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A game of starship combat and exploration for 2-4 players
Introduction............................................................... 1
Components............................................................... 1
Academy Training (Introductory Game) ................... 1
Set Up........................................................................ 2
Order of Play............................................................. 2
Mission Selection....................................................... 2
Challenges................................................................. 2
Death of a Crew Member .......................................... 3
Completing a Base Mission....................................... 4
Graduating the Academy........................................... 4
Five-Year Mission (The Main Game) ........................ 4
Core Missions............................................................ 5
Special Event Cards .................................................. 5
Bonus VP Markers .................................................... 5
Mission Control......................................................... 5
Game End.................................................................. 6
Introduction
Boldly go where no one has gone before! In Final Frontier, you
are in charge of a starship crew exploring new worlds and charting
the unexplored quadrants of deep space. Build your crew from
humans, aliens, and robots and then head out into space to face
challenges and take on Basic and Core Missions. Relationships can
form among your crew members and fame and experience is
waiting to be won. Points are assigned for successes, and after the
deck of challenges has been completed, count up your scores. The
player with the most Victory Points has achieved the greatest
success and wins the game!
Components
Final Frontier includes the following components:
Mission Board (1)
The mission status for each
player is tracked on this
board. The board is also used
to select the next mission.
Crew cards (28)
These cards represent the
various humans, aliens and
robots in your crew. The
skill numbers are used when
resolving challenges.
Challenge cards (24)
There are four challenges per
card. The flavor text is for
fun and has no gameplay
effect.
Basic Mission VP counters (10)
These Victory Point (VP) counters
are awarded when a player
completes a Basic Mission.
Core Mission VP counters (44)
More challenging, but more
rewarding, Core Missions become
available once a Basic Mission is
completed.
Crew markers (24; 6 each in four
player colors)
These are assigned to individual
crew cards. Some of the reverse
sides are for civilian skills.
Bonus markers (16; 4 each in four
player colors)
These markers track bonus
progress.
Mission markers (16; 4 each in
four player colors)
Use these to track progress along
the mission track for each mission
type.
Mission Selection markers (4)
Players place these on the Mission
Board to select the next mission.
Relationship markers (6)
These are used for tracking
relationships between characters.
Bonus VP counters (8)
There are two each of four different
bonuses.
Plus One “+1” counters (25)
These are earned by doing well on
missions. They can add +1 VP or
+1 to the skills of a character.
Special Event cards (8)
The Special Event cards are
included in the Challenge deck.
They are resolved when drawn or
held to play later by the active
player.
First Player marker (1)
The First Player for each round
takes this marker and becomes the
envoy to the Galactic Council.
Not Included: One 6-sided die is required. The game will also play
quicker if each player has 1-2 dice.
Academy Training (Introductory Game)
The Academy Training game is included as a way to teach
players the basic rules of the game. Additional rules and
features are then added for the advanced game: the Five-Year
Mission. Players can skip right ahead into the Five-Year
Mission but should note that the first few games may take a
longer time.
Name
Skills
Crew Icon
Card Number
Name
Rules Text
Card
Number
© 2010 Tom Decker and Victory Point Games
Final Frontier Rules – v1.0 1
Set Up
Core Mission VP counters, Relationship markers, Bonus
VP counters, Bonus markers and the Special Event cards
are not used in Academy Training. Also, only a third of the
Challenge cards are used in this introductory game.
Place the Mission Board in the center of the table within reach
of all players. Place the four Mission Selection markers on the
Miss-ion Board on the matching spaces of the Mission
Selection box.
Sort the Basic Mission VP counters into four piles, one pile for
each of the Basic Missions represented on the Mission Board.
The piles must be ordered by Victory Point value, with the
lowest value on the bottom and the highest on top. Place each
pile next to the MISSION COMPLETE box for its matching
mission.
Place the Plus One “+1” counters by the side of the board for
easy access.
Take the 24 Challenge cards and shuffle them into one deck.
Take the top eight cards from the deck; these represent the
Challenge deck. The remaining 16 cards are removed from the
game.
Players choose colors and place their four Mission markers in
each of the four START boxes on the Mission Board for each
of the four Basic Mission types. Players take their Crew
markers for their chosen color and put them in a play area in
front of them.
Crews in the introductory game have a pre-determined initial
set up. Each player takes a complete set of seven Crew cards
(those with matching Crew Icon shapes in the lower right
corner of the card) and places them on the table in front of
them. Players then assign their crews by placing the Crew
marker corresponding to the letter inside the Crew Icon onto
the respective card. The letters are as follows: c = Captain, 1 =
1st Officer, m = Medic, e = Engineer, r = Red-shirt and the two
blank ones are the Ensigns. Both Ensign cards are placed face
down with the Ensign Crew marker placed on top of them.
The oldest player takes the First Player marker.
Order of Play
The game is played in a series of rounds.
At the beginning of each round, players jointly choose the
elements of the challenge to be faced in that round by placing
the Mission Selection markers onto spaces in the Mission
Selection box on the game board.
Each player then resolves the selected challenge (see
“Challenges” below).
After all players have completed the challenge, the First Player
marker moves to the player to the left. The Mission Selection
markers are returned to their start positions, and a new round
begins.
When the last Challenge card has been drawn and resolved in
this manner, the game ends and final scores are tallied. The
player with the most Victory Points is declared the winner!
Mission Selection
Each challenge comprises four elements:
1. Destination: Planetary
or Deep Space
2. Purpose: Hostile or
Exploratory
3. Crew Members: 1 or 2
4. Challenge Leader:
Captain, 1st Officer,
Medic or Engineer
The First Player takes any one
of the Mission Selection
markers and places it on one
of the choices shown on the
Mission Board in the Mission
Selection box. For example,
if the player takes the
Destination Mission Selection
marker, they must place it on
either the Planet or Deep
Space box of the Mission
Selection area.
The next player (clockwise) then selects any one of the
remaining Mission Selection markers and places it on one of
the choices next to that challenge element. Selection continues
in this way until all four choices have been made; the challenge
is then ready to begin.
Note that in games with 3 players, the First Player will make
two of the choices (first and last). In 2-player games, each
player will make two choices (first-third and second-fourth).
Challenges
After Mission Selection, each player tries to overcome a
challenge and progress toward completing a mission.
Players first choose who amongst their crew members will face
the challenge. If the selected challenge requires one Crew
member, all players must push forward the crew card of the
Mission Leader chosen during Mission Selection. The Mission
Leader will face the challenge alone this round.
If the selected mission requires two crew members, all players
must push forward another Crew card in addition to the
Mission Leader. The second crew member may be any other
crew member (including the Red-shirt) except an Ensign. The
choice of the second crew member will be based on the
likelihood of which skills will be challenged during the
mission, together with knowledge of those skills already
challenged for the same mission type in previous rounds.
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© 2010 Tom Decker and Victory Point Games
The First Player then draws
the top card from the
Challenge deck and reveals it
to all the other players. Each
Challenge card has four
challenges, one for every
combination of mission
destination and purpose. All
challenges list the skill to be
used, known as the Challenge
Skill and two numbers,
known as the Challenge
Goals.
The first number with the
picture of the single
spaceman is used for one
crew member missions, while the number by the picture of the
two spacemen is used for two crew member missions.
For example, based on the Challenge card illustrated, if the
selected challenge is a Deep-Space Explore mission for two
crew members, the challenge will be to navigate an asteroid
belt using a Challenge Skill of DEX (Dexterity) and to achieve
a Challenge Goal of 15.
The Challenge Skills most commonly tested are listed next to
each mission type on the game board. Example:
This signifies that for a Deep Space-Hostile mission INT
(Intelligence) is the most likely Challenge Skill, STR (Strength)
second-most likely, and only a few challenges will be testing
WIL (Willpower). Only one card in the entire deck (Space
Anomaly) uses DEX for this mission type.
Players may now replace one of their chosen crew members
with their Red-shirt. If a Red-shirt was already chosen during
Crew Selection (as part of a 2-crew challenge) then no
replacement can take place. A player may choose not to replace
any crew members. If a crew member is replaced, the Crew
card is pushed back alongside the other crew members while
the Red-shirt crew member is pushed forward. A replacement
Red-shirt has all skill levels on its Crew card reduced by -3 for
the challenge to be performed (but not to be reduced lower than
1). Note that a Red-shirt who was chosen during crew selection
(before the Challenge Card was drawn) does NOT have his/her
skill levels reduced. Strategically, replacing a crew member
with a Red-shirt is done for a challenge that cannot be won, and
it is almost always better to “sacrifice” a Red-shirt than lose
one of the four main crew.
Each player now participates in the challenge by rolling one 6-
sided die. The number rolled is added to the participating
crewmember’s Challenge Skill number (along with any
bonuses for Plus One “+1” counters or subtractions for
replacement Red-shirts). If there are two crew members, both
of their Challenge Skill numbers are added to the die roll, along
with bonuses or subtractions for both of them.
The resulting number is called the Status Report.
Play hint: Players may want to roll simultaneously to establish
their Status Report numbers to save time.
Success: If the Status Report number is greater than the
Challenge Goal, then the challenge has been overcome and the
player may move the Mission marker for the selected mission
type forward one space.
Example: Jane uses Suzuki, her Captain, in a Deep Space-Hostile mission challenge for one crew member. The card shows STR as the Challenge Skill and 10 as the Challenge Goal. She rolls a die and gets a 5. She adds 5 to Suzuki’s Strength (which is 6) to get 11 for her Status Report. Because 11 is greater than the Challenge Goal of 10, she has succeeded in the challenge. She now can move her Deep Space-Hostile Mission marker ahead one space.
The player who has overcome the challenge and achieved the
single best Status Report (highest number) is the Challenge
Champion and receives an additional reward. If there is a tie
for the best Status Report, then nobody is awarded the
Challenge Champion title for that round.
The Challenge Champion chooses one of these benefits:
1. Take a Plus One “+1” counter and either:
a. place it Skills side face up on the card of one
of the crew members involved in the
challenge (player’s choice if more than one
crew member) to be used as a skill bonus on
further challenges (i.e. that crew member will
add 1 to each skill).
b. place it VP side face up in front of the player,
representing 1 Victory Point at the end of the
game.
2. Move the Mission marker ahead one additional space
for that mission type. Note this cannot push the marker
beyond the Mission Complete box.
Failure: If the Status Report number is equal to or less than the
Challenge Goal, then the player has failed the challenge and
rolls a second die to add to the Status Report number. This new
number is called the Code Red Rating. If the Code Red Rating
is less than the Challenge Goal, the challenge has failed
disastrously and one of the crew members involved in the
challenge has died (player’s choice if more than one). (See
“Death of a Crew Member”, below.) If the Code Red Rating is
equal to or greater than the Challenge Rating, then the
challenge fails, but disaster has been narrowly averted, and the
player gains no benefit or suffers no loss.
This may help in remembering these challenge goals: the Status
Report number must exceed to succeed, while the Code Red
Rating needs to at least tie not to die.
Death of a Crew Member
If a crew member dies, the Crew card is discarded (along with
any Plus One “+1” counters) and replaced with a Crew card
Final Frontier Rules – v1.0 3
© 2010 Tom Decker and Victory Point Games
from under the Ensign Crew marker. If there are two cards the
player has the choice. The Crew marker of the deceased crew
member is placed on the new Crew card to indicate that the
Ensign has now been promoted to the role previously occupied
by the dead crew member.
If there are no Ensign cards remaining, the Crew marker of the
deceased crew member is flipped to its civilian side. It retains
the role displayed on the front of the marker but as the Crew
card has been discarded, the skills listed on the civilian side of
the marker are used from now on. The Crew marker will be
pushed forward to indicate participation in any challenges.
If a civilian crew member dies, the Crew marker remains in
play (they have been replaced by another civilian on board the
starship) but any Plus One “+1” counters gained by the
deceased civilian crew member are discarded.
Strategy hint: It is best to try to ensure that the only civilian
crew member is the Red-shirt as they can be sacrificed in place
of the other four crew members.
Each time a crew member dies, the player may additionally
choose to reassign the crew roles. To do this the player swaps
the Crew markers amongst the surviving Crew cards in front of
them. However, they may not reassign the Ensign marker or
any civilian crew markers.
Example: Ian’s initial crew set up (using the square Crew Icons) gives him Captain De Vaca and 1st Officer Lorgox. After the death of his Red-shirt, he decides to swap the two positions. Ian takes the Captain marker and places it on Lorgox’s Crew card. The 1st Officer marker is then placed on De Vaca.
COMPLETING A BASIC MISSION
When a player’s Mission marker moves onto the Mission
Complete spot after a challenge, the player takes the top Basic
Mission VP counter for that type of mission. If more than one
player completes the mission during the same challenge (even
by using the “Challenge Champion” additional space move to
complete it), then the player who defeated the challenge with
the highest Status Report number takes the top counter. If there
is a tie among players for best Status Report, then the First
Player chooses how to break the tie. If there are no more Basic
Mission VP counters, then the player takes a Plus One “+1”
counter instead and may use it for either Victory Points or
increased skills for any crew member.
As players complete Basic Missions, they move their Mission
markers back to the START space of that mission type. An
unused extra space gained through being the “Challenge
Champion” that turn is lost.
GRADUATING THE ACADEMY
After the eighth Challenge card is resolved, the game is over.
The player with the most Victory Points is the winner. If there
is a tie, the player with the most Plus One “+1” counters used
on crew members for skill bonuses wins. Further ties are settled
with the ancient Trogg tradition of thumb wrestling.
STOP! After going through Academy Training, you are
now ready to experience the Five-Year Mission!
FIVE-YEAR MISSION (THE MAIN GAME)
The Five-Year Mission uses the same rules as the Academy
Training with the changes below. Most of them represent
additions and new features added to the game rather than any
rules changes.
Crew members can now form relationships and Victory Points
can be gained through special achievements. The Relationship
markers and Bonus VP counters are used for these purposes
and are placed near the board.
Bonus markers are used for tracking progress toward special
achievements and are placed near the Crew markers in each
player’s area on the table in front of them.
The full challenge deck is used in
the main game. Find the
Challenge card with four “Space
Anomaly” challenges on it and
remove it from the deck. Then
take the eight Special Event cards
and shuffle them into one deck
with the remaining 23 Challenge
cards. Now remove the bottom
five cards and shuffle the “Space
Anomaly” card in with those five.
Place the cards back on the
bottom of the deck. This
completes the Challenge deck
used in the game. Place it near the board.
Next, the Core Mission VP counters are stacked alongside the
Basic Mission VP counters, by their mission type and mission
number in order from top to bottom.
Example: The Destroyed Outpost Mission (Mission 1) is placed near the Hostile/Deep Space MISSION COMPLETE box. Then place the m1.1, m1.2, m1.3, and m1.4 counters stacked underneath it (representing Mission 1, challenges 1, 2, 3, and 4 respectively). The Crew Icons are ignored when selecting a crew. Instead,
shuffle the 28 Crew cards and deal seven to each player. Cards
left over after dealing in a two- or three-player game are
removed from the game. An alternative method for two and
three-player games is to remove certain crew member types
from the Crew cards before shuffling and dealing the cards. In a
three-player game, remove the Robot Crew cards; in a two-
player game remove the Robot and Alien Crew cards from the
game. This will produce more balanced crew members.
After reviewing their hand of cards, a player chooses one Crew
card and places it in front of them with the appropriate Crew
marker placed on it to identify that crew member’s role on the
starship.
Example: After placing the “Garcia” card, a player might put the Captain Crew marker on it. Garcia would now be the captain of the starship.
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© 2010 Tom Decker and Victory Point Games
After selecting one crew member in this way, players pass two
cards to the player on their left. Another crew member is
selected as above and then two more cards are passed to the
left. This continues until each player has filled the main five
crew slots (Captain, 1st Officer, Engineer, Medic and Red-shirt)
by placing the appropriate Crew markers. The remaining two
cards are placed face down under the Ensign Crew marker.
Players wanting to skip this initial crew selection process may
use the Crew Icon codes in the lower right corner to “pre-
construct” their crew as described in Academy Training.
Core Missions
When a player completes a mission and is in possession of at
least one Basic Mission VP counter from any mission type (not
a Plus One “+1” counter used for Victory Points), that player
may, instead of taking a Basic Mission VP counter (or a Plus
One “+1” counter), take the mission name counter from a Core
Mission VP counter stack matching the Basic Mission just
completed. The player places the Core Mission name counter in
front of them to indicate the intention to possibly pursue the
challenges on this Core Mission in future rounds.
Players may look through the Core Mission
stacks before choosing one to select the one
they prefer. If there are no remaining stacks
of Core Mission VP counters for that mission
type with the mission name on top, then there
are no Core Missions available and this
option may not be selected. (Once you have selected a Core
Mission, nobody else can select any parts of that Core Mission.
It’s yours and yours alone.) A player may be on only one Core
Mission at a time.
When on a Core Mission, every challenge may, at the player’s
discretion, be replaced by the top counter (going in order) from
the player’s Core Mission stack at the player’s discretion.
However, the player must choose, before the Challenge card is
revealed, whether or not to replace the challenge with a Core
Mission challenge. If selected, the player places the top Core
Mission challenge counter in the stack on the Game Board to
signify that they are going on the Core Mission rather than the
selected mission. However, Core Missions require something a
little different than what is on the Challenge card. There are
four types of Core Mission challenges:
1. A certain crew member is required. If that crew member is
not part of the selected challenge team, then the Core
Mission challenge may not be selected.
2. The counter shows a skill type and then “plus high #.”
Replace the Challenge Skill on the card with the one on the
Core Mission VP counter instead. Also, instead of using
the Challenge Goal shown on the card, use the highest
Challenge Goal number on the card instead. (One-crew
member challenges never require numbers from the two-
crew member column, however.)
3. Some counters show a crew member type and then one of
the four mission types: Hostile, Explore, Planet, or Deep
Space. For these challenges, both the mission type and crew
member must have been chosen during Mission Selection and
crew selection. Otherwise, the Core Mission challenge may
not be selected.
4. The final challenge of a Core Mission always requires that
the Challenge Goal is to be increased from the number
shown on the Challenge card by a certain amount.
Success and failure of a Core Mission challenge is determined
in the same way as a Basic Mission challenge. If the Core
Mission challenge is successful, the player takes and keeps the
counter for Victory Points in their play area. The player trying
for a Core Mission challenge never moves any of the Mission
markers on the Basic Mission tracks. Players opting to go on a
Core Mission challenge are also ineligible for the Challenge
Champion title. If a player fails the challenge, the Core Mission
counter is placed back on the top of the stack from which it was
taken, and it may be attempted again on a future round.
Special Event Cards
When a Special Event card is drawn,
the First Player reads it aloud for
everyone to hear. The four
relationship Special Event cards will
require immediate action while the
others are held for later use. The
same First Player then continues to
draw until a Challenge card with the
four mission types is drawn. The
effects of Special Event cards are
explained on the cards themselves
with further explanations below:
• For the four relationship cards, the Relationship
markers may be placed on the cards of your own crew
members, or on those of an opponent. However, when
a card requires that two counters be placed, they
cannot be split between two different players. The
Relationship markers must be played on the Captain,
1st Officer, Engineer, or Medic. They cannot be placed
on the Red-shirt or Ensigns.
• The “most skilled crew member” means the crew
member with the most Plus One “+1” counters on it.
The Relationship marker cannot be placed on the
“most skilled crew member.” If there is a tie for “most
skilled crew member” then the player placing the
Relationship marker must immediately give a Plus
One “+1” counter to one of the other crew members,
thus breaking the tie and creating a “most skilled crew
member.” These Relationship markers are removed if
another crew member ties the current “most skilled
crew member” by gaining a Plus One “+1” counter.
• “Enemy” and “Friend” markers are removed if one of
the crew members dies. They can also be replaced if
the opposite card is played on the same two crew
members.
• When a jealous crew member replaces the “most
skilled crew member” on a one crew member mission,
a Red-shirt can still replace the jealous crew member
after the Challenge is revealed. The “To the Rescue!”
© 2010 Tom Decker and Victory Point Games
Final Frontier Rules – v1.0 5
card also allows these replacements after the
Challenge card is revealed
• The “Failure is not an Option” card cannot be played
after a “Transporter Failure.”
Bonus VP Counters
The Bonus VP counters are claimed as their conditions are met.
Some conditions are tracked using the Bonus markers. A player
may only have one of each of the four types of Bonus VP
counter. Once gained, the Bonus VP counter remains with a
player until the end of the game; it is not returned if the crew
member who earned the counter dies or the conditions that
were met to obtain the counter are subsequently lost. If two or
more players gain these conditions at the same time, the one
who achieved the best Status Report (or Code Red Rating, for
the Seasoned Survivor), makes the first choice. Further ties are
resolved by the First Player.
Universal/Galactic Hero: A player may
take one of the “Hero” Bonus VP
counters when a single crew member
earns his/her third Plus One “+1” counter.
Seasoned Survivor: When a crew member survives
any failed mission, the player may place the
“Survivor” Bonus marker on that crew member’s
card (either one if it was a two crew member
challenge, even if the other crew member did not survive). If
the crew member survives another failed mission, the marker is
turned onto its back side showing 2 of 3 survivals. For a third
survived mission, a “Seasoned Survivor” Bonus VP counter
may be claimed and the “Survivor” Bonus marker is removed
from the game. The “Survivor” Bonus marker may be moved
around to different crew members, but it will restart on its front
side if moved.
Prodigy: When a civilian is involved in a successful
challenge, the player may take one of the “Prodigy”
Bonus VP counters and two Plus One “+1”
counters, which must be used as skill increases for
that civilian. If the “Prodigy” Bonus VP counters are gone, then
the Plus One “+1” counters are not taken either.
Unbreakable Team: After a successful 2 crew
member challenge, the player may place the two
“Team” Bonus markers on the cards of the
successful crew members. If those two succeed on a
second mission, the Bonus markers are turned over to show
their 2 of 3 successes side. If they succeed on a third mission,
then an “Unbreakable Team” Bonus VP counter may be
claimed and the Bonus markers are removed from the game for
that player. Bonus markers are removed from the crew member
cards if either team member is involved in a two crew member
challenge without the other one, but will remain after a failed
challenge, as long as both members survive. If one member is
replaced by a Red-shirt or dies, then the Bonus counters are
also removed from the Crew cards. Bonus markers may be
moved to a different team as well, but will restart on their front
sides.
Mission Control
Players use Mission Control to help them gain
further Victory Points or to help them complete
Basic Missions.
The first player to take the top counter from any Core Mission
VP counter stack (the counter with the mission name) must
immediately turn over their Mission Control marker to earn an
additional +3 VP’s. The player may do this one time only. The
marker then remains in the player’s area showing these Victory
Points.
Players who subsequently take their first top Core Mission
counter may also flip the Mission Control marker to earn the
Victory Points.
However, these players may instead choose to use Mission
Control to complete a Basic Mission on a round when they are
the First Player (only). After the mission has been selected (but
before the Challenge card has been revealed), the player may
turn in the Mission Control marker (remove it from play and
not earn the Victory Points on the other side), move the
Mission marker to the Mission Complete box of the chosen
mission, and immediately claim the reward before anyone else.
Then that player sits out the challenge while the other players
finish it off. The player cannot be the Challenge Champion for
that round.
© 2010 Tom Decker and Victory Point Games
Game Credits Game Design: Tom Decker Development: Chris Taylor
Map Art: Chris Taylor, Scott Everts Playtesting: Marco Arellano, Peter Boddy, Alex & Hayden Decker,
Scott Everts, B.J. Henderson, Oliver Kretzmer, Chris Magoun,
Stephanie Newland, Mark O’Green, Dave Schueler, Chris & Mary
Taylor, Lucas Wan, Kim Wood
Proofreading: Hans Korting, Gary Sonnenberg, Leigh Toms, Ian
Wakeham
Game End
The game ends after the Space Anomaly Challenge card is
drawn and the challenge is completed. If nobody has
completed a Core Mission at this point, then play continues as
normal into “sudden death” until at least one player
completes a Core Mission. If the Challenge deck is
exhausted before a player completes a Core Mission, then all
discards are shuffled and play continues until a Core Mission
is completed.
The player with the most Victory Points is the winner. If there
is a tie, the tied player with the most Plus One “+1” counters
played onto crew members for skill bonuses is the winner.
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