Variant Rules
Running the Gauntlet
Objective: For one player to make it from one end of the spaceline to the other and for all other players to stop him.
Time Limit: 1 hour
Deck style: Warp Speed style deck with no side decks, 6 missions, and no dilemmas. No quadrant or card style restriction. The Gauntlet Runner is limited to One Capital ship and up to 3 shuttles or ships with no staffing icons.
How to play: After determining who will go first, players start out with their decks ready to play as in any normal game. The player running the gauntlet lays down his first mission (i.e. the mission he will seed an outpost or caretaker's array on) on the far left or right of the table. Each subsequent player lays down their missions on only one side of the first mission to make one long, continuous spaceline.
Players draw 7 cards and play in Warp speed fashion with the Gauntlet runner going first. Wormholes and Quantum Slipstream drives are limited to a maximum of 6 spaceline locations for all players. If the gauntlet runner exhausts his draw deck completely without finishing, the players score a win otherwise if the gauntlet runner makes it to the end of the spaceline, he scores a win.
Referees: If the gauntlet runner is a referee, he may not rule on the game.
Last man Standing
Objective: To be the only surviving player in a 2, 3, or 4 player game.
Time Limit: 2,3, or 4 hours
Deck Style: Standard Deck
Gameplay: A standard Constructed deck game to 100, 150, or 200 points in order to move on to the next phase. Players may not initiate battle of any kind (they may defend and return fire only) until they have reached a winning point total. Once this is done, in order to win the game, you must completely destroy all opposing ships and facilities to the point where that player can no longer play.
2e Warp Speed
Objective: To complete one space and one planet mission.
Time Limit: 30 minutes
Deck style: 2e style deck with 1 home world, 2 missions (1 space and 1 planet). 20 card minimum draw deck, 20 card maximum in the dilemma deck.
How to play: After determining who will go first, players start out with their decks ready to play as in any normal game. Gameplay is the same as a regular 2e game. First person to complete 1 space and one planet mission wins the game.
Referees: If a player is a referee, he may not rule on the game. All 2e rules apply.
2e Running the Gauntlet
Objective: For one player to make it from one end of the spaceline to the other and for all other players to stop him.
Time Limit: 1-2 hours
Deck style: 2e Warp Speed Variant.
How to play: After determining who will go first, players start out with their decks ready to play as in any normal game. The player running the gauntlet lays down his entire spaceline on the far left or right of the table. Each subsequent player lays down their spaceline on only one side of the first player's spaceline to make one long, continuous spaceline. All locations on the spaceline are considered to be in the same quadrant and the same region so range bonuses and penalties do not apply.
Engage cloak is limited to your own spaceline.
The gauntlet runner may seed 1 ship.
The Gauntlet Runner may use Damage dilemmas like maneuvers. The dilemmas may be played like events but the Gauntlet Runner's ship does not have to be at the location to play them. The dilemmas must be played according to whether the opponent is at a space or planet mission. If the dilemma is overcome or the ship is repaired, the dilemma goes into the Gauntlet Runner's discard pile.
Players draw 7 cards and play in 2e fashion with the Gauntlet runner going first. If the gauntlet runner exhausts his draw deck, he may regenerate the cards with cards in his discard pile one time during the game. Players may not cross into the gauntlet runner's spaceline. Movement is in 2e fashion however, the spaceline is linear so the next card in the spaceline must be your destination. If time elapses without the gauntlet runner finishing, the players score a win otherwise if the gauntlet runner makes it to the end of the spaceline, he scores a win.
Referees: If the gauntlet runner is a referee, he may not rule on the game.
2e last man standing
Objective: To be the only surviving player in a 2, 3, or 4 player game.
Time Limit: 2,3, or 4 hours
Deck Style: Standard 2e Deck
Gameplay: A standard Constructed deck game to 100 points in order to move on to the next phase. Players may not initiate battle of any kind until they have reached a winning point total. Once this is done you may reshuffle your discard pile back into your draw deck for the next phase. In order to win the game, you must completely destroy all opposing ships to the point where all other players can no longer play.
CCG Enduro
Objective: To be the only surviving player in a Tournament game.
Time Limit: 24 hours max.
Deck Style: Standard Deck either 2e or 1e
Gameplay: A standard Constructed deck tournament where all rules apply. Goals are set every 4th game for a minimum score to be reached with the lead player setting the goal for the next round of play. Players who fail to achieve this goal may no longer participate in the enduro but may still participate in the tournament until the end.
Example:
Game 4 Goal |
Game 8 goal | Game 12 goal | Game 16 goal | Game 20 goal |
set from start at 5 | Lead player score 12
Goal for games 5-8 set at 12 |
Lead player score 20
Goal for games 9-12 set at 20 |
Lead player score 32
Goal for games 13-16 set at 32 |
Lead player score 39
Goal for games 13-16 set at 39 |
As time goes on, weariness will ultimately make the goals harder and harder to attain and more players will drop out until there is only 1 left.
2e -> 1e
Objective: Play a 1e game with 2e cards
Time Limit: 1hr
Deck Style: A First Edition game played with second edition cards
Gameplay: A 1e game with conversion rules for 2e cards.
Special Rules:
1.) All 2e ship and personnel cards are attributes all +1. Borg ships do not have any range enhancements, but are WEAPONS x2 and SHIELDS x2
2.) Headquarters when placed underneath a mission become an outpost (Shields = 30).
3.) Headquarters when played alone become a mission worth 30 points with that affiliation's headquarters (Shields = 40 or Shields = 80 for Romulan and Borg) and the following requirements: Leadership x2 + Security + (Honor OR Treachery) + any attribute total > the point value of the mission.
4.) Headquarters, when played by themselves, also allow free reporting (once per turn) of certain cards.
Romulan: Any Sela or Tomalak, any
Neral, General, Admiral, Proconsul, Praetor, and intelligence personnel.
*Once per game, may download Dr. Telek R'mor |
Borg: Borg Queen, Unique Drone, or
Unique Ship
*If multiple outposts/homeworlds, Borg ships may travel instantly from one to the other without using Range. |
Dominion: Founder
*Unless a Founder is present, White depravation takes effect. |
Ferengi: VIP or Civillian
*May seed a universal Ferengi Ship at an outpost. Doing so allows your opponent to report to that outpost as well. |
Federation: Admiral, Ambassador,
or President.
*Ignore 2e reporting restrictions |
Bajoran: Minister, Vedek, or Kai | Cardassian: Gul or Legate | Klingon: Emperor, Chancellor, or any Kahless |
DS9: May download any Odo, Kira,
or Sisko once per turn.
*Treaty: Bajoran/Federation in play. *Wormhole to the Gamma Quadrant in play. Ship is not stopped when it passes through. |
Terok Nor: May download any Dukat,
or intelligence personnel once per turn.
*Treaty: Cardassian/Dominion in play. |
5.) Borg will attempt missions with all of the first edition restrictions and requirements. They will score points as seen on the mission (may use special 2e text) when the player probes and draws a Borg drone, Queen, or ship.
6.) Borg can initiate battle, solve space and planet missions, and assimilate home worlds. If a Borg player is doing one thing, it must finish before it can start something else (unless the Borg Queen is in play) EXAMPLE: If a Borg player chooses to attack a ship, it must attack that ship until that ship is destroyed before it may attempt a mission.
7.) When a Borg Player successfully assimilates a Homeworld, that player may no longer report any personnel or ships to their outposts or headquarters.
8.) Certain skills will determine classification. Skill hierarchy is as follows: Science, Engineer, Officer, Security, Medical. If a personnel has two or more of these skills (Ex. Engineer, Officer, Security, Medical, Science) that personnel is classified as a Science personnel with the other skills. If a personnel does not have any of the skills, they are classified as VIP/Civillian.
9.) Telepathy = Empathy (or Mindmeld on Vulcans).
10.) Borg personnel may report aboard Borg Ships.