Based on the answers, here is an attempt at a more comprehensive rewrite of the "action" entries (action- required excluded). There will probably be a lot of discussion based on the examples provided.
Functional proposed changes:
Seemingly large, but not as impactful changes:
Computer Crash et al. have their own "timing window" that occurs during action sequence when conditions are checked. The "causality loop" nature of the current hidden agenda rules can cause some funny issues. Further, it is currently unclear if activating a hidden agenda (and the "undo-ing" it causes) applies just to the action being proposed or to all actions taken since its proposal. If the goal is to no longer have hidden agendas apply retroactively, but rather, at a definitive time, then some order of events have to be chosen. Here, the proposed window is that hidden agendas that modify costs/conditions are revealed just before all targets/conditions/costs are "locked in," and doing so only reassesses the conditions and costs of the actions. The main necessary change here is that it is not practical for Mirror Image to allow both players to choose a target for Kivas Fajo - Collector (rather, it would just be that both players draw cards).
There is also a specific window for "just actions." I believe it is clear that the intention of the current "just action" rule is to provide a window to respond to something after it happens as opposed to when it is being proposed to happen. In many cases, this is indeed "just after/as" it occurs. However, there are some cases where a card uses the word "just" inappropriately (e.g., Amanda Rogers versus Quite a Coincidence), and other cases "just" is not used at all (e.g. Bleed Resources, It's Only a Game, etc.). The "just" rule makes it seem as though the word "just" carries some special meaning when it really does not; in actuality, the rule is trying to say that some actions necessarily must come after the responded action resolves. The proposal here is to have a "post resolution" window for these actions. There is no hard and fast rule as to which actions apply in the post resolution step, but by and large, it should be clear: if the response necessitates or suggests the action actually having taken place, then it occurs "post".
"suspends play" is a valid response for revealing a hidden agenda (e.g., Q the Referee, because why not!?)
A more formal "do as much as you can" (but you can't intentionally propose something you can't do) rule is introduced. This does not change as much as you would think, but it makes it clear that if for some reason you reach a point where you can't do something, you simply skip it and move on.
Smaller changes, if they are changes at all:
When you play a card to pay a cost, immunity text still applies. As written that is not the case. For instance, currently, playing Plexing to cure Barclay's Transporter Phobia loses its immunity text.
It is currently unclear where a card is while you propose playing it. It is simply "set aside" before any responses even have a change. In general, this does not matter, but it is possible (through Mannheim's nonsense) that if the card were in your hand until "results," it wouldn't be where it is supposed to be. By setting it aside, it becomes clear.
Did you know that, currently, there is nothing preventing you from using Q the Referee to download a
card, then using the *same* Q the Referee to suspend play to download another
card... and go full inception? (This "works" because Q the Referee discards as an effect, but not a cost.) Of course, you aren't allowed to do this. A similar "trick" could apply with special downloads, which of course, isn't supposed to work. A blanket rule is added to prevent these types of shenanegans. This rule probably applies to more actions that you would think.
There are some nuances with group actions that are unclear. For example, when Red Alert! says "any number" does that mean you have to pick the number when you execute the action or you can just repeat it until you are red in the face (if for instance, you somehow draw more reportable cards)? Also, what happens when part of group action does not work as intended (e.g., Energy Vortex during a report with crew)?
It is currently unclear what happens when you try to pay a cost for a *card* but can't. Of course, there are cases where you can think you could pay for an *action*, but fall short (e.g., getting your Wormhole interrupt nullified for a built-in wormhole.) In that case, it is clear, you don't do your action- generally that's no big deal and not so complicated. But for cards, it is unusual as checking to see if you can pay the cost is an a priori condition of playing the card. Even so, it is possible to think you can pay for a cost, for something to happen, then fall on your face. In which case, do you get the card back; are you forced to pay as many costs as possible; what happens?! In short, the proposal is that if it is discovered that you can't (NOT don't want to anymore but can't) pay a cost, the action fails- all paid costs remain paid, pay no more costs, and you get the card back.
"taking turns" seems to be unclear and holds exceptions for "simultaneous actions." The proposed change here is to simply make the "first responser" the opponent of the most recently proposed pending action. You played a card, so I get the first response. You initiated the battle, so for any derivative subactions (e.g., when personnel are paired, etc.), I get the first response. This does not change anything drastically, just makes this more consistent.
"instead", replacement effects, and responses: Long story short, it is clear that in most cases if something were to happen "instead" of another, the original thing does not happen and can't be responded to anymore. For example, if I prevent my personnel from dying, you can't use Taken Prisoner anymore (or vice versa). However, there are some cases where this is not as clear and arguably could still be responded to. There is a simple "replaced effects can't be responded anymore".
(For instance, this is probably a mild functional change with respect to Energy Vortex)
Non changes:
The initiation of an action is renamed "proposal".
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actions - overview
An action is one operation that you perform in the game. Examples of actions include playing, drawing, or discarding one card; moving a ship; using a special skill; etc. However, continuous effects and automatic modifiers (e.g., "your personnel are STRENGTH +2 where present") are not actions; they are always "on."
In most cases, you will simply perform an action then take another, and the game progresses. However, you may wish to specifically respond to an action an opponent takes; in which case, the game "slows down" to allow for your response before continuing.
The exact rules for dealing with how such responses work are detailed in the following sections. These details can be overwhelming and are included for completeness. In general, you do not need to know the exact details of how actions work, but there are general tenants to keep in mind:
*You can only respond to a card play or action with a "valid response" (something that either "suspends play" or something explicitly nullifies/prohibits/modifies that specific action). Merely, affecting the action does not qualify it to be a valid response.
*Using hidden agendas as responses are special. If you wish to use a hidden agenda that modifies the cost or prohibits an action (i.e. Computer Crash, Containment Field), you should reveal that hidden agenda as soon as practical. If that action is then illegal, the action is undone (such as returning the card to your hand) and nothing is lost (even a normal card play).
*You are not allowed to intentionally take an action for "partial results". Being able to fulfill an action is a condition of taking that action. This includes being able to download specified cards (unless they are optional). None the less, rare cases arise where you fully intended to fulfill an action, but cannot; in which case, as a general concept, perform as much as you can and ignore the rest.
*Some responses take place before the action occurs and others take place after an action's results occur. For instance, "about to die" versus "is killed". In effect, each action has two response windows, one "before" the action takes place and one "after." For the most part, if a response modifies or nullifies an action, the response is made "before"; and otherwise, it is made "after" the action.
actions - steps
Every action has four steps that must occur in order:
Proposal (declaring the use of a multifunction card, choosing targets, meeting conditions, and paying costs).
Responses (attempts to cancel or modify the action).
Results (performing the action).
Post-Resolution (responding to the effect just carried out)
actions - step 1: proposal
To propose an action, perform the following in this order:
*declare the use of a multi-function card (if applicable) and choosing targets (if applicable)
*set the card aside (if applicable)/lock-in costs and conditions.
*meet conditions of rules and game text
*pay costs (if applicable)
If at any time during the proposal step the action fails, the action does not proceed and no (more) costs are paid. If you propose playing a card, and the action fails
prior to the final step of the proposal (e.g., not all costs have been paid), the card will return to where it came from (in the rare case it cannot, it is placed in its owner's discard pile.) If the action was a subaction of a larger group action, proceed to the next applicable subaction.
-Choosing Modes and Targets.
Choose all targets and modes specified by the card. (e.g., selecting a player to draw cards with Kivas Fajo - Collector, a facility at which to report a personnel; choosing a ship to attack, or a drone to download from your draw deck with the Borg Queen's skill) or any of its imminent subactions (e.g., which and where to report the cards with Red Alert!). This is not an action and cannot be responded to. Some cards have wording that applies when a card is "targeted"; these cards apply in the response step of the action for which the card is targeted not literally when they are targeted.
For example, if you are playing a ship to report with crew, you must a priori declare which ship you are reporting and which personnel are reporting aboard.
-Lock-in conditions and costs; set the card aside
Before preceding, determine all costs and conditions that are to be met. At this point, the costs are conditions are "locked-in." Also, if the action is a card play (not just a action that contains a card play as a subaction), set the card aside (it is not yet in play nor it is in your hand or wherever you are playing it from).
-Meeting conditions
Meeting conditions of rules and game text consists of verifying the action is appropriate. (e.g., battle affiliation restrictions; an open Alternate Universe Door to play an
card; game text such as "plays at start of battle") and that all costs could be paid (but they are not paid yet).
By default, an action must be able to carried out in full to be successfully proposed; a player cannot intend to play a card or take an action "without results" or "partial results". This includes downloading cards that result from the proposed action; if an action requires a download, the player proposing the action must demonstrate that said download will be valid. See verification.
For example, playing Q's Tent requires an open Q's Tent side deck. If your Q's Ten side deck is closed, you cannot a Q's Tent doorway for "no results" simply to remove it from your hand and to draw no cards that turn.
For example, you cannot play Bajoran Wormhole to the spaceline if you cannot download the other Bajoran Wormhole.
Exception: When an action nominally affects multiple cards in a uniform manner (other than to report or download, or as a requirement or condition), but there are not enough cards to be affected, if that action could be carried out affecting all applicable cards, then the action is still permitted as long as the reduced quantity isn't 0.
For example, you may play Mutation to shuffle the single card in your discard pile into your draw deck. However, you can't play Mutation with an empty discard pile for no effect.
For example, you may play Kevin Uxbridge: Convergence at a spaceline location where one of the events can't be nullified. The remaining events at that location are still nullified. While you may play Kevin Uxbridge: Convergence at a spaceline location with no applicable events; you may not play Kevin Uxbridge: Convergence at a spaceline location where all events can't be nullified.
For example, the opponent may not play Outgunned on your ship with your Secret Agent Julian Bashir aboard, as they would capture no personnel when ordinarily would capture the crew. However, they can play Outgunned on your empty ship.
For example, you may play Thine Own Self on a two personnel away team containing Six of Thirteen. In which case, the other personnel is still placed beneath the mission. However, you may not play Thine Own Self on an away team consisting of solely one or two copies of Six of Thirteen.
For example, the opponent has one personnel aboard their ship affected by Ankari "Spirits." Even though Ankari Spirits kills "two" personnel at the start of each turn, that single personnel will still die.
For example, the opponent kills three of your waiters at Quark's Bar during battle. If they have five cards in hand, they will end up discarding all five cards.
For example, you played Temporal Shifting on the opponent and they only have two cards in hand. They may choose to "discard three cards" even though the can't strictly discard three cards; in which case, they will end up discarding two cards. They can't choose to discard an card if they don't have an card because the reduced quantity would be 0.
For example, during ship battle, you score a hit for [flip][flip], but you only have one tactic remaining in your Battle Bridge Side Deck. You still will [flip].
For example, you cannot play Arbiter of Succession with only one Klingon leader because the resulting battle requires two personnel.
For example, you cannot play All Threes if there are less than 6 cards in your deck because the cards are not treated uniformly.
For example, three personnel cannot pass Chula: The Drink because four personnel is an explicit requirement of the dilemma.
Exception: A "card draw" is still permitted even if you have no cards left in your draw deck. See card draw.
For example, you may play Kivas Fajo - Collector to draw cards even if you have no cards left in your draw deck. Each of those "card draws" can be replaced using "In place of a card draw" effects.
For the purposes of verifying whether an action can be carried out, additionally consider any known effect from your own proposed actions that have yet to occur. Likewise, account for any pending costs that have not yet been formally paid and consider any required actions resulting from the proposed action. However, do not consider any optional effects that may occur.
For example, upon reporting multiple personnel to a single facility as a group action (e.g., with Red Alert!, etc.), all of those personnel must be compatible with each other, with your other currently personnel on the facility, and with the facility itself. Notably you can't play a personnel that downloads a treaty (e.g., Kai Winn) to make the subsequent personnel compatible. All personnel played as a group action must be compatible a priori.
For example, while you are suspending play with Q the Referee to download a card you can't use the same Q the Referee to suspend play to download another card.
For example, you are suspending play to perform a special download. You can't use the special download "again" even if you have yet to formally "use up" its once per game ability.
For example, you have Finally Ready to Swim in play. You cannot play a non-[22] personnel if you do not have any other cards in your hand. This applies even if playing them may result in you drawing a card to discard (e.g. Continuing Mission).
For example, your opponent uses Founder Agitator with Assassination Plot. In response, you do the same. The opponent cannot play Flight of the Intruder to return their Founder Agitator to their own hand, as their own effect already slated Founder Agitator to return to their hand. Their Founder Agitator is eligible to die from your Assassination Plot; if he does, they will not return to their hand.
For example, you use Guest Quarters replace a card draw with two card draws (though one will be placed beneath the draw deck). You cannot replace both of those card draws again as that would preclude you from placing one of the card draws beneath your deck.
Meeting conditions is not an action and cannot be responded to
except players may reveal a hidden agenda (or suspend play to download such a hidden agenda) explicitly prohibiting the proposed action (or one of its subactions) or augmenting its cost, provided that no earlier opportunity arose to reveal the hidden agenda to affect that action. This exception only applies to hidden agendas. These special response actions may be responded to normally. If the hidden agenda remains in play (e.g., it was not nullified, etc.), the conditions and cost of the original action are reassessed but only from those hidden agendas revealed explicitly for that action. If the conditions can still be met, the action proceeds; a player cannot abort the action if it remains legal even if the costs are different from what was intended. If the conditions or costs can no longer be met, the action fails, no costs are paid, and if it was a card being played, it returns to where it came (usually to the owner's hand).
For example, you play Activate Subcommands using your normal card play. Since the effect of Active Subcommands includes a download, the opponent can reveal Computer Crash. If they do, your play will fail; no costs are played, Activate Subcommands will return to your hand, you may still make a normal card play, and you may still draw cards that turn.
For example, you use a special download and the opponent reveals Containment Field; if you have no cards in hand, the conditions are no longer met, the action fails, and you are not considered to have "used up" the once per game download. However, if you have one or more cards in hand, the action proceeds, you will place one of them beneath Containment Field even though you did not intend to upon proposing the action.
For example, you propose playing a card during the opponent turn. The opponent cannot use a special download for the 211th Rule of Acquisition at this time even though that would affect the cost of playing a card, as 211th Rule of Acquisition is not a hidden agenda. Even if they find a way to download the 211th Rule of Acquisition at this time (say as response to a permitted special response action), it will not affect the number of cards you discard because the cost is already "locked in".
For example, you use a special download; as a special response, the opponent intends to use a special download to download and reveal Containment Field. As a second-layered special response, do the same. You will download and reveal Containment Field before your opponent. Since you did not (download then) reveal Containment Field specifically to affect your original download, the cost of your original special download will not be affected by your Containment Field. (The opponent's action of downloading Containment Field will become illegal as Containment Field is Not Duplicable, their special download will not be considered used.)
-Paying costs
Paying costs required by rules or game text includes using your normal card play; using a special download icon, discarding a card, and so on. Within game text, the cost of an action generally precedes the word "to", though players should take care as some effects (such as discarding a card from play) occur as a cost for some actions but as a result for other actions.
Verifying that costs could be paid occurs when conditions are checked earlier; a player cannot propose an action with the intention of paying some of its costs but not others. Though, it is possible that a player proposed an action verifying the ability to pay the cost but is unable to do so when the time comes. If at any time, it is determined that the cost cannot be paid in full, no further costs are paid at all and the action fails; however, all previously paid costs remain paid.
Costs may be attempted in any order. If a player attempts to pay a cost and fails, they must either reattempt to pay that same cost or choose to have the action fail.
When paying costs, a cost is only considered paid if done so explicitly to pay the cost.
Some actions require a specific card to be played as a cost. In which case, use only the game text of the card; ignore the game text of the card being played as a cost except for phrases like "Immune to..." or "May not be nullified" or similar. Cards which are played as a cost may be responded to normally; if you play a card as a cost and it is nullified or substituted, the cost is not considered paid. In which case, you may attempt to pay the same cost again by playing another applicable card (or the same card if for some reason it is still in your hand). However, you are not required to even if you are able. If you do not, the action fails but may be repurposed later from the beginning and repaying all associated costs.
For example, you propose moving a ship between two Mission II locations with built-in wormholes, but upon proposing the action, you decide to play a Wormhole interrupt to pay the cost. That cost is "locked-in." If that Wormhole interrupt is nullified, you cannot decide to continue with the action by choosing a different mode (e.g., the mode not requiring a Wormhole interrupt). You must either may play another Wormhole interrupt or choose to have the action fail; in the later case, the mission does not flip over because flipping the mission is not a cost.
actions - step 2: responses
Once an action has been successfully proposed, players will take turns making responses to the pending action. For each action, the opponent of the proposer (or if it's a subaction, the proposer of the larger group action) has the first opportunity to respond.
For example, you initiate a personnel battle. For each step of the personnel battle (e.g., start of battle, personnel pairings, etc.), the opponent has the first opportunity to respond; however, you have the first opportunity to respond to their responses; and so on.
While there is a pending action, players may only take actions that are "valid responses" to the most recent pending action. A valid response is an action that explicitly addresses (e.g., "just before", "about to", "just played", "when you play", etc.), nullifies, modifies/prevents the pending action OR explicitly "suspends play" (according to a card text or rule); this includes revealing a hidden agenda with such a valid response. An action is not a valid response just because its effects would modify the outcome of the pending action. Exception: revealing (or downloading and revealing) a hidden agenda that could have been revealed as a special response action earlier in the action sequence, even for a previous subaction, is not a valid response even if it otherwise would be.
Additionally, responses that require the action to have actually taken place (e.g., "just killed", "when you draw") occur during the post-resolution step (see actions - post-resolution).
For example, neither playing Temporal Rift on the ship nor returning the ship to hand by discarding a Space-Time Portal are valid responses to encountering a Borg Ship (or any other dilemma). Similarly, neither Loss of Orbital Stability nor What Does God Need With A Starship? are valid responses to a ship beginning movement.
Nullifying a card already in play is not a valid response to using an action from that card.
For example, you use a download on the 1st Rule of Acquisition that is already in play. The opponent cannot nullify it at that time with Kevin Uxbridge in attempt to prevent your download.
Some actions substitute one actions for another (e.g. "in place of a card draw" or "... instead"). These actions are valid responses to the specified action and replace it. When replaced, the new action can still be responded to and replaced normally. Responses to the replaced action can no longer occur unless its condition has already occurred (e.g., "when played", "just played") and its effect is still applicable. Formally, nullifying or preventing an action discards the card (in the case of nullifying) and replaces the effect with "do nothing." Once a card or action is nullified or prevented it cannot be nullified or prevented "again."
For example, the opponent's personnel is about to die from a dilemma during a mission attempt. As you did not start the mission attempt, you get the first chance to respond. You use Taken Prisoner to capture them instead. Since that personnel is no longer pending to die, the opponent can't use Beating Heart to prevent that death in attempt to prevent the capture.
For example, the opponent plays Palor Toff- Alien Trader. You play Amanda Rogers to nullify it. You can still subsequently play Countermanda even though Palor Toff- Alien Trader is nullified.
For example, the opponent plays Destroy Radioactive Garbage Scow. You reveal Containment Field which nullifies Destroy Radioactive Garbage Scow and will cause them to lose points. The opponent can no longer play Amanda Rogers on their own Destroy Radioactive Garbage Scow.
For example, you play Holodeck Deck with Earn Your Rank! in play. The opponent substitutes your Holodeck Door play with Energy Vortex. You will still draw a card if though the opponent's response came first.
actions - step 3: results
When an action begins to have its results, this typically causes one or more other actions to occur. For example, the result of playing Kivas Fajo - Collector is that the target player must draw three cards. Each of the three card draws is an action with its own three steps, and each may be responded to (e.g., with Subspace Schism).
If for some reason an effect refers to a card's quality or location but that card is no longer in play, apply its last known qualities and/or location, if possible.
For example, Emergency Transporter Unit prevents the death of a personnel present even though, formally, it is not present when the substitution effect has its results.
For example, you encounter The Clown: Guillotine. The dilemma kills your personnel. For the second part of the dilemma, you will consider any attribute enhancements your personnel had when they were killed even though they are no longer in play.
In rare cases, it is possible some of the actions are no longer applicable when it comes time to carry out its results; this often occurs when the target (or destination) of the action becomes invalid. In which case, skip that action. In the case of group actions, perform the actions, in order, skipping any that no longer apply. If the action is a card play and its target destination is no longer valid, discard the card unless instructed otherwise.[/i]
For example, you opponent attempts to report a personnel to their outpost using their normal card play but you respond by suspending play with Bashir Founder to download Supernova, destroying their outpost. That personnel is discarded and never enters play, and the opponents normal card play is used.
For example, you play Kevin Uxbridge on the opponent's Telepathic Alien Kipnappers. The opponent uses a special download to download and reveal Containment Field, nullifying and discarding Telepathic Alien Kidnappers. Even though Kevin Uxbridge no longer has a target, it will still be placed in your point area.
For example, if the opponent tries beams onto your ship using Invasive Beam-In and you suspend play to download Quantum Slipstream Drive to move the ship to a different location, the personnel will not end up on your ship.
For example, you acquire the opponent's Magic Carpet Ride OCD. The opponent chooses a planet. In response, before moving with Magic Carpet Ride OCD, you suspend play with Bashir Founder at the chosen planet to download Supernova, destroying the planet. Since the location is no longer a planet, the move does not occur; the opponent does not choose another planet. The artifact is discarded.
However, formally, if a group action affects multiple cards with certain criteria, after that group action enters into the results step, the resulting subactions no longer require said criteria.
For example, your away team fails Barclay's Protomorphesis Disease and is subject to die. You play Empathic Touch to save one personnel, stopping one of your Empathy personnel. Since you cannot prevent the death before the entire away team to subject to the death, removing a personnel from the away team (by stopping them) at that time will no longer save them.
actions- step 4: post-resolution
After an action is carried out, players may respond to that effect "just" carried out. This occurs before continuing the game (or the most recent pending action, if there is one). In general, actions whose requirements use the phrasing "just [action]" or "after [action]" or "when [action]" are used at this time; however, this is not always the case. For instance, responses for a "just played" card or "just targeted" actions are valid responses to those actions in the response step as opposed to the post-response step; actions responding to a battle "just initiated" occur at the same time as "at the start of battle."
For example, you initiate a planet mission attempt and solve the mission. You play Particle Fountain (as a post-resolution action) before the opponent would have the next opportunity to take a general action.
actions - group
Many actions involve multiple subactions (e.g. reporting with crew includes reporting multiple cards, drawing multiple cards, an entire crew or away team being killed, etc.), each of these subactions occur one at a time and follow the same steps as each action. In particular, each subaction can be responded to individually at its own time.
If you propose a group action that includes subactions, you must a priori specify the quantity, modes, targets for each applicable subaction, where possible. This choice must be legal at the proposal of the group action.
For example, use Space-Time Portal to report with crew. You must announce the ship, its destination and personnel/equipment to be reported. The opponent may use that information to decide whether or not respond to the report with crew action (i.e., whether to flip It's Only A Game and/or to use Temporal Micro-wormhole, etc.).
For example, you use Red Alert! to report any number of personnel, ship, and/or equipment cards from your hand. You must choose which personnel, ship, and/or equipment cards you will play and to where. If any personnel, ship, and/or equipment cards are added to your hand (if, for instance, reporting a personnel results in you drawing cards), you can not immediately report them as part of that Red Alert! action.
Within a group action, each subaction follows after the previous one has fully resolved, after its post-resolution. Whenever two or more subactions occur simultaneously, the proposer of the group action may choose the order in which they apply. If a subaction is no longer applicable, proceed to the next applicable subaction; do not reassess the validity of any subaction until it arises.
For example, you use Red Alert! to report any number of personnel, ship, and/or equipment cards from your hand. You may choose the order to report them. While you must fully intend to play all of the personnel, if during the course reporting cards, one of the cards slated to be reported somehow leaves your hand or otherwise is unable to be reported (e.g., they are no longer compatible), the remaining personnel are still reported.
If an action prescribes a subaction "until" a condition is met, that condition is checked and rechecked after the full resolution of each subaction.
For example, you have 6 cards in hand and the opponent has 13 cards in hand and you start drawing cards with Sherlock Holmes. On the first card draw, they play Subspace Schism, reducing their hand to 12 cards. In the end, you will draw until you have 12 cards even though you were slated to draw 7 cards.
If an subaction of an action is cancelled, nullified or substituted with some other effect, that subaction is not performed again; rather, the next subsequent applicable subaction will still occur, skipping any that no longer apply.
For example, you play Kivas Fajo - Collector to draw three cards. Each card draw action is executed separately. Even if one card draw is replaced (e.g., a download), then next draws will still occur.
If a subaction is linked to subsequent subaction(s) but is substituted, the substituted action will not the linked to those subsequent subactions.
For example, you play a ship to report with crew. However, the opponent plays Energy Vortex on the ship you attempt to report; and you play another ship instead. You do not get to attempt to play the ship again; the remaining plays of the personnel are skipped as they no longer apply; those personnel remain in your hand.
For example, you use Guest Quarters to replace a card draw to draw two cads, placing one of the beneath your draw deck. You replace one of the resulting draws by downloading a card to hand. You cannot place the downloaded card beneath your draw deck.
If a group action containing multiple subactions is prevented or nullified, it is as though none of its subactions were proposed at all.
For example, if your report with crew of Space-Time Portal is nullified with Temporal Micro-wormhole, all of the ship and personnel remain in your hand.