Star Trek: Missions

Construct the best hand and explore new worlds, one card at a time!
Author

Keiran Suchak

Published

2026-08-14

Theming: What’s the point?

Build the highest-scoring seven-card hand from Galaxy and Mission cards. Galaxy cards are the characters, places, equipment, and artefacts that supply attributes and bonuses; Mission cards are scoring challenges. Everything is evaluated only against cards in your own final hand.

How a hand tells a story

  • Galaxy cards have a Type, possibly one or more Specialties, a Lifeform, an Affiliation, and scoring text. Mission cards have scoring text only.
  • You may finish with one or two Mission cards, never none or more than two.
  • A card that is blanked scores no points, grants no points, and has no effect, but still occupies one of your seven hand slots.

Setting up: How to get started?

Shuffle the 50-card Galaxy deck and 24-card Mission deck separately. Deal every player five Galaxy cards and two Mission cards. Put both decks facedown beside a shared, initially empty discard area; choose a starting player at random and play clockwise.

Table checklist

  1. Keep the Galaxy and Mission decks separate throughout the game.
  2. Spread all discarded cards face up so every player can inspect the whole discard area, not just its most recent card.
  3. Each player begins with seven cards and two Missions. The score pad is needed only after the end trigger.

Rounds and Phases

There are no rounds or phases: players take one turn at a time until the shared discard area contains either eight Galaxy cards or twelve Mission cards. A turn always ends with seven cards in hand and one or two Mission cards.

Turn sequence

  1. Choose exactly one option: take one card from the discard area, then discard a different card; draw the top Galaxy card, then discard any card; or draw the top two Mission cards, then discard any two cards.
  2. Discards go face up into the shared discard area. The cards taken from it can be Galaxy or Mission cards.
  3. Check your Mission count after discarding. You may not end with zero Missions or with more than two.
  4. The game ends immediately once the discard area reaches eight Galaxy cards or twelve Mission cards. Finish the current turn’s required discards before scoring.

Reading card text

  • WITH grants the bonus once if at least one named card or attribute is present.
  • FOR EACH grants the stated bonus once for every qualifying card.
  • A single card may grant bonuses to several cards, but it cannot grant the same receiving card more than one bonus, even if it matches several requested criteria.
  • Resolve BLANKS and BLANKED UNLESS WITH first. A blanked card cannot score, give bonuses, or affect the hand in any way.

Scoring

At game end, score every non-blanked card in each player’s seven-card hand, including Mission cards, according to its text and the other cards in that hand. Do not compare or combine players’ hands.

Scoring order

  1. Identify cards blanked outright or blanked unless their stated condition is present.
  2. Ignore those cards completely, except that they still count towards the seven-card hand size.
  3. Add the values and conditional bonuses of every remaining Galaxy and Mission card, applying the one-bonus-per-giving-card restriction.
  4. The highest total wins; tied players share victory.

Terminology

  • Galaxy card: A card with attributes and scoring text.
  • Mission card: A text-only card that scores as part of the final hand.
  • Type, Specialty, Lifeform, Affiliation: Galaxy-card attributes that card text can require or reward.
  • Blanked: A card that neither scores nor has any effect, while still taking a hand slot.
  • With / For Each: Respectively, a one-off conditional bonus and a bonus repeated for each qualifying card.

Official rules

The scoring examples in the rulebook are useful for checking unusual combinations of attributes and blanking.