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Star Trek:

Galactic Conquest: The Starship Battle, Card Game


Star Trek: Galactic Conquest: The Starship Battle, Card game is a game of starship to starship combat in space. 2 to 6 players, ages 9 to adult attempt to destroy their opponents with various weapons.

Only one card may be played as a reinforcement during your turn. I.e. The Ferengi Captain fires a missile at the Federation Captain for 6 points of damage to his bow. The Federation Captain has played a shield on the bow in his previous turn, he now plays one more shield, negating all damage. Special Cards allow you to do a variety of options. I.e. Boarding Parties, allow you to attack the crew directly without destroying the shields in any one area. Follow the instructions on each card.

Starting the Game


Each player starts the game with one Starship card (the large card) and his deck of 12 cards in hand. Each of the large starship cards are slightly different. The starship cards are used to keep track of damage received during battle.

Overview

In each game, players attack their opponents vessel to destroy or drive off their enemy. The captain that destroys his opponent gets points for the Object of the Game kill. The battle is over when there is only one ship The object is to score 100 points or more, being left in the disputed area of space. the top scorer. The player who reaches 100 points first wins the game. Several battles may take place to Arming and Playing obtain the victory conditions. Each player picks up his deck of cards and chooses 7 points worth of cards to play in each Components phase. Then the next thing to do is to play an This game includes one rules folder, 10 large attack, a defensive shield,or a special. Ship Cards, ten decks of 12 playing cards and 6 six Attack- A player may attack any other player by sided die. placing an attack card in front of the player of his There are three types of playing cards in choice. each deck. Attack, Defense and Special. If the attacked player has an appropriate response card, he may play it immediately. Attack Cards allow you to attack another player. Defensive Shield- A player may play one, and Each attack card shows the type of weapon it is only one, from his hand onto his own vessel. No and how much damage it inflicts. The number of other cards may be played or discarded when (as damage the card inflicts is marked at the top of each the active player) you play defensively. card. You may only play cards up to your current Special- A player may play any special card in arming number. his hand that is legal. I.e. you can not repair nonexistent damage with a repair card. (Follow Defense Cards allow you to reduce or stop the instructions on each card) damage from occurring to your vessel when someone plays an attack card against you. You Arming may place shield cards on your ship before you Arming is the act of choosing the nine power points are attacked to strengthen the shield value of the area needed. You may not play a shield on the crew of cards you will use during the current phase of combat. Each card in your deck will have a power area at any time. Shield cards can also be played in value on it. The cards you choose may not exceed response to an attack.

the value of your engine output. Except if any ship has no engine points left, that ship may always use two power points worth of cards in its next battle phase. I.E. at the beginning of play all ships have seven engine points to use towards attack cards, defence cards and/or special cards.

the ECM bringing the damage back up to 6. The Gorn player plays an ECCM of his own, once again reducing the damage to 3 points. If the Andorian player has another ECCM she may play it. Once all players involved have finished playing their cards the damage is tallied and marked on the starship.

Attack
The attack is the most basic move of the game. To attack an opponent, Announce your attack, then play a card, of your choice from your hand, in front of the opponent of your choice. There are nine kinds of attack cards. Phasers, Disrupters, Photon Torpedoes, Plasma Torpedoes, Hellbore Cannons, Tractor/Repulsor, Fighters, Maulers and Seeking Drones. Phasers do 2 points of damage, Disrupters do 3 points of damage. Photon and Plasma Torpedoes do 4 points of damage. Hellbore Cannons do 5 points of damage. Seeking Drones and Maulers do 6 points of damage. Fighters do a total of 8 points of damage ( two to each shield). Tractor/ repulsors do variable damage, see card for details. These numbers can be modified by Special cards and Shields.

Special
Some of these cards allow special attacks and defenses. I.e. The cloaking device is left in the special card section of the players ship card. Cloaking Device: When placed in the special section of the players starship, she may announce she is cloaking her ship. While cloaked, she may not fire her weapons or use boarding party cards. She cannot win the battle while cloaked. A cloaked vessel cannot be the target of Seeking Drones or Plasma Torpedoes. All other forms of attack hit only on the roll of 5 or 6 on a six sided die. Boarding Party: When played in conjunction with any other attack card. You temporarily breach a shield, allowing you to destroy 1-6 crewmen. Roll six dice. For each 5 or 6 rolled, kill one crewman from the defending ship. Repair Cards: When played, remove damage from your vessel by removing three damage markers (six for the Federation). This card may only be played during your turn. Spacial Minefield: Played in front of one players ship. While in the Minefield, the affected player may not retreat from battle without rolling a 6 on a 6 sided die. Launching fighters from the affected vessel will not cause the minefield to detonate. (See card for details). Ram and Board: The Jem Hadar have the ability to ram an opponents ship. When they perform this action, they roll 6 six sided dice. Each 4, 5 and 6 will damage the shield of the defending vessel. All 1s will damage the Jem Hadar vessel. If the defenderss shield is breached as a result of the attack, roll all 6 dice again, all 1s and 2s will kill crewman.

Defence
An Auxiliary Shield card may be used as a defensive shield. Multiple shield cards may be played as a responce to an attack. Anti-Drone defense negates any incoming drone card. Gatling Phasers stop up to three incoming fighters. Electronic Counter Measures/Electronic Counter, Counter Measures (ECM/ECCM): The ECM/ ECCM is played as a defensive card when a seeking weapon is fired at you. (Seeking Drones and Plasma Torpedoes) ECM reduces the damage of each type of weapon by 3 points. The Electronic Counter, Counter Measures portion of this card can be played immediately after an ECM card is played. This card will negate the effects of an ECM card. An ECCM card can be played in response to an ECCM to negate the first ECCM. I.e. The Andorian player fires a missile at the Gorn player. The Gorn Player plays an ECM to reduce the damage to 3 points. The Andorian player plays an ECCM to negate

Shields Breached
When the shields in one area have been breached, (Shield number reaches zero on the starship card) the crew will be exposed to direct damage from

weapons being shot into that area. NOTE: There is no damage to the crew the turn the shields go down. I.e. The starboard shield of the Hydran vessel has 1 point left. The Captain of the Klingon vessel fires a drone doing 6 points of damage. The Hyrdans shield drops, but the crew does not take 5 points of damage. I.e. When taking damage, the Captain of the ship will mark the appropriate damage on his vessel to represent the amount of damage inflicted after all modifications are tallied. When the damage number reaches zero, the shields in that area are considered breached. There are no negative numbers. Auxiliary Shield cards may still be played in that area after a breach, but any damage that gets through the shield will kill crewmen.

the left of the last player to play a card will begin the next phase. C) Ongoing Play - Play will proceed clockwise until all players have played all the cards they have chosen for the current phase. D) End of phase - When all players are out of cards in hand, retrieve all the used cards and prepare to Arm (A). E) Scoring (Optional) - If any ship has been destroyed, score the points for that victory.

Scoring and Winning

Eliminating an Opponent
When an enemy vessel loses its last crewman, he is eliminated from the combat. The Captain who kills the last crewman on an enemy ship is awarded that vessel. (See Scoring below) A kill may only be scored by playing an attack card. Boarding Party cards are Special cards.

The last surviving ship in the disputed area is declared sector commander, She will score 30 points. In addition, each player who kills a starship gets 15 points for each ship destroyed. When the totals are tallied, gather up all of your cards and return the starships to the original player. Play continues in this fashion until one player reaches 100 points. There are no ties! If two or more players are tied, another round is played until there is only one top scorer. This Captain is promoted and wins the game.

Engines &Escaping
A player whos ship has no enigine points remaining can no longer use more than TWO power points, nor can that ship escape the battlefield. At the end of his turn, a player with working engines may attempt to escape. On the turn he announces his escape, he takes a normal turn. On the next turn if he still has engines, he plays no cards and escapes. No one gets points for the escaping vessel. The escaping captain must roll a six sided die, for a posible Mutiny, and on the roll of a 1( Klingons Mutiny on a 1 or 2) he forfeits 10 victory points in the scoring phase.

Racial Abilities:
Each ship has its own racial ability. The ability on the ship may in some cases break the rules of the game. In these instances, the racial ability supersedes the general rules of the game. I.e. The Klingons are superior Hand to Hand combatants. When boarding, they kill on a 4,5, or 6. The Gorn crew, however, has extra thick skin. When they are boarded by the Klingons they are hit on only a 5 or 6. When the Gorn are boarded by any other race, they are only hit on a 6.

Marking Damage & Aux. Shield


Whenever a ship takes damage, use the small red button markers to show the current damage to the afflicted section. This will also take into account self inflicted damage do to the Special ability of the Orion Privateer. Use the Blue button markers to show Auxilury shield bonus.

Sequence of Play
A) Arm - Choose a number of cards in power point value not to exceed your current engine number. B) Begin Play - The player to the left of the owner of the game will begin play (in the first phase) by choosing a card from his hand and playing it on the defender of his choice. In subsequent phases the player to

Sample Player Ship Card IKV VorCha Klingon S BOW T 5 A P R O CREW R 5 21 5 B O T A STERN R 5 D
Hand to Hand experts: Your enemy must sacrafice an equal number of crew as his boarding party kills. Mutiny on a 1 or 2.

SHIP NAME RACE

Credits
Game Design: Paul S. Weintraub Game Development: Paul S. Weintraub Box Art: Card Art: Playtesters: Donna Balkan, Larry Chong, Ted Simmons, Evan Tannheimer, Dave Chalker, Uwe Eickert and the members of GCOM. Star Trek is a registered trademark of Paramount Pictures Inc. The names Federation, Klingon, Hydran, Andromedan, JemHadar, Orion, Ferengi, Gorn, Romulan, and Cardassian are registered trademarks of Paramount Pictures Inc. All rights reserved. Copyright 2004 Paul S. Weintraub Trademark 2004 1% Inspiration Games Inc.

SHIELD POINTS

ENGINES 9

SPECIAL CARDS

CREW POINTS Special Racial Abilities

List of Components
ENGINE POINTS

Sample Play Deck Card


Photon Torpedeos 4
Does 4 points of damage.

PLACE SPECIAL CARDS HERE

Damage amount

10 Large Ships 6 Six sided dice 1 Rules of play Ten play decks, each containing containing 12 cards for a total of 120 playing cards 200 Red button markers 25 Blue button markers

Card Name Power value Attack Symbol

Card Desc.

Sample Play Deck Card


Auxiliary Shields - 3 any location
Reduces any incoming weapon damage to any location by 3 points as a responce to weapons fired at you.

Sample Play Deck Card


Cloaking Device
Card function
(Place in front of your ship when cloaked. )

Card Name Power value Shield Symbol

Card Desc.

Card Name Power value Special Symbol

Announce cloaked. While cloaked, may not fire or board other vessels. Cannot be hit by seeking weapons. Can only be hit by a 6 on a 6 sided die. Cannot win battle while cloaked.

Card Desc.

P O R 5 T CREW 21 5

IKV VorCha Klingon Bow 5 S T A R B O A R D P O R 6 T

CIN Demolisher Cardassian Bow 7 CREW 15

STERN 5
Hand to Hand experts: When rolling for boarding parties. You kill on 4, 5 or 6. Mutiny on a 1 or 2.

STERN 7

S T A R B O A R D

Shield Experts: May move any attack card location to an adjacent location.

ENGINES 9

SPECIAL CARDS

ENGINES 9

SPECIAL CARDS

P O R 8 T CREW 9

USS Galaxy Federation Bow 8 S T A R 8 B O A R D P O R 6 T

FFV Marauder Ferengi Bow 8

CREW 13

STERN 8

STERN 8

S T A R B O A R D

Elite Crew: Remove six damage points from one section with one repair card, or discard any one card to repair two points of damage to any one section of your choice.

ENGINES 9

SPECIAL CARDS

Expert Traders: You may force any player to Sacrifice one card to you (randomly) at the start of his turn, in return you must sacrifice one crew member.

ENGINES 9

SPECIAL CARDS

P O R 6 T CREW 13

RIS Dderidex Romulan Bow 8 S T A R 6 B O A R D P O R 7 T

Thirenium JemHadar Bow 7

CREW 13

STERN 8

STERN 7

S T A R 7 B O A R D

Cloaking Experts: Playany card as a cloaking device. Place any card face down in front of this vessel to cloak the ship.

Single mindedness: Will not retreat! If an enemy declares a retreat from battle, the JemHadar may use any card as a ram against the retreating vessel.

ENGINES 9

SPECIAL CARDS

ENGINES 9

SPECIAL CARDS

P O R 7 T CREW 13 7

GIV Hennerriack Gorn Bow 7 S T A R B O A R D P O R 8 T

ASE Mirinnan Andomedan Bow 7 CREW 11

Extra tough skin: Boarding party cards only hit on a 6. Exception: The Klingons still hit on a 5 or 6.

STERN 7

STERN 7

S T A R 8 B O A R D

Expert of the electronics war: May play any card as an ECM or ECCM once per attack.

ENGINES 9

SPECIAL CARDS

ENGINES 9

SPECIAL CARDS

P O R 7 T CREW 14

HMV Uhlan Hydran Bow 7 S T A R 7 B O A R D P O R 8 T

Privateer Orion Bow 8

CREW 9

Master of the Carrier: Every turn, you may discard any one attack card and launch four fighters from your bay. Each fighter does two points of damage to each enemy shield. No more than two fighters may target the same shield. You may target more than one enemy ship with this attack.

STERN 6

STERN 8

S T A R 8 B O A R D

Energy Experts: May sacrifice one engine point in your next Arm phase, to play two attack cards in the current phase. May discard any card on his engines as energy to increase hand capacity.

ENGINES 9

SPECIAL CARDS

ENGINES 9
(Engines may not exceed 9)

SPECIAL CARDS

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