Star Trek:The Next Generation Customizable Card Game

Solitaire Variation:

--Lost in Deep Space v1.0--

 

REQUIREMENTS:

 

  1. Neutral Outpost
  2. Six Sided Die
  3. All of your Non-Aligned Personnel
  4. Ships for the Non-Aligned Personnel
  5. More than Enough Personnel and Equipment to Run Your Favorite Aligned Ship
  6. Your Favorite Aligned Ship
  7. Lots of Missions
  8. Dilemmas and Artifacts (Artifacts Optional)
  9. Interrupt and Event Cards
SETUP:

Take all or most of the missions you have and shuffle them. Arrange them in a Y or + shape, as you would if you were playing a multiplayer game. Separate your planetary and space dilemmas and artifacts. Shuffle the artifacts and place them. Shuffle your space dilemmas and place them. Shuffle your planetary dilemmas and place them. Seed the neutral outpost at the far end of the arrangement of missions (the 'galaxy'). Place all of your personnel and equipment into your ship and place that at a different end of the galaxy from the neutral outpost. Shuffle your interrupt and event cards and place the stack to the side. Shuffle your non-aligned people and place the stack to the other side. Shuffle your non-aligned ships and place the stack next to the non-aligned people.

 

GAME PLAY:

NOTE: Anything not covered here is covered in the official rule book.

 

In One Turn... Part 1: Non-Aligned Info

Draw a non-aligned ship from the top of that stack. Roll the die. Note the number on the top of the die. Draw that many non-aligned personnel from the top of that stack and place the drawn cards in the ship you just drew. If the personnel does not meet the ship's crew requirements, role the die on the next turn and draw that many cards from the non-aligned people deck until you finally meet the ship's crew requirements. The ship must travel its maximum range and move toward your own ship. Repeat from beginning on the turn after the ship is destroyed.

 

In One Turn... Part 2: Events and Interrupts

Draw one card from the top of the Event/Interrupt stack. Roll the die. If the result is 1 or 2, play the card now or place it into your hand. If the result is 3 or 4, play the card on the non-aligned people (if it doesn't fit in, discard it). If the result is 5 or 6, discard the card.

 

In One Turn... Part 3: Doing Battle

If you encounter the roaming non-aligned ship, you must do battle with it. On the encounter, subtract the non-aligned ship's weapons from your ship's shields. If the result is less than -2, your ship is damaged. If the result is greater than 2, nothing happens. Then subtract your ship's weapons from the non-aligned ship's sheilds. If the result is less than -2, the non-aligned ship is damaged. If the result is greater than 2, nothing happens. If the result for both is between -2 and 2 inclusive then roll the die. If the outcome is 1, your ship is damaged. If the outcome is 2, the non-aligned ship is damaged. If the result is 3, life support is destroyed and you lose unless Exocomp OR Engineering Kit AND Engineering PADD OR Data aboard. If the result is 4, your ship is destroyed and you lose. If the result is 5, you hit the non-aligned ship's life support and that ship is yours if Exocomp OR Engineering Kit AND Engineering PADD OR Data is aboard. If the result is 6, the non-aligned ship is destroyed.

 

In One Turn... Part 4: Winning or Losing
You win if you score 200 points (numbers can be changed) or all non-aligned personnel are dead or all non-aligned ships are destroyed (unless you self-destruct your own ship (unless it's a non-aligned ship piloted by you) in the process). You lose if your ship is destroyed (ways of which have been indicated) or cannot move anymore or your crew dies.

 


CREDITS ETCETERAS:
This has been written byJoe Campbell.

I will submit more rule variations as I write them.

Remember to thank Decipher every day for this wonderful game.


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