Star Trek: The Dice Game – Away Team
Star Trek: The Dice Game – Away Team Rulebook
Table of Contents
Table of Contents
A. The Away Team
The Away Team board is used in addition to the main board.
Whenever the "Transport" stage is completed on a Mission card the following rules apply:
- During the Cleanup Phase after "Transport" is completed, and once Crew Dice have been returned to quarters, select a number of Crew Dice to assign to the Away Team (minimum 2) and place them on the Away Team side board.
- During Rollcall, roll the Away Team dice first and assign to Away Team stations. Then roll the remaining Crew Dice in Quarters and assign as normal.
- While the Away Team is active ship-based Crew Dice may not be used to complete Mission stages.
- During the Cleanup phase Away Team Crew Dice may be left locked in to their Stations or returned to the Away Team board.
- Events with the Ship icon (such as "Coolant Leak" or "Weapons Malfunction") do not affect the Away Team.
- Away Team Crew Dice may be used to complete Missions stages, Events without the ship icon, or to complete Development cards. They may not be left locked in on Event or Development cards, and are returned to the Away Team board during the Cleanup phase.
- Away Team Threat Results are not considered Threat Results, but are instead considered wild, and may be assigned to any Away Team station, Event without the ship icon or Development card.
- If a Mission includes a second "Transport" action the Away Team Crew Dice are moved back to Quarters during the Cleanup phase of the round in which that Mission stage is completed.
- Away Team Crew Dice are returned to Quarters when completed Missions are discarded.
- A player may repeat the Transport action on subsequent turns to send additional Crew Dice to join an existing Away Team or to return them to the ship.
- In response to any Event card being played, a player may trigger an Emergency Beam-up: you may immediately reduce Shields to 0 and move as many Crew Dice from the Away Team as you wish to Sick Bay. If you have McCoy in play, Crew Dice are moved to Quarters instead of Sick Bay. If Transporter Malfunction is in play, Emergency Beam-Up may not be triggered.
B. Development Card Types
Development cards have an icon indicating one of three keywords; Technology, Personnel or Tactics.
- These keywords may be referenced by Events, Missions or other Development cards.
- During the Cleanup phase a player may discard two active Development cards of a type (personnel, tech or tactics) to gain one Development card of the same type from the Offer, assuming the cost of the discarded cards (in number of Crew Dice) is greater or equal to the card selected.
C. Base Game Development cards by type:
Personnel
- Cyrano Jones
- Dr Leonard McCoy
- James T Kirk
- Mr Spock
- Lieutenant Uhura (Long Range Scanners)
- Montgomery Scott
Technology
- Boosted Sensors
- Communicator
- Dilithium Deposits 1
- Dilithium Deposits 2
- Dilithium Deposits 3
- Electrified Hull Plating
- Engineering Kit
- Medical Tricorder
- Photon Torpedoes
- Sensor Probe
- Tricorder
Tactics
- Command Station
- Corbomite Manoeuvre
- Engineering Station
- Medical Station
- Red Alert
- Reassigned
- Rousing Speech
- Science Station
D. The following Base Game Event Cards are considered "Ship" Events
- Alien probe
- Coolant leak
- Explosive decompression
- Hull breach
- Kingon Battlecruiser
- Meteor Strike
- Raiders
- Romulan Bird of Prey
- Scanner Malfunction
- Shields Down
- Solar Flare
- Transporter malfunction
- Tribbles (Console offline)
- Warp Drive Offline
E. FAQ
Q: When my Hull and Shields are 0 and I receive further damage, do I pick the casualties from the Away Team dice or just from the Enterprise?
A: The core rules state you only move Crew Dice from Quarters or Crew Stations to sickbay in this case. Crew Dice on an Away Team Mission are either in the Away Team area or in Away Team Stations, and so cannot contribute to defending the ship.