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TF01
3,TNG Card Game - New Rules
4,by Simon Plumbe
Star Trek: The Next Generation Customisable Card Game
-------------------------------------------------------
New/Updated Rules
-------------------
by Simon Plumbe
-----------------
While Decipher have obviously done their best to create as good a
game as they possibly can, there are a few minor flaws with the game
that players have commented on, and there are a number of things that
the game doesn't allow for that players would like to be able to do.
Because of this, I have spent a large amount of time studying the
existing rules and adapting many of them to make play more realistic
and more dependent on strategy and skill rather than luck. As well as
this, I have devised a new set of additional rules which might
enhance your enjoyment of the game. Obviously, you don't need to
follow and use all of these rules, but you might be tempted to try a
few of them...
Away Teams
------------
One of the problems with the TNG game is that there are no
restrictions placed on the use of Away Teams. In many games this can
lead to players beaming down their entire crew to attempt missions,
meaning that most dilemmas can be overcome quite easily. Any dilemmas
that have Integrity, Cunning or Strength requirements are made
redundant by such large teams. It tends to make winning games more a
matter of how many crew you can get on board your ships as soon as
possible. The first player to build up a large crew will usually win.
As an alternative, Away Teams should be restricted to no more than 6
personnel (plus up to 6 pieces of equipment) and only one Away Team
may be beamed per turn. Each mission may be attempted by no more than
two combined Away Teams. Put simply, to attempt a mission, you can
either beam a 6-man Away Team down and attempt the mission, or wait
until your next turn, beam another 6-man team down and attempt the
mission with 12 crewmembers. However, once a mission has been
completed, the crew can only be beamed up at a rate of one team per
turn.
If a player has two ships in orbit around the same mission, then Away
Teams can be beamed between ships freely and two Away Teams may be
beamed to a planet per turn (one Away Team per ship).
Banned/Restricted Cards
-------------------------
Something which many players are now adopting is the banning or
restrictions of certain cards in the game. There are some cards which
are so powerful or advantageous to the player that, if not
controlled, can allow for one-sided games.
The following restrictions can be applied to the game to add a little
extra strategy to the proceedings (make sure all the players agree to
these beforehand):
* Dilemmas - players can include as many Dilemmas in their decks as
they wish (as long as they have no more than half of their decks
consisting of seed cards) but Dilemmas should NOT be duplicated.
* Artifacts - again, players may seed as many Artifacts as they wish
subject to deck restrictions, but again these should not be
duplicated. This merely prevents players from using some of the
more powerful Artifacts that play as Events or Interrupts on
several occasions throughout the game.
* Particle Fountain - these are normally played after missions have
been completed for bonus points. An alternative rule would mean
that players may only use ONE Particle Fountain for bonus points
per game, although they may include as many in their decks as they
wish in order for the card to appear in their hand sooner.
* Raise The Stakes - this is optional, but I find that Raise The
Stakes is a fairly redundant card. If you are playing against a
friend, the chances are you'll only end up giving any cards back
that you keep from your opponent, and if you are playing someone
who isn't such a great friend, it can only lead to heated
arguments. An alternative is that the loser could agree to buy the
winner a Booster Pack or two.
* Other cards - in order to prevent one player having too great an
advantage over another, the following cards should also be
restricted to one per deck:
Events:-
One of each Espionage card
"Kivas Fajo - Collector"
"Red Alert"
"Res-Q"
"Static Warp Bubble"
"Supernova"
"The Traveller: Transcendence"
"Warp Core Breach"
Interrupts:-
"Kevin Uxbridge"
"Palor Toff - Alien Trader"
"Q2"
Adapted Cards
---------------
One thing that I have discovered during play is that there are some
cards that are either too powerful or their meanings are either
unclear or are disadvatageous to players because they haven't been
explained properly. Because of this, I feel that a number of cards
should be slightly adapted and their effects changed slightly to make
gameplay a little more balanced.
* Alien Parasites
For this Planetary Dilemma, normally if an Away Team is unable to
pass this, the Away Team beams up and the opponent immediately
gains control of the ship and its crew and control does not revert
to the original owner until the crew/ship is stopped. To make
things fair on the owner of the ship, whoever takes control MUST
use the ship to attempt missions on every turn. Any missions that
are completed in this way will earn points for the controller of
the ship, but if stopped, the original owner gets their ship back.
This prevents the situation occurring where a players ship is just
left stranded in orbit around a planet with no way to regain
control over it.
* Two-Dimensional Creatures
This Space Dilemma is one of the few cards that normally has a
long-lasting effect on the game. The ship affected is unable to
move until SCIENCE and ENGINEER present and it stays on the ship
permanently, disabling all empaths. Instead of this, it would be
better to place a duration for the effect of the card, with the
card being discarded from the ship after 5 full turns.
* Horga'hn
As with the Two-Dimensional Creatures, if this card is allowed to
remain in play for the duration of the game, it virtually
guarantees that the owner of the card will win the game. Instead,
again it should be restricted to last for 5 turns and then be
discarded. Obviously, if a player obtains another Horga'hn in their
hand, then this can be played at a later date. The restriction is
necessary as it is the ONLY Artifact to have a permanent effect on
the game and has no counter-measure.
* Genetronic Replicator
This card has caused more than a few disagreements amongst players
over when and where the card is able to save the lives of
characters. Normally, while in play, the card prevents characters
from being killed on Away Teams if two MEDICAL are present.
Generally, this should be adhered to, but in situations where cards
state that more than one crew member or entire Away Teams are
killed, then the card should only have an effect on ONE character.
Looking at the episode "Ethics", the Genetronic Replicator was able
to save INDIVIDUAL lives, but it was not able to affect entire crew
or multiple crew members simultaneously.
* Emergency Transporter Armbands
If you are using the restricted Away Team rule described earlier,
then the same restriction should apply to this card. Put simply,
when this card is brought into play, it will only be able to
transport a MAXIMUM of 6 crew before the card is discarded.
Reincarnated Cards
--------------------
Another optional rule you may wish to bring into play is one that
affects cards such as Res-Q and Palor Toff - Alien Trader. For cards
such as these that allow the player to select a card from their
discard pile and return it to their hand, restrictions should be made
on which cards can and can't be reincarnated to prevent players from
becomming too powerful. Again, this will force players to be more
careful when using such cards, knowing that they can only be used
ONCE per game. The following cards, therefore, should be restricted
so that they can not be reincarnated:
Res-Q
Amanda Rogers
Kevin Uxbridge
Palor Toff - Alien Trader
Kivas Fajo - Collector
Ships
-------
As you are aware, all ships have a minimum crew requirement before
they can be used, each needing a pre-determined number of Command and
Staff ability crewmembers. To make the game a little more realistic,
when using Away Teams to attempt Planetary Missions, each ship must
STILL have the minimum crew requirements on board in order for the
ship to function properly. This just adds a little extra strategy
when players are selecting their Away Teams, because some crew MUST
remain behind.
Shuttles
----------
For those playing with the Federation affiliation, two of the ships
cards are smaller vessels, namely the Runabout and the Type VI
Shuttlecraft. A minor rule alteration will allow players to transport
these smaller ships on board larger vessels in the shuttlebays.
Obviously, not all the Federation ships are the same size, so the
following MAXIMUM storage capabilities come into play:
Excelsior Class - 2 shuttles
Galaxy Class - 4 shuttles, 1 runabout
Miranda Class - 1 shuttle
Nebula Class - 3 shuttles
Oberth Class - 1 shuttle
For added realism, the maximum number of crew allowed on board any
Shuttlecraft at any one time should be no more than 6 and the maximum
for a Runabout should be 12.
Obviously, when these smaller craft are used, they need to be crewed
as specified. Also, these craft can be used to land on the surface of
planets, avoiding the use of transporters.
However, while attempting missions, players are not allowed to use
Transporters AND Shuttles. This avoids players sending 6 crew in a
shuttle and six in an Away Team therefore negating the Away Team size
restriction mentioned earlier.
Unfortunately, not enough technical data is known on the other
affiliations to adapt these rules, although because a Shuttle
(specifically the Yridian Shuttle) is part of the Non-Aligned set,
then the other Non-Aligned ships should also be able to carry one or
more of these on board. The number of shuttles that any ship may
carry is set out as follows:
Combat Vessel - 1 Yridian shuttle
Husnock Ship - 4 Yridian shuttles
Mercenary Ship - 2 Yridian shuttles
Zibalian Transport - 3 Yridian shuttles
Again, as with the Federation Shuttlecraft, I would suggest that the
Yridian Shuttle should hold no more than 6 crew at any one time.
Outposts
----------
During the initial seeding of the spaceline, players may only seed
ONE Outpost for each affiliation they control, although additional
Outposts may be played later on during the game. Originally, the game
allowed Outposts to be constructed on any mission (as long as it it
of a matching affiliation) at any time during the game. However,
again to add more realism to the game, to construct an Outpost you
MUST have at least 2 Engineers present AND 2 ships present for 2 full
turns. These ships and the Engineers can do nothing for those turns,
although any other crew may form Away Teams and attempt missions.
The idea for this is to give a more realistic representation of the
time and resources needed to construct an Outpost - the 2 ships
represent the amount of materials that need to be transported for the
Outposts construction.
Federation-Initiated Attacks
------------------------------
One thing that the rules doesn't allow is for players who are playing
the Federation affiliation to make the first move in any battle. The
Federation is the only affiliation that is restricted to retaliation
actions only. They can attack other vessels/Away Teams, but only in
defence. However, in past episodes of TNG, Federation ships HAVE
initiated attacks so I have developed a new rule which allows players
to do just that.
As you are aware, each ship has a minimum crew requirement before it
can be used comprising of a number of Command Ability and Staff
Ability crew. Based upon these ship requirements, a Federation ship
may attack another if it's minimum crew ALL have the Treachery skill.
For example, to use a Galaxy Class vessel in an unprovoked attack,
you would need one Command Ability crewmember with Treachery and two
Staff Ability crew, again with Treachery.
For ships with no minimum staffing requirements, for these to attack
first they must have at least one crew member of either Command or
Staff Ability present with Treachery.
For Away Team combat, a Federation Away Team may only initiate a
battle if the crewmember leading the Away Team has both Leadership
(if there is no Officer present) and Treachery and AT LEAST one other
character in the party has Treachery as well.
Three Player Game
-------------------
This is the most complicated of all of the new rules we have created
to take into consideration. It is not simply an adaptation of the
existing rules to allow three people to play, but more of a new game
altogether. To be honest, the game really needs four people - three
as players and a fourth to act as referee and scorekeeper. The fourth
player is optional, but it makes life a lot easier and can help
settle disputes with relative ease.
The three player version incorporates the other rules alterations
mentioned above, along with a few new twists to the gameplay. It also
adds a new dimension to the game from a strategic point of view as
players have to cope with not one but two opponents.
The Deck
--------
Each player uses a 100 card deck. Out of this, 10 are missions (one
from each player MUST be a mission suitable for all three
affiliations), and at least 1 outpost. The remainder of the deck is
left to the player's discretion, although it must adhere to the rule
that no more than 50% of the deck can consist of missions, dilemmas,
outposts and artifacts. Also, because all of the cards will be laid
out facing the same way, players MUST keep a record of what cards
they are using and what cards are in their decks so that they can be
returned to their rightful owners at the end of the game.
The Spaceline
-------------
As with the normal two-player game, players take it in turns to seed
the spaceline, although it does not follow the normal linear design,
instead using the pattern below. Although this is more complex and a
little more difficult to set out, it does offer more variety in the
gameplay and offers players more scope in where they actually go.
There is no restriction on where missions can be placed, but the
centre location MUST be a mission that is suitable for all three
affiliations. The spaceline should be laid out like this:
X X
X X X X
X X X X
X X X X X
X X X X
X X X X
X XXX X
X X
where each "X" represents a mission card.
Outposts should be located on the outer rim of the spaceline. This
just makes life easier when positioning ships and personnel at
outposts, rather than trying to squeeze all the cards into the centre
of the spaceline!
An added option is that the referee can also seed cards into the
spaceline, planting dilemmas and artifacts to help and hinder the
players. I would recommend that the referee seeds one dilemma under
each location, and seeds artifacts in multiples of three.
Obviously, because of the circular design of the spaceline, certain
cards in the deck become redundant or need their functions altered,
namely the Event card "Where No One Has Gone Before" and the Dilemmas
"Female Love Interest" and "Male Love Interest". With "Where No One
Has Gone Before", it is simply a matter of ensuring that no player
has one of these in their deck (it won't be of much use to them if
they do!) and with the love interest cards, these will send players
to the opposite side of the space line to a location determined by
the referee.
Alternative Spaceline
---------------------
Instead of using the above Spaceline, a few other alternative designs
are listed below. Please note that some require the players to seed a
different number of missions to the standard spaceline shown above.
1. 11 missions per player
XXXXXXX
X X X
X X X
XXXXXXX
X X X
X X X
XXXXXXX
2. 10 missions per player
XXXXXXXXXX
X X
X X
X X
X X
X X
XXXXXXXXXX
This spaceline obviously has a higher dependence on the use of
Wormholes and ships with long ranges. It could theoretically lead to
players creating a territory around their Outposts and defending it
vigourously.
3. 9 missions per player
X
X X
X X X
X X X
X X X
X X X
XXXXXX XXXXXX
For this design, each player must locate their initial Outpost at one
of the three corners of the spaceline.
Player Alliances
----------------
With three people playing, there will always be the tempation for two
players to team up and attack the other player. Understandably, this
can be more than a little unfair, so a small restriction should
ideally come into play. Instead of allowing Alliances to be formed
just by players talking to each other, a couple of conditions should
come into play, namely:
* Both players must have the appropriate Treaty cards in play. For
example if one person is playing Federation, the other Klingon,
then both players need to have the Treaty: Federation/Klingon card
in play on the table.
* Secondly, in order for the inital Alliance to be formed, one of the
players must have one of their ships stop at the other players
Outpost. Once the ship reaches that Outpost, their turn ends and
the Alliance between the two is formed.
Obviously, if a card such as The Devil is brought into play, then
this will nullify any Treaty in play. For Alliances between
Federation, Klingon, or Romulan and a Non-Aligned crew, Treaty cards
are unnecessary, but a stop at an Outpost is required. Also, such
Alliances are only temporary, lasting for a duration of no more than
5 turns.
For alliances between players controlling the same affiliation,
alliances should be allowed, but again the restrictions should apply
that exist for Non-Aligned in that an Outpost must first be visited
and that the alliance will only last for 5 turns.
Winning The Game
----------------
Obviously, the existing system of the first player to reach 105
points seems a little pointless - with 30 missions to play, there are
far more points available than that in the spaceline. A suggested
score target would be 250 points, or set a time limit (a minimum of
two hours is suggested for a game of this size) and the winner would
be the one with the most points after this.
Referee Interaction
-------------------
This is a more advanced option that can be introduced once players
(and the Referee) become familiar with the three-player format.
Basically, it allows the Referee to play cards during the game from
his/her own deck against the other players!
For this rule expansion, the referee needs to keep a six sided die on
one side at all times and they should compile a deck of as many
Events and Interrupts as they wish! The quantity restrictions
described earlier do not apply, although there are certain cards that
the Referee should not include, namely:
Events:-
Pattern Enhancers
Raise The Stakes
Red Alert
Treaty: Federation/Klingon
Treaty: Federation/Romulan
Treaty: Klingon/Romulan
Where No One Has Gone Before
Interrupts:-
Auto-Destruct Sequence
Full Planet Scan
Jaglom Shrek - Information Broker
Life-Form Scan
Long-Range Scan
Near-Warp Transport
Scan
Tachyon Detection Grid
Each of the three player should also be allocated a number before
play commences, namely 1, 2, or 3.
The Referee starts with no cards in their hand, unlike the players
who start with the usual 7. At the start of every turn, the Referee
should take a card from their deck and then roll the die. If they
roll a 1, 2, or 3 then a card should be played from their hand. If a
card has to be played against a specific player, then the "victim"
should be the player to which the die roll corresponded. However, if
the Referee rolls a 4, 5, or 6 then the Referee should role the die
again until a 1, 2, or 3 is rolled. However, it can be left to the
Referee's discretion as to whether or not they play a card in that
turn and if not, they can reserve it for a future turn.
The Referee should only play one Event card per turn, but they may
play as many Interrupts as they wish... which is particularly useful
if you have plenty of Rogue Borg!!! :-)
While this can be cruel to the players, there is only a 33% chance
that anything will happen to any player in any one turn, and even
then, the card played could be advantageous to the player. This
random element to the game makes play more exciting and dangerous!
However, all is not lost for the players, as they will be able to use
any appropriate Events, Interrupts or Artifacts to counter the
effects of any cards played by the Referee.
Thanks must go to Tim Smith, Sven Harvey and Marcus Priddey for
acting as my playtesters for these rules.