AWAY TEAM SKIRMISH






INTRODUCTION
Board & card game for 2 players.
Abstract skirmish level combat with Star Trek theme. 
Each figure represents a single man (or alien). 

DISCLAIMER
Star Trek is a licensed, trademarked, copy-righted property.
This is merely a fan site.

VICTORY
You win if you kill all opposing men.

THE CARDS
Players share a common deck. 

THE MAP
Use an 8x8 chessboard.

THE MEN
Use chits or miniatures to represent men (units).
The counters or figs must identify race and officer type.

AWAY TEAMS
Each team has 8 men.

TEAM COMPOSITION
There are 4 types of teams:
Federation
Klingon
Romulan
Borg
Each player chooses one type of team at the start of the game.

FEDERATION TEAMS
The team has the following composition of races:
3 Humans, 1 Vulcan, 1 Betazoid, 1 Trill, 1 Bolian, and 1 Andorian.
The team has the following composition of officers:
1 Command officer
1 Medical officer
1 Science officer
1 Engineering officer
4 Security officers
At the start of the game decide which officers belong to which races.

KLINGON TEAMS
All team members are of the Klingon race.
The team officer composition is the same as that of the Federation.

ROMULAN TEAMS
All team members are of the Romulan race.
The team officer composition is the same as that of the Federation.

BORG TEAMS
All team members are of the Borg race.
There are no officers. All team members are Drones.
Borg Drones use all Attack, Tactics, Device, and Skill cards for:
Assimilate: Turn adjacent enemy unit into a Borg

SKILL CARDS
Skill cards can be used with officers to produce different types of effects:
Command officer: Leadership: Draw 2 cards
Science officer: Audio Decoy: Negate attack 
Engineering officer: Bypass Security: Move like a knight in chess
Security officer: Unarmed Combat: Attack of Range = 1 
Medical officer: Medical Tricorder: Heal wound of adjacent man

TACTICS CARDS
Tactics cards can be used with officers to produce different types of effects:
Security officer: Marksman: Attack of Range = 5
Medical officer: Neural Disruptor: Attack of Range = 1
Engineering officer: EMP Grenade: Opponent must discard 2 cards
Command officer: Strategy: Look at opponents hand
Science officer: Holographic Projector: Negate attack

DEVICE CARDS
Device cards can be used with officers to produce different types of effects:
Medical officer: Hypospray: Heal wound of adjacent man
Engineering officer: Remote Mine: Attack of Range = 4
Security officer: Proximity Mine: Attack of Range = 2
Science officer: Tricorder: Look at opponents hand
A Command officer: Communicator: Draw 3 cards and discard 2

RACE CARDS 
Race cards can be used to produce different types of effects:
Human: Adaptable: Draw 2 cards and discard 1
Vulcan: Nerve Pinch: Attack of Range = 1 or Mind Meld: Look at opponents hand
Trill: Experience: Draw 2 cards
Bolian: Strength: Attack of Range = 1
Betazoid: Empathy: Look at opponents hand
Andorian: Enhanced Hearing: Look at opponents hand
Klingon: Close Combat: Attack of Range = 1 or Toughness: Negate a non-Phaser attack
Romulan: Cloaking Band: Negate an attack or Cunning: Draw 2 cards and discard 1
Borg: Personal Shield: Negate Phaser Attack

SETUP
Players choose their team types.
Each player places one man on each square of his back row.
Men may not stack. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Tactics Phase
2. Move Phase
3. Fire Phase

TACTICS PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your men.
The move card has a number. 
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal. 
Instead of moving just one man in any direction, you have the 
option of moving up to 2 men the indicated number of 
spaces using a single move card.

FIRE PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
Your opponent may play Defense cards to negate your attacks.

WOUNDS
Every time a man is damaged (hit/attacked) flip a coin. 
On heads the man is killed. (removed from play)
On tails the man is wounded.
Use counters to identify wounded status.
If a man receives 2 wounds, he is killed.


CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
S = Special card
R = Race card
K = as a Knight would move in Chess
# = Copies of that card in the deck
Type = Purpose of card


AWAY TEAM CARD LIST
Card Name:		#	Range	Type	 
Hold out Phaser		3	1	A	
Phaser			4	2	A
Phaser Rifle		3	3	A
Heavy Phaser Rifle	2	4	A
Hand-to-Hand Combat	5	1	A
Phaser Overload		1	2	A
Concussion Grenade	2	K	A
Walk			5	1	M
Jog			5	2	M
Run			5	3	M
Sprint			5	4	M
Tactical Transport	2	5	M
Maintenance Shaft 	1	K	M
Dodge			2	-	D
Cover			2	-	D
Zero-G Maneuver		1	-	D
Skill 			3	-	S
Tactics   		3	-	S
Device			3	-	S
Race			6	-	R







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