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Variant Rules

Some people come up with house rules which they prefer to the standard rules.  If they come up with a good one we’ll post it up here for the world to see.  If they come up with a great one, we’ll make a Redshirt based off of them in an expansion.

Quick Draw:

This rule will speed up the draw process, resulting in a faster, but slightly less strategic game.

At the end of the turn, draw 1 Captain’s Log card for each member of your Away Team, up to a maximum hand size of five.

A player may instead, if they choose, discard any number of cards from their hand and draw the same amount, up to a maximum hand size of five.

All Hands on Deck:

This rule will increase the death rate by reducing the amount of cards that players can throw at a Redshirt that is succeeding.

You must always Zap a Redshirt to be able to play a card on another player’s turn.  Normally any Redshirt will work, unless the card has specific requirements, such as Set Fayzors to Friendly Fire, or It Turns Out You Can Change the Laws of Physics.

Redshirt Round Robin:

Some players love the whole “Mashing cards down and yelling randomly in the middle of the turn” thing that Redshirts has going on.  Others prefer a quieter and more thoughtful game.

After a player has started to attempt a Mission, each other player is allowed only one attempt to play cards.  They may play as many as they like, but once they are finished, it is all over for them.

Stay tuned for more ideas to tweak your game.

Hand Out:

Another way to make the turns go even faster.  This rule will speed up the draw process, resulting in a faster, but slightly less strategic game.

At the end of your turn choose one card to keep.  Discard all remaining cards, and draw the appropriate number of cards, up to a maximum of your hand limit.