217 Open Daily games
3 Open Realtime games
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  • Rating Score:
  • Difficulty: n/a
  • Created Date: 2nd Jun 2012
  • Release Date: n/a
  • Games Played: 4
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Design Information
Territories 152
Continents 284
Advanced Features Fortify Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Attack Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 10,10,10,10,10,10,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Heavy
Fog Override Disabled
Open Games 0
 
Cards
Kirk
Picard
Janeway
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Romulan Bullies Default Default
2 Klingon Pansy Warriors Default Default
3 Cardassian Bullies Default Default
4 Federation Pansy Warriors Default Default

Board Description

The year is Earth Year 2344 -

The Alpha and Beta Quadrants are becoming increasingly unstable as continuing volatile incidents among the 4 main powerhouses (The Cardassian Empire, The Klingon Empire, The Romulan Star Empire, and The United Federation of Planets) are leading to war. To make matters worse, a new power threatens all - the Borg.

As war seems inevitable, it is up to you to lead your Empire to victory. In order to win you must use your Empire's unique advantages and shore up its vulnerabilities. A combination of diplomacy, trade, espionage, scientific advancement, and war are all available for your disposal. Be warned; however, playing each race exactly the same way will not be effective.

('oH 'oH [a] QaQ jaj Daq Hegh)

Unit Bonuses and Placement:

Bonuses: In addition to the bonuses discribed later, planet bonuses range from +1 to +3 troops per continent (planet) per turn and +10 troops per turn on your Homeworld (starting "Capital" planet). The exception being that the Badlands and the Briar Patch will each yield you +10 troops per turn on each of them and an additional +10 troops per turn on to your home world capital.

Placement: At the beginning of your turn, all of your bonuses are automatically assigned to the appropriate territories (factory production). You will only be able to place troops when you trade in cards; cards are worth +10 troops.

Empire Attributes:

The Cardassian Empire: +20% Politics, +20% War..........................Capital home world = Cardassia Prime

The United Federation of Planets: +20% Politics, +20% Research.......Capital home world = Earth

The Romulan Empire: +20% Research, +20% War...........................Capital home world = Romulus

The Klingon Empire: +40% War...................................................Capital home world = Ko'noS

Setup and Play:

Kingdoms start off with 20-30 troops on their Capital home worlds. In addition to the capital home world, a civilization may acquire a 2nd Capital once it has garrisoned its "flag ship" battle cruiser (capital) and 3 other capitals (Badlands, Briar Patch, and Borg Cube). Warning - If you lose possession of all of your capital(s), your civilization is destroyed (you are eliminated from play) and the conquering civilization assimilates 50% of your worlds, weapons, etc.

In order to expand your empire, you will need to acquire the resources of additional planets and technology (continents) through diplomacy, trade, or conquest. Your first step is building your transport shuttle.

Shuttles: (Max Capacity = 100) Are capable of transporting diplomats, trade merchants, supplies and troops between planets, space stations, and flag ships. Once you have achieved this space flight ability, you can begin meeting other worlds (Federation special ability), building your space station/research center, or immediately start conquering neighboring planets (Klingon special ability). (Note that diplomatic and trade (resource acquiring) missions are done through the shuttle's bridge - all other transfers are done directly between the shuttle and the corresponding battle cruiser, space station or planet).

Note: Your units on your non-homeworld planets can not attack/build your shuttle; they can only transfer to or from it.

Space stations: (shuttle required) (Max Capacity = 500) Are required to build your "flag ship" battle cruisers by first researching and building your Warp 5 core. They are also responsible for the research, development, and installation of basic and advance (LR) Sensors, Warp 5 and Warp 9 drives, shields as well as more advanced phasers and torpedoes to your spacecraft's bridge.

Battle Cuisers: (Warp 5 required) (Max Capacity = 360-440) Are used to attack enemy ships and planets. All battle is done through the ship's bridge. Attacking planets in enemy territories directly is extremely difficult due to planetary defense grids and can only be done using phasers or photon torpedoes. Unless the planet you are attacking only has a couple of troops garrisoned on it, it is easier to attack and board the enemy's flagship first and then use it against its own planets.

The Bridge: The command center for all of your aggresive play. From the bridge, you conduct your diplomatic, trade, empire building, and espionage missions. It is also from the bridge that you conduct your warfare through the use of cannons and phasers and various types of torpedoes. Research is also conducted from you space station through the bridge.

There are 4 main bridge control columns: Politics, Research, War, and Advanced War.

Politics:

Diplomacy: (Warp 5 required) Allows you to assimilate up to 3 nearby planets into your civilization through the smooth talking of your ambassador. It also provides continent bonuses (on your home world) and (attacker/defender) modifiers of...

Cardassian = +3 troops (+1,+0) Romulan = +2 troops (+0,+0)

Federation = +3 troops (+1,+0) Klingon = +2 troops (+0,+0)

It also allows your empire to draft at least 1 more soldier per planet within your region of space for planetary defense.

Trade: (Warp 5 required) Allows you to assimilate up to 10 planets (including the 3 that could be assimilated through diplomacy) into your civilization through the smooth trading skills of your corporations and merchants. It also provides continent bonuses and (attacker/defender) modifiers of...

Cardassian = +5 troops (+2,+0) Romulan = +4 troops (+0,+0)

Federation = +5 troops (+2,+0) Klingon = +4 troops (+0,+0)

It also allows your empire to draft at least 1 more soldier per planet within your region of space for planetary defense.

Empire: (Warp 9 required) Allows you to assimilate all planets within your region of space into your civilization via acceptance of the governing council. It also provides continent bonuses and (attacker/defender) modifiers of...

Cardassian = +7 troops (+2,+0) Romulan = +6 troops (+0,+0)

Federation = +7 troops (+2,+0) Klingon = +6 troops (+0,+0)

It also allows your empire to draft at least 1 more soldier per planet within your region of space for planetary defense.

Espionage: (Homeworld required) Allows you to infiltrate a rival empire's government and attempt coups, disrupt diplomatic and trade missions, and sabotage ships, weapons, and research. It is also the central location for your intelligence agency and counter-espionage activities. (Though difficult to infiltrate another government, negligence in defending against rivals espionage efforts could cost you the game)

Research: Conducted primarily from your space station.

Sensors: (Space Station required) Provide vision of neighboring planets as well as enemy spaceships (except those which are cloaked). Are required to develop the more powerfull LR Sensors.

Warp 5: (Space Station required) Required for interstellar travel and basic warfare with enemy spacecraft or local conquest via your battle cruisers. Allows trade missions with distant worlds and development and installation of cannons and phasers to your battle cruisers.

With ownership of it and your battle cruiser, it also provides continent bonuses of...

Cardassian = +10 troops Romulan = +12 troops

Federation = +12 troops Klingon = +10 troops

Warp 9: (Warp 5 required) Required for advanced interstellar travel and warfare with enemy spacecraft and planets via your battle cruisers. Allows the establishment of your unified empire and the installation of Standard, Photon, Quantum, and Transphasic Torpedoes to your battle cruisers.

With ownership of it and your battle cruiser, it also provides continent bonuses of...

Cardassian = +20 troops Romulan = +25 troops

Federation = +24 troops Klingon = +20 troops

Long Range (LR) Sensors: (Sensors required) Provides vision of all planets, spacecraft, space stations, and Borg cubes (can see through cloaking technology).

War: Allows you to conquer any planet in your region of space.

Cannons: (Warp 5 and Battle Cruiser Phaser Bank required...except for Klingons) Also known as phase cannons; the basic laser energy based weapon with a max yield of 500 gigajoules. Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 120 troops (+1,+0) Romulan = 120 troops (+1,+0)

Federation = 100 troops (+0,+0) Klingon = 140 troops (+1,+0)

Torpedoes: (Warp 9 and Battle Cruiser Torpedo Bay required) The basic missle based weapon. Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 60 troops (+2,+0) Romulan = 60 troops (+2,+0)

Federation = 50 troops (+1,+0) Klingon = 70 troops (+2,+0)

Phasers: (cannons required) The advanced laser energy based weapon which directs a photon beam at its intended target. Can attack planets in enemy regions of space. Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 240 troops (+2,+0) Romulan = 240 troops (+3,+0)

Federation = 200 troops (+2,+0) Klingon = 280 troops (+2,+0)

P. (Photon) Torpedoes: (Torpedoes required) The primary energy based missle weapons. Unlike standard torpeodoes, these torpedoes are armed with Antimatter warheads. Can attack planets in enemy regions of space.Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 60 troops (+3,+0) Romulan = 60 troops (+4,+0)

Federation = 50 troops (+3,+0) Klingon = 70 troops (+3,+0)

Adv. (Advanced) War:

Shields: (Warp 5 or Warp 9 required) The advanced energy based battle cruiser armor. Attacks (D11 vs D1) and replaces starting armor (on Nacelle) value of ... with max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 60, 200 troops (+0,+1) Romulan = 60, 240 troops (+0,+2)

Federation = 50, 240 troops (+0,+2) Klingon = 70, 200 troops (+0,+1)

Possession of your Battle Cruiser, its Nacelle, and Shields also allows your warp nacelle to recharge the dilithium crystals and provides continent bonuses on your Nacelle each turn of...

Cardassian = +25 troops Romulan = +25 troops

Federation = +25 troops Klingon = +25 troops

Q. (Quantum) Torpedoes: (Photon Torpedoes required) The mid-level advanced energy based missle weapon. Using zero point energy, they are more powerful than Photon Torpedoes and have the ability to nearly match the shield frequencies of enemy ships. Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 60 troops (+4,-1) Romulan = 60 troops (+5,-1)

Federation = 50 troops (+5,-1) Klingon = 70 troops (+4,-1)

TransWarp Drive: (Warp 9 required) The most advanced warp drive created. Allows nearly instantaneous transfer of personal and ships from planet to planet.

T. (Transphasic) Torpedoes: (Quantum Torpedoes required) The most advanced energy based missle weapon (Can't be used against planets). They are designed to cut through borg cube shielding.

Max unit count level of ...with an (attacker/defender) modifier of...

Cardassian = 60 troops (+5,-1) Romulan = 60 troops (+6,-2)

Federation = 50 troops (+7,-2) Klingon = 70 troops (+5,-1)

Other Surprises:

1) Abandonment is allowed. When this occurs, abandoned territories automatically revert to Neutral.

2) Limited Attacks (10) and Transfers (10).

3) Badlands and Briar Patch (Max Capacity = 100 each) are the home of the resistance. Because of the dense ionization of their nebulas, they...

a) Can only be attacked using Phasers or Photon Torpedoes and have an (attacker/defender) modifier of (+0,+5).

b) Cannot be attacked by Borg Cube.

c) Neutralize all battle cruisers' shields and attack battle cruisers with an (attacker/defender) modifier of (+0,+0).

4) The Borg (Max Capacity = 200 ) Rengenerate +50 troops per turn. Attacks with an (attacker/defender) modifier of (+5,+0). Battle Cruisers lose their defense modifier bonus against Borg Cube attacks.

Special Abilities and Basic Strategies:

Cardassian: (The Spy) With the Obsidian Order as the most dangerous intelligence agency in the quadrant, you rule the dark underworld of espionage. Use your abilities to wreak havoc on enemy research, ships, and governments by infiltrating and sabotaging everything in sight. A successful coup can destroy an enemy without discharging a single weapon. (You are most dangerous in the middle game)

Special Abilities: Best Espionage Infiltration Attack and Defense

Immediate vision of enemies Espionage Levels from your Homeworld

Federation: (The Diplomat) With your curiosity and tolerance of other races, you are able to work cooperatively to build the largest and most diverse empire. Cooperation between planets is especially good for your trade and research. You start with the weakest weapons in the quadrant and the smallest beginning bonus, but your special ability to immediately reach out to other races through diplomacy will serve you well. (You are the most balanced race and are the 2nd most dangerous throughout the early, middle and end game)

Special Abilities: Can conduct Diplomacy without warp 5 technology.

Best weapon against the Borg

Fast advancement of weapon technology

Romulan: (The Scientist) With the greatest mental discipline of any of the races, you excel in research and development. Since government spending is allocated mostly to research, you are the slowest of the races to grow but you will enjoy the most effective weapons throughout the game. You have a huge advantage once you discover advanced long range sensors. (You are the most dangerous late game opponent)

Special Abilities: Most powerful weapons overall.

Cloaking (Enemies can't detect your ships until they develop more powerful Long Range Sensors)

Advanced sensors: Long range sensors able to artillery enemy long range sensors.

Klingon: (The Warrior) With the beating heart of a warrior instilled within every citizen of your kingdom, yours is the path of war. As such, you have the earliest access to weapons and the greatest capacity for storing phasers and torpedoes on your flag ships. You, like the Romulans, also enjoy the cloaking technology. (You are the most dangerous race in the early game)

Special Abilities: Can attack Klingon territory planets and enemy ships using your shuttle's bridge.

Cloaking (Enemies can't detect your ships until they develop more powerful Long Range Sensors)

Largest troop Bonus for unifying your empire.

Strongest starting flag ship Armor

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed10
Number of fortifies allowed10
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingNo
Game historyHide

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed10
Card values10,10,10,10,10,10,10,10,10,10,10
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice10
Number of sides on Defender's Dice10

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %50
Destroy unallocated CapitalsOff
Number of units per Territory10
Territory selectionAutomatic
Unit placementAutomatic
Neutral countHigh
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats