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Red Alert
Official Rules!
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Scenarios

Scenarios in Star Trek: Red Alert! expand the game’s possibilities, giving you new objectives and types of battles. What follows is a brief guide to scenarios and scenario construction. First, we’ll examine the basic features of a scenario. We’ll use Balance of Terror, the scenario from the examples above.

Were Balance of Terror a scenario disk in Star Trek: Red Alert! it’s stats would read:

Name:   Balance Of Terror
Mission Type:
Seek & Destroy
Teams:
2
Players:
2
Factions:
Romulan vs. Federation
Point Value: 
30

Mission:           One Romulan ship, one Federation ship, one line drawn in the sky. Someone has crossed a sensitive border. Each side believes the other has committed the infraction. Surely an act of war!

Setup:  Teams start on opposite ends of the table, each fleet within Range: 1 of the end of the table.

Restrictions:  None.

Victory:  The first player to destroy the enemy fleet wins.

Names in quotes refer to episodes of Star Trek. All the episode-based scenarios in the Premier Edition of Red Alert! are from Star Trek: The Next Generation.

Mission Type is purely flavor text.

Number of Players refers to the total number of players in the game. If this reads: “6” and there are two teams, then you probably want three players on each team. For this reason, always cross-reference the number of players with Teams. It’s not required that teams have an equal number of players, but it’s generally best if they’re even.

Point Value indicates how much each team—not each player—has to spend on ships, crew, and tech. A 100-point scenario therefore grants each team 100 points to spend on its fleet. Players are not required to divide the points evenly, although they should agree. If, in a 100 point scenario with 2 players per team, one player’s fleet cost 58 points, those 8 extra points must be given to him by his teammate, who would then have only 42 points to spend.

If your team can’t agree on spending points, designate a team captain to oversee fleet building.

Factions describes which factions we recommend you use. Some scenarios are entirely generic, for use with any factions. These read “Factions: Any.” The rest are described from one faction’s point of view. You’ll see a symbol for that faction in the background of the scenario disk. There’s a Klingon scenario, for instance, which sees the Klingons attempting to free some prisoners being held by the Federation. Since it’s a Klingon mission, the point of view is Klingon and the language is slightly different than a Federation version would be.

Mission is a brief overview of the scenario from a story-based point of view. You won’t find any rules or game mechanics here. If you want to quickly understand what a scenario’s about without referencing all its stats, read this first.

Setup tells you where all the ships, terrain, and additional disks are placed at the beginning of the game. There’s some standard language here. “Teams start on opposite ends of the table, each fleet within range: 1 of its end” is used often. By that we mean that the teams start at the ends furthest apart from one another, not along the wide sides of the table.

Restrictions make the scenario more interesting by reflecting the stated goals of the factions. Many scenarios have no restrictions.

Victory describes the conditions necessary to win! Again, there’s some standard language here. “Points for ships” means that players get points for every ship they destroy, equal to the cost of the ship. Whoever has the most points when one side is out of ships, or the other victory conditions have been fulfilled, wins. This is similar to another common victory condition: “destroy the opposing fleet.” Under this condition, the opposing team loses when its last ship is destroyed. Points are not kept track of. In all cases, the game isn’t over until the end of the turn during which victory conditions are met.

Other victory conditions require your team to achieve a certain goal. In some scenarios, you’ll win as soon as the goal is achieved, in others you’ll get points for achieving the goal. In these latter scenarios, it’s usually possible for your opponent to win through other means, or by destroying your fleet.

Designing Your Own Scenarios

Scenarios have few elements, are easy to design, and fun to playtest!  We calculated that the average ship with average crew and tech onboard is worth a little less than 50 points, so we gauged the total point values of the scenarios by deciding how many players should be on a team, and multiplying that number by 50. We then raised or lowered the value based on how nasty we thought the scenario should be. Some scenarios are best played with one ship per player, with light crew and tech. Others, such as the Borg scenario, are designed for several ships per player, with lots of expensive crew and tech.

We encourage you to develop your own scenarios and send them to us. Make sure you play it a few times, iron out the bugs, then send it in! If we like it, we’ll put it on our website and credit you with the design. Visit www.lastunicorngames.com for complete guidelines.

Keywords

The following are some of the keywords used in the game. There are many other keywords in the game; they describe the disks’ general function and sometimes make them the target of other disks’ special abilities.

Armada: Disks with this keyword affect all ships on the same team, including ships controlled by other players.

Boarding: Effects preceded by this keyword occur only during Step 4: Boarding.

Bridge Crew: Crew with this keyword are vulnerable to Bridge Crits. When a ship suffers a Bridge Crit, all revealed Bridge Crew are eliminated.

Constant: Special abilities with this keyword give the controlling player the option to continue generating the effect the next turn by keeping the disk with Constant flipped during the Step 5: Ready.

Crit: May occur when inflicting a critical hit.

Rozhenko‘s special ability reads: “Crit: Change crit to bridge crit if target doesn’t have one.” This allows the player to change any critical he’s inflicting to a bridge crit (if the opposing ship doesn’t already have a bridge crit).

Damage, Hull, and Shields all have their own icons used in special ability text.

Fleet: Disk with this keyword affect all ships controlled by the same player.

Intel: Disks with this keyword generally affect other players’ crew and orders. Obsidian Order, Tal Shiar, and Tal Diann are all considered Intel.

Order: Five different icons represent each of the different orders in the game. When an order icon appears in the ability text of a disk, it means “when executing this order.”

Cardassian Flight Control Officer Jasad’s special ability reads; “: Execute order at any point during movement.” This allows the player controlling Jasad to change his ship’s direction at any point during movement, but only once and only when executing a Change Heading order.

Personal: Tech disks with this keyword affect crew during boarding. These effects are granted to all crew from from the personal tech disk’s ship, even when those crew are aboard another vessel.

Sacrifice: Disks with this keyword must be removed from the game to produce their effects.

Security: Security crew specialize in ship defense and cannot beam off your ship.

Start: Certain disks give bonuses before the game actually begins.

Lt. Cdr. Worf’s special ability reads: “Start: Add 7 points of Away Team crew.” These points can only be used to purchase disks with the Away Team keyword. The player need not spend all these points.

The Romulan upgrade Reinforced Hull increases the maximum hull of the ship. This bonus occurs at the beginning of play and remains even if the upgrade is later destroyed.

Unique: Only one of each unique disk can be in a game. Teammates must decide among themselves how to allocate the various Unique disks among their individual fleets. All ships are Unique.

Vs: Some disks grant a bonus when opposing fleets with certain qualities. In these cases, you gain that ability text if any ships in the opposing fleet, or the threat in the scenario, meet the required condition.

Red Alert is property of Last Unicorn Games/Wizards of the Coast