By the way, I did some revisions of my own to the rules, if you guys are interested in playing another game after this.
Setup
Players are separated into teams of three, one of each team is selected to be captain by posting first. The captain has the privilege of naming the ship.
The objective is to destroy the opponent ships or kill their crew. This can be accomplished by a variety of means, including direct laser fire, special weapons, and inter-ship boarding.
Ship Layout
Each ship is composed of several sections which provide access to certain ship functions. Each ship is identical.
Each section has four levels of damage, green (none), yellow (light damage), red (heavy damage), and grey (critical damage). A ship is destroyed when all three hull sections and the teleport chamber are critically damaged. Critically damaged sections can damage crew members that move through them. When a section is damaged, any crew members inside will also be damaged. If the ship is destroyed, all captains and crew members on board die as well (unless they have the 'escape pod' card).
A section that provides a feature (lasers, sensor pod, engines, shield, teleport chamber) is considered non-functional when critically damaged.
Damage to the lasers or sensor pod causes a -1 to the roll to hit (for both, in the case of the sensor pod). If a crew does not repair heavy damage within two of their turns from when it becomes heavily damaged, it will become critical damage after that second turn.
Ship Sections
Bridge: The captain can only control the ship and use his captain specific cards from the bridge while it is not critically damaged.
Hull (left, right, front): Vital to the ship's survival and central to crew member's movements. A crew member may repair the sensor pod from the front hull.
Teleport Chamber: Exact center of the ship, counts as one of the 4 sections needed to be critically damaged for the ship to be destroyed. Can be used by a crew member to transport him/herself to an enemy ship in a random location. provided that ship's shields are down. Users will not be transported to currently occupied sections. Users may not move after teleporting.
Invading players can use the enemy ship's teleport chamber to return to their ship, or jump to another enemy ship with the shields down. But may not use it if a enemy occupies the teleport chamber.
Struts (left, right): Allows access to the side pods.
Pod (left, right): Allows access to the lasers, a crew member may repair the connected laser from the pod.
Engineering: Allows access to the engines, a crew member may repair either engine from engineering.
Laser (left, right): Can be fired each turn by the captain from the bridge, causes 1 damage to a random section of an enemy ship provided it hits. Cannot contain a crew member.
Sensor Pod: Laser shots are much more accurate when fully active, several cards require the sensor pod to be functional when used. Cannot contain a crew member.
Engine (left, right): Used for certain card effects. When critically damaged, every ship that fires on you gets a +1 to hit. Cannot contain a crew member.
Shield: Absorbs any damage while functional instead of other sections. Self-repairs each turn by 1 point if not critically damaged. Cannot be repaired by crew members, but can be fully repaired by the captain using the 'shields up!' card. Cannot contain a crew member.
Play
At the beginning of every turn, the captain recieves 'captain cards' until he/she has 4, and also draws 'crew member cards' until he/she has 2. Crew members receive crew cards until they have 4.
Captains also have the ability to turn in any number of cards in their hand allowing them to draw as many fresh replacements as they want next turn. Crew members may do the same, but with only two cards. Each turn, the captain and crew can use as many cards as they can or like. Cards can be swapped between hands as long as both individuals are on the same ship, but there must be an exchange, not a gift.
Crew cards that affect a section can only be used on the section you are in or adjacent sections, depending on the card. No throwing plasma grenades out the window and onto an enemy ship's shields!
Captain and crew members can move about the ship, allowing access to different features of the ship. A captain or crew member may move through up to 3 sections a turn, but moving into a critically damaged section forces that member to forgo any further movement for that turn. Players may not enter a section occupied by an enemy player.
Every turn, the captain may fire the ship’s lasers from the bridge. By default, this has a 1d8>4 chance of hitting an enemy ship. This may be increased or penalized by certain cards and ship damage. A captain may not control a ship or use captain cards and then move out of the bridge on the same turn.
Example turn:
Captain plays weapons calibration and strafing run on an enemy ship. Commander moves to right strut, then plays force field and redshirt. Lieutenant-commander doesn't move, but plays two redshirts, a repair brigade, and a heal.
Every crew member of a ship plays their turn simultaneously, and the turn is passed to each ship from left to right.
Equipment
Each crew member and the captain carry a phaser which does 1 damage to a enemy crew member or section of an enemy ship, this weapon may be fired at adjacent sections and crewmembers within them.
Each crew member and captain can also have a number of 'redshirts', each redshirt counts as a extra point of damage the crew member can take from enemy phasers, and act as a sort of 'resource' for certain cards. Entering a critically damaged section and being in a section that takes damage (except by phaser) also kill a redshirt. Redshirts are going to die, a lot.
Special Rules
A captain that invades a ship may go to the bridge, once there he may dedicate a turn to taking full control of that ship so long as no enemy is present.
When a captain dies, a crewmember can volunteer to become Acting Captain, those that do are then limited to 2 captain cards and 3 crewmember cards due to their inexperience. They may keep the crewmember cards they currently have, but not draw more until they are under their limit.
Crewmembers may also freely defect to enemy ships, if their captain will accept them, and they have no captain nor acting captain.
Repair lvl 1 (x10): Repairs the section you are in by 1 point. This may be discarded at any time by a crewmember in addition to the usual one other card. May not be used to repair a critically damaged section.
Repair lvl 2 (x6): Repairs the section you are in by 2 points.
Repair lvl 3 (x4): Repairs the section you are in by 3 points, fully repairing it
Redshirt (x25): Increases your redshirt count by 1.
Fire Brigade (x5): Increases the amount of damage you deal with a phaser attack by 1 point per 2 redshirts.
Repair Brigade (x6): Allows you to repair the section you are in and adjacent sections by a number of points equal to your redshirt count. You may distribute the repaired points between the affected sections in any way you wish.
Redshirt Dive! (x8): Protects you and your redshirts from all damage. Automatically triggers when you sustain 2 or more damage. Expends one redshirt.
Boarding (x5): Instantly board an enemy ship at a section of your choosing, even if their shields are up. Can also be used to return to your own ship. Will not transport a player into an occupied section. Users may not move after teleporting.
Escape Pod (x8): If the ship you are on is destroyed, this card automatically activates, you do not die, but enter a temporary “escape pod” ship. This ship can be fired upon by other ships, and acts as a teleport chamber.
Phaser Rifle (x4): Increases your phaser damage by 2. This card takes effect as long as it is in your hand.
Plasma Grenade (x4): Deals 3 damage to everyone in a section and damages the section by 1 point. Can be used on adjacent sections. Has a 1d6<3 chance of botching the throw and blowing up the section YOU are in.
Plasma Charge (x4): Kills everything inside a section and deals 3 damage to it 2 turns after placement. If a member of that ship's crew enters the same section that the charge is placed in, he/she may attempt to disarm it. There is 1d6>3 charge is disarmed, 1d6>2 chance for captains.
Force Field (x5): Blocks enemy access to the section you place it in. If placed in the same section an enemy is in, they are trapped. Lasts 2 turns.
Heal (x6): Increases health of you or a team-mate by 1 up to a maximum of 3.