Struggle For The Throne: Star Trek III
Struggle For The Throne: Star Trek III Rulebook
Table of Contents
Table of Contents
Introduction
The Klingon Emperor is dying. The Struggle for the Throne between the powerful Thought Admirals has begun. Each Admiral uses bribery, assassination, spying, accusations, threats, battle, and even making deals to gain power while the Emperor lives. The diplomacy is intense for when the Emperor dies, it will be a battle to the death.
The Emperor is dead! Now each Thought Admiral will use his Commanders and Squadrons to eliminate all the others. Only then can he seize the Emperor's throne for his family.
In this simple board game for 2 to 6 players, each player is head of a Klingon family hoping to gain enough power to win the Struggle for the Throne.
Game Pieces Provided
In addition to these rules, the following pieces have been provided:
- 7 Playing Board Pieces
- 1 Center Hex Tile
- 6 Edge Hex Tile
- 76 Action Cards
- 88 Triangular Unit Markers
- 6 Thought Admirals
- 12 Loyal Commanders
- 18 Commanders
- 52 Squadrons
- 24 Square Flag Markers
- 2 Dice
Game Setup
Prepare the Pieces
Punch (CUT) out the 88 triangular (SQUARE) Unit Markers, the 24 Flag Markers, and the 76 Action Cards. Separate the Unit Markers by color and type. Turn all of the Action Cards face down.
[Illustration captions: Unit Pieces; Action Card; Sitting Emperor; 2 Flag Markers. The Flag Marker sheet is labeled House Bardur, House GarKallos, House Klevann, House Klinja, House Mengel, and House Morbus.]
Build the Playing Board
Lay out the Center Tile on a flat surface. Shuffle the 6 Edge Tiles and lay them out so that each one touches the Center Tile and two other Edge Tiles. This is shown in the illustration below. It does not matter which way a Tile faces. All 7 Tiles are always used no matter how many players there are.
There are 7 planets on each Tile. The large, colored planet at the center of each Edge Tile is the home planet for the player with the pieces having that color.
Choose the Home Planets
The game may be played with 2 to 6 players, each with a home planet. The number of players determines the location of the home planets used. The illustration below shows how to choose which Tiles will be used for home planets.
Choose the Colors
Find the Thought Admiral markers with the same color as the home planets. There should be one marker for each player. Put these in an opaque container and mix them up thoroughly. Then each player should draw a marker from the container without looking. This will tell him what Tile contains his home planet.
Place the Markers
Give each player 9 Unit Markers: 1 Thought Admiral, 2 Loyal Commanders, 3 Commanders, and 3 Squadrons. The Thought Admiral and the 2 Loyal Commanders should be of the same color. All Commander Markers or Squadron Markers are the same and so any will do. Place all unused Commander Markers back in the box; these will not be used. Place all unused Squadron Markers to the side for use later in the game. Place the Sitting Emperor game piece on the throne of the Klinzai game board tile.
Each player should place all 9 of his Unit Markers on his home planet. He should place the 4 Flag Markers on the table in front of him.
Deal the Action Cards
The Action Cards are used to tell what actions a player can make. Each one has two actions printed on it, color coded to show the difference the actions that may be used before the Emperor dies and the actions that may be used after his death. Complete descriptions of each of these are given below.
Thoroughly mix the Action Cards, which should be faced down. Then, deal 5 Action Cards to each player. Place the remainder in a stack to the side of the playing board to form a draw pile.
Sequence of Play
Each game turn has steps to follow. The sequence of steps is given below, and then each step is explained in detail.
- Roll to see which player goes first.
- First player performs 3 actions.
- If conflict arises, resolve the conflicts.
- Player draws Action Cards until he has total of 5 cards.
- The player to his left performs 3 actions.
- Repeat steps 3, 4, and 5 with the next player in a clockwise direction. Continue until all players have performed their actions.
- Determine if there is a winner.
- If there is no winner, begin again at Step 2.
Who Goes First
Each player rolls one die. The higher roller is the first to act every turn. If 2 or more players roll the same high number, these players roll again. The second player is the person sitting to the left of the first player. The third player is the person sitting on the left of the second player and so on. ONLY the high roll counts. The second highest roll is not the second player.
Action Types
Each player may perform up to 3 actions in a turn. These actions are:
- Use one Action Card in an attack.
- Move one group of Unit Markers.
- Battle one round.
- Use influence.
- Discard an unwanted Action Card.
These actions will be explained in the next section of rules. A player may perform any combination of these actions. If he desires, he may perform 0, 1, or 2 actions.
Action Cards
Action Cards have various events on them that can help a player. At the start of the game, each player is dealt 5 Action Cards. Each card has two actions printed on opposite ends. One action, printed with black letters, is used only before the Emperor dies. The other action, printed in red, is used only after his death.
The use of Action Cards can make or break your chances of winning. When to use an Action Card and when to hold on to it will be something only you can decide. Each player will find his own way of combining Action Cards with Movement and Battle to suit him best.
Attacks and Defenses
Some actions are attacks of one kind or another. Others are defenses, and some may be either attacks or defenses. Attack Cards have an (A) printed underneath the action type on the card in parenthesis ( ). The cards that can be used for either attacks or defenses have both an (A) and (D) printed underneath the action type on the card in parenthesis ( ).
During a players turn, he may play up to 3 Attack Cards. During other players' turns, he is attacked, a player may play Defense Cards to stop the attack. Players should try to keep their Action Cards a secret from one another.
The list below tells what Attack Cards and what Defense Cards are used in the game, both before the Emperor dies and after his death.
List of Action Cards
| Card Type | Emperor Alive | Emperor Dead |
|---|---|---|
| Attack | 8 Assassinate Commander | 4 Assassinate Commander |
| Attack | 8 Bribe Commander | 8 Bribe Commander |
| Attack | 4 Sabotage Squadron | 4 Sabotage Squadron |
| Attack | 2 Steal Plans | 6 Free Move |
| Attack | 4 Plant Spy | 4 Cut Supply Lines |
| Attack | 8 Ambush | 8 Ambush |
| Attack | (none) | 9 Sneak Attack |
| Attack | (none) | 7 Build Squadron |
Card Explanations
Ambush (A)
While the Emperor still lives, this Attack Card allows a player to start a Battle with an enemy, anywhere on the board except in the Center Tile. A player does not need this card to start a Battle of his own in his own home Tile. After a Battle has been started, neither player needs this card to continue the fight.
After the Emperor has died, this Attack Card gives a bonus of +2 to any individual combat in Battle. After the individual combatants are lined up, this card is placed on one. It does not affect any other individual combat.
Assassinate Commander (A)
This Attack Card allows the player to eliminate, without combat, one Commander of any enemy he chooses. He simply displays the Action Card and points out which Commander he wishes to eliminate. This card may be used even against Loyal Commanders. It is countered by a Catch Assassin card.
Bribe Commander (A)
This Attack Card allows the player to take control of any one enemy Commander that he chooses. He shows displays the card, points out the Commander, and immediately places it with any of his own units. It may not be used against Loyal Commanders. It is countered by an Outbid Bribe card.
Recruit Squadron (A)
This Attack Card allows the player to add 1 Squadron to his fleet. He places a Squadron Marker on his home planet, with a Fleet Marker if necessary.
Catch Assassin (D)
This Defense Card stops the assassination of a players Commander. This card is played during another players turn after he plays an Assassinate Commander card.
Cut Supply Lines (A)
This Attack Card gives a bonus of +3 to any individual combat in battle. After the individual combats are lined up, this card is placed on one. It does not affect any other individual combat. It may be used only in a player's turn.
Emperor Dies
When this Action Card is played, it changes the game from diplomacy, guile, subterfuge and espionage to open conflict. All players now turn over their Action Cards to the side with the red writing, which indicates the actions that may be performed now that the Emperor is dead. Only one of these cards is included in the deck; it is a special card, neither an Attack nor a Defense Card.
This card may be played only during a player's turn, but it does not need to be played. It may not be traded for a new Action Card. When a player chooses to play the card, he lays it down, removes the Emperor Marker from the throne, and immediately takes a replacement card. The card is not placed in the discard pile and it is not used again in the game. Playing this card does not count as one of a player's actions.
Each player must decide for himself when to play the card and when to hold it. After is has been played, the 25 Influence cards cannot be used.
Free Move (A)
This Attack Card can be used to move any group of Unit Markers once with no penalty. It does not count as one of a player's 3 actions.
Hold Hostages (D)
This Defense Card may only be used in another player's turn after he has declared Battle. It gives the un-active player a bonus of +3 to any individual combat in Battle, as the Unit reveals that it holds an important hostage. After the individual combats are lined up, and after the attacker's cards have been laid down, this card may be placed on any combat. It does not affect any other individual combat.
Influence (A/D)
The card allows the player to influence the Emperor in his favor. When played as an Attack Card, it adds to the player's chances of getting what he wants. When played as a Defense Card, it counters another player's influence card. The section on Influence gives the rules for using this card.
Jam Communications (D)
This Defense Card may only be used in another player's turn after he has declared Battle. It gives the player a bonus of +1 to any individual combat in Battles, as his Unit escapes by jamming communications. After the individual combats are lined up, and after the attacker's cards have been laid down, this card may be placed on any combat. It does not affect any other individual combat.
Outbid Bribe (D)
This Defense Card stops a player from bribing a Commander and is played during another player's turn after he plays a Bribe Commander card. It cannot be used in a players turn.
Plant Spy (A)
This Attack Card allows a player to look at the Action Cards of another player. After looking at his opponent's Action Cards, he must return the cards. He may keep the information a secret or tell anyone he chooses.
Sabotage Squadron (A)
This Attack Card allows the player to eliminate 1 enemy squadron anywhere on the board. It cannot be countered.
Sneak Attack (A)
This Attack Card gives a bonus of +1 to any individual combat in Battle. After the individual combats are lined up, this card is placed on one. It does not affect any other individual combat. It may be used only in a player's turn.
Steal Plans (A)
This Attack Card allows a player to look at the Action Cards of another player. After looking at his opponent's Action Cards, he may decide to use some to replace some of the cards in his own hand. When he is done, he must return as many cards as he got from his opponent. His opponent may reveal which cards were taken or not, as he chooses.
Use Asteroid Maps (D)
This Defense Card may only be used in another player's turn after he has declared Battle. It gives the player a bonus of +2 to any individual combat in Battle, as his Unit escapes in an asteroid belt that the player has mapped. After the individual combats are lined up, and after the attacker's cards have been laid down, this card may be placed on any combat. It does not affect any other individual combat.
Attacking With Action Cards
In his turn, one player may attack another by playing an Attack Card against him. He merely lays down the appropriate Attack Card and indicates which player he is attacking. The defender may counter the Attack Card with an appropriate Defense Card, if he can. Some cards may not be countered. Each attack counts as a separate action, and so a player may make 3 attacks per turn. After the attack has been resolved, all Action Cards played are discarded.
The following list gives the Attack Card and the Defense Cards that counter them:
Countering Attack Cards
| Attack Card Played | Countering Defense Card |
|---|---|
| Assassinate Commander | Catch Assassin |
| Bribe Commander | Outbid Bribe |
| Sabotage Squadron | May not be countered |
| Steal Plans | May not be countered |
| Plant Spy | May not be countered |
Movement
A player's Units may be grouped together any way that he or she desires. A group of units are all of a player's Unit Markers stacked together, wherever they are on the board. A player may choose to have all of his Unit Markers in one group, or he may have up to 7 groups, 1 each for the 7 markers of his color: 1 Thought Admiral, 2 Loyal Commanders, and four Flag Markers. Usually, a player will not have more than 3 or 4 groups of Units.
Grouping Units
A group may contain any Units a player chooses. It may contain only Squadrons, only Commanders, only Loyal Commanders, or any mixture that the player wants. A group may contain any number of Units, from a single Unit to all of a player's Units. How many Units in a group, and just which ones they are, are up to the player.
Using Flag Markers
The colored Flag Markers have no value in the game other than to show who a Unit Group belongs to. They are placed on top of Unit Groups only as needed.
Moving Units
As one of his actions, a player may move 1 group of Units to an adjacent planet. Depending on where a planet is, it may have 6 adjacent planets, 3 adjacent planets, or 4 adjacent planets. The illustration below shows which planets are considered to be adjacent.
When Moving Units as an action, the player may move one Unit Marker, part of the group, or the whole group. He also may choose to move 3 groups as his 3 actions, or he may move 1 group 3 times. The choice is up to him.
Occupying a Planet
Any number of Units may be on one planet. Simply place the groups on top of one another or next to each other around the planet.
Influence
During his turn, a player may attempt to influence the Emperor either in his own favor or against an opponent. Using influence is one of his actions. Influence is only possible if the Emperor is still alive.
Gaining Power
When a player is using influence in his own favor, he is trying to persuade the Emperor to give him more forces in the form of Squadrons. The Emperor may grant him as many as 5 Squadrons, or the Emperor may see the player is just attempting to gain power and may take away 1, 2, or 3 Squadrons. The Emperor even may do nothing.
The player may play Influence cards to help him. For every card he plays, his chances for getting his wish may improve. He may play as many of these cards as he chooses for the action.
To find out the Emperor's answer, the player rolls 2 dice and consults the Influence Table. The higher the roll, the better, and the more Influence cards used, the better. Depending on his dice roll and the number of these cards he plays, a player may gain as many as 5 Squadrons or lose up to 3 Squadrons.
Squadrons lost are removed from the board. Squadrons gained are placed on any planet in the Center Tile, with a Flag Marker to show whose they are. Any Influence cards used are discarded.
Influence Table
| Roll | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | -1 | 0 |
| 3 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | -1 | 0 |
Columns are the number of Influence cards played (-4 to 5). Values are as printed in the source.
Accusations
During a players turn, he may also accuse another player of plotting against the Emperor. Once again, he may play Influence Cards to help him. He states which player he is accusing, and lays down any Influence Cards he wants. At this time any other player may step in adding Influence Cards to either the accusation or the defense. More and more cards can be added, until all players indicate that they will add no more cards.
Then, the number of cards played for the accuser are subtracted from the number of cards played for the defender. Two dice are rolled, and the Influence Table is consulted. In this case, the numbers in the table tell how many Squadrons are added to or subtracted from the defender. Any Squadrons added to the defender are taken away from the accuser and any Squadrons taken away from the defender are given to the accuser.
If one player does not have enough Squadrons to give the other, the rest come from the Emperor, as above.
Any Squadrons lost are moved by the winning player one from any of the loser's Unit groups. Any Squadrons from the Emperor are added in the Center Tile. Any Influence Cards used are discarded.
Battle
A player may choose to give Battle as one (or more) of his actions. To have a Battle, there are two requirements. The main requirement is that the Units of one or more player occupy the same planet. If the Emperor is alive, the player choosing to start a battle must have an Ambush card; after Battle has begun, or after the Emperor's death, the card is not needed.
When it is a players turn, if he chooses to do Battle he announces this and points out where the Battle will occur. If several other players occupy the same planet, the player initiating Battle states who he is fighting first.
Just because enemy Units are on the same planet as his Units, a player does not need to start a Battle during his turn unless he chooses to do so. Once he has chosen, however, a Battle will occur. His opponent however cannot choose to ignore the fight.
Resolving the Battle
A Battle is broken down into individual combats between 2 Units, so that every combat will have only 1 Unit from the attacker and 1 Unit from the defender. Resolving all of the individual combats is counted as a single action, whether there is only one individual combat, or whether there are 9 individual combats.
An attacker does not have to commit all the Units on a planet to Battle, but the defender must commit as many Units as he can to meet the attack. This means, that if an attacker has 5 units, he can choose to commit only 4. Then the defender also must commit 4 Units if he has them. No advantage is given to a player who has more Units than his opponent.
The results of a Battle are determined one combat at a time. Attacker and defender each roll a die, adding bonuses to the roll for the Unit type and/or for Action Cards, as detailed below. The higher number wins. Ties are won by the defender. For each combat, the losing player removes his Unit Marker from play.
After all combats have been resolved, the Battle action is over. If the attacker chooses to have another round of Battle, the steps are repeated. If the defender chooses to continue Battle in his turn, he may do so.
Unit Combat Bonuses
All Units except Squadrons have combat bonuses. The table below gives these.
| Unit | Bonus |
|---|---|
| Squadron | 0 |
| Commander | +1 |
| Loyal Commander | +2 |
| Thought Admiral | +3 |
Action Card Combat Bonuses
After the Emperor is dead, 3 types of Attack Cards give combat bonuses, and 3 types of Defense Cards give combat bonuses. These cards are shown below.
| Type | Card | Bonus |
|---|---|---|
| Attack | Sneak Attack | +1 |
| Attack | Ambush | +2 |
| Attack | Cut Supply Lines | +3 |
| Defense | Jam Communications | +1 |
| Defense | Use Asteroid Maps | +2 |
| Defense | Hold Hostage | +3 |
Steps for Combat
- Both players remove their Markers from the board.
- The players arrange the Markers in any order they choose. They do this in secret, so that neither knows his opponent's order.
- At a signal, each player lays down a Marker on the table so that the two Markers are side by side. The two Markers form an individual combat; combat may never have more than 2 Markers.
- The players continue to do this until one player has run out of Markers or the attacker decides to stop.
- After the Emperor is dead, the attacker may lay down Attack Cards that are appropriate for Battle. He does this by placing an Attack Card beside the combat of his choice. He may lay down as many card as he chooses, but he may place only one on each combat.
- After the Attacker has laid down any Attack Cards he chooses to use, the defender may lay down Defense Cards appropriate to the battle. He does this by placing a Defense Card beside the combat of his choice. He may lay down as many cards as he chooses, but he may place only one card on each combat.
- For the first combat, the players add up the bonuses on their own sides.
- They each roll a die, and add the bonuses. The higher number is the winner. The defender wins ties.
- The winner replaces his Marker on the planet, and the loser removes his Marker from play.
- All Action Cards played are discarded.
- The players repeat Steps 7 through 10 until all combats have been resolved. This completes the Battle Action.
Combat Example
For example, a Thought Admiral attacks a Commander. The attacker rolls a 3 and adds 3 for his Unit bonus, giving him a total of 6. The defender rolls a 3, adds 1 for his Unit bonus, giving him a total of 4. The defender loses, and the Commander Marker is taken out of play.
Discards
After Action Cards are played, they are discarded. If the game lasts long enough to need more Action Cards, the discards are turned upside down and thoroughly mixed before they are reused.
Replacing Action Cards
As one of his actions, a player can discard one of his Action Cards and replace it from the unused cards or draw pile.
Drawing Action Cards
At the end of his turn, before the next player begins his turn, a player should always have 5 Action Cards. If he has fewer, he must draw cards until he has 5. Because of actions that occur during other player's turns, a player may not always start his action with 5 Action Cards.
Defeating a Player
Chain of Command
If the Thought Admiral loses in Battle, one of the player's Loyal Commanders becomes the head of the family. The Loyal Commander continues to have a +2 combat bonus, but it may not be assassinated.
If the losing player has no Loyal Commanders, then one of his Commanders becomes the head of the family. The Commander continues to have the +1 combat bonus, but it may not be assassinated or bribed.
If the losing player has no Loyal Commanders, or Commanders, then one of his Squadrons acts as the head of the family. The Squadron has no combat bonus, but it may not be assassinated, bribed, or sabotaged.
Taking the Prize
When one player destroys all of another player's Units, the losing player is out of the game. The winning player takes the prize – all of the losing player's Action Cards that have not yet been played. He immediately adds these cards to his hand and discards until he has only 5 cards left.
Winning the Game
A player wins the game when only his Units are left on the board or when all other players have surrendered to him. Only one player may win. Alliances between players must be broken before the game is over.
Cooperation and Backstabbing
Most of the fun in the game comes from the interaction between players. There are no real rules for this. Players may cooperate in any manner. Players may leave the room and discuss alliances, may pass notes, may discuss actions aloud for everyone to hear.
No player must stick to any agreements made, however. Do remember, though, that if you go back on your word you probably will deserve what happens to you. If you tell Kirk that you will help him attack Janice and Janice tells you he will buy you a pizza if you help him attack Kirk, and so on and so on.
Remember, it's only a game! A Klingon game, that is...
Optional Rules
These are designed for variety. Feel free to use them or make up your own. Make sure that all players agree at the beginning of the game which rules are being used. Some of these rules cannot be used with others.
Shorter Games
Any of the options below will cause the game to end more quickly. Some may be combined for games that are VERY quick and dirty!
- After the Emperor Dies card is played, do not throw used Action Cards back in the pot. This makes for a very fast game.
- The Emperor Dies card must be played in the turn after it was drawn. It may not be held in the hand.
- Do not reuse Action Cards after use at all.
- Use 4 or 5 action cards per turn.
- When a Thought Admiral loses in combat, the player is out of the game. His Thought Admiral and any Loyal Commanders are removed from play. Any Commanders and Squadrons he has left go to the winning player.
- Any time that a player uses the Steal Plans card or defeats another player, he may keep ALL of the cards in his hand. Another option would allow the winning player to keep 10 cards, discarding all others.
Longer Games
Any of the options below will tend to make the game last longer. They may be combined for even more intricate play. Some of these may be combined with some of the options for shorter games.
- Give each player 2 sets of forces. This may be used with 2 or 3 players only.
- Leave the Emperor Dies card out.
- Use only 2 actions per turn.
Other Options
- Use 2 dice for combat instead of 1.
- Thought Admirals must defend their home planets. If another player lands Units on a player's home planet, the player loses control unless he has Units there. If he does not have units there and he loses them in Battle, he loses control of the planet. As long as a player is not in control of a planet, his opponents have a combat bonus of +1, until he regains control again. A player who gains control of a planet has control of that planet until he loses it to another player.
- Players may trade or sell Action Cards, Squadrons, and Commanders. This can happen at any time during the game. It does not count as an action.
- Use two sets of games and counters. Up to 12 may play then. Fit the Edge Tiles of the second set around the outside of the Edge Tiles from the first set. You will need to mark the second set so that players using Units of the same color units can tell them apart.