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Star Trek: Super-Skill Pinball

Star Trek: Super-Skill Pinball Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
  • Anatomy of Pins
  • Details of Play
    • Rounds and Turns
    • Scoring Points
    • End of Game
    • Victory
  • Step 1: Roll the Dice
    • Nudging
    • Tilting
  • Step 2: Move Your Ball
    • Flippers
    • Moving to the Same or Between Flippers
  • Step 3: Fill a Box
    • Combination Boxes
    • Earning Rewards
    • Sets
  • Example Turns
  • Common Features of Pins
    • Flipper Zone
    • Inlanes
    • Outlanes
    • Round Track
    • Indicators
    • Solid, Dash, and Double-Lines
    • Multiball
    • Sets
    • Bumper Sets
    • Drop Target Sets
    • Skill Shot Set
  • Losing a Ball and Ending a Round
  • Ending the Game
  • Starfleet Academy
    • Starfleet Academy Special Rules
    • Engineering Bonuses
    • Science Bonuses
  • The Trouble with Tribbles
    • The Trouble with Tribbles Special Rules
    • HISS Bonuses
    • PURR Bonuses
  • Lower Decks
    • Lower Decks Special Rules
    • Bar Bonuses
    • Bridge Bonuses
    • Holodeck / Replicator
  • Borg Attack
    • Prepare for Battle
    • Lab Bonuses
    • Starbase Bonuses
    • Borg Battle
    • Destroying the Cube
    • Extended Borg Battle Example
  • Score Board
  • Credits

Overview

Use strategy, skill, timing—and a little bit of luck—to get the highest score!

Two dice are rolled every turn. Each player chooses a die to use, moves their ball token, and fills a box showing what their ball hit.

They then collect stars and trigger bonuses. When all players have moved their ball, a new turn starts.

If you cannot fill a box, the ball is lost, the round ends, and you start your next round. Finish three rounds and it's Game Over!

After all players have completed their third round, the player with the most stars is the winner!

Components

  • Sixteen Pinball Table and Backglass cards
    • Starfleet Academy (Easy Difficulty)
    • The Trouble with Tribbles (Moderate Difficulty)
    • Lower Decks (Moderate Difficulty)
    • Borg Attack (Advanced Difficulty)
  • Two six-sided dice
  • Eight ball tokens
  • Four dry-erase markers

Setup

Each player takes the following:

  • A matching Table and Backglass. Make sure all players have their own copies of the same Table and Backglass.
  • Two ball tokens
  • A dry-erase marker

IF YOU HAVE NEW PLAYERS IN YOUR GROUP, START WITH STARFLEET ACADEMY.

Keep the dice in the center of the play area.

Fill the Round 1 circle on the Round track, located above the Plunger on the bottom right corner. This is a reminder that you are in the first Round.

Place one of your ball tokens on the Start Arrow.

Keep your second ball token nearby. It will be used during the game under special conditions.

Anatomy of Pins

Star Trek: Super-Skill Pinball comes with four "Pins," short for Pinball Tables. Each consists of two sheets: the Table and the Backglass. While each Pin is unique, they do have some common features:

Score Track: Each Backglass has a score track. Points are represented by star symbols.

Nudge: This modifies your dice rolls. (p. 7)

Zones: Each Table is divided into sections, or Zones, separated by distinct lines.

Start Arrow: An arrow labeled "Start" which is where a new ball token is placed.

Die faces: 1, 2, 3, 4, 5, 6. Die faces are usually colored red, yellow, or white.

Sets: Many features are grouped into Sets, like a Set of Bumpers or Drop Targets. Common Sets are explained on p. 13. Each Pin also has its own unique Sets.

Boxes: Each Pin has boxes with solid, dashed, or double lines, showing when they get erased. (p. 12)

Flippers: Each Pin has a Yellow Flipper and Red Flipper.

Outlanes: The outermost dashed boxes in the bottom zone, labeled 1 and 6. (p. 12)

Inlanes: Dashed boxes in the bottom Zone labeled 2 and 5. Each also has an arrow leading to its Flipper. (p. 12)

Round Track: Notes the current Round.

Indicators: Note temporary game effects.

The Starfleet Academy Table is labeled with a Score Tracker and Nudge boxes on the Backglass, and on the Table: the Start Arrow, three Zones, a Set of 3 Bumpers, a Set of 4 Drop Targets, a Set of 3 Drop Targets, 3 Indicators, the Round Track, and — across the bottom Zone — Outlane, Inlane, Red Flipper, Yellow Flipper, Inlane, Outlane.

The other three Pins each have their own Backglass and Table: The Trouble with Tribbles, Lower Decks, and Borg Attack.

Details of Play

Rounds and Turns

Your Round begins with one ball token in play, starting at the Start arrow.

A Round is a series of turns. Players take their turns at the same time, sharing the same dice roll.

Each turn is divided into three steps:

Step 1: Roll the Dice — Roll two dice. Choose a die to use.

Step 2: Move Your Ball — Move the ball token to the feature you want to hit.

Step 3: Fill a Box — Use your marker to fill a box on that feature. Then score any stars and/or collect any bonuses you earn by doing so.

Your Round ends when you have no ball tokens in play. Rounds may end at different times for each player.

Scoring Points

Whenever you earn a star, fill a star on the Backglass, from left to right, filling the track from 1 to 100.

Note: a single star icon means one star; a "2" star icon means two stars; a "3" star icon means three stars, etc.

If you score one hundred stars, fill the next hundreds star and erase all the other stars.

End of Game

The game lasts a total of three Rounds.

Because players take their turns at the same time, but make their own choices, some players will have more turns than others.

Some players may even be in different Rounds at the same time, depending on the how they utilize the results of the dice.

Victory

At the end of the game, the player with the most stars is the winner!

Step 1: Roll the Dice

To start a turn, one player rolls the two dice. Each player will simultaneously assign one of the dice to their ball token. Players do not need to use the same die as the others: each chooses which die they use.

Tip: Choosing a designated roller helps keep the game moving at a nice pace.

Nudging

Nudging allows you to change one of the dice results to a different number. This Nudge only affects your results: the die is NOT actually turned or changed for other players.

To Nudge, fill one of the double-line boxes on the Backglass and write the difference between the original number and the number you want in the large Nudge box.

If you've used all your double-line Nudge boxes, you can no longer Nudge for the rest of the game; these Nudge boxes are never erased.

You MAY NOT Nudge a ball if Nudging would make you lose the ball, but you may Nudge to AVOID losing a ball.

You may not Nudge to AVOID a Tilt.

Tip: Be careful! If you Nudge, you risk Tilting (see the following section).

Tilting

If you Nudge, you might Tilt on the next roll.

  • If the difference between the two dice results is equal to or greater than the Nudge amount, you are OK.
  • If the difference is less than the Nudge amount, you Tilt! The Round immediately ends for you. You lose all your ball tokens from play.

Example: The roll is 1 and 3, but you really want a 4. You Nudge the 3 into a 4, fill a Nudge box, and write 1 as the Nudge amount.

Since you wrote a 1 as the Nudge amount, you will only Tilt if the next roll is doubles (1-1, 2-2, 3-3, 4-4, 5-5, or 6-6).

Erase your Nudge amount after this roll, regardless of whether or not you Tilt.

Step 2: Move Your Ball

Move your ball token to a feature containing an unfilled box that has your chosen die value.

Normally, you must move your ball token to a lower Zone.

Some arrows allow you to move the ball token in the arrow's direction instead, under certain restrictions.

Note: You may voluntarily skip Zones and move your ball farther down the Table.

Some features are only accessible on certain conditions, noted in that Pin's special rules.

Example: At the start of Starfleet Academy, the dice results are 1 and 4. Your ball token is on the start arrow. From here, you could move your ball token to any of the highlighted features shown below.

If you use the 1, you can move your ball token to any of the features highlighted in purple.

If you use the 4, you can move your ball token to any of the features highlighted in blue.

Flippers

If your ball token starts a turn on a Flipper, you may move it up to any higher Zone.

  • The Yellow Flipper sends your ball back up to any feature that contains a yellow or white die face.

Example: On Starfleet Academy, the Yellow Flipper leads to the Weapons bumpers, the Engineering Drop Targets, and Command (following the yellow arrow).

  • The Red Flipper sends your ball back up to any feature that contains a red or white die face.

Example: On Starfleet Academy, the Red Flipper leads to the Weapons bumpers, the Kobayashi Maru targets, and the Science targets.

When you move from a Flipper, you are not required to move the ball to the highest Zone — you can hit any feature of the correct color.

Moving to the Same or Between Flippers

After moving from a Flipper, it is possible that you may not be able to hit any features (or choose not to hit any other feature), so the ball falls back to an empty Flipper box.

Example: The roll is 1 and 3. Your ball token is on the Red Flipper. Unfortunately, all of the accessible Red features already have both die results filled, so the ball token falls back down to the Flipper zone. There is an unfilled box available on the Yellow Flipper. You choose to place the ball token on the Yellow Flipper.

Note: You can choose to have the ball token return to the same Flipper if there is an appropriate box available.

Step 3: Fill a Box

You MUST fill an empty box in your ball token's new Zone. If you cannot, your ball token may not stay in that Zone.

You may only fill an empty box showing your chosen die result. (The feature color does not matter unless it came off a Flipper.) After you fill a box, place the ball token near that box as a reminder of your ball token's current location at the start of the next turn.

After all players have taken their turn, go back to Step 1 and roll the dice again.

Combination Boxes

Some boxes can be hit with more than one face of a die. For these boxes, any of the dice faces shown in the box may be used to fill the entire box. You may use either result, but must fill the entire box.

Example: The Command boxes on Starfleet Academy are combination boxes. The left box can be filled if you rolled either a 1 or 2. The middle box can be filled if you rolled either a 3 or 4. The right box can be filled if you rolled a 5 or 6.

The Flippers' middle boxes are also combination boxes. The Red Flipper's middle box can be filled if you rolled a 4 or 5. The Yellow Flipper's middle box can be filled if you rolled a 3 or 2.

Earning Rewards

Filling some boxes earns you stars or other benefits specific to that Pin.

All bonuses stack, unless the rules say otherwise. If you have 2x bonus for Multiball, and 3x bonus for Bumpers, that's a 6x bonus.

Sets

Many features are grouped into Sets. If all the boxes in a Set are filled in, it is considered complete and you may get a bonus or something special may happen. In addition, you can erase the marks from the entire Set, so they are ready to be filled again.

For more details, see Common Features of Pins on page 12.

Example Turns

Example Turn 1: The first roll of a new Starfleet Academy game is 1 and 3. You can fill a box in the Command Zone or below containing a 1 or 3, but you decide to start in the Command Zone. You choose the 3 and fill the 3/4 box and move the ball token there. Other players are not affected by your choice to use the 3. They may select either the 1 or the 3.

Example Turn 2: The roll is 4 and 5. Your Ball token must move down to a lower Zone. You choose the 5 and move the ball token to the Bumper and fill a 5. You also score a star, since all Bumper boxes are worth one star. Fill the first star on the Backglass to show this.

Example Turn 3: The roll is 1 and 6. You may never stay on the same feature, so if you choose the 6 you would have to move down to a lower Zone. Instead you choose the 1 and follow the white arrow to move to the upper left Bumper, marking the corresponding box and scoring one more star.

Example Turn 4: The roll is 2 and 5. You can't follow the white arrow to the 3/4 Bumper and fill a box there (nor could you skip that Bumper to reach the 5/6 Bumper to fill in a box there), so you must move down to a lower Zone. You can choose to hit an Engineering Target or Science Target, or move further down to the Flipper Zone.

You choose to move to the Nugget Targets. You can choose the 2 to fill in the 1/2 box or the 5 to fill in the 5/6 box. You also score a star.

Common Features of Pins

These are more detailed descriptions of common features found on many Pins.

Flipper Zone

This is the lowest Zone at the bottom of your Table. It contains Flippers, Inlanes, and Outlanes. You use Flippers to keep your ball token in play as described on p. 9. On either side of the Flippers are Inlanes and Outlanes.

Inlanes

You may move the ball through one of these lanes, score two stars, then immediately move your ball token onto the Flipper below it without filling another Flipper box. The arrow leading from each Inlane box to its respective Flipper serves as a reminder.

Outlanes

If you fill one of these, you score two stars for each of the three Red or Yellow Flipper boxes that are filled, then that ball is lost. If you have no ball tokens in play, you start a new Round. (See p. 15)

Round Track

This notes your current Round of play. Remember, because each player plays independently and simultaneously, you might find yourself in a different Round than your opponents.

Indicators

These are brightly colored glowing circles. You will fill these indicators as a reminder of ongoing bonuses or other special game modes.

Solid, Dash, and Double-Lines

The outline of a Box or Indicator represents when you should erase any marks on those features.

Solid Line: These boxes are usually in a Set. (See p. 13) Erase these boxes when all the boxes in the Set have been filled.

Dashed Line: Erase the box when the Round is complete.

Double Line: Do not erase this box for the rest of the game.

Multiball

Each Pin allows you to unlock your second ball token, letting you use both ball tokens at the same time.

When you start Multiball, place your second ball token on the Start Arrow. On the next roll, you must assign one die result to one ball and the other to the second ball. You may not use the same die result for both.

You move and get any bonuses from one ball token before you do so with the second token.

For example, you may move one ball token to gain a Skill Shot (explained on p. 14) and then immediately use that Skill Shot for the second ball.

Both balls may be on the same feature – on the same Flipper or Bumper, for example. However, you must fill different boxes to get there.

Multiball ends when you start a turn with zero or one active ball. You still get any special Multiball bonuses on the turn you lose one (or both) balls.

If Multiball is already active, you may not gain it again until you lose one of your active ball tokens.

Sets

After you complete a Set, you erase the boxes in that Set. That makes the boxes accessible again! The rules for each Pin will explain their unique Sets. Always read the Pin rules before starting a new Pin! If there is a conflict between these rules and the special rules for the Pin, the special rules take precedence.

Bumper Sets

Bumpers commonly let you move your ball token from one Bumper to another. This allows you to keep your ball token in the same zone in consecutive turns, which you are normally not allowed to do.

The ball follows the arrow to the next Bumper. The ball cannot skip the next Bumper to hit another Bumper along the arrow's path.

Example: A ball on 1/2 can move to 3/4 but not directly to 5/6.

Drop Target Sets

These are features that appear in Sets of three or four. When you completely fill every drop target in the Set, you get your choice of several bonuses, like extra points, new abilities, or the Multiball mode.

Most bonuses can only be taken once per game. However, the infinity symbol means that option can be taken any number of times during the game.

Skill Shot Set

Completing certain Sets gives you a Skill Shot. When you unlock a Skill Shot, circle one of the six numbers in the Skill Shot area on the Table.

You may have multiple Skill Shots circled, but you may not circle a number that is already circled.

Using the Skill Shot allows you to use any circled number instead of a die result. After using a Skill Shot, erase that number's circle.

Example of a Skill Shot: You completed the Command Set in Starfleet Academy. In doing so, you unlocked a Skill Shot!

You cannot circle the 1 or 5 because they are already circled. You decide to circle the 3 instead.

The next roll is 6 and 2, but you really wanted a 3. You erase the circle around 3 from your Skill Shot area.

Now, you can fill a 3 feature.

Later, you can choose that number again if you unlock another Skill Shot. Skill Shots are not erased until used.

Using a Skill Shot does not affect the roll for any other player: you do not physically change any die faces.

You can also use a Nudge and a Skill Shot together to optimize your choices.

Example of Nudging a Skill Shot: The roll is 1 and 1, but you really want a 4. You do not want to risk a Nudge of 3, so you first use a Skill Shot of 5. You change a 1 to a 5. Then you Nudge that down to a 4. You write 1 as the Nudge amount.

You cannot use Skill Shots to avoid a Tilt.

Losing a Ball and Ending a Round

If you move to the Flipper Zone and cannot fill a box using a result from one of the dice, the ball is lost. You also lose the ball if you fill one of the Outlane boxes in the Flipper Zone or Tilt after a Nudge. If you have no more ball tokens in play, that ends the Round for you.

  • Erase all the dashed-line boxes.
  • Fill the next circle of the Round track.
  • Place one ball token back on the Start Arrow.

Note: In Multiball, if you lose a ball, you just continue with one ball token. You only follow this end of Round procedure if you have no ball tokens in play.

You are now ready to start your next Round with the next roll of the dice.

Ending the Game

At the end of your third Round, your game is over. If other players are still going, wait until they are finished with their third Round, and then compare scores to determine the winner of the game.

If players are tied, the player who completed their third Round earliest is the winner. If multiple players tied and also completed their last Round on the same turn, the victory is shared.

If you set a high score, record it and try to beat it next time! Page 32 has space to record your high score on specific Pins.

Starfleet Academy

You have achieved your dream and enrolled in Starfleet Academy! Complete your courses in Command, Science, and Engineering, and face the dreaded Kobayashi Maru test. Can you succeed where everyone else has failed?

The Starfleet Academy Table contains: the Start Arrow, Command (Set of 3), Bumpers (Set of 12), Kobayashi Maru Targets (Set of 7), Engineering Drop Targets (Set of 3), and Science Drop Targets (Set of 3).

Starfleet Academy Special Rules

Command: The Start Arrow launches the ball into Command. Filling in all three of these boxes allows you to circle a Skill Shot number. Like all Sets, remember to erase all the Command Targets when the Set is complete. The Yellow Flipper can shoot the ball back into the Command.

Bumpers: Each Bumper box is worth one star. You may use the white arrows to move between the Bumpers, so you can move from the 1/2 Bumper to the 3/4 Bumper, but not the other way to the 5/6 Bumper. You erase the Bumpers when all 12 boxes are filled.

Either Flipper can hit a Bumper.

Kobayashi Maru Targets: The Kobayashi Maru Targets are located in the same Zone as the Bumpers but can only be reached from the Red Flipper.

These boxes must be hit in sequence.

Example: The roll is 1 and 3. Your ball token is on the Red Flipper. The first box is already filled, so you cannot use your 1 to access this feature again. The third box is empty, but you cannot fill it because the second box has not been filled yet.

Each Target has a different star value, ranging from zero to fifty. Like most Sets, all seven are erased when the Set is complete.

On the turn after a Kobayashi Maru Target is hit, the ball must move down to either the Drop Target Zone or the Flipper Zone. (The final Target requires a '7' to hit. You may not nudge a die to a 7.)

Drop Targets: There are two Sets of Drop Targets—Yellow Engineering Targets and Red Science Targets. Each Target is worth one star. When either Set is completed, you may select one of the bonuses. The Drop Target bonuses may only be taken once per game, as shown by the double lines.

Infinity Exception: 2-star or 3-star bonuses may be taken any number of times.

Engineering Bonuses

Fill 2 Kobayashi Maru Targets: Fill the next two Kobayashi Maru Targets in the sequence. Score the stars shown.

Multiball: Start Multiball. While active, all stars you score are doubled.

Flipper Pass: Both the Red and Yellow Flippers can hit any feature, regardless of color, until the end of the Round.

2 stars: Score two stars. You may take this instead of another Engineering bonus. Do not fill this box.

Science Bonuses

Bumpers x3: Bumper scores are tripled. This stacks with Multiball (so stars would be sextupled). This lasts until the end of the Round.

Multiball: Start Multiball. While active, all stars you score are doubled.

Outlanes x2: Outlanes are worth four stars per filled Flipper box (instead of two stars). This stacks with Multiball. This lasts until the end of the Round.

3 stars: Score three stars. You may take this instead of another Science bonus. Do not fill this box.

The Trouble with Tribbles

Tribbles! They are cute and furry, and you can't have too many of them. OK, maybe there are a few too many of them now. Why are there SO MANY TRIBBLES? So, so many tribbles. I need to fire up these transporters and see if I can send them anywhere but here!

The Trouble with Tribbles Table contains: the Start Arrow, PET (Set of 3), Transporter Bumpers (Set of 6), Klingon Spinner (Set of 6), Tribble Scoops (Set of 6), HISS Drop Targets (Set of 3), and PURR Drop Targets (Set of 3). The Trouble with Tribbles Backglass contains the Tribble Track.

The Trouble with Tribbles Special Rules

Tribble Track: During the game you will need to add or remove tribbles. These are filled in on the Tribble Track on the Backglass. They are filled in order, beginning with the first tribble (marked "START") and going through the track. When you erase, you erase from the last tribble back to Start. You cannot make a choice that would require you to lose more tribbles than you have.

DOUBLES: Any time doubles are rolled, every player fills in tribbles equal to the value on one die.

Example: The roll is 3 and 3. All players gain 3 tribbles.

You cannot use Nudges or a Skill Shot to avoid gaining tribbles from doubles, but you can use them for the rest of the turn as normal.

If you fill in a tribble with a star, do not score that star: scoring happens when the Score Tribbles bonus is activated, in which case you will score stars equal to the tribble space that is last filled in IF it contains a star.

If the last filled in tribble contains anything but a star, you will not score any stars.

Example: This is where you are on the tribble track when the Score Tribbles bonus is activated. You will score three stars.

If you fill in a tribble with a hand icon, you immediately must fill in a box in the Flipper Zone. If you fill in an Inlane or Outlane box you do not get any stars. If you have no Flipper boxes to fill, there is no effect.

If you must fill in the last box on the Tribble Track (the X), the round immediately ends.

Pet: The Start Arrows launches the ball into PET. Filling in all three boxes allows you to circle a Skill Shot number on the Backglass. The Red Flipper can shoot the ball back to PET.

Tribble Scoops: There are six Tribble Scoops. If you fill one of these, score stars equal to the number found in each Scoop (it matches the die you are using to fill in that Scoop). In addition, you also must either fill or erase that many tribbles from your Tribble Track. Remember, you can only choose to erase if you have enough tribbles to do so.

Example: On a roll of 4 and 6 you choose the 4 and move the ball to the '4' Scoop and fill it in. You score four stars and must fill or erase four tribbles on the Tribble Track. If you only have 3 or fewer filled in on the Tribble Track, you must fill in four — you cannot erase.

If you fill all six Tribble Scoops, erase them all. These can be reached from either the Red or Yellow Flipper.

Klingon Spinner: The Spinner can be reached from the Red Flipper. You may only move through Spinners when coming up from a Flipper and the ball never stops in a Spinner space; it always proceeds up to the next Zone. As your ball token passes through, you may fill the Spinner box corresponding to the die that you did NOT choose for this ball. You then score that number of stars. You may not fill a box that is already filled.

Example: You roll 3 and 5 and move through the Spinner shown below. You choose to use 3. That means 5 is your unchosen die. Because the 5 box is empty, you may fill it and score five stars. If the 5 had already been filled, the ball token could still move through the Spinner, but no bonus stars would be scored.

The chosen die goes on to fill in a box in whatever next Zone you wish to stop in.

NOTE: In Multiball, even though you use both balls, it is the unchosen die for the ball moving through the Spinner. Using the example above, even though the 5 would be used for the other ball, it is the unchosen die for the ball using the 3 as it goes through the Spinner.

If all six Spinner boxes are filled in, the Set is erased.

Drop Targets: There are two Sets of Drop Targets—three Yellow HISS targets and three Red PURR Targets. Each Yellow Target awards a star when filled in. When you fill a Red Target, you do not gain stars but you must fill in two tribbles on the Tribble Track.

When either Set is completed, you get to select one of the bonuses. The Drop Target bonuses with double lines may only be taken once per game. The dashed line bonuses are erased at the end of a Round.

HISS Bonuses

Next Spinner x3: Your next Spinner score is tripled. This lasts until used.

Next Tribble Scoop x3: Your next Tribble Scoop score is tripled (this does not affect the tribbles you get). This lasts until used.

Flipper Pass: Both the Red and Yellow Flippers can be used to hit any feature until the end of the Round.

Tribble Control: For the rest of the round, when the roll is doubles, you may choose whether to gain tribbles or not.

Score Tribbles: You score the current value of the Tribble Track. Then, fill in the Tribble Scored box in the Flipper Zone.

NOTE: This box is dashed, so it is erased at the end of the Round. This means you can only score the Tribble Bonus once per Round.

PURR Bonuses

Bumpers x3: Bumper scores are tripled.

Multiball x2 (available twice): Start Multiball. While active, all stars you score are doubled.

Next Tribble Bonus x2: Your next Tribble Bonus score is doubled. This lasts until used.

Score Tribbles: You score the current value of the Tribble Track. Then, fill in the Tribble Scored box in the Flipper Zone.

Note: This box is dashed, so it is erased at the end of the Round. Remember to gain your tribbles for hitting the target before applying this bonus.

NOTE: All bonuses that double or triple stars do NOT double or triple tribble gains or losses.

Transporter Bumpers: The bumpers are reached from the Yellow Flipper. Earn one star for each box you fill. If you fill in all 6 boxes:

  • Score ten stars
  • Decide how many tribbles you want to erase (can be from zero to the total number you have)
  • Erase that many tribbles, and they go to the Tables of your opponents that have not yet completed their third round. Divide the tribbles evenly between the players still in the game; any leftover are lost.

NOTE: No players can receive more than six tribbles. If they would receive more, the excess is lost.

  • Erase the 6 bumper boxes

Example: You are playing a game with Alice, Bob, and Cathy, all of whom are still in Round 3. You complete your last Transporter bumper box and decide to erase ten tribbles. Alice, Bob, and Cathy each gain three tribbles. If Bob had completed his third round, but Alice and Cathy were still playing, they would each get five tribbles. If only Alice remains, she would get six, since no player can get more than six tribbles from the Transporters.

If you are playing solo, you can erase any number of tribbles with Transporters: they are sent to a planet suitable for their species.

If you must or choose to leave the Bumpers, the ball is moved to the Tribble Scoops or below.

Lower Decks

The gravity generators on the U.S.S. Cerritos have gone haywire, and it is 100%, absolutely, not your fault. Can you get through your day and maybe even get promoted when you can't tell which way is up?

The Lower Decks Table contains: the Start Arrows, Recruit Mariner and Recruit Boimler Inlanes, Recruit Tendi and Recruit Rutherford Inlanes, Promotion Targets, Bridge Targets, Bar Targets, Bumpers, Replicator (Set of six Scoops), and Holodeck (Set of six Scoops).

Lower Decks Special Rules

SINGLE ROUND: Lower Decks only has one Round. When you have no more balls on the Table, the game is over.

Because of this, a TILT no longer ends the Round. Instead, the first time you Tilt you fill all four Outlane boxes. If you Tilt a second time, you fill all four Inlane boxes. If you Tilt a third time, the game ends.

Note: "Tilting a third time" means actually Tilting a third time—not Tilting on your third nudge. If you fill a box from a Tilt, you do not score any star that box would normally give you.

GRAVITY: The main Table can be oriented two ways—with the Red/Yellow Flippers at the bottom, or with the Green/Purple Flippers at the bottom. At the start of the game, place it with the Red/Yellow Flippers at the bottom.

The orientation of the Table is based on the current score. Each block of 10 stars on the score chart has either Red/Yellow or Green/Purple behind it. At the end of each turn, if your score puts you in a new block, turn the Table to match the new orientation.

Example: Your score is 9 stars, so the Table has Red/Yellow at the bottom. You score 3 stars on your turn. You are now at 12 and rotate the Table so that the Green/Purple Flippers are at the bottom. The Table will stay this way until a turn ends in a different color bank.

Only the Flippers at the bottom of the Table are active. The Flippers at the top do nothing. When you shoot from the Flippers you can only reach targets that match the color as normal. This means you can only reach half the Table from the Flippers: you can't go past the center Zone direct from a Flipper.

When the Table rotates, the ball stays where it is. So, if it was at the bottom of the Table, it will now be on the top. It moves down from its position as normal. The colors only apply when moving from a Flipper, which means if you are moving down, you can hit any target. This is true even if you are moving from a Flipper that is now at the top.

EXAMPLE: You have 9 stars, so the Red/Yellow Flippers are on the bottom. You are on the Holodeck and roll a 3 and 5. You decide to use the '3' Inlane and get two stars (and activate Tendi), bringing you to 11 stars, which flips the Table. The ball is now at the top and will start moving down. It is now not being shot from the Red Flipper, so it can move back to the Holodeck Targets, or any feature in any Zone below.

The Outlanes are worth five stars. If you move to an Outlane, and the five stars rotates the Table, you do not lose the ball. It may move back down the Table from the Flipper Zone next turn.

Note: If you score more than ten stars in a turn you might skip over a rotation completely. That's fine. The Table should always be oriented based on the current score. (For exactly 100, 200, 300, etc, stars remain on the Green/Purple Flippers). The rotation happens at the end of the turn, so if you are in Multiball, finish both balls before you decide which way the Table should face.

START OF GAME: At the start of the game or when a new ball enters via Multiball, the ball must first move to one of the two Bumpers based on the orientation of the Table as shown by the START arrows. On the first turn of the game, you may move to one of the Red/Yellow Bumpers, not the Green/Purple Bumpers. Once the ball is on a Bumper, it can follow the arrows as normal.

CREWMEMBERS: Each Inlane has a picture of one of the Crew: Mariner, Boimler, Tendi or Rutherford. When you move through an Inlane, mark the Crewmember as active on the Backglass, as well as gaining the two stars. Each Crewmember gives you a temporary bonus.

TENDI: HOLODECK Scoops (not REPLICATOR) are worth 2x stars until the Set is complete. There is an indicator below Tendi to track if the bonus is still in effect.

BOIMLER: The nine PROMOTION targets are worth 2x stars until a full PROMOTION bonus is earned. There is an indicator below Boimler to track if the bonus is still in effect.

NOTE: This bonus applies to the 3 PRO/MOT/ION bonuses as well.

MARINER: Mariner may change any die to any value by filling in one of her boxes. She may do this three times. This may not be used to prevent a Tilt.

RUTHERFORD: Immediately upon activating Rutherford you gain 6 Skill Shots—1 for each number. Circle them on the RUTHERFORD Skill Shot track.

BUMPERS: Each Flipper can only reach two of the four Bumpers. However, once the ball is on a Bumper, it can follow the arrows regardless of the orientation of the Table. Each Bumper is worth one star, and the Bumpers are erased when all 12 boxes are filled.

Drop Targets: In addition to the PROMOTION Drop Targets (see below) there are two Sets of Drop Targets on the Table: three Red BAR Targets, and four Purple BRIDGE Targets. Each Target is worth one star. When either Set is completed, you may select one of the bonuses for that Set. The Drop Target bonuses may only be taken once per game, as shown by the double lines.

Infinity Exception: two-star or three-star bonuses may be taken any number of times.

PROMOTION Targets: These Sets of Drop Targets are in three different Zones. P-R-O are Yellow, M-O-T are Yellow/Green, and I-O-N are Green. Each Set of three Targets is its own set. When you complete a Set of three Targets, fill in the matching PRO/MOT/ION indicator on the Backglass, clear the three Targets on the Table, and score a three-star bonus.

When all three PRO/MOT/ION Backglass indicators are filled in, that triggers the PROMOTION bonus, and clears the PRO/MOT/ION indicators. (In essence, PROMOTION is a set of three sets).

The bonus for completing the nine PROMOTION Drop Targets doubles your score.

Example: You have 87 stars when you hit the last target in I-O-N to complete PROMOTION. You score one star for hitting the Target and three stars for completing the I-O-N Set. This brings you to 91 stars. You then double those 91 stars for triggering PROMOTION, and now you have 182 stars. If you had Boimler active, you would score eight stars instead of four before doubling your total score.

Bar Bonuses

Multiball: Start Multiball.

NOTE: Unlike multiballs on the other Tables, do NOT double stars while in Multiball. This is very important. Multiball gives other advantages that you will discover while playing.

Bumper x2: Bumper scores are doubled.

Replicator x2: Replicator Scoop scores are doubled. (Note: Replicator only, not Holodeck).

2 stars: Score two stars. You may take this instead of another Bar bonus. Do not fill this box.

Bridge Bonuses

Bridge x2: Bridge Targets are worth two stars.

Reset Crewmen: You reset the bonus for one of your Crewmen. Example: If you reset Rutherford you gain all six Skill Shots again. If you reset Tendi, Holodeck Targets are again worth double until the Set is complete.

Fill two Promotion Targets: Fill any two Promotion Targets and score them.

3 stars: Score three stars. You may take this instead of another Bridge bonus. Do not fill this box.

Holodeck / Replicator

Each of these Sets of six Scoops are in their own Zone and are their own Sets. When filling a Scoop, score stars equal to the value shown. Clear the Set when it is complete. A bonus is earned when a Set is complete:

HOLODECK: Reset Crewmen: This follows the same rules as the Bridge bonus. This bonus may only be taken one time per game.

REPLICATOR: All stars earned are doubled until the next time the Table is flipped. This stacks with all other bonuses, except for the PROMOTION bonus (you still double the stars from the PROMOTION Targets and Set bonuses). If filling the last Replicator spot flips the Table, this bonus begins with the new orientation. This bonus may be gained any number of times.

Borg Attack

A Borg Cube is moving towards Wolf 359. Evacuate civilians, assemble a fleet of starships, and head off the Borg attack!

The Borg Attack Table contains: the Start Arrow, BEACON Drop Targets (Set of 3), Civilian Rescue Track, Yellow Bumpers, ARM Scoops (Set of 3), STARBASE Drop Targets (Set of 4), and LAB Drop Targets (Set of 3).

Prepare for Battle

Borg Attack is played over three Rounds, like the other Tables. However, while the first two Rounds are played on the Main Table as normal, the third Round is played exclusively on the Backglass, and you will face off against the powerful Borg Cube.

During the first two Rounds you will recruit Ships, arm Photon Torpedoes, and earn Modulations. These are only used during the third and final Round.

This is the most complex Table. The first time you play, it is recommended that you just read the rules for the Main Table, and then introduce the rules for the Borg Attack when a player reaches it.

START OF GAME: At the start of the game, put a slash through each of the six Ships on the Backglass. These will need to be recruited.

CIVILIAN RESCUE TRACK: During the first two rounds you can earn a bonus by rescuing Civilians. Any time you earn a Civilian Icon you fill in the next box on this track, showing that they have boarded a shuttle. Each box is worth two stars when the civilians are rescued. This bonus is collected when the three RESCUE targets in the upper right are completed.

When RESCUE is completed, score two stars for each civilian, and erase the civilian track. The civilian track is not erased between the first and second rounds.

RESCUE can be reached from the Red flipper.

BUMPERS: The Start Arrow launches the ball into either of the two Yellow Bumpers in front of the BEACON Targets.

The Bumpers give either one star or one civilian icon when a box is filled, as shown on the Bumper. The Bumpers are erased when all twelve boxes are filled in.

The Yellow Flipper can hit either of these Bumpers.

BEACON: This Set of Drop Targets can only be accessed by moving from one of the Yellow Bumpers. The arrows from the BEACON Targets to the Bumpers are always accessible in both directions. From the star Bumper the ball may follow the arrows to the BE or AC Targets. From the civilian icon Bumper the ball may follow the arrows to the AC or ON Targets.

If the Ball starts on a BE/AC/ON Target it may follow the arrows back to a Bumper if the die roll permits or drop to a lower Zone as normal.

If BEACON is completed, the boxes are erased, and the player may recruit a Ship. Erase one of the slashes through a Ship to show it has arrived to help defeat the Borg in Round 3!

ARM: The three ARM Scoops are a Set.

When all three are complete, erase them, and gain a Skill Shot and a Photon Torpedo. Put an X in one of the Photon Torpedo boxes behind a Ship. Each Ship may have at most one Photon Torpedo loaded. You may load a Photon Torpedo in a Ship you have not yet Recruited. However, if you have not recruited that Ship by the third round the Photon Torpedo is lost.

The ARM Scoops may be reached from either Flipper.

Drop Targets: In addition to the BEACON Drop Targets (see above) there are two Sets of Drop Targets on the Table: three Red LAB Targets, and four Yellow STARBASE Targets. Each Target is worth one star. When either Set is completed, you may select one of the bonuses for that Set. The Drop Target bonuses may only be taken once per game, as shown by the double lines.

Exception: two-star or three-star bonuses may be taken any number of times.

Lab Bonuses

2 Modulations: Fill in two Modulations on the Modulation Track on the Backglass. (Modulations will be explained in the Borg Battle section.)

Flipper Pass: Both the Red and Yellow Flippers can be used to hit any feature (except BEACON) until the end of the Round.

Multiball: Start Multiball. While active, all stars and civilian icons you score are doubled. However, if you complete RESCUE during Multiball, you do NOT double the value of the bonus.

2 stars: Score two stars. You may take this instead of another Lab bonus. Do not fill this box.

Starbase Bonuses

When the Yellow STARBASE target Set is complete, select one of the bonuses:

Multiball: Start Multiball. While active, all stars and civilian icons you score are doubled. However, if you complete RESCUE during Multiball, you do NOT double the value of the bonus.

Fill 1 Beacon Target: Fill one BEACON Target. If this completes the Set, erase the boxes and recruit a Ship as normal.

2 Photon Torpedoes: Gain two Photon Torpedoes (see ARM for details).

3 stars: Score three stars. You may take this instead of another Starbase bonus. Do not fill this box.

Borg Battle

During Round 3 you will battle the Borg Cube with the Ships and other assets you have earned during the first two Rounds. You may set aside the Main Table board—it is not used for Round 3. You only need the Backglass.

Also, completely fill in any Ships you have not recruited at this point to make it clearer they are not in the final battle. In the unlikely event you have not recruited any Ships, you may recruit one at this time.

To start the Round, place the ball on any of your recruited Ships.

During Borg Battle, there are two Zones on the Backglass—the Ships and the Borg Cube. If the ball is on a Ship, it may move to the Cube or back to a Ship (if you can't or choose not to fill in a Borg block). If it is on the Cube, it must be moved back to a Ship.

If the ball needs to move to a Ship, and there is no Ship available with the correct number, the ball is lost, and the Game is over. Total up the stars you earned from the Borg Cube, and determine your final score.

Every time you roll the dice, one die is used to move the ball, and the other die is used by the Borg to attack you.

Borg attacks will have one of three results, depending on the status of the matching Ship number:

  • If the Ship has been destroyed or was never recruited, the attack goes through empty space and has no effect.
  • If the Ship is intact and has an empty Shield box (shields are up), fill in the Shield box.
  • If the Ship is intact, but the Shield box is already filled in (shields are down), the Ship is destroyed. Fill it in.

Remember, the ball cannot be moved to destroyed Ships. If the roll is doubles it is possible that the ball is moved to a Ship with one of the dice, and the Borg attack and destroy the same Ship with the second die. In this case, leave the ball where it is, and launch it towards the cube next turn as normal.

ATTACKING THE BORG CUBE: When the ball starts on a Ship, on the next roll it may attack the Borg Cube. You may only move the ball to a 'block' with a matching number, and it also must be exposed. At the start of the Round, only the bottom row is exposed. As a block is hit, it exposes the one or two blocks above it, which can be hit on future Rounds. When a block is hit by the ball, fill it in as normal.

Example: On the first roll you fill in the 3 block on the bottom row. In future rolls the green 4 and 5 on the second row are now exposed to be hit.

Note that the 'edge' blocks on higher rows are not actually exposed until the block below them is removed. For example, the rightmost 3 block on the third row up can only be hit when the 6 block below it is removed.

When a block is hit, you score stars equal to the row that it is in.

NOTE: If you want, you can wait until the end of the Round or the destruction of the Borg Cube to record these points. You can always tell the score you earn from hitting the Borg Cube by adding up the filled in boxes. This may make the Round go faster.

If you fill in a GREEN block, fill in the matching number in the BORG ADAPTATION TRACK. The Borg have learned how to defend against that die number. While that number is filled in on the ADAPTATION TRACK you cannot fill in another block with that number.

If you fill in a YELLOW block, you have earned a PHASER MODULATION. Fill one off on the PHASER MODULATION TRACK. You can have at most four Modulations.

Before the start of any roll, you may spend a Modulation to either erase all the Shield boxes on your Ships (raising the shields) or erasing all boxes on the ADAPTATION track.

PHOTON TORPEDOES: If the Ship that you are launching the ball from has a Photon Torpedo loaded, you may spend it when you fill in a block. If you choose to do so, you also fill in a block to the left or right of that block, scoring stars, filling in ADAPTATIONS or gaining MODULATIONS as normal. Remember to erase the Photon Torpedo when used. If a Ship with a Photon Torpedo is destroyed before it gets to use it, the Torpedo is lost.

Destroying the Cube

If you hit the top 6 block in the Borg Cube, you have destroyed it! Tally all your points—you score for all blocks you have hit, whether they are white, green, or yellow. The 6 block in the top row is worth twenty five stars. All others in that row are fifteen stars. Erase all the Cube blocks and begin again against a new Cube. Your Ships, Shields, Torpedoes, Modulations, and Adaptations all remain as they were.

You may use Skill Shots or Nudges normally during Round 3. However, you may NOT use a Skill Shot or Nudge to hit the final block in the Cube.

Extended Borg Battle Example

At the start of Round 3 you have recruited three Ships (the 2, 3, and 5). The 2 and 5 are armed with Photon Torpedoes and you have two Modulations (from a LAB bonus). You also have a Skill Shot of 3 remaining. You decide to start with the ball on the 3 Ship.

You roll a 2 and 5. You decide to use the 2 and move the ball to that block and fill it in. The Borg attack you with the 5. The Shield on the 5 Ship is taken out! You fill it in. If the 5 Ship takes another hit it will be destroyed.

The next roll is 1 and 5. You don't have the 1 Ship, so you must move the ball to the 5 Ship. This works out anyway, as the Borg Attack of 1 flies harmlessly into space.

The next roll is 5 and 5. Not great! You choose to move the ball to the 5 block on the second row. This causes you to fill in a Borg Adaptation of 5. The Borg will attack you with a 5, which will destroy the 5 Ship. You could use a Skill Shot or Nudge to change that value, but instead you decide to hold that for a later time. Since the ball was launched from the 5 Ship you decide to also use your Photon Torpedo before it is lost. That allows you to take out a block to the left or right of the 5 you filled in this turn. You decide to fill in the 4, which means you also need to fill in the 4 on the Borg Adaptation track.

The next roll is 1 and 4. Neither of those Ships are in play, so normally you would lose the ball, ending the Round and the Game. Instead, you use your 3 Skill shot, changing the 1 to a 3. The Borg attack with the 4, which does nothing.

Next turn you roll 4 and 3. Although you'd really like to fill in the 4 block on the third row, due to the Borg Adaptation, you can't use the 4 to hit the Borg Ship. So you use the 3 and fill in the 3 block on the bottom row. The Borg attack of 4 again does nothing.

You realize that the Borg Adaptations are going to be a problem, so you use one of your Modulations, and clear the entire Adaptation track.

This is the position at the end of the example. You've earned six stars so far. Can you survive the Borg onslaught and destroy the Cube?

Score Board

The Score Board page provides a score track (rows of stars, with 100-star spaces starting at GEF 100, GEF 125, GEF 200, and GEF 175) for each of the four Pins, along with an Achievements checklist for each.

Starfleet Academy Achievements

  • Complete Kobayashi Maru
  • Complete Kobayashi Maru during Multiball
  • Complete 12 bumper boxes without leaving the zone
  • Complete Kobayashi Maru twice in the same game

The Trouble with Tribbles Achievements

  • Score 30 Tribble Bonus
  • Score 60 Tribble Bonus
  • Send tribbles to an opponent causing them to fill two or more flipper boxes
  • Send tribbles to an opponent causing them to end their round

Lower Decks Achievements

  • Fill all four outlanes
  • Gain 100+ stars on a PROMOTION
  • Gain 200+ stars on a PROMOTION
  • Get PROMOTION twice

Borg Attack Achievements

  • Rescue 20 civilians
  • Recruit all six ships
  • Destroy the Borg Cube
  • Destroy two Borg Cubes

This page may be reproduced for in-game player use only. All other rights reserved.

Credits

Game Design: Geoff Engelstein

Star Trek Consultant: Crystal Dax

Graphic Design: Richard Dadisman, Scott Hartman, Adam Jury, Daniel Solis

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