Star Trek: The Next Generation Game of the Galaxies
Star Trek: The Next Generation Game of the Galaxies Rulebook
Table of Contents
Table of Contents
Concept
A board game for two to six players where the object is for each player/officer to distinguish themselves by establishing peace throughout the galaxies. Players accomplish this aim by travelling throughout space and attaining "Peace Treaties" with alien nations in six diffferent galaxies.
Components
- 1 - Board
- 10 - Crew Members from which to choose
- 6 - Color coded shuttlecrafts
- 36 - Dilithium crystal cards
- 30 - Treaties (glass pieces)
- 1 - Spinner (for cadet level)
- 1 - Die (for captian level)
Assembly Instructions
- Carefully seperate dilithium crystal cards, 10 crewmember pictures to use in shuttlecraft and spinner.
- To assemble shuttlecraft - take clear tube and crew member picture of your choice, roll picture into tube shape and insert into tube. Then put colored plug in bottom so tube stands upright.
- To assemble spinner - put small black disk through the hole in cardboard circle (spinner) so it protrudes through the top of the cardboard circle - snap in spinner piece (black piece shaped like arrow) so spinner spins freely.
Getting Ready
Players choose one of six "shuttlecraft stands", and one of ten crew member photo inserts, to navigate across the universe game board. Each stand is color coded to a corresponding "Starbase" on the board. Each one rolls the die. The highest roll goes first and play continues in a counter clockwise direction .The thirty treaty pieces are positioned on board (as described).
Lieutenant Level
Basic level - no reading required.
To Start
Thirty treaties are placed on the planets (not the moons). All treaties are of equal value.
[Diagram: a planet in the centre, with a moon on either side, all on a connecting line. Labelled "moon", "planet", "moon".]
Players place their shuttlecraft on the matching color on the inner yellow ring (docking bay).
To Play
First player spins the spinner and moves the indicated number of spaces in any direction along the connected paths (lines). You may only go in one direction per turn. A player attains a treaty by landing on a planet with a treaty on it. Landing on a moon of a planet with a treaty also earns you that treaty.
Please note the following
SPACEDOCKS - There are six yellow "Spacedocks", one each between the galaxies. A player landing on a spacedock may get on or off at any of four points. It counts as only one space.
[Diagram: a large U-shaped yellow block, representing a spacedock.]
TRANSPORTERS - There are twelve "Transporters", two in each galaxy. When a player lands on one of theses spaces, he/she may choose to "transport" to any other transporter on the board..
[Diagram: a transporter tube, a cylinder with a figure standing inside it.]
DOCKING BAY - Please see Captain Level for description.
To Win
When all treaties are removed from the board , the player with the most treaties is the winner.
Captain Level For Advanced Play
To Start
Thirty treaties are placed on the planets (not the moons). Players place their shuttlecraft on the matching color "Starbase" on the board.
[Diagram: a Starbase, a saucer-shaped station on a pylon.]
Each crew member is armed with "Photon Torpedo" cards at the start of each game. When there are six, five or four players, each gets one card. When there are two or three players, each gets two cards. The rest are shuffled into the deck.
Photon torpedoes are necessary to blast through asteroid belts, which partially block access to some planets. Photon torpedoes clear a path and allow the shuttlecrafts to land on planet spaces. More later.
Treaties
The object of the game is to sign as many "treaties" as you can. To do this, a player must land on the planet or planet's moon and pick up a treaty. There are 30 treaties, 18 of one color, 12 of another. Once all treaties on the board are attained, the game is over. Players add up the total commendations and a winner is declared.
The treaty pieces are valued as follows:
- 12 Dark colored treaties = 1 commendation each
- 18 Light colored treaties = 2 commendations each.
Total of 48 commendations.
The twelve treaties are placed on the planets - Third ring planets - Ventax II, Angosia, Legara IV , Antica, Narendra III, Jaros II, Barzan, Danula II, Kataan, Algeron IV, Turkana IV, & Betazed. All other planets have different colored treaties placed on them.
When a "Treaty Broken " card has been drawn, the player must surrender any one treaty he/she holds. It must be placed on the planet in the most outer ring possible in the opposite galaxy from where he/she is located. If they hold a "Reinstate Treaty" card,they may surrender the card to the discard pile and keep all treaties they have signed.
Starfleet Orders /Blue Spaces
After dealing out the appropriate Photon Torpedo cards, shuffle and place the remaining "Dilithium Crystal" playing cards face down in the center of the board. These cards represent direct orders from Starfleet Command. When a player lands on a blue space, he/she must pick up a card and follow directions.
Movement
Players can travel in any direction along the connected paths (lines). Each circle, icon or planet represents one space. If a player rolls a six, for example, he/she may move six spaces in any one direction. A player signs a treaty by landing on a planet or it's moon, with a treaty piece.
ASTEROID BELTS - The board contains some barriers to travel. These are called "Asteroid Belts" and can only be crossed when a player gives up a "Photon Torpedo" card to the discard pile. While each player gets at least one of these cards to start, you may draw additional cards as the game is played & save until necessary.
[Diagram: two patches of asteroid-belt symbols on the board.]
SPACEDOCKS - There are six yellow "Spacedocks", one each between the galaxies. A player landing on a spacedock may get on or off at any of four points. It counts as only one space.
DOCKING BAY - The yellow ring around the Enterprise is called the "Shuttlecraft Docking Bay", and has a similar function to the spacedocks. Players may get on or off at any one of six points. It counts as only one space. If a player ends a turn on a color space on the docking bay ring, on the next roll the player can "launch " his/her shuttlecraft from any position on this ring.
TRANSPORTERS - There are twelve "Transporters", two in each galaxy. When a player lands on one of these spaces, he/she may choose to "transport" to any transporter on the board.
Winning
When all the treaties are secured, the game is over. Players add up their commendations and the player with the most points wins. In case of a tie, both players share in the glory.