These are the current versions of the role cards our group uses for Usurper. I wanted to update them from the traditional Magic card border to something fancier. The map border is also really easy to read.
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These are the current versions of the role cards our group uses for Usurper. I wanted to update them from the traditional Magic card border to something fancier. The map border is also really easy to read.

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Theta VIII
Theta VIII is the world where the Enterprise-D comes across an illusory hotel and casino. The hotel/casino was created by aliens who felt bad for killing the crew of a human exploratory vessel. They created the hotel to help the lone survivor have a more pleasant experience as he grew older. The only drawback was that the āpeopleā who inhabited the hotel were 1 dimensional characters from an awful work of fiction. Itās not one of the best episodes, but it gave me the idea to create the opposite effect from Talos IV. It doesnāt quite fit the storyline, but it is close enough. In these larger games there are always powerful artifacts and enchantments on the battlefield.
Trill
For Trill I took a little bit of an Unglued take on the planets power. Instead of creating another card draw engine to show off the scientific prowess of the Trill people, I went another way. The Trill are a symbiotic people, most of the population is humanoid, and the rest are sentient, virtually immortal slugs or worms. I think you can see where Iām going. I hadnāt made many planets that create creatures for the king/queen, so this was a perfect punny fit. Ā I made the wurm green because most of the players in our group have some of the existing wurm tokens lying around. This planet usually brings a small smile to the face of Star Trek fans who get it. Sometimes thatās enough for me.
Ullia
A Ullian in the episode āViolationsā is responsible for one of the many instances of āmind rapeā in Star Trek lore. I find it a bit icky that it comes up as often as it does. Telepathic history reading would have been a bit of a stretch for a planet power, but going into someone elseās mind and playing their spells for free seems like a strong ability. I didnāt make this ability infallible in the same way I did some of the other similar abilities. I thought that with this one very strong power that there should be some bit of chance, even if itās small. When I saw how quickly someone took the throne (turn 2) and then put Ullia onto their battlefield, I was happy I gave this planet a tiny downside.
Ā Vulcan
Vulcan is of course where Spock is from. The logical, highly scientific race of people. I made this one of the few cards in the whole game that is 100% weighted towards the current king/queenās team. I think the Vulcan people would say āit is not logical to help your enemies, only your friends.ā Vulcan is very powerful. Ā Again, I didnāt mind making some of the planets powerful because there are 23 of them in total. The odds are not high that you will draw any particular one.
Sigma Iota II
Sigma Iota is the planetary power I may have stretched the most to come up with. The inhabitants of this planet live according to a book that describes Gangs of the 1920s. Itās one of the funnier episodes of The Original Series. āA Piece of the Actionā describes the people of the planet as very industrious and in only a few short years were able to bring themselves up to 1920 era technology. I turned that industriousness into spell cost reduction because they are helping you out. I added the clue ability on because in the episode it takes a bit of detective work on Kirkās part to figure out why everyone talks like a movie mobster. Itās a stretch, but so was that episode.
Talos
The Talosians were the antagonist in the very first Star Trek Episode, The Cage. They are telepathic, highly advanced and a bit mean. They are capable of creating very sophisticated illusions. So sophisticated that it is almost impossible to tell reality vs illusion for the characters. I think a 1 turn copy of a creature is reasonably close to what the Talosians do in the movie. I chose not to give the copy the illusion targeted problem, because in a lot of cases it would make the copy useless. There are so many players in these game that will just happen to have odd targeting abilities. I want the copy to actually do something in the game, even if itās just an attack.
Romulus
Romulus is home to one of the main villains of the Star Trek universe. They come off as sneaky and underhanded in most episodes, so I decided to have the planet follow this theme. I used the Alpha card Illusionary Mask as my template. I have always loved this card. In olden days one of the players in my group would hide his Royal Assassin whenever he played it. It used to die immediately, but because he hid a majority of the creatures in that deck he usually got a few good uses out of it before it died. Thatās what I envisioned for Romulus. The few times this has come up, the morphed creature has been a big one (Blightsteel Colossus is still my favorite).
Rubicon III
Rubicon was one of the final planets I designed. At this point with almost 20 other planets, I wanted something very, very different. There are a few distinguishing things about this planet. The world is watched over by a super powerful celestial being, the people do little more than play games all day, and the rule of law is absolute. It was the 2nd item that I latched onto for the ability. In the games we have played the tension created by the dice roll is great.

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Regula, (Genesis Planet)
Regula, The Genesis Planet is created at the end of Star Trek II: The Wrath of Khan. The Genesis device was such a powerful MacGuffin that it managed to kill one of the main characters. I wanted an effect that was almost as powerful. I assume that when everyone benefits from searching for any card that it will 100% of the time create drama, cause action or possibly end the game within a few turns. If the king/queen gets to search again, then they should be well on their way to their team winning. I think that should be a lot of motivation to the non-king/queen teammates to remove them from the throne. All the way around it manages to do everything we want in Kings and Thrones.
Rigel IV
Rigel IV is the only planet that doesnāt have any specific story linked to it. It is a normal colony world about 90 light years from Earth. The NX class Enterprise visits the Rigel system in an episode. One of Spockās questions from the beginning of Star Trek IV: The Voyage Home references Rigel and itās treaty with the Argus. Keiko OāBrien visits Rigel IV for a hydroponics conference. It is this last fact that gave me the clue for the ability. I figured a nice stable world would be able to provide the king/queen with an extra mana each turn. It doesnāt need to be flashy, just helpful. This is one of the few planets that can be transferred to your teammates. I wanted a king/queen to be able to help the little people. Ā
Paxan
Paxan is another slightly obscure world that is seen only in a single episode of Star Trek: The Next Generation. We see it in the episode āCluesā, and itās one of my favorites. Paxan is the home of a very xenophobic species. In the episode Data convinces the aliens to let the crew live if they have their memories erased and wonāt ever go back to the Paxan homeworld. It doesnāt work the first time, and the ship finds its way back at Paxan, but by the end a solution is discovered. I really wanted a counterspell planet, but initially I couldnāt figure out how to create one, until this planet came up. Putting Paxan on the bottom of the planet deck fits about as perfectly as possible, and it isnāt abusive. Ā Also, when someone else becomes king/queen then you get to revisit the deadly planet. It is almost perfect.
QuānoS
QuānoS is of course the Klingon homeworld. The Klingons are known for being aggressive fighters, and I figured I should keep this ability simple. They prefer honorable interactions, and whatās more honorable than one creature beating down on another creature. This was probably the very first planet ability I created. I knew what I wanted from the beginning. I even knew I wanted to add trample, because I wanted the king/queen to be able to eliminate players with the help of the Klingons. I like the flavor there.
Nausicaa
I was very fortunate that when I was creating the abilities for these planets Conspiracy 2: Take the Crown was just coming out. That set gave me a brand new ability that I think fits perfectly into Kings and Thrones. Goad pushes the action by creating possible openings in an opponentās wall of blockers, and more than likely dealing a good bit of damage to a player that isnāt you. Ā I used Nausicaa because of its infamous inhabitants. It was a Nausicaan that stabbed Jean-Luc Picard thru the heart, forcing him to get an artificial heart. That episode āTapestryā established the species as belligerent and fairly hostile. I took the interaction between young Picard and the Nausicaans who wanted to fight as the impetus for the ability. I have gotten lucky several times when it comes to new abilities or updated wordings, I feel like itās a sign.
Ornara
I wanted some way to show a dependence on this planet for cards while also slightly hurting everyone who was benefiting from the āfreeā card. The card-for-one-damage was the way I came up with to show a drug addiction. The ST: TNG episode āSymbiosisā showed a parasitic relationship between the Brekkians and the Ornarans. The Brekkians supplied a now fake medicine for the Ornarans long cured plague. I had thought about a tapping of an opponentās land or creatures to show the withdrawal symptoms, but those ideas slow the game down in the long run. If I thought it was really needed, I would increase the damage to 2 per card, but I think I have the correct balance now.