Multi-player ST:CCG play (3 or 4
players) has been gaining in popularity
and many people have submitted ideas to
us for how best to do it. In this document I
list some of the best suggestions we've
received.
Please try them out, and let us
know what you think! If you have some
suggested refinements, or if you have
completely different ways to play
multiplayer, you are invited to send them
in, and I will compile the best of them for
inclusion in the next edition of this
document.
Please send refinements or new
sugqestions to DAnswerMan@aol.com
and please use the title "ST:CCG Multi-
Player Variants" in the Subject of the
email.
Of course, I will try to qive credit to
each person whose suggestion gets used
(using your email name, or another form of
credit of your choice). But please bear in
mind that we get a lot of such suggestions
and it isn't always easy to keep track or to
tell what came first, etc., so don't flame me
if I make a mistake! No compensation can
be given for ideas submitted to this public
forum other than recognition.
Notes on Converting Cards
To Multiplayer Form
1) Multi-player games are
recommended only for experienced
players, because players will sometimes
be required to remember who actually
placed certain cards on the spaceline
(such as Dilemmas).
In the standard game, the players
lay down the cards always facing them so
it is easy to remember, but here that often
isn't possible. Note: If you have trouble
remembering, several players report that
Post-It Pad sheets (by 3M, available in any
office supply store, small size) make good
markers on cards, and do not damage the
cards.
2) The wording on most cards
works fine when used for multiplayer play.
Some unclear situations can arise when
the card refers to "the opponent."
Sometimes this should be read as "all"
your opponents (as when it is meant to
affect everyone), and at other times it
means you should choose a specific
opponent for it to apply to. Usually this
context is obvious. If it isn't obvious,
apply it to the player on your left.
Cards can also be unclear if they
refer to the spaceline, since the "shape"
of the spaceline is not a "line" in most of
these variations. But again it is usually
obvious how to "translate" them to the
new spaceline.
VARIATION #1: "Triangle
and Square" Approach
3 or More Players
Suggested by:
T2Thomas@aol.com
and Voquih@netcom.com
This variation uses a spaceline in
the shape of a triangle (3 players). The
description here is for 3, but 4 works the
same using a square setup, 5 with a
pentagonal setup, 6 with a hexagon, etc.
Each player plays 6 mission cards
to build a triangular "spaceline" that
looks like at right:
Each player plays along his side of
his own spaceline. Movement around to
the other sides of the spaceline can be
done in two ways:
1) Move from the "outside track"
on your side to the "inside tracks" of the
opponent's lines, or
2) The player who first suggested
this variation says, "to get into someone
else's line, you have to play a Where No
One Has Gone Before on the appropriate
intersection.
Or you can use wormholes (which
we make "stable worrnholes" until
Decipher makes an actual one) to get to
someone else's space line.
After the wormholes are used, they
stay where they are, allowing free use of
them from there on.... with a house rule
that along with the 60 card deck, each
player must have 1 Where No One..., and
2 Wormholes for each player playing
beyond the first, i.e. 2 Where No Ones
and 4 Worrnholes for a 3 player game,
etc.
"The games are a big success. I
think that Multiplayer Star Trek is much
more fun than regular two player and that
the folks at Decipher should really
consider making it official."
VARIATION #2: Using a
Normal Spaceline
3 Players
It is possible to play using a normal
spaceline. Several people have suggested
variations on this theme, marking the cards
in various ways, or using some restrictions
to allow players to keep track of whose
cards are where and who owns them.
Possibilities are as follows:
1) Play with each player handling a
different affiliation (pre-selected). This
helps the players keep track of card
ownership by color alone in most cases.
Non-aligned personnel are usually mixed
with your affiliation and thus also tracked.
Some memory work is required, however,
especially if more than one person uses the
same non-aligned ship; but it seems that
experienced players can keep track.
2) An 18-card spaceline is built
using 6 mission cards per player. (Can be
any multiple of three really). Make a list of
your own missions and dilemmas before
start, to retrieve them later.
3) Two players sit on one side of
the spaceline (side-by-side).
4) If one player's ship attacks
another at a location, and the third player
happens to have ships at the same
location, the third player has the option of joining
in the battle against either side.
5) Since players are restricted to
one affiliation, Treaty cards are used
differentiy. One suggestion made: "A
treaty card prevents two players from
attacking each other, but a second similar
treaty card played by another player
cancels the treaty (i.e.: both cards are
discarded)."
The treaty can also be destroyed in
other ways, of course.
VARIATION #3: "Two
Dimensional Space" Token
System)
3+ Players
From: (This was our original
multiplayer system designed with Darwin
Bromley, which was not published in the
rulebook).
It is possible to play with more
than two players by doing the spaceline in
two-dimensional form rather than as a
"line". Actually, there are several ways to
do this. The one we recommended was
1) Each player starts the game with
a small supply of "tokens" (poker chips,
etc.) of his own color. Mark a number on
each token; making two tokens with "1",
two "2", two "3", etc., as many as the
number of ships you have in your deck.
2) During the "seed" phase of the
game, instead of laying out the cards in a
line, you place them adjacent to each other
on any side (vertically as well as
horizontally), growing a jumbled
twodimensional space/time continuum that
looks like something at right:
This is just an example; the
fommation of mission cards that results
could take almost any shape, somewhat
like domino tiles in play.
3) Dilemma, Artifact, and Outposts
are seeded undemeath the Missions as in
the 2-player game.
4) Ship Movement--There is a pair
of tokens for each players' ships to
indicate the location of each ship on the
space/time continuum. The ship cards
(and the personnel and equipment cards
aboard them), are played in front of the
player, and placed beside one of the
tokens.
The "mate" to that token with the same number is what you move around
the space/time continuum to show where
that ship is. Thus, all you have to move
around is the token for the ship, placing it
directly on top of the mission card where it
is located.
Moving a ship is similar to the
basic game, using the Range number of
the ship and the Span number of the
Mission card it wants to traverse. The
difference here is that the ship can travel
up or down as well as left or right (not
diagonally), as far as the range of the ship
will allow. The ship can also "sum" as it
travels--moving one card left then two
cards "up", for instance.
5) The rest of the game is played
the same, interpreting where common
sense says necessary for the different-
shaped spaceline. (For example, Where
No One Has Gone Before is used to go
from one "corner" card to the opposite
corner.)
Copyright
Notice
The information in this document is
copyrighted by Decipher Inc. 1995,
however, it can be freely disseminated
online or by traditional publishing means
as long as it is not altered and this
copynght notice is attached. © 1995
Paramount Pictures. All Rights Reserved.
STAR TREK: THE NEXT GENERATION
is a registered trademark of and all
characters and related marks are
trademarks of Paramount Pictures.
Decipher Inc. Authorized User.
Related:
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© Copyright 1995 by Alderac Entertainment Group
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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