Cards.
SHIP DECK CARDS
All cards with this card back are Ship Deck
cards. These consist of Action Cards (Basic and
Advanced), Undiscovered Cards, and Damage
Cards. At the start of the game, players have only
Basic Action Cards in their Ship Deck.
Each turn, players will play Ship Deck cards from
their hand. To play a card, place it in your Play Area
and perform the stated effect.
Different Ship Deck cards can be played in
different ways. An Action Card (Basic or Advanced)
can be played to provide its basic effect, or it can
be powered by one data of the depicted color to
provide its strong effect.
An Undiscovered Card can be powered by one data
of the depicted color to provide its basic effect, or
it can be powered by one data of the depicted color
and one Black Data to provide its strong effect.
Damage Cards cannot be played in any way.
Any non-Damage card can be played sideways into
the Play Area to provide either Move 1, Diplomacy
1, Attack 1 or Shields 1. They can’t be played
sideways to provide Long Range Attacks, or any
kind of special (Photon Pulse, Photon Torpedo, or
Pulse Torpedo) Attack or Shields.
Cards that provide similar effects (even those of
different types) can be played together to provide a
cumulative effect. Stack the played cards together
and total their effects.
USING CREW MEMBERS
Crew Members are separated into two decks:
Regular (silver card back) and Elite (gold card
back). The card back does not impact gameplay
once the Crew Members are in the game.
At the start of the game, the players do not control
any Crew Members. Crew Members recruited
during the game are displayed in front of the player
in the Crew area at all times; they will never be in a
player’s hand, Ship Deck or discard pile.
Each Crew Member in your Crew area has an assigned
Command Token. You cannot have more Crew
Members than Command Tokens in your Crew area.
Crew Members with Command Tokens above them
are considered to be Ready. Crew Members with
Command Tokens on top of them are considered to
be Spent. Crew Members with a Wound Token on
them are considered to be Wounded.
Newly recruited Crew Members are always Ready
and not Wounded. If you want to gain a new Crew
Member but all of your Command Tokens are
occupied, you must discharge one of your other
Crew Members; remove the discharged Crew
Member from the game. The newly recruited Crew
Member is Ready and not Wounded, regardless of
the state of the discharged Crew Member.
A Crew Member that is Ready and not Wounded
may be activated to use one of its abilities. To
activate a Crew Member, place its Command
Token on top of it - the Crew Member is no longer
Ready; it is Spent until the end of the Round.
4
Afterwards, choose one of the abilities displayed
on the Crew Member and apply its effect. You
may combine it with the effects of Ship Deck
cards, Skills and other Crew Members. To choose
an ability with a data symbol in front of it, you
have to pay data of the corresponding color first.
Whenever an effect allows you to “Ready a Crew
Member,” you may move the Command Token
back to its original position above that Crew
Member. The Crew Member is now Ready and can
be activated again.
At the end of your turn, do not discard or Ready
a Spent Crew Member. Crew Members are
automatically Readied at the start of each Round.
USING SKILLS
Skills are represented by Skill Tokens. Each
Captain has its own set of Skill Tokens. At the
start of the game, players have no Skill Tokens
available to them. Each time a Captain reaches
an even-numbered Experience Level, it gains one
Skill Token. Players place the Skill Tokens that
they gain face up in front of them.
Players may gain Skill Tokens from their own
Captain set, but also Skill Tokens of other
Captains in the game. If they do, they can use
them the same way as their own; once a Skill is
in the game, it does not matter to which Captain
set it belongs.
The use and effect of each Skill is depicted by
icons on its token. The Skills are described in
detail on the Skill Token Reference Card of the
corresponding Captain.
Some Skills are usable “Once per Round.” Once
you use it, you fl ip the Skill Token face down. It
cannot be used again until the start of the next
Round (when you will fl ip it back up so that you
may use it again).
Note that the “Motivation” Skill may be used
during another player’s turn. You do not have to
wait until your next turn to use it. You may use it
on another player’s turn, so you can prepare for
your turn in advance. You cannot, however, use it
after your last turn in a Round.
Other Skills can be used “Once per Turn.” Place
them in your Play Area after you use them to
mark them as used, stacking them with the
appropriate cards or Crew Members (you can,
for example, stack a Skill providing Move points
with several Move cards). At the end of your turn,
return the Skill Token to its place beside your
Play Area (with your other face up Skill Tokens),
ready to be used again during a future turn.
Please note that no Skill Token can be used more
than once during the same turn.
USING DATA
There are three basic colors of data in the game
(red, blue, and gold). The data can be in two forms:
1) Pure Data. This is represented by a Data Die
or by a Data Token in a player’s Play Area.
When gained, it has to be used before the
end of the player’s turn, or it disappears.
Black Data represents the unknown mysteries of
space. It can be used to purchase and empower
Undiscovered Cards.
The Data Core represents pure data available
throughout this region of space. Each turn, a player
may use one Data Die from the Core as data of the
corresponding color. The player takes the Data
Die and places it in front of themself and can use
it at any time during their turn. If they use the Data
Die as data of the corresponding color, they re-roll
that die and return it to the Core at the end of their
turn so that it becomes available for other players.
Unless a card or effect says otherwise, players
are not allowed to use more than one die from the
Core each turn.
If a player chooses a Data Die but does not end up
using it during the course of their turn, they must
return the Data Die to the Core at the end of their
turn without re-rolling it.
2) Data Crystals. These are represented by
a Data Token in the player’s Inventory (on
their Ship Card). Up to three tokens of each
basic color can be stored there. A Data
Crystal can be turned into pure data at any
moment during a player’s turn. Pure data
cannot be turned into Data Crystals unless
an effect says so.
EFFECTS
Ship Deck cards, Crew Members, and Skill Tokens
provide a variety of effects that may be used
during a given turn.
Many effects are described with shortcuts like
Move X (gain X Move points) or Heal X (gain X
Heal points). These terms are explained later in
the rules.
There are three special colors (white, purple, and
black) that can be in pure form only (there are no
white, purple, or black Data Crystals allowed).
White Data represents the Captain’s innovation
and can be used to represent any of the three basic
colors (red, blue, or gold).
Purple Data represents risk and improvisation; it
can be used as Purple Data for those rare cards
that call for it, or the die can be immediately
re-rolled in an attempt to gain a different color.
When selecting a Purple Data Die, a player may
immediately choose to re-roll it and then use the
new color at any time during their turn. If the player
rolls purple again, however, they must immediately
return the die to the Data Core unused. If a
player acquires a Purple Data Die but does not
immediately choose to re-roll it, they may only use
it as Purple Data during that turn.
Other effects might allow you to modify the rules
for the turn, or to gain something you wouldn’t
normally be able to gain. For these types of effects,
follow the text on the card.
If the effect modifies some values or rules, the
change always lasts until the end of the current
turn (unless stated otherwise).
If you do not understand an effect or the
interaction of two or more effects in combination,
check the game website for FAQs.
“GAIN” EFFECTS
If an effect tells you to gain a Data Token, place a
Data Token of the corresponding color in your Play
Area. If an effect tells you to gain a Data Crystal,
place a Data Token of the corresponding color in
your Inventory. If you already have three Data
Crystals of that color in your Inventory, gain a Data
Token of that color in your Play Area instead.
If an effect tells you to gain a new Ship Deck card
(Advanced Action or Undiscovered Card) during
or after your turn, the new card is placed on top of
your Ship Deck unless stated otherwise.
Whenever you gain a card from the Undiscovered
offer or Advanced Action offer, replenish the offer
immediately by shifting the remaining cards down
and adding a new card to the top slot of the offer.
If you take a card from the Crew Member offer
(either a Crew Member or an Advanced Action that
you learned at a Class-M Planet), do not replenish
the offer. It will be replenished at the start of the
next Round.
Any rewards won during combat are gained at the
end of your turn. See the “End of the Turn” section
on page 11.
DISCARDING CARDS &
REMOVING CARDS FROM
THE GAME
If an effect tells you to discard a card, place the
discarded card in your discard pile. You cannot
discard a Damage Card unless an effect explicitly
allows it.
If an effect tells you to remove a card that is in your
hand or discard pile, then if it is a Damage Card,
place it back on top of the Damage Pile. Otherwise,
remove it from the game (return it to the box).
REVERTING
Unless you agree otherwise (not recommended),
players may take back any actions and decisions
that they make during their turn. It is faster to
play out your turn and change your mind than to
attempt to plan everything out in your head.
You cannot revert to a moment prior to any new
information being revealed (a Space Map tile, an
Encounter Token, or a card), a die rolled, or another
player reacting specifically to the player’s actions
(usually during Player vs. Player combat). Once this
happens, all decisions, moves, played cards, used
Skills and Crew Member abilities, spent data, etc.
have to remain exactly as they were.
A PLAYER’S TURN
BEFORE YOUR TURN
REGULAR TURN
Some Skill Tokens and the Outpost Tile Reference
Card offer you options that are labeled as “before
your turn” or “on another player’s turn.” For game
purposes, both of these are the same. You can
play them while others are playing, or just before
your turn.
If you do not forfeit your turn, you have two
options: playing a Regular Turn, or performing
Emergency Repairs. In both cases, you have to play
or discard at least one card during or at the end of
your turn (except if your hand is empty but there
are still cards in your Ship Deck at the beginning of
your turn).
NOTE: You can use effects playable “on another
player’s turn” before your fi rst turn, even if you are
the fi rst player to play during a Round.
These effects usually allow you to draw cards
from your Ship Deck. The conditions “whether the
draw deck is empty” and “whether you have cards
in your hand” are checked after these effects are
completed.
DECLARING THE END OF
THE ROUND
If your Ship Deck is empty at the start of your
turn, and if the End of the Round has not been
announced yet, you may forfeit your turn and
announce the End of the Round. If you do, each
other player takes one more turn, and then the
Round is over.
You may only announce the End of the Round if
your Ship Deck is empty at the start of your turn.
You must announce the End of the Round if your
Ship Deck is empty and you have no cards in your
hand at the start of your turn. If you have no cards
in your Ship Deck and hand, but the End of the
Round has already been announced by another
player, you must forfeit your turn.
If you forfeit your turn, your turn ends
immediately; you cannot even use the benefits of a
location you occupy (Drydock or Research Station).
Playing a Regular turn has two voluntary parts:
Movement and Action.
First, you may (but do not have to) move. You may
reveal new Space Map tiles during movement. See
the “Movement” section on page 6.
Your movement may result in a mandatory Action.
If your movement ended because you provoked
one or more Enemy Ships during movement, then
you must fight these enemies as your Action for
the turn.
If there are no mandatory Actions, you may choose
to perform one (and only one) of the following
voluntary Actions:
• At certain locations (Outpost, Class-M
Planet, conquered Romulan Starbase
[owned by you], conquered Dominion
Starbase, destroyed Borg Cube) you may
have an Interaction with the location. See the
“Interactions” section on page 7.
• If you are adjacent to a Class-M Planet, you
may instead decide to decimate it, which
leads to combat.
• If you are adjacent to other planet locations
(Class-L, Class-K, and Class-H Planets),
you may decide to explore them. Class-L
5
and Class-K Planets (including those with a
“distress signal”) are explored through Away
Missions (see “Away Missions” on page
10). Class-H Planets may lead to Challenges,
Combats, and/or Away Missions.
• If there are Enemy Ships (Romulan Warbirds,
Borg Spheres) in one or more adjacent
spaces, you can decide to challenge one or
more of them in combat.
• If there is a Romulan Starbase (unconquered
or controlled by another player),
unconquered Dominion Starbase, or Borg
Cube figure in an adjacent space, you may
launch an assault against it.
• If another player’s ship is adjacent to you,
you may engage it in Player vs. Player
combat (if playing with that option during
your scenario).
• If none of the above Actions are available,
or if you do not want to take any of these
Actions, you can choose to take no Actions.
You may perform only one Action each turn
(mandatory or voluntary). If you want to
move and/or reveal new tiles, you must do so
before taking an Action. You cannot move or
reveal Space Map tiles after performing an
Action. You may play any number of Special
effects at any point during your turn. The
same applies for Repair and Heal
effects,
except that these cannot be played during
combat.
EMERGENCY REPAIRS
If performing Emergency Repairs, you cannot
move, initiate combat, explore a planet, or interact
with a location.
Depending on the contents of your hand, you can
either perform Standard Emergency Repairs (if you
have at least one card other than a Damage Card
in your hand) or a Slow Recovery (if you have only
Damage Cards in your hand).
• Standard Emergency Repairs: Discard
one non-Damage card and any number of
Damage Cards. NOTE: this is not the same as a
normal Repair effect, as the Damage Cards go into
your discard pile.
• Slow Recovery: If you only have Damage
Cards in your hand, your ship is Crippled.
Reveal your hand, and then discard one
Damage Card into your discard pile.
Before or after you perform Emergency Repairs for
the turn, you may play any number of Repair, Heal,
and Special effects.
ANNOUNCING THE END OF
YOUR TURN
Once you have done everything you wanted to do
on your turn (Regular Turn or Emergency Repairs),
announce that your turn is over.
First, return any Data Dice to the Core. Re-roll any
dice you have used before returning them. Do not
re-roll a die if you chose it but did not actually use
it during your turn.
Next, inform the next player (as per the Round
Order Tokens) that they may now start their turn.
This speeds up the play of the game. However,
if the next player insists, they may wait until you
completely finish your turn before they start theirs.
Now you can finalize your turn while the other
player begins theirs. See the “End of the Turn”
section on page 11 for more details.
MOVEMENT
You may move during a Regular Turn (not
while performing Emergency Repairs). During
movement, you can reveal new Space Map tiles.
All movement must be completed before taking an
Action (combat, exploring a planet, or interacting
with a location).
When moving, you may play any amount of
movement effects
. Most of these effects
generate Move points. You may play any number of
movement cards from your hand (and power them
with any available data), use movement Skills, or
activate Crew Members with movement abilities.
The Move X effect means “you gain X Move
points.” Any card (except for a Damage Card) can
be played sideways to a movement column as Move
1. Players can also play any number of Special
,
Repair and Heal
effects during movement.
Total the Move points provided by all of your
cards and effects. You may then move your ship
fi gure, space by space, spending Move points
according to the type of hex you are moving into
(as indicated on the Data Core Board). You may
only move to accessible adjacent spaces.
Borg Spheres are considered Enemy Ship Tokens.
Unconquered Starbases, Planets, and Borg Cubes
are not provoked in this way.
Players may move through Class-L, Class-K, or
Class-H Planet spaces (at the usual cost of 3 Move
points), even if there are Planet Tokens or Enemy
Tokens stacked on top of those spaces. Enemy Ship
Tokens that are stacked on top of (i.e., guarding) a
Class-H Planet are not provoked when ships pass
near them.
DESTROYED BORG
TACTICAL CUBES
Destroyed Borg Cube spaces can be entered
at a cost of 2 Move points. If a ship ends its
movement on top of a destroyed Borg Cube
space, place the ship fi gure on the corresponding
Borg Cube Reference Card. Multiple ships can
occupy the same destroyed Borg Cube space in
this way.
If, however, moving onto a destroyed Borg Cube
space causes a player to provoke an Enemy Ship
Token (Romulan Warbird or Borg Sphere), then
the moving ship receives 1 Damage and is forced
back to the space from which it moved onto the
destroyed Borg Cube space.
A ship safely located at a destroyed Borg Cube
space cannot be attacked by another player’s ship
under any circumstances. Similarly, a ship located
on a Borg Cube space cannot make any attacks
until it leaves that space. Moving from a Borg Cube
space onto an adjacent space will provoke
nearby enemies.
OTHER PLAYERS’ SHIPS
You are allowed to pass through spaces occupied
by another player’s ship fi gure freely, unless
the other player’s ship is located at one of
their controlled Romulan Starbases, which are
considered impassible by other players. You
are also allowed to enter a space with another
player’s ship to explore a new Space Map tile
or tiles, and then to continue movement (see
“Exploration” below).
Ships can enter Planet and Sun spaces (marked
with a small “X” on the Data Core Board), but
cannot end their movement on those spaces. If
a ship runs out of Move points on top of a Planet
or Sun, or provokes a nearby Enemy Ship after
moving onto a Planet or Sun, the ship receives 1
Damage Card and must immediately move back
to the space from which it moved onto the Planet
or Sun.
Ships cannot enter Asteroid Fields or Black Hole
spaces (marked by a large “X” on the Data Core
Board). These spaces are considered inaccessible.
MOVEMENT LIMITATIONS
A ship cannot enter a space with an Enemy
Ship Token (Romulan Warbird, Borg Sphere), an
unconquered Romulan or Dominion Starbase, a
Romulan Starbase controlled by another player, or
a Borg Cube figure.
If you provoke an Enemy Ship Token (i.e. move
directly from a space adjacent to the token to
another space adjacent to the same token), you
are attacked by that enemy and your movement
immediately ends. Only Romulan Warbirds and
You cannot, however, end your movement on
the same space as another player, except in the
following two cases which allow there to be
multiple ships on the same space:
tile, they must announce which of them they are
exploring before revealing the tile.
Exploring a new Space Map tile always confers a
bonus of 1 Experience Point.
Tiles are always oriented in a defined direction
(so the number in one of their corners is oriented
the same way as the Starting tile). Players do not
decide how to orient tiles when placing them.
Depending on the back color of the Space Map tile
being placed, additional limitations apply:
• Frontier Tiles (blue tile back) can only be
placed such that they will be adjacent to at
least two other tiles, or adjacent to a tile that
borders at least two other tiles.
• Core Tiles (red tile back) can only be placed
such that they will be adjacent to at least two
other tiles.
If there are no tiles left in the Space Map tile stack
when a player attempts to explore, they may draw
a random Frontier tile removed from the game
during Setup. If all Frontier tiles have been placed,
they can use removed non-Borg Cube Core tiles
instead. Tiles explored this way can only be
placed such that they are adjacent to at least three
other tiles (to fill up holes). If there are no tiles
of these types in the box, no more tiles can be
explored.
If a ship moves onto a Planet or Sun on the edge
of a Space Tile, and then explores a new Space
Tile and discovers that the ship cannot move any
further due to insufficient Move points, the ship
receives 1 Damage and is forced back to the space
from which it moved onto the Planet or Sun.
For locations on a newly revealed tile, check the
“When revealed” section of the associated Tile
Reference Cards and follow the text. You may also
consult the Map Location Guide on page 14.
Of particular importance:
Class-M Planet: If a Class-M Planet is revealed,
draw one Advanced Action Card and add it to the
Crew offer (not the Advanced Action offer).
Borg Cube:
• Wormhole: When a ship ends its movement
on the Wormhole, the ship is removed from
the Space Map and returns at the start of the
player’s next turn.
• Destroyed Borg Cube: When a ship ends
its movement on top of a destroyed Borg
Cube, the ship is placed on top of the
corresponding Borg Cube Reference Card.
EXPLORATION
During movement, you can reveal new Space Map
tiles. You can only reveal new tiles if you occupy a
space adjacent to a position where a new tile can
be added. Tiles must be placed in fixed positions
defined by the symbols in their corners. No tile can
be added behind the line of Asteroid Fields defined
by the Starting Tile (see the “Game Setup” section
on page 3).
To reveal a tile, a player has to spend 2 Move
points. The new tile comes from the top of the
Space Map tile stack. If the player occupies a
space bordering two available positions for a new
6
If a tile with a Borg Cube in its center is revealed,
take the corresponding Borg Cube Reference Card
(as indicated by the Borg Cube’s color) and place
it beside the Space Map. Consult the scenario
description to see which Level to assign the Borg
Cube, and then take the corresponding Borg Cube
figure and rotate its base so the Level of the Borg
Cube is shown in the window. Place the Borg Cube
figure on its corresponding space on the Space
Map tile.
The Borg Cube base’s window shows silhouettes
of different Encounter Tokens, as well as a number
beside each silhouette. For each silhouette, draw
the indicated number of Encounter Tokens of the
corresponding type and place them face down on
top of the Borg Cube’s Reference Card.
SCANNING STARBASES AND
BORG CUBES
When a ship moves to a space adjacent to an
unconquered Romulan or Dominion Starbase,
flip the corresponding Encounter Token on that
space face up. Similarly, when a ship moves to a
space adjacent to a Borg Cube figure, flip all of the
Encounter Tokens on the corresponding Borg Cube
Reference Card face up.
Scanning is free and does not cost any Move
points. A ship may scan in the midst of its
movement; it does not need to end its movement
in order to flip these Encounter Tokens face up.
SPECIAL MOVEMENT RULES
During movement, you may move as many spaces
and explore as many tiles as you can pay Move
points for. You are allowed to alternate between
exploring new tiles and moving. You are allowed
to play additional effects to add Move points to
your total at any time during movement. You are
allowed to play additional cards after a new tile is
revealed. Move points from newly played effects
are added to any Move points that might be left
from your previously played effects. It is not
possible to power previously played cards with
data for the strong effect – this has to be done
when the card is played, or not at all.
Some effects modify the rules of movement.
These apply to all movement done after the effect
is played, until the end of the turn. Some effects
reduce the Move cost of certain hex types. If a
player plays more than one of this type of effect,
they can apply them in any order. If the Move
cost of a hex type is reduced to 0, the player may
enter spaces of this type without paying any
Move points. The Move cost of a space cannot be
reduced below 0.
Some cards allow a player to enter inaccessible
spaces (Asteroid Fields, Black Holes) at a certain
cost. Beware - players should end their turn
in a safe space (see below); otherwise, Forced
Withdrawal rules apply (see the “End of the Turn”
section on page 11).
Some effects directly allow you to move one or
more spaces. For this, you do not pay any cost
other than what the effect states, and you may also
move over inaccessible spaces (including those
occupied by Enemy Ship Tokens, unconquered
Starbases, Borg Cube figures, etc.), unless stated
otherwise. Some of these effects order you to end
this move on a safe space (see below).
A space is considered to be a safe space if:
• It is accessible under normal conditions (i.e.
if no special effects apply).
• It does not contain a Planet, Sun, an Enemy
Ship Token, an unconquered Starbase, a
Starbase owned by an opponent, or a Borg
Cube figure.
• It does not contain another player’s ship,
except for locations that allow additional
ships (Wormhole, destroyed Borg
Tactical Cube).
INTERACTIONS
You can interact with several different locations
on the Space Map (Outposts, Class-M Planets,
Romulan Starbases under your control, conquered
Dominion Starbases, and destroyed Borg Cubes).
Interaction with a location on the Space Map is
considered your Action for the turn.
When interacting with an Outpost, conquered
Starbase or destroyed Borg Cube, a ship must be
on top of the corresponding space on the Space
Map. However, since ships cannot end their
movement on top of planets, a ship must interact
with a Class-M Planet from an adjacent space.
An Interaction is defined as any use of Diplomacy
except during an Away Mission. Therefore, if you
have a Skill that allows you to gain “+3 Diplomacy
during an Interaction,” you can use that +3 for all
sorts of miscellaneous things, including using
the special text on an Advanced Action Card that
allows you to spend Diplomacy in a unique way.
Special Interactions that take place due to the play
of cards do not take up your Action for the turn.
Crew Members
Away Missions are never considered Interactions,
and any card text involving Interactions does not
apply to using your Diplomacy during an Away
Mission. This also means that your Reputation
bonus does not apply to Away Missions (see
“Diplomacy Bonuses” below).
DIPLOMACY POINTS
During an Interaction, you may play any amount of
Diplomacy effects to generate Diplomacy points.
You can play Diplomacy cards from your hand
(and power them with any available data), use
Diplomacy Skills, or activate Crew Members with
Diplomacy abilities.
The Diplomacy X effect means “you gain X
Diplomacy points.” Any card (except for a Damage
Card) can be played sideways on a column as
Diplomacy 1.
Players can also play any number of Special
,
Repair and Heal
effects during an Interaction.
DIPLOMACY BONUSES
Total the Diplomacy points provided by all your
cards and effects. The total amount is then
modified by your Reputation.
Check the position of your Faction Token on the
Reputation Track. It may indicate a negative
or positive modifier. Add this modifier to your
Diplomacy. If your token is on the X space of the
Reputation Track, you cannot interact at all! If
interacting at a destroyed Borg Cube, you also
add 1 to your Diplomacy total for each Faction
Token you have on the corresponding Borg Cube
Reference Card.
NOTE: If these bonuses are high enough, you may
interact without playing any Diplomacy effects.
SPENDING DIPLOMACY
POINTS
Once a player has calculated their Diplomacy total,
they can spend their Diplomacy points on whatever
the location offers. See the corresponding Tile
Reference Card, or the corresponding Borg Cube
Reference Card for options.
A ship can recruit a Crew Member from the
Crew offer as long as one of the location images
on the left side of the Crew Card matches the
ship’s present location on the Space Map. The
Diplomacy cost for each Crew Member is located
in the upper left corner of the Crew Card.
Gold Borg Cube: At the Gold Borg Cube, you may
recruit Crew Members of all types. Also, you can
pay 2 Diplomacy to add 1 Elite (gold) Crew Card to
the Crew offer.
Green Borg Cube: At the Green Borg Cube, you
can pay 6 Diplomacy points to gain a card from
the Advanced Action offer (replenish the offer
afterwards) or a random card from the top of the
Advanced Action Deck. Put the gained card on top
of your Ship Deck.
When recruiting a Crew Member, refer to the
“Basic Concepts - Using Crew Members” section
on page 4. You can use a newly recruited Crew
Member immediately (but you cannot use a
Diplomacy effect on that Crew Member to pay for
its own cost).
Repairs and Healing
Repair and Heal points can be bought at Outposts
for 3 Diplomacy points and at Class-M Planets for 2
Diplomacy points (see the Tile Reference Cards for
these locations).
See the “Repairs and Healing” section on page 12.
Advanced Action Cards
As described on the Class-M Planet Tile
Reference Card, a player can learn a new
Advanced Action at a Class-M Planet for 6
Diplomacy points. The Advanced Action card
must be from the Crew offer (not from the
Advanced Action offer) and is put on top of
the player’s Ship Deck. The Crew offer is not
replenished until the start of the next Round.
Undiscovered Cards
A player can learn a new Undiscovered Card
from the Undiscovered offer at a Dominion
Starbase. To gain an Undiscovered Card, the
player must pay 7 Diplomacy points as well as
one Black Data. A newly gained Undiscovered
Card is placed on top of the player’s Ship Deck
and the Undiscovered offer is immediately
replenished.
Destroyed Borg Cubes
In addition to providing access to Crew Members
with the Borg Cube location image, each Borg
Cube has its own Interaction option depicted on
the lower half of its corresponding Borg Cube
Reference Card.
Red Borg Cube: At the Red Borg Cube, you can
spend 10 Diplomacy to receive 1 Red, 1 Blue, and 1
Gold Data Crystal.
Blue Borg Cube: At the Blue Borg Cube, you
can buy Undiscovered Cards as if you were at a
conquered Dominion Starbase (7 Diplomacy + 1
Black Data).
7
Multiple Purchases
You may buy any number of things of the same or
different types during an Interaction, as long as
you have the Diplomacy points to pay for them.
You apply the bonus or penalty (for Reputation
and/or for Faction Tokens at a destroyed Borg
Cube) only once per turn, no matter how many
things you buy.
COMBAT WITH ENEMY TOKENS
All enemies must be attacked from an adjacent,
safe space.
Enemy Ships
You may challenge an adjacent
Enemy Ship Token (Romulan Warbird,
Borg Sphere) to combat. If there are
multiple Enemy Ship Tokens adjacent
to you, you may choose to challenge
any number of them to combat.
If you move from a space adjacent
to an Enemy Ship Token to another space directly
adjacent to the same token, this provokes that
Enemy Ship to attack you.
Starbases
If you assault an unconquered
Romulan Starbase or unconquered
Dominion Starbase, you lose 1
Reputation, regardless of the outcome
of the combat.
If you assault another player’s
controlled Romulan Starbase, you
lose 1 Reputation, unless that player has a negative
Reputation (in which case you lose nothing). If the
opponent is not present at their Romulan Starbase,
then you must fight a random Romulan Starbase
Token (that is worth half the Experience Points,
rounded up).
If an opponent’s ship is present at their Romulan
Starbase, then you must assault their ship
directly using the “Player vs. Player Combat”
rules on page 12 (if PvP rules are in effect). If PvP
rules are not in effect, then you cannot assault
another player’s Romulan Starbase while their
ship is present there. Regardless of whether
or not the opponent’s ship is present at their
Romulan Starbase, you still lose 1 Reputation for
assaulting their Starbase (unless that player has
a negative Reputation).
Borg Cubes
If you assault a Borg Cube, you
must fight all of the Enemy Tokens
defending it. These represent the
Borg Cube’s assimilated defenders.
If you defeat all of the Borg Cube’s
defenders, the Borg Cube is
destroyed. See “Fighting Multiple
Enemies” on page 10. There is no
Reputation loss for assaulting a
Borg Cube.
Class-M Planets
You may choose to decimate a Class-M
Planet. If you do, you lose 3 Reputation,
and draw a random Dominion Starbase
Token to battle.
Class-L and Class-K
Planets
You may beam down an Away Team
to explore a Class-L or Class-K Planet.
This is treated differently than a
normal combat. See “Away Missions”
on page 10.
Class-H Planets
You may choose to explore a Class-H
Planet. This may result either in a
Challenge, a combat with multiple
enemies, or perhaps a combat with
an enemy followed by an Away Mission. See the
corresponding Tile Reference Card or the Map
Location Guide on page 14 for more details.
Encountering Enemies from
Multiple Spaces
Only one combat is allowed each turn. However, in
certain situations, enemies from multiple spaces
may be fought in that combat.
For example, it can happen that a single move
provokes two nearby Enemy Ship Tokens. You
have to fight them both.
If you start a combat and there are one or more
Enemy Ship Tokens (Romulan Warbirds, Borg
Spheres) adjacent to the space you moved into,
you may challenge them to join the fight. This
means:
• You may provoke an Enemy Ship Token by
your move, and then challenge one or more
Enemy Ship Tokens adjacent to the space
you moved into, and then fight them all.
• When assaulting a Starbase or Borg Cube,
or when decimating a Class-M Planet, you
may also challenge any Enemy Ship Tokens
adjacent to you. They join the defenders in
combat, but you do not need to defeat them
in order to conquer the location.
See “Fighting Multiple Enemies” on page 10 for a
summary of the extra rules involved with fighting
more than one enemy.
NOTE: You cannot challenge extra enemies when
encountering a Class-L, Class-K, or Class-H Planet.
You also cannot ever fi ght Enemy Tokens and
another player’s ship at the same time. On your turn,
you may perform only one Action, and both combat
with enemies and Player vs. Player combat are
considered separate Actions.
Combat Sequence
Combat starts by drawing and/or revealing
all hidden enemies you have to fi ght (for
example, random tokens drawn when assaulting
an opponent’s Romulan Starbase or when
decimating a Class-M Planet).
Then, the combat has four phases:
• Long Range Attack Phase - In the first phase
of combat, you have a chance to eliminate
enemies before they get to you, but only
if you have Long Range Attacks. If you
eliminate all enemies during this phase, the
combat is over.
• Shields Phase - If any enemies survived the
first phase, they will now attack you. You will
have a chance to deflect some or all of the
attack with Shields. If you deflect all of the
damage, it does not harm your ship.
• Assign Damage Phase - Any enemies whose
damage you did not fully deflect with Shields
will now deal damage to your ship.
• Attack Phase - Now, you can attempt to
defeat any remaining enemies with regular
Attacks (you can combine them with any
Long Range Attacks that you didn’t use
during the first phase). Whether you defeat
all the enemies or not, the combat is over
after this phase.
During each phase, a player can play corresponding
cards, use Skills, and activate Crew Members.
Track the effects played during each phase in
separate columns.
Unless a restrictive effect is otherwise stated, you
may play additional combat effects (that affect
your Crew Members, enemies, or combat rules)
during any of these phases.
Unless stated otherwise, that effect persists until
the end of the turn.
Players can play any number of Special
effects
during any combat phase. However, no Repair or
Heal
effects may be played during combat.
LONG RANGE ATTACK PHASE
During this phase, you may perform one or more
attacks, or pass and do nothing. To perform an
attack, choose one or more Enemy Tokens as the
target of the attack.
Play any number of Long Range Attacks of any
type - Photon Pulse
, Photon Torpedo
, Pulse
(normal Phaser
Torpedo
, or normal Phasers
Attacks have no special attributes).
Note: Whenever you are using normal Long
Range Attacks or normal Attacks (without
any special types), you are considered to be
fi ring normal Phasers for the purposes of enemy
Resistances.
8
You may play cards that provide Long Range
Attack from your hand (and power them with any
available data), use Long Range Attack Skills,
or activate any Crew Members with Long Range
Attack abilities. Stack these effects together in
a column to help keep track of your total. Cards
cannot be played sideways to contribute to Long
Range Attacks.
Now total the Attack value of all the played effects.
If at least one targeted enemy has one or more
Resistance icons, then all attacks of a type that
match a Resistance icon are inefficient – their
strength is halved. (Total all inefficient attacks,
divide the result by two, and round down.)
Remember that normal Long Range Attacks and
normal Attacks (i.e. that do not specify a particular
type) are considered to be normal Phasers.
Therefore, enemies with Resistance to Phasers
are resistant to Attacks that do not specify a
special type.
Pulse Torpedo Attacks
are halved only
when there is at least one targeted enemy with
both Photon Pulse
and Photon Torpedo
Resistances.
To make a successful attack, the total Attack Value
has to equal or exceed the total Defense Values
of all targeted enemies. If it does, the targeted
enemies are defeated.
Defeated Enemy Tokens are immediately discarded
to the discard pile next to their corresponding
enemy pile; they do not participate in the rest of
the combat.
The attacking player scores Experience Points
equal to the number on the bottom of each
defeated Enemy Token. Move your Faction Token
on the Experience Track by that many spaces.
If your Faction Token crosses the end of a line,
you do not Level Up immediately. Level Ups are
performed at the end of the turn.
An Attack of lower total value than the total
Defense of the enemies has no effect and any
damage dealt does not carry over to subsequent
phases or turns. If you realize your Attacks are not
enough to defeat the chosen enemies, either play
more Long Range Attacks, or choose a different
enemy to target, or take back the cards you played
and cancel your attack.
You can declare none, one or more attacks during
this phase. With each attack, you can defeat one or
multiple enemies. Group the cards and effects you
play for each attack in separate columns.
If some enemies have certain Resistances and
some do not, you may want to deal with these
enemies with separate attacks, as the presence
of just one resistant enemy halves the value of all
Attacks of the type that the enemy is resistant to.
SHIELDS PHASE
After you have performed any Long Range Attacks,
the Shields Phase begins. During this phase, all
enemies that have not been eliminated get to
attack, but players have the chance to actively
deflect (either partially or fully) the attack of one or
more enemies by using Shields. All damage that is
deflected during the Shields Phase will not damage
you during the Assign Damage Phase.
You cannot use Shields against more than one
enemy at the same time. You can deflect the
damage from multiple enemies, however, as long
as you deflect the damage from each
enemy separately.
Choose a single attacking enemy to block. Play
any number of Shields of any type - Photon Pulse
, Photon Torpedo
, Pulse Torpedo
, or
normal Shields (normal Shields have no special
attributes).
Play cards that provide Shields from your hand
(you can power them with any available data),
use Shields Skills, or activate any Crew Members
with Shields abilities. Stack these effects together
in a column to help keep track of your total. Any
card (except for a Damage Card) can be played
sideways to the column as Shields 1. Sideways
cards are always normal Shields, never Shields of
a special type.
Determine the total Shields value of all played
effects. Against special Attacks, only certain
Shields are fully efficient:
• Any type of Shields is efficient against a
normal Phaser Attack
.
• Only Photon Pulse or Pulse Torpedo Shields
are efficient against Photon Pulse Attacks
.
• Only Photon Torpedo or Pulse Torpedo
Shields are efficient against Photon Torpedo
Attacks
.
• Only Pulse Torpedo Shields are efficient
against Pulse Torpedo Attacks
.
Inefficient Shields are reduced by half. When
totaling the final Shields value, total the values of
all inefficient Shields, divide by two (round down),
and then add the full values of all efficient Shields.
Also, if the enemy has Disruptors
, the Shields
are reduced by half. If you are blocking a Disruptor
and if you are blocking with inefficient Shields, the
penalties are combined so that the total damage is
divided by 4.
When applying Disruptor penalties to both
inefficient and efficient Shields, calculate the
inefficient Shields, then divide by 4 (round down),
and then add that total to the value of the efficient
Shields, divided by 2 (round down).
The Shields fully deflect the damage if the total
value equals or exceeds the Attack value of the
chosen enemy. Otherwise, the Shields partially
deflect the damage. All damage that is not
deflected will be applied to the ship during the
Assign Damage Phase (see below).
You may deflect damage from any number of
attacking enemies during this phase. Any enemies
you wish to block are resolved individually; you
cannot block multiple enemies at once.
ASSIGN DAMAGE PHASE
If you managed to deflect all enemy attacks, skip
this phase. If not, any damage that you did not
deflect will damage your ship. When receiving
damage from multiple enemies, you take the
total amount of undeflected damage from all
undefeated enemies and assign it your ship using
the rules below.
Each point of Attack that was not deflected inflicts
1 point of damage against your ship. You start by
taking a Damage Card from the Damage Pile and
placing it in your hand; this allows you to reduce the
total damage points by your Captain’s Defense Value
(the left number on your Captain’s Level Token).
If there is still damage remaining, you take another
Damage Card and then once again reduce the total
remaining damage by the Captain’s Defense Value.
You continue this process until all the remaining
damage points have been assigned to your ship.
IMPORTANT: When you assign damage to your ship,
you will take at least 1 Damage Card irrespective of
your Defense Value. The Defense Value shows how
much you reduce the damage by after you have drawn
a Damage Card.
NOTE: As a shortcut, you can simply take the total
number of damage points that you did not defl ect
and divide that total by the Defense Value of your
Captain (round up); that is the number of Damage
Cards that you draw from the top of the Damage Pile
and place in your hand.
The phase ends when you have assigned all
undeflected damage to your ship.
Special Attacks of Enemies
Antimatter Weapon: If an enemy has an
Antimatter Weapon, each point of Attack that you
do not block inflicts double damage.
Biogenic Weapon: If an enemy has a Biogenic
Weapon Attack, for each Damage Card that goes
into your hand, another Damage Card is placed in
your discard pile.
Energy Dissipator: If a ship receives one
or more Damage Cards from an enemy with an
Energy Dissipator, the player immediately discards
all non-Damage cards from their hand. That means
they will not be able to fight back unless they have
some Ready Crew Members or Skill Tokens with
Attack abilities.
Catastrophic Damage
If, during one combat, your ship sustains a
number of Damage Cards equal to or greater
than your Captain’s unmodified Hand Limit (the
rightmost number on your Level Token), the ship is
devastated and you discard all non-Damage cards
from your hand.
Keep track of the number of Damage Cards your
ship sustains during a combat. There are some
cards that harm the ship that uses them - these
count towards Catastrophic Damage as well, if
used during combat. Damage Cards already in
your hand at the start of the combat do not count
towards this total.
After receiving Catastrophic Damage, your Crew
Members can still use their abilities, you can use
any of your Skills, and you continue taking Damage
Cards if you have to assign further damage to
your ship.
Wounded Captain
If your Captain was Wounded during an Away
Mission (see “Away Missions” on page 10), your
ship is considered to have a Defense Value of 1, no
matter how high your Captain’s Level is.
Fortunately, if you have a Ready, Unwounded Crew
Member, you can spend that Crew Member to use
its Defense Value when determining how many
Damage Cards to receive, no matter how many
enemies you are fighting during this space battle.
Conceptually, that Crew Member has taken
command of the bridge in the Captain’s absence.
The Crew Member is not Wounded during this
process, but it is Spent; place its Command Token
on top of its card at the end of the Assign Damage
Phase.
Note: You can only use a Crew Member for this
purpose if your Captain is Wounded.
ATTACK PHASE
The Attack phase works the same way as the Long
Range Attack Phase, except that you can combine
normal Attacks and Long Range Attacks. During
this phase, there is no difference between normal
Attack and Long Range Attack. Any non-Damage
card may be played sideways to an attack column
as normal Attack 1.
This is the only phase in which you can use effects
that specify that they can only be used during the
Attack phase.
As was the case during the Long Range Attack
Phase, you may eliminate multiple enemies in one
attack, or declare multiple individual attacks. The
rules for enemy Resistances are the same.
BORG CUBE ASSAULTS
Borg Cube Assaults work the same way as
assaulting other enemies, except that you must
fight all the assimilated defenders at the same
time, and also each Borg Cube gives a special
bonus to its defenders. See the upper part of the
corresponding Borg Cube card
.
• The Gold Borg Cube grants all defenders +1
Defense.
• The Blue Borg Cube grants all defenders +2
Attack if they have Photon Pulse or Photon
Torpedo Attacks, and +1 Attack if they have
Pulse Torpedo Attacks.
• The Red Borg Cube grants all defenders that
have normal Phasers the Antimatter Weapon
ability. This also applies to Planet Tokens
during Away Missions (see “Away Missions”
on page 10).
• The Green Borg Cube grants all defenders
that have normal Phasers the Biogenic
Weapon ability. This also applies to Planet
Tokens during Away Missions (see “Away
Missions” on page 10).
9
COMBAT OUTCOMES
Combat ends after the Attack phase. You might
defeat none, one or more enemies during
the combat.
Enemy Ship Tokens (Romulan
Warbird, Borg Sphere)
If you defeated one or more Enemy Ship Tokens,
remove the tokens from the board. The icon on the
space has no meaning now; treat it as an empty
space. You do not mark the space with a Faction
Token, but you do gain Reputation (+1 for each
Romulan Warbird, +2 for each Borg Sphere).
Starbases
If you conquer a Romulan Starbase (controlled or
uncontrolled) or a Dominion Starbase, your ship
must immediately enter that space afterwards
(for free) and claim control of it. This automatic
movement does not provoke nearby enemy
ships. If you also challenged any nearby Enemy
Ship Tokens at the start of the assault on the
Starbase, your success in defeating those extra
ships does not determine whether you conquered
the Starbase.
When you claim a Romulan Starbase, mark it
with your Faction Token. If the Romulan Starbase
belonged to another player, replace their Faction
Token with your own. Whenever you are on or
adjacent to one of your Romulan Starbases, your
Hand Limit is +1 for each Romulan Starbase you
control on the Space Map.
When you conquer a Dominion Starbase, mark
it with your Faction Token (although it is not
controlled by you and can be accessed by all
players). You will get to choose an Undiscovered
Card at the end of your turn as a reward for
conquering the Starbase.
Class-M Planet
If you defeated the random Dominion Starbase
Token defending the Class-M Planet, then you have
decimated the planet. Mark the space with your
Faction Token. From now on, no one may interact
with the planet (or decimate it further), although
ships moving through this space still pay 3 Move
points and cannot end their movement here. At the
end of your turn, claim an Undiscovered Card of
your choice as your reward.
Class-H Planet
If you defeat all the enemies guarding a Class-H
Planet, discard the Class-H Planet Token and mark
the space with your Faction Token. At the end of your
turn, you claim the depicted reward. The possible
rewards for overcoming a Class-H Planet include:
• Undiscovered Card: An ancient power is
discovered here. You gain an Undiscovered
Card at the end of your turn.
• Advanced Action: The defeated enemies
guarded some secret knowledge here. Take
one Advanced Action from the Advanced
Action offer at the end of your turn.
• Set of 3 Data Crystals: A wealth of data
was hidden here. You gain 1 Data Crystal of
each basic color (red, blue, and gold) in your
Inventory.
• Crew Member: You rescue a prisoner
who gladly joins you. You may recruit any
one Crew Member from the offer without
paying its cost and regardless of where it
can normally be recruited. You still have
to have a free Command Token available,
or discharge one of your existing Crew
Members to make room. NOTE: While you
usually claim your rewards at the end of the turn
before you resolve a Level Up, you may switch the
order here. If the Experience for defeating enemies
causes you to gain a new Level and thus a new
Command Token, you can use this new Command
Token to recruit the Crew Member.
Borg Cube Assimilated Defenders
If you were assaulting a Borg Cube, place one of
your Faction Tokens on the Borg Cube Reference
Card for each Enemy Token that you defeated. This
does not include extra Enemy Ship Tokens that
you challenged at the start of the combat. Place
the Faction Tokens in a row, so that you can later
determine in which order they were placed there.
If you defeat the last defender of a Borg Cube,
then the Borg Cube is destroyed and you must
immediately move onto the corresponding Borg
Cube Reference Card (which means that you
are salvaging the destroyed Borg Cube). This
automatic movement is free (i.e., it does not cost
any Move points) and does not provoke nearby
Enemy Ship Tokens.
Whenever you are on or adjacent to a destroyed
Borg Cube that you helped destroy, your Hand
Limit is 2 higher if you have the most Faction
Tokens there (if a tie, you receive this bonus if you
are the tied player who first placed a Faction Token
there). Otherwise, your Hand Limit is 1 higher if
you have at least 1 Faction Token there.
Undefeated Enemies
You may not have defeated all the enemies during
the combat. If you fail to defeat an Enemy Ship
Token or an unconquered Starbase, the token stays
in the space.
If you fail to defeat a randomly drawn Starbase Token
(such as when assaulting an opponent’s Romulan
Starbase or when attempting to decimate a Class-M
Planet), then discard the token. The next time a
player attempts to attack this location, new Enemy
Tokens of the appropriate type will be drawn.
If you fail to defeat one or both enemies guarding
a Class-H Planet, the undefeated tokens remain on
the space (keep them face up in the space, but keep
the Class-H Planet Token at least partially visible,
so the enemies do not get confused with normal
Enemy Tokens). Defeated enemies are not replaced.
Undefeated Romulan Warbirds and Borg Spheres
that remain on a Class-H Planet space are not
provoked by passing ships. Also, players neither gain
nor lose Reputation when they battle Enemy Ship
Tokens and Starbases guarding a Class-H Planet.
FIGHTING MULTIPLE ENEMIES
(SUMMARY)
Although the rules for fighting multiple Enemy
Tokens were incorporated above, they are
summarized here for your convenience.
Attacking
During the Long Range Attack Phase and normal
Attack Phase, you can play one big attack to
eliminate multiple enemies at once. To do so, your
Attack has to be equal to or greater than the total
Defense of all chosen enemies. Essentially you
are treating multiple enemies as if they were one
enemy with much more Defense. However, if any
of the chosen enemies has Resistance to normal,
Photon Pulse, or Photon Torpedo Attacks, all of
your Attacks of the corresponding type will be
halved, even if the other enemies in the group you
are attacking do not have that Resistance.
Alternatively, you can play multiple Attacks
during a phase. This way, you can fight enemies
individually, or in small groups, or one enemy
individually and the remainder as a group, etc.
This may be advantageous when some of the
enemies have Resistances and some do not.
Instead of mixing all your attacks together (which
would reduce all resisted attacks by half), you can
eliminate a resistant enemy by playing only attacks
that the enemy is not resistant to.
Shields
During the Shields phase, you have a chance to
block any enemies you have not defeated. You can
use your Shields to deflect damage from none, one,
or more enemies in any order, but you cannot group
multiple enemies together to block them with one
powerful Shield total. If you want to deflect damage
from more than one enemy, you have to resolve
blocks against each enemy individually.
Assigning Damage
During the Assign Damage Phase, you take the
total amount of undeflected damage from all
undefeated enemies and assign it to your ship
using the normal rules for assigning damage.
Combined Space / Planet
Encounters
It is possible to encounter a combination of Enemy
Tokens in space as well as one or more Planet
Tokens at the same time. This might occur, for
example, when exploring a Class-H Planet or when
engaging the assimilated defenders of a Borg
Cube. In this case, you must fight all space battles
first, and then you must send an Away Team down
to engage all of the Planet Tokens at the same time
(see “Away Missions” below).
AWAY MISSIONS
Away Missions have four phases:
DIPLOMACY PHASE
A ship adjacent to a Class-L Planet or a Class-K
Planet can beam down an Away Team as its Action
for the turn. A ship cannot do this if it has provoked
an Enemy Ship Token during its movement for the
turn. A ship neither gains nor loses Reputation
points for starting an Away Mission.
The Diplomacy Icon represents how many
Diplomacy points the player can spend to
immediately succeed at the Away Mission. These
Diplomacy points can come from cards in the
player’s hand, from spending Crew Members who
are part of the Away Team, or from using Skill
Tokens if the Captain is part of the Away Team and
not Wounded.
Crew Members who are not part of the Away
Team do not contribute to an Away Mission in any
way. Skill Tokens (as well as the Action Card that
features the Captain’s name) can only be used
during an Away Mission if the Captain is part of the
Away Team and is not Wounded.
NOTE: Using Diplomacy during an Away Mission is
not considered the same thing as using Diplomacy
as part of an Interaction; this is an important
distinction for card text purposes. Also, the
player’s standing on the Reputation Track does not
affect their success during an Away Mission.
At the start of the Away Mission, the player first
decides whether or not the Captain and/or any
Ready Crew Members will join the Away Team. The
player can choose to send an Away Team without
the Captain or any Crew Members if the player
wishes.
The Captain and Crew Members can only
participate if they are Ready and not Wounded
(see “Assign Damage Phase” below). If the
Captain is joining the Away Team, place a
Transporter Token beside the player’s stack of
Level Tokens. A Transporter Token is also placed
beside each Crew Member joining the Away
Team. Although a Crew Member must be Ready to
join an Away Team, joining the Away Team does
not spend the Crew Member.
The ship then places its Away Team Token on the
Planet space and draws a face up token of the
appropriate planet type. Note that the Planet Token
is not drawn until after the player decides whether
or not their Captain and/or Crew Members will be
joining the Away Team.
LONG RANGE ATTACK PHASE
If the Away Team does not play enough Diplomacy
points to succeed at the Away Mission, then an
Away Team battle takes place. The Away Team
can immediately succeed at this battle if they play
enough Long Range Attack to overcome the Planet
Token’s Defense Value. The Long Range Attack
can come from cards in the player’s hand, from
spending Crew Members who are part of the Away
Team, or from Skill Tokens if the Captain is part of
the Away Team and is not Wounded.
ASSIGN DAMAGE PHASE
If the Away Team does not have enough Diplomacy
or Long Range Attack to immediately succeed at
the Away Team Encounter, then the Away Team
comes under fire. Shields cannot be used to block
this attack. The Away Team suffers the full force of
the Planet Token’s Attack Value.
Damage must be assigned by the player to Crew
Members and/or the Captain (if they are part of the
Away Team) until all damage has been suffered.
A damaged Crew Member receives a Wound
Token and then reduces the amount of remaining
damage by its Defense Value. If the Captain is
damaged, it receives a Wound Token and reduces
the remaining amount of damage by its current
Defense Value. You cannot assign damage more
than once to your Captain or more than once
to the same Crew Member; in other words, you
cannot assign damage to someone who is already
Wounded.
IMPORTANT: If you assign damage to your Captain
or to a Crew Member, they become Wounded
irrespective of their Defense Value. The Defense
Value just tells you how much to reduce the damage
total by after assigning the damage to them.
If the Captain and all participating Crew Members
are Wounded and there is still leftover damage,
the rest of the Away Team is killed and the
Away Mission ends in failure. The Away Team
cannot attack the Planet Token any more in this
case (even if they have enough Attack Points
to overcome the Planet’s Defense Value). If this
happens, the ship loses 2 Reputation (because
most of the Away Team died) and the Wounded
Captain and Crew are beamed back up to the ship.
Remove the Transporter Tokens, but the Wound
Tokens remain.
Attack Abilities: It is possible for Planet Tokens
to be assigned Attack Abilities (Antimatter
Weapon or Biogenic Weapon) if they are drawn
as assimilated defenders for a Borg Cube. If the
Planet Token receives the Antimatter Weapon
Attack Ability, then the total damage inflicted by
the Planet Token is doubled. If the Planet Token
receives the Biogenic Weapon Attack Ability, then
if a Captain or a Crew Member is damaged by
the Planet Token, they receive 2 Wound Tokens
instead of 1; both Wound Tokens must be healed
in order for the Captain or Crew Member to lose
their Wounded status.
ATTACK PHASE
If the Captain and Crew Members absorb all of
the damage with no leftover, then the rest of
the Away Team survives the attack and can try
to defeat the Planet Token. (Note that there are
always some regular security forces as part of
the Away Team, so even if your Captain and all
of your Crew Members are Wounded, the regular
security forces are considered to survive if there
was no leftover damage).
Planet Tokens always have 4 pieces of information:
a Diplomacy Value, a Defense Value, an Attack
Value, and an Experience Value. Planet Tokens
never feature any special forms of attack or
defense (although they may receive special attack
forms from a Borg Cube; see “Assign Damage
Phase” below).
10
In this case, the player can combine normal
Attack and Long Range Attack to overcome the
Planet Token’s Defense Value. Wounded Crew
Members cannot be spent to use their abilities,
and you cannot use Skill Tokens (or the Action
Card with the Captain’s name) while the Captain
is Wounded. If the player is able to overcome the
Planet Token’s Defense Value, the Away Mission
ends in success.
space. The ship receives the rewards indicated on
the corresponding Tile Reference Card at the end
of the turn.
Regardless of the Away Mission’s success or
failure, remove the Transporter Tokens (but not the
Wound Tokens) from all of your participating Away
Team members, and remove your Away Team
Token from the corresponding planet space.
If the Away Team still cannot overcome the Planet
Token’s Defense Value, then the Away Mission
fails and everyone is beamed back up to the ship
(whether Wounded or not). In this case, the ship
does not lose 2 Reputation since the Away Team
survived (even though it failed).
BASIC SECURITY TEAM
Keep in mind that it’s possible to send an Away
Team without the Captain or any Crew Cards.
This means the Away Mission can only succeed if
the player has enough Diplomacy or Long Range
Attack in their hand to complete the Mission.
Otherwise, since there is no Captain or any Crew
Members to absorb the damage, the Away Team
will die from any amount of damage and the ship
will lose 2 Reputation.
MULTIPLE PLANET TOKEN
ENCOUNTERS
Your Away Team may face multiple Planet Tokens
at the same time, such as when encountering a
Class-L or Class-K Planet with a red glow, which
indicates a Distress Signal (see the corresponding
Tile Reference Cards), or during a Borg
Cube Assault.
you must choose to assign the total combined
damage of the remaining Planet Tokens to your
Captain and/or your Crew Members as you
would during a normal Away Mission.
Remember that no Captain or Crew Member
can be assigned damage twice during the same
Away Mission. On the other hand, you could, for
example, activate a Crew Member with Diplomacy
or Long Range Attack during the early phases of
the Away Mission, and then assign damage from
the remaining enemies to that same Crew Member
during the Assign Damage Phase.
During a Borg Cube Assault, the Away Team is
considered to have beamed aboard the Borg
Cube to contend with the Cube’s defenders. Using
Diplomacy against these defenders represents an
attempt to free the assimilated defenders from
their connection to the Hive Mind without directly
attacking them.
AWAY MISSION REWARDS
If the Away Mission ends successfully (either
through Diplomacy, Long Range Attack, or normal
Attack), the ship receives the Experience indicated
on the Planet Token, discards the Planet Token, and
then places one of its Faction Tokens on the planet
When encountering multiple Planet Tokens
at the same time, you may choose to use
Diplomacy against one or more of them
(combining your total Diplomacy against
multiple Planet Tokens if possible), and then
use Long Range Attacks against one or more of
them, and so on. If more than one Planet Token
remains during the Assign Damage phase,
END OF THE TURN
You can complete your turn while the next player
starts theirs. The fi rst thing you should do is reroll and return any Data Dice that you used to the
Core. Remember that if you did not end up using
a die that you drew from the Core, you must
return it to the Core without re-rolling it.
1 basic color of your choice. If black is
rolled, you gain 1 Experience instead.
• When advancing to a Level
marked with this icon, remove
your top Level Token (revealing
your new Defense Value and Hand
Limit), and then flip the removed
token over so that its Faction
symbol is showing. Afterwards, place the
removed token in your Crew area; it is now a
Command Token and your Command Limit
is increased by 1.
1) FORCED WITHDRAWAL
• Advanced Action Cards or Undiscovered
Cards: Choose the cards from the
corresponding offer, place them on top
of your Ship Deck, and then replenish the
offer by moving cards down and adding
a new card to the topmost position. You
cannot gain Advanced Action Cards that
are in the Crew offer this way.
You must end your turn on a safe space (see
“Movement - Special Movement Rules” on
page 7). If you are not on a safe space, you
must backtrack your move until you arrive at
a safe space. For each space you move while
backtracking, add 1 Damage Card to your hand.
• Crew Members: Take any Crew Member
from the Crew offer, regardless of its
type or cost. If you do not have an open
Command Token for the Crew Member to
occupy, you must discharge one of your
Crew Members or forfeit the reward.
6) DRAW NEW CARDS
2) CLEAR YOUR PLAY AREA
EXCEPTION: If you also gain a Level Up this turn that
grants you a new Command Token, you may postpone
taking a new Crew Member until you process your
Level Up, so that you do not have to discharge a
Crew Member.
Next, draw cards from your Ship Deck up to your
Hand Limit (the number on the right side of your
Captain’s Level Token).
Next follow the End of Turn procedures in the
order presented below.
• Return all Data Tokens, used or unused,
from your Play Area to the bank.
• Place all cards played this turn into your
discard pile (except those that were
removed from the game or, in the case of
Damage Cards, placed back on top of the
Damage Pile).
3) USE THE BENEFITS
OF YOUR LOCATION
• If you end your turn at a Drydock, you
may remove one Damage Card that is in
your hand or discard pile from the game.
Crew Members cannot be Healed
this way.
• If you end your turn at a Research Station,
you gain a Data Crystal of that Research
Station’s color in your Inventory (unless
you have 3 Data Crystals of that color
already, in which case you gain nothing).
4) REWARDS FROM COMBAT
If you won any rewards from combat, take them
now. Pick your rewards in whatever order you
choose. If you won:
• Data Crystals: Add them to your Inventory
(unless you already have 3 of that color –
then nothing happens). If you gained any
random Crystals, roll a die for each reward
to determine which color you receive.
If white or purple is rolled, you choose
5) LEVEL UP
If your Faction Token crossed one or more lines
on the Experience Track this turn, you gain an
Experience Level for each line crossed.
• When advancing to a Level marked
with these icons, you gain one new
Skill Token and one Advanced Action
Card from the Advanced Action offer.
Flip the top two Skill Tokens from
your Skill pile. You may take one of these
two tokens and place the other face up in the
Common Skills area, and then take any one
Advanced Action card from the Advanced
Action offer. Instead of taking one of the
two Skill Tokens you drew from your Skill
pile, you may take a token of another player
from the Common Skills area (if there are
any), and then place both of your revealed
Skills face up in the Common Skills area;
in this case, you must take the Advanced
Action card from the lowest position on the
Advanced Action offer. In either case, place
the newly gained Skill Token in front of you
(face up), place the newly gained Advanced
Action Card on top of your Ship Deck, and
then refresh the Advanced Action offer by
moving cards down and adding a new card
to the topmost position.
11
Before drawing, you may discard any number
of non-Damage cards from your hand, if you
wish. If you did not play or discard any cards
during your turn, you must discard at least
one card now.
If you are on or adjacent to a Romulan Starbase
you own (marked with your Faction Token),
your Hand Limit is increased by the number of
Romulan Starbases that you own anywhere on
the map. If you are on or adjacent to a destroyed
Borg Cube where you have placed at least one
Faction Token, your Hand Limit is increased by
1 (or by 2 if you have the most Faction Tokens at
that Borg Cube; if tied with another player, then
you may only increase your Hand Limit by 2 if
you placed your Faction Token there before the
other player). If both a Romulan Starbase bonus
and a destroyed Borg Cube bonus are possible,
use the higher bonus only.
Your Hand Limit can also be increased by the
Tactic Card “Planning” (see that card).
If you have more cards in your hand than your
current Hand Limit, you do not have to discard
down to your Hand Limit (but you draw no
new cards).
If you run out of cards in your Ship Deck while
drawing, stop drawing. Do not reshuffl e your
discard pile.
REPAIRS AND HEALING
When a ship is damaged, the player takes one or
more Damage Cards from the Damage pile and
places them in their hand.
Damage Cards cannot be discarded unless
an effect explicitly states otherwise. Damage
Cards cannot be played sideways (as Move 1,
Diplomacy 1, Attack 1, or Shields 1), and cannot
be discarded at the end of your turn.
When you perform Emergency Repairs for the
turn, or when an effect allows you to discard
Damage Cards, they go into your discard pile.
Therefore, during the next Round, you may draw
them into your hand again.
When the Round ends, any Damage Cards in your
hand get shuffl ed back into your Ship Deck with
all of your other Ship Deck cards.
If a Crew Member is Wounded during an Away
Mission, place a Wound Token on top of it. A
Wounded Crew Member cannot be activated or
assigned additional damage. A Wounded Crew
Member retains its state of readiness (Ready or
Spent). A Wounded Crew Member that is Spent
still becomes Ready at the start of a new Round
(but can’t be activated until healed).
If a Captain is Wounded during an Away
Mission, place a Wound Token beside its
stack of Level Tokens. While your Captain is
Wounded, you cannot use your Skill Tokens
or the Action Card that features the name and
image of your Captain (although you may play
this card sideways if you wish). Moreover,
when participating in space battles, a ship with
a Wounded Captain is considered to have a
Defense Value of 1 unless the player chooses to
spend a Ready, Unwounded Crew Member to use
that Crew Member’s Defense Value in place of
the Captain’s. Afterwards, the Crew Member is
considered Spent.
Players can Repair and Heal during their turn,
even when performing Emergency Repairs.
You can play effects that provide Repair or
Heal points (“Repair X” means you gain X
Repair points; “Heal X” means you gain X Heal
points). You may also buy points of Repair or
Heal at an Outpost or a Class-M Planet (see the
“Interactions” section on page 7).
Repair points and Heal points are two separate
things. Sometimes you must choose whether you
are gaining Repair points or Heal points when
playing a card or when spending Diplomacy at a
location. Be mindful of the distinction as both are
used for different things.
SPENDING REPAIR POINTS
For one Repair point, you can permanently remove
1 Damage Card from your hand; return it to the
Damage Pile. You can only repair Damage Cards
that you have in your hand (not ones in your
discard pile or Ship Deck).
SPENDING HEAL POINTS
To remove a Wound Token from a Crew Member,
you must spend Heal points equal to the Rank of
the Crew Member (the number in the upper-right
corner of the Crew Card).
Return the Crew Member’s Wound Token to the
supply. To remove a Wound Token from your
Captain, you must spend Heal points equal to the
Captain’s current Level divided by 2 (round up).
If a Crew Member or Captain has 2 Wound
Tokens (due to being hit by a Biogenic Weapon
Attack during a Borg Cube Away Mission), you
have to Heal it twice in order to completely
Heal it.
TIMING
Players can Repair and Heal at any time during
their turns, except during combat. Damage from
combat can be healed on the same turn, once
the combat is over. Any unspent Repair and Heal
points disappear when entering combat.
NOTE: The Drydock location does not provide
repairs. Its effect cannot be used to Heal Crew
Members and cannot be combined with other
Repair effects.
PLAYER VERSUS PLAYER COMBAT
to have gone rogue and must be brought
to justice.
If all players agree to play with PvP rules, a
player can invoke Player vs. Player combat as
their Action for the turn if they are adjacent to
another player’s ship. A ship cannot attack to
or from the Wormhole space or a destroyed
Borg Cube space (combats are not allowed on
these spaces). A player cannot invoke Player vs.
Player combat if the End of the Round has been
announced, if the end game condition has been
triggered, or if the defender’s Round Order Token
has been fl ipped face down (see below).
If a player wants to assault another player’s
Romulan Starbase and the owner of the Starbase
is there, then the attacking player must invoke a
PvP combat in order to assault the Starbase. If
the owner of the Starbase is not present there,
PvP rules are not used, and the attacking player
instead fi ghts a random Romulan Starbase (see
“Combat With Enemy Tokens - Starbases” on
page 8).
NOTE: A player cannot challenge additional
players or enemies when invoking Player vs.
Player combat.
If PvP combat occurs, the attacking player is
referred to as the aggressor, and the defending
player is referred to as the defender. The
defender gets a chance to defend by either
fully or partially playing their turn during the
aggressor’s turn. The defender cannot move
or perform an Action (Interaction or initiating
another combat) during this combat.
When attacking another player’s ship, the
aggressor loses 2 Reputation Points if the
defender has a Reputation of 0 or higher. If the
defender has a negative Reputation, however,
the aggressor does not lose Reputation points.
A ship with a negative Reputation is considered
Note: The defender can still block an opponent’s
attacks and perform their own attacks. The
difference is just in which effects they can use and
what happens after combat.
The penalty for assaulting another player’s
Romulan Starbase is not as severe, even if
the defender’s ship is there. In this case, the
aggressor loses only 1 Reputation point,
regardless of whether or not the defender is
present at the Starbase. If the defender has
a negative Reputation, however, there is no
penalty for assaulting their Starbase.
Player vs. Player combat has two phases: Long
Range Attack and Close Range Attack. Combat
ends when one of the players is forced to retreat,
or when both phases have ended.
When attacked, the defender can use any effects
normally usable before their turn or during the
turns of other players (such as subjugating an
Outpost). Then, they have two options.
During this phase, each player may make one
Long Range Attack, starting with the defender.
The player performing an attack is referred to as
the attacker and the other player is the blocker,
regardless of who is the aggressor or defender.
1) FULLY ATTEND THE COMBAT: A player may choose
to take their next turn in advance. If they do, they
flip their Round Order Token down. As long as it is
face down, they cannot be attacked again. When
it would be the defender’s next turn, the token is
flipped back up but they skips the turn completely
(they cannot even announce the End of the Round).
If the defender fully attends the combat, they may
use a Data Die from the Core, and they may use
Skills that would normally be available on their
turn. After combat, they may play Special, Repair,
and Heal cards and effects, if they wish. Then, they
follow all the usual end of turn steps (use of Drydock
or Research Station, Level Up, draw new cards, etc.)
NOTE: Since the defender can use a Data Die
from the Core if they fully attend the combat, the
aggressor must fi rst claim a Data Die at the start of
the combat if they haven’t already done so.
2) PARTIALLY ATTEND THE COMBAT: A defender may
choose to not skip their next turn. In that case, they
do not flip down their Round Order Token and are
subject to attack from other players. They will play
their next turn as normal.
If the defender does not fully attend the combat,
they cannot use a Data Die from the Core (unless
some effect states otherwise), and they cannot
use their Skill Tokens (except those useable during
the turns of other players). When the combat is
over, their part of the turn immediately ends. They
cannot play Special, Heal, or Repair effects after
combat. They do not follow the normal end of turn
procedure, and in particular, they do not draw new
cards. Any unused Data Tokens remain until the
end of their regular turn.
12
LONG RANGE ATTACK PHASE
When it is a player’s turn to perform a Long Range
Attack, they can choose to perform an attack or
pass. A player only has one opportunity to perform
a Long Range Attack during this phase.
To perform an attack, the attacker plays any
amount of Long Range Attacks (and special
effects), as if it were a regular combat. Cards
played sideways cannot contribute to this attack.
Then, the blocker can play any amount of Shields
(and special effects), as if it were regular combat.
The rules for efficient and inefficient Shields
outlined in regular combat apply normally.
If the Long Range Attack consists of Attack effects
of multiple types, the Shields effect is efficient if
it is efficient against at least one type represented
among the Attacks.
Because it is the Long Range Attack Phase, the
total value of the attack is reduced by 1 for every 2
points of total Shields played. If the blocker uses an
effect that says “Enemy loses Disruptors,” then the
final Shield total works fully: the attack is reduced
by 1 for each 1 point of Shields. (Note that an effect
that says “Enemy loses Disruptors” still does not
prevent inefficient Shields from being halved).
Example: If the attacker uses Long Range Photon
Torpedo Attack 4, and you play Photon Torpedo
Shields 4, the attack is reduced to 2. If you play
Shields 7, the attack is reduced to 3 (total value
of your inefficient Shields is 3, which reduces the
attack by 1 point only).
If the attack is not reduced to zero, the remainder
is turned into damage that must be assigned
to the blocker. Contrary to regular combat, the
attacker has to have as much damage as the
Defense Value of the blocker’s Captain to damage
the blocker’s ship (i.e. to place a Damage Card in
the blocker’s hand). This is different than regular
combat with Enemy Tokens, where 1 damage is
enough to damage a ship.
The attacker may damage the blocker’s ship
multiple times, and the blocker takes a Damage
Card in their hand each time. The blocker can
receive Catastrophic Damage if they receive too
many Damage Cards (see “Combat with Enemy
Tokens - Catastrophic Damage” on page 9).
If the remaining damage is less than the
blocker’s Defense Value, ignore the remainder.
After resolving the defender’s Long Range Attack
(if any), the aggressor gets the chance to be
the attacker, after which the Long Range Attack
Phase ends.
CLOSE RANGE ATTACK PHASE
The Close Range Attack Phase works similar
to the Long Range Attack Phase, with a few
differences.
First, the aggressor gets to start as the attacker
instead of the defender. Any combination of
Attack effects can be played, including Long
Range Attacks. It is possible to play any nonDamage card sideways as normal Attack 1. Note
that adding to an Attack this way will make it
count as a normal Phaser Attack if it wasn’t
already (making any Shields effi cient against it).
The rules for effi cient and ineffi cient Shields still
apply, but the fi nal Shield total works fully (that
is, the Attack is reduced by 1 for each point of
total Shields that is played).
Damage can be used to damage the blocker’s
ship, as in the Long Range Attack phase.
In addition, during the Close Range Attack Phase,
the attacker can spend damage points equal to
twice the blocker’s Defense Value to force the
blocker to retreat. To do so, the attacker has to
choose an accessible safe space adjacent to
the blocker’s space (see “Movement - Special
Movement Rules” on page 7 for the defi nition of
a safe space). The blocker is then moved to that
space and the combat ends. This move never
provokes Enemy Ship Tokens to attack.
After resolving the aggressor’s Close Range
Attack (if any), the defender gets the chance to
be the attacker, after which the combat ends.
Note: If the defender was forced to retreat by the
aggressor, the combat ends immediately.
COMBAT OUTCOME
If a ship is forced to retreat, the combat is over and
the other player is considered to be victorious and
may gain some Experience Points.
• If the victorious Captain is of a lower Level
than the one forced to retreat, the player
gains 1 Experience Point plus 2 Experience
Points for each Level it is lower.
• If the victorious Captain is of the same Level
but lower Experience Points, the player
gainss 1 Experience Point.
• If the victorious Captain is of the same or
higher Experience Points, the player gains
nothing.
If the victorious Captain was the aggressor,
the player may also choose to enter the space
vacated by the defender’s ship (for free). This
automatic movement does not provoke nearby
Enemy Ship Tokens.
If the defender retreated from their own Romulan
Starbase, then the aggressor must move onto that
Starbase, thereby gaining control over it. Replace
the defender’s Faction Token on that space with
that of the victorious Captain. As before, this
movement is free and does not provoke nearby
Enemy Ship Tokens.
If the combat ended because both phases ended,
then the combat is a draw and no one gains any
Experience Points.
SPECIAL COMBAT EFFECTS
During regular combat, you may play various
effects other than Attacks and Shields. Some
of these can also be used when fi ghting
another player.
• The opponent’s Crew Members cannot be
targeted by any effects during PvP combat.
• Effects that target “Enemy Tokens” have no
effect during PvP combat.
• Effects that allow a player to skip the Shields
and Assign Damage phases of combat may
be used to cancel an opponent’s attacks
during one phase of the PvP combat (Long
Range Attack or Close Range Attack, at the
player’s discretion). No damage is dealt for
this attack (but the cards remain played,
Crew Members Spent, etc.). The combat
continues, however.
• Effects that stop a “target enemy” from
attacking may be played while you are the
blocker. These effects prevent the opponent
from attacking during one phase of the
combat. You cannot cancel enemy special
effects or Shields this way.
• Effects that modify values or rules last for
the entire combat.
COOPERATIVE BORG CUBE ASSAULTS
to the Borg Cube. A player
cannot join in a Cooperative
Borg Cube Assault if their
Round Order Token has been
flipped face down (either from
another Cooperative Borg Cube
Assault or from Player vs. Player
combat).
Participants take turns assaulting the Borg Cube
according to the Round Order, starting with
the player who initiated the cooperative attack.
Each player performs all phases of their combat
before the next player. Each player may use one
die from the Core (but they do not return it until
the assault is over) as well as all effects that
they could use before or during their turns.
The current player announces
that they would like to form a
cooperative assault by inviting
one or more suitable ships who
are also adjacent to the Borg
Cube. The player may decide
to exclude a ship even if it is
suitable to participate.
When it is a player’s turn to attack, they may
voluntarily challenge any other nearby Enemy
Ship Tokens that are adjacent to their own ship
and add them to their own collection of Enemy
Tokens.
The current player proposes
how to distribute the quantity of
assimilated enemies defending
the Borg Cube (i.e., how many
Enemy Tokens each player will
face). Each player has to be
assigned at least one
Enemy Token.
If all invited players agree, the
cooperative assault can begin.
If not, nothing happens. The
player can try to make another
proposal, or continue their turn
as if no proposal had been made.
During cooperative scenarios (and also during
competitive scenarios, if players agree), players
can cooperate to conquer a Borg Cube.
A player can only initiate a Cooperative Borg
Cube Assault during their turn if the End of
the Round has not been announced yet, if the
scenario conditions have not yet been fulfilled,
and if the player has not taken an Action yet
(and if the players agree on a Cooperative
Assault, it is considered to be the initiating
player’s Action for this turn).
The player’s ship and all potential participating
players’ ships must be on spaces adjacent
If the players agree to the proposal, all invited
players flip their Round Order Tokens face
down to mark that they have each given up
their nex t turn.
Next, shuffle and randomly distribute (without
even looking at the reverse sides) the Enemy
Tokens amongst the players, respecting the
agreed-upon numbers. Thematically, this
represents each ship’s position within the
fleet, but you cannot predict exactly how the
defenders will react or who will end up making
it through to beam Away Teams aboard the
Cube, if necessary.
13
Resolve the assault as usual, assigning Faction
Tokens to the corresponding Borg Cube
Reference card for defeated defenders. Each
player faces only the enemies assigned to
them and ignores the others. Effects affecting
“all enemies” affect only those assigned to
the player.
The Borg Cube is destroyed when all defenders
are defeated (whether or not nearby Enemy Ship
Tokens that joined the combat were defeated).
All participating ships must move onto the
corresponding Borg Cube Reference Card
(for free). This automatic movement does not
provoke nearby Enemy Ship Tokens.
Regardless of whether or not all of the
assimilated defenders were defeated, all
participants take turns ending their turns as
usual, in the Round Order (starting with the
player who initiated the assault). Players may
play Special, Repair, and Heal effects before
the end of their turns, the same way as after a
regular assault.
MAP LOCATION GUIDE
What follows is a summary of all of the location
types on the Space Map.
WORMHOLE SPACE
If, for any reason, you decide to
not move from the Wormhole,
or if you return to the Wormhole
on a later turn, remove your ship
from the Space Map and place it
in front of you on the table. No
ship can stay on the Wormhole
space once a turn is over. Your ship fi gure stays in
front of you until your next turn, when you return
it to the Wormhole space.
NOTE: Any number of ships can occupy the
Wormhole space at the same time, since they are
removed from the map when they do. Ships that are
taken off the Space Map cannot be attacked.
PLANETS AND
SUNS (GENERAL)
Planet and Sun spaces can be
passed through, but a ship
cannot end its movement
on a Planet or Sun. If a ship
runs out of Move points on
top of a Planet or Sun, the
ship receives 1 Damage Card
and must immediately move
back to the space from which it
moved onto the Planet or Sun.
ASTEROID FIELDS
AND BLACK HOLES
Asteroid Fields and Black Holes
cannot be entered without a
card that specifi cally allows
you to do so. These spaces are
considered inaccessible.
RESEARCH
STATION
Research: If you end your turn on
a Research Station, gain 1 Data
Crystal of the station’s color in
your Inventory. Note that this
happens after you announce the
end of your turn, so you cannot
use the Data Crystal during
that turn.
You can gain more Data Crystals
if you stay at a Research Station
for several consecutive turns.
Note that you cannot have more
than 3 Data Crystals of the same
color in your Inventory at the
same time.
DRYDOCK
Maintenance: If you end your
turn at a Drydock, you can
permanently remove 1 Damage
Card from your hand or your
discard pile; place the Damage
Card back on top of the Damage
Pile. Note that this is not the
same thing as normal repairs - you cannot combine
it with other Repair effects. You also cannot use
this ability to heal your Captain or Crew Members.
Data Transfer: If you start your turn at a Drydock,
you gain 1 White Data Token. You must use it
before the end of your turn, or it will be returned to
the supply.
OUTPOST
You may spend Diplomacy
points to recruit Crew Members
and/or purchase points of Repair
or Heal here.
Recruit: Crew with the Outpost
icon can be recruited here.
Subjugate: You can subjugate an Outpost during
another player’s turn. You can only subjugate an
Outpost once between each of your turns. If you
do, draw 2 cards and lose 1 Reputation.
ROMULAN WARBIRD
When a Romulan Warbird is
revealed, place a Romulan
Warbird Token face up on its
space. No ship can enter a space
that is occupied by a Romulan
Warbird. A Romulan Warbird can
be provoked into combat by a
ship that moves from one space
adjacent to it to another space adjacent to it.
Challenge: As your Action, you can challenge the
Romulan Warbird from an adjacent space. You
can challenge multiple Enemy Ship Tokens at
the same time, even if you are about to assault a
Starbase or Borg Cube.
Reward: If you defeat the Romulan Warbird,
discard the token and lose 1 Reputation.
ROMULAN STARBASE
When a Romulan Starbase
is revealed, place a Romulan
Starbase Token face down on
its space. If a ship moves to a
space adjacent to the Romulan
Starbase, reveal the Starbase
Token by fl ipping it face up.
Unlike the Romulan Warbird,
the Romulan Starbase does not attack ships
that pass near it.
A ship cannot move onto an unconquered
Romulan Starbase, even to pass through it. A
ship can, however, assault a Romulan Starbase
from an adjacent space. Assaulting a Romulan
Starbase is seen as an act of war, so you lose 1
Reputation at the start of the combat.
You then fi ght a combat against the Romulan
Starbase. If you defeat the Romulan Starbase,
you conquer it and must immediately move
onto the Romulan Starbase (for free), which
establishes your control over it. This free
movement is mandatory, but it does not provoke
Enemy Ship Tokens in the vicinity. Place one of
your Faction Tokens on the Romulan Starbase’s
space to mark that you were the player who
conquered it. Only you can benefi t from a
Romulan Starbase while it remains under
your control.
If you fail to defeat the Romulan Starbase Token,
your assault fails and you remain on the space
from which you initiated your attack. You can try
another assault next turn (but you lose another 1
Reputation).
Controlling a Romulan Starbase
If you conquer a Romulan Starbase, place one of
your Faction Tokens on its space. Your Romulan
Starbase grants you two benefi ts:
Recruit: You can recruit Crew Members with the
Romulan Starbase icon while you are on that
space. You cannot recruit a Crew Member on
the same turn that you conquer the Romulan
Starbase, since assaulting the Starbase uses
your Action for the turn.
Hand Limit: Your Romulan Starbases provide
supplies to you. If you end your turn on or
adjacent to a Romulan Starbase that you control,
your Hand Limit is temporarily increased by 1 for
each Romulan Starbase that you own anywhere
on the Space Map.
NOTE: Only you can enter a Romulan Starbase
space that you control. Other ships cannot enter
that space, even to pass through it. Other ships
may, however, assault your Romulan Starbase from
an adjacent space.
Assaulting Another Player’s
Romulan Starbase
You can assault a Romulan Starbase that has
already been conquered by another player. Doing
so loses you 1 Reputation unless the owner of
the Starbase has a negative Reputation (i.e. a
Reputation of -1 or less), in which case there is no
penalty for assaulting the Starbase.
If the owner of the Romulan Starbase is on the
Starbase space, assaulting it would be treated as
a Player vs. Player attack. The attacking player
would need to force the defender to retreat to
gain control of the Romulan Starbase; the attacker
would then be required to move immediately onto
the Starbase space (for free and without provoking
Enemy Ship Tokens) and replace the original
owner’s Faction Token with their own.
If the owner of the Romulan Starbase is not there,
you draw a random Romulan Starbase Token
when assaulting that player’s Starbase. You fight
this Romulan Starbase Token the same way you
would the original token. If you defeat the random
Starbase Token, you only get half of the Experience
for this token (round up), but the Romulan Starbase
is now yours; you must immediately move onto the
space (for free) and then replace the other player’s
Faction Token with your own - this automatic
movement does not provoke nearby Enemy Ship
Tokens. If you do not succeed, discard the random
Starbase Token; a new random token will be drawn
to defend the Romulan Starbase the next time that
it is assaulted.
NOTE: The Reputation loss for assaulting another
Faction’s Romulan Starbase is the same regardless
of whether or not the owner’s ship is present.
DOMINION
STARBASE
When a Dominion Starbase
is revealed, place a Dominion
Starbase Token face down on
its space. If a ship moves to a
space adjacent to the Dominion Starbase, reveal the
Starbase Token by flipping it face up. Ships cannot
move onto or interact with a Dominion Starbase
until it has been conquered.
A ship can, however, assault a Dominion Starbase
from an adjacent space. Assaulting a Dominion
Starbase is seen as an act of war, so you lose 1
Reputation at the start of the combat.
You then fight a combat against the Dominion
Starbase. If you defeat the Dominion Starbase, you
conquer it and must immediately move onto the
Dominion Starbase (for free). This free movement
is mandatory, but it does not provoke Enemy Ship
Tokens in the vicinity. Place one of your Faction
Tokens on the Dominion Starbase’s space to mark
that you were the player who conquered it. As a
reward for conquering the Dominion Starbase, you
gain one Undiscovered Card from the Undiscovered
Offer at the end of your turn.
If you fail to defeat the Dominion Starbase Token,
your assault fails and you remain on the space from
which you initiated your attack. You can try another
assault next turn (but you lose another 1 Reputation).
Conquered Dominion Starbases
Unlike Romulan Starbases, placing your Faction
Token does not mean that you control the
Dominion Starbase; it just reminds everyone that
you broke the resistance of the Dominion forces
there. Once a Dominion Starbase is conquered, any
ship on that space can interact with it, regardless
of who conquered it.
Recruit: It is possible to recruit Crew Members with
the Dominion Starbase icon here, following the
usual Crew Member recruitment rules.
Buy Undiscovered Cards: You can buy
Undiscovered Cards here. You can buy any
Undiscovered Card in the Undiscovered offer for
Repair/Heal: You can buy 1 point of Repair or Heal
for 3 Diplomacy here. You may buy multiple points
of Repair and/or Heal at the same time.
14
7 Diplomacy points plus 1 Black Data. Take the
purchased Undiscovered Card and place it on top of
your Ship Deck. Replenish the Undiscovered offer
immediately afterwards.
CLASS-M PLANET
Recruit: Any ship that is adjacent
to a Class-M Planet can recruit
Crew Members with the Class-M
Planet icon.
Repair/Heal: Any ship that is
adjacent to a Class-M Planet can
buy 1 point of Repair or Heal for 2 Diplomacy here.
You may buy multiple points of Repair and/or Heal
at the same time.
Train: When a Class-M Planet is revealed,
immediately draw one card from the Advanced
Action Deck and place it in the Crew offer (not the
Advanced Action offer).
This represents knowledge of the local people who
live on these planets that can be learned at any
Class-M Planet.
You can learn one of these Advanced Actions
through Interaction - the cost is 6 Diplomacy
points. If you buy an Advanced Action, place it
on top of your Ship Deck. You can buy multiple
Advanced Actions this way during a single turn,
provided there are multiple cards available (that is,
if there are multiple Class-M Planets on the board).
Advanced Actions in the Crew offer do not get
replenished until the start of the next Round.
CLASS-L PLANET
(DISTRESS SIGNAL)
When a Class-L Planet (Distress
Signal) is revealed, no Encounter
Tokens are placed right away.
A ship that is adjacent to a
Class-L Planet with a distress
signal can beam down an Away
Team as its Action for the turn
(see “Away Missions” on page 10).
If you send an Away Team down to such a planet,
draw 2 Class-L Planet Tokens to encounter
(see “Away Missions - Multiple Planet Token
Encounters” on page 11).
If you are defeated by either or both tokens, leave
those tokens face up on the space; any tokens you
overcame are replaced by new face down Class-L
Planet Tokens. The next time a ship chooses
to beam down an Away Team, they reveal and
encounter all tokens here.
Reward: If you overcome both tokens, mark the
space with your Faction Token. The Class-L Planet
is now fully explored and has no other meaning for
the rest of the game.
You gain 1 Undiscovered Card and 3 random Data
Crystals as your reward. Roll a Data Die three times
to determine the crystals’ colors. If white or purple
is rolled, you choose the color (red, blue, or gold).
If black is rolled, you gain Experience +1 instead of
a Data Crystal.
Decimate: A ship that is adjacent to a Class-M
Planet may decimate the planet as its Action for the
turn (you cannot do so after having an Interaction
at the planet). To decimate the planet, announce
your attempt, and immediately lose 3 Reputation.
CLASS-K PLANET
To represent the local forces defending the planet,
draw a random Dominion Starbase Token and fight
it. Your Crew Members will not help you during
this combat, as they feel that what you are doing
is very wrong. You cannot activate any of their
abilities during this combat.
A ship that is adjacent to a
Class-K Planet may beam an
Away Team down to explore this
planet as its Action for the turn
(see “Away Missions” on page 10).
If you win the combat, you gain the Experience
Points of the defeated Dominion Starbase Token,
and you also gain 1 Undiscovered Card at the
end of your turn. The planet is now permanently
decimated. Mark the space with one of your
Faction Tokens.
From now on, no one may interact with it (or
decimate it further), although ships moving
through this space still pay 3 Move points and
cannot end their movement here. (You do not
remove the Advanced Action added to the Crew
offer by this Class-M Planet, as it can still be
learned elsewhere, but you do not add a new
Advanced Action for this Class-M Planet at the
start of the next Round.)
If you fail, nothing happens. Discard the Dominion
Starbase Token.
CLASS-L PLANET
When a Class-L Planet is
revealed, no Encounter Tokens
are placed right away.
A ship that is adjacent to a
Class-L Planet may beam an
Away Team down to explore
this planet as its Action for the turn (see “Away
Missions” on page 10).
If you succeed at the Away Mission, mark the
space with your Faction Token to remember that
it was you who accomplished this mission. The
Class-L Planet is fully explored and has no other
meaning for the rest of the game. As a reward,
you gain two random Data Crystals at the end of
your turn. Roll a spare Data Die (not one that is
active in the Core) twice to see what colors you
get. If you roll white or purple, you may choose
which basic color to take (red, blue, or gold). If
you roll black, you gain Experience +1 instead of
a Data Crystal for that roll.
If the Away Mission fails, you return the Class-L
Planet Token face up to that space. The next time
a ship beams an Away Team down to that planet,
that team will encounter the same token.
When a Class-K Planet is
revealed, no Encounter Tokens
are placed right away.
If you succeed at the Away Mission, mark the
space with your Faction Token to remember that
it was you who accomplished this mission. At the
end of your turn, you gain 1 Undiscovered Card of
your choice.
If the Away Mission fails, discard the Class-K
Planet Token. The next time someone beams an
Away Team down to this planet, a new Class-K
Planet Token will be drawn for that team
to encounter.
Defeated Class-K Planet: Even if a Class-K Planet
is marked with a Faction Token, it can be explored
again (by the same or a different player). If you do,
draw a new Class-K Planet Token under the same
conditions, but you do not mark the Class-K Planet
with your Faction Token and you do not gain a
Reward - just the Experience Points for defeating
the Planet Token, as always.
CLASS-K PLANET
(DISTRESS SIGNAL)
When a Class-K Planet (Distress
Signal) is revealed, no Encounter
Tokens are placed right away.
A ship that is adjacent to a
Class-K Planet with a distress
signal can beam down an Away
Team as its Action for the turn
(see “Away Missions” on page 10).
If you send an Away Team down to such a planet,
draw 2 Class-K Planet Tokens to encounter
(see “Away Missions - Multiple Planet Token
Encounters” on page 11). If you overcome both
tokens, mark the space with your Faction Token
and gain 2 Undiscovered Cards. Otherwise, discard
the undefeated Class-K Planet Tokens; new Class-K
Planet Tokens will be drawn by the next player who
explores this planet.
Defeated Class-K Planet: Even if a Class-K Planet
with a distress signal is marked with a Faction
Token, it can be explored again (by the same or
a different player). If you do, draw 2 new Class-K
15
Planet Tokens under the same conditions, but you
do not mark the Class-K Planet with your Faction
Token and you do not gain a Reward - just the
Experience Points for defeating the Planet Tokens,
as always.
CLASS-H PLANET
When a Class-H Planet is
revealed, no Encounter Tokens
are placed right away.
Class-H Planets are another
location that a player may
choose to encounter as their
Action for the turn. As with other
planets, a ship wishing to explore a Class-H Planet
must do so from an adjacent space.
Class-H Planets are unpredictable. Sometimes
they will present a Challenge that the player must
overcome by spending data. Other times there
will be Enemy and/or Planet Tokens to overcome.
Some of these enemies will be warships, others
will be enemy Starbases, and still others will
require that an Away Team be beamed down
onto the surface. The rewards for overcoming a
Class-H Planet Token are just as diverse as the
challenges that await you there.
If you choose to encounter a Class-H Planet, you
draw a Class-H Planet Token and place it face up on
the Planet space. There are two different kinds of
encounters for you to overcome.
Challenge: You encounter a difficult situation
that requires a depth of information to solve.
In this case the Planet Token depicts three data
of a particular color (or perhaps three data of
different colors). You may solve the Challenge
by paying all three data of the colors depicted on
the Planet Token. If you do, you gain 7 Experience
immediately, discard the Planet Token, and mark
the space with your Faction Token to remember
that it was you who accomplished this encounter.
If you cannot or do not want to pay the three data,
nothing happens. The Planet Token remains face
up on the planet space, waiting to be solved by you
or another player in the future.
Enemy Tokens with Rewards: There may be
ancient rewards that are guarded by enemies
who are orbiting the planet and/or on the surface
below. In this case, the Class-H Planet Token
depicts two Enemy and/or Planet Tokens and a
reward.
When this happens, you must draw the depicted
tokens, place them face up on the table, and then
fi ght them. If you fail to defeat both enemies,
nothing happens (other than the damage you
received and the Experience you may have
gained from defeating one of the two enemies).
The undefeated tokens remain on the space (keep
them face up in the space, but keep the Class-H
Planet Token at least partially visible, so the
enemies do not get confused with normal Enemy
Tokens). Defeated enemies are not replaced.
Undefeated Romulan Warbirds and Borg Spheres
that remain on a Class-H Planet space are not
provoked by passing ships; these enemies are
only interested in guarding the planet. Also,
players neither gain nor lose Reputation when
they battle Enemy Ship Tokens and Starbases
guarding a Class-H Planet. Players may also
move through Class-H Planet spaces (at the usual
cost of 3 Movement points), even if there are
Enemy Tokens present.
For details on fi ghting multiple Enemy Tokens
during a space battle, see “Combat with Enemy
Tokens - Fighting Multiple Enemies (Summary)”
on page 10.
Some Class-H Planet Tokens depict a combination
of Enemy Tokens and Planet Tokens. In this case,
you must fi ght all the space battles first, and
then afterwards you must immediately beam an
Away Team down to the surface of the planet to
encounter the Planet Token. Unlike a normal Away
Mission, you get to see the Planet Token first, so if
you do not think it is possible for you to succeed
at the Away Mission, you may choose to beam
down a basic security force (i.e. without your
Captain or any of your Crew Cards), which would
result in a loss of 2 Reputation for losing your
Away Team but no other penalties (see “Away
Missions” on page 10).
Whoever defeats the last Enemy or Planet Token
on the Class-H Planet discards the Class-H Planet
Token and marks the space with their Faction
Token. At the end of their turn, they claim the
depicted reward (see “Rewards” below).
IMPORTANT: Although defeated Enemy and Planet
Tokens confer their Experience Points as normal,
they do not confer any of the other rewards that are
normally given when they are encountered on their
native spaces. Instead, the player receives the reward
depicted on the Class-H Planet Token.
Once a player places their Faction Token on a
Class-H Planet space, no player may explore that
planet any further.
REWARDS
The possible rewards for overcoming a Class-H
Planet include:
• Undiscovered Card: An ancient power is
discovered here. You gain an Undiscovered
Card at the end of your turn.
• Advanced Action: The defeated enemies
guarded some secret knowledge here. Take
one Advanced Action from the Advanced
Action offer at the end of your turn.
• Set of 3 Data Crystals: A wealth of data
was hidden here. You gain 1 Data Crystal of
each basic color (red, blue, and gold) in your
Inventory at the end of your turn.
• Crew Member: You rescue a prisoner who
gladly joins you at the end of your turn. You
may recruit any one Crew Member from the
offer without paying its cost and regardless
of where it can normally be recruited. You
still have to have a free Command Token
available, or discharge one of your existing
Crew Members to make room. Note: While
you usually claim your rewards at the end of
the turn before you resolve a Level Up, you
may switch the order here. If the Experience
for defeating enemies causes you to gain a
new Level and thus a new Command Token,
you can use this new Command Token to
recruit the Crew Member.
BORG SPHERE
When a Borg Sphere is revealed,
place a Borg Sphere Token face
up on its space. No ship can
enter a space that is occupied by
a Borg Sphere. A Borg Sphere
can be provoked into combat by a ship that moves
from one space adjacent to it to another space
adjacent to it.
Challenge: As your Action, you can challenge the
Borg Sphere from an adjacent space. You can
challenge multiple Enemy Ship Tokens at the same
time, even if you are about to assault a Starbase or
Borg Cube.
Reward: If you defeat the Borg Sphere, discard the
token and gain Reputation +2.
BORG CUBE
If a Borg Cube is revealed, take the
corresponding Borg Cube Reference Card (as
indicated by the Borg Cube’s color) and place
it beside the Space Map. Consult the scenario
description to see which Level to assign the
Borg Cube, and then take the corresponding Borg
Cube fi gure and rotate its base so the Level of
the Borg Cube is shown in the window. Place the
Borg Cube fi gure on its corresponding space on
the Space Map tile.
The Borg Cube base’s window shows silhouettes
of different Encounter Tokens, as well as a
number beside each silhouette. For each
silhouette, draw the indicated number of
Encounter Tokens of the corresponding type and
place them face down on top of the Borg Cube’s
Reference Card (see the reverse side of the Borg
Cube’s Reference Card for a list of all possible
Enemy Token combinations for that Borg Cube,
depending on its Level).
If a ship moves to a space adjacent to the
Borg Cube, reveal all of the Enemy Tokens on its
Reference Card by fl ipping them face up. Ships
cannot move onto or have an Interaction with the
Borg Cube until it has been destroyed.
One or more ships can, however, assault the
Borg Cube from an adjacent space. There is
no Reputation loss for assaulting a Borg Cube.
The defending Enemy Tokens on the Borg Cube
Reference Card gain the bonuses indicated
on the upper part of the Reference Card (see
“Combat with Enemy Tokens - Borg Cube
Assaults” on page 9 and “Cooperative Borg
Cube Assaults” on page 13). Whenever a player
overcomes a defending Enemy Token, they place
a Faction Token on the Borg Cube’s Reference
Card. Place the Faction Tokens in a row, so that
you can later determine in which order they were
placed there.
If all defending Enemy Tokens are defeated, the
Borg Cube is destroyed. All ships participating in
the successful assault must immediately move
onto the corresponding Borg Cube Reference
Card (which means that they are salvaging the
destroyed Borg Cube). This automatic movement
is free (i.e., it does not cost any Move points) and
does not provoke nearby Enemy Ship Tokens.
While Destroyed: Whenever you are on or
adjacent to a destroyed Borg Cube that you
helped destroy, your Hand Limit is 2 higher if you
have the most Faction Tokens there (if a tie, you
receive this bonus if you are the tied player who
fi rst placed a Faction Token there).
Otherwise, your Hand Limit is 1 higher if you
have at least 1 Faction Token there. If you are
also near one of your controlled Romulan
Starbases, use only the higher Hand Limit bonus
(Borg Cube or Romulan Starbase).
Ships that end their movement on top of an
already destroyed Borg Cube are placed on that
Borg Cube’s Reference Card. If, however, moving
16
onto an already destroyed Borg Cube space
causes a player to provoke an Enemy Ship Token,
then the moving ship receives 1 Damage and is
forced back to the space from which it moved
onto the destroyed Borg Cube space.
A ship safely located at a destroyed Borg Cube
space cannot be attacked by another player’s
ship under any circumstances. Similarly, a ship
located on a Borg Cube space cannot make any
attacks until it leaves that space. Moving from
a Borg Cube space onto an adjacent space will
provoke nearby Enemy Ship Tokens.
Ships located at a destroyed Borg Cube space
can recruit Crew with the Borg Cube icon. See
the corresponding Borg Cube Reference Card (or
the “Interactions - Destroyed Borg Cube” section
on page 7) for other Interaction options. During
Borg Cube Interactions, each player gains a
Diplomacy bonus equal to the number of Faction
Tokens they have on the Borg Cube’s Reference
Card. This is in addition to the bonus from the
player’s position on the Reputation Track.
PLAYING SCENARIOS
This section has four parts. First, there are some general principles that apply to all scenarios, or to a subcategory of scenarios
(like cooperative scenarios). In the second part, there are optional Variant Rules you can use for your game. The third part contains
descriptions of the scenarios. The fourth part summarizes the endgame scoring bonuses.
1. GENERAL PRINCIPLES
COOPERATIVE AND SOLO SCENARIOS
When picking Tactics, see the scenario description
for how the Dummy Player chooses its Tactic Card
at the start of each Round. It does not benefit from
the Tactic; that just determines when it plays in the
Round Order. Arrange the Round Order Tokens by
the Tactic Numbers, as usual.
NOTE 1: The Dummy Player does not play very
aggressively, so you have enough time to play
effi ciently. Sometimes, though, the random fl ips
may mean that it goes through its deck much faster.
Watch the Dummy Player’s deck to adjust your
tempo!
When it is the Dummy Player’s turn, if its Ship Deck
is empty, it announces the End of the Round. The
other players have one more turn, and then the
Round is over.
NOTE 2: You have a slight control over the Dummy
Player’s Deck and Data Crystals. It may be
advantageous not to let it get crystals and cards of
the same color.
At the start of the game, after the players choose
their ships, randomly choose one of the ships that
is not in the game as a Dummy Player ship. You
only need the faction’s corresponding Ship Card,
its Round Order Token, and its starting deck of 16
Basic Action Cards.
If its Ship Deck is not empty, flip over three cards
from its Ship Deck and place them in its discard
pile. Check the color of the last flipped card (the
topmost card of the discard pile). If the Dummy
Player has no Data Crystals of that color in its
Inventory, then its turn is over. If it has any Data
Crystals of that color, flip as many additional cards
as it has crystals of that color. Then its turn is over
(the color of the additionally flipped card[s] does
not matter).
NOTE 3: The deck used for the Dummy Player is
the main reason why all cooperative scenarios
are up to three players only. If you really wish to
play a four-player cooperative scenario, use some
replacement cards or just colored pieces of paper
as a replacement for the Dummy Player’s Ship Deck
and the cards added to it during the game.
Take a look at the selected Ship Card. At the
bottom of the card, there are two colored Division
Icons (for example, the U.S.S. Enterprise-D has
Command [red] and Science [blue]).
NOTE: If there are not enough cards in the Dummy
Player’s Ship Deck, fl ip as many as you can. On its
next turn, the Dummy Player announces the End of
the Round.
Place 2 Data Crystals of these colors (one for each
icon) in the Dummy Player’s Inventory.
When preparing a new Round and removing the
lowest card from the Advanced Action offer, add
this card to the Dummy Player’s deck instead. Then
shuffle the Dummy Player’s deck. When removing
the lowest card from the Undiscovered offer, place
it at the bottom of the Undiscovered Deck, as usual.
In addition, add one Data Crystal of the same color
as that Undiscovered Card to the Dummy Player’s
Inventory. Contrary to real players, it can have more
than 3 crystals of the same color.
During competitive games of Star Trek: Frontiers,
the players themselves determine the pace of
the game. If someone is rushing, playing most of
their cards each turn, the others have to adjust
their tempo, or end up with half of their decks
unused at the end of a Round. If the players
cooperate, it would be advantageous to agree
to play carefully, trying to get the maximum
effect from every card - then the tempo adjusting
aspect of the game would disappear, and the
game would take forever. To avoid this, whenever
you play a cooperative or solo mission, there is
one automated Dummy Player.
Dummy Player
NOTE: This applies to the Dummy Player only. Other
characters start with no Data Crystals.
Shuffle the Dummy Player’s Ship Deck, and then it
is ready to go.
Skills During a Solo Game
During a Solo game, you also use the set of ten
Skills belonging to the Dummy Player’s Captain.
Shuffle them and place them face down next to its
Ship Card.
Every time your Captain gains a Skill Token, also
reveal one Skill Token of the Dummy Player and
place it in the Common Skill offer - it is available
to you the next time you gain a Skill Token. If you
choose such a Skill from the Common Skill offer,
you have to take the lowest Advanced Action Card,
as with usual Level Up rules.
TEAM RULES
Some four-player scenarios are played by two
teams. Separate the players into teams randomly
or by agreement before ship selection.
Interactive Undiscovered Cards (the ones that
affect other players) do not ignore your fellow
player. These powers are diffi cult to control and
do not always recognize friend from foe.
Allied players cannot trade Data Crystals, Crew
Members, etc. Rules for Cooperative Borg Cube
Assaults are recommended, but you can also
cooperate in other ways. You may agree who
goes which way, who needs which Tactic, who
would like to take which cards from the offers,
who needs a particular color in the Core, etc.
However, allied players should not say which
cards they have in their hands, nor help each
other out on details when playing their turn (how
to play cards, use Crew Members, pay data etc.).
Each player is individually responsible for how
it plays.
Allied players cannot end their movement in the
same space as each other, nor can they engage in
Player vs. Player combat with each other.
A player’s ship may move to an empty Romulan
Starbase owned by their ally, and they can
recruit Units there. When on or adjacent to an
allied Romulan Starbase, a player’s Hand Limit
is increased, but only for the Romulan Starbases
they control. That means that if a player is close
to an allied Romulan Starbase but owns no
Romulan Starbases of their own, their Hand Limit
is not modifi ed.
Points. Ignore the Experience Points of the
player with higher Experience Points.
• For Achievements, and any similar scoring,
score only the higher score of both players in
this area. Ignore the score of the player who
scored less. For the Greatest Disaster, score
only the player with the larger penalty.
• Assign titles as usual (compare only the
larger value from each team).
NOTE: It is therefore advantageous for each player
in the team to concentrate on different things, as
long as no one falls behind with Experience, and no
one’s ship is too damaged.
When scoring, each team has one common score.
• The base score is the Experience Points of
the player who has the lower Experience
2. VARIANT RULES
Variants are here to add even more variety to
the game, and to adjust it to your tastes.
We recommend you follow these rules when
picking variants:
• You should agree and clearly announce
what scenario you are playing and which
Variant Rules apply before the start of the
game, i.e. even before ship selection.
• You should play your fi rst few games
with the standard rules only, to better
understand the game.
• Do not pick too many Variant Rules at
once, as you might easily forget which
rules apply and which do not.
• Only use a variant rule if all players agree.
• If you realize that you like a Variant Rule
so much that you are always using it, you
may agree to consider it to be a standard
17
rule, and these points do not apply for it
any more.
• Even if your group has a set of Variant
Rules you usually use, you should
abandon them temporarily when
introducing new players to the game.
Play “The First Reconnaissance” scenario
without any Variant Rules. The new
players will have lots to digest even with
the standard rules.
AUCTIONING THE SHIPS
Perhaps one ship seems better or stronger to you,
or perhaps it fits your gaming style better. And
for some scenarios or other Variant Rules, certain
ships may indeed be a bit stronger than others.
According to the standard rules, the player who
chooses their ship first then has a disadvantage
during the first turn, as they are the last to pick
a Tactic Card. If you feel this disadvantage is not
enough, you may use these rules:
• Randomly determine the player order for the
ship selection, as per the standard rules.
• When a player picks a ship, they ask the
others whether they agree. If all agree, they
just take that ship and the selection is over
for them.
• Any player who has not picked a ship yet
may disagree and offer to sacrifice 1 or more
Experience Points to claim that ship instead.
The player who originally picked the ship
must either match the offer, or give up on
this ship.
• If more players are interested, the next offer
must be greater. It goes in rounds, like an
auction, except that the players earlier in
the selection order may just match the offer,
they do not have to increase.
• Once no one wants to increase, the player
who offered the most (or was earlier in
the selection order among the ones who
offered most) takes the ship and loses the
Experience Points. Others lose nothing and
continue following the same rules, with the
next player (or the same player, if they did
not win the auction) picking a ship.
• Mark a player’s lost Experience Points by
placing their Faction Token on the last row
of the Experience Track (for example, they
put their Faction Token on the space 118, and
treat it as -2). The Captains are still on Level
1, though, and nothing happens if they cross
the end of the last line; they just continue on
to the first line of the track.
• The Tactic Cards for the first Round are
picked in reverse order to the ship selection
order (regardless of the Experience), to make
up for the disadvantage of the player who
was last in the auctions.
SPACE MAP VARIABILITY
Number of Map Tiles
The number of Space Map tiles for the scenarios
is just a recommended setting. If you discover
that you want more or fewer tiles to explore, or
even Borg Cubes to conquer, feel free to choose a
different number of Space Map tiles.
NOTE: The symbols in the corners still have to
connect, although now, circles can connect to
stars, creating irregular shapes.
• Whenever a Borg Cube Tile is revealed,
draw a random Borg Cube Reference Card
(being careful not to look at the top or
bottom of the card), and put the Borg Cube
figure of that color on the central space of
the tile, regardless of the space’s color.
Random Tile Orientation
The orientation of tiles is normally fixed, with the
player revealing them having no choice in how to
orient them. However, after many games under your
belt, you may notice that the limited number of tiles
causes some patterns to repeat in the game from
time to time. If you want, you may use this rule:
• When revealing a new tile (at the start of the
game, or during it), it is rotated randomly.
Add it to the map face down without
looking at its back (so no one can see how
it is oriented), and then flip it by any axis
(choose the axis before seeing the tile
content).
makes the Borg Cubes different by more than just
their assimilated defenders and bonuses. If you
want more variability, however, you can do it a
different way:
Random Borg Cubes
The Borg Cubes have a fixed position. The Gold
Borg Cube is always by an Asteroid Field next to a
Romulan Starbase, the Red Borg Cube is surrounded
by Borg Spheres, etc. That’s the game story, and it
NOTE: You may also use random Borg Cubes in
scenarios where a fi xed Borg Cube is defi ned
(for example: the Red Borg Cube in the “Liberate
the Research Stations” scenario), as it is usually
because of the Borg Cube’s surroundings, not the
Borg Cube’s color itself. In these cases, use the tile
the scenario describes, but when it is revealed,
place a random Borg Cube onto it.
FRIENDLY GAME
BORG CUBE
LEVELS
The Borg Cube Levels for a given
scenario are shown in the scenario
descriptions. Once you are
experienced, you may increase the
Borg Cube Levels, especially when
using rules for a Cooperative Borg
Cube Assault. Soon, you will see
that even a Borg Cube of Level 11
can be conquered by a single player,
if they have really strong cards and a
Crew suitable for a massive assault.
If your group is not very competitive, or if
both new players and experienced ones are
playing together, you may use one or more of
these rules.
No “Direct Conflict” Undiscovered
Cards
You may remove the two Undiscovered Cards
that hinder other players:
Friendly Data
You may agree that a player cannot use a White Data
Die as data of a certain color if there is an unused die
of that color in the Core. For example, if there is a Red
Data Die, you cannot use a White Data Die to power a
red card; you have to use the Red Data Die. Also, you
cannot re-roll or reset a White Data Die (such as from
the use of the “Insight” Action Card), as long as there
is another non-White Data Die in the Core.
• Data Virus/Cascade Virus
• Energy Flow/Energy Steal
No Player versus Player Combat
You may forbid players from attacking each
other. You may also go one step further and
forbid players from assaulting each other’s
conquered Romulan Starbases.
INTERACTIVE COMBAT
In this variant, another player not only oversees
your combat, but they can also make some small
decisions. The combat is less predictable, and in
some cases, it may become a true duel of wits.
• If it is blue, the enemy has +1 Defense
during the Attack phase. In all the above
cases, the enemy is worth +1 Experience
for being defeated.
This variant rule applies whenever a player starts
a fight with a single Enemy Token (no matter
whether it is an Enemy Ship Token, a Planet Token
during an Away Mission, or the last assimilated
defender of a Borg Cube after previous assaults,
and so on).
• If the color is black (or even purple or
white, if you made a mistake), the enemy
has no bonus, but there is also no extra
Experience for it.
When this happens, the player who played before
that player takes a spare Data Die and secretly
selects a color on it. They hide it with their hand, so
the fighting player does not see the color.
• If it is gold, the enemy has +1 Defense
during the Long Range Attack Phase.
• If it is red, the enemy has +1 Attack.
The player who set the color reveals it at the start
of the phase that it affects. So, at the start of the
Long Range Attack Phase, they either reveal the
gold die, or say “It is not gold.”
Then, at the start of the Shields phase, they either
reveal the red die or say “It is not red.” (During an
Away Mission, they instead reveal the red die at
the start of the Assign Damage Phase).
At the start of the Attack phase, if the die was not
already revealed, they just reveal the die, no matter
what color it is.
18
NOTE: This variant is recommended especially
for two-player games. When using it, it pays to
watch the other player’s gaming style. Sometimes,
you can prevent the opponent from destroying the
enemy early by setting the die to gold, sometimes
you can cause serious problems by increasing
a nasty special attack, and sometimes you can
even cause the enemy to survive because of the
+1 Defense it gets (especially when resistant).
On the other hand, sometimes the player would
just use a big enough Attack or Shields anyway,
and increasing the enemy’s value by 1 would not
change the outcome. Thus, you would just award
them more Experience Points.
MORE DECKBUILDING
If you feel you would like to have more chances to
tune your deck during the game, you may use one of
the following variants. We do not recommend them
for your first few games. Also, when using these
rules, your ship’s power increases more quickly,
so you might want to adjust the game difficulty by
increasing the Borg Cube Levels.
NOTE: If you are using one of these variants, and
especially with 4 players, there is a chance that
you might run out of Advanced Action cards. In that
case, the Class-M Planet offer is affected fi rst (do
not deal cards there if there are none left). If there
are not enough cards to replenish the Advanced
Action offer, just use as many as you can. If there
are none left, the player who would normally earn a
card gains nothing.
Action Upgrades
This variant not only lets you tune your deck
during the game; it also gives a slight advantage
to those who are behind.
At the end of every even-numbered Round
except the fi nal one (i.e., twice during the
standard 6-Round scenarios), reveal as many
Advanced Action cards as the number of players
plus 1.
Then, players should examine their decks, and
score their strength. Use the fi rst two lines of the
Achievements Scoring Card:
• 2 points for each Undiscovered Card
• 1 point for each Advanced Action Card
• 1 point for each two Data Crystals
• As many points as each Crew Member’s Rank
(Wounded Crew count as half, rounded down)
• To this score, add 3 points for every Level
you are above the player who is of lowest
Level, and announce the result
Then, starting from the player who has the lowest
result (if tied, the one with fewer Experience
Points; if still tied, the one who played later in the
last Round), each player may (but does not have to)
take one of the displayed Advanced Action Cards
and add it to their deck. At the same time, they also
have to throw away one of their Action Cards. The
new card must either be of the same color or share
at least one type (icon in the upper left corner) as
the card thrown away.
Then, the card or cards no one picked are placed at
the bottom of the Advanced Action Deck.
Players should shuffle their decks well before the
next Round.
NOTE: You might like this variant if you prefer a
slower pace of game. It allows you to take a break
once or twice during the game (depending on the
number of Rounds) to examine and review your
deck, and to think what it needs to work better.
Also, if you agree, players may take a look at the
decks of other players now; during the game itself,
there may not be enough time for it.
Drafting at the Start
This variant encourages long-term planning. You
plan some upgrades for your ship ahead of time,
and can adjust your decisions during the game to
suit your plan.
After the ships are distributed (but before
the map is set, the dice rolled and the offers
revealed), deal four cards from the Advanced
Action Deck randomly to each player.
Each player chooses one of these cards and sets
it aside, passing the remaining ones clockwise
to the next player. Continue until each player has
three cards set aside. Shuffl e the ones no one
picked back into the Advanced Action Deck.
Players keep the cards secretly in a safe place
(ideally away from the playing table, so they do
not get shuffl ed into their decks accidentally).
At the end of each odd-numbered Round, when
players are shuffl ing their decks, each player
chooses one of these cards and shuffl es it into
their deck.
NOTE: You may use these rules even when the
scenario has fewer than 6 Rounds. Players simply
do not acquire all of the cards that they picked.
3. SCENARIO LIST
THE FIRST RECONNAISSANCE
PLAYERS: 2 - 4 (plus a Solo Variant)
Special Rules
TYPE: Slightly competitive
No PvP combat is allowed.
LENGTH: 3 Rounds
Elite (Gold) Crew Members are not used during this
scenario.
PURPOSE: Training scenario. Strongly recommended
whenever any player plays the game for the first time,
as it provides a natural way to learn the game rules and
become familiar with them.
You should not reveal Advanced Action Cards or
Undiscovered Cards until they are needed for the
fi rst time.
During your first mission, you will be sent to the
furthest reaches of this region of space. Your task
is to discover what is causing the turmoil besetting
this region.
Scenario End
For a detailed description of this scenario, see the
Game Walkthrough. Here is just a summary.
Scoring
Setup (for 2 / 3 / 4 players)
Frontier Tiles: 8 / 9 / 11 (sorted by numbers)
When a player reveals a Borg Cube, all players
(including this player) have one final turn. If the Round
ends during this, the game ends immediately.
Apply standard Achievements scoring (see “Final
Scoring” on page 23). Whoever has the most
Experience Points wins. If tied, the players share
the victory.
Core Borg Cube Tiles: 1
Solo Variant
Core non-Borg Cube Tiles: 2
If you want to try your first mission solo, play with 8
Frontier Tiles (as in a 2-player game), but adjust the
game length to 4 Rounds. When scoring the Solo
Variant, award no titles.
Borg Cubes: Cannot be assaulted or interacted with
during this scenario.
• When choosing Tactics, you always choose first. The
Dummy Player then takes one random card from
those remaining.
• At the end of the first Round, temporarily remove
both Tactic cards that were chosen (by you and the
Dummy Player), and set them aside. Those Tactics
cannot be chosen during the following Round.
• At the end of each subsequent Round, temporarily
set aside both Tactics that were chosen during that
Round, but return the ones that were removed at
the end of the previous Round. In this way, there will
always be 4 different Tactics for you to choose from at
the start of each Round (after the first).
However, if you just want to become familiar with the
mechanics, you may also ignore the Dummy Player
during your first game, and enjoy the experience with
one ship and no pressure.
During Solo missions, be sure to remove the following
Undiscovered Cards from the Undiscovered Deck:
• Data Virus/Cascade Virus
• Energy Flow/Energy Steal
• Telepathy/Telepathic Assault
• The Inner Light/Remembering Kataan
Use a Dummy Player (see page 17), and the following
special rules for Tactic selection:
FULL CONQUEST
PLAYERS: 2 - 4
Scenario End
TYPE: Competitive
When all Borg Cubes are conquered, all players
(including the one who conquered the last Borg Cube)
have one final turn. If the Round ends during this, the
game ends immediately.
LENGTH: 6 Rounds
PURPOSE: Standard game scenario, in which you use
all the game features. Can be long, especially with 4
players or when players are not experienced yet.
Your task is to find and destroy all Borg Cubes in six
Rounds. Each of you will be on your own, and as
usual, you want to acquire as much Experience and
knowledge as possible. Luckily for you, confronting
the Borg is a great way to gain Experience!
Setup (for 2 / 3 / 4 players)
Frontier Tiles: 8 / 9 / 11
Core Borg Cube Tiles: 2 / 3 / 4 (equal to the number
of players)
Core non-Borg Cube Tiles: 1 / 2 / 3 (one fewer than the
number of players)
Borg Cubes: Each revealed Borg Cube is Level 4.
Scoring
Apply standard Achievements scoring (see “Final
Scoring” on page 23). In addition, also score for
Borg Cubes, as described on the “Conquest Scenarios”
Scoring Card.
• A player scores 7 Experience Points for each
destroyed Borg Cube where they have the most
Faction Tokens (if tied, then the tied player who
first placed their Faction Token on that Borg Cube
gains the bonus).
• A player scores 4 Experience Points for each
destroyed Borg Cube where they have at least 1
Faction Token but are not considered to have the
most Faction Tokens.
• Whoever scores the most Experience Points
for destroyed Borg Cubes gains an additional
+5 Experience Points as the Greatest Borg
Destroyer (+2 Experience Points if tied).
19
If all Borg Cubes are destroyed, your mission was
successful.
Whether you did or not, whoever has the most
Experience Points wins the game.
Variants
If experienced, you can increase the Levels of the Borg
Cubes. But beware: even with the suggested settings,
this is a long scenario.
Team Game
If playing with four, you may decide to play this as a
team game (see “General Principles - Team Rules” on
page 17). In this case, you may either keep four Borg
Cubes in the game, or you may decide to encourage
Cooperative Borg Cube Assaults by using only two
Borg Cube tiles, and set the Borg Cube Levels to 10.
BLITZ CONQUEST
PLAYERS: 2 - 4
Special Rules
Scenario End
TYPE: Competitive
LENGTH: 4 Rounds
You start with 1 Experience Point. Whenever you
cross a line on the Experience Track, you gain 1
extra Experience Point.
PURPOSE: Shorter scenario that shares most of the
mechanics of the standard game, but is faster.
You start with +2 Reputation (i.e. you have a bonus
of +1 for Interaction right from the start).
When all Borg Cubes are destroyed, all players
(including the one who destroyed the last Borg
Cube) have one final turn. If the Round ends during
this, the game ends immediately.
Again, your task is to destroy all Borg Cubes. Time
is short, but your Captains are quick learners. And
again, whoever scores the most Experience Points
is the winner.
There is one more die in the Core and one more
Crew Member in the Crew offer than usual.
Scoring
You score Achievements and Borg Cubes
(on both Scoring Cards), as with the standard “Full
Conquest” scenario.
Variants
Setup (for 2 / 3 / 4 players)
You can adjust the Levels of the Borg Cubes
according to your preferences.
Frontier Tiles: 6 / 7 / 9
Core Borg Cube Tiles: 2 / 3 / 4 (equal to the number
of players)
Core non-Borg Cube Tiles: 1 / 2 / 3 (one fewer than
the number of players)
Borg Cubes: Each revealed Borg Cube is Level 3.
FULL COOPERATION
PLAYERS: 2 - 3
Special Rules
TYPE: Cooperative
When choosing Tactics, the Dummy Player takes
a random Tactic Card first, and then the players
choose theirs.
LENGTH: 6 Rounds
PURPOSE: Standard cooperative scenario - the
ultimate challenge for those who want to beat the
game together.
Your task is to destroy all Borg Cubes. You have to
set aside your differences and work as a team, and
you will also be rewarded as a team, according to
your weakest link and your greatest achievements.
Setup (for 2 / 3 players)
Frontier Tiles: 8 / 10
At the end of the each Round, agree and remove
one of the Tactics used by the players (not the
Dummy Player), and set it aside so that it cannot
be used during the following Round. At the end
of the following Round, return the removed Tactic
Card to the game and choose a new one to be
temporarily removed (chosen from among those
used by the non-Dummy Players that Round). This
is done at the end of every Round except the final
Round.
Core Borg Cube Tiles: 3 / 4 (one more than the
number of players)
Team Rules apply, except that you are all one
team (see “General Principles - Team Rules” on
page 17).
Core non-Borg Cube Tiles: 2 / 3 (equal to the
number of players)
Scenario End
Borg Cubes: The Borg Cubes are Level 5, except for
the final one revealed, which is Level 8 (2 players)
or Level 11 (3 players)
Dummy Player: There is one standard Dummy
player (see “General Principles - Dummy Player”
on page 17).
Undiscovered Cards: Remove the following
Undiscovered Cards from the Undiscovered Deck:
• Data Virus/Cascade Virus
• Energy Flow/Energy Steal
• Telepathy/Telepathic Assault
• The Inner Light/Remembering Kataan
When all Borg Cubes have been destroyed,
all players except the Dummy Player have one
last turn.
Scoring
If you succeed in destroying all Borg Cubes, you
are all victorious. If not, you have all failed. In
both cases you may count your score, to see how
good you were.
You have one score as a team. As a base score,
take the lowest Experience Points of all players.
Then apply standard Achievements Scoring,
except that in each category, you score only the
player with the highest score (or most negative
points in the case of the Greatest Disaster). Also,
no titles are awarded.
Then score for your goal and for the time to
reach it. See the “Co-op and Solo Scenarios”
Scoring Card:
• Score 10 points for each Borg Cube that
was destroyed.
• Score an additional 10 points if every player can
claim that they have the most Faction Tokens at
one or more destroyed Borg Cubes. If a player is
tied for the most Faction Tokens at a particular
Borg Cube, they are considered to have the most
Faction Tokens there if they were the first player
(among those tied) to place a Faction Token
there.
• Score an additional 15 points if all Borg Cubes
were destroyed.
• If the game was finished one or more Rounds
before the Round limit, score 30 points for each
such Round.
• Score 1 point for each card in the Dummy
Player’s Ship Deck (that was not yet flipped
during the last Round of play).
• If the End of the Round was not announced yet
during the last Round of play, score an additional
5 points.
Variants
You may adjust the Borg Cube Levels to set up the
right challenge for your group.
You may also agree on a scoring variant: for
Achievements, only the lowest score counts. This
encourages balanced development of all ships
instead of specialization.
(For the Greatest Disaster Achievement, the deck
with the most negative points still counts.)
BLITZ COOPERATION
PLAYERS: 2 - 3
Setup (for 2 / 3 players)
TYPE: Cooperative
Frontier Tiles: 7 / 8
LENGTH: 4 Rounds
Core Borg Cube Tiles: 2 / 3 (equal to the number
of players)
PURPOSE: Shorter, cooperative scenario that shares
most of the mechanics of the standard one, but is
easier and faster.
Again, your task is to destroy all Borg Cubes. Time
is short, but your Captains are quick learners.
All the rules and setup conditions for “Full
Cooperation” apply, with these modifications:
Additional Special Rules
• You start with 1 Experience Point. Whenever
you cross a line on the Experience Track, you
gain 1 extra Experience Point.
Core non-Borg Cube Tiles: 1 / 2 (one fewer than the
number of players)
• You start with +2 Reputation (i.e. you have
a bonus of +1 for Interaction right from the
start).
Borg Cubes: In the order in which they are
revealed, the Borg Cubes are Level 5 and 8 (2
players), or 5, 8, and 11 (3 players).
• There is one more die in the Core and one
more Crew Member in the Crew offer than
usual.
20
SOLO CONQUEST
PLAYERS: 1
Special Rules
TYPE: Solo
Use the following special rules for Tactic selection:
LENGTH: 6 Rounds
PURPOSE: Solitaire game. Also suitable for a player
who wants to understand the game before explaining
it to others.
Your ship is on a mission to confront the Borg. But
you are alone and will not receive aid from other
ships. Good luck!
Setup
Frontier Tiles: 7
Core Borg Cube Tiles: 2
Core non-Borg Cube Tiles: 2
• When choosing Tactics, you always choose
first. The Dummy Player then takes one random
card from those remaining.
• At the end of the first Round, temporarily
remove both Tactic cards that were chosen
(by you and the Dummy Player), and set them
aside. Those Tactics cannot be chosen during
the following Round.
• At the end of each subsequent Round,
temporarily set aside both Tactics that were
chosen during that Round, but return the ones
that were removed at the end of the previous
Round. In this way, there will always be 4
different Tactics for you to choose from at the
start of each Round (after the first).
Borg Cubes: The first revealed Borg Cube is Level 5.
The second revealed Borg Cube is Level 8.
Scenario End
Dummy Player: There is one standard Dummy player
(see “General Principles - Dummy Player” on page 17).
When all Borg Cubes are destroyed, you have one last
turn (the Dummy Player does not).
Undiscovered Cards: Remove the following
Undiscovered Cards from the Undiscovered Deck:
Scoring
• Data Virus/Cascade Virus
• Energy Flow/Energy Steal
• Telepathy/Telepathic Assault
• The Inner Light/Remembering Kataan
If you succeed in destroying all Borg Cubes, you are
victorious. If not, you have failed. In both cases you
may count your score, to see how good you were.
Then score for your goal and for the time to reach it.
See the “Co-op and Solo Scenarios” Scoring Card:
• Score 10 points for each Borg Cube
you destroyed.
• Score an additional 15 points if you destroyed
all Borg Cubes.
• If you finished the game one or more Rounds
before the limit, score 30 points for each such
Round.
• Score 1 point for each card in the Dummy
Player’s Ship Deck (that was not yet flipped
during the last Round of play).
• If the End of the Round was not announced
yet during the last Round of play, score an
additional 5 points.
Variants
You may adjust the Borg Cube Levels to set the right
challenge for yourself.
Other Solo Missions
This is a standard solo mission. If you wish, however,
you may play any other mission as solo. Just use Setup
modifications and Special Rules that are similar to
this mission.
Use your Experience Points as the base. Then apply
standard Achievements scoring, except no titles
are awarded.
LIBERATE THE RESEARCH STATIONS
PLAYERS: 2 - 4
Special Rules
TYPE: Competitive
When a Research Station is revealed, place one Romulan
Warbird (if on a Frontier Tile) or Borg Sphere (if on a Core
Tile) Enemy Token on it, face up. Also, add one Class-K
Planet Token, face down. These are enemies controlling
the Research Station (the Planet Token represents those
who are physically aboard the Research Station).
LENGTH: 4 Rounds
PURPOSE: A shorter scenario similar to the standard
one, but with different goals. Battle for control of the
Research Stations!
The Research Stations in this region of space have
been occupied by enemies! Without this research,
your faction will never learn about the mysteries of
this area. Go and free them!
Setup (for 2 / 3 / 4 players)
Frontier Tiles: 8 / 9 / 11 (remove only tiles with no
Research Stations on them).
Core Borg Cube Tiles: 1 (always the Red Borg Cube)
Core non-Borg Cube Tiles: 1 / 2 / 3 (the one without a
Research Station is always among the removed ones).
Borg Cubes: The Borg Cube is already destroyed. Each
player places one Faction Token on its card, but no one
is considered to have the most Faction Tokens there
(despite the order that the Faction Tokens were placed).
Arrange the tokens in such a way that the face down
Planet Token is visible, too, to make it clear that the
Enemy Ship Token is only interested in guarding the
Research Station and is not provoked by passing ships.
NOTE: If there are not enough Class-K Planet
Tokens, use some substitute for the Class-K Planet
Tokens that have not been revealed yet on occupied
Research Stations. Draw a new Class-K Planet
Token when an Away Team beams down onto one
of those Research Stations. If there are still not
enough Class-K Planet Tokens, then use a Class-L
Planet Token, but add 1 to the token’s Diplomacy
requirement.
Scenario End
To liberate a Research Station, you may assault it from
an adjacent space (as an Action). Battle the Enemy Ship
Token first, and then you must beam an Away Team
down to encounter the Planet Token. If you do not defeat
both tokens, the remaining token(s) stay on the space.
They can be attacked again later.
When all Space Map tiles are revealed and all Research
Stations are liberated, all players (including the one
who liberated the last station) have one last turn. If the
Round ends during this, the game ends immediately.
Whoever defeats the last token liberates the Research
Station. That player marks the space with their Faction
Token and gains +1 Reputation (+2 if on a Core tile). The
players do not receive the normal Reputation bonuses
for defeating the Enemy Ship Tokens, but they do score
Experience Points for each defeated token as normal.
Also, the liberating ship must move immediately onto
the Research Station (for free). This automatic movement
does not provoke nearby Enemy Ship Tokens.
If you liberated all Research Stations, the mission was
successful.
Until liberated, player ships cannot move onto the
Research Stations. Once liberated, they produce Data
Crystals as usual (the production starts immediately, so
the liberator gains one Data Crystal on the turn that they
liberate the station).
Scoring
In any case, apply standard Achievements scoring.
In addition:
• A player scores 4 Experience Points for each of
their Research Stations on a Frontier Tile and
7 Experience Points for each of their Research
Stations on a Core Tile.
• Whoever scores the most Experience Points
for Research Stations gains an additional
5 Experience Points as the Greatest Liberator
(2 Experience if tied).
At the start of each Round, each player gains one Data
Crystal from every Research Station that they already
liberated, no matter how far away it is on the Space
Map. The grateful research team sends them data as a
sign of gratitude.
WHERE NO ONE HAS GONE BEFORE
PLAYERS: 3 - 4
Special Rules
Scenario End
TYPE: Competitive
The objective of the scenario is to visit the most
Space Map tiles. Each time a player’s ship visits a
Space Map tile for the fi rst time, that player places
one of their Faction Tokens on an “empty space,”
nebula, or asteroid fi eld on that tile. A player
can later remove this Faction Token if they place
another Faction Token on that tile for any reason
(for conquering a Starbase there, succeeding at an
Away Mission there, etc.). A player counts as having
visited a Space Tile even if they merely succeeded
at an Away Mission there that was initiated from an
adjacent tile.
When the last Space Map tile is placed on the table,
each player has one more turn (including the player
who revealed the last tile).
LENGTH: 4 Rounds
PURPOSE: A shorter scenario where players are
rewarded for exploring as much of the region of space
as possible.
Your faction has demanded that every corner
of this region of space be mapped out so that
its mysteries can be uncovered. Move your ship
throughout the region and discover what you can
as quickly as possible!
Setup (for 3 / 4 players)
Frontier Tiles: All
NOTE: If you run out of Faction Tokens
during this scenario, use coins or beads as
a substitute.
Core Borg Cube Tiles: All
Core non-Borg Cube Tiles: All
Borg Cubes: All Borg Cubes are Level 3.
21
Scoring
If all Space Map tiles are revealed, the mission
was successful. In any case, apply standard
Achievements scoring.
At the end of the scenario, each player earns 1 bonus
Experience Point for each Space Map tile entered
by their ship or successful Away Team. The faction
that visited the most Space Map tiles earns 5 bonus
Experience Points as the Greatest Explorer
(+2 Experience if tied).
NOTE: This is not a Conquest Scenario,
so do not award bonus Experience Points for
destroyed Borg Cubes at the end of this scenario.
CONQUER AND HOLD
PLAYERS: 2 or 4 (two teams)
Type: Very competitive
LENGTH: 4 Rounds (4 players) or 6 Rounds (2
players)
PURPOSE: A very competitive scenario full of
opportunities for ships to fight each other. Victory
points for controlled locations instead of using
Experience Points to determine the winner!
Tensions between the Federation and the Klingon
Empire have risen to a dramatic level over who will
determine the fate of this region of space. You must
not allow this important area to fall into the hands
of your rivals!
NOTE: If playing with 2 players, one player must
represent either the U.S.S. Enterprise-D or the
U.S.S. Defiant, and the other player must represent
either the I.K.S. Negh’Var or the Bird-of-Prey. If
playing with 4 players (two teams), then one team
must consist of both the U.S.S. Enterprise-D and the
U.S.S. Defiant, and the other team must consist of
both the I.K.S. Negh’Var and the Bird-of-Prey.
Core non-Borg Cube Tiles: 3 (all the ones with
Romulan Starbases and Dominion Starbases).
Borg Cubes: The Gold Borg Cube space is
considered empty space; the Borg Cube was
obliterated a long time ago. Ships may enter this
space for 2 Move points and may even end their
movement there, but no one may interact with this
space.
Crew Members: Remove all Rank 4 Crew Members
(the ones that can only be recruited at a destroyed
Borg Cube) from the Elite Crew Deck.
Special Rules
• Captains do not earn Experience Points
for exploring new Space Map tiles during
this scenario.
• Deal Regular (silver) Crew Members only
during the first half of the game. Deal both
Regular and Elite Crew Members during the
second half (from Round 3 in a four-player
game, or from Round 4 in a two-player game).
• The Crew Members that can be recruited
at Class-M Planets can also be recruited at
conquered Dominion Starbases. The Crew
Members that can be recruited at Outposts
can also be recruited at conquered Romulan
Starbases.
• There is no Reputation loss for assaulting
Romulan Starbases (controlled or
uncontrolled) or Dominion Starbases during
this scenario.
• There is also no Reputation loss
for attacking another player’s ship.
Furthermore, players receive double the
normal Experience Points for defeating
each other’s ships in PvP combat. However,
a player with higher Experience Points still
scores 0 Experience Points for defeating an
opponent in PvP combat.
Setup (for 2 / 4 players)
Map Shape: Predefined. See the diagram above.
Use 2 revealed Frontier Tiles, and predefined
positions where another 3 Frontier and 4 Core Tiles
can be revealed (you may place them there, face
down, when setting up the game).
Frontier Tiles: 5 (all the ones with Romulan
Starbases and Dominion Starbases).
Core Borg Cube Tiles: 1 (always the Gold
Borg Cube)
• The Dominion Starbases work differently
than normal. During this scenario, they work
similar to Romulan Starbases. When you
conquer a Dominion Starbase, you do not
gain an Undiscovered Card. You can still buy
Undiscovered Cards there later.
• When you conquer a Dominion Starbase, it
becomes yours, like a Romulan Starbase.
Other players cannot enter that space or
interact with the Dominion Starbase while
it remains under your control. Other players
can assault your Dominion Starbase like a
Romulan Starbase. If you are not present
there, they fight a randomly drawn Dominion
Starbase token, for half of the Experience
Points, rounded up.
• If you start your turn on or adjacent to your
Dominion Starbase, you gain one White
Data Token for every Dominion Starbase you
control on the map.
• When close to both your Romulan and
Dominion Starbases, you benefit from both!
• During Round 3 and 4, when an opponent
is not present at their Starbase, you draw
two random Romulan Starbase tokens when
assaulting their Romulan Starbase and two
random Dominion Starbase tokens when
assaulting their Dominion Starbase. The total
Experience Value for defeating them is added
together and then halved (round up).
• During Round 5 and 6 (in a 2-player game), the
same applies, except that you draw three of
each token type instead.
Team Rules
• If playing with four players, Team Rules
apply (see “General Principles - Team
Rules” on page 17). Especially note
this rule: a player may enter a Romulan
Starbase owned by their ally, and they can
recruit Crew Members there. When on or
adjacent to an allied Romulan Starbase, a
player’s Hand Limit is also increased, but
only for the Romulan Starbases they own
themselves, if any.
• The same applies to allied Dominion
Starbases and extra data.
The Winner
The scenario is played until the end of the
Round limit, or until one side admits the other
side has won. Each owned Romulan Starbase
counts as 3 Victory points, and each owned
Dominion Starbase counts as 2 Victory points.
The player or team that has the most points wins
the game. If tied (i.e. if some locations were left
unconquered, as there are 25 points available in
the game), no one wins.
Variants
For a more strategic game, you may reveal the
entire Space Map from the very start (if you will
not miss the thrill of exploring).
ONE TO RETURN
PLAYERS: 2 - 4
Special Rules
Variants
TYPE: Very competitive
The Wormhole closes at the end of the first Round
(whoever is on the Wormhole space at that time
is eliminated from the game). From now on, the
Wormhole functions as empty space - only one
player can be there, and PvP combat can be
conducted there (including the ability to force an
opponent’s ship to retreat from the space).
You may play an epic version that lasts 6 Rounds.
Add one Space Map tile of each type to the game,
and increase the Borg Cube Levels to 4.
LENGTH: 4 Rounds
PURPOSE: A competitive scenario suitable for
those who prefer “last man standing” types of
games over the end game scoring.
This is an ultimate test of your power. You are sent
to an unknown part of the region and the wormhole
closes after you go through it. After several days,
you have calculated that the wormhole will open
again for a short while. Only the ship that is at the
wormhole at that moment can return home.
Setup (for 2 / 3 / 4 players)
Frontier Tiles: 7 / 8 / 10
Core Borg Cube Tiles: 1 / 2 / 3 (one fewer than the
number of players)
Core non-Borg Cube Tiles: 1 / 2 / 3 (one fewer than
the number of players)
Borg Cubes: Each revealed Borg Cube is Level 3.
There is no Reputation loss for attacking another
player’s ship or assaulting another player’s
Romulan Starbase during this scenario.
The Winner
The scenario ends as soon as the fourth Round
is over. Whichever ship is on the Wormhole
space at that moment wins the game. If no one
stands there, there is no winner. There is no
scoring, and Experience Points do not matter for
scoring purposes.
NOTE: After the End of the Round is announced,
initiating Player vs. Player combat is not allowed.
Thus, if the Wormhole is occupied at the moment
when the end of the fourth Round is announced, the
player occupying it wins.
22
Team Variant
If playing with four players, you may play this
scenario in teams. All the Team Rules apply (see
“General Principles - Team Rules” on page 17).
At the start of the game, each team chooses
randomly (or by decision, if you prefer) a Faction
Token belonging to one of its members. This
player represents the chosen ship - the one that
has to return. Their teammate has to help them,
especially by blocking the other team.
The opposing team should not know which player
has been chosen. Store both Faction Tokens (one
from each team) secretly in a safe place.
At the end of the fourth Round, reveal these
Faction Tokens. If one of them belongs to a player
whose ship is currently located at the Wormhole
space, their team has won the game. If no ship is
located at the Wormhole space, or if a ship whose
Faction Token was not chosen is present there, no
one wins the game.
4. FINAL SCORING
Final scoring for most scenarios is summarized
on the “Achievement Bonuses” Scoring Card,
which is available for any player to examine
during the course of the game. The other
Scoring Card shows special additional bonuses
for Conquest Scenarios and Solo/Cooperative
Scenarios (see further below).
ACHIEVEMENT BONUSES
Most scenarios allow players to score the
following Achievement Bonuses. In some cases,
the bonus points are awarded but not the title
and its associated points.
For example, in the Greatest Adventurer
category, each player scores 2 Experience Points
for each Faction Token they have on a Class-L,
Class-K, or Class-H Planet. The player who scores
the most points in this category achieves the
“Greatest Adventurer” title and scores another
3 Experience Points. If a scenario instructs you
to bestow Achievement Bonuses but award no
titles, then no one would achieve the “Greatest
Adventurer” title (or the accompanying 3 bonus
Experience Points).
The Greatest Adventurer
Each player scores 2 Experience Points for each
Faction Token they have on a Class-L, Class-K, or
Class-H Planet. The player who scores the most
Experience Points in this category gains 3 bonus
Experience Points for achieving the “Greatest
Adventurer” title (1 Experience Point if tied).
The Greatest Disaster
Each player loses 2 Experience Points for each
Damage Card in their deck, and also loses 2
Experience Points if their Captain is Wounded.
The player who loses the most Experience Points
in this category loses an additional 3 Experience
Points for having achieved the “Greatest
Disaster” title (-1 Experience Point if tied, except
if the tie is among players who have lost no
points in this category).
The Greatest Leadership
Each player scores Experience Points equal to
the total Ranks of all of their Crew Members.
Wounded Crew Members are counted only as
half, rounded down. The player who scores the
most Experience Points in this category gains
3 bonus Experience Points for achieving the
“Greatest Leadership” title (1 Experience Point
if tied).
• If the game was fi nished one or more
Rounds before the Round limit, score 30
points for each such Round.
• Score 1 point for each card in the Dummy
Player’s Ship Deck (that was not yet
fl ipped during the last Round of play).
• If the End of the Round was not
announced yet during the last Round of
play, score an additional 5 points.
CONQUEST BONUSES
If playing the “Full Conquest” or “Blitz
Conquest” scenarios, award the following bonus
points in addition to the Achievement Bonuses:
• A player scores 7 Experience Points for
each destroyed Borg Cube where they have
the most Faction Tokens (if tied, then the
tied player who first placed their Faction
Token at that Borg Cube gains the bonus).
The Greatest Knowledge
For this category, each player scores 2
Experience Points for each Undiscovered Card
in their deck, and 1 Experience Point for each
Advanced Action in their deck. They also score 1
Experience Point for every two Data Crystals in
their Inventory. The player who scores the most
Experience Points in this category gains 3 bonus
Experience Points for achieving the “Greatest
Knowledge” title. If two or more players are tied
for this category, each instead gains 1 bonus
Experience Point (except if the tie is among
players who scored no Experience in
this category).
• Score an additional 15 points if all Borg
Cubes were destroyed.
• A player scores 4 Experience Points for each
destroyed Borg Cube where they have at
least 1 Faction Token but are not considered
to have the most Faction Tokens.
• Whoever scores the most Experience
Points for destroyed Borg Cubes gains
an additional 5 Experience Points as the
Greatest Borg Destroyer (2 Experience
Points if tied).
COOPERATIVE BONUSES
If playing the “Full Cooperation,” “Blitz
Cooperation,” or “Solo Conquest” scenarios,
award the following bonus points in addition to
the Achievement Bonuses (and remember that
titles are not awarded during these scenarios).
The Greatest Conqueror
Each player scores 2 Experience Points for
each Faction Token they have on a Romulan
Starbase, Dominion Starbase, or decimated
Class-M Planet. The player who scores the most
Experience Points in this category gains 3 bonus
Experience Points for achieving the “Greatest
Conqueror” title (1 Experience Point if tied).
• Score 10 points for each Borg Cube that
was destroyed.
• Score an additional 10 points if every
player can claim that they have the most
Faction Tokens at one or more destroyed
Borg Cubes. If a player is tied for the
most Faction Tokens at a particular Borg
Cube, they are considered to have the
most Faction Tokens there if they were the
fi rst player (among those tied) to place a
Faction Token there.
NOTE: This bonus is not awarded during the
“Solo Conquest” scenario.
STAR TREK FRONTIERS BOARD GAME
A GAME BY ANDREW PARKS AND VLAADA CHVÁTIL
EXECUTIVE PRODUCERS: Bryan Kinsella and Justin Ziran
LEAD GRAPHIC DESIGN: John Camacho
www.necaonline.com
ADDITIONAL GRAPHIC DESIGN: Andrew Leta and Patricia Verano
WIZKIDS/NECA, LLC
603 Sweetland Ave.
Hillside, NJ 07205 USA
ADDITIONAL GAME DEVELOPMENT: Manny O’Donnell, Chuck Kleinberg
PLAYTESTING: Geoff Engelstein, Doug Faust, Anni Foasberg, Michael Keller,
Gene Miller, Sarah Parks, Randy Steiner, Kyle Volker
www.wizkidsgames.com
TM & © 2016 CBS Studios Inc. © 2016 Paramount Pictures Corp.
STAR TREK and related marks and logos are trademarks of CBS
Studios Inc. All Rights Reserved.
23
© 2016 WIZKIDS/NECA, LLC. All rights reserved.
HeroClix and WizKids are trademarks of WIZKIDS/NECA,
LLC. Products shown may vary from actual product.
Please retain our address for your records.
SUMMARY
GAME
COMBAT WITH ENEMY TOKENS
Choose scenario and variants.
Players choose ships.
Setup the game.
Play the Rounds, until the Round Limit or the
end conditions.
Determine the game outcome.
Long Range Attack Phase
ONE ROUND
Prepare the Round (not during the fi rst Round):
• Refresh the Data Dice in the Core.
• Create a new Crew offer.
• Refresh Advanced Action and Undiscovered offers.
• Players Ready their Crew Members and flip back
Skill Tokens.
• Players reshuffle their decks and draw new cards.
Players choose Tactics.
• Lowest Experience Points (or later in Round Order, if
tied) goes first.
• Rearrange the Round Order Tokens.
Players play turns in order, until someone announces
the End of the Round.
• Other players then have one last turn.
ONE TURN
If your Ship Deck is empty, you may forfeit your turn to
announce the End of the Round.
• If your hand is also empty, you must do this.
Regular turn: Optional Movement (and/or Space
Map revealing), then optional (sometimes
mandatory) Action:
• Combat with enemies (assault a Starbase, provoke
or challenge Enemy Ship Tokens, perform an Away
Mission).
• Interaction with a location (recruiting, repairing,
healing and buying cards with Diplomacy).
• Player vs. Player combat
Perform Emergency Repairs: no Movement, no Action.
• Standard Emergency Repairs: Discard one non-Damage
card and any number of Damage Cards.
• Slow Recovery (if you have only Damage cards):
Discard one Damage Card.
Any turn:
• Play any Special, Repair, and Heal effects. Repair and
Heal effects cannot be played during combat.
• Use one Data Die from the Core (optional).
End of the turn:
• Return and re-roll any used Data Dice.
Return unused Data Dice without re-rolling them.
The next player may play now.
• Do Forced Withdrawal, if you are not on a safe space.
• Discard played cards, return all Data Tokens (not Data
Crystals).
• Use the benefi ts of your location, if any.
• Claim your combat rewards, and then process Level
Ups, if any.
• Discard any number of non-Damage cards from your
hand (at least one if no cards were played this turn).
• Draw cards up to your (modified) Hand Limit.
• Perform none, one or more attacks. You may defeat one
or more enemies with each attack.
• Play Long Range Attacks of total value equal to or
higher than the chosen enemies’ Defense Value to
defeat them.
• Gain Experience Points for each defeated Enemy Token
(but do not Level Up yet) and then discard the token.
Shields Phase
• Perform none, one or more Shield deflections. You may
block partial or full damage from one enemy with each
total Shield deflection. You may play a card sideways
as Shields 1.
• Play Shields of total value equal to or higher than
the chosen enemy attack to block it fully. Otherwise,
you may partially block the damage from that enemy
with your total Shield defl ection. Any damage that
is not blocked will damage you during the Assign
Damage Phase.
Assign Damage Phase
• Assign all unblocked damage to your ship.
• For each Damage Card you take to your hand, reduce
the damage by your Captain’s Defense Value.
Attack Phase
• Perform none, one or more attacks. You may defeat one
or more enemies with each attack.
• Play any Attacks (including Long Range Attacks, or a
card played sideways as Attack 1) of total value equal
to or higher than the chosen enemies’ Defense Value to
defeat them.
• Gain Experience Points for each defeated Enemy Token
(but do not Level Up yet) and then discard the token.
AWAY MISSIONS
Assign Captain and/or Crew Members to Away Team
(optional).
• Only Crew Members who are part of the Away Team
may participate during each phase.
• Skill Tokens (as well as the Action Card that features the
Captain’s name) may only be used if the Captain is part
of the Away Team.
Draw Planet Token
Diplomacy Phase
Play Diplomacy points (including cards played sideways
as Diplomacy 1) equal to the Diplomacy Value of the
Planet Token to immediately overcome the Planet Token.
Long Range Attack Phase
Play Long Range Attack equal to or higher than the
Planet Token’s Defense Value to immediately overcome
the Planet Token.
Assign Damage Phase
• If Planet Token is not overcome, the Away Team
receives damage equal to the Planet Token’s
Attack Value.
• Shields cannot be used to block this attack.
• Damage must be assigned to the Crew Members and/or
the Captain until all damage has been suffered.
• If there is any leftover damage, the mission ends in
failure. Lose 2 Reputation.
Attack Phase
• Play Attack (including Long Range Attack and cards
played sideways as Attack 1) equal to or higher than the
Planet Token’s Defense Value to overcome the Planet
Token.
• If Attack is insufficient, the mission ends in failure, but
no Reputation is lost.
• Gain Experience Points for each defeated Planet Token
(but do not Level Up yet) and then discard the token.
PLAYER VERSUS
PLAYER COMBAT
Defender declares their intention:
• If they attend the attack fully, they can act as if it were
also their turn, including end of turn processing. They
are protected until their next turn, but they lose their
next turn.
• If not, they cannot use Data Dice or Skills, and their
reaction ends immediately after the end of combat.
Long Range Attack Phase
• First the defender, then the aggressor may initiate one
Long Range Attack.
• The player attacking plays any amount of Long Range
Attacks.
• The blocker may play Shields to reduce the attack
(including cards played sideways as Shields 1).
The attack is reduced by 1 for every 2 points of
Shields played.
• The remaining attack is assigned as damage by the
attacker to the blocker’s ship. Damage must equal the
blocker’s Defense Value to successfully damage their
ship (i.e., to place a Damage Card in their hand).
Close Range Attack Phase
• First the aggressor, then the defender may initiate
one Attack.
• The player attacking plays any amount of Attacks
(including Long Range Attacks, or cards played
sideways as Attack 1).
• The blocker may play Shields to reduce the attack
(including cards played sideways as Shields 1). The
attack is reduced by 1 for every 1 point of Shields.
• The remaining attack is assigned as damage by the
attacker to the blocker’s ship. Damage must equal the
blocker’s Defense Value to successfully damage their
ship (i.e., to place a Damage Card in their hand).
• During this phase, the attacker may also spend
damage points equal to twice the blocker’s
Defense Value to force the blocker to withdraw
to a neighboring safe space. No enemy ships
are provoked during this movement.
• If the blocker is forced to retreat, then the
attacker gains 1 Experience Point if the blocker
has more Experience Points than the attacker,
plus 2 for each Level the blocker is higher than
the attacker.
• If the attacker was the aggressor, they may
immediately move into the defender’s space
(for free, without provoking nearby enemies).
• If the defender retreated from one of their
controlled Romulan Starbases, the aggressor
must move into the space and claim the
Romulan Starbase for themself.
• If all damage is absorbed by the Crew Members and
Captain with no leftover, proceed to the Attack Phase.
ENCOUNTER TOKEN ABILITIES
DEFENSIVE
OFFENSIVE
Resistance to Normal Phasers: All normal
Attacks (including cards played sideways)
are inefficient (halved).
Photon Pulse Attack: Only Photon Pulse
Shields and Pulse Torpedo Shields are efficient
when blocking this (others are halved).
Antimatter Weapon: Any undeflected
damage from this enemy is doubled.
Resistance to Photon Pulse: All Photon
Pulse Attacks are inefficient (halved).
Photon Torpedo Attack: Only Photon Torpedo
Shields and Pulse Torpedo Shields are efficient
when blocking this (others are halved).
Biogenic Weapon: For each Damage Card
that a player draws into their hand from a
Biogenic Weapon Attack, they also place
one Damage Card in their discard pile.
Resistance to Photon Torpedo: All Photon
Torpedo Attacks are inefficient (halved).
Pulse Torpedo Attack: Only Pulse Torpedo
Shields are efficient when blocking this (others
are halved).
Both Photon Pulse and Photon Torpedo
Resistances: All Photon Pulse, Photon
Torpedo, and Pulse Torpedo Attacks are
inefficient (halved).
Disruptors: All Shields are halved when
blocking an enemy with this ability.
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Energy Dissipator: If a ship receives
one or more Damage Cards from an
Energy Dissipator Attack, the player must
immediately discard all non-Damage cards
from their hand.
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