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 âpeopleâ who inhabited the hotel were 1 dimensional characters from an awful work of fiction. Itâs not one of the best episodes, but it gave me the idea to create the opposite effect from Talos IV. It doesnât 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 Iâm going. I hadnât made many planets that create creatures for the king/queen, so this was a perfect punny fit. Â 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 thatâs enough for me.
Ullia
A Ullian in the episode âViolationsâ is responsible for one of the many instances of âmind rapeâ 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 elseâs mind and playing their spells for free seems like a strong ability. I didnât 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 itâs 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.
 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/queenâs team. I think the Vulcan people would say âit is not logical to help your enemies, only your friends.â Vulcan is very powerful. Â Again, I didnât 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. Itâs one of the funnier episodes of The Original Series. âA Piece of the Actionâ 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 Kirkâs part to figure out why everyone talks like a movie mobster. Itâs 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 itâs 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. Thatâs 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 doesnât 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 Spockâs questions from the beginning of Star Trek IV: The Voyage Home references Rigel and itâs treaty with the Argus. Keiko OâBrien 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 doesnât 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. Â
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 âCluesâ, and itâs 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 wonât ever go back to the Paxan homeworld. It doesnât 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 couldnât 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 isnât abusive. Â Also, when someone else becomes king/queen then you get to revisit the deadly planet. It is almost perfect.
QuânoS
QuânoS 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 whatâs 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 opponentâs wall of blockers, and more than likely dealing a good bit of damage to a player that isnât you. Â 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 âTapestryâ 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 itâs 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 âfreeâ card. The card-for-one-damage was the way I came up with to show a drug addiction. The ST: TNG episode âSymbiosisâ 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 opponentâs 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.
Earth
Earth is clearly the alternate win condition for the Throne of the Captain. I tried to come up with or integrate an alternate win for each throne. Just in case the players werenât moving the action along, these alternate ways to win give everyone some incentive to remove the king/queen. I knew that Earth should do something that represented the sharing/helping nature of the humans in this universe, so card draw it was. I tried not to rely too heavily on drawing cards for the planets abilities, but this seemed appropriate here.
Minos
Minos has my favorite ability by far. I really wanted to capture the idea of a creature getting progressively stronger every time it died and then came back. The little robots in the episode âThe Arsenal of Freedomâ destroyed the native population because they just became too strong. I used an angel token to start the process because I wanted it to have an immediate impact. A 4/4 flyer felt strong enough to me. I thought about making a legendary Echo Papa token, but I couldnât find a really good picture of one, and then I realized if I created this token, then I may be opening up a can of worms and Iâd end up with even more unique cards for this throne.
Cytheria
This is a planet only visited in one episode of ST:TNG. You meet the Cytherians in âThe Nth Degreeâ in which Lt. Barclay becomes super smart and catapults the Enterprise-D thru sub-space to Cytheria. There they meet a very advanced race of aliens who donât like to leave their homeworld. They the aliens share a lot of knowledge with the Federation. I figured the aliens would be benevolent in sharing information which is why I made it so everyone gets to draw cards. Making it a tap ability does give the king/queen control over when everyone gets the cards though. Drawing 2 cards for the table also pushes the action forward in a big way, and that is ultimately what we want.
Deneb
Deneb is another fairly obscure planet that is only visited once in the entire run of Star Trek: The Next Generation. The Bindi who inhabited the planet wanted to join the Federation and help them build starbases or planetary bases quickly. I think the Magic equivalent of building a base is a rampant growth effect. A good base needs land. When I was originally designing these planets I gave all of them the effect of 1:Give control of this planet to your teammate. It was Deneb that made me realize that all of the planets cannot have this ability. After this realization I went back and adjusted all of the planets in some way. Â

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Breen
The Breen really make their appearance in Deep Space 9 and I loved them. I knew I wanted to include their homeworld in the planet list. I gave them a very large ability because they have a big effect in DS9. I get to be extra Vorthosy because they âfreezeâ opponents creatures using their fancy energy dampening weapons, but they also live on what is rumored to be an icy cold planet. So proud of that one. If you manage to get the Breen over to your side, they can help you eliminate a few players, just like in Star Trek. Perfect.
 Cardassia Prime
When Star Trek: The Next Generation introduced the Cardassians I wasnât impressed. They seemed to be simply a militaristic race, with not too many interesting points. When Deep Space 9 came around we got to see much deeper into the Cardassian mythos. I chose to focus on their strength in espionage. I gave the planet the untap clause because I wanted as close to a 100% chance to hit with the ability. I think the tension that builds with each attempt is incredible. Do you hit an explore or a Cryptic Command? It is great to watch.
Baku
Baku was chosen because it is the main planet of contention in the Next generation movie, Star Trek: Insurrection. I generally shied away from giving any of the throne related cards giving life because it goes against the main idea of Kings and Thrones1, but I felt it was the only way to get the Vorthos feel of Baku. It makes its inhabitants virtually immortal, and giving your team life is the Magic equivalent of immortality.
Betazed
Betazed is a planet of telepathic people. So I knew I wanted there to be a revealing of opponents hands. I didnât want there to be a discard aspect to the Betazoid people because they are generally seen as helping the Federation, not harming outsiders. I thought of the parley Queen Selvala, Explorer Returned. I took half of her ability and turned it colorless. A possible early Betazed tapping for upwards of 6 colorless mana is just the right side of help I wanted to create, and it isnât unfair in the games we have played with it.
 1 The main idea of Kings and Thrones is to create a multiplayer format that allows a large number of players to interact and play a whole game of magic in a short period of time and have everyone come away happy and feel like a lot happened.
The Planets of the Federation.
Back after a week on vacation. Back to finish up the Throne of the Captain.
I chose to create 23 planet cards to create a unique gameplay experience whenever the Throne of the Captain was chosen. I figured this throne would be picked around 10% of the time, and youâd see 10-15 of the planets each game. Then the next time this throne is chosen you have a very low likelihood of seeing the same set of planets.
Andoria was chosen because it was one of the founding members of the Federation. Since it got so much love in the show Enterprise I knew more of our group would be familiar with it. Other than Enterpeise you only really see an Andorian in a couple of the original Star Trek series. In Enterprise you find out that the Andorians are great and honorable fighters and I chose to latch onto that fact for the planetâs power. Exalted just seemed like a perfect fit, because the fighting on Bant was very ceremonial and honor-filled. I chose a 2/2 blue homunculus to represent them because itâs blue. I didnât want to create a whole series of extra token creatures just for this throne. The pile of planet cards is more than enough.
Arch Enemy, for 4 to 10 players!
Itâs probably not a big surprise that I chose this variant this week. We finally had a release of the 20 new Arch Enemy cards. I canât wait to dig through those cards and see what we can add to our groupâs deck. Group deck you say? Well, in our play group we have a single deck of 20 scheme cards. Over the first 6-12 months that it was out we decided to create the best possible set of scheme cards that would be usable by any deck and any player. If we are playing with only 3 allies, we use the basic rule set layed out in the original rules, except for one. We make the amount of poison counters it takes to kill the arch enemy to half of the Arch Enemyâs starting life total.Â
We realized that because of the strength of the schemes the Arch Enemy could probably take on more than 3 allies. We have played regularly for years with up to 9 allies. Only one person has ever beaten 9 allies, and it was in epic fashion with a giant tribal deck. That game is still talked about. When we started playing all the time with 4-6 allies we decided we had to give the Arch Enemy a little help. We always increased the life total by the 12.5 per player, but that proved to be not quite enough. The addition of the scheme free turn has since pulled the percentages back to around 50/50 and that is ideally where we want it.Â
The very best thing about this variant is the speed at which we are able to play a lot of games. We can usually get thru 5 or 6 in the time it would take us to play 2 normal commander games. If you want to play the way we do, we all choose a deck for the game. We then roll the dice and see who is going to be the Arch Enemy. When that game is over, we then roll again, but the person who was the Arch Enemy cannot be it again, until everyone has had a chance.Â
The one caveat we make before introducing this variant to a new player is we tell them not to play with certain styles of decks. We tell them, no heavy counterspell decks, dedicated land destruction, no heavy hand disruption, and no dedicated milling decks. These decks completely unbalance the power level to the point of breaking the format. We have played hundreds of matches at this point. and if a single player counters the Arch Enemyâs first 3 spells, there is virtually no way to come back from that regardless of which schemes are played. If you are going to play these style of decks, then your team will win, it will be very easy, and it will be very fast and there will be little to no interaction. Why would you waste everyoneâs time? Why bother going thru all of the motions if they arenât going to produce fun for everyone?Â
The Alliance Emblem is the strongest and most game changing of the Federation emblems. I have included the reminder card in this post to show that the Alliance emblem is only even used from 8 players and up. I didnât want this to destroy a smaller game. In a larger game however, the king/queen becomes an enemy the second they gain the throne. Removing an enemy and increasing your team by one can be hugely beneficial. It can also galvanize the enemies into wanting to eliminate you that much faster.
The most interesting dynamic that comes from the Alliance card is when the ally is working in lock-step with the king/queen and then a new king/queen comes along and takes the throne. The ally has now become the enemy of the old king and kills that former ally. Itâs these giant story swings that makes me love the hidden role style team games. Â
Very late in the development of these emblems is when I decided to add the activate ability to remove the emblem from the game. When the game comes down to just a few players, and the ally still has a reasonable chance to win is why the ability is on there. I felt like having the âbackstabbing buttonâ to push is worth having because of the stories it can create. If someone is brave enough to leave the winning team because they think they have a chance, I want them to be able to do that.

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The Neutral Zone is the only emblem that does not actively protect the king/queen.I wanted each of the emblems to feel very different, and be easily told apart from one another. I knew that if all of the emblems protected the king/queen they would be boring and very hard to overcome. Even with emblems in Kings and Thrones coming and going I still havenât created a way to outright remove an emblem from a player. (That is an ability I thought about putting on a realm at one point. Put this realm back onto the table: Target player loses target emblem.) Again, Â if I ever feel the need or itch to make an expansion (the evil thrones) I would use this ability. When designing this throne I realized I hadnât given the king/queen a way to protect their revealed allies. Star Trek to the rescue. I changed the wording of the original Neutral Zone emblem to protect a teammate. In games where this gets played early by the king/queen it has made a significant difference in how the game played of the next several turns. The teammate was able to build a large board state and single-handedly eliminate a couple of enemies. It does exactly what I wanted it to do. Â
If you are curious about the picture, it is taken from a star fleet map of the space between the Romulan Star Empire and the then separate Andorian Empire and Earth controled space. This is of course before the Federation was created (during the run of Enterprise).
This is the most unusual of the Federation Emblems. This is the one that really makes this throne feel like you are playing a game of Civilization to me. You are actively giving a positive ability to encourage you not to attack them. I like the possible tension created by this ability. I made the agreement create a planet because then the player given the agreement has some stake in the current king/queen staying on the throne. If the throne changes hands then the player with the agreement loses their favored status. For a long time I had this just granting a scry and drawing of a card, but I thought in the long run that gaining planets and their abilities is much more flavorful in the long run. I also thought that the king/queen giving control of one of their planets feels very royal.
Youâll notice it has a clause that prevents your teammates from gaining any planets. I added this because some of the planets have an ability to give themselves to a teammate. I wanted to keep the trade agreement between the king/queen and just one player.