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Red Alert
Official Rules!

Contents:
(scroll down to begin at the top or click on 'Introduction')

Introduction
   Getting Ready
   Scenarios
   Building your fleet
   Game Elements

Step One: Setup
   Ship Placement
   The Control Panel
   Crew & Tech Disks

Playing the Game
   Turns & Steps
   Concealed Disks
   Revealed Disks

Step Two: Assign Orders
   Placing Order Disks

Step Three: Executing Orders
   Determining Command Initiative
   Movement & Orders
   Movement

   Torpedoes
   Collision
   Attacking & Damage
   Fire Beam Weapons
   Launching Torpedoes
   Transporting Crew
   Damage
   Critical Hits
   Activating Crew/Tech
   Ready & Activated
   Special Abilities
   Using Crew to Execute Orders
   Cloaking Devices
   Torpedoes
Step Four: Boarding

   Resolving Crew Combat
   Taking Control

Step Five: Ready

Scenarios
   Designing Your Own Scenarios

Keywords

Introduction

Welcome to Star Trek: Red Alert!, the fast-paced space combat game set in the Star Trek universe. In Red Alert!, you and your fellow players build fleets of ships, man them with crew, and outfit them with unique technologies. Select a scenario, arm your fleet, and prepare for battle!

Your starter box includes several flats of disks. Starters contain the ship displayed on the front of the box, a flat of crew and tech disks, a scenario, two counter disk flats, and an assortment of three additional random disk flats. From your starter box you should be able to select a ship, man it with crew and tech, and immediately begin playing.

Each game breaks down into turns, and each turn contains several steps. Before the first turn, you’ll go through a few steps to get ready for play. Those steps, and the phases in each turn, are described in the following sections.

Getting Ready

Begin by selecting a scenario and picking your faction. You may know which faction you want to play before choosing a scenario, or decide on a specific scenario and pick your faction based on that. Feel free to modify any scenario and make up new scenarios as you wish. For more information, see “Designing Your Own Scenarios” on the back of this sheet. 

Five factions appear in the Premier Edition of Red Alert!: Federation, Romulan Star Empire, Klingon Empire, Cardassian Union, and Ferengi Alliance. Each Faction has its own ships, crew, and technology. Unless specified elsewhere, no faction can use any of the game elements of another faction.

Scenarios

Scenarios set up the premise of each game, establishing objectives, victory conditions, and starting forces. In our example below, we use a scenario designed for two players, one controlling a Federation ship, one commanding a Romulan ship. The players have 30 points to spend on their fleets; the objective is to destroy the enemy ship.  For more information on scenarios, including how to build your own, see below.

If you’d like to involve more players in your first game, follow along, modifying the examples to suit your needs.

Building Your Fleet

Your fleet is composed of the ships, crew, and tech you control. A fleet can be as large or small as you’d like, including dozens of ships or only a single ship with no crew or tech.

Teams control armadas. Some disks affect a fleet, meaning the disks you control, or an armada, meaning all the ships on your team.

All the elements of your fleet are purchased at the beginning of the game. Look up the Point Value on the scenario. For our sample game, it’s 30. This gives each side 30 points to spend on its ship, crew, and tech.

Game Elements

In our example, Owen & Diana decide to face off. Diana selects the Federation and Owen picks the treacherous Romulans.

Diana has 30 points to spend. She starts by buying her ship: the Yamato.

The Yamato is “standard” size. There are two other ship sizes—small and large—although those are not as common. Maximum Shields, Maximum Hull, and Beam Damage all pertain to combat; they’re explained below, under “Damage.” Capacity gives you the total number of crew and tech disks a ship can hold. Torps is the number of torpedoes your ship starts with at the beginning of the game. Crew or tech disks you add to your ship can modify all of these values.

On crew disks, Command determines which ship goes first in a given round. Damage is used during crew combat. Orders are explained below.

Keywords such as “Bridge Crew” or “Start” appear on many disks. Some disks or rules only affect disks with specific keywords.

Tech disks are similar to crew disks. Some tech upgrades grant bonuses to your maximum shield rating. Others grant bonuses to your hull or capacity. If these are destroyed in play, you lose the bonus but don’t immediately readjust your control panel. You’re simply prevented from readjusting to your former maximum.

Diana’s maximum shield rating is 6. If she purchased an Auxiliary Shield Bank her maximum would go to 8. If it were lost it in battle while her shields were at 8 she wouldn’t immediately readjust her shield rating down to 6. Her maximum would now be 6, however, and if she had to raise shields, they’d only go back up to 6.

Tech disks that increase capacity affect how many disks you may put onboard your ship at the start of play. During play, through boarding and transporter technology, you can end up with any number of crew or tech on your ship.

The Yamato costs 21 points, leaving Diana 9 points to spend on crew and tech. She examines the disks she owns and decides to purchase Geordi La Forge for 6 points and Mark III Torpedoes for her remaining 3 points. The Yamato has a capacity of 5, 2 of which Diana has used (one for Geordi and one for her torpedo upgrade.)

Meanwhile Owen purchases the mammoth T’deret, a D’deridex-class heavy warbird, for 24 points, leaving him only 6 points to spend on crew and tech. He decides not to buy crew, instead purchasing an Auxiliary Battery for his disruptors for 3 points and Heavy Torpedoes for 3 points. His ship has a capacity of 5, of which he’s used 2.

In addition to ship, crew, and tech disks, Red Alert! also features scenario disks (which list a scenario on one side and terrain—usually, a planet, nebula, alien ship, or other artifact—on the other) and obstacle disks (used in some scenarios to mark mines, asteroids, and other hazards of the battlefield). In addition, your starter box includes damage counters, order disks, torpedoes, and a range template. The use of each of these items is explained further along in these rules.

Now both players have spent their points. It is not necessary to spend all your points, nor is it required that both players spend the same number of points.

In another game, Charles has spent 29 of his 30 points while his opponent has spent all 30. Charles doesn’t want to give any of his selections up, and can’t find a 1 point disk he wants to buy. He decides to begin the conflict 1 point short, confident that his choices will carry the day.

Some disks have the term “Start” listed at the beginning of their ability text. This means players purchasing those disks may begin play with the additional components described, for free.

The Klingon Crew disk “Advanced Strike Leader” reads “Start: 6 points of Away Team Crew.” A player purchasing this disk gains 6 free points to spend on crew disks marked with the keyword “Away Team.” Although free of cost, these disks do count against the ship’s capacity.

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