Captain’s log, 42314.1. We have accidentally stumbled upon planets rich in dilithium crystals in the Federation- Neutral Zone. Starfl eet has dispatched additional vessels to assist in searching and mining these vast resources. However, it seems the Klingon Empire has made the same discovery and plan to do much the same. We must work quickly to get a foothold here before they can. Whichever of us gathers these resources the fastest will be able to exert control over the Neutral Zone, but confl ict seems inevitable, so we must do what we can to secure the future of the Federation.

WE’VE BEEN PATROLLING THE BORDER OF THE FEDERATION-KLINGON NEUTRAL ZONE FOR WEEKS IN SEARCH OF A LOST WARBIRD AND ITS CREW. OUR SENSORS DETECTED A FEDERATION SHIP IN THE NEUTRAL ZONE, SURELY, THEY MUST BE SPYING ON US IN PREPARATION FOR A BATTLE! NO, WAIT, THIS IS NOT LIKE THE FEDERATION, WHAT COULD THEY BE AFTER? THEY MUST HAVE FOUND SOMETHING THEY WANT IN THE NEUTRAL ZONE. WELL, WHATEVER THEY WANT, WE WANT IT MORE! ENGAGE THE ! TODAY WE FIND OUT WHAT THE FEDERATION IS HERE FOR AND RIP IT OUT OF THEIR HANDS! TODAY WE FIGHT FOR THE GLORY OF KAHLESS AND THE KLINGON EMPIRE! TODAY IS A GOOD DAY TO DIE!

Confl ick in the Neutral Zone is a fi nger-fl icking game in which you collect energy resources to buy more ships and acquire Command Points (by collection or attacking) in order to win the game.

CREDITS GAME DESIGN: MIKE ELLIOTT GRAPHIC DESIGN: SCOTT HARTMAN PLAYTESTERS: JANICE BECK, QUINN ELLIOTT, JORDAN FLEMING, TARA FREDERICKS, REILLEY SCOTT TM & © 2019 CBS STUDIOS INC. © 2019 PARAMOUNT PICTURES CORP. AND RELATED MARKS AND LOGOS ARE TRADEMARKS OF CBS STUDIOS INC. ALL RIGHTS RESERVED. © 2019 WIZKIDS/NECA LLC. WIZKIDS AND RELATED MARKS AND LOGOS ARE TRADEMARKS OF WIZKIDS. ALL RIGHTS RESERVED. COMPONENTS

16 STARTING SHIP CARDS 8 KLINGON COLLECTOR SHIPS 9 KLINGON ATTACK SHIPS (4 per player) (Red Circular Discs) (Red Octagonal Discs)

FEDERATION 1 KLINGON 1 FEDERATION 2 KLINGON 2 COLLECTOR VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - FEDERATION 1 KLINGON 1 FEDERATION 2 KLINGON 2 ATTACK VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - ATTACK VESSEL -

FEDERATION 1 KLINGON 1 FEDERATION 2 KLINGON 2 COLLECTOR VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - FEDERATION 1 KLINGON 1 FEDERATION 2 KLINGON 2 ATTACK VESSEL - COLLECTOR VESSEL - COLLECTOR VESSEL - ATTACK VESSEL -

STARTING SHIP STARTING SHIP STARTING SHIP STARTING SHIP

™ STARTING001 SHIP ™ STARTING005 SHIP ™ STARTING009 SHIP ™ STARTING013 SHIP

™ 003 ™ 006 ™ 010 ™ 015 8 FEDERATION COLLECTOR SHIPS 10 FEDERATION ATTACK SHIPS

SMALL BLUE CIRCLE SMALL RED CIRCLE SMALL BLUE CIRCLE SMALL RED CIRCLE ™ 001 ™ 005 ™ 009 ™ 013 (Blue Circular Discs) (Blue Octagonal Discs) TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. SMALL BLUE OCTAGON SMALL RED CIRCLE SMALL BLUE CIRCLE SMALL RED OCTAGON ™ 003 ™ 006 ™ 010 ™ 015

24 SHIP CARDS Federation (blue) Neutral (beige) Klingon (red)

U.S.S. DAUNTLESS THOLIAN SHIP I.K.S. QHONDOQ FEDERATION COLLECTOR VESSEL 2 THOLIAN COLLECTOR SCOUT 1 KLINGON COLLECTOR SCOUT 2

U.S.S. DAUNTLESS I.R.W. HAAKONA I.K.S. KRONOS ONE FEDERATION COLLECTOR VESSEL 2 ATTACK WARBIRD 3 KLINGON ATTACK WARBIRD 5 3 NEUTRAL COLLECTOR SHIPS 2 NEUTRAL ATTACK SHIPS

SHIELDS UP THOLIAN WEB ATTACK VECTOR (Beige Circular Discs) (Beige Octagonal Discs) WHEN THIS SHIP MOVES, YOU MAY PUT A FINGER ON THIS SHIP YOU MUST STAND IT ON EDGE. WHEN THIS SHIP MOVES, DURING AN OPPONENT’S TURN. UP IF IT LANDS FACE UP IN PLAY,DESTROYER GAIN 1 YOU MAY FLICK IT TWICE IN SUCCESSION.COLD REVENGE DILITHIUM CRYSTAL. OTHERWISE, DESTROY IT. SHIPS DESTROYED BY THIS SHIP SMALL BLUE CIRCLE SMALL NEUTRAL CIRCLE SMALL RED CIRCLE ™ YOU MAY PUT A FINGER017 ON THIS SHIP ™ ARE NOT REMOVED FROM027 THE SHIPYARD ™ WHEN YOU DESTROY A 032SHIP WITH THIS SHIP, DURING AN OPPONENT’S TURN. THEIR NEXT TURN. GAIN +1 COMMAND POINT. (FLIP DISC FACE DOWN AS A REMINDER.)

TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. SMALL BLUE CIRCLE LARGE NEUTRAL OCTAGON LARGE RED OCTAGON ™ 017 ™ 030 ™ 039

SHIP STICKERS Apply 1 sticker to each disc according to its color, size and shape. DOUBLE-SIDED BOARD Discs should ONLY have a sticker on one side.

Conflick Sticker Sheet - Apply a sticker matching the disc color and shape to ONE side of each disc.

2- and 4-Player board TM & © 2019 CBS. ARR. Red Discs Neutral Discs Blue Discs

I.K.S. QHONDOQ I.K.S. KORINAR FEDERATION 1 FEDERATION 2 U.S.S. YOSEMITE 3-Player board 2 032 3 033 - 001 - 009 2 019

KLINGON 1 KLINGON 2 I.K.S. MAHT-H’A THOLIAN SHIP FEDERATION 1 FEDERATION 2 NI’VAR - 005 - 013 3 034 1 027 - 002 - 010 3 020

KLINGON 1 KLINGON 2 I.K.S. SOMRAW FEDERATION 1 FEDERATION 2 U.S.S. RELIANT - 006 - 014 3 035 - 003 - 011 2 018 I.K.S. CH’TANG U.S.S. YOSEMITE FEDERATION 1 KREETCHTA 2 028 3 037 2 019 - 004

KLINGON 1 KLINGON 2 I.K.S. KORAGA FEDERATION 1 FEDERATION 2 U.S.S. DAUNTLESS - 007 - 015 2 036 - 004 - 012 2 017 BIOSHIP ALPHA 4 029

KLINGON 1 KLINGON 2 I.K.S. CH’TANG U.S.S. DEFIANT - 008 - 016 3 037 I.R.W. HAAKONA U.S.S. EQUINOX U.S.S. ENTERPRISE E 3 021 3 030 4 026 4 025

I.K.S. KRONOS ONE I.K.S. VORN I.K.S. NEGH’VAR I.R.W. PRAETUS U.S.S. PROMETHEUS U.S.S. VOYAGER U.S.S. EXCELSIOR 5 039 3 038 5 040 4 031 3 023 3 024 3 022

Note that an additional U.S.S. ENTERPRISE E BIOSHIP ALPHA sheet of stickers 4 025 4 029 is provided as extras for replacements. RANGE RULER 8 ASTEROIDS

40 DILITHIUM 46 COMMAND CRYSTALS POINTS

2 SETUP

FOR 2 PLAYERS FEDERATION 1 FLEET AREA

Lay out the board using the 2-player side in between the players. FEDERATION 1 FEDERATION 1 SHIPYARD AREA - 001 - 003 Remove the Starting Ship Cards from the deck, and place them to FEDERATION 1 FEDERATION 1 the side. After shuffl ing the remaining Ship Cards, reveal 4 cards - 002 - 004 from the top and place them in a horizontal row next to the board.

This is the Display. FEDERATION 1 FEDERATION 1 FEDERATION 1 FEDERATION 1 COLLECTOR VESSEL - COLLECTOR VESSEL - ATTACK VESSEL - ATTACK VESSEL - Each ship card has a corresponding disc. Keep the ship discs easily accessible, sorting them any way you want. When you purchase a Ship Card you will need to fi nd the corresponding disc.

Place the yellow Dilithium Crystals and purple Command Points STARTING SHIP STARTING SHIP STARTING SHIP STARTING SHIP in piles near the board. These form the supply. Note that these tokens are not intended to be limited in quantity.

TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. SMALL BLUE CIRCLE SMALL BLUE CIRCLE SMALL BLUE OCTAGON SMALL BLUE OCTAGON ™ 001 ™ 002 ™ 003 ™ 004 Randomly determine a starting player. That player will decide whether they will play as Federation or Klingon.

The Federation 1 player starts with their basic Fleet of two blue collector discs (circular in shape) and two blue attack discs (octagonal in shape). They also get the corresponding Federation SUPPLY 1 cards that match the image and number of each disc. These are FEDERATION 1 placed in their Fleet area, which is the area in front of a player, off TERRITORY the board.

The Klingon 1 player does the same, with the red colored discs, and the “Klingon 1” cards.

Next to each player’s Fleet area will be a Shipyard area – this is where destroyed ships will go (see page 6). Finally, give each player two Asteroids. KLINGON 1 The game begins. Engage! TERRITORY

DISPLAY KLINGON 1 FLEET AREA NI’VAR I.K.S. CH’TANG U.S.S. RELIANT KREETCHTA FEDERATION COLLECTOR VESSEL 3 KLINGON ATTACK WARBIRD 3 FEDERATION COLLECTOR VESSEL 2 COLLECTOR MARAUDER 2

KLINGON 1 KLINGON 1 - 005 - 007 SHIPYARD AREA

CALCULATING ATTACK VECTOR STATIC CHARGE ETERNAL GREED KLINGON 1 KLINGON 1 - 006 - 008 WHEN COLLECTING WITH THIS SHIP, WHEN THIS SHIP MOVES, IF YOU HIT A FRIENDLY SHIP WHEN MOVING, WHEN COLLECTING WITH THIS SHIP, GAIN +1 DILITHIUM CRYSTAL. YOU MAY FLICK IT TWICE IN SUCCESSION. GAIN 1 DILITHIUM CRYSTAL. IF IT IS THE ONLY SHIP ON A PLANET, GAIN +1 DILITHIUM CRYSTAL.

TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. SMALL BLUE CIRCLE SMALL RED OCTAGON SMALL BLUE CIRCLE LARGE NEUTRAL CIRCLE ™ 020 ™ 037 ™ 018 ™ 028 KLINGON 1 KLINGON 1 KLINGON 1 KLINGON 1 COLLECTOR VESSEL - COLLECTOR VESSEL - ATTACK VESSEL - ATTACK VESSEL -

NI’VAR I.K.S. CH’TANG U.S.S. RELIANT 3 020 3 037 2 018 KREETCHTA STARTING SHIP STARTING SHIP STARTING SHIP STARTING SHIP 2 028

TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. TM & © 2019 CBS. © PPC. ARR. SMALL RED CIRCLE SMALL RED CIRCLE SMALL RED OCTAGON SMALL RED OCTAGON ™ 005 ™ 006 ™ 007 ™ 008

3 G A M E P L AY

CARDS AND DISCS SHIP CARD ANATOMY

Each ship is represented by both a card and a disc. Throughout these rules the terms “ship” and “disc” are used interchangeably. Ship Name U.S.S. ENTERPRISE-E 4 Cost COLLECTORS FEDERATION ATTACK STARSHIP Every ship with a circular disc is a ‘collector’. ATTACKERS Image Every ship with an octagonal disc is an ‘attacker’.

Ability Name RESILIENT

ONCE PER TURN, IF THIS SHIP IS DESTROYED BY AN Ability OPPOSING SHIP, RESET BOTH SHIPS TO ORIGINAL POSITIONS AND THE OPPONENT MUST SUCCEED WITH A SECOND SHOT TO DESTROY IT.

TM & © 2019 CBS. © PPC. ARR. LARGE BLUE OCTAGON ™ 025 Ship # Associated Disc

TURN SEQUENCE SHIP DISC ANATOMY Discs denote several important items Image Disc Color A player’s turn consists of 6 steps, taking place in the following order. about the ship they represent.

1. REASSIGN: Pick up any of your ships your wish to return to your Fleet. First, the shape of the disc denotes the 2. COLLECT: Collect one Dilithium Crystal plus one Dilithium Crystal for type of ship as either collector (circular) any circular ships on yellow planets. Collect purple Command Points or attacker (octagonal). for any circular ships on a purple planet. Second, the color of the disc matches 3. PURCHASE: Purchase a new ship to add to your Fleet from the the color of the faction it belongs to: The Display. If you purchase a ship, a new ship card is fl ipped up to Federation (blue), the (red), or a U.S.S. ENTERPRISE-E replace it. neutral faction (beige). 4 025 Ship 4. DEPLOY AND MOVE: In any order, you can bring up to two new ships Then the Ship name, cost, and ship Name into play from your Fleet and fl ick them immediately as well as fl ick number all match the information shown as many of your ships currently in your territory. on the ship’s card. Cost Ship # 5. ASTEROIDS: Place or move an asteroid. The disc examples shown here represent: 6. REBUILD: All ships in your Shipyard are placed into your Fleet. • U.S.S. Enterprise-E is a Federation large attack ship. • Bioship Alpha is a neutral large collector ship. After the last step is done, the next player goes. • I.K.S. Ch’Tang is a Klingon small attack ship. WINNING THE GAME

The game end triggers when someone has collected at least 10 Command Points. Continue playing until everyone has taken an equal amount of turns. I.K.S. CH’TANG 3 037 Then the player with the most Command Points wins. BIOSHIP ALPHA 4 029 Feel free to adjust the Command Point goal for a longer or shorter game.

4 G A M E P L AY

1. REASSIGN COLLECTING EXAMPLE On the Klingon player’s turn, they will collect 2 Dilithium Crystals You may pick up any of your ships from the board and return them to your and 1 Command Point. Fleet. This is mainly done to recover a ship on the opposing side of the One Dilithium Crystal is automatically earned each turn plus an board that you want to use this turn. They can be Deployed later this turn or additional Dilithium Crystal from I.K.S. QhonDoq being located on on a future turn (see Step 4). a yellow planet. One Command Point is earned from the Klingon 1 ship being on the purple planet. 2. COLLECT

Collect one Dilithium Crystal plus one Dilithium Crystal for each collector ship (circular) that is on a yellow planet. You also collect one Command Point token for each collector ship on a purple planet. Note that the effects I.K.S. QHONDOQ 2 032 of certain ships may change the amount collected and the time a ship can collect (see their card for details).

KLINGON 1 3. PURCHASE SHIPS - 006

Each turn a player may purchase one ship from the Display and if a ship is purchased, a new Ship Card is fl ipped to replace it.

The cost to buy any of the four ships is listed on the top right of the card and represents the amount of Dilithium Crystals that must be spent to buy the ship. The type of ship, collector or attacker, is written underneath the ship name and also referenced by the disc shape (circular = collector, octagonal = attacker).

When you purchase a Ship Card, take the corresponding disc that matches the Ship Card and add it to your Fleet. In a typical game, there is only one ship disc corresponding to each card and the owner of the card controls that ship.

4. DEPLOY AND MOVE DEPLOY AND MOVE EXAMPLE You can Deploy new ships in this step, as well as Move (fl ick) existing ships The Klingon player may only fl ick the I.K.S. Somraw Klingon ship (1) you own that are in your territory (your half of the board). These actions can and the Ni’Var Federation ship (3) that that player owns. The Klingon be done in any order, and also in between each action. For example, you player cannot fl ick the U.S.S. Defi ant Federation ship it does not own. can fl ick two ships, deploy and fl ick a new ship, fl ick another existing ship, In addition, before, after, or in between fl icking those two ships, the then deploy and fl ick another new ship. Klingon player may deploy and fl ick up to 2 ships from the edge of When you Deploy a new ship, you can immediately fl ick it. their territory within Range of their board edge (2 & 4).

There are two restrictions to Deploying: placement of new ships and types of new ships

The restriction for placement is as follows: you can only Deploy in your territory, the ship must be placed entirely within range from the edge of the U.S.S. DEFIANT 3 021 board in front of you (not the sides of the board). 3

NI’VAR 3 020 The restriction of ships that can be brought out is as follows: you cannot 1 Deploy two basic ships of the same type: you cannot bring out two basic collector ships or two basic attack ships on the same turn. You can, for I.K.S. SOMRAW example, bring out a basic attack ship, as well as a named attack ship. 3 035 2

When you Move, you want to fl ick your circular discs onto the planets to I.K.S. KORAGA 2 036 collect their resources (Dilithium Crystals or Command Points). You want to I.R.W. HAAKONA 3 030 use your octagonal discs to destroy your opponent’s discs. 4

5 G A M E P L AY

If you miss with a fl ick when Deploying a new ship, and it goes off the board, it is placed into your Shipyard, but still counts as one of your two new RANGE deployed ships for the turn, even though it missed and is not in play. If you Some ships reference a range. To determinedetermine ifif somethingsomething isis inin miss with a ship that is already in play and it goes off the board, it is placed range, use the Range Ruler. PlacePlace oneone endend ofof thethe rulerruler toto thethe edgeedge ofof in the Shipyard with no other penalty. a ship and if any part ofof thethe rulerruler touchestouches thethe target,target, itit isis consideredconsidered COLLECTING in range. Circular discs are collector ships. If a circular ship ends up on a yellow planet, the player will collect one Dilithium Crystal at the start of their turn. RANGE EXAMPLE If a circular ship ends up on a purple planet, the player will collect one Command Point at the start of their turn. If any portion of the ship is touching U.S.S. DEFIANT 3 a planet, the ship is considered to be on that planet. FEDERATION ATTACK STARSHIP U.S.S. DEFIANT 3 021 Circular ships cannot be used to destroy other ships. If a circular ship hits an enemy ship in a way that would destroy it, the circular ship is destroyed instead (and placed in your Shipyard), and the opposing ship is returned to its original position. If the circular ship hits another ship and does not destroy it, it is considered incidental contact and both ships survive. ATTACKING Octagonal ships are attack ships. Only octagonal ships can hit other ships TRACTOR BEAM to destroy them. Octagonal ships do NOT collect Dilithium Crystals or AT THE START OR END OF A MOVE Command Points from being on a planet. WITH THIS SHIP, YOU MAY MOVE AN OPPONENT’S ASTEROID Ships can be destroyed in two ways. If a ship is on a planet, it can be WITHIN RANGE OF THIS SHIP. destroyed by being knocked off the planet. If a ship is not on a planet, it can TM & © 2019 CBS. © PPC. ARR. SMALL BLUE OCTAGON be destroyed by being knocked off the board. (Of course, being on a planet ™ 021 and getting knocked off the board is considered being destroyed!) Whenever you destroy an opposing ship, you gain 1 Command Point. If the ATTACK EXAMPLE opponent does an action that destroys their own ship (fl icking their own ship The Federation player fl icks the U.S.S. Defi ant and hits the Klingon off the board, having a circular ship destroy itself due to destroying another player’s I.K.S. Somraw, knocking it offoff thethe yellowyellow planet.planet. BecauseBecause ship, etc.), the opposing player does not gain a Command Point. the Somraw was knocked offoff ofof thethe planetplanet itit isis destroyeddestroyed andand sentsent If you hit an opposing ship and destroy it, place the destroyed ship into the back to the Klingon player’s Shipyard. TheThe FederationFederation playerplayer getsgets 11 owning player’s Shipyard. The attack ship that destroyed the other ship may Command Point for destroying the ship. be picked up and placed in your Shipyard. Then the Federation player may choose toto placeplace thethe D e fi a n t back into their Shipyard or leave it on the board. Since the D e fi a n t is still 5. ASTEROIDS in its own territory, they decide to leave it.

Asteroids can be used as obstacles to prevent the opponent from destroying your ships. In this step, you may place an asteroid on the board or move an existing asteroid (even if it belonged to the other player) to another location. U.S.S. DEFIANT 3 021

Asteroids must be placed so that they are at least the width of the Range U.S.S. DEFIANT Ruler away from any ships. You may check this by placing the Range Ruler 3 021 between the placed asteroid and a ship to see if it is too close. Picking up and placing an asteroid does not count against your new ship deployment limit. I.K.S. SOMRAW You cannot move an asteroid that was moved in the previous turn by an 3 035 opponent.

6. REBUILD

I.K.S. SOMRAW Any ships in your Shipyard may now be returned to your Fleet, available to 3 035 be Deployed next turn.

6 VARIANTS

FEDERATION 1 KLINGON 1 FOR 3 PLAYERS TERRITORY TERRITORY Use the 3-player side of the board showing 4 planets.

Each player starts in an area between two of the yellow planets, the deployment borders are defi ned in the image on the right.

The third player will choose to be Klingon or Federation and takes the four ships in their color and the cards marked either “Federation 2” or “Klingon 2”.

PLAYER 3 TERRITORY (FEDERATION 2 OR KLINGON 2) FOR 4 PLAYERS

Use the 2-player side of the board. There will be two teams each with two players per team. One team will be the Federation players and each player will start with four basic ships as outlined in the 2-Player setup above. One member of the team will have the “Federation 1” cards and discs while the other, the “Federation 2” cards and discs. The Klingon team will do the same using the “Klingon 1” and “Klingon 2” cards and discs. FEDERATION 1 KLINGON 1 TERRITORY TERRITORY Each team will sit on their side of the board (like in a two-player game). However, each player‘s deployment territory is one quarter of the board instead of half, bordered by lines depicted on the right. Each player may only fl ick their own, or their teammate’s ships, from their territory.

Each team takes turns. For example, if Federation is fi rst, then one member of the Federation team will take their turn, then one member of the Klingon team will take their turn, then the other member of the Federation team will take their turn, etc. FEDERATION 2 KLINGON 2 Also, each player can only Deploy one new ship on their turn. The team TERRITORY TERRITORY collects Command Points as a team, but collects Dilithium Crystals as individual players, thus spending them individually. When a ship collects Dilithium Crystals, they are given to the owner of that ship.

In team play, the game ends when one team has collected 20 Command Points and both teams have taken an equal number of turns. 7 REFERENCE

TURN ORDER COLLECTOR SHIP ATTACK SHIP 1. REASSIGN: Pick up any of your ships to return to your Fleet. All circle discs are collector ships. All octagonal discs are attack ships. 2. COLLECT: Collect 1 Dilithium Crystal plus 1 Dilithium Crystal for any collector ships on yellow planets. Collect 1 Command Point token for any collector ships on a purple planet. 3. PURCHASE: Purchase a new ship to add to your Fleet from the Display. If you purchase a ship, a new ship card is drawn to replace it. I.K.S. SOMRAW U.S.S. DEFIANT 3 035 3 021 4. DEPLOY AND MOVE: In any order, you can bring up to two new ships into play and fl ick them immediately as well as fl ick as many of your ships currently in your territory. 5. ASTEROIDS: Place or move an asteroid. PURCHASE SHIPS OF ANY FACTION 6. REBUILD: All ships in your Shipyard are placed into your Fleet. There is no restriction on which ships you can purchase. NAME COST ABILITY NAME ABILITY U.S.S. Dauntless 2 Shields Up You may put a fi nger on this ship during an opponent’s turn.

U.S.S. Reliant 2 Static Charge If you hit a friendly ship when moving, Gain 1 Dilithium Crystal.

Before moving this ship, you may reposition it up to one disc length from its current position. U.S.S. Yosemite 2 Course Correction (You may not hit an opposing ship when using this ability.)

Ni’Var 3 Calculating When collecting with this ship, gain +1 Dilithium Crystal.

U.S.S. Defi ant 3 Tractor Beam At the start or end of a move with this ship, you may move an opponent’s asteroid within range.

U.S.S. Excelsior 3 Attack Vector When this ship moves, you may fl ick it twice in succession.

U.S.S. Prometheus 3 S a c r i fi c e When this ship is destroyed by an opponent, gain 3 Dilithium Crystals

U.S.S. Voyager 3 Quantum Anomaly Once per turn, when this ship moves, you may reset the ship and try the move again.

Once per turn, If this ship is destroyed by an opposing ship, reset both ships to original positions and the U.S.S. Enterprise-E 4 Resilient opponent must succeed with a second shot to destroy it.

U.S.S. Equinox 4 Coordinated Defense This ship, and any ships in range, gain “Shields Up” (Put fi nger on affected ships during an opponent’s turn)

When this ship moves, you must stand it on edge. If it lands face up in play, gain 1 Dilithium Crystal. Tholian Ship 1 Tholian Web Otherwise, destroy it.

Kreechta 2 Eternal Greed When collecting with this ship, If it is the only ship on a planet, gain +1 Dilithium Crystal.

Bio-ship Alpha 4 Advanced Planning When collecting with this ship, gain +2 Dilithium Crystals.

IRW Haakona 3 Destroyer Ships destroyed by this ship are not removed from the Shipyard their next turn. (Flip disc face down as a reminder.)

IRW Praetus 4 Coordinated Attacks While in play, gain +1 Command Point whenever another one of your ships destroys an opposing ship.

IKS QhonDoq 2 Attack Vector When this ship moves, you may fl ick it twice in succession.

IKS Korinar 3 Sharp Blade When collecting with this ship, gain +1 Command Point.

IKS Maht-H’A 3 Sharp Eye When this ship lands on a planet, immediately gain 1 Command Point.

IKS Somraw 3 Calculating When collecting with this ship, gain +1 Dilithium Crystal.

IKS Koraga 2 Shields Up You may put a fi nger on this ship during an opponent’s turn.

IKS Ch’Tang 3 Attack Vector When this ship moves, you may fl ick it twice in succession.

IKS Vorn 3 Good Day to Die If destroyed on an opposing turn, this ship immediately goes back to your Fleet.

IKS Kronos One 5 Cold Revenge When you destroy a ship with this ship, gain +1 Command Point.

IKS Negh’Var 5 Vengeful When this ship destroys an opposing ship, you may move this ship again.

8