Star Trek: The Next Generation
Star Trek: The Next Generation Rulebook
Table of Contents
Table of Contents
Object
To navigate through uncharted space, be the first to discover all the planets and return to Starfleet™ Command.
The Game
This is a true Star Trek: The Next Generation space exploration game. This game should be played with at least three players, however, there is a two player scenario included at the end of the rules. One player acts as Starfleet Command and the other players assume the role of Starship Captains. Starfleet Command is an integral part of this game. They will be the only contact Captains will have with their ship's functions but most importantly, Starfleet Command will chart and control the game.
During the course of game play Captain's will test their exploration skills, Star Trek: The Next Generation trivia knowledge and mental aptitude. This game is more than a trivia game, it is a game that will test a player's leadership preparedness. In this game a player must think and react like a Starship Captain. Intelligence tempered with humanity is the only true test of a Starship Captain.
Contents
- 3 Captain Consoles
- 1 Starfleet Command Console
- 4 Console Stands
- 1 Console Label Sheet
- Wax Pencils: 4 Green, 4 Yellow, 1 Blue, 1 Purple, 1 Red, 1 White
- 1 Scenario Book
- 3 Starfleet Directive Cache Boards
- 1 "Q" Coordinate Cache Board
- 250 Cards: 246 Trivia Cards, 4 Information Cards
- 9 Blue Inoperable Indicators
- 3 Red Armed Indicators
- 30 Green Planet Indicators
Assembly
Captain Assembly
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For each of the three consoles, remove the planet label from the sheet and place under the ten indicator holes on left of each console.
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Place the shields and engines label under the three indicator holes to the right center on each of the three consoles.
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Place the final label, photon torpedoes, under the far right indicator hole on all three consoles. (See box bottom for reference)
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Place one Captain console navigation board in each of three console stands with the grid side facing the Captain and the embossed Starfleet (Enterprise) logo on the console stand facing toward the other players.
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Each Captain receives: 1 armed indicator, 3 inoperable indicators, 1 yellow wax pencil, 1 green wax pencil and 1 information card.
Starfleet Command Assembly
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Place the Starfleet Command console navigation board in a console stand with the grid side facing the Starfleet Command and the embossed Starfleet (Enterprise) logo on the console stand facing toward the other players. The Starfleet Command console stand remains blank and does not receive any labels.
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Shuffle all trivia cards and place next to Starfleet Command console.
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Starfleet Command will receive: 1 white, 1 green, 1 blue, 1 purple and 1 red wax pencil. In addition, Starfleet Command will control all 3 Starfleet Directive cache boards, "Q" coordinate cache board and Scenario book.
Scenarios
The game has three different predetermined play possibilities:
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A four-sector play scenario, where all four sectors, the complete board is played.
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A two-sector play scenario, where only sectors 1 and 2 are played.
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A one-sector play scenario, where only sector 1 is played.
There are several scenarios that can be played for each of the three predetermined play possibilities, including the ability to create your own.
Set-Up
Before game play begins the group must choose a player to act as Starfleet Command. The remaining players will become individual Starship Captains.
The player acting as Starfleet Command begins the game by choosing a scenario and marking, on his console, the starting coordinates of each Starship (in the 3 corresponding Captain's colors), the Planets (green), the beginning of each Temporal Flux (purple) and the Borg ship (white). All locations and coordinates are confidential and will only be given out on a need-to-know basis by Starfleet Command.
To set-up the game, Starfleet Command writes the starting coordinates for each Captain's Starship on their respective caches and delivers to each face down. IMPORTANT: Each Captain is issued starting coordinates only To keep players from tracking each others movements to a minimum these coordinates must remain confidential.
After receiving coordinates each Captain then marks his starting location, in yellow, on their console. Starfleet Command must track each Starship's movements by plotting his course in the Captain's corresponding color.
To finalize set-up, Starfleet Command writes a coordinate of his choice on the "Q" cache and places it in front of their console. In addition, Starfleet Command must shuffle the trivia cards and replace in their box.
Game Play
To begin play, Starfleet Command chooses a Captain and asks for direction and warp. The Captain may choose any of the eight directions and nine warps needed to achieve his intended course. All orders must be received by Starfleet Command verbally with direction stated first, followed by warp speed. At no time should a Captain divulge his actual coordinates, only direction and speed.
After the Captain communicates the direction and warp of the Starship, Starfleet Command and the Captain must plot the Starship's course on their respective consoles.
Next, Starfleet Command must verbally notify the Captain if his Starship's sensors detect any planets, Temporal Fluxes, the Borg, or any other Starships. If the Starship has an encounter with one of these, Starfleet Command must give instructions as it pertains to the particular situation.
If no encounters occur during the move, Starfleet Command then pulls the first trivia card from the deck and asks the question that corresponds with the warp speed chosen by the Captain. Starfleet Command must notify the Captain of any damage, repairs, status of Photon Torpedoes or "Q" attacks as they relate to a correct or incorrect answer.
There are many different situations that can end a Captain's turn, such as an incorrect answer, a Borg attack, or an encounter with a Temporal Flux. When the Captain's turn ends, play passes to the left and the game continues.
To win the game, a Captain must dock at Starfleet Command and report the discovery of all the planets in the scenario being played. Starfleet Command is the only person who knows the exact number of planets to be discovered. Therefore, it is at the Captain's discretion when to report planets to Starfleet Command.
Navigation
To reduce confusion all coordinates must be written in the same format. (Example: 4.23-J = Sector 4, Y-coordinate .23, X-coordinate J)
For ease of tracking, navigation and movement has been restricted to eight directions, referenced at the top left of each console board. These directions remain constant and are oriented to the console board, not the Starship. (Example: 000° = movement toward the top of the console, 090° = movement toward the right of the console, etc.)
Captains should plot their own courses in yellow wax pencil on their console. If desired, a Captain could track other Starships but should be cautioned that too many plotted courses on one console can be confusing. A recommendation would be for each Captain to develop his own method of course notation.
Starfleet Command must track the course of each Starship in the corresponding color for each Captain, red, yellow and blue.
Note: All navigational information must remain confidential between the Captain and Starfleet Command. Divulging navigational information to other Captains can jeopardize a mission. Starfleet Command is under strict orders to maintain confidentiality among Starship Captains.
Movement
In order for a Captain to begin a maneuver, Starfleet Command must ask the Captain for their course. (Example: "Red Captain, state your course.")
All orders must be received by Starfleet Command verbally with the direction stated first, followed by warp speed. At no time should a Captain divulge their actual coordinates, only direction and speed. (Example: "Starfleet Command, Red Captain plotting course, 090 degrees, warp 5.")
The move is then plotted on both the Captain's and Starfleet Command's console board. The trivia question that corresponds to the warp speed is then asked. If the Captain states warp 5, question 5 from the trivia card is asked.
If a Starship, during its move, is attacked by the Borg or encounters a Temporal Flux the Captain must manage the situation and is not asked the trivia question. Starfleet Command must notify the Captain of sensor detections and encounters and give instructions as it pertains to the particular situation before proceeding.
Starfleet Command has the prerogative to request Starship coordinate confirmation of any or all Captains at any time during game play. This is accomplished by each Captain writing their current coordinate on their cache and passing them to Starfleet Command. Starfleet Command will check these coordinates for accuracy and settle any discrepancies.
Sensors
Each Starship has the same sensor range. The sensors extend to the adjacent space around each ship, except for diagonal moves (see diagram). If a Starship, during its move, passes through, passes by, or stops beside a planet that is in sensor range, Starfleet Command will announce "sensors detect a planet." This gives the Captain an idea of where a planet is located. The sensors detect the Borg ship in the same way. Starfleet Command would announce "Sensors detect the Borg ship." If a temporal flux is detected Starfleet Command would announce "Sensors detect a temporal flux."
Sensors can detect other Starships in the same manner. If a Starship is detected, Starfleet Command announces, "Sensors detect a Starship." Starfleet Command writes the name of the detected Captain in the cache of the detecting Starship and passes it to that Captain. After reading the information, the Captain returns the cache to the Starfleet Command and play continues. If a Starship lands on the same space as another Starship, Starfleet Command announces "Captain X in view of Captain Y." This alerts both Captains that they are in the same location.
HINT: These Captains may now track each other and possibly utilize each others discoveries if they so desire.
[Diagram, "SENSOR RANGE": two grids. The first, labelled "All Diagonal Movement," shows the sensor-covered squares around a ship in diagonal directions. The second, labelled "All Vertical & Horizontal Movement," shows the sensor-covered squares in a horizontal and vertical band around the ship. The diagram itself is not reproduced as text.]
Trivia Cards
There are two sections of trivia questions on each card. Level 1, warp 1-5, are multiple-choice questions. Level 2, warp 6-9, are answer-only questions and are more difficult. The faster a Captain chooses to travel, the more difficult the questions become.
Next to some of the questions are icon notations. Depending on the answer, correct or incorrect, a Captain may sustain damage, repair functions, arm photon torpedoes, or even be forced to defend his Starship against an attack by "Q".
Icon Notations
Shields
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Incorrect answer/shields operable: If the question is answered incorrectly and the Starship's shields are currently operable, damage is sustained to the shields and they become inoperable. When this occurs the blue indicator peg is placed in the shield hole in the Captain's console stand and play passes to the left.
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Incorrect answer/shields inoperable: If the question is answered incorrectly and the Starship's shields are currently inoperable, play passes to the left.
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Correct answer/shields operable: If the question is answered correctly and the Starship's shields are currently operable, play continues with that Captain.
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Correct answer/shields inoperable: If the question is answered correctly and the Starship's shields are currently inoperable, the blue indicator peg is removed and play continues with that Captain.
Warp Engines
- Incorrect answer/both Warp Engines operable: If the question is answered incorrectly and both Warp Engines are currently operable, damage is sustained to the Primary Warp Engine and it becomes inoperable. When this occurs the blue indicator peg is placed in the Primary Warp Engines' hole in the Captain's console stand and play passes to the left.
Starship can only travel at a maximum warp speed of 5, until Primary Engines are repaired.
- Incorrect answer/Primary Warp Engine inoperable: If the question is answered incorrectly and the Starship's Primary Warp Engines are currently inoperable, damage is sustained to the Secondary Warp Engines. When this occurs the blue indicator peg is placed in the Secondary Warp Engines' hole in the Captain's console stand and play passes to the left.
Starship can only travel at a maximum warp speed of 1, until Secondary Warp Engines are repaired.
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Incorrect answer/both Warp Engines inoperable: If the question is answered incorrectly and both Warp Engines are currently inoperable, play passes to the left.
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Correct answer/both Warp Engines inoperable: If the question is answered correctly and both Warp Engines are currently inoperable, the blue indicator peg is removed from the Secondary Warp Engines' hole in the Captain's console stand and play continues with that Captain.
Repaired Secondary Warp Engines allow Starship to travel at a maximum warp speed of 5, until the Primary Warp Engines are repaired.
- Correct answer/Primary Warp Engines inoperable: If the question is answered correctly and the Starship's Primary Warp Engines are currently inoperable, the blue indicator peg is removed from the Primary Warp Engines' hole in the Captain's console stand and play continues with that Captain.
Repaired Primary Warp Engines restores maximum Starship warp speed of 9.
- Correct answer/both Warp Engines operable: If the question is answered correctly and both Warp Engines are operable, play continues with that Captain.
A Starship can never lose complete power. Damages to a Starship can be repaired by docking at Starfleet Command. In order to repair only damages, no trivia question is asked and that Captain's turn ends. With his next turn all shields and engines are completely restored. To report planets and repair damages the same rules apply. The Captain has the option of only reporting planets and not repairing damage in order to continue his mission.
Photon Torpedoes
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Incorrect answer/Photon Torpedoes unarmed: If the question is answered incorrectly and the Starship's Photon Torpedoes are currently unarmed, play passes to the left.
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Incorrect answer/Photon Torpedoes armed: If the question is answered incorrectly and the Starship's Photon Torpedoes are currently armed, the red armed indicator peg is removed and play passes to the left.
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Correct answer/Photon Torpedoes unarmed: If the question is answered correctly and the Starship's Photon Torpedoes are currently unarmed, the red armed indicator peg is placed in the Photon Torpedoes hole of the Captain's console stand and play continues with that Captain.
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Correct answer/Photon Torpedoes armed: If the question is answered correctly and the Starship's Photon Torpedoes are currently armed, play continues with that Captain.
"Q" Attacks
If the question is answered correctly, no harm comes to the starship and play continues with that Captain.
An incorrect answer will cause "Q" to send the Starship hurling through space. The predetermined coordinates written on "Q" cache are the starship's final destination and are handed to the Captain by Starfleet Command at this time. Both the Captain and Starfleet Command must note the new coordinates on their boards, and play passes to the left.
Starfleet Command must write new coordinates of his choice before replacing the "Q" cache face down.
Classified Information
If a Captain correctly answers five consecutive trivia questions he is allowed the privilege of asking Starfleet Command one yes or no question. The question must be communicated to Starfleet Command verbally. The response is delivered to the Captain by Starfleet Command in written form on the Captain's cache. Once the answer has been transmitted, the Captain must return the cache to Starfleet Command. Play continues with that Captain. A Captain cannot store up question opportunities they must be either played at that time or forfeited.
Neutral Zone
The neutral zone is indicated by the blue area on the console grid. Traveling through the neutral zone effects a Starship's warp capabilities.
- All engines operable = Maximum warp 4
- Primary Warp Engines inoperable = Maximum warp 2
- Both Warp Engines inoperable = Maximum warp 1
Discovering Planets
To discover a planet, the Captain's Starship must end its maneuver on the same coordinates as the planet. If this happens, Starfleet Command will announce verbally, "Captain you are in orbit." Starfleet Command then asks a level 1 trivia question. If the Captain answers correctly, the planet indicator is rewarded to that Captain. The planet indicator peg is placed in any one of the ten planet holes on the Captain's console stand.
On the planet section of Starfleet Command's console the left half of the split rectangle that corresponds to that Captain and the planet number is marked. Refer to the Scenario book for planet numbers. The planet number must remain confidential.
[Diagram: a row of split-box planet markers. The Captain's color box is shaded and labelled "Captain's Color"; a second box is labelled "Mark this box when a planet is awarded".]
If the Captain answers the trivia question incorrectly, play passes to the left.
The Captain, on his next turn, has the option to continue his attempt to gain the planet or to continue exploring and try again later. The Captain does not need to move from the planet's coordinates to try again, he simply needs to state that he will attempt to gain the planet and a new trivia question is asked.
Docking and Reporting Planets
To dock, the Captain's Starship must end its maneuver on one of the four docking ports at Starfleet Command (.02-B in all sectors). The Starship must enter and leave from the same docking port and cannot travel through Starfleet Command.
After docking, the Captain must state whether he is reporting discovered planets, would like to receive repairs, or both.
When reporting discovered planets, the Captain must state how many planets he has discovered. Starfleet Command marks the second box of the split rectangle of all the planets the captain reports. This denotes the planets that have been discovered. If the Captain has not discovered all the planets in the chosen scenario, Starfleet Command will respond with a "mission incomplete" notification. If the Captain has discovered all the planets in the chosen scenario, Starfleet Command will respond with a "mission complete" and the game is over.
[Diagram: a row of split-box planet markers. The Captain's color box is shaded and labelled "Captain's Color"; a second box is labelled "Mark this box when a planet is reported".]
Starfleet Command is the only person who knows the correct number of planets to be discovered. By reporting planets verbally the Captain may be divulging confidential information as it pertains to the Captain's mission. Therefore, it is at the Captain's discretion when to report planets to Starfleet Command. However, the game can only be won when a Captain reports all the planets to Starfleet Command.
Temporal Fluxes
If a Starship passes over or ends a maneuver on a Temporal Flux, the Starship is transported to the predetermined coordinates directed by the chosen scenario. When this occurs, Starfleet Command will announce, "Captain, you have encountered a Temporal Flux." Starfleet Command then communicates the final destination coordinates to the Captain in writing on that Captain's cache (refer to the Scenario Book for destination coordinates). Both Starfleet Command and the Captain mark the new Starship coordinates on their boards and play passes to the next Captain.
A given Temporal Flux always transports a Starship to the same coordinates and only works in one direction. Once a Captain has discovered a Temporal Flux, it is to his advantage to keep track of its beginning and ending coordinates because it can be used for faster transport.
Borg Attack
Starfleet Command must plot and keep all Captains informed of all Borg ship movements.
Starfleet Command controls the direction of the Borg ship but not its speed. This is determined by the number that appears on each trivia card, between the two levels of trivia questions. Each time game play is passed to a new Captain, the Borg ship must be moved by Starfleet Command. The direction of the Borg ship is at Starfleet Command's discretion. Starfleet Command must announce the direction and warp speed of the Borg ship after each move.
If a Starship passes over the Borg ship during a maneuver, the Starship continues on to its projected coordinates, but is attacked. The exact coordinates of the Borg ship are not given. If a Starship ends its last maneuver on the Borg ship and comes in direct contact, Starfleet Command will announce, "Captain, you have the Borg ship in direct view." This will serve as notification of the exact coordinates of the Borg ship and attack begins.
Borg Ship Attack
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If the Starship being attacked has fully armed Photon Torpedoes, they must be used. Firing the Photon Torpedoes will disarm them. Remove the red indicator from the Captain's console. Play passes to the next Captain.
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If the Starship being attacked has unarmed Photon Torpedoes and operable shields, the shields will sustain damage. Place a blue inoperable indicator in the shields' hole of the Captain's console. Play passes to the next Captain.
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If the Starship being attacked has unarmed Photon Torpedoes, inoperable shields, and operable Primary Warp Engines, then the Primary Warp Engines sustain damage. Place a blue inoperable indicator in the Primary Warp Engines' hole of the Captain's console. Play passes to the next Captain.
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If the Starship being attacked has unarmed Photon Torpedoes, inoperable shields, inoperable Primary Warp Engines, and operable Secondary Warp Engines, then the Secondary Warp Engines sustain damage. Place a blue inoperable indicator in the Secondary Warp Engines' hole of the Captain's console. Play passes to the next Captain.
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If the Starship being attacked has unarmed Photon Torpedoes, inoperable shields, inoperable Primary Warp Engines, and inoperable Secondary Warp Engines, then the Borg does not effect the Starship. Play passes to the next Captain.
Two Player Option
Use two Captain consoles for this version of the game. Each player will need three different colors of markers. One to mark his Starship's travel, one for the other Starship's travel and one to mark planets.
To begin, choose the number of sectors to be used (Sector 1 for a short game, Sectors 1 and 2 for longer play, or all four sectors for a long game). Also, decide how many planets and Temporal Fluxes will be in the scenario (one to ten). Each player marks on his console the planets the other player will attempt to find and the beginning and ending of the Temporal Fluxes. Each player will have different locations for the planets and Temporal Fluxes. The Borg ship and "Q" are not used in this version of the game.
The players are both Starfleet Command and Captains. Each will track his own Starship and his opponent's Starship. Play is similar to that of a full game. Choose who will go first. That player states his direction and warp as in the full game version. The opponent serves as Starfleet Command. He reads the questions, states the sensors, states damage and repair and tracks the Starship. Disregard the "Q" on the trivia cards. When a question is missed, play passes and the roles are reversed.
The first player to find all the planets and travel back to Starfleet Command wins. The number of planets is known, but to win a Captain must return to Starfleet Command.
Options for Harder Game Play
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Make all the trivia questions straight-answer.
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Captains must answer a trivia question before they are able to move.
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Give total control of the Borg Ship to Starfleet Command. The Borg ship has a maximum Warp speed of 10.
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Increase the number of questions needed to obtain classified information.
Scenario Book
The printed Scenario Book gives the starting coordinates for each Captain, the planets, the Temporal Flux endpoints and the Borg ship for each scenario. The scenario names are not printed on the pages (the name box is blank), so scenarios are listed by number and sector count. Coordinates are written in the rulebook format (sector.Y-X).
Scenario 1 (4-sector)
- Captains: Red 1.15-O; Yellow 4.04-R; Blue 4.24-B
- Planets: 1 1.04-Q; 2 2.08-K; 3 3.20-N; 4 4.14-F; 5 blank; 6 blank; 7 blank; 8 blank; 9 blank; 10 blank
- Temporal Flux: 1 1.07-D to 4.26-F; 2 2.14-K to 3.06-V; 3 3.12-K to 2.07-Z; 4 4.09-N to 1.21-D; 5-10 blank
- Borg: 2.20-C
Scenario 2 (4-sector)
- Captains: Red 3.11-Q; Yellow 4.10-P; Blue 3.20-E
- Planets: 1 1.04-R; 2 1.07-F; 3 1.18-M; 4 2.04-U; 5 2.15-E; 6 2.20-M; 7-10 blank
- Temporal Flux: 1 1.09-I to 4.19-C; 2 1.22-D to 1.10-U; 3 2.08-J to 3.25-Q; 4 3.18-O to 4.13-N; 5 4.11-G to 2.25-T; 6-10 blank
- Borg: 4.07-B
Scenario 3 (4-sector)
- Captains: Red 2.09-J; Yellow 1.14-K; Blue 4.13-D
- Planets: 1 1.09-F; 2 1.13-V; 3 2.07-N; 4 2.23-D; 5 3.05-U; 6 3.08-I; 7 3.15-M; 8 3.25-C; 9 4.06-Q; 10 4.17-K
- Temporal Flux: all 1-10 blank
- Borg: 3.05-E
Scenario 4 (4-sector)
- Captains: Red 3.15-F; Yellow 1.09-W; Blue 4.05-B
- Planets: 1 1.02-K; 2 1.21-P; 3 2.02-O; 4 2.08-I; 5 2.08-W; 6 2.26-D; 7 3.12-U; 8 3.14-V; 9 4.05-F; 10 4.16-B
- Temporal Flux: 1 1.03-B to 1.21-K; 2 1.07-M to 2.18-V; 3 2.05-M to 4.24-M; 4 2.11-C to 4.21-R; 5 2.19-C to 2.21-H; 6 2.18-S to 1.19-T; 7 3.07-E to 3.17-B; 8 3.09-E to 2.19-M; 9 3.22-K to 1.05-D; 10 4.15-D to 4.23-E
- Borg: 4.21-P
Scenario 5 (4-sector)
- Captains: Red 3.07-I; Yellow 2.02-H; Blue 1.17-S
- Planets: 1 1.01-C; 2 1.09-I; 3 2.03-S; 4 2.16-H; 5 3.10-R; 6 3.21-E; 7 4.14-N; 8-10 blank
- Temporal Flux: 1 1.09-F to 2.18-Z; 2 2.17-E to 1.03-U; 3 3.08-A to 4.20-R; 4 3.09-M to 1.24-G; 5 4.02-P to 2.10-N; 6 4.11-R to 3.03-U; 7 4.20-E to 1.08-B; 8-10 blank
- Borg: 4.20-N
Scenario 6 (4-sector)
- Captains: Red 1.13-L; Yellow 4.12-K; Blue 2.12-L
- Planets: 1 1.24-A; 2 2.04-Y; 3 3.04-X; 4 3.09-H; 5 3.19-G; 6-10 blank
- Temporal Flux: 1 1.07-S to 2.22-U; 2 1.15-D to 4.04-G; 3 2.04-D to 2.07-M; 4 2.14-R to 4.09-Y; 5 2.23-H to 3.12-N; 6 3.08-P to 1.18-Z; 7 3.19-G to 4.07-M; 8 4.09-S to 4.25-U; 9 4.21-E to 1.22-K; 10 blank
- Borg: 3.04-K
Scenario 7 (4-sector)
- Captains: Red 4.04-E; Yellow 4.10-S; Blue 4.23-A
- Planets: 1 1.03-P; 2 2.22-C; 3-10 blank
- Temporal Flux: 1 1.06-V to 4.15-Y; 2 2.08-O to 3.26-Z; 3-10 blank
- Borg: 3.12-G
Scenario 8 (4-sector)
- Captains: Red 1.15-K; Yellow 3.12-L; Blue 4.10-K
- Planets: 1 2.09-L; 2 3.09-T; 3 4.19-K; 4-10 blank
- Temporal Flux: 1 4.17-K to 1.24-W; 2-10 blank
- Borg: 2.18-M
Scenario 9 (4-sector)
- Captains: Red 2.09-O; Yellow 1.12-U; Blue 1.19-N
- Planets: 1 1.04-G; 2 2.20-F; 3 3.17-R; 4 4.11-P; 5-10 blank
- Temporal Flux: 1 2.08-H to 4.25-H; 2 2.10-D to 3.07-B; 3 2.24-I to 4.08-R; 4 3.05-W to 3.25-F; 5 3.06-F to 1.11-F; 6 3.23-F to 2.23-O; 7 4.08-H to 1.06-B; 8 4.19-O to 1.15-X; 9-10 blank
- Borg: 2.01-M
Scenario 10 (4-sector)
- Captains: Red 4.08-J; Yellow 1.06-N; Blue 3.16-J
- Planets: 1 1.02-W; 2 1.13-G; 3 1.24-B; 4 2.02-K; 5 2.13-M; 6 3.11-N; 7 3.18-B; 8 4.01-X; 9 4.16-L; 10 blank
- Temporal Flux: 1 1.06-I to 2.22-I; 2 1.14-M to 3.05-T; 3 2.16-I to 1.18-Y; 4 3.18-O to 2.10-Q; 5 4.05-H to 4.23-T; 6 4.08-R to 2.22-W; 7-10 blank
- Borg: 2.21-N
Scenario 11 (4-sector)
- Captains: Red 3.03-G; Yellow 3.12-U; Blue 3.20-H
- Planets: 1 1.05-S; 2 1.15-L; 3 1.26-B; 4 2.01-Y; 5 2.11-U; 6 2.15-G; 7 3.18-L; 8 4.11-K; 9-10 blank
- Temporal Flux: 1 1.18-L to 4.13-L; 2 3.11-K to 2.25-W; 3 4.05-R to 1.16-X; 4-10 blank
- Borg: 3.04-E
Scenario 12 (4-sector)
- Captains: Red 1.19-L; Yellow 2.05-W; Blue 2.11-C
- Planets: 1 3.09-J; 2-10 blank
- Temporal Flux: 1 2.05-P to 4.14-E; 2 2.08-A to 1.13-K; 3 3.21-K to 2.22-M; 4 4.13-R to 4.25-D; 5-10 blank
- Borg: 4.07-J
Scenario 13 (2-sector)
- Captains: Red 2.22-K; Yellow 2.13-U; Blue 2.03-L
- Planets: 1 1.06-T; 2 2.24-X; 3-10 blank
- Temporal Flux: 1 1.05-I to 1.01-Y; 2 1.22-G to 1.11-X; 3 1.22-V to 2.09-J; 4 2.07-P to 2.01-Z; 5 2.17-E to 2.03-D; 6 2.20-T to 1.08-P; 7-10 blank
- Borg: 2.09-C
Scenario 14 (2-sector)
- Captains: Red 1.08-A; Yellow 2.08-R; Blue 1.06-U
- Planets: 1 1.01-M; 2 1.13-O; 3 1.21-X; 4 1.22-N; 5 1.24-A; 6 2.05-L; 7 2.18-F; 8 2.24-S; 9-10 blank
- Temporal Flux: 1 1.03-S to 2.21-Z; 2 1.24-U to 2.02-B; 3 2.12-I to 1.09-Z; 4 2.21-W to 1.26-I; 5-10 blank
- Borg: 2.25-P
Scenario 15 (2-sector)
- Captains: Red 2.08-H; Yellow 1.16-K; Blue 2.21-V
- Planets: 1 1.02-G; 2 1.09-S; 3 1.22-W; 4 2.04-U; 5 2.21-B; 6 2.25-S; 7-10 blank
- Temporal Flux: 1 1.02-Y to 2.07-B; 2 1.06-O to 1.18-V; 3 1.12-B to 2.25-X; 4 1.23-G to 1.08-D; 5 1.23-S to 2.15-T; 6 2.07-L to 2.01-Z; 7 2.13-W to 2.02-M; 8 2.22-I to 2.02-E; 9-10 blank
- Borg: 2.25-C
Scenario 16 (1-sector)
- Captains: Red 1.20-X; Yellow 1.24-O; Blue 1.23-B
- Planets: 1 1.04-R; 2 1.08-I; 3-10 blank
- Temporal Flux: 1 1.07-N to 1.26-Z; 2-10 blank
- Borg: 1.15-N
Scenario 17 (1-sector)
- Captains: Red 1.17-S; Yellow 1.07-J; Blue 1.20-G
- Planets: 1 1.03-F; 2 1.04-V; 3 1.14-K; 4 1.21-O; 5 1.23-Y; 6 1.24-D; 7-10 blank
- Temporal Flux: 1 1.08-S to 1.04-B; 2 1.13-D to 1.20-W; 3 1.23-Q to 1.02-L; 4-10 blank
- Borg: 1.15-Y
Scenario 18 (1-sector)
- Captains: Red 1.22-S; Yellow 1.06-R; Blue 1.16-E
- Planets: 1 1.03-N; 2 1.11-K; 3 1.18-L; 4 1.23-P; 5-10 blank
- Temporal Flux: 1 1.07-O to 1.04-A; 2 1.16-P to 1.25-Y; 3-10 blank
- Borg: 1.13-W
(The final page of the Scenario Book is a blank scenario template with no printed coordinates.)