For posting text-only dream cards (no graphical cards or links to sites hosting such cards) and for speculation on future sets.
 
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#595808
I'm currently working on a new home 'dream' project called 'Star Trek: Final Frontier'.

This is a solitaire Star Trek game that uses the CCG as a basis for cards and concepts, but uses different ways to automate play in a similar style to my Doctor Who: Solitaire Story Game (Third Edition)

https://boardgamegeek.com/boardgame/368 ... rd-edition.

I'm hoping it will appeal to Star Trek CCG fans, solo gamers and Trek fans in general.

If anyone is interested in having a look at the 20 page Alpha Edition Booklet to get a rough feel for the game, or indeed helping out with the project, please DM me and I'll get in touch - it should be available in a week or so.
 
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#596310
The Alpha 1.0 concept document is now available - 20 pages of Trek with 20 Missions to play, AU, Borg and Q encounters too.

Please message me with an email address for a copy
 
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#597267
In Star Trek: Final Frontier, I have tried to create a solitaire game that creates episodes as you play and meld all the best concepts from the CCG without any need for an opponent. Many of the rules from the CCG remain, but it’s NOT the CCG. Players can’t use ALL their CCG cards here, but MOST should be able to see play.

I really wanted to see much more thematic adventures when completing Missions. In the CCG, there are no restrictions on what Dilemmas (except the Planet/Space distinction) that can be seeded beneath a Mission. This means there is never any real story behind the Mission and you just played out a series of random problems.

I’ve renamed Dilemmas ‘Encounters’ in the Missions and they are themed to the actual Mission, so if you’re attempting to do a Mission called ‘Botanical Research’ then the Encounters will reflect it. Dilemmas seeded by your opponent in the CCG were designed to kill you, or at least prevent you from completing the Mission. Here, Encounters are more forgiving and designed to give a more thematic experience. Each Mission also has a Special rule to give it more flavour.

Another major overhaul from the CCG was the design of Holodecks and Holoprograms, specifically with the introduction of a new card concept called ‘Holonovels’. Again, my thoughts were to provide a thematic experience in playing them.
 
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#597558
Welcome to the Final Frontier...

“Let’s see what’s out there’... (Jean-Luc Picard – ‘Encounter at Farpoint’)
This is a thematic adventure game for one player. You play as one of the famous Affiliations in the Star Trek universe, such as the Federation, the war-like Klingons or the treacherous Romulans. To win the game you must gain 120 points, mainly by moving across the galaxy to complete Missions. Whilst exploring space and completing Missions, you may encounter problems, including hostile Ships or Away Teams, that will make your progress more difficult. There are plenty of Missions to choose and situations to encounter, so each game will be a new, fresh experience.

Star Trek: Final Frontier has four booklets – Rules, Missions, Affiliations and Encounters. These booklets play alongside the Star Trek CCG cards for Personnel, Ships, Equipment, and so on, and automate the adventure without the need for an opponent. You will also need a normal six-sided die (D6) and a Captain’s Log Mat with some tokens to help you mark your position in the galaxy and keep score of current totals in the game.

The Missions booklet details all the Missions (each has a section starting with ‘M’) that different Affiliations can attempt. The Affiliations booklet has several chapters (and sections starting with ‘F’, ‘K’, ‘R’ etc), each detailing various events that are specific to your Affiliation. The Encounters booklet also has several chapters, each detailing different types of events you can have, such as meeting the infamous Q, trips to alternate universes or time travel, the dreaded Borg, adventures on the Holodeck, and other events that happen between Missions (with sections starting with ‘A’, ‘B’, ‘Q’ ‘H’ ‘T’ and ‘W’). The Rules booklet describes how to play the game and includes an Appendices with new cards to support concepts introduced in Star Trek: Final Frontier. A Tutorial Mission showing how a typical session plays is also included.
 
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#598058
The 1.1 Beta version of Final Frontier (a whopping 36 pages) will be available from next weekend. It does a much better job of what the game entails than the Alpha version and is a much closer to the vision for the game. There is a lot more ‘stuff’ and better explanations of how it all fits together.

If you’re interested in the project and would like to receive a copy, please drop me a DM with an email address.
All feedback is welcomed.

Many thanks
 
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#598610
An example of a Mission with added flavour and thematic encounters:

M004. Encounter at Farpoint
[1E-P] You must travel to Deneb IV and negotiate with the native government to use their newly constructed and advanced starbase facility.
Span: 4 Duration: 5 Turns (or lose 15 points, 10 points if Non-Aligned)
Affiliation: [Fed] [NA]
Mission (30): Empathy + Exobiology + Honor + INTEGRITY>25 OR Acquisition + Diplomacy + Treachery + CUNNING>30
Special: May not seed a Facility here. If Mission successful, draw 3 cards.

Encounters (3):
1. Hostile Energy Field: An Away Team member is caught in a crimson energy field. Randomly select and stop one Personnel. If Personnel has Treachery or Greed, they are killed. If Personnel has Empathy or Honor, draw 1 card.
2. Alien Labyrinth: You decide to explore the maze of mysterious tunnels beneath the base. Unless you stop one Personnel with Archaeology or Empathy, or have a Tricorder, choose 3 of your Personnel to be stopped.
3. Groppler Zorn: You encounter the cunning and opportunistic leader of the Bandi government. You must stop one Personnel with CUNNING >6 and any of: Acquisition, Diplomacy or Treachery. If not, all Personnel are stopped.
4. Telepathic Overload: The Away Team is assaulted by waves of telepathic energy that disables all Personnel with Empathy or Mindmeld until Personnel leave Mission. If you have 2 Honor and INTEGRITY >35, draw 1 card.
5. Ferengi Away Team: You encounter a hostile Ferengi team, intent on using the Station themselves. They kill one Personnel (randomly selected) unless total CUNNING + STRENGTH>68 OR Greed present.
6. Spaceborne Entity: An angry life-form, transformed into a massive and powerful vessel. Unless Empathy and Exobiology present, attacks all Ships here (RANGE: 6, WEAPONS: 14, SHIELDS: 14) at the end of each Turn.

Q Flash: The mischievous entity known as ‘Q’ appears in a blinding flash of light - have a Q Continuum Encounter.

Affiliation Encounter:
[Fed] : You encounter a Federation diplomat. Overcome with Diplomacy 2 or Treachery 2 + CUNNING>32. If not, unless INTEGRITY>36, stops all your Personnel with Diplomacy or Treachery at the start of each Turn.
[NA] An alien entrepreneur intends to buy the star-base for a casino. Overcome with Acquisition 2 or Law 2 or CUNNING>36. If not, unless CUNNING>40, stops all your Personnel with CUNNING<7 at the start of each Turn.
 
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#599347
Work continues on Star Trek: Final Frontier.

I'm now on about 46 pages of material, adding new Missions, Affiliation encounters and much more (this weekend I've just added 2 new 'holonovels' you can play through as a Secret Agent or Captain Proton).

I'm hoping to release the Beta 1.1 version which will be 48 pages in total next weekend.
Please DM me with an email address if you'd like a copy to paly.
Feedback and playtesters welcomed.
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By bosskamiura (Thomas Kamiura)
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Community Contributor
#599348
Come share this in The Dojo's Discord Server. I'm sure the people there, who are not here, would love it.

TK
 
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#599952
Really excited to have finished the new Beta 1.2 edition of ST:FF. Lots of great new stuff included, a whopping 52 pages in all, including 34 playable Missions, a Mission Tutorial, more Affiliation encounters and even...time travel...!

It also now plays closer to the CCG without removing the thematic experience. It also now has a much quicker set up time along with a more compact Captain's Log mat to save table space. I'd love to share what I've done and get some feedback from players, so please DM me if you're interested.
 
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#612075
I'm back after a six month break with a reimagined version of Star Trek: Final Frontier 2024 which I hope will work even better as a solo engine than I have tried before. Initial design and playtesting is very encouraging.

I'll start posting information on Jan 1st!
Tomorrow!
 
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#612120
Welcome to the Final Frontier 2024...

“Let’s see what’s out there’... (Jean-Luc Picard – ‘Encounter at Farpoint’)

This is a thematic adventure game for one player. You play as one of the famous Affiliations in the Star Trek universe, such as the noble Federation, the war-like Klingons or the treacherous Romulans. To win the game you must gain 120 points, mainly by moving across the galaxy to complete Missions. Whilst exploring space and completing Missions, you may encounter problems, including hostile Ships or Away Teams, that will make your progress more difficult. There are plenty of Missions to choose and situations to encounter, so each game will be a new, fresh experience.

Star Trek: Final Frontier uses side-decks of cards to automate the game without the need for an opponent. These include a Dilemma deck, an Encounter deck, a Ship deck and an opposing Personnel deck. These decks play alongside your usual Draw deck for your Personnel, Ships, Equipment, Objectives, and so on. You will also need a Captain’s Log mat, with some tokens to help you keep track of current totals such as Points and Turns in the game.

There are other optional side-decks that can be added to the game to give a more immersive flavour and more complex rules. These decks include Alternate Universe, Q, Holodecks, Time Locations, Tactics and Skirmish decks.

Star Trek: Final Frontier also has a booklet featuring Enhanced Missions and Mission Dilemmas. This booklet plays alongside the Star Trek CCG and is optional, but add increased thematic rules for Missions with associated Dilemmas.

It’s important to remember that unless otherwise stated, the usual rules of the CCG apply here and we use conventions and terms from the cards and the CCG. In creating Final Frontier, there had to be cards from the CCG that cannot be included, such as those which specifically target an opponent. Other cards have to be either modified or newly created. These are all detailed in the Appendices.
 
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#612228
How to Play

STFF consists of a series of Turns that play almost exactly like the CCG. In a Turn, you may play cards from your Draw deck to add Personnel, Ships or Equipment to use, or play cards, such as Events, Interrupts or Objectives that might alter play, give bonuses or earn points. You then can move your Ships along the Spaceline to reach Missions.

After you have moved any Ships, you will normally draw a card from the Encounter deck and play it, depending on the revealed card, either ‘on the table’ or on a random Ship or Mission. Some Encounter cards have no effect on play

When you reach a Mission, you may attempt it using your Ship’s crew if a Space Mission, or by forming an Away Team if a Planet Mission. Each Mission has Dilemmas seeded beneath it that you have to overcome as normal to earn points. Some Dilemmas will link to Away Team or Ship Encounters where you draw cards from the opposing Personnel or Ship decks respectively.

Completing Missions will gain you points. You need 120 points to win and must do so before your Tour of 20 Turns ends. Optionally, at least 20 points must come from non-Mission sources, like Objectives or Events linked to your Affiliation.

To start the game, you should read these rules to see how the game is constructed and interfaces with the CCG. You then select the Missions you wish to attempt and create a Draw deck of 45 cards. Place some tokens for your points and the Turn number of your Tour on your Captain’s Log mat and you’re ready to explore the final frontier...
 
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#612344
Preparing the Decks

To prepare the other decks in Star Trek: Final Frontier you need to sort cards from your collection. Players can’t use ALL their CCG cards here, but MOST should be able to see play. The composition of the decks, along with a suggested number of cards in each deck is given below. Note that a player can tune the difficulty and challenge of STFF by making the composition of these decks either more forgiving or more deadly...

Dilemma: (60 cards) All Dilemma cards, regardless being Planet, Space or Planet/Space, are shuffled together with a ratio of approximately 24/24/12 respectively. 10 of these cards need to be exclusive new Dilemma cards for STFF.

Encounter: (36 cards) The Event, Interrupt and Incident cards that can play on the table or against a player are shuffled together here. See later for suitable cards that could be included. 12 of the cards need to be new ones designed for STFF.

Ship: (20 cards) Choose Ship cards that do not match your chosen Affiliation to go into this deck. It would be best to have a mixture of different Ships from several Affiliations, or you may choose to theme the deck heavily with one Affiliation.

Personnel: (40 cards) Choose Personnel cards that do not match your chosen Affiliation to go into this deck. It would be best to have a mixture of different Personnel of different Classifications from several Affiliations to encounter, or you may choose to theme the deck heavily with one Affiliation. Also mix in some ‘hand weapon’ Equipment cards that match some of the Personnel included in the deck.
 
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#612472
Starting the Game

A player first chooses an Affiliation to play from the usual list that includes Federation, Ferengi, Klingon, Romulan and so on. For the STFF Core game, I’m very much sticking to the 24th century Alpha Quadrant as a default era and location.

Then create a Draw deck of 45 cards that consists of Ships, Personnel and Equipment, plus Event, Objective, Interrupt and Incident cards that do not refer to an Opponent. For STFF Core game, you may only have 1 side-deck called a Computer Core. This is accessed by a Computer Core Doorway card. Other Doorway cards will be added later.

Seed cards: For STFF, you may only seed 3 cards to the table (see Appendix 2). Your Outpost and any Doorway card do NOT count as part of your 45 card draw deck or Seed card total.

Computer Cores: These ‘Doorway’ type cards are seeded at the start of the game, opening a side-deck to be used (instead of a Q’s Tent) as a way of storing 10 cards, although Computer Cores have restrictions on Personnel and Ships that can be stored within. Each Affiliation has a slightly different Computer Core Doorway which also allows you to take a free card into your hand when you do something matching the ‘thematic purpose’ of your Affiliation (see Appendix 2).

Mission Set Up: Create the Spaceline randomly with your 8 Missions, adding 4 Space cards for a 12 card Spaceline. Seed a matching Outpost at an allowable Mission. You may wish to swap final Mission locations on the Spaceline so that Missions in the same region, such as The Neutral Zone, are adjacent to each other. Space cards should not be on the end of the Spaceline and should be swapped with an adjacent Mission.

Seed Dilemmas: Shuffle the Dilemma deck and seed random Dilemmas beneath each Mission. The number of Dilemma cards a Mission receives depends on the Points it is worth. Seed 1 Dilemma for each 10 Points printed on the Mission card – so a 20 (or 25) Point Mission would receive 2 Dilemmas and a 30 or 35 Point Mission would receive 3.

Starting Hand: Shuffle your Draw deck and create a starting hand of the top 6 cards. You may then select any 1 card from the remaining cards in the Draw deck for your last card. This gives the solo player play a little boost in exploring the final frontier and starts the game quicker. Reshuffle the Draw deck with the remaining cards for your Draw deck.
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