Version 2.5.4 — April 2024

Star Trek Customizable Card Game Rulebook - BORG RULES

"We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile."

—The Borg Collective


Welcome to a universe with endless possibilities.

In the Star Trek Customizable Card Game, you will venture into the final frontier. Using cards representing personnel, ships, missions, events, and more from the Star Trek universe, you will complete missions to score 100 points and win the game.

But beware! If your ships and crews aren't being torn apart by the natural (and unnatural) hazards of deep space, your rivals will be one step behind you, undermining you at every turn, profiting from your losses, and even engaging in open warfare against you — determined to reduce you to one more footnote in galactic history books. Get ready to Boldly Go Where No One Has Gone Before!


"It took us centuries to learn it doesn't have to take centuries to learn."


Most card games have just one deck of cards that never changes, but a Customizable Card Game (or CCG) works differently. In a CCG, you construct your own playing deck using cards from your collection. In this game, you and another player establish a shared universe, where you each establish operational bases, deploy ships and personnel, and complete missions in order to score points.

The Star Trek Customizable Card Game (First Edition) is a universe of over 4200 different cards, representing people, places, events, equipment, missions, and more from Gene Roddenberry's Star Trek universe.

This game was published on physical cards by Decipher, Inc. from 1994 until 2003. You can still purchase many of the cards Decipher produced at specialty gaming stores or online wholesalers.

Since 2009, the Star Trek CCG has been produced and organized by the volunteers of The Continuing Committee. The Continuing Committee (CC) regularly releases new sets.

You may print copies of any and all cards on your home printer. Printed cards are legal in tournament play. (They must be sleeved and backed by a physical card.) New players should consider printing one of the CC's virtual starter decks, available on their website, for a quick way to jump into a game using a pre-constructed, competitive deck.

While even a single virtual starter deck is competitive in today's game, additional cards unlock more options and new ways to play. Download, print, purchase, and trade cards in order to Expand Your Power in the Universe!


"You can't play a foolie without rules. Even Grups ought to know that."


This Basic rulebook, designed especially for beginners who are eager to start playing, explains the generally applicable core rules of the Star Trek CCG (1E). When you're ready, you may continue with the Advanced Rulebook, which covers the more specialized areas of the game.

This advanced rulebook is the sequel to the Basic Rulebook. The purpose of this volume is to explain everything that was left out of the Basic Rulebook. The Basic Rulebook and the Advanced Rulebook, combined, form the Complete Rulebook; if you have read both the Basic and Advanced Rulebooks, there is no need to read the Complete Rulebook.

The companion to this rulebook the Advanced Rulebook is the Glossary. The Glossary is available at the CC's website, and includes many rulings and clarifications related to specific cards and terms. If the rulebook and the Glossary ever conflict, the Glossary is correct.

Keep in mind a few things as you begin:

  • Allow a couple hours to read the rules, and a few more to play your first game. What seems complicated in the beginning becomes quite natural in subsequent games. This game aims to allow you to do virtually anything in the Star Trek universe; it takes a little practice and patience to master its infinite possibilities.
  • You don't have to memorize what each card does. Usually, using written information and a handful of important icons, the cards themselves explain what you can do with them.
  • A specific rule overrides a more general rule, and a card's specific text overrides an otherwise applicable rule.
  • Throughout the rulebook, sidebars contain in-depth discussion of certain topics; just click to expand. (Or, if you're feeling very daring, expand them all by clicking here: .) If this is your first time reading the rules, ignore the sidebars, except for the green "tips" sidebars, which are written for novices. Most other sidebars discuss complications and ambiguities in the rules, and should be absorbed gradually over the course of many games.
  • If you click on a term in bold, you will be taken straight to an explanation of the term. Most bold terms also have an entry in the Glossary.
  • The various rule documents, the rulesmaster, your local tournament directors, and the CC forums are always available to answer your rules questions. If you want a definitive answer, you can always find it, usually from an enthusiastic player.
  • IThat said, if you and your gaming partners need to resolve a rules dispute quickly, especially during a casual game, try applying a little "Trek Sense": if this were an episode of Star Trek (or, if you're not familiar with Star Trek, the science fiction of your choice), how do you and your gaming partner think the situation should resolve? Look at it in the friendly spirit of Gene Roddenberry's vision of the future, then proceed with the game.


ODO: I don't play cards.
QUARK: I'll teach you. It's a very simple game.
ODO: Let me put it another way. I don't want to play cards. And even if I did, I wouldn't want to play with you.
QUARK: Afraid you'd lose?

—"The Ascent"

There are seventeen card types in the Star Trek CCG, some of which you'll use in every game, and others which you'll rarely see. The following pages are a brief overview of the card types not covered in the Basic Rulebook.

The cards feature many different icons. Some have built-in gameplay functions, which will be explained in this rulebook. Other icons are only referenced by other cards; they are explained in the icon legend at the end of this rulebook.


Explanatory Diagram

Every player begins the game with exactly 6 missions. Missions represent locations within the cosmos. Each mission has a span, representing the distance that must be traveled to visit or pass this location. Some missions are [P] Planets, where personnel and equipment can beam down to the surface. Others are [S] Space missions, where everyone remains aboard their ships.

Most missions also define a goal, in which case they show which affiliations may attempt the mission, usually through affiliation icons. They also have requirements, which state what skills are needed to accomplish the mission, and a point box, specifying the number of points a player receives for completing the mission. If a player completes at least one [P] Planet mission, one [S] Space mission, and scores 100 points, that player wins the game.

The opponent's side of the mission contains a convenient mission summary. However, the information on the opponent's end may be different from the information on your end. You may only use (or alter) the requirements, gametext, attemptability, point box, and span facing you, ignoring the corresponding information on opponent's end (and vice versa).

Both players' missions are played together in a row called the "spaceline," representing locations in one quadrant of the galaxy. If missions belong to different quadrants, each quadrant has a single, separate spaceline. All spacelines, together, form the shared universe you and your opponent inhabit during the game.


Explanatory Diagram

A dilemma is a problem or obstacle personnel must face when attempting to complete a mission. They are your main tools for preventing your opponent from solving missions and scoring points. They are placed under missions at the beginning of the game, to be discovered later. [P] Planet dilemmas can be encountered only at planet missions. [S] Space dilemmas can be encountered only at space missions. [D] Dual dilemmas may be encountered at any mission.


Explanatory Diagram

[Art] Artifacts represent rare and precious objects with special powers. They are discovered at [P] Planet locations during mission attempts, and can only be earned by completing the mission. Some are then kept as equipment, some play on the table as events, and others are placed in your hand for later use.


Card Image: surprise_party.jpg Card Image: intruder_alert.jpg Card Image: explore_gamma_quadrant.jpg

[Evt] Events and [Inc] Incidents represent developments within the universe. [Obj] Objectives represent tasks you may complete, usually for points or some other benefit. Although they have different names, they all function the same way. While most events, incidents, and objectives have lasting effects, a few say to discard them after use.


Explanatory Diagram

[Door] Doorways represent a physical door or a passage to another time or place. They open up side decks, link different spacelines together, allow special cards to be played, and more. Most doorways are seeded (they enter play before the game begins), but many doorways can be played during your turn.


Explanatory Diagram

[Int] Interrupts represent sudden developments or unexpected changes of fortune in the universe. Unlike other card types, Interrupts can be played at any time between other actions — even during your opponent's turn! Interrupts normally have a short-lived effect, and they are automatically discarded after use (unless the card says otherwise).


Explanatory Diagram

Personnel are your primary resource in the race to one hundred points. Personnel solve missions, face dilemmas, staff ships, and fight battles. All personnel have an affiliation (see the list of affiliations). Cards from different affiliations do not normally work together, so you will probably have cards from only one or two affiliations in your deck.

All personnel have attributes (STRENGTH, INTEGRITY, and CUNNING), a single classification (OFFICER, ENGINEER, MEDICAL, SCIENCE, SECURITY, V.I.P., CIVILIAN, or ANIMAL), and one or more [SD] skills.

Many personnel also have characteristics, such as human, female, admiral, cook, bodyguard, and many more. For example, Benjamin Sisko is a human, a male, the commander of Deep Space 9, the Emissary of the Prophets, a cook, and a friend.


Explanatory Diagram

[Equ] Equipment cards represent portable tools and other devices. Your personnel carry Equipment to add skills, improve attributes, or do things they otherwise would not be able to do. Like personnel, equipment often have characteristics.

SHIPS (2.9)

Explanatory Diagram

Ships move your personnel and equipment around the universe. You also need ships to attempt [S] space missions. Like personnel, ships have affiliations and characteristics (such as class). They have attributes (RANGE, WEAPONS, and SHIELDS), and some have special equipment (like Tractor Beam or Cloaking Device) or abilities (like the I.K.S. Pagh's extra Tactic draw). Ships also have staffing requirements.


Card Image: romulan_outpost.jpg Card Image: central_command.jpg Card Image: deep_space_9.jpg

Facilities are installations throughout the universe. Your ships, personnel, and equipment typically enter play at one of your facilities. Facilities are usually well-shielded, and can extend their shields to friendly ships that dock at them. There are three main types of facilities:

  • Outposts are operational bases on the frontiers of known space. Only the player who controls an outpost may use it, and only Outposts have built-in repair functions.
  • Headquarters are the centers of government located on each affiliation's homeworld. If both players are playing the same affiliation, they share control of its headquarters.
  • Stations represent all other facilities. Like Outposts, only the player who controls a Station may use it. Each Station card specifies where it plays and what it can do.

Facilities are usually seeded, but some are built during the game.

SITES (2.11)

Explanatory Diagram

Sites represent areas within facilities where personnel can report for duty, perform tasks, and interact. At present, sites are used only on Nor-type stations.

Although usually seeded, Sites can be stocked in your draw deck. Playing one uses your normal card play.


Explanatory Diagram

The Star Trek: Customizable Card Game is set in the latter half of the 24th Century. Time locations represent important places in the past or future.

Time Locations are not part of the spaceline, but every time location is paired with a spaceline location named in its lore. For example, Camp Khitomer states that it is located on 2293 Khitomer, so it is paired with the mission Khitomer Research, which states that its location is 24th-Century Khitomer. A time location may only be played if its corresponding spaceline location is in play.

Time locations are usually seeded before the game starts, but, if you do play one, it uses your normal card play. Getting to and from Time Locations requires a special form of movement called Time Travel.

TACTICS (2.13)

Explanatory Diagram

[Tactic] Tactics are side deck cards — they may play only through a Battle Bridge side deck, which requires a Battle Bridge Door. Tactic cards increase your offensive and/or defensive abilities during ship battles, and double as damage markers, doling out penalties to enemies who cannot withstand your firepower.


Card Image: 100_tribbles.gif Card Image: trouble_on_the_station.gif

[Tribble] Tribbles and [Trouble] Troubles are side deck cards — they may play only through a Tribble side deck, which requires a Storage Compartment Door. They are designed to impede (and irritate) your opponent by burying his or her operations under piles of adorable, unstoppable tribbles. Tribble groups start small, then breed into larger and larger groups. Troubles play on large groups of tribbles and add even more complications, making life very difficult for your opponent!


Card Image: quandary.jpg

[Q] Q-icon cards are side deck cards — they may be stocked only through a Q-Continuum side deck, which requires a Q-Flash, and are drawn out through other cards, like Q: Enter the Supernova. Q's meddling creates all kinds of cosmic chaos... for both players! [Q] icon cards have a normal card type, such as Event or Dilemma. For example, a [Q] Event is still an [Evt] Event, and may be nullified by Kevin Uxbridge.


The Continuing Committee maintains an Official Ban List, updated on the first Monday of every month. Banned cards may not be included in your deck.


Your Star Trek CCG game deck consists of a seed deck of up to 30 cards, plus a draw deck of at least 30 cards. Your seed deck consists of the cards you play during the game setup, while your draw deck consists of the cards you will play during the main game. You may also use any number of side decks, if you include the doorways to open them in your seed deck.


Your seed deck contains the cards you will use before the first turn. Your seed deck will probably include Dilemmas and Facilities, and might include Artifacts, Doorways, and other cards that state they may be seeded. You may include as many copies of each card as you like, as long as the total size of your seed deck is no larger than 30 cards.

Alongside your seed deck, you must bring a mission pile, and you may bring a site pile. These are separate from the seed deck, and they do not count toward its 30-card limit. (You may not include Missions or Sites in your 30-card seed deck.)


Your mission pile must include exactly 6 missions. Each of your missions must be at a different location. For example, Study Rare Phenomenon and Attack at Rare Phenomenon have the same location ("Compression anomaly"). Therefore, you cannot use both in your deck.

SITE PILE (3.1.2)

Your optional site pile includes up to 6 site cards.


Your draw deck may be of any size, as long as it contains at least 30 cards. You may put any card in your draw deck, except [Tactic] Tactic, [Tribble] Tribble, [Trouble] Trouble, and [Q] Q-Icon cards. However, you should avoid cards that must be seeded rather than played, such as [D] Dilemmas and [Art] Artifacts, since you will normally have no way of using them if stocked in your draw deck. You may include as many copies of each card as you like.


Your side decks are optional additional decks separate from your seed deck and draw deck. Each side deck is shuffled and placed face-down on the table. It must be opened by a Doorway card during the seed phase. Cards in your side decks are not seed cards and do not count toward the 30-card seed limit. (However, the Doorway cards that open them are seed cards and do count.) While you may have as many side decks in a game as you like, you may have only one side deck of each type (one Battle Bridge side deck, one Q-Continuum side deck, one Q's Tent side deck, etc.).

Unless the enabling doorway states otherwise, your side decks may be of any size.


"Ah, the game's afoot, eh?"

—General Chang

The Star Trek CCG begins with four seed phases, in which players establish the universe, followed by the play phase, in which players take alternating turns until one player wins.

The seed phases use your seed deck to "set the stage" for your adventure. Don't confuse them with mere setup, though! Victory or defeat often hinges on decisions you make in the seed phases. The seed phases are one of the main features that distinguish this game from most other card games. By establishing a universe that is different every time, where everything from the shape of the galaxy to the basic rules can be changed by seeded cards, the seed phases allow every game to play out completely differently. For novice players, the number of complicated cards that hit the table "before the game even starts" can feel overwhelming, even pointless, because "nothing is happening" -- but the seed phase is where each player starts building the road they will eventually take to victory.

There are four seed phases that must occur in sequence: the doorway phase, mission phase, dilemma phase, and the facility phase. Doorways, Missions, Dilemmas, and Facilities must be seeded in the corresponding phase. Other cards that seed (like Establish Landing Protocols) must seed during the Facility Phase.

Seed a card by placing it face-up on the spaceline or table; it is now in play. However, cards seeded under a mission, and any card with a [HA] Hidden Agenda icon, always seed face-down. Face-down cards are not considered "in play" until encountered or activated. You do not have to announce the title of cards seeded face-down, but your opponent may count them, or require you to announce how many face-down cards you have seeded, whenever he or she chooses.

A card with the [1E-AU] Alternate Universe icon may only be seeded if a card (such as Alternate Universe Door; see sidebar) expressly allows you to seed [1E-AU] cards.

Determine by any mutually agreeable method (often a coin toss) which player will be the starting player. The starting player will go first in each of the seed phases, and will have the first turn of the play phase. Then, shuffle any side decks you have and proceed to the first seed phase. The game has now begun.


"We exist in a universe which co-exists with a multitude of others in the same physical space. At certain brief periods of time, an area of their space overlaps an area of ours."

—Mr. Spock

Both players simultaneously seed their Doorways on the table. Then, starting with the player who will go first, each player announces the title of all cards he or she seeded face-up.


"In this galaxy, there's a mathematical probability of three million Earth-type planets. And in all of the universe, three million, million galaxies like this."

—Dr. McCoy

In this phase, you and your opponent create one or more lines of Mission cards, called spacelines, representing different quadrants of the galaxy. Each spaceline functions like a gameboard where your cards move and interact. Each card that is part of a spaceline is a separate location.

Every Mission card states its native quadrant in its point box: Gamma Quadrant missions have the [1E-GQ] symbol, Delta Quadrant missions [1E-DQ], Mirror Quadrant missions [MQ], and Alpha Quadrant missions have no symbol. Missions without a point box, like Nebula, are native to the Alpha Quadrant.

Both players shuffle their six missions and place them in a pile face-down. The starting player draws the top mission from his or her pile and places it face up on the table, beginning the first spaceline. The second player then draws and places his or her first mission.

A mission may be placed on either end of the appropriate spaceline. If it is the first mission in the quadrant, it is placed on a new spaceline, separate from the others. Cards that specify they are inserted into the spaceline may be placed anywhere in their native quadrant, including between two missions already seeded. This continues until both players are finished.

Some cards specify that they are part of a region, such as the "Bajor region" or the "Neutral Zone region". These cards must be next to each other, forming a single, contiguous region within the quadrant. The first location in a region is placed normally. Subsequent locations within that region may be inserted into the spaceline at either end of the region.

If two players seed the same location in the same quadrant, it becomes a shared mission. The first version to appear is seeded normally, but the second version is placed on top of the original, wherever it is on the spaceline, leaving half of the original exposed. The two missions form only one location and may be completed only once. Each player uses only their own mission card for gameplay purposes; players may not use the "opponent's end" of their opponents' mission card at a shared mission. For example, if you seed Aftermath and then your opponent seeds Aftermath II, they are the same location ("Lifeless Planet") in the same quadrant ([1E-DQ] Delta). Place Aftermath II atop Aftermath; both players may attempt it. If you solve it first, you get 35 points; if your opponent solves it first, he or she gets only 30 points.

After the mission phase is over, your table may look something like this:

Spaceline diagram after the mission phase


"It's a chess game. Move, counter-move. Guile and deceit."

—William T. Riker

In this phase, you and your opponents hide dilemmas and artifacts face-down under missions, where they will be encountered during the game.

[S] Space dilemmas seed under any [S] Space mission. [P] Planet dilemmas and all artifacts seed under [P] planet missions. [D] Space/Planet dilemmas seed under any mission. [Q] Q-dilemmas may not seed unless a card allows it. Whenever you seed a card beneath a mission, that card always goes on the bottom of any other cards already stacked there.

You may seed any number of cards beneath a mission, but only one copy of each. You may only seed one artifact per mission.

Some cards, like Cryosatellite, Orb Negotiations, and The Nexus, provide specific exceptions to these rules. All other cards seeded beneath missions are mis-seeds and will be removed from the game when revealed. If you seed more than one artifact at a single Mission, all your artifacts there are mis-seeds.

Once both players have considered their dilemma phase strategies for a brief period, seeding proceeds. The Dilemma Phase is divided into 4 stages:

  • 1. Opponent's Missions: Both players place all cards they wish to seed under their opponent's (non-shared) missions in front of each such mission, in the order they are to be encountered, creating a face-down stack of cards. (Cards on bottom will be encountered first.) Once both players have placed all cards they wish to seed under opponent's missions, all stacks are seeded by sliding the stack under their missions.
  • 2. Shared Missions: Both players now create stacks in front of all shared missions. Once all stacks are created, players alternate seeding cards. The player who owns the bottom seeded mission card seeds the bottom card (the one encountered first) then his or her opponent places a card on top of that card. Repeat until all cards have been seeded, then move on to the next shared mission.
  • 3. Your Missions: Both players now create stacks in front of missions that they seeded. Once both players have placed all cards they wish to seed under their own missions, all stacks are seeded by placing each stack on top of any existing cards under the mission. These cards will therefore be encountered last.
  • 4. Everything Else: Starting with the player who will go first, players alternate seeding any cards that may seed during the dilemma phase but do not seed under missions. If you have no cards remaining to seed, you may pass. Once you pass, you may not seed any more cards during this phase, and your opponent may seed their remaining cards immediately.


"Referring to the map on your screens, you will note, beyond the moving position of our vessel, a line of Earth outpost stations. Constructed on asteroids, they monitor the Neutral Zone established by treaty after the Earth-Romulan conflict a century ago."

—Mr. Spock

In this phase, you and your opponent establish the bases from which you will operate during the game. Beginning with the starting player, players alternate seeding their facilities (or other cards that seed during this phase) one at a time. A facility is seeded by placing it face-up in front of the location where it is being seeded. All facilities are located in space, unless their gametext states they are played "on" a planet.

Like Missions, every Facility has a native quadrant: [1E-DQ] Delta Quadrant , [1E-GQ] Gamma Quadrant, [MQ] Mirror Quadrant, or Alpha Quadrant (no icon). Each facility must be seeded in its native quadrant.

Most Facilities state on their cards where they may be seeded — Nor enters play at a mission with [Car] affiliation icon; Tower of Commerce enters play at Deliver Message (Ferenginar).

The exception is Outposts. Outposts may be seeded at any mission in their native quadrant with a matching affiliation icon. Thus, a [Fed] Federation Outpost may seed at any Alpha Quadrant mission with the [Fed] Federation affiliation icon, such as Investigate Dead Planet or Repair Mission. However, Outposts may never be seeded at the homeworld of any affiliation. For example, you may not seed a [Kli] Outpost at Deliver Message, because it is the [Fer] Ferengi homeworld.

You may not seed (or build) a facility at a location where you already own one (unless permitted by a card that allows them to "co-exist"). Your opponent may seed a facility where you already have one, and you may control two facilities at one location during the game if one of them has been moved or commandeered.


During the Facility Phase, you may seed the Sites in your site pile. You are not required to seed all of them. You may not mis-seed your Sites, nor misrepresent them as part of your seed deck. Each site may be added to any facility where it is allowed to play (identified on the lower left corner of the Site card), no matter which player seeded that facility. Sites are added to a facility in a line associated with that facility. Each site indicates which level of the facility it belongs to (Ops Module, Promenade, Habitat Ring, Docking Ring, etc.), and the Sites from each level must be grouped by level, in that order. When seeding or playing a Site on the table, you may insert it between other sites, as long as you keep Sites from the same level adjacent to each other.

By default, sites are "unique per station". That is, each station is limited to one copy of each Site card. However, some sites are ❖ universal and thus may exist in multiple on each station.

Although you are limited to 6 Sites during the seed phases, you may not seed additional sites beyond the 6 free ones, even by using seed slots. You may stock Site cards in your draw deck and add them to your facility during the game using your normal card play.


The facility phase continues until both players announce they have no more cards to seed by saying "pass." Once both players have passed, the seed phases are complete. Show your opponent any seed cards you did not use (including unseeded Sites), then place them out-of-play. Both players shuffle their draw decks and place them face-down on the table, then draw seven concealed cards to form a starting hand. Your table may look something like this:

Here is how your spaceline might look at the end of the seed phase with Sites included:

Example spaceline after facility phase complete Example spaceline after facility phase complete (simplified version for streamlined rulebook)

The play phase now begins.


"There's more to this than just the cards, Data."

—Geordi LaForge

The starting player takes the first turn. Then players take alternating turns until one of them wins.

Each turn consists of a series of actions taken by the player. Actions may be permitted — or required — by the rules or by the cards on the table. There are three basic kinds of action, which each player normally must do during his or her turn in the following order:

  1. Play a card to the table (normally at the start of the turn)
  2. Do something with the cards on the table (normally in the middle of the turn; this is called "excuting orders")
  3. Draw a card from your draw deck (normally at the end of the turn)

You may not normally interrupt your own actions, or your opponents' actions, unless you use a card that is a valid response to that action or a card that suspends play.

The next three chapters will detail the three basic actions described above.



At the beginning of each turn, you have the option to play any single card from your hand to the table. This is referred to as your "normal card play."

Your normal card play must take place before you take any further actions. If you begin executing orders before using your card play, you forfeit your card play for the turn.

Most card types may play directly from your hand. However, personnel, ships, and equipment must report for duty to enter play.


Some cards say that they play "for free", or allow other cards to play "for free". This means that they play normally, but they do not count as your normal card play for the turn. You may play cards "for free" before or after your normal card play (or both!), and there is no limit on the number of cards you may play "for free" during your turn. However, like your normal card play, you must play all your "for free" cards before you begin executing orders.


"For nearly a century, we've waded ankle-deep in the ocean of space. Now it's finally time to swim."

—Maxwell Forrest

To play a card, announce the title of the card and place it face-up on the table (or wherever the card directs). It has now been played. Any player may examine the card. Any player may respondrespond to it. Then, any immediate effects in the gametext are played out and resolved. If the card's immediate effects do not discard the card played, it enters play. Cards remain in play until they are nullified, discarded, killed, destroyed, or otherwise leave play.

If a card is marked "unique", its owner may not play another copy if its owner already has one in play. Any additional copies its owner plays, earns, encounters, or activates are immediately discarded. Ships, Personnel, and Facilities are unique by default; Sites are "unique by station".

If a card is marked "not duplicatable", there may not be more than one copy in play anywhere in the game, and any additional copies that enter play for any player are immediately discarded. Missions and Time Locations are non-duplicatable by default. (Duplicated missions become shared missions.)

A very small number of cards are marked as ✶ enigmas. Their nature is mysterious or unexplained. For most purposes, ✶ enigmas are treated like uniques: you may not play (or earn, activate, encounter, etc.) an ✶ enigma card if you already own a copy in play (the persona rule applies). However, ✶ enigmas are not unique, so they are immune to cards that specifically target uniques, such as The Arsenal: Separated.

Otherwise, cards are presumptively ❖ universal, meaning there is no limit on the number of copies that can be in play at the same time.

A non-seeded [1E-AU] Alternate Universe card may play only if another card (typically an open doorway or time location) allows it.

A card with the [HA] Hidden Agenda icon must be played face-down on the table. The player does not announce its title or use its gametext at this time. It is not in play, and may not be examined by the opponent. The player who controls the [HA] card may, at any time, activate the [HA] card by flipping it face-up. It enters play and takes immediate effect. If a player seeds or plays a card as a hidden agenda (face-down) when it does not have a [HA] icon, that player forfeits the game.


KIRA: Captain, as a Major in the Bajoran Militia, I must officially protest Starfleet's refusal to turn over this station to my government.
SISKO: Your protest is duly noted.
KIRA: Good. Now that that's over with... Kira Nerys, reporting for duty.

—"Call to Arms"

Your Personnel, Ship, and Equipment cards do not simply play on the table like other cards. Normally, they must play at a usable, compatible outpost or headquarters in their native quadrant, or to a time location where they are native. Announce the title of the card you are reporting and where you are reporting it, then place it there.


A card is usable if you control it. In addition, some cards, like Ferengi Trading Post, state that they are usable by both players.


A card is compatible with another card if they both belong to the same affiliation. Cards from different affiliations are compatible only if some other card (such as Treaty: Romulan/Klingon) permits them to "mix", "mix and cooperate" or otherwise interact "regardless of affiliation".

For example, a [Car] Cardassian personnel like Jerax can report to a [Car] Cardassian Outpost (they are naturally compatible), or a [Fer] Ferengi Trading Post (which allows "mixing"), but not a [Fed] Federation Outpost (they are incompatible).

Equipment cards have no affiliation, and are compatible with all cards.


A card's native quadrant is indicated by an icon on its right side. Cards that are native to the Delta Quadrant have the [1E-DQ] icon, cards native to the Gamma Quadrant have the [1E-GQ] icon, cards native to the Mirror Quadrant have the [MQ] icon, and cards native to the Alpha Quadrant (the majority of cards in the game) have no quadrant icon. When reporting for duty, both the card reporting and the facility it reports to must be in their native quadrants.

Equipment cards have no native quadrant, and may report to any quadrant.


A card may report for duty at any time location where it is native (as defined by a listing on the Time Location). It may report directly to the Time Location card (if a [P] Planet location), to any of your ships there, or to any compatible, usable facility there. No additional [1E-AU]-enabling card is required to report native [1E-AU] cards to a time location.


The above rules describe the game's built-in reporting rules. Some cards provide special reporting: additional reporting options at specific locations. When a card provides special reporting, native quadrant restrictions do not apply. Thus, you can use Assign Mission Specialists to download Narik and Amarie (who are Alpha Quadrant natives) to a Primary Supply Depot (which is in the [1E-GQ] Gamma Quadrant), or report a Vulcan (even a [1E-DQ] Delta Quadrant Vulcan like Tuvok) to Observe Ritual, even if you have no facility there.


Once your card has "reported for duty", and your opponent has had the opportunity to inspect the card reported, you may place it face-up underneath the facility (or face-down atop the time location), so that your opponent can no longer see it. (See Looking At Cards.)


Unlike other cards, Ship, Personnel, and Facility cards are unique by default: you may not play another copy of a ship, personnel, or facility in play if you already own a copy in play. Just as there is only one Jean-Luc Picard in the Star Trek universe, you may only have one copy of Jean-Luc Picard in play at once.

In addition, if you have in play a version of any given persona, you may not bring another into play. A few personnel in the game (and even some ships!) have several cards representing them, each one showing a different side of the subject's personality. For example, there is Benjamin Sisko, commander of Deep Space Nine... but there is also Benjamin Sisko (Chain of Command), a young exec at the Battle of Wolf 359; Lt. Sisko, the time-travelling crewman on Kirk's Enterprise; The Emissary, the central figure in Bajoran religion; and Dr. Noah, the holographic criminal mastermind. All of these are different representations of the same persona, and you may not play another if you already have one in play.

You can identify whether a card shares the persona of another in three ways:

  • if the two cards have the exact same card title, letter-for-letter, they are the same persona (for example, the Miles O'Brien from Star Trek: The Next Generation and the Miles O'Brien from Star Trek: Deep Space Nine)
  • if one card has the exact name of the other card written in bold in its lore, they are the same persona (for example, Falcon and Miles O'Brien)
  • if the two cards both have the same name written in bold in their lores, they are the same persona (for example, Falcon and Ensign O'Brien)
Card Image: personas/miles_obrien.jpg Card Image: personas/miles_obrien_bog.jpg Card Image: personas/falcon.jpg Card Image: personas/ensign_obrien.jpg

As always, if a card is specifically marked ❖ universal, then there is no limit on the number of copies and versions of that persona you may have in play. ❖ Universal ships and personnel are typically representative of a genre. For example, Linda Larson represents all young Starfleet engineers.


Holographic [Holo] personnel and equipment, or holograms, are computer programs that must be "projected" into the real world using photons and forcefields.


Holographic [Holo] cards must always exist in one of two states: activated or deactivated (conceptually stored in memory). They may exist activated if present with a holodeck (on cards like U.S.S. Galaxy), but they may exist deactivated aboard any ship or facility. They may not exist anywhere else.

Holograms may not report or voluntarily move any place where they cannot exist. Whenever a hologram would be moved somewhere it cannot exist, it deactivates instead. If holograms are somewhere where they cannot exist, they are immediately erased (discarded). (This can happen if, for example, holograms are present with Holo-Projectors when it is nullified.)

While deactivated, [Holo] personnel are disabled, and equipment may not be used in any way. If an activated hologram is deactivated, it may not be reactivated during the same turn.

A [Holo] hologram may report activated, if possible. Otherwise, a hologram reports deactivated; it may be activated (even on the same turn) by any of your unstopped personnel present (even an activated hologram).


Any time a hologram is targeted to be killed or destroyed, it is deactivated instead (not erased).


[Holo] cards are normally restricted by Holographic Safety Protocols, which prevent them from killing "organics" (non-[Holo] cards) in personnel battle. They may stun organics, but may not mortally wound them. If, at the end of a personnel battle, the total STRENGTH of the stronger force is derived entirely from holograms, they win the battle but may not kill an opposing personnel as a casualty.


A few cards have more than one affiliation icon. For example, The Emissary has both the [Baj] and [Fed] affiliation icons. However, a card may have only one affiliation at a time. When a multi-affiliation card is played, you must decide its current affiliation. All regular reporting restrictions apply (for example, you may not report Tallera to a Romulan Outpost in [Fed] mode). You may change the affiliation of a multi-affiliation card at any time (except during another action). There is no limit on the number of times you may do this.

However, you may never change a card's affiliation in such a way that it causes your personnel aboard your ship or facility to become incompatible. For example, if you have Koral (The Next Generation) in [NA] Non-Aligned mode aboard the H.M.S. Bounty in [Fed] mode, surrounded by a crew of other [Fed] personnel, you may not change Koral to [Kli] mode, since this would make him incompatible with his shipmates. Similarly, you may not change the H.M.S. Bounty to [Kli] mode, since this would make many of the crew incompatible with it.


A few special personnel cards, such as Sons of Mogh and The Trois, have two individual personnel printed on the same card. They count as two personnel, but the individuals on a dual-personnel card have a linked destiny: what happens to one usually happens to the other.

If either personnel on a dual-personnel card is: stopped, killed, captured, moved, removed from play, downloaded, reported for free, or otherwise experiences some change in status or position (for example, is phased, "held by aliens", or changes affiliation), then the same thing automatically happens to the other personnel on the card. One cannot survive without the other, so they can never be separated.


If a personnel's lore contains a name written in bold italic text, the named personnel is either an opposite version of that persona from the [MQ] Mirror Universe, or an impersonator who is pretending to be that personnel.

It is easy to tell the two apart: impersonators have a diamond-shaped <Fed> infiltration icon, and opposite versions have a Mirror [MQ] quadrant icon.

Card Image: personas/obrien_founder.jpg

For example, O'Brien Founder (who has a <Fed> infiltration icon) is an impersonator of the Miles O'Brien persona.

Card Image: personas/smiley.jpg

On the other hand, Smiley (who has no infiltration icon) is the [MQ] Mirror Universe opposite of our man Miles.

Opposite versions and impersonators are not versions of the original persona, so players may have copies of both in play at the same time. Impersonation matters during infiltration. Opposite versions have no built-in gameplay function, but several cards, like Transporter Mixup, make use of them.


When a card leaves play (or is "discarded"), it is placed in its owner's discard pile. Cards in the discard pile are stacked face-up. If the discarded card was unique, its owner is now free to play another copy during his or her turn (if he or she has one!). You may not discard cards unless a card or rule allows or requires it.

Dilemmas are placed out-of-play instead of being discarded (even when the dilemma specifies "discard dilemma"). Cards put out-of-play are placed in a separate pile from the discard pile. They are now conceptually outside the game, and can only be retrieved by a card that expressly allows you to retrieve a discarded dilemma.

If a card leaves play, other cards played on or under it also leave play in the same manner. For example, if a ship is destroyed, all personnel aboard are killed and discarded to their owners' discard piles. If a ship affected by Cytherians and Tactical Console is returned to hand by Space-Time Portal, all personnel aboard are returned to their owners' hands, as are Tactical Console and Cytherians (which, as a dilemma, cannot normally be played again).

Your card may require you to choose a long-term target (other than the card it is played on). If the long-term target leaves play, your card leaves play in the same manner. For example, if the male targeted by Assimilate Counterpart returns to hand, so does Assimilate Counterpart.

Some cards have a bonus point box in their gametext — a black box with a specified number of points inside it:

Card Image: klingon_death_yell.jpg

If a card with a bonus point box is worth points to you when it leaves play, place it in a point area on your side of the table so that you remember those points. These cards are not in play, nor are they part of your discard pile.

When a mission has you discard cards, they must come from the team attempting the mission (not from your hand), at the time the mission is solved. All other discards (for instance, from Static Warp Bubble) come from the hand, unless otherwise specified.


"Captain, we've detected six more Hirogen ships. They're converging on us from all directions."



[Int] Interrupts, and several other cards (like Out of Time), play "at any time." You may play them at any time, during any phase of your turn or your opponent's.

Cards played "at any time" do not count as your normal card play.

You may activate a face-down [HA] Hidden Agenda card by flipping it face-up at any time (as if it were an "at any time" card play). It enters play when flipped. Its gametext takes immediate effect (or retroactive effect, if a valid response). It may not be flipped face-down again.

Even a card that plays (or activates) "at any time" may not interrupt another action in progress, unless it suspends play or is a valid response to that action. For example, you may not play Near-Warp Transport during a mission attempt, but could play Renewed Spirit if a combo dilemma was encountered during the attempt.

Cards that play "at any time" likewise may not play between start-of-turn or end-of-turn actions, like probing or using Tyranny. If a card says it has to be the first thing done on your turn, the only thing that can go before it is another card that says it has to be the first thing done on your turn!


[Door] Doorways, by default, may play at any time during your turn only.

However, if a Doorway specifically states it plays "at any time" (for example, Holodeck Door), then it may also play during your opponent's turn.


At the start of each of your turns (before your normal card play), if you have one version of a ship or personnel persona in play and another version of that persona in your hand, you may exchange them for free. (Facility personas, such as Terok Nor and Deep Space Nine, may not be exchanged in this way.) Persona replacement does not count as a card play, and it is not a reporting-for-duty action. All cards affecting the first version (for example, Framed for Murder) are transferred to the version entering play, if applicable; inapplicable cards are returned to their owners' hands.

All persona replacements for a turn occur simultaneously. You must own and control all cards you replace. The replacement cannot add or remove any personas from play. For example, you may not replace Lursa with Sisters of Duras unless you also replace B'Etor at the same time.


When a card instructs you to download a card, search through your hand, your draw deck, and/or your open side decks for the target card. Once found, you must immediately play it. (If you cannot, the download is invalid; see sidebar.) You must follow all the normal rules for playing a card, such as reporting restrictions. Then reshuffle any face-down decks you looked through.

Some downloads (like Quark's Isolinear Rods) specify your hand as the destination. When you use such a download, you must place the target in your hand instead of playing it. Some downloads (like Blood Oath) work "in place of one card draw." When you use such a download, you may choose whether to play the target immediately or place it in your hand for later use. Some downloads (like High Rollers) "download and seed" the target. When you use such a download, seed the target card (instead of playing it). You do not need to show it to your opponent.

You may not download [Art] artifacts or [Q] Q-icon cards unless specifically permitted by a card (for example, Starry Night). Facilities and Sites do not provide downloads unless they are in their native quadrant.

A Facility card (or its attached Site card) may not provide downloads outside its native quadrant. (This is in addition to all normal reporting restrictions.)

General Quarters: The Personnel Download Limit

Personnel cannot be downloaded as easily as other cards. When you recruit specially-picked personnel (instead of reporting personnel who are already "available" in your hand), you must locate, enlist, and reassign them to your forces — all of which takes time and effort. For this reason, you may not download personnel into play more often than once every turn.

For example, suppose you use Ferengi Conference to download Leeta and Lumba. Because you did this as a single action, you are allowed to download both personnel at once. Leeta may then immediately use her [DL] Special Download to download Dabo — Dabo is not a personnel. However, because of the personnel download limit, you must wait until your opponent's turn to use Lumba's [DL] Special Download of Nilva — Nilva is a personnel, and you have already hit the once-every-turn download limit for personnel this turn.


A card with a [DL] Special Download icon allows you to suspend play at any point during the game (including during a seed phase or an opponent's turn), interrupting other actions as necessary, while you download the target card and immediately play it.

If the target card is location-based, it must be downloaded to the location of the [DL] icon. For example, Arandis may download Jamaharon to nullify a Horga'hn, because that effect is not location-specific. Arandis may also download Jamaharon to relocate a male at her location to Risa. But she may not download Jamaharon to relocate a male at another location to Risa.

Each [DL] icon on a particular card grants a Special Download only once per game, regardless of how many copies of that card you have in play. Thus, Admiral Kirk (Life From Lifelessness) may download both The Genesis Effect and Khan! during a game, but, if you later get another copy of Admiral Kirk into play (using Aid Clone Colony), he could not use those spent downloads.


Once you have played all the cards you intend to play at the start of your turn, signify this by announcing that you are now "giving orders". This is the part of your turn where you and your cards get stuff done.

MOVE (7.1)

QUARK: 'Come to Quark's, Quark's is fun, come right now — don't walk, run!' Oh, I love the part where my name rotates around.
KIRA: If all your little 'advertisements' aren't purged from our systems by the time I get back from the Gamma Quadrant, I will come to Quark's. And, believe me... I will have fun.

—"The Quickening"

During the game, your personnel will move throughout the universe. They may visit facilities, board starships, beam down to planets, invade an opponent's ship, travel across the galaxy (or across time), or stop by the bar for a relaxing hand of Tongo.

When your personnel move to a ship or space facility that you control, stack them face-up underneath the ship or facility card. (If the facility has sites, stack the personnel face-down on top of the appropriate Site card.) These personnel, collectively, form the crew of that ship or space facility.

When your personnel are on a planet (or in a planet facility) stack them face-down on the planet (or on the planet facility). They now form a single Away Team. You may not divide your crews or Away Teams into separate groups, except when permitted or required to do so by a card or another rule.

When your personnel are on an opponent's ship or facility, they still form an Away Team, but they also become intruders. Intruders cannot attempt missions, but they can start personnel battles, and they are in a good position to commandeer their hosts. Intruders are not necessarily hostile; indeed, cards like Open Diplomatic Relations and Ferengi Trading Post positively invite friendly "intruders" to board opposing ships and facilities.

Whenever your personnel move, whether by choice or by force, they may carry any number of Equipment cards with them. Equipment is not carried by any specific personnel, but is carried (and used by) the entire team as a whole. (There are a few exceptions, like Mobile Holo-Emitter and Data's Head, which are "worn" or "placed on" a single, specific personnel.)

BEAM (7.1.1)

"I signed aboard this ship to practice medicine, not to have my atoms scattered back and forth across space by this gadget!"

—Dr. McCoy

In the Star Trek universe, all modern facilities and vessels are equipped with transporters, which are devices that allow near-instant teleportation of personnel and equipment en masse. In the Star Trek CCG, using the transporters ("beaming") is the normal way to move your crews and Away Teams between ships, planets, and facilities. All Ships and Facilities have transporters unless the card indicates otherwise.

Any ship or facility that you control, even if it has no personnel onboard, may use its transporters to beam your personnel and/or equipment to or from that ship or facility. You may beam to (or from) your other ships or facilities at the same location, to (or from) your opponent's unshielded ship or facility at the same location, or, if your transporters are at a [P] Planet location, to (or from) the planet's surface. Announce the beaming, remove the cards from their origin, and place them at their destination.

You may only use your opponent's transporters at a usable facility or ship.

WALK (7.1.2)

"I think it's time that we took a little stroll."


Your personnel may also walk around at a location. Specifically, your personnel at a facility may walk on or off of your ships docked there ("embarking" and "disembarking"). On a planet, your personnel may walk in or out of your facilities or landed ships on that planet ("entering" and "exiting"). At a station with sites, personnel may walk from one site to another (they must pass through each site in between, but do not have to stop at each). There is no limit to the number of times personnel may walk during a turn.

STAFF A SHIP (7.1.3)

"I've had my share of piloting experience. Actually only two lessons, and they were in a shuttlecraft on the Holodeck, but I showed great intuition. Where's the helm?"

—The Doctor

In order to dock, undock, or move a ship, you must meet its staffing requirements. A ship's staffing requirements are listed on the card, usually as icons representing Command ability ([Cmd]) or Staff ability ([Stf]). A ship is staffed when:

For staffing purposes only, a personnel with [Cmd] may substitute for a required [Stf].

Full staffing is required only for movement. Any ship which has at least one personnel of matching affiliation on board can attempt a mission, initiate battle, or fire weapons, even if the ship is not fully staffed. Any ship, including an empty one, may use its transporters.

DOCK & UNDOCK (7.1.4)

"Close exterior hatches, depressurise the airlock. Detach umbilicals, clear all moorings."

—Kira Nerys

Your outposts allow your ships to dock and undock. Your ship must be compatible with your outpost to dock, but its crew does not have to be.

Docking and undocking are forms of ship movement that use no RANGE. To dock or undock from your outpost, your ship must be staffed. Since it uses no RANGE, there is no limit on the number of times a ship may dock or undock in a turn. Place docked ships beneath the facility card (or atop the site card).

While docked, your ship gains SHIELDS equal to 50% of the facility's SHIELDS. Docked ships may not attempt missions or fire WEAPONS (even to return fire when attacked). Docked ships are not destroyed if the facility is destroyed. Outposts repair only docked ships.

When a ship is played to a facility (or its site) that allows docking, it must enter play docked.


"Number One, set a course for the Neutral Zone."


A staffed ship can move along your side of the spaceline in either direction. The distance your ship can move on one turn is limited by its RANGE. You determine how far it can travel by adding up the span of each location the ship moves to (or passes), not counting the location where it begins. For example, three consecutive missions A, B, and C on a spaceline have spans of 2, 4, and 3. A ship starting at mission A will use 7 RANGE to reach mission C, and 6 RANGE to return from C to A.

Explanatory diagram of ship movement

A ship does not have to move all of its RANGE on a turn. A ship can stop at each location as it moves, or it can "fly past" locations (conceptually passing them at warp speed) without stopping there (but still using RANGE).

LAND & TAKE OFF (7.1.6)

"Harry, vent all plasma from the nacelles, transfer available power to atmospheric thrusters and stand by to commence landing sequence."

—Kathryn Janeway

Some ships are able to take off or land on [P] Planets. Landing and taking off is a movement action that uses no range (unless stated); thus, it requires full staffing.

Landed ships may not attack or be attacked by ships or Away Teams unless a card specifically allows it. Landed ships may not be targeted by any card or effect that targets a ship (such as Loss of Orbital Stability), unless the card specifically allows it to target a landed ship (such as Hirogen Hunt). However, cards may report and beam to (or from) a landed ship as normal.


Some cards, such as Engage Shuttle Operations, permit ships to be carried aboard other ships. Like docking and undocking, launching and recovering a carried ship is a movement action that uses no RANGE, which requires the carried ship to be fully staffed.

If a carried ship is destroyed (for example, by Warp Core Breach), the carrying ship is damaged.


"Captain, if these sensors are working, we're over seventy thousand light years from where we were. We're on the other side of the galaxy."

—Harry Kim

It is not legal to move between quadrants unless permitted or required by a card.


"The Vulcan Science Directorate has determined that time travel is impossible."


Time Travel is movement between a time location and a spaceline location, or between two time locations. It is not legal unless expressly permitted or required by a card.


The mission. Whether it's exploration or relief, diplomacy or combat, the mission is at the heart of every Star Trek episode — and the Star Trek CCG.

Of course, missions rarely go as planned. You'll beam down to do some Changeling Research with a research team, but you'd better bring weapons and Security officers to keep them safe, or they might fall prey to a Berserk Changeling. It's even more important in space, where a mission to Observe Stellar Rebirth could end in catastrophe for an entire starship if they're not prepared for everything they might find. But, if you survive the dilemmas your opponent has left for you and solve the mission, you're one step closer to winning the game.


"Well... it seems we're truly sailing into the unknown."

—Jean-Luc Picard

You may attempt any mission with a point box that you seeded. You may also attempt a mission with a point box an opponent seeded if its point box shows 40 points or more, or (if ❖ universal) there is more than one copy in play. You may not attempt or solve other missions.

At a [P] Planet mission, any single Away Team that is present on the planet's surface may begin a mission attempt. At a [S] Space mission, any single undocked ship may begin a mission attempt. (The ship's crew must include at least one personnel of matching affiliation.)

To begin a mission attempt, there must be at least one personnel attempting whose affiliation matches one of the icons (or meets alternate qualifications) given in the mission's affiliation box. All compatible personnel in the crew or Away Team may assist that personnel, and may contribute skills and other attributes to the mission requirements. You do not need to meet the mission's requirements in order to begin a mission attempt.

Some cards, like Quantum Torpedo or Homefront, may add further restrictions on beginning a mission attempt. However, they do not affect a mission attempt while encountering seed cards.

Simply announce that you are beginning a mission attempt with your ship or Away Team. Mission attempts are a single action, so, once the attempt has started, you will not be able to do anything else (except as a valid response or by suspending play) until the entire mission attempt is completed.

If there are cards seeded under this mission, slide the bottom seed card out from under the mission, reveal it face-up, and begin working through the mission's challenges! If there are no seed cards, you then try to solve the mission.


You attempt missions using the personnel, ships and equipment you have played. You attempt [S] Space missions with your crew aboard a ship; you attempt [P] Planet missions by beaming an Away Team down to the mission.

When you begin a mission attempt, start by revealing the bottom dilemma beneath the mission (the dilemma closest to the table). Read it. If it says "unless" or "to get past," you can prevent the dilemma by meeting the stated conditions... but, if you fail, the entire team is stopped and the dilemma reseeds. If it says "cure," you can discard the dilemma (after it has its initial effect) by meeting the cure requirement, but, if you can't, there's no penalty. If it says, "nullify," then it works just like a "cure," except you can meet the nullify requirement and discard the dilemma before it has any effect. If it doesn't say any of those, then just do what the dilemma says, then discard it and continue to the next seed card. Usually, dilemmas will kill or stop enough personnel to prevent you from solving the mission immediately.

When there are no more dilemmas beneath the mission, check your crew or Away Team; if you still have the mission requirements, then you complete the mission! You score points equal to the value of the mission, and you can continue your turn.


Most cards seeded under a mission are probably Dilemmas, or are cards that function as Dilemmas. Either way, you're in trouble!

After you flip a dilemma face-up during a mission attempt to reveal it, the crew or Away Team begin an encounter with that dilemma.

Each dilemma has one or more effects, such as, "kills one personnel with SCIENCE (random selection)", "when countdown expires, ship is destroyed", or "cannot get past". Effects may be automatic or may have requirements: conditions, cures, or nullifiers.

A dilemma is removed from the mission's seed cards once all its effects have been resolved. Some removed dilemmas enter play, with long-term effects. However, most removed dilemmas are discarded.


"You may win this war, Commander, but I promise you, when it is over, you will have lost so many ships, so many lives, that your victory will taste as bitter as defeat."

—Founder Leader

Effects that have no requirements happen automatically. Examples include Artillery Attack, which automatically kills some number of personnel, Murasaki Effect, which penalizes beaming at the mission where it is encountered and the first effect of Armus: Energy Field, which stops (at least) one personnel. (The second effect of Armus: Energy Field is conditional.)

When your mission team encounters an automatic effect, simply follow its gametext. If all of the effects your mission team encounters on a dilemma are automatic, the dilemma is automatically removed at the end of the encounter. Thus, Chula: Crossroads is overcome and removed as soon as the personnel targeted by it have been stopped. I'm Not Going To Fight You is removed as soon as its download is complete and placed on the mission for a persistent effect. Chula: The Lights has both an automatic effect (returns a personnel to hand) and a conditional effect (cannot get past without a certain amount of CUNNING), so it is not overcome and removed until the condition is met.


"If we can't find a way to stop them, they'll tear the ship apart."

—B'Elanna Torres

Many effects can be prevented if you meet certain conditions. If you meet the conditions for all such effects on a dilemma, the dilemma is overcome and removed. Examples include "God", which has a condition of two personnel who each have INTEGRITY > 7, Ancient Computer, which has multiple options for defeating its effect, and Dead End, which has a condition of having at least 50 points. Conditions are prefaced with the words "unless", "to get past", or "cannot get past".

However, if you fail to meet the conditions of any of the active effects on a dilemma, the dilemma is not removed. Failing to overcome a conditional effect has all of the following consequences:

  • The effect occurs.
  • The mission attempt fails (see mission failure below).
  • The ship, crew, and/or Away Team involved in the mission attempt are all stopped.
  • The dilemma is reseeded as the bottom card under the mission, to be encountered again on the next attempt.

There are two main exceptions to these consequences for dilemma failure:

If a dilemma says, "Discard dilemma", then the dilemma is removed and discarded after it is encountered, even if the mission team failed to overcome it. The mission attempt still fails, and the mission team is still stopped, but at least the dilemma will not be encountered again!

If a dilemma says, "Mission continues", then the dilemma is removed even if the mission team fails to pass it. The mission attempt continues and the mission team is not stopped.


"By golly, Jim, I'm beginning to think I can cure a rainy day!"

—Dr. McCoy

Some dilemmas have an ongoing effect that can be cured by meeting a set of cure requirementsafter the dilemma has taken effect. First, the dilemma has its effects, which removes the dilemma from the mission's seed cards (it will not be encountered again). Then, if the required skills are present, it is cured immediately, before the next dilemma is encountered. If not, then the dilemma remains in play until cured or otherwise discarded. The cure requirements on a dilemma apply to all its effects; once a dilemma's cure requirements are met, the entire dilemma is discarded. Curable requirements are always marked with the word "cure."

Examples include Komar Possession, which stops personnel every turn until cured with 3 SECURITY, Emergent Life-Form, which takes control of a ship's movement until it is cured or expires, and Nitrium Metal Parasites, which destroys the host ship in two turns.

Cure requirements are often harder to meet than normal requirements, because the effect hits first. For example, Data Has Some Issues is cured with 3 ENGINEER, but first it stops a personnel present. If that personnel happens to be one of your engineers, and you don't have any extra, too bad! You can't cure the dilemma this turn, and people are going to start dying!

Failing to immediately meet a cure requirement does not cause mission failure.


"This is the nanovirus Axum designed to prevent the Borg from detecting those with the genetic mutation. But I've modified it to nullify their cortical inhibitors instead."

—The Doctor

Some dilemmas state they can be nullified. Some form of the word "nullify" is always used. When a nullifier requirement is met, the dilemma is removed. A nullifier can be met either immediately when the dilemma is encountered and before it takes effect (like a condition) or, if it has an ongoing effect, at any time after it takes effect (like a cure).

For example, Dial-Up stops some personnel, but has the nullifier "Nullify with 3 Computer Skill and Anthropology." An Away Team facing this dilemma may check immediately for 3 Computer Skill and Anthropology, before stopping any personnel. If the requirements are not present, mission continues, but the dilemma can still be discarded later whenever 3 Computer Skill and Anthropology are present. The dilemma self-nullifies when its countdown timer reaches zero.

Failing to immediately meet a nullifier does not cause mission failure.


Some dilemmas, like Microvirus, have a bonus point box on them, but do not specify how to earn the points. These points are scored by meeting the dilemma's requirements during the mission or curing the dilemma afterward. Instead of being discarded or placed out-of-play, dilemmas you score from should be placed in your bonus point area.

You do not score the points if you fail the dilemma's requirements. For example, if you fail to meet the requirements of Barclay's Protomorphosis Disease and your mission team dies, the dilemma is still removed and discarded, because it says "Discard dilemma." But you don't score 10 bonus points from it, because you did not overcome it.


Besides Dilemmas (and cards that function as Dilemmas), you may encounter other cards beneath a mission. [Art] Artifacts may be seeded at any planet mission, and several other cards (such as Search for Weapons and Cryosatellite) will allow you to seed personnel or equipment beneath a mission. If you encounter one of these cards during a mission attempt, place it face-up beneath the mission and continue to the next seed card. The player who solves this mission will earn all these cards.

MIS-SEEDS (7.2.4)

Any card revealed at a mission that cannot be legally encountered at that mission is immediately placed out-of-play (it is not encountered).

Mis-seeds include (but are not limited to):

  • non-seed cards (such as Event cards) placed under a Mission as a bluff,
  • multiple copies of the same card seeded under one Mission by a single player,
  • [S] space Dilemmas revealed under [P] planet Missions (and vice versa),
  • [1E-AU]-icon cards without an [1E-AU]-enabling card,
  • multiple Artifacts seeded under one Mission by a single player (all that player's artifacts at that Mission become mis-seeds), and
  • personnel with no game text allowing them to seed (such as Mirasta Yale under a mission other than First Contact).

If a player encounters his or her own mis-seeded card at a Mission, that player cannot solve that mission (or any Objective targeting that Mission) for the rest of the game. At Empok Nor, encountering your own mis-seed permanently prevents you from taking initial control of the station (but you may commandeer later).


Once all seed cards under a mission have been encountered, and there are no dilemmas remaining beneath the mission, check your remaining personnel present. If they still have a personnel whose affiliation matches one of the mission's, still meet additional conditions for attempting the mission (from Homefront, for example), and meet the mission requirements, they solve the mission; slide it a half-card length toward you to mark it complete. The completed mission remains on the table as a spaceline location, but cannot be attempted again. (It can be scouted.)

Now, any gametext triggered by solving the mission is resolved. (For example, after solving Host Metaphasic Shield Test, you may download Metaphasic Shields to any of your ships at that location.)

Then, artifacts are earned and other hidden seeds are resolved (the solver may decide the order in which they are earned and resolved). If you earn personnel from a mission attempt, any personnel you seeded join your crew or Away Team if compatible, form a separate Away Team if not, or are placed under house arrest if aboard a ship. Personnel seeded by your opponent are captured. Earning seed cards is neither a card play nor a reporting-for-duty action. (However, some Artifacts are played immediately when earned; these card plays do count as a free card play.)

Finally, you score the mission points, plus any bonus points you earned (for example, with Assign Mission Specialists)... even if the personnel who earned those points have been moved away (for example, by Magic Carpet Ride OCD). A mission with no point box cannot be solved.

The mission attempt is now complete, and cards which respond to that (such as Particle Fountain) may be played.


During a mission attempt, a lot can go wrong, but your hardy crews and Away Teams will try to venture on through great adversity. Only a few dire conditions can completely stop a mission attempt:

  • No one remains in the crew or Away Team. (This may be because they are dead, stopped, disabled, relocated elsewhere, or removed by some other means.)
  • After a dilemma is encountered, it is reseeded under the mission to be encountered again.
  • After resolving all dilemmas, the crew or Away Team cannot meet the mission requirements with its remaining personnel.

When a mission attempt fails, unstopped personnel (on an unstopped ship, if at a Space mission) may reattempt the mission. This is a new mission attempt, not a continuation of the previous attempt.


BATTLE (7.4)

"To all ships, this is Captain Sisko! Assume attack formation Delta Two! There's an old saying: fortune favours the bold. Well... I guess we're about to find out."

—Benjamin Sisko

The final frontier is a dangerous place, and not everyone will want to be your friend. Your rivals may attack your vessels, your outposts, your personnel, and even your planets. Whether in hand-to-hand ground battles or space-based fleet actions, combat gives your enemies an opportunity not just to destroy you and your assets, but to capture your personnel, paralyze your fleet, disrupt your operations, and even score points from your suffering. You must always be prepared for it. You may even find it necessary to begin combat yourself in order to defend your interests — or your honor.


When your ships are at the same location as your opponent's ships, or your personnel are present with your opponent's personnel, you may battle them, as long as they belong to a different affiliation. There are a few exceptions to this rule: [Fed] may not attack unless attacked first. [Kli], [Kaz], and [NA] may attack anyone, including fellow Klingons and Kazon. To start a battle, you must have OFFICER or Leadership present.


Add up the total WEAPONS on all your attacking ships. (Each ship must have OFFICER or Leader aboard and must be at the same location as the battle.) Pick one of your opponent's ships or facilities present. If your WEAPONS are greater than its SHIELDS, it is damaged. Place a Rotation Damage Marker on the ship (or simply rotate the ship): the target's cloaking device (if any) goes off-line, and its RANGE is reduced to 5. Your opponent may now return fire by totalling her WEAPONS at this location (her ships do not need OFFICER or Leadership to fire back), choosing one of your ships, and attempting to damage it in the same way.

If an attacker's total WEAPONS are more than double the defender's SHIELDS, the defender is destroyed at the end of the battle. If a damaged ship is damaged again, it is destroyed at the end of the battle.


Shuffle your attacking crew or Away Team and place them in a face-down pile on the table (like a card deck). Your opponent does the same with the defending crew or Away Team. You will now play a short game of "war": each of you must draw the top card of your respective "combat piles" and compare the STRENGTH of the personnel revealed. Whoever has less STRENGTH is stunned. If one card has greater than double the STRENGTH of the other, the weaker one is mortally wounded. Repeat until one player runs out of cards in the combat pile. Both players now total up the STRENGTH of their remaining unstunned, un-wounded personnel. Whoever has more STRENGTH remaining wins! The winner randomly selects one of the unstunned, un-wounded personnel from the losing side as a casualty. The casualty dies. Stunned personnel on both sides recover, and mortally wounded personnel die.


After a battle, all ships and personnel involved in the fighting are stopped. On the next turn, your opponent (even [Bor]) may freely counter-attack any and all of your cards at that location, launching a new battle without needing OFFICER or Leadership. Affiliation attack restrictions do not apply during counter-attacks.

You can repair damage to your ships by docking at a friendly facility and remaining there for two full turns (not including the turn you docked).


Your ships, facilities, and Away Teams may initiate battle ("attack") as an action during your turn.

Your personnel may attack any opposing personnel (or Rogue Borg) present with them. This is referred to as "personnel battle" (sometimes "Away Team battle" or, if Rogue Borg Mercenaries are involved, "Rogue Borg battle"). Your ships and space facilities with WEAPONS and your personnel of matching affiliation aboard may attack your opponent's ships and facilities at the same location. This is referred to as "ship battle" or "space battle" (even if neither ships nor space are involved).

Each of your ships, facilities, or Away Teams that wishes to initiate an attack must have a leader present. (A leader is a personnel with OFFICER or Leadership.) Moreover, you may only initiate battle against cards you do not control. (For example, you may not normally order your [Kli] Klingon ship to attack your own [Rom] Romulan ship.)

Finally, you must obey affiliation attack restrictions:

Most affiliations ([Baj], [Car], [Dom], [Fer], [Hir], [Rom], [SF], [Vid], and [Vul]) have standard attack restrictions: they may attack opponents' cards of any affiliation except their own. For example, your [SF] Starfleet-affiliation ships may attack your opponent's [Fer] Ferengi or [Fed] Federation ships, but may not attack your opponent's [SF] Starfleet ships (or ships with [SF] Starfleet personnel aboard).

[Kli], [Kaz], [NA], and [Neu] have no attack restrictions. For example, your [Kli] Klingon Away Teams may attack any opposing Away Team, including another [Kli] Klingon Away Team.

[Fed] may initiate battle only against [Bor]. Otherwise, [Fed] may battle only during counter-attack, or when permitted or required by a card.


Personnel battles are fought between two opposing crews or Away Teams (the forces) that are together on a planet, aboard a ship, on a station, or anywhere else they are present with each other. A force normally includes Personnel, who may be using Equipment (such as Klingon Disruptor). However, a few exotic cards, like Satan's Robot and Rogue Borg Mercenaries, can also join (or form) a personnel battle force. Normally, you will battle cards you do not control, but some cards allow you to battle your own cards.

The battle proceeds in 6 stages:

1. Initiation: The attacking player announces an attack, chooses which single force is performing the attack, and which single opposing force present they are targeting in the attack. The battle has now been initiated.

2. Responses: Players that control a force in the battle may now play or use cards that apply at the initiation of battle, such as Antique Machine Gun, Bodyguards, D'k Tahg, or I Do Not Take Orders From You!.

3. Form Up: Set aside personnel who are disabled, stunned, in stasis, mortally wounded, or otherwise excluded from battle. Set aside other all other cards (like Tricorders) unless they expressly participate in battle. The remaining cards (or combatants) in each force should be shuffled together and placed face-down on the table as a combat pile.

4. Combat: Simultaneously reveal the top combatant in each combat pile. These combatants are now adversaries. They fight. After applying relevant STRENGTH modifiers (such as El-Aurian Phaser and Lower Decks), compare their STRENGTH attributes:

  • If one combatant's STRENGTH is greater than their adversary's STRENGTH, the player controlling that combatant may choose to stun the adversary. (You may rotate stunned cards 90 degrees to signal their condition.)
  • If one combatant's STRENGTH is more than double the adversary's STRENGTH, the player controlling that combatant may choose to stun or mortally wound the adversary. (You may rotate mortally wounded cards 180 degrees to signal their condition.)
  • If both combatants have equal strength, neither is stunned or mortally wounded.

Repeat this stage of the battle until either combat pile is empty.

5. Determine Winner: Add the total STRENGTH of each force's combatants who are neither stunned nor mortally wounded, including any combatants who remain in a combat pile. Apply modifiers as usual. The force with the higher total STRENGTH is the winner. The other force loses. (If the winning force's controller does not control any other forces in this battle, the player wins the battle as well, and his or her opponent loses.) Randomly select a combatant from the losing force who is not already mortally wounded. That combatant becomes mortally wounded.

If STRENGTH totals are equal, the battle has no winner.

6. Resolution: All mortally wounded cards die. Stunned cards become unstunned. All surviving cards in both forces are stopped. The battle is over.


A ship battle is fought between two space forces, which are composed of ships, facilities, or other cards with WEAPONS and/or SHIELDS (such as the Planet Killer dilemma). Some of the rules of ship battle depend on whether each player is using a Battle Bridge side deck or not.

A ship battle proceeds in 8 stages:

1. Initiation: The attacking player announces an attack, chooses an attacking force (which can include any or all of that player's compatible cards at that location), and one opposing card to target. The targeted card forms the defending force. The player controlling the targeted card may add any or all compatible cards with WEAPONS at that location to the defending force, as long as they have at least one matching, compatible personnel aboard. The defending player must then decide whether to return fire during this battle. If so, he or she selects one card in the attacking force to target. The battle has now been initiated.

2. Responses: Players that control a force in the battle may now play or use cards that apply at the initiation of battle, such as Awaken, 34th Rule of Acquisition, or Attack Pattern Delta.

3. Tactics: Each player who has an open Battle Bridge side deck may draw up to two Tactic cards from that side deck. (Players may look at each drawn card before choosing whether to draw the next.) Then, each player may choose to play one drawn Tactic face-down on the table (the current tactic). Unused Tactics return face-up to the side deck. Once all current tactics are chosen, reveal them all simultaneously.

4. Open Fire: Compute the attacking force's ATTACK total by adding all WEAPONs (including applicable attribute enhancements, such as Tactical Console), plus the ATTACK bonus from the force's current tactic (if any). Note that the tactic bonus applies only once, not once per ship.

Compute the target's DEFENSE total by adding the SHIELDS of the single targeted card (including any applicable attribute enhancements, such as Nutational Shields), plus 50% of the SHIELDS of the facility the target is docked at (if any), plus the DEFENSE bonus from the force's current tactic (if any).

If the ATTACK total is greater than the DEFENSE total, the target suffers a hit.

If the ATTACK total is more than double the DEFENSE total, the target instead suffers a direct hit.

Otherwise, the attack misses the target.

No damage is applied at this time.

5. Return Fire: If the defending force is returning fire, repeat Stage 4: Open Fire with the forces reversed: compute the defending force's ATTACK total against their target's DEFENSE total. The target will receive a hit, direct hit, or miss.

6. Damage: If any opposing cards took a hit or a direct hit, apply damage to them as follows:

  • If you have a current tactic, the amount of damage is determined by the text of your current tactic. Place the appropriate damage markers on the damaged card. These are determined by the symbols on your current tactic: [Down] means that you must use the current tactic as a damage marker. [Flip] means you must draw a new Tactic card from your side deck to place on the target as a damage marker.
  • If you have a Battle Bridge side deck but do not have a current tactic, apply default damage: draw two cards from your Battle Bridge side deck for a hit ([Flip][Flip]) or four cards for a direct hit ([Flip][Flip][Flip][Flip]).
  • If you are not using a Battle Bridge side deck, apply rotation damage. On a hit, apply a Rotation Damage Marker (or, if none is available, rotate the damaged card 180 degrees). The ship's HULL is reduced 50%, its Cloaking Device goes off-line, and its RANGE (if greater than 5) is reduced to 5. On a direct hit, apply two Rotation Damage Markers, reducing the HULL by 100%. (The ship will be destroyed at the end of the battle.)

7. Determine Winner: The force that sustained the least total HULL damage is the winner. The other force loses. (If the winning force's controller does not control any other forces in this combat, the player wins the battle as well, and his or her opponent loses the battle.) If both sides took equal HULL damage, there is no winner (or loser).

No card sustains more than 100% HULL damage. If more than 100% HULL damage is inflicted on a single card, the points beyond 100% do not count toward winning the battle.

8. Resolution: Discard your current tactic (if any). All ships or facilities with 100% or greater HULL damage are destroyed. (Players may now play cards that respond to the destruction of a card, such as Escape Pod.) Surviving cards in both forces are stopped. Cards that are damaged but not destroyed remain damaged until repaired. See 7.5: Damage and Repairs.


Once a battle has resolved, all cards involved in the battle are stopped.

If a player is attacked, then, during his or her next turn, that player has the option to counter-attack against any or all ships, Away Teams, facilities, crews, and other opposing cards controlled by the attacking player anywhere at the location of the original attack, regardless of which cards participated in the original attack or what form it took. A counter-attack is a new battle, not a "continuation" of the previous battle. During a counter-attack, affiliation attack restrictions do not apply and leaders are not required. For example, if your [Car] Keldon attacks your opponent's [Kli] Pagh at Avert Solar Implosion, your opponent may respond next turn by attacking your completely separate [Rom] Away Team on the planet there by bringing a new [Fed] crew into the system, beaming them down to the planet, and attacking.

A player attacked by a counter-attack may launch a counter-attack of his own on the following turn, and so on until either player chooses to refrain from counter-attack, or is rendered incapable of attacking at that location.


"You scratched the paint."

—Jonathan Archer

On a long space voyage, damage is inevitable. Whether sustained in glorious battle, while investigating a solar flare, or by bad luck with the Calamarain, ships left to fend for themselves for too long face degradation and perhaps even destruction. A prudent commander will ensure that his or her starfleet is given ample opportunities to repair at a friendly starbase.

DAMAGE (7.5.1)

The rules for damage depend heavily on whether your opponent is using a Battle Bridge side deck (opened with Battle Bridge Door). If your opponent is using a Battle Bridge side deck, any damage you sustain will take the form of Tactics cards. This is known as "tactics damage." Otherwise (if your opponent is not using a Battle Bridge side deck), you will follow simplified rules for damage called "rotation damage."

The two systems are described below:


Whenever any of your ships, facilities, or other cards are damaged, for any reason, your opponent must place Tactics cards on them as damage markers. If the damage is the result of another Tactic (like during a ship battle), your opponent must place ([Down]) or draw ([Flip]) damage markers as indicated by the Tactic. In any case where damage is not indicated by the card, your opponent deals default damage, which is two cards drawn from the side deck (or [Flip][Flip]).

The bottom (black) area of a Tactics card is known as the damage marker, and it indicates the results of the damage. As soon as the marker is placed on the damaged ship, any immediate effects are played out, such as crew casualties, systems going off-line, or downloads (for example, Engine Imbalance may be downloaded when Target Warp Field Coils is drawn as a damage marker). Second, the ship or facility suffers any attribute damage indicated by the damage marker (for example, Maximum Firepower's damage reduces the enemy vessel's SHIELDS by 2). Finally, HULL damage is added. When a ship or facility's HULL is reduced to 0%, it is destroyed.


Whenever any of your ships, facilities, or other cards are damaged, you or your opponent must place a single Rotation Damage Marker on them. These markers function the same way as Tactics.

If, for any reason, a Rotation Damage Marker is not available, you must instead rotate your damaged ship or facility 180 degrees to indicate its damage. If it has a cloaking device, that cloaking device is now off-line. If its RANGE is greater than 5, its range is reduced to 5. HULL integrity is reduced by 50%. If a ship with rotation damage suffers any more rotation damage, HULL integrity will fall to 0% and the ship will be destroyed.

If your opponent is using rotation damage, you are immune to any effects that would allow your opponent to [Down] or [Flip] your ships or facilities (such as Federation Flagship: Relaunched, HQ: Orbital Weapons Platform, or Breen CRM-114). No player may use both rotation damage and tactics damage during the same game under any circumstances.


PICARD: Computer. Stand by. Auto-destruct sequence omega. Recognise voice pattern Jean-Luc Picard. Authorisation alpha alpha three zero five.
COMPUTER: Auto-destruct is off-line.

—Star Trek: Nemesis

When a damage marker or other card indicates that a system is off-line, the affected item may not be used in any way as long as that damage marker is in play. When "attribute enhancements" go off-line, it affects all enhancements to the specified attribute (such as Tactical Console for WEAPONS). If a core attribute, such as RANGE, goes off-line, it is considered to be 0 RANGE and cannot be enhanced until repaired.

REPAIR (7.5.2)

At the end of each of your turns, you may remove one damage marker (random selection) from each ship that has been docked at an outpost (or other facility that performs repairs) for the full turn. As stated on the Rotation Damage Marker, however, rotation damage is only repaired after two full turns docked at an outpost or other repair facility.

Damaged facilities may only be repaired by cards that specifically allow it (such as Defense System Upgrade).

Whenever a ship or facility is fully repaired (for example, by Spacedock), remove all damage markers immediately.

CLOAK (7.6)

"Can you learn to see in the dark, Captain?"


In Star Trek, some ships have the ability to render themselves invisible ("cloaked") or even immaterial ("phased").

In the Star Trek Customizable Card Game, some ships have the Cloaking Device special equipment. Once each turn, each card with cloaking equipment may cloak or decloak. (No personnel are required to operate a cloak.) Cloaking is represented by flipping the cloaked card face-down. Decloaking is represented by flipping the card face-up again. The following rules apply to cards that are cloaked:

  • Your opponent may not target your cloaked cards.
  • A cloaked card may not initiate battle, nor attempt or scout missions, nor be attacked or boarded.
  • Cloaked cards are not considered to be opposing, present, "here" or otherwise located at their current location for requirements or abilities.
  • Cloaked cards are affected normally by cards that do not require specific targeting. For example, cloaked ships are affected normally by Q-Net, Stellar Flare, and Navigate Plasma Storms.
  • Cards aboard a cloaked card are not considered cloaked.
  • Although cloaked ships are technically at locations (for movement) and may be on a spaceline or at a year (for cards like Quantum Slipstream Drive or UFP: One Small Step), they ignore requirements and abilities that would treat them as present, opposing, "here" or which otherwise acknowledge their current location. For example, if on a cloaked ship, Captain Chakotay's attribute bonus applies to personnel on his ship but not on any others.
  • Other cards may not embark or disembark from, beam on or off of, undock or dock with, or take off or land on, a cloaked card.
  • When your personnel cloak, they may cloak their carried equipment.

Cards with the Phasing Cloak special equipment may phase or dephase, which is exactly the same as cloaking, except phasing includes these additional effects:

  • You may not target your phased cards.
  • Phased ships may not move except by using RANGE. Phased personnel may not move except by beaming.
  • A phased ship may not land or dock. If a landed or docked ship phases, it immediately takes off or undocks.
  • Cards aboard a phased card may not be attacked or targeted by cards that are not on or aboard the same card (or vice versa). For example, a Tantalus Field played on a phased ship can target personnel aboard the same ship, but not other ships.
  • Phased cards are unaffected by most cards in play. For example, a phased ship is unaffected by Q-Net, but also cannot use Bajoran Wormhole. Only cards that affect all cards in play (such as Anti-Time Anomaly) can affect phased cards.

A card may not enter play cloaked or phased.


"In this room, you do not ask questions. I ask them, you answer. If I'm not satisfied with those answers, you will die."

—Gul Madred

Some cards allow you to capture your opponents' personnel. Captives are disabled.

Upon capture, captives immediately relocate to one of the capturing player's crews or Away Teams at the same location, if possible. That team immediately assumes custody and begins escorting the prisoner, who is considered held.

If you don't have any teams at the location, the card that caused the capture remains on the table as a trap card. Place the captured personnel under it; she is now held. Once your crew or Away Team arrives, they may assume custody by either being present with the prisoner or beaming her from the trap card to their ship. The trap card is now discarded.

An escorted prisoner may be moved like an Equipment card. Each crew or Away Team may escort any number of captives. You may not initiate battle against personnel you have captured. If the ship or facility has a brig, the captive may be placed there. (She is still held, but is no longer escorted, which affects a few cards like Suicidal Attack.)

Captives that are held (or Brainwashed) can only be released by a card that specifically releases (or "returns") captives (like Prisoner Exchange). Captives that are left unattended, however, with neither a trap card nor an escort nor a Brig holding them, are conceptually "tied up and left behind" and thus may be released by their owner's other personnel present, without any special card. When a captive is released, all capture-related cards (like Impersonate Captive) played on her are discarded.


"I am DaiMon Lurin, and I declare this ship to be a loss and open to claim according to the Ferengi Salvage Code. You will cooperate with our salvage operations, or we will begin executing your crew."


Some cards allow you to commandeer an opponent's ship (or facility). When you commandeer an opponent's card, control transfers to you and the card's affiliation changes to the affiliation of one of the personnel (your choice) in the commandeering crew or Away Team. It is yours to use for the remainder of the game as though it were your own card. Even if you leave it unattended and your opponent beams an Away Team aboard, they can only regain control if another card allows it.

You do not automatically gain control over any of your opponents' personnel or equipment aboard a ship or facility that you have commandeered. Cards played on the ship, like Subspace Transporters, Cytherians, or damage markers, transfer to you. Staffing requirements still apply to commandeered ships.


"You're too late... we're everywhere..."

—Odo Founder

Your personnel who have a diamond-shaped <Baj> <Car> <Dom> <Fed> <Kli> <Rom> <Maq> infiltration icon may infiltrate your opponent's cards if your opponent is playing that affiliation (or faction). Such cards may join the opponent's side by reporting to your opponent's usable, compatible outpost or headquarters as if your card were one of your opponent's cards of the affiliation in their infiltration diamond. (You may ignore quadrant restrictions while reporting this way.)

These personnel may also begin infiltrating by joining an opponent's compatible crew or Away Team where present (even during your opponent's turn).

Once an infiltrator has begun infiltrating, it becomes the affiliation or faction shown in its infiltration diamond, and it becomes an infiltrator. Thus, if you are using Bashir Founder, you could report him to your own [Dom] Dominion facilities or your opponent's [Fed] Federation facilities. If your opponent has Treaty: Federation / Romulan in play, you could also report to his or her [Rom] Romulan facilities.

Your infiltrator is part of your opponent's crew or Away Team, but is still under your control. For example, your opponent may not treat the infiltrator as "his personnel" to benefit from his hand weapons.

Your opponent may not treat your infiltrator as an intruder (for example, by attacking him). However, you may treat your infiltrator as an intruder for the purposes of cards such as The Walls Have Ears.

Whenever any of the opponent's personnel present take any action, your infiltrator may choose whether or not to participate (or contribute to ship staffing requirements). If he chooses to participate, he must participate fully; for example, an infiltrator joining a mission attempt must contribute skills and requirements to all dilemmas and to solving. He may move independently, moving and beaming like any normal personnel, but may not take any other actions unless permitted specifically by a card. Your infiltrator may not take your equipment with him while infiltrating.

EXPOSURE (7.9.1)

An infiltration mission can end in exposure, when your infiltrator's deception is "uncovered" by your opponent. You may choose to expose your own infiltrator as a normal action during either player's turn. An infiltrator can also be exposed by being present with any other version of the persona they are impersonating (including mirror opposites). Thus, if Kira Founder is ever present with Kira, Colonel Kira, or The Intendant, she is immediately exposed. Finally, your infiltrator can be exposed by returning to your own crew or Away Team.

Once exposed, the infiltrator reverts to its original affiliation. If aboard an opponent's ship or facility, the exposed infiltrator becomes an intruder. He may infiltrate again once he has spent any length of time not being present with any of that opponent's personnel.


Some cards require that you take a specific action. For example, Samaritan Snare requires Federation to attempt it if present. Cytherians and Conundrum require ships to move (and, in Conundrum's case, attack). When your cards are being compelled by a required action, they may not take any other actions until the required action is complete. A Federation ship at Samaritan Snare may not play Preparation before attempting. A Klingon ship under the influence of Incoming Message - Klingon may not cloak, dock, or initiate battle, even to counter-attack. (However, it may return fire if attacked.) If a ship is compelled by a required action, so is its crew: they may not leave by any means nor initiate battle. Additional personnel and equipment may beam or report aboard by normal means, but, once aboard, they must follow the same restrictions as the rest of the crew.

Other than the fact that they are required, required actions are just like any other actions. Valid responses are allowed (for example, playing Magnetic North when attacked). If a ship or personnel influenced by a required action is captured, assimilated, or commandeered, the influence remains; the new controller must complete the action.

Meeting conditions to cure or nullify a card affecting a ship (such as Engine Imbalance) is not an action, so it is allowed, even during a required action.


When you are finished executing orders for the turn, announce that you are ending your turn. This section describes several things that normally happen at the end of your turn. You may address them in any order, with the exception that your end-of-turn card draw must be the very last thing you do.The very last thing you do on your turn is draw a card from your draw deck.


"Six... Five... Four... Three..."

—Starship Enterprise

Some cards have a [Countdown:3] Countdown Icon. When a Countdown Icon card that you own enters play, it has a conceptual counter placed on it. At the end of each of your turns (not your opponents'), the counter counts down one turn. When the counter reaches zero, it is immediately discarded.


Occasionally, a card will instruct you to probe. This is a means for the game to generate semi-random outcomes. Probing takes place at the end of your turn (unless otherwise specified). Simply reveal the top card of your draw deck, called the probe card. (If your draw deck is empty, you may not probe.)

The card that allowed you to probe will have a list of various icons on it, along with gametext associated with each icon. This is called the probe list.

In order to determine the outcome, identify the first icon on the probe list. If this icon appears anywhere on the probe card (in gametext, as a staffing icon, etc.), replace the probe card atop your draw deck, then execute the appropriate outcome for that icon. If the icon does not appear, proceed to the second item on the probe list, then the third, then the fourth, and so on until you have identified an outcome. For example, if you probe with Secret Compartment and Wall of Ships is revealed as your probe card, your outcome is "Success." Replace Wall of Ships atop your draw deck, download two equipments or an artifact, and discard Secret Compartment.

If none of the icons in the probe list appear on the probe card, and there is no "otherwise" clause, simply replace the probe card atop your deck and continue with the game. (This is called probing with no outcome, and is common with [BO] Objectives like Assimilate Planet.)

If multiple cards allow you to probe at the end of your turn, you must announce which ones you are using before you probe. You then reveal only one probe card, using it to resolve all your probes, in any order.

If your draw deck is empty, you may not probe.


When you have finished all other end-of-turn actions, you must draw a card from your draw deck. If you are unable to draw a card from your draw deck (because a card requires you to "draw no cards this turn" or you have no cards in your draw deck), simply inform your opponent that your turn is over.


"As of this moment, we are all dead. We go into battle to reclaim our lives. This we do gladly, for we are Jem'Hadar. Remember: victory is life!"

—First Omet'iklan

The game continues until one player wins the game by having at least 100 points. However:


"Out there, there are no saints, just people! Angry, scared, determined people who are going to do whatever it takes to survive – whether it meets with Federation approval or not!"

—Benjamin Sisko

The facilities, ships, personnel, and equipment you bring with you on your voyage into the galaxy are more than tools — in many ways, they have a life of their own. This section explains how you can turn their quirks to your advantage — and how things can backfire.


"Fix the replicators, Chief. My console's offline, Chief. I should've transferred to a cargo drone. No people, no complaints."

—Miles O'Brien

Skills appear on all personnel cards, usually preceded by a [SD] skill dot. Most skills are regular skills, such as [SD]Physics, [SD]Computer Skill, and [SD]Honor. (They are all one or two words long.) Regular skills are typically used in meeting conditions for another action where present, such as curing a dilemma. Regular skills are most often used to meet mission and dilemma requirements.

All other skills are special skills, such as "[SD]If on Cha'Joh, it is RANGE +2." Special skills that provide general modifiers like this are "always on." Other special skills, such as, "[SD]Once per game, may capture one personnel present," may normally be used only as normal actions on your turn, although many special skills provide their own special timing.

Some cards allow you to select, add, or increase skills (for example: Frame of Mind, Fitting In, Ishka). You may only select or modify regular skills.

Attributes (INTEGRITY, CUNNING, and STRENGTH) also appear on all personnel cards, and can be used like regular skills.


A few regular skills and classifications include additional built-in powers, beyond their regular uses in solving missions and overcoming dilemmas. They are:


Any personnel with [SD]Leadership or OFFICER (as a skill or classification) is a leader. Leaders are needed to initiate battle.


The terms "Intelligence" and "any Intelligence" (on cards like Damaged Reputation) refer to any of several skills: [SD]FCA, [SD]Intelligence, [SD]Klingon Intelligence, [SD]Memory Omega, [SD]Obsidian Order, [SD]Section 31, [SD]V'Shar, and [SD]Tal Shiar. If a card requires multiple Intelligence skills ("any 3 Intelligence") you may use any combination of Intelligence skills to meet the requirement.


"Guramba" is a Nausicaan word meaning "courage". Wherever your crew or Away Team has [SD]Guramba present, your opponent must have two leaders present in order to initiate personnel battle. (Guramba has no effect on ship battle.)


Personnel with [SD]Transporter Skill can beam large Tribble cards, even through SHIELDS, once per turn per skill level.


"The plasma was super-heated. It thermalised his lungs. Initialise the hyperbaric sequencer!"

—Dr. Phlox

This section describes the many ways your personnel might be injured or otherwise prevented from carrying out their duties.

STOPPED (10.2.1)

The most common "injury" in the game is getting "stopped." Stopped personnel are, conceptually, either completely engaged in what they're doing, completely exhausted, or injured enough to be "out of the action" for the rest of the turn while they recuperate.

Examples: Devastating Communique, failing a conditional dilemma, Oo-mox, finishing a battle

Stopped cards may not be beamed, move, walk, participate in an attack (they may battle defensively), staff an unstopped ship, cloak, phase, get stopped again, or participate in any mission, commandeering, or scouting attempt in any way. (They become separated.)

If a ship is stopped (or unstopped), all cards aboard the ship are stopped (or unstopped). Using up a ship's RANGE does not stop it.

Equipment carried by a crew or Away Team are stopped if the entire crew or Away Team is stopped (whether by battle, failure to overcome a dilemma, or other means).

Stopped cards become unstopped automatically at the start of either player's next turn.


Cards that are killed or destroyed leave play normally, usually to the discard pile. All personnel aboard a ship or facility when it is destroyed are killed, and all equipment and ships aboard are destroyed.

Examples: Armus - Skin of Evil, Vulcan Stone of Gol, V'Ger, Disruptor Overload

DISABLED (10.2.3)

A disabled personnel is unconscious.
Examples: Hypospray, getting captured, deactivated [Holo] holograms

Disabled personnel may not be used in any way. They may not take actions, use gametext or characteristics, or even enable gametext on other cards that depend on the disabled personnel being in play. For example, if Lore is disabled, you cannot use his skills to cure dilemmas, cannot use his Treachery for Recruit Mercenaries, and cannot prevent a ship from being relocated at Paxan "Wormhole". However, disabled personnel may be moved and beamed like equipment cards, and may be targeted by effects that target their card types. For example, disabled personnel may be battled by opposing personnel, captured by Ilon Tandro, or targeted by Release This Pain.

Disabled personnel are separated during mission attempts.

STASIS (10.2.4)

Personnel or ships in stasis are in suspended animation, where they remain until released.
Examples: The Whale Probe, Vulcan "Death Grip"

Cards in stasis may not take actions, use gametext, or characteristics, and may not be targeted or moved by any effect except the one placing them in stasis. Ships and personnel in stasis therefore cannot be attacked in battle. For example, no player may play Diplomatic Contact on Kai Winn if she is in stasis. Cards already targeting ships or personnel in stasis are suspended until stasis ends. For example, Federation Flagship: Renewed does not generate extra card draws while the Enterprise is in stasis, and REM Fatigue Hallucinations does not count down.

Personnel in stasis are separated during mission attempts.

SEPARATED (10.2.5)

During mission attempts, your personnel who are stopped, disabled, in stasis, or under house arrest are separated. Any personnel who are stopped, disabled, placed in stasis, or house arrested during a mission attempt automatically and immediately form a new "separated" crew or Away Team (or join it, if one already exists). Separated personnel automatically rejoin the main team as soon as they are able (when unstopped, removed from stasis, etc.).

Because separated personnel are no longer part of the main mission team, this means they are no longer present: They can no longer be targeted by dilemmas from the mission attempt (unless expressly specified, like on Crystalline Entity). They are not considered to be "aboard" their ship, for the purposes of dilemmas. Furthermore, separated personnel cannot contribute characteristics or skills toward overcoming, curing, or triggering dilemmas encountered during mission attempts. They are completely sidelined.

All opposing personnel are considered "separated" from your mission attempts, as well. For example, if you encounter Kazon Bomb during a mission attempt at Liberation, your opponent's Away Team will not suffer casualties, even if it is on the planet's surface with your Away Team.

RELOCATED (10.2.6)

Some cards can "relocate" ships and personnel in play. (Equivalent euphemisms are sometimes used, too, including "hurled", "transported", and "towed".) Relocation is a form of forced movement. As such, it does not require full ship staffing, and even stopped cards can be relocated.


When a card places a ship, facility, or planet under quarantine, personnel may board the ship or facility, or beam to the planet, but none may leave. Example: Aphasia Device


When a card is in play "for uniqueness only", the card is considered "in play" only insofar as its owner may not report another copy of the same persona. For all other intents and purposes, they are considered not in play. For example, if The Emissary is trapped in a Kobayashi Maru Scenario or placed in your point area with Duranja, Bajorans do not have their INTEGRITY enhanced by his ability, but you cannot report another The Emissary or Benjamin Sisko.


"From hell's heart, I stab at thee. For hate's sake, I spit my last breath at thee!"


Nemesis icons identify a destructive relationship between personnel and/or ships. Two cards that have a nemesis relationship will have icons of the same color but pointing in different directions.

For example, Kor [Nemesis: Red: Right] and The Albino [Nemesis: Red: Left] are nemeses. Kang [Nemesis: Red: Right] and The Albino [Nemesis: Red: Left] are also nemeses. But Kor [Nemesis: Red: Right] and Kang [Nemesis: Red: Right] are allies, because their nemesis icons point the same direction. Kor [Nemesis: Red: Right] and I.K.C. Chang [Nemesis: Green: Left] have no relationship, because their nemesis icons are different colors.

If two or more personnel or ships with opposing nemesis icons are present with each other at the end of any turn, the player whose turn it is must choose one of them to be immediately killed (personnel) or destroyed (ships). This is not a battle.

For example, if your Pralor Unit 3947 is on a planet with your opponent's Cravic Unit 122 at the end of your turn, you must choose one of them to be discarded. If you have left your Pralor Unit 3947 aboard your Cravic Warship at the end of your turn, you must choose one to be discarded. (If you choose to destroy the ship, all personnel aboard — including Pralor Unit 3947 — will be killed.)

HOUSE ARREST (10.2.10)

If your personnel who are mixing and cooperating become no longer compatible, they are in a house arrest situation. (This typically happens because a card allowing different affiliations to cooperate, such as Treaty: Cardassian/Bajoran, has been nullified, or when incompatible personnel are acquired from a Cryosatellite.) When this occurs on a ship or facility, the personnel who are incompatible with the ship or facility they are aboard are placed under house arrest. If this is not applicable (because they are at a Neutral Outpost, at a site on a Nor, aboard an opponent's ship, etc.), the minority group is placed under house arrest. If on a planet, the incompatible personnel simply split into two separate Away Teams.

While under house arrest, personnel are treated as disabled. (During mission attempts, they are separated.) However, they may freely walk and beam, and can thereby end the house arrest situation as soon as the opportunity presents itself.

You may never voluntarily place your personnel in a house arrest situation. You may not report a [Kli] Klingon to a [Rom] Romulan Outpost without a treaty, nor to a Neutral Outpost where you have [Rom] Romulans present, without a treaty in place. You may not beam your [Rom] Romulan personnel aboard a [Kli] Klingon ship, stop your [Kli] Klingons and [Rom] Romulans at the same site, or switch the Sisters of Duras's affiliation to [Kli] while they are aboard a [Rom] ship.


You are The Sisko.

—Kira Prophet

Apart from regular gametext and icons, many cards have additional characteristics, such as "female", "cook", "Jem'Hadar attack ship", "maje", "disruptor", and "Vulcan". Characteristics have no built-in gameplay function, but characteristics are used by many cards, such as Matriarchal Society, Klingon Restaurant, Engage Shuttle Operations: Dominion, The Kazon Collective, Phaser Burns, and Fal-Tor-Pan.

A card has a characteristic if that card says it has that characteristic, whether in lore, title, affiliation, icons, or some other area of the card. For example:

  • Norah Satie's lore states that she is an admiral, as does Admiral McCoy's card title, so they are both "admirals".
  • The title, lore, and class of Type 9 Shuttlecraft state that it is a shuttlecraft, as does the class of Quark's Treasure, so both are "shuttlecraft".
  • In an unusual example, Krax's special skill provides him with the characteristic of "nagus" only if certain conditions are met. He loses the characteristic if another nagus (such as Grand Nagus Zek) enters play.

A few characteristics are defined or fleshed out by rule. They are:

  • hand weapon: in addition to cards which identify themselves as "hand weapons," Equipment that has the "phaser", "disruptor", "blade weapon", or "tommygun" characteristic also has the "hand weapon" characteristic.
  • changeling: a species. All changelings also have the characteristic "shape-shifter." (But not all shape-shifters are changelings.)
  • romantic partner: A personnel is the romantic partner of another personnel if the lore on either card both names the other (see named in lore sidebar) and states that they have been "romantically involved". For example, Pel and Quark are romantic partners of one another, but Pel and Deputy Quark are not.

    The following terms (even if preceded by "ex-") are considered equivalent to the phrase "romantically involved": "husband", "wife", "mate", "married", "wedded", "bride", "imzadi", "beloved", "mistress", "widow", "divorced", and (naturally) "romantic partner". A personnel and their romantic partner are collectively called a couple.

  • matching commander: A personnel is a matching commander for a ship (or facility) if either card both names the other in lore and states that that personnel is (or was) the commander or captain of that ship (or facility). For example, Worf (First Contact) and Kudak'Etan are both matching commanders for all ship cards with the title U.S.S. Defiant, but not Stolen Defiant. All cards with the title "Benjamin Sisko" are matching commanders for U.S.S. Sao Paulo — but substitutes like Ben Sisko and The Emissary are not. Many cards provide benefits to cards with a matching commander aboard.


"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid."


There are some strange things in the galaxy. Most of it can be catalogued, documented, analyzed. But there are a few entities out there whose operation is unlike anything else in our seemingly simple universe. They require somewhat deeper explanation.


"They say there's no devil, Jim, but there is. Right out of hell, I saw it... miles long, with a maw that could swallow a dozen starships."

—Commodore Decker

Cards with the [Self] Self-Controlling icon move, operate, and attack on their own. After entering play, they are under the control of neither player. At the end of every turn (both players'), each [Self] card in play acts according to its gametext.

When a [Self] card moves, it moves its full available RANGE toward the far end of the spaceline. (Exact ties are settled by the owner.) A [Self] card requires 1 RANGE to move off the spaceline and leave play.

When a [Self] attacks, it attacks all eligible targets at that location at once. (For a detailed explanation, see Multiplexing & Multiple Targets.)

Any affiliation, including [Fed], may initiate battle against [Self] cards. ([Bor] must obey their usual restrictions.) [Self] cards automatically return fire against every ship and facility involved in the attack, but not bystanders. [Self] cards do not use either player's Tactic cards in battle. However, if your ships take a hit and your opponent has a Battle Bridge side deck, he or she inflicts default damage on your damaged ships. Otherwise, you suffer rotation damage.

[Self] cards are not considered ships for the purposes of cards that affect ships (such as Q-Net, Plasma Fire, Isabella, or Wormhole).


"I have confirmed the location of Praxis, sir, but... I cannot confirm the existence of Praxis."

—Dmitri Valtane

Cards such as Unstable Matrix and Redirect Energy Ribbon may cause a [P] mission to be "converted to space". When this occurs, the mission's icon becomes [S] Space. If any player has completed (or placed a [BO] [Obj] Borg-Only Objective on) that mission, that player has now completed a space mission for the purposes of cards like The Big Picture or the game's win conditions.

However, all cards on the planet or played on the planet are destroyed and discarded. This includes any personnel, landed ships, facilities, Events, or other cards there, including cards like The Guardian of Forever or Hotel Royale which specifically play on the planet. However, cards which merely play at the mission or the location generally (like Venus Drug and Dal'rok) remain.

[Tribble] TRIBBLES (11.3)

"They do nothing but consume food and breed. If you feed that thing more than the smallest morsel, in a few hours you'll have ten tribbles, then a hundred, then a thousand."


"Oh, it's purring! Listen, it's purring!"

—Lt. Uhura

Tribbles are small, furry, adorable creatures, but their rapid reproduction can cripple a fleet.

[Tribble] Tribble cards may be played only from a Tribble side deck (opened with Storage Compartment Door). Each tribble card represents some number of tribbles. Small tribble cards (1 Tribble and 10 Tribbles) cards may report anywhere. Large tribble cards (100 Tribbles and greater) may only be bred from your tribble cards already in play (not your opponent's), and may only report where their "parents" are present. You may play only one tribble card on a group of tribbles each turn. Each of the different tribble cards inflict annoyances of increasing scope, described in their gametexts.

Worse still, the Storage Compartment Door may disgorge [Trouble] Trouble cards, like ...On The Bridge, which compound the tribble troubles exponentially. Trouble cards may play on any tribble group at any time, but portions of its gametext will not "activate" until the listed "minimum" number of tribbles is present. Whenever tribbles within the group are moved, the Trouble card may move with them, at the owner's discretion. A Trouble is discarded if there are no tribbles present.

The main tribble mitigation strategy is to move them somewhere else. Small tribble cards may be carried (and beamed) by either player's personnel, like equipment. However, each personnel may carry only a single small tribble card, and, when they drop it, they are stopped. Large tribble cards may be beamed by any personnel with Transporter Skill. Each personnel may beam up to one large Tribble card for each multiple of Transporter Skill that they have, then are stopped. (Thus, Burrows could beam any one large tribble card, Charles Tucker III could beam two large tribble cards, and Emory Erickson could beam three. All would be stopped after.) You may beam tribbles anywhere that you would normally be allowed to beam a generic personnel, including an opponent's ship if their shields are down (or you can beam through them).


"...Botany Bay? Oh, no! We've got to get out of here—now!"

—Commander Chekov

Cards with the [BB] Botany Bay icon represent an unpleasant surprise for players who try to uncover what is better left buried. If a player examines a dilemma with the [BB] icon any time other than during a mission or scouting attempt (for example, by using Ocular Implants to peek at it), place it on the mission where it was seeded. That player may not attempt or scout this mission until another mission has been completed (or scouted) by either player, then re-seed the dilemma at the same mission.


ARCHER: According to some theories, everything that exists in our universe should also exist there.
HOSHI: Another Terran Empire? Another Starfleet?

—"In A Mirror Darkly, Part I"

Cards from the [MQ] Mirror Quadrant are not just native to a different spaceline; they are from a mirror universe, similar to our own but far more savage.

Some locations in the [MQ] Mirror Quadrant, such as Mirror Bajor, correspond to locations in the Alpha Quadrant (like Bajor): they have exactly the same location text, just in the opposite universe.

Cards from the [MQ] Mirror Quadrant are often written from the perspective of the mirror universe, so [MQ] Mirror Quadrant cards that refer to specific locations mean the [MQ] Mirror Quadrant versions of those locations. (All other references to locations refer only to the Alpha Quadrant version unless otherwise stated.)

For example, Imperial Palace may seed on 22nd-Century Japan ([MQ] 2155 Earth), but may not seed on 22nd-Century San Francisco (Alpha Quadrant 2155 Earth). Likewise, The City of B'Hala may seed under Alpha Bajor, but not Mirror Bajor. For the same reason, Homeworld-related effects do not apply to cards from the opposite universe. For example, Commander Leeta's homeworld is Mirror Bajor; she is not protected by Strategema at Alpha Bajor.


"You are now subjects of the Klingon Empire. You'll find there are many rules and regulations. They will be posted. Violation of the smallest of them will be punished by death."

—Captain Kor

There are a few other rules you should know when you start playing.


"Execute them. I think you'll find that random and unprovoked executions will keep your entire workforce alert and motivated."

—The Intendant

Some cards require one or more cards to be chosen. The selection may be automatic, one player may choose, or it may be random. If the card (or rule) does not specify, the player who played or encountered the card selects. For example, on Odo's Cousin, you choose which SCIENCE to stop. The selecting player may see the cards.

Make random selections by any mutually agreeable means; or shuffle together all eligible cards, hold them so the faces of the cards cannot be seen, and let your opponent draw a card, at random, from this group.

There are special rules for tied selections; see Ties.

TURNS: "EACH", "EVERY" & "FULL" (12.2)

When a card states that something happens "every" turn, it means every turn of any player. However, when a card says that something happens "each" turn (or "per" turn), it means each turn of the card's subject, skipping opponents' turns. Thus, Harvester Virus kills every turn, but Dal'Rok kills only on the turns of the player who encountered it.

A "full turn" is one complete turn of one player, from beginning to end. It does not include the current turn.


You control each card you seed or play, as well as any Headquarters of an affiliation you are playing. You do not control cards which are in your deck, hand, or discard pile, except while seeding or playing them.

The word "your" is often used as shorthand to refer to cards you control. For example: Each of your Treachery personnel is CUNNING +2. This gametext affects the CUNNING of each Treachery personnel you control.

Similarly, the word "opponent's" is used as shorthand for cards your opponent controls.

You are the owner of each card you begin the game with. You remain the owner of a card for the entire game.

During a game, your opponent may take control of some of your cards (through commandeering, Brainwash, Alien Parasites, etc.). Such a card is no longer "yours." (It becomes your opponent's.) However, you still own it, and therefore you still "have it in play." For example, if your opponent assimilates your unique Jean-Luc Picard, you may not play another Jean-Luc Picard, because you still have the first one in play. At the end of the game, all cards are returned to their owners.


Each member of a crew or Away Team is present with every member of that crew or Away Team, including themselves. Cards that are present together are also "with" each other. Your separated cards are not present, nor are your other cards in different crews or Away Teams (for example, if you have incompatible [Dom] and [Hir] Away Teams on the same planet).

Your crews and Away Teams are present with other cards (such as Duck Blind or opposing Away Teams) that are on the same ship, inside the same facility (at the same site, if any), or on the same planet surface. They are also present with that ship, site, facility, or planet. Away Teams are present with a planet only while on its surface; crews and Away Teams at a space location are always present with it. (During attempts, opposing crews and Away Teams become separated.)

Ships and facilities are present with all other ships and facilities (both players') at the same location (except carried ships), with other cards at the location like The Nexus, and with any site at which they are docked. They are not present with one another's crews. Planet facilities and landed ships are present with the planet.

"Here" means "anywhere at this location." Whether in open space, aboard a ship or facility, or (at planet locations) on the surface, all ships, personnel, facilities, equipment, events, and any other cards that are at the location are "here". For example, Venus Drug affects all females, in orbit or on the planet, including opponents' females.

Similarly, "there" means "anywhere at that spaceline location." For example, your Greed personnel don't have to be on the surface to use Bribery's first function at a planet mission.

TIES (12.5)

In general, the player who controls a card breaks ties for that card. For example, if you play Arbiter of Succession and there is a tie for strongest two Klingons, you determine who battles.

Since just-encountered dilemmas are not controlled by either player, the opponent of the player encountering the dilemma breaks the tie. Thus, if you encounter Archer, and your crew has a tie for highest total attributes, your opponent chooses the victim.


When a card like Fire Sculptor or Gomtuu Shock Wave requires you to find the "far end of spaceline" or "nearest ship," compare the number of cards in each direction. If there is a tie, compare the total span in each direction. If there is still a tie, resolve it using the ties rule.


A card is a copy of another if it has the same card title and gametext. For example, Dead End (Homefront) is a copy of Dead End.

A card is different from another card if:

  1. they are not copies, and
  2. they are not versions of the same persona.

Cards that are not different are considered the same, even if they are not strict copies.

For example, if U.S.S. Voyager is destroyed, Federation Flagship: Recovered may download U.S.S. Intrepid, because that is a different ship, but not U.S.S. Voyager (Virtual Promos), because it is a copy, nor Voyager (Engage), because it is a version of the same persona (thus "the same ship").


When a card has an effect that may be used "once" or "once per game", you may use that card's effect only once during a game, no matter how many copies of that card you have in play during that game (even ❖ universal cards).

For example, you may download an Armus dilemma only once per game with All-Consuming Evil, even if you play a second copy of All-Consuming Evil. You and your opponent may each use such text once per game if you each control a copy of that card. If the same "once per game" skill is included on different cards, you may use the skill once for each card; for example, you may use the ability to peek at seed cards once per game for Ajur and once per game for Boratus.

"Once each turn," "twice," "twice per game," "thrice a battle," "thrice," and other similar phrases work similarly — you may use the card's effect only as often as the card allows, even if you have multiple copies in play.


Multiple copies of the same card have the same effect on the same target at the same time only if they are cumulative.

In the Star Trek: CCG, most cards are not cumulative. For example, you may play a copy of Space Boomer on Travis Mayweather and a second copy on Daniel Leonard. However, because two copies of Space Boomer do not have the same effect on the same target at the same time, if you put them both aboard Columbia, its RANGE would only be +3 (instead of +6).

By contrast, some cards are marked cumulative. For example, if your [Rom] Away Team has three Romulan Disruptors, every personnel in the Away Team is STRENGTH +6 (instead of +2), because it is marked cumulative.

All damage markers are cumulative by default. All other cards are not cumulative unless specifically marked.


Normally, when a card specifies another card by title, only a card with that exact title may be used. For example, only a Scan can be used to initiate battle at Nebula, not a Full-Planet Scan or a Tactical Scan.

The exception to this is the "colon rule": when a card references a particlar card title, cards that have that exact title followed by a colon, dash, or the numeral "II" are equivalent to that card title.

For example, Calamarain is immune to both Kevin Uxbridge and Kevin Uxbridge: Convergence. Launch Portal may download either Engage Shuttle Operations or Engage Shuttle Operations: Dominion. Subspace Interference nullifies Incoming Message: Attack Authorization, Incoming Message - Federation, and any other card whose title begins with "Incoming Message" followed by a colon or a dash.

On the other hand, Weyoun's Warship can download only Engage Shuttle Operations: Dominion, not Engage Shuttle Operations or Engage Shuttle Operations: Starfleet, because the card making the reference (the Warship) specifies that specific card, not the card group.

SET, ADD, MULTIPLY (S.A.M.) (12.11)

A card or rule may set numerical values (such as attributes or point boxes) to a specific value (for example, Frame of Mind sets all attributes to 3). Other cards may add, subtract, multiply, or divide numerical values. When a single card is affected by more than one such effect, first apply any set values, then add or subtract, then multiply or divide. For example, if Kromm is affected by Frame of Mind while armed with a Klingon Disruptor and a Varon-T Disruptor, his total STRENGTH is 10 (((3) + 2) * 2). (This is sometimes called the "S.A.M. Rule".)


Any player may examine any face up card, whether or not it is in play.

However, you may see and inspect your opponent's Personnel and Equipment only when they are played, when permitted or required by a card (such as an "opponent's choice" dilemma), or when necessary to verify that your opponent is complying with the rules. Furthermore, you may not see or inspect Ships that are docked, cloaked, or phased (the same exceptions apply).

When a card grants you opponent's choice to choose one of your opponent's personnel, you may inspect all cards present in their entirety. For example, if your opponent falls victim to Antedean Assassins, you may fully inspect all personnel (not just those with Anthropology and Empathy) in your opponent's crew or Away Team.

You have a right to know the number of cards in your opponent's hand.

You may see and inspect your own cards in play at all times (including [HA] Hidden Agendas), and you may look through the cards in your discard pile (without rearranging them). You may not see face down cards in your draw deck or side decks.

Any player may count the number of seed cards remaining under a given mission at all times.


"Look in the mirror. See yourself."


A few words and phrases have been ruled equivalent. Equivalent terms are interchangeable. (All other terms are not interchangeable.)

  • The icon and names of card types are equivalent. For example, all equipment is "[Equ]" for Quality of Life (even equipment that doesn't have the [Equ] icon).
  • "Outpost Phase" is an obsolete term for the "Facility Phase." They are equivalent.
  • "DS9" is equivalent to "Deep Space 9". Thus, Quark's Bar may seed on Deep Space 9.
  • "I.K.C." is equivalent to "I.K.S." Thus, Kargan is matching commander of both the I.K.C. Pagh and I.K.S. Pagh.
  • "Alien" species is equivalent to "humanoid" species.
  • "Terran" species is equivalent to "human" species.
  • A "vice-admiral" is equivalent to an admiral, a "vice-chairman" is equivalent to a chairman, a "vice-president" is equivalent to a president, and so forth.
  • Gendered characteristics are equivalent to their opposite-gendered counterparts. (For example, an "empress" is equivalent to an "emperor.")
  • For facilities, "build" is equivalent to "play".
  • "Gaining" a skill is equivalent to "adding" a skill.

A card that functions "like" or "as" another card type in a particular context is not equivalent to that card type. However, when a card functions "like" or "as" another card type generally (such as when the card says it "plays as," "seeds like," or is "used as" a different card type), it is equivalent to both card types.


This rulebook has now conveyed all generally applicable core rules of the Star Trek CCG. You should be able to play with every card in the game, interpreting them with the ordinary English language.

However, there are still some specific cards with particularly difficult gametext, and a few specific words that can be interpreted ambiguously. For help working through these issues, look up the card (or word) in the Glossary. If you understand this rulebook, however, you should rarely (if ever) have to open the Glossary.


"You are out of order!"


The Star Trek Customizable Card Game is a complicated game. You will make mistakes. You will break rules. It will happen by accident. It happens in casual home games and it happens at the Worlds championship series.

For this reason, it is a good idea to pay attention to everything your opponent is doing to make sure that it is fully legal.

If a rules violation is discovered and an easy fix is available, take it. However, if a rules violation took place several actions, several turns, or even (at a tournament) several games ago, it is generally not possible to redress it. Play continues normally, without correction.

This rule presumes the good faith of both players. If a player is seen to have deliberately or negligently violated the rules, sanctions may be imposed. At official events, all questions, fixes, and penalties are settled by the Tournament Director, pursuant to the Organized Play Guide and the Code of Conduct.

Above all, keep having fun after an accidental rules violation. That's the spirit of Star Trek.

CLOSING (12.18)

The Star Trek CCG was developed by Tom Braunlich, Rollie Tesh, and Warren Holland. As they wrote in the end of the original rulebook more than twenty years ago, and we say again today...

We hope you enjoy the endless possibilities in our universe.

See you on the spaceline.


Icons not part of the core game are omitted from this streamlined rulebook. See the complete rulebook for a full icon legend.


[1E-AU] - Alternate Universe: Cards with this icon are from parallel realities, other time periods, illusions, or even dreams. They may not enter our universe unless [1E-AU] cards are specifically permitted by a card (or if they report to their native Time Location). See Entering Play.

[Holo] - Hologram: Cards with this icon are holograms. They are "deactivated" (disabled) unless present with a holodeck or holoprojectors. See Holographic Personnel and Equipment.

[BO] - Borg Use Only: These cards may only be used in [Bor] Borg decks. See Building A Deck.

[HA] - Hidden Agenda: These cards are played face-down, then flipped and activated during a turn. See Entering Play and Playing "At Any Time".

[Self] - Self-Controlling Card: These cards move, operate, and attack on their own. See Self-Controlling Cards.

[BB] - Botany Bay: These dilemmas prevent you from attempting a mission if you peek at them too early. See Botany Bay Cards.

[Nemesis: Green: Right] [Nemesis: Red: Left] - Nemesis Arrows: Cards with opposed Nemesis arrows of the same color must destroy each other if they encounter each other. See Nemesis Destruction

<Baj> <Fed> - Infiltration Icons: Permits cards to infiltrate an opponent's personnel of the correct affiliation. See Infiltration.

[Countdown:3] [Countdown:1] [Countdown:X] - Countdown Icon: Cards with this icon "count down" at the end of each turn, and are discarded when the count reaches zero. See Countdown Tickdown.

[P] - Planet: Refers to a planet, or a dilemma that may seed only at a planet location.

[S] - Space: Refers to a space location, or a dilemma that may seed only at a space location.

[D] - Dual: Designates a dilemma that may seed at either a planet or space location. Also called "Space/Planet."

[SD] - Skill Dot: Indicates a regular or special skill. See Using Skills.

[DL] - Special Download: Cards with this icon may suspend play to download the named card. See Special Download.

[Flip] - Damage: Draw: Instructs a player to draw a Tactic card from their Battle Bridge Side Deck (if any) and place it on a target as damage. See DAMAGE.

[Down] - Damage: Place: Instructs a player to place this card on a target as damage. See DAMAGE.


[Stf] - Staff Ability: These personnel can meet [Stf] staffing requirements on ships. Staffing Requirements.

[Cmd] - Command Ability: These personnel can meet [Stf] or [Cmd] staffing requirements on ships. See Staffing Requirements.

[SCC] [SCD] [SCN] - Borg Subcommands: These staffing icons represent [SCC] Communication, [SCD] Defense, and [SCN] Navigation for the [Bor] Borg affiliation. They are used in lieu of [Cmd] and [Stf] Stars for [Bor] ships.


[1E-DQ] - Delta Quadrant: This card is native to the Delta Quadrant. Also appears on missions. See Mission Phase and Reporting for Duty.

[1E-GQ] - Gamma Quadrant: This card is native to the Gamma Quadrant. Also appears on missions. See Mission Phase and Reporting for Duty.

[MQ] - Mirror Quadrant: This card is native to the Mirror Quadrant. Also appears on missions. See Mission Phase and Reporting for Duty.


[Fed] - Federation: An interstellar alliance dedicated to peace and progress

[Kli] - Klingon: An honor-driven warrior race

[Rom] - Romulan: A cunning people known for their political intrigues

[Fer] - Ferengi: A big-eared species whose culture is built on the doctrines of greed and grift

[Car] - Cardassian: A crumbling military dictatorship that eventually aligned itself with the [Dom] Dominion

[Baj] - Bajoran: Ancient, religious people oppressed by [Car] Cardassians for decades, then aided by the [Fed] Federation

[Dom] - Dominion: Aggressive "anti-Federation" bent on order through conquest. Mostly native to the [1E-GQ] Gamma Quadrant.

[Kaz] - Kazon: Primitive spacefaring race divided into gang-like "sects". Native to [1E-DQ] Delta Quadrant.

[Vid] - Vidiian: Once-great race suffering from a terminal illness called The Phage. Native to [1E-DQ] Delta Quadrant.

[Hir] - Hirogen: Hunter race dedicated to killing challenging "prey". Native to [1E-DQ] Delta Quadrant.

[Bor] - Borg: Cyborg race seeking perfection through assimilation of the galaxy. Native to [1E-DQ] Delta Quadrant. The Borg are an advanced affiliation, with many affiliation-specific rules not covered in this basic rulebook. See the complete rulebook.

[SF] - Starfleet: The earliest human space explorers, who predated the [Fed] Federation.

[Vul] - Vulcan: Before they joined the [Fed] Federation, the Vulcan species explored the galaxy on its own

[Neu] - Neutral: Neutral facilities and some ANIMAL personnel

[NA] - Non-Aligned: Everyone else


These icons do not have any inherent impact on the game. However, they are referenced by other cards, which may confer some importance on them.

Eras & Series

[22] - 22nd Century: Cards with this icon are from the 22nd Century (the time frame of Star Trek: Enterprise).

[OS] - Original Series: Cards with this icon are from the time period of the original Star Trek series, approximately 2250-2270.

[CF] - Classic Films: Cards with this icon are from the time period of the classic Star Trek films, approximately 2270-2300.

[TNG] - The Next Generation: Cards with this icon are from the time period and milieu of Star Trek: The Next Generation, approximately 2364-2371. No card in the game actually has this icon, but it can be added to hundreds of cards using Continuing Mission, then exploited with cards like Seek Out New Life and Attention All Hands.

[DS9] - Deep Space Nine: Cards with this icon are from the time period and milieu of Star Trek: Deep Space Nine, approximately 2370-2377. No card in the game actually has this icon, but it can be added to hundreds of cards using Reshape the Quadrant, then exploited with cards like New Frontiers and Gagh Tek Or?.

[EE] - Enterprise-E: Indicates personnel with the special training necessary to staff the U.S.S. Enterprise-E.


Factions are not affiliations, but some cards refer to them in a similar fashion.

[Maq] - Maquis: Indicates an association with the Maquis, a rebel group battling for independence in the disputed territory between Federation and Cardassian space.

[KCA] - Alliance: Indicates an association with the Klingon-Cardassian Alliance (KCA), the dominant power in the present-day [MQ] Mirror Universe.

[TE] - Terran Empire: Indicates an association with the Terran Empire, the dominant power in the [OS] 23rd Century [MQ] Mirror Universe, and later the Terran Rebellion, the contemporary revolt against the [KCA] Alliance.


[Ref] - Referee: Referee cards are designed to counter certain powerful cards or strategies. They are readily accessed with Q the Referee and Tribunal of Q.

[Rule] - Rule of Acquisition: The Rules of Acquisition are Ferengi scriptures that ground their profit-oriented philosophy.

[WC] - Warp Core: These cards are designed to "power" your deck, usually providing free plays or card draws at the price of following certain restrictions on your deck design. They are normally found in [TNG] decks.

[RC] - Reactor Core: These cards are designed to "power" your deck, usually providing free plays or card draws at the price of following certain restrictions on your deck design. They are normally found in [DS9] decks.

[KW] - Ketracel-White: Indicates a dependence on the drug Ketracel-White, common for [Dom] Jem'Hadar soldiers.

[Orb] - Orb Experience: Personnel with this icon have had an encounter with one of the Bajoran Tears of the Prophets (or "Orbs").

[Pun] - Punishment: These cards relate to punishments and torment, usually for captives.

[Crime] - Crime: These cards relate to criminal activity.

[Pursuit] - Pursuit: These cards relate to pursuit.

[Bar] - Barash's Illusion: Indicates that the card was part of the illusion generated by Barash, a lonely, abandoned alien boy who wanted William T. Riker to be his friend.

[OCD] - Optical Compact Disc: Indicates that this personnel can staff Zefram Cochrane's first warp-capable vessel, the Phoenix.

[Shield] - Shielded: These cards have immunity to certain nullifying effects, such as Kevin Uxbridge.

[SKR] - Sha Ka Ree: These cards joined Sybok in his quest for Sha Ka Ree.

Expansion Icons

This is collectors' information. It is extremely rare for expansion icons to have gameplay relevance.

Decipher Era (Physical Cards; 1994 - 2006)

[Expansion: Prem] - Premiere: The original set of 363 Next Generation cards, released 1994. Icon is errata not present on original cards.

[Expansion: AltU] - Alternate Universe: 122 cards, first expansion set, released 1995. Icon is errata not present on original cards.

[Expansion: QCont] - Q-Continuum: 121 cards, released 1996. Icon is errata not present on original cards.

[Expansion: Intro] - Introductory 2-Player Game: 21 cards, released 1997. Icon is errata not present on original cards.

[Expansion: 1Anth] - First Anthology: 6 cards, released 1997. Icon is errata not present on original cards.

[Expansion: Fajo] - Fajo Collection: Special collection of especially novel 18 cards, released 1997.

[Expansion: FC] - First Contact: 130 cards about the new movie Star Trek: First Contact, released 1997. Introduced [Bor] and many major rules changes, ending what is called the "PAQ" (Premiere/AU/Q-Continuum) period of the game.

[Expansion: WarpPackEmissary] - Premium: Premium cards that have released as promotions at various times throughout the game's history.

[Expansion: DS9] - Deep Space 9: 276 cards, released 1998

[Expansion: DomExp] - The Dominion: 130 cards, released 1999

[Expansion: BoG] - Blaze of Glory: 130 cards, released 1999

[Expansion: RoAExp] - Rules of Acquisition: 130 cards, released 1999

[Expansion: TwT] - The Trouble with Tribbles: 141 cards, released 2000

[Expansion: MM] - Mirror, Mirror: 131 cards, released 2000

[Expansion: Voy] - Voyager: 201 cards, released 2001

[Expansion: BorgExp] - The Borg: 131 cards, released 2001

[Expansion: HA] - Holodeck Adventures: 141 cards, released 2001

[Expansion: TMP] - The Motion Pictures: 134 cards, released 2002

[Expansion: AGT] - All Good Things: 41 cards, released 2003

[Expansion: EC] - Enterprise Collection: 18 cards, released 2006. Icon is errata not present on original cards. (Originals had .)

Continuing Committee Era (Virtual Cards; 2008 - present)

[Expansion: QRefExp] - Referee Reprints: 31 cards, released 2008, reprinting all [Ref] cards from the Decipher Era.

[Expansion: IDC] - Identity Crisis: 25 cards, released 2009, providing alternate-color versions of all multi-affiliation cards that didn't receive this treatment during the Decipher Era

[Expansion: VPromos] - Virtual Premium: Virtual premium cards that were released as promotions at various times during the CC era

[Expansion: CoC] - Chain of Command: 15 cards, released 2009

[Expansion: LfL] - Life from Lifelessness: 54 cards, released 2010, marking the first full Virtual expansion and the end of the game's Dark Age

[Expansion: HF1] - Homefront I: 36 cards, released 2010, featuring reprints of all homeworld and headquarters cards

[Expansion: SoS] - Straight and Steady: 57 cards, released 2010

[Expansion: bah] - BaH!: 36 cards, released 2011, reprinting all Tactics cards

[Expansion: SoG] - Shades of Gray: 55 cards, released 2011

[Expansion: HF2] - Homefront II: 54 cards, released 2011

[Expansion: RiF] - Resistance is Futile: 18 cards, released 2011

[Expansion: TNGExp] - The Next Generation: 102 cards, released 2012, introducing the new Block Format

[Expansion: TNGs] - The Next Generation: Supplemental: 45 cards, released 2012, consisting of reprints needed for the TNG Block

[Expansion: HF3] - Homefront III: 36 cards, released 2012

[Expansion: Engage] - Engage: 54 cards, released 2012

[Expansion: TSTL] - The Sky's The Limit: 55 cards, released 2013

[Expansion: HF4] - Homefront IV: 27 cards, released 2013

[Expansion: Emissary] - Emissary: 81 cards, released 2013, commencing Deep Space Nine block

[Expansion: Emissarys] - Emissary: Supplemental: 80 cards, released 2013, containing reprints for DS9 Block

[Expansion: HF5] - Homefront V: 18 cards, released 2013, containing Site reprints

[Expansion: WarpPackEmissary] - Warp Pack: Emissary: 6 cards, released 2014

[Expansion: Maquis] - The Maquis: 54 cards, released 2014

[Expansion: 20] - Twentieth Anniversary Collection: 18 cards, released 2014

[Expansion: TGQ] - The Gamma Quadrant: 54 cards, released 2015

[Expansion: HF6] - Homefront VI: 48 cards, released 2015

[Expansion: Crossover] - Crossover: 80 cards, released 2015, commencing Mirror Block

[Expansion: CrossoverS] - Crossover: Supplemental: 80 cards, released 2015, containing reprints for Mirror Block

[Expansion: TTLG] - Through The Looking Glass: 54 cards, released 2016

[Expansion: 50] - Star Trek 50: 18 cards, released 2016, celebrating Star Trek's 50th anniversary

[Expansion: TTE] - The Terran Empire: 64 cards, released 2016

[Expansion: BrokenBow] - Broken Bow: 90 cards, released 2017, commencing Enterprise Block

[Expansion: LLAP] - Live Long and Prosper: 66 cards, released 2017, launching the new [Vul] Vulcan affiliation

[Expansion: ColdFront] - Cold Front: 54 cards, released 2018

[Expansion: Metamorphosis] - Metamorphosis: 65 cards, released 2018

[Expansion: Coming of Age] - Coming of Age: 9 new cards, 18 reprints, released 2018

[Expansion: Enterprise Collection Remastered] - Enterprise Collection Remastered: 18 reprints, released 2018

[Expansion: The Gift] - The Gift: 9 cards, released 2018

[Expansion: Equilibrium] - Equilibrium: 11 cards, released 2018

[Expansion: The Cage] - The Cage: 63 cards, released 2019

[Expansion: Q Who?] - Q Who?: 16 cards and 2 reprints, released 2020

[Expansion: The Neutral Zone] - The Neutral Zone: 55 cards, released 2020

[Expansion: A Private Little War] - A Private Little War: 63 cards, released 2020

[Expansion: Dogs of War] - Dogs of War: 54 cards, released 2021

[Expansion: OTSDR] - OTSD Remastered: reprints, released 2021

[Expansion: The Trial Never Ended] - The Trial Never Ended: released 2021

[Expansion: Second Star to the Right] - Second Star to the Right: released 2021

[Expansion: The Motion Pictures Remastered] - The Motion Pictures Remastered: reprints, released 2022

[Expansion: Paradise Lost] - Paradise Lost: released 2022

[Expansion: Nemesis] - Nemesis: released 2023

[Expansion: Ships of the Line] - Ships of the Line: released 2023

[Expansion: Showdown Four Lights] - Showdown: Four Lights: released 2023


'45 Dom Perignon [link to card]

Discarding this equipment to replace a ship is not a valid response to any other action (such as battle) and does not suspend play. You may replace a ship with one of different affiliation only if the class name is identical and any personnel aboard are compatible with the new ship (you may not place them under house arrest). You may not replace one "UNKNOWN CLASS" ship with another (e.g., Mercenary Ship with Fesarius). See ship class, exchanging cards.


See related.

... on the Bridge [link to card]

When this Trouble card is present with at least 1,000 tribbles on a ship with more than 10 personnel in its crew, that crew may not attempt missions.

1 Tribble

See once per turn.

1962 Roger Maris Baseball Card [link to card]

You may not trade this artifact for another unless you are immediately able to play that artifact as your own (this does not count as your normal card play). Traded artifacts are returned to their owners at the end of the game. See in play.

35th Rule of Acquisition [link to card]

You may not use this event for a download or card draw at the end of your first turn. Playing a 35th Rule card nullifies all 34th Rule cards already in play, and vice versa. A 35th Rule card in play does not prevent the play of a 34th Rule card (or vice versa). See turn.

62nd Rule of Acquisition [link to card]

This event is nullified if you play or have played Scan or Full Planet Scan on any mission, or if you begin an attempt of the mission on which it is played with <3 or >7 personnel. Attempts of other missions have no effect on this event.

75th Rule of Acquisition [link to card]

See helps.

Voyager stand-alone formats

When playing Voyager stand-alone Warp Speed and full game formats, you may use any cards with a Star Trek: Voyager logo (including those found in First Anthology, the Official Tournament Sealed Deck, Blaze of Glory, Mirror, Mirror, Holodeck Adventures, and The Motion Pictures) as well as any missions with a Delta Quadrant icon.

A Fast Ship Would Be Nice [link to card]

When encountering this dilemma, you may not substitute a ship for the victim if your opponent is playing Borg. See commandeering.

Aamin Marritza [link to card]

This personnel is a Gul. See Rulebook 10.3: Characteristics.

Abandon Ship! [link to card]

For this dilemma, you may choose which of your personnel will fulfill the staffing requirements. A [Cmd] personnel may fill a [Stf] requirement. In addition to printed staffing requirements (if any), a ship requires at least one matching personnel aboard to be staffed.

You may not rescue or capture the abandoned personnel during a mission or scouting attempt or during your opponent's turn. See damage, attribute modifiers, capturing, quarantine, ship staffing.


Cards such as Assimilate Counterpart, the Talon Drone (Three of Nineteen), or Reassimilate Lost Drone may allow your Borg to abduct a personnel. If this occurs during personal combat, both combatants cease to participate in the battle and may immediately beam away (if possible), but are still "stopped." The abducted personnel is escorted by your Borg present and may be moved around like equipment. If the abducted personnel is ever unescorted, your opponent can release them with their own personnel present. Abducted personnel are disabled, and do not participate in battles. They are not captives and are not affected by cards that affect captives, such as Rescue Captives. An abducted personnel who becomes assimilated is no longer considered abducted.


See artifact.


An action is one operation that you perform in the game. Examples of actions include playing, drawing, or discarding one card, moving a ship from one location to another (possibly passing other locations on the way), moving personnel by beaming or other means, using a personnel's special skill (except automatic modifiers), battle (from initiation until a winner has been determined and damage or deaths have been resolved), and attempting or scouting a mission. Applying automatic modifiers (e.g., "your personnel are STRENGTH +2 where present") and checking conditions (e.g., battle affiliation restrictions) are not actions.

actions - "just"

Some actions may be initiated only just after some other action or condition has occurred, before anything else can intervene (except another "just" action). These are typically indicated by the word "just" in game text. It may be a response to another action (e.g., "just initiated," "just played"), or it may be a new action that follows the result of the other action (e.g., "just completed," "just reported"). An action may be responded to or followed by any number of applicable "just" actions. "Just" actions always take place before non- "just" actions. This may allow or require you to initiate an action when it would otherwise be your opponent's turn to do so. For example, you initiate a planet mission attempt and solve the mission. Although it is normally your opponent's turn to initiate the next action, you may first play Particle Fountain ("play...on just completed planet mission").

actions - group

An action may cause other actions to occur within itself. For example, a personnel battle includes sub-actions of creating a combat pile, individual personal combat engagements, determining the winner of the battle, and discarding killed cards. An action in place of your normal card play, in place of a card draw, etc. may also consist of several sub-actions (such as playing multiple cards under Red Alert!). This is called a group action, and until it has finished, neither player may initiate any other actions except actions that suspend play, or responses to the group action or a sub-action. Valid responses may be made to each sub-action of a group action. For example, when a ship is reporting with crew, a player may choose to play an Energy Vortex on the ship, or on a specific personnel being reported. Likewise, you may play Android Headlock or use Hypospray's text in response to a specific combat pairing.

actions - interrupting

You may not interrupt an action by another action, unless the second action:

  • is a valid response to the first action or one of its sub-actions; or
  • explicitly "suspends play" (according to a card text or rule).

For example, you may make valid responses to the encounter of specific dilemmas during a mission attempt, but you may not play interrupts between dilemma encounters. See actions - step 2: responses.

actions - required

Required actions are usually indicated by "must" or "must do nothing but." For example, if Anya is present where Salia has just been randomly selected, Anya must replace her. Responses to a required action work normally.

During your Execute Orders segment, you must take required actions at your first opportunity. If you are required to take multiple actions at the same time, you may resolve them in any order. For example, if, at the beginning of your Execute Orders segment, your U.S.S. Galaxy affected by Cytherians and Saltah'na Clock is at Samaritan Snare with an opponent's ship, you must immediately choose to move the ship (Cytherians), attack opponent's ship (Clock) or attempt the mission (Snare); you may not take other, non-required actions. (If you allow Cytherians to forcibly move you away from Snare, attempting Snare is no longer required. Likewise, if you choose to have the Clock force a battle, your ship will be stopped and unable to move for Cytherians.)

A required action that affects a ship automatically affects its crew. "Full speed" and "normal speed" mean a ship must use all available RANGE each turn to accomplish a required action, even if this places the ship at a hazard such as Gaps In Normal Space.

"Must do nothing but" means that the affected ship and/or crew cannot initiate or continue any other voluntary actions (cloaking, beaming, attempting, battling, etc.) until the required action is completed, even if that takes more than one turn. (Outside personnel and equipment not yet compelled by the required action may report to or board it, but are then compelled. They may not use the affected ship's transporters.) The ship and crew may defend themselves in battle and use skills to cure/nullify cards affecting the ship, since those are not voluntarily initiated actions.

If required to move to a destination, a ship may take shortcuts, such as Wormhole or Lakanta, but only if it directly shortens the travel. For example, if Two of Nineteen is affected by Cytherians, it may use its special skill to download Transwarp Network Gateway to move between two existing Gateways, but not to play a new Gateway. Shortcuts are never required.

actions - sequence of steps

Every action has three steps that must occur in order:

  1. Initiation (declaring the use of a multifunction card, meeting conditions, choosing targets, and paying costs).
  2. Optional responses (attempts to cancel or modify the action).
  3. Results (gameplay consequences of the action).

These steps are described in more detail in the following sections.

actions - step 1: initiation

Initiating an action may include any or all of the following, in this order:

  • declaring the use of a multi-function card (for example, you may discard a Space-Time Portal from the table for one of five possible results);
  • meeting conditions of rules and game text (e.g., battle affiliation restrictions; an open Alternate Universe Door to play an [1E-AU] card; game text such as "plays at start of battle");
  • choosing targets (e.g., selecting a player to draw cards with Kivas Fajo - Collector, an outpost 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); and
  • paying costs required by rules or game text (e.g., using your normal card play to report a personnel card; forfeiting a card draw to initiate a download; using a special download icon).

Once you begin to choose targets for an action, you must complete the initiation of that action (if legal). For example, if you start looking through your draw deck for a target card to download with the Ops text, you may not decide to abort the download by not selecting a target; if you have any valid target card available, you must select one and complete the download. See showing your cards.

Cards played as a cost

Some actions require a specific card to be played as a cost in order to resolve. When this is the case, use only the game text of the action; ignore the game text of the card being played as a cost. Cards which are played as a cost may be responded to normally and if the card played as a cost is nullified, initiation of the original action fails, no other costs are paid and the action's performer may attempt to use the action again at their next opportunity. Examples:

  • I Hate You allows you to play Vulcan Nerve Pinch as a cost to nullify itself.
  • Relief Mission II (front side) allows you to play a Wormhole as a cost to move your ship between it and another location.
  • Nebula requires you to play Scan as a cost to initiate battle at its location.

Dilemmas revealed and encountered

The initiation of a dilemma encounter begins (i.e. it has been "just revealed" but cannot otherwise be responded to) when the seeded card has been slid out from under the mission, turned face-up, and both players have had the opportunity to read it. After a dilemma is revealed, the dilemma encounter proceeds: targets are chosen and conditions are checked. The initiation of the encounter is complete (i.e. the seed card has been "just encountered" and may be responded to) only when any targets for the dilemma have been chosen and you have checked to see if the crew or Away Team can meet the dilemma's conditions (if any). If the dilemma requires a trigger or specifies targets with specific features which are not present, the dilemma will have no effect, but the initiation is still complete. (See dilemma resolution.)

For example, your Away Team encounters Nausicaans. The target must be selected and you must check the Away Team's total STRENGTH to see if it is greater than 44 before you may nullify the dilemma with Interphase Generator.

actions - step 2: responses

After an action has been initiated and before its results begin, optional responses are allowed. A valid response must specifically relate to (modify, cancel, nullify, or prevent) the action.

For example, if you initiate a personnel battle at a site, any action that says it "plays at start of battle," occurs "during battle," "cancels (or prevents) a personnel battle," plays when an adversary is "just engaged," etc. would be a valid response. Smoke Bomb, Hail, Establish Tractor Lock, and Phaser Burns are valid responses to battle. Space-Time Portal is not a valid response to ship battle; although returning a ship to hand or reporting one with crew could affect the outcome of the battle, Space-Time Portal does not specifically say that it is related to battle. Likewise, Hugh is a valid response to the attack of a Borg Ship dilemma just encountered, because it nullifies that attack. Playing Temporal Rift on the ship and returning the ship to your hand by discarding a Space-Time Portal are not 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.

A card play or other action that may occur at any time (e.g., playing an Interrupt card, revealing a hidden agenda) is not a valid response to an action unless it specifically relates to that action. For example, a card may not be played via "Devidian Door" to an Away Team during a mission attempt or battle. A card which says it suspends play may be played at any point during a turn (not just during the response step of an action), and may temporarily suspend any action, whether related or not. (The suspending action may be responded to normally, and after it is complete, the suspended action resumes.) Using a special download icon also suspends play. Thus, a personnel's special download icon may be used to download a card during a mission attempt or battle, and Launch Portal may be used to download and launch a shuttle during battle. See at any time, suspends play, downloading.

More than one valid response may be made to an action. For example, if I play Palor Toff, you may respond first with Countermanda to place three cards out of play, and then with Amanda Rogers to nullify Palor Toff. Interrupts and skills that "prevent" an action may be used as a response to that action. If the action thus prevented is a card play, it nullifies that card play. For example, if I play You Dirty Rat on Anya to morph her into a rat, you may respond with Howard Heirloom Candle to prevent her from morphing and nullify You Dirty Rat. (See battle.)

When all responses are over, or if neither player chooses to respond, the action has its result. If a properly initiated card play is nullified, any costs paid are not recovered, but all results of the card play are canceled. For example, you play Q's Tent and I nullify it with Wrong Door. You cannot play another Q's Tent this turn (a cost of playing the card), but you do not lose the ability to draw cards this turn (part of the results of the Q's Tent).

Responses modifying targets or conditions

If a hidden agenda is activated as a response to an action, all of its effects are retroactive to the start of the initiation of the action, as if the hidden agenda had already been revealed before the action was initiated. Thus, if the hidden agenda invalidates a condition for an action, the action becomes illegal. If the action was a card play, the card returns to your hand.

For example, you initiate the play of Activate Subcommands, and I respond by activating Computer Crash. Since Activate Subcommands requires a download, it is now illegal and returns to your hand. If a condition for an action becomes invalid before the action resolves, for any reason other than the activation of a hidden agenda (e.g., through the play of another card in a Manheim effect "hiccup"), it has no effect on the initiation. For example, if you initiate the play of K'chiQ, and I close your Alternate Universe Door with a Revolving Door during a "hiccup," you can still play K'chiQ because the condition was met during the initiation and is not re-checked. If a target of an action becomes invalid after the action is initiated, then the action is "played out" without results. If the action is a card play, that card is discarded. For example, if you target an outpost to play K'chiQ, and I then destroy the outpost with a Supernova during a Manheim "hiccup," you must discard K'chiQ.

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).

However, the original action can no longer be responded to or otherwise modified, because its optional responses step has passed, and it is currently having its result. For example, failing to meet the requirements of Barclay's Protomorphosis Disease causes everyone present to die. These deaths can be responded to, but the dilemma's targets can no longer be adjusted. Empathic Touch, as a direct response, can stop an Empathy to save another personnel, but that Empathy (despite no longer being present) remains targeted and still dies.

actions - taking turns

Players alternate initiating actions. You may initiate the first action of your turn. After your action has had its result or is cancelled, then your opponent may initiate the next action, and so on. Whenever it is your turn to initiate an action, if you do not wish to do so you may "pass." You must allow your opponent ample time to initiate an action or "pass." When an action you initiated is in its optional responses step, your opponent has the first opportunity to initiate a response; when that response is complete you may initiate a response, and so on. Whenever both players pass consecutively during the optional responses step of an action, that action proceeds to its result. In the rare case where both players initiate an action at the same time (e.g., revealing adversaries for a combat pairing), and both players wish to respond to that action, the player whose turn it is may initiate a response first; players then alternate actions as usual. For example, if both players wish to make a response to a combat pairing (such as playing an interrupt or using a personnel's "stun" skill), the player whose turn it is may respond first. You cannot initiate any action (including using your personnel's skills which are not automatic modifiers) during your opponent's turn except:

  • you may make valid responses;
  • you may play interrupts (between other actions or as valid responses); and
  • you may play a card or use game text that specifies it may be used "at any time" or "every turn," that "suspends play," or that in some other way indicates that the action may be taken on the opponent's turn. See use (skills).

Activate Subcommands [link to card]

This event may download a drone which has all three subcommand icons (e.g., Seven of Nine) as any one of the three subcommands. You must also download two other drones of the other two subcommands.

Activate Tractor Beam [link to card]

The first function of this interrupt allows you to tow one ship for the extent of your available RANGE on the current turn; the interrupt is then discarded. When played for the second function, the interrupt remains on the ship to add the Tractor Beam permanently. You may play two copies of this interrupt on a ship, one to add a Tractor Beam and one to tow a ship. See towing.


An active personnel is one which is not "stopped," not disabled, and not in stasis.

Adapt: Modulate Shields [link to card]

See immune, Remodulation (errata).

Adapt: Negate Obstruction [link to card]

A dilemma may be nullified by this interrupt only just after it is encountered in a Borg scouting attempt. You must play another copy of the interrupt each time you encounter another copy of a dilemma that you wish to adapt to. See Q-related dilemma.

Add Distinctiveness [link to card]

For this incident, seed cards (which must be placed out-of-play) include missions, dilemmas, artifacts, and any other card which is only seedable (has no normal "play" function). See outside the game.

Any non-Borg personnel or ships obtained from an expansion pack with this incident are considered assimilated as drones (see assimilation - personnel) before you report them for duty. You may report such cards immediately (ships to any spaceline location or your Borg Outpost; personnel to any of your ships or outposts or to a planet) without regard to [1E-AU] icons or native quadrant. If you place them in your hand to play later, you must obey all normal reporting requirements. If you obtain Jean-Luc Picard from an expansion pack using this incident, you may not play him immediately if you have Locutus of Borg in play, but may later perform a persona exchange with the two cards.

Personnel you assimilate as drones who are later killed, placed out-of-play, released, etc. are no longer counted in X for this incident.


Two spaceline locations are adjacent to each other if there is no other location between them (even if a card which does not form a location, such as Q-Net, is between them.)


There are 15 affiliations: Bajoran, Borg, Cardassian, Dominion, Federation, Ferengi, Hirogen, Kazon, Klingon, Neutral, Non-Aligned, Romulan, Starfleet, Vidiian and Vulcan. Each affiliation has a distinct border color (but see Captain Proton cards) and a unique affiliation icon in the upper left corner of each Personnel or Ship card (lower left corner of each Facility card). A few cards are multi-affiliation. (Equipment and Site cards have no affiliation.)

See: compatible.

affiliation and ship origin

See Rulebook Ship Origin.

affiliation and species

Cards that affect "Klingons", "Romulans," etc. apply to personnel of that affiliation as well as that species (including hybrids). Thus, Worf, K'Ehleyr, and Quark Son of Keldar (in Klingon mode) all are Klingons for Klingon Death Yell. Ba'el and Simon Tarses are Romulans for D'Tan's INTEGRITY enhancement. Miles O'Brien (Fajo Collection) will not work with Garak (in either mode), Dukat, or Evek.

A "non-Klingon" personnel is neither Klingon by species nor Klingon affiliation. Espionage cards and cards that refer to an affiliation by its icon (such as Kira Nerys) refer only to affiliation, not to species.

affiliation attack restrictions

See battle.

affiliation icon

A round icon in the upper left corner of a Personnel or Ship card or lower left corner of a Facility card, indicating the card's affiliation. Also, a rectangular icon on a Mission card indicating which affiliations can attempt the mission.

Airlock [link to card]

Either player may use the text of this doorway if their personnel is present with an appropriate target, but only on each of their own turns. An opposing personnel must have lower STRENGTH or CUNNING than the personnel tossing them out. A Rogue Borg must have lower STRENGTH. See battle - non-battle cards.

Ajur [link to card]

This personnel (as well as his fellow Vorgon, Boratus) may use his special skill to peek at only cards that are seeded face down under the mission, and only if there more than three. See alone, once per game, mis-seeds.

Alien Parasites [link to card]

This entry covers both the original Alien Parasites dilemma and the version included in the combo dilemma Alien Parasites & REM Fatigue, whether encountered on a planet or in space. When you encounter this dilemma and fail to meet its conditions, the mission or scouting attempt immediately ends. At a planet mission, beam the Away Team back to the ship or facility with which they are associated, if any (if not, they remain on the planet surface) or have them reboard their landed ship without transporters. At a space mission, the crew remains aboard their ship. Your opponent then chooses whether or not to take control of the ship/facility and the crew or Away Team. If your opponent chooses to take control, your turn is suspended (you may not initiate actions except as normally allowed during your opponent's turn) while your opponent temporarily controls the ship or facility (if any), the Away Team or crew which encountered the dilemma, and any other personnel aboard that ship or facility. (If any personnel aboard are already "stopped," they remain so unless your opponent plays a card that "unstops" them, such as Distortion of Space/Time Continuum; they then join the rest of the crew.) Your opponent does not control any other ship or facility at the location or any personnel who were previously "stopped" on the planet. Your opponent may not take any actions that would normally occur only during their turn, except those using your ship and crew which they control. Your opponent may take legal actions (see control for limitations) with the ship and crew until they become "stopped" (they may not then take any action to "unstop" them) OR they cannot take any further meaningful actions with them (e.g., they may not simply beam them up and down endlessly) OR they chooses not to take any further actions with them. Then control returns to you and your suspended turn resumes. If the ship and crew are not already "stopped" (or if your opponent chose not to take control), the personnel who originally encountered the dilemma (and the ship, if encountered at a space mission) are now "stopped" by their failure to overcome it. The dilemma is replaced under the mission to be encountered on the next mission or scouting attempt.

If you take control of your opponent's [Bor] cards, you must follow all Borg Away Team and battle restrictions, and they may not attempt missions.

You may use the controlled Borg to scout for your own current objective if you are playing Borg. If you are playing Borg and control a non-Borg ship and crew, they may attempt and solve a mission, but neither player scores the mission points.

All Threes [link to card]

To play this interrupt, you must have at least six cards in your draw deck to reveal. Reveal the first three cards and the next three cards from the top of your draw deck in two sets, which you may not rearrange. See any, in play.

Alliance Interceptor [link to card]

See interceptor.


A personnel "is alone" if there are no other personnel (belonging to any player) present. A personnel is "alone with" a personnel, or a characteristic which that personnel has, if that personnel or characteristic is the only other personnel present.

Example: Ajur is "alone with Archaeology" if the only other personnel present has Archaeology.

Alternate Universe Door [link to card]

A seeded copy of this doorway allows your [1E-AU]-icon cards to enter play. See Alternate Universe icon. You may not play or download this doorway to the table for this purpose. You may play this doorway to nullify a Temporal Rift only during your own turn (unless downloaded by discarding a Space- Time Portal). This use is a card play that returns to your hand rather than discarding (not "showing a card") and may be affected by Energy Vortex.

Alternate Universe icon


Cards with this icon are not from the latter half of 24th century... at least, not the one we're familiar with. [1E-AU] cards may be from the past, possible futures, alternate timelines, illusions, or even dreams. Ordinarily, they may only play to a Time Location where they are "native to the timeline."

Otherwise, [1E-AU] cards may not seed or enter play except while specifically allowed to by a card (explicitly using the [1E-AU] icon), such as Alternate Universe Door, Temporal Micro-Wormhole, or Dyson Sphere Door. The enabling card might further specify the timing or location of reporting the [1E-AU] card, such as with Seal Rift or Where No Man Has Gone Before. The enabling card must use the icon in the context of enabling the report: for example, Marlena Moreau has a [1E-AU] icon, and a special download of Classic Tricorder which is an [1E-AU] card, but the download does not reference the icon, and so does not overcome this restriction.

[1E-AU] cards already in play or already seeded are unaffected by closed or discarded doorways. If the doorway is closed (or has been discarded) when a legally seeded [1E-AU] card is encountered, the [1E-AU] card still has its normal effect. However, if an earned [1E-AU] artifact goes to your hand, you do need an open doorway to play it later.

Altonian Brain Teaser [link to card]

On this dilemma, the phrase "if their CUNNING <15" means "if that personnel's CUNNING <15." If the affected personnel's CUNNING is less than 15, any bonus points (positive or negative) scored at that location are not lost or cancelled, but are not counted in your final score for the game, whether scored before or after the dilemma was encountered. See points, Balancing Act[link to card], In the Zone[link to card], Rulebook 6.3.4: Dual-Personnel Cards.

The points from Cytherians are affected by an Altonian Brain Teaser only at the far end of the spaceline where the points are scored, not at the location where the Cytherians was encountered.

Amanda Rogers [link to card]

An Artifact or Doorway card is "played as an Interrupt card" only if its text specifically says so. For example, Ophidian Cane plays "as an Interrupt card." See card types (explaining playing "as" another card).

Ambush Ship [link to card]


Anastasia Komananov [link to card]

To use her special skill, this personnel must have been aboard the opponent's ship (like an infiltrator) since the start of the opponent's last turn.


"Android" is a species. The term includes any personnel identified in its title or lore as an android (such as any Soong-type android), Exocomps, and Commander Data. Androids are affected normally by all cards unless otherwise specified.


See other.

Anti-Matter Spread [link to card]

The phrase "opposing ships'WEAPONS" on this interrupt refers to ships that are opposing the ships of the player playing the card. You may not play it on behalf of the Borg Ship dilemma to reduce the WEAPONS of your opponent's ships being attacked by the dilemma. The reduction of WEAPONS for personnel with CUNNING<8 applies only to Ship cards, including Borg-affiliation ships. The reduction of WEAPONS to 16 applies only to the Borg Ship dilemma.

Anti-Time Anomaly [link to card]

This event kills all personnel (not Rogue Borg interrupts) on or off the spaceline in all quadrants, at time locations, in a Penalty Box, being held by aliens, in stasis, etc. (Holographic personnel deactivate as usual instead of being killed.) The only personnel who are protected are those who are timetraveling into the future (i.e., in a Temporal Rift or Time Travel Pod) at the time the Anti-Time Anomaly resolves. See in play.


If a card refers to a characteristic preceded by the word "any" (or "a", "an", or "one"), it refers to a card with that characteristic. For example, "any disruptor" includes Varon-T Disruptor, Klingon Disruptor Rifle, and Breen CRM114, while "Any Emblem card" includes Emblem of the Empire and Emblem of the Alliance (but not cards displaying the icons representing those emblems) and "any Odo" can refer to Odo, Curzon Odo, Overseer Odo, and Odo Founder.

When a card refers to a specific card title without a modifier such as "any", it refers only to a card of that exact title (or a member of that card title group). For example, Investigate Coup requires Tomalak and cannot be solved by Ambassador Tomalak.

any Intelligence

see Intelligence


When a card allows a personnel or tribble to report, beam, or relocate to "anywhere," it must be aboard a ship or facility, or on a planet surface. You may not report, beam, or relocate personnel or tribbles off the spaceline or timeline (such as to a Penalty Box) or into space.

Aphasia Device [link to card]

See quarantine.

Arachnia [link to card]

See Borg (Borg-affiliation ships).

Arbiter of Succession [link to card]

The two Klingons targeted by this interrupt may belong to the same player.

Arne Darvin [link to card]

This personnel does not allow you to draw a card for his own report aboard K-7.

The Art of Diplomacy [link to card]

see use (skills).

Articles of Jurisprudence [link to card]

This card is unique only while in play for its first function. When in play for that function, it does not prevent another copy from being played for the other function


A card type representing a rare object with special powers. Artifacts must be seeded during the dilemma phase, under planet missions only, unless a card allows or requires seeding at a space mission, and you may seed only one artifact under each mission unless otherwise specified (see mis-seeds).

A seeded artifact is earned when the mission is completed, not when the artifact is encountered. ([Bor] must complete an objective that allowed scouting a location and have a card which allows acquisition of artifacts before they can acquire any artifacts seeded at that location.) "Earned" is synonymous with "acquired." Cards seeded like artifacts are earned or acquired in the same way as artifacts. See scouting.

Artifacts cannot be used until they have been earned, for example:

An artifact may be downloaded only by a card that specifically downloads artifacts (e.g. Secret Compartment) or that has a special download icon for a named artifact (e.g., James Tiberius Kirk for Tantalus Field). For example, Bareil may not download a Varon-T Disruptor. When a card specifically downloads an artifact, that artifact is earned.

If an artifact leaves play, it cannot be brought back into play unless it is earned again (for example, by re-seeding under Q's Planet and completing that mission, or with one of the cards listed above). See Masaka Transformations [link to card].

An artifact that is "used as equipment" joins your crew or Away Team when earned; some artifacts are placed in your hand to play later; and others are resolved immediately, according to their game text.

When you acquire multiple artifacts or cards seeded like artifacts at a single mission, you may generally resolve them in any order you choose. For example, if you acquire your opponent's Magic Carpet Ride OCD and your own Varon-T Disruptor, you may choose to have the Varon-T Disruptor join your Away Team before your opponent may relocate your ship and Away Team.

However, if two copies of a non-duplicatable card are earned, the first one encountered is acquired and the second copy is discarded. For example, if both you and your opponent seed a copy of Ressikan Flute under a mission, you acquire only the first copy encountered and discard the second. (This also applies if you acquire another instance of a persona which you already have in play, or a Borg counterpart when you already have a counterpart in your collective.)

The Artificial Intelligence [link to card]

This personnel's "NO STRENGTH" is an undefined attribute.

Assign Mission Specialists [link to card]

This objective has two effects. First, it allows a one-time download of two mission specialists to an outpost (not to any other type of facility). If you choose to use the optional download, you must do so immediately upon seeding or playing the objective. (The mission specialists are not seed cards.) If you wish to play another Assign Mission Specialists later to download two more specialists, you must first discard the one in play at the start of your turn. (See unique and universal.)

If the download of the mission specialists is prevented by the activation of Computer Crash [link to card], the objective remains in play on the table for its second function. The download opportunity is permanently lost.

Second, while you have any Assign Mission Specialists card in play, any mission specialists you have in play (regardless of whether downloaded or played normally) score 5 points when using their skill to complete a mission. See use (skills).

For example, the mission Reported Activity requires Navigation + Honor x2. It is solved by the following Away Team: mission specialists B'iJik (Navigation), Konmel (Navigation), Kahless (Honor x2), and two copies of Batrell (Honor), plus non-mission specialist Governor Worf (Honor x2 plus other skills). A maximum of 15 extra points may be scored (5 by Kahless, 5 by one copy of Batrell, and 5 by either B'iJik or Konmel, but not both). Kahless is not forced to meet the entire Honor x2 by himself, nor is Governor Worf required to use his Honor at all.

A skill with a multiplier, such as Honor x2, is one skill. Any special skill, including a special download, disqualifies a personnel from being a mission specialist. For example, Tarus (Stellar Cartography) and Kahless (Honor x2) are both mission specialists. John Doe, whose only skill is a special skill, and Madam Guinan, who has two skills (one regular and one special), are not mission specialists.

You cannot create a mission specialist by removing skills from a multi-skilled personnel (e.g., with Tsiolkovsky Infection). If a card replaces a mission specialist's single skill with another regular skill (e.g., Reflection Therapy), that personnel remains a mission specialist. If a personnel loses mission specialist status due to a card such as a Medical Kit or Mot's Advice, that personnel regains it if separated from the kit or if the card is nullified.

Assign Support Personnel [link to card]

A skill with a multiplier, such as Honor x2, is one skill. Any special skill, including a special download, disqualifies a personnel from being a support personnel for this objective. See Major Rakal [link to card].

If a multi-affiliation personnel has different skill sets for each affiliation, the skill set for the affiliation selected for reporting determines support personnel status. For example, Stefan de Seve is a support personnel if reported in Romulan mode, but not in Federation mode.

Assimilate Counterpart [link to card]

Participating in any battle at the location of the target prevents you from probing to complete this objective, even if the target is no longer at the location of that battle. Simply placing an unabducted target on an Assimilation Table (e.g., by relocating him there with Mysterious Orb) is not sufficient to allow you to probe. You must first battle and abduct the target as stated. See drone, showing your cards.

Assimilate Homeworld [link to card]

If the target of this objective is destroyed (e.g., by a Supernova), discard the objective (and any Stop First Contact or Build Interplexing Beacon suspending it) immediately. See mirror universe.

Assimilate Planet [link to card]

See point box.

Assimilate Starship [link to card]

See active, showing your cards, scouting ships.

Assimilated Vessel [link to card]

The player who scores the points is the opponent of the player who encounters this card (or otherwise brings it into play, such as with Obsession). This card does not award points when it is destroyed in battle.


You may assimilate planets or your opponent's personnel and ships by using Objective and other cards that allow assimilation. You may assimilate only cards which you do not already control, and only if a card or rule allows it. Assimilated cards undergo specific transformations detailed in the following sections.

assimilation - facility

See assimilation - planet.

assimilation - personnel

When your Borg assimilate an opposing personnel, it becomes a Borg drone under your control (however, your opponent must still obey the persona rule and may not report another instance of a non-universal persona) and it undergoes the following transformations:

  • Its affiliation changes to [Bor].
  • Its gender becomes irrelevant to the Borg.
  • Its classification (if any) becomes its first listed regular skill.
  • If it already has any subcommand icons, it retains them, and any other normal staffing icons are lost.
  • Otherwise, it loses old staffing icons and gains Borg subcommand icons, as follows:
  • Printed StaffingNew Staffing

    A drone will never have more than one copy of each subcommand icon. For example, if [NA][Fed] Seven of Nine is assimilated as a drone, her [Stf] icon is lost rather than converted.

    Its attributes adapt to service the collective based on its subcommand icons, as follows:

    IconSets attribute...
    [SCN]CUNNING to 7
    [SCD]STRENGTH to 7

    Any attribute not set by a subcommand icon is set to 5.

    Its other icons and restriction box become irrelevant.

Borg do not assimilate [Holo] holographic personnel (or target them for assimilation). Such personnel are excluded from any selections for abduction or assimilation. All other personnel, including androids, changelings, and your opponent's Borg, may be assimilated normally unless otherwise specified by a card. For example, if your opponent has The Kazon Collective in play, their Kazon are immune to assimilation.

In addition to drone assimilation, you may assimilate a male personnel as a counterpart by completing the Assimilate Counterpart objective. When this occurs, the counterpart undergoes the same transformations as a drone, with the following exceptions:

  • He is considered male for Borg-related cards only. For example, a counterpart is not affected by Male's Love Interest unless Let Me Help is in play.
  • His staffing ability adapts to service the Collective by changing to all three subcommand icons: [SCC][SCN][SCD].
  • His INTEGRITY and CUNNING remain the same, and his STRENGTH is +3 (if he was already a counterpart, all attributes remain the same).
  • His previous affiliation remains relevant for all cards requiring a matching counterpart, such as Assimilate Homeworld or Service the Collective. If he is multi-affiliation, all of his affiliation icons may be used for this purpose.
Your Collective is limited to one counterpart (or personnel targeted as such) at a time. While any personnel is targeted to become a counterpart, that personnel may not be assimilated as a drone and is excluded from all such selections. Dual-personnel cards may not be targeted for assimilation as a counterpart. A counterpart may be converted to a drone with He Will Make an Excellent Drone [link to card].

Any cards already played or placed on the personnel before assimilation remain in play (you do not recheck the conditions or targets for playing that card).

The Borg overlays from the Enhanced First Contact product do not allow assimilation of cards and cannot be placed on non-Borg cards to allow them to be stocked in your deck. They may be sleeved with Personnel cards you assimilated as a memory aid for the transformations.

assimilation - planet

When you assimilate a planet, any opposing personnel, equipment, and landed ships on that planet are assimilated. Any opposing facilities at that location, all personnel and equipment in or aboard a facility, and all ships docked at a facility are also assimilated. Personnel and equipment aboard a docked or landed ship are not assimilated. The affiliation of an assimilated facility changes to [Bor], and you may report cards to it in accord with normal native quadrant reporting rules.

If your Survey Drone, Sixteen of Nineteen, is on the planet when it is assimilated, it may acquire any seeded artifacts. If not, any artifacts (or cards seeded like artifacts) are placed face up on the planet and may be later acquired by your Survey Drone or by any non- [Bor] personnel present. Mission attempts may not be made at assimilated planets, and the mission affiliation icons become irrelevant (facilities requiring a matching affiliation icon may no longer be built there).

assimilation - ship

When your Borg assimilate an opposing ship, you take control of that ship (but your opponent must obey the persona rule) and it undergoes the following transformations:

  • Its affiliation changes to [Bor].
  • Borg staffing requirements do not change.
  • Non-Borg staffing requirements adapt to service the Collective:
  • Old StaffingNew Icon

    Any other non-Icon staffing requirements are irrelevant.

Any carried ships aboard are assimilated (but personnel and equipment aboard are not). Any cards played on or placed on the ship prior to assimilation (such as a Kurlan Naiskos) come under your control.

Assimilation Table [link to card]

Connecting a personnel to (or disconnecting the occupant from) this equipment is an order. See executing orders. The Assimilation Table's controller may connect it to any personnel he or she controls (including a captive), and may disconnect it from any personnel. See implant card, Assimilate Counterpart [link to card].

Asteroid Sanctuary [link to card]

This interrupt is a valid response to the initiation of a ship battle. It cancels the battle (but all cards involved are still "stopped"). See actions - step 2: responses. It may not target a docked ship.

at any time

This phrase indicates that an action may be used during any phase of either player's turn (except start-of-turn or end-of-turn), between other actions or as a valid response. It may not interrupt other unrelated actions. See actions - step 2: responses.

Atmospheric Ionization [link to card]

This event allows up to 3 personnel to beam, up or down, every turn (e.g., 2 down and 1 up or any other combination).

ATTACK bonus

A feature of Tactic cards. In a ship battle, the ATTACK bonus on your current tactic (if any) is added to the total WEAPONS of your ships firing to calculate your ATTACK total. The ATTACK bonus is not an attribute enhancement. See Rulebook 7.4.2: Ship Battle.


Non-Borg affiliations may make mission attempts and commandeering attempts. Borg may make scouting attempts.


A feature of Personnel, Ship, and Facility cards. Personnel have three attributes: INTEGRITY, CUNNING, and STRENGTH. Ships have three attributes: RANGE, WEAPONS, and SHIELDS. Facilities may have WEAPONS and/or SHIELDS. See attribute enhancements, attribute modifiers, undefined attribute, variable attribute.

attribute enhancements

Attribute enhancements refer only to positive changes in the attributes of a ship or personnel. SHIELD extension from a facility and ATTACK and DEFENSE bonuses are not attribute enhancements; thus, Shipwreck and Weak Spot do not affect a facility's ability to extend its SHIELDS around ships. See attribute modifiers, Rulebook 7.4.2: Ship Battle.

The attributes of ships with a restriction box such as the Keldon Advanced are not enhanced by the presence of the required skill or characteristic aboard (in this case, Obsidian Order); rather, they are reduced if the required skill or characteristic is not aboard.

attribute modifiers

When resolving dilemmas, determining STRENGTH in battle, etc., always apply any relevant modifiers to cards in play. Modifiers do not affect cards in your hand (e.g., for Royale Casino dilemmas). See automatic modifiers.

An attribute is considered reduced (for cards such as Abandon Ship! or U.S.S. Enterprise-B) if it is affected by a card or rule that says it is reduced, disabled, or set to a value lower than its printed value, even if it is also affected by a card or rule that increases that attribute by the same amount. A ship that "cannot move" (Menthar Booby Trap) does not have its RANGE reduced. Attributes may not be reduced to less than 0. An undefined attribute may not be modified.

See modifier order.

automatic modifiers

Any modifier which simply states that it occurs, without a word such as "may" to indicate that it is optional, is automatic and mandatory. For example, "While on your ship, RANGE is +1" is an automatic modifier, whereas "if on a ship, may reduce RANGE or WEAPONS by 2 until end of turn" is optional.

Away Team and crew

When your personnel are aboard a ship or space facility that you control, they are a crew. In all other situations, they are an Away Team. When aboard a ship or facility controlled by your opponent, they are also intruders. (Equipment cards may be carried by crews or Away Teams, but an Away Team or crew must contain at least one personnel.)

Your opponent may not look at the cards in your Away Team or crew, except when necessary for verification. See showing your cards.

Borg affiliation personnel may not form Away Teams unless counter-attacking or allowed by game text. Holographic personnel and equipment may exist only on ships or facilities, unless a card such as Mobile Holo- Emitter or Holo-projectors allows them to exist on a planet surface.

Cards referring to an Away Team normally do not include crew. For example, a Flintlock Rifle unstops personnel only in your Away Team, not in your crew. (A few [D] dilemmas which incorrectly refer either to a ship's crew or to an Away Team have been revised to include both.)

Your compatible personnel aboard one ship or facility, at one site, or on one planet surface (outside a facility or landed ship) must form a single Away Team or crew.

However, compatible personnel who are "stopped," disabled, or in stasis are separated from the primary Away Team or crew and form a second, separate team. This second team cannot participate in mission attempts, and its members are not present with dilemmas encountered by the primary team during mission attempts. (See dilemma resolution.) When members of this team become unstopped, leave stasis, or are no longer disabled, they immediately rejoin the primary team.

An Away Team can be associated with only one ship or space facility at a time. If you beam Away Teams from multiple ships or facilities to the same planet, you must designate which single ship or facility the new combined Away Team will be associated with. An Away Team remains associated with the ship it beamed (or disembarked) from until they board another of your ships or space facilities, become associated with another ship by joining that ship's Away Team, or are separated by the departure of the ship or the Away Team from that location (including the ship time-traveling into the future via Temporal Rift). For example, if you play Memory Wipe on your ship, beam an Away Team to a planet, and move the ship to another location, those personnel revert to their normal affiliations.

Away Team battle

This phrase (or "Away Team or Rogue Borg battle") on a card is synonymous with "personnel battle," which may include Away Teams, crews, and/or Rogue Borg.

Bajoran Interceptor [link to card]

See interceptor.

Bajoran Raider [link to card]

See report with crew.

Bajoran Resistance Cell [link to card]

A Resistance personnel is one with Resistance skill. This objective only allows you to report Resistance personnel aboard [Baj] ships. (The "[Baj]" modifies both "facility" and "ship".) See Espionage cards.

Bajoran Shrine [link to card]

"Using a disruptor at an adjacent site," which can destroy this site, means that a personnel is present there with a disruptor which that personnel can legally use (see equipment). For example, a Klingon could destroy the site if that klingon is carrying a Klingon Disruptor, but not a Romulan Disruptor. The disruptor does not have to be used in battle, nor does destroying the Shrine count as a battle.

The "other Bajoran" who must be present for the Prylar, Vedek, or Kai to conduct services may be any other Bajoran Personnel card, including another Prylar, Vedek, or Kai (even a copy of the first one).

Bajoran Wormhole [link to card]

Whenever you play or download this doorway to the Alpha Quadrant, you must download another copy to the Gamma Quadrant (creating that spaceline if there are no missions there yet). The Alpha Quadrant Bajoran Wormhole [link to card] card must be placed or inserted adjacent to a Bajor Region location if any are on the spaceline. If not, the doorway may be inserted anywhere on the spaceline that is not within another region, creating a Bajor Region. If one end of the Bajoran Wormhole [link to card] is destroyed, the other end is discarded also. See doorways, wormholes - movement through.

Bajoran Wormhole: Mirror Universe [link to card]

When you seed or play this doorway, you are not required to download Bajoran Wormhole [link to card], but if you fail to do so, the download opportunity is lost. Only one player may download Bajoran Wormhole [link to card]; the player who seeded or played Bajoran Wormhole: Mirror Universe gets the first opportunity to do so. This doorway is not discarded if the Bajoran Wormhole [link to card] is destroyed. See between, Rulebook 12.10: The Colon Rule.

Balancing Act [link to card]

The point loss for this dilemma is not scored at any specific location and thus is not affected by Altonion Brain Teaser. To see if you are affected by this dilemma, count all your missions with point boxes in all quadrants. A dual-icon mission is both [S] and [P] and is counted as one of each. Examples:

5[P]-1[S] or 5[S]-1[P] = 4. You lose points. 4[P]-2[S] or 4[S]-2[P] = 2. No point loss. 1[S][P] + 4[S] + 1[P] = 5[S]-2[P] = 3. You lose points.

Barclay Transporter Phobia [link to card]

This interrupt plays as a response to the initiation of transport. The affected personnel refuses all beaming, including the transport just initiated. Place the interrupt on the affected personnel as a marker.

Bareil [link to card]

This personnel cannot download an artifact used as equipment.

Baryon Buildup [link to card]

See cumulative, facility.

Barzan Wormhole [link to card]

See between, Supernova [link to card].

Bashir Founder [link to card]

This personnel cannot use his special download while aboard a cloaked or phased ship. See Rulebook 7.6: Cloak, WEAPONS.

Battle Bridge Door [link to card]

The second function of this doorway enhances the WEAPONS of only those ships and facilities involved in the battle, and only for the duration of that battle.

Battle Bridge Door: Auxiliary Control [link to card]

See leaves play.

Battle Bridge side deck

This side deck is made up of Tactic cards which increase your offensive and/or defensive capabilities during ship battle and also indicate damage affecting your opponent's ships and facilities.

You can have as many Tactic cards in your side deck as you like, even duplicates. The side deck is activated during the doorway seed phase by a Battle Bridge Door card placed face up on top of the side deck. See Rulebook 7.4.2: Ship Battle.

Your Tactic cards are not part of your hand, and thus are not affected by cards such as Alien Probe and Energy Vortex. Your used Tactic cards do not go to your discard pile. Instead, whenever one of them is discarded or otherwise leaves the table, place it face up underneath your side deck. When your side deck runs out of face-down Tactic cards, shuffle the face-up cards and place them face down again underneath your seeded Battle Bridge Door.


when a card "becomes" a characteristic (such as a new gender, species, or affiliation), it gains the new characteristic and simultaneously loses any other characteristics of the same kind, for as long as the card causing the change is in play (and/or the the condition causing the change holds true). For example, if Mardah is affected by Frame of Mind, she gains [NA] but loses [Baj] and [Fer] (until Frame of Mind leaves play). If affected by Q-Type Android, she ceases to be Bajoran species and becomes android or human species (unless Chef nullifies it).


When a card allows a ship or personnel to move between one location and another, it may move in either direction. For example, Bajoran Wormhole: Mirror Universe allows a ship to move "between here and a Bajoran Wormhole [link to card]." The ship may move either from or to the Bajoran Wormhole [link to card].

Beware of Q [link to card]

When you seed this objective (and have a Q-Continuum side deck), you must declare which function you are seeding the card for. If you wish to use both of the first two functions, you must have two copies in play. The first function does not require a Q-Continuum side deck or a seeded Q-Flash. It allows seeding of Q-icon dilemmas only (not other Q-icon card types). Using this objective to replace a dilemma with a dilemma named "Q" is a valid response to the reveal of the dilemma. See actions - step 1: initiation. If you replace a dilemma with a dilemma named "Q" at a location where you seeded another copy of the same dilemma, the second one revealed is discarded as a mis-seed. The second function of this objective can be used to replace a dilemma seeded at Empok Nor [link to card]. If a mission has already been solved (or a Borg objective has been placed on it), seeding a dilemma named "Q" under it does not allow it to be solved again, or targeted with another Borg objective. See encountered, Q-icon cards, scouting locations.

Beyond the Subatomic [link to card]

If the last card in your deck is the card type you named when you played this interrupt, you do not lose the game.

The Big Picture [link to card]

Once you have solved (or begun a scouting attempt at) both a space mission and a planet mission (either before or after The Big Picture is played), this event no longer affects you. See Rulebook 9.0: Winning the Game, scouted.

Birth of "Junior" [link to card]

A ship whose RANGE is disabled by "Pup" has not been reduced to 0 by Birth of "Junior," and thus is not destroyed.

Black Hole [link to card]

This doorway will pull in all cards (including ships) at the adjacent location even if a Q-Net is between the Black Hole and the adjacent location. Cards that can close a doorway (e.g., Revolving Door) suspend the Black Hole's game text and are not pulled in.

When a ship in a Temporal Rift (or Time Travel Pod) is located at a spaceline location that is pulled into a Black Hole, the ship is not immediately discarded, because the ship is time traveling and thus not at that location "in the present"; the card only indicates where it will eventually reappear. Move the ship to the Black Hole location itself until it reappears.

Blade of Tkon [link to card]

See spaceline.

Blended [link to card]

See "any".

Blood Screening [link to card]

On this event, "pooling skills" refers to two or more personnel combining their skills together for a dilemma, mission, etc.

bonus point area

Some cards have point boxes, even though they are not missions (or [BO] [Obj] Borg Objectives). These boxes represent bonus points. If a card with a bonus point box is worth points to you when it leaves play, place it in a point area on your side of the table so that you remember those points. These cards are not in play, nor are they part of your discard pile. If a card or rule diverts a bonus point card from your point area, whether permanently (You Can't Kill The Captain) or temporarily (Federation Flagship: Recovered); or if you score bonus points from a card without a point box (such as Lack of Preparation), then you must keep track of those bonus points by other means.

Boratus [link to card]

See Ajur [link to card].


There are a number of important differences between the Borg and other affiliations. An overview is presented here. Although "Borg" is considered both an affiliation and a species, unless otherwise specified, throughout this section, the term "Borg" refers to cards of [Bor] affiliation.

The Collective and Hive

All of your Borg affiliation cards in play make up your Borg collective. All of your Borg-affiliation cards at one spaceline location (or time location), whether in space, on a planet, aboard a ship or facility, etc., make up a Borg hive.

Borg Personnel

Most Borg Personnel cards represent drones. A drone's lore identifies it as such and lists its species of origin (or "Biological Distinctiveness"). The Borg Queen, assimilated counterparts such as Locutus of Borg, and former Borg of non- [Bor] affiliations are not drones. A Borg is considered to be both Borg species and its species of origin.

Gender is largely irrelevant to the Borg. Borg affiliation cards are not affected by gender-related game text on non-Borg-related cards (e.g., Love Interests, Matriarchal Society, Arachnia). For Borg-related cards, the Borg Queen is female and counterparts are male.

Borg personnel have no classifications, though several of the personnel types appear as skills. Regular skills (including the Borg Queen's selected skill) may be shared throughout a Borg hive using the Interlink Drone's skill or the Borg Vinculum. (See skill-sharing.) Your Borg may also share CUNNING using the Unity Drone's skill.

Each Borg personnel has an icon identifying which subcommand ([SCC] Communication, [SCN] Navigation, or [SCD] Defense) it is assigned to within the Borg collective. Subcommand icons are used primarily to staff Borg ships, but also have other uses indicated by cards. Some Borg, such as the Borg Queen, have more than one subcommand icon, but may each contribute only one icon at a time to meet ship staffing requirements unless otherwise specified. See Seven of Nine[link to card].

Borg-Affiliation Ships

Each Borg ship has a bonus point box. These bonus points do not contribute to a Borg player's score, but are earned by your non-Borg opponent whenever that player destroys your Borg ship in battle (and only in battle).

Borg-affiliation ships are not affected by Plasma Fire, Warp Core Breach, Isabella, Into The Breach, Hugh, or the second function of Anti-Matter Spread. (They are affected normally by the first function of Anti-Matter Spread, like any other ship.)


Borg don't mix or cooperate with cards of other affiliations (they are not compatible with them). A player using [Bor]- affiliation cards may not stock any non-[Bor]- affiliation personnel, ships, or facilities in their game deck or any side decks, including former Borg such as One, or a Mission II with a built-in non-Borg outpost (even if they do not use that function of the card). If a player has [Bor] and non-[Bor] cards present together (The Naked Truth, Frame of Mind, etc.), normal house arrest rules apply. (A card bearing the "Borg Use Only" [BO] icon in its title bar can be stocked in your deck and used only when playing the Borg affiliation.)


[Bor] personnel may never begin or join mission attempts . Instead, a Borg player uses Objective cards to accomplish goals such as destroying a ship, scouting a space location, or assimilating a planet. Some Borg objectives score points; others confer different benefits.

When you are playing Borg and you have an uncompleted [BO] (Borg Use Only) Objective card face up in play, this is defined as your current objective. You are limited to one [BO] current objective at a time. You may have any number of non-[BO] objectives in play at a time. (You may also have other [BO] cards such as incidents in play.)

When you play (or activate) a [BO] Objective card, you must immediately target an appropriate location, ship, personnel, etc., as specified by the objective. Objectives may target solved or unsolved mission locations. The objective then allows your Borg to scout the ship or location, initiate battle, abduct a target, etc. See scouting, scouting locations, scouting ships.

Your Borg must complete scouting (if an objective involves scouting) and meet any other listed requirements (such as having Borg present at the location) before you may probe (usually at the end of your next turn) to determine your current objective's outcome and score its points, if any. See probing.

Scoring points

A Borg player scores points, both positive and negative, only from [BO] cards and cards which specify that they affect Borg. When you or your Borg are confronted with any other card which is point-related, play out the card but ignore the points. If that card presents a choice, you must choose an option which is not point-related, if possible. Points you score from completing [BO] objectives are non-bonus points. Any other points you score are bonus points (for example, points from the [BO] Add Distinctiveness incident or the negative points from Balancing Act).


You may assimilate planets or your opponent's personnel and ships by using Objective and other cards that allow assimilation. (Also see abduction.)

Borg Away Team Restrictions

Your Borg may not form Away Teams (either on a planet or on an opponent's ship or facility) except when counter-attacking or when allowed by your current objective or another card (e.g., Emergency Transporter Armbands, Near-Warp Transport, Iconian Gateway, Devidian Door).

Borg Battle Restrictions

Your Borg may not initiate battle except when counter-attacking or when allowed or required by your current objective (e.g., Assimilate Counterpart, Eliminate Starship) or another card (e.g., Conundrum, The Issue Is Patriotism). When allowed to initiate battle, they may attack any affiliation, including Borg.

Other Borg Restrictions

Borg do not commandeer.

Borg Cube [link to card]

This ship (as well as the other Borg cubes with similar wording, like Locutus' Borg Cube) allows reporting of any equipment aboard (not just [BO]). Personnel may report to this ship using its game text even while affected by a moving required action. See actions - required, Borg Tactical Cube.

Borg Nanoprobes [link to card]

This Equipment card is not a hand weapon. A "Species 8472-related dilemma" is one that mentions Species 8472 in its lore. See drone.

Borg Scout Vessel [link to card]

See report with crew.

Borg subcommand icons

See Borg.

Borg Tactical Cube [link to card]

This ship is a "Borg cube" (for cards such as Harness Particle 010) but may not be downloaded by Retask (which downloads the ship named ? Borg Cube). See Borg Cube

Borg Use Only icon


If your deck includes [BO] cards, all your personnel, ships, and facilities must be [Bor]. See Borg: Cooperation.

Borg Vinculum [link to card]

See skill-sharing.

Borg-affiliation ships

See Borg.

Botany Bay icon


A card with the [BB] icon represents an unpleasant surprise for players who try to uncover what is better left buried. If a player examines a card with the [BB] icon any time other than during a mission or scouting attempt, place it on the mission where it was seeded. That player may not attempt or scout this mission until another mission has been completed or a scouting attempt initiated by either player, then re-seed the dilemma at the same mission. If multiple dilemmas are to be simultaneously re-seeded in this way, re-seed them so that they are encountered in the original order. See scouted.

bottom seed card

The bottom seed card at a mission is the card on the bottom of the mission stack (the first card you would encounter if attempting the mission).

Brain Drain [link to card]

See showing your cards.

Brainwash [link to card]

This event does not change a captive's affiliation, but makes it compatible with your personnel and removes all affiliation based restrictions on using the Brainwashed personnel as your own. (See capturing.) Examples:

  • Galen will work with the Federation if Brainwashed, or with a Brainwashed Federation personnel (even if not Brainwashed himself).
  • A Brainwashed captive in your crew or Away Team does not add affiliation-based attack restrictions (e.g., a Brainwashed Federation captive will not prevent your Klingons from initiating battle).
  • A non-Borg captive Brainwashed by the Borg is not assimilated and thus may not share skills or scout, but may attempt missions of their affiliation (the Borg may not join the mission attempt and the Borg player may not score the mission points). The captive's skills may be used for other purposes, such as using SCIENCE to enhance SHIELDS with Metaphasic Shields.
  • A Borg captive, Brainwashed by a non-Borg captor, will work with that affiliation, but may not join mission attempts. The captive's skills may be used in other ways, such as using Transporter Skill to nullify an Anti-Matter Pod. A Brainwashed Talon Drone could assimilate an opposing personnel stunned in battle (it would immediately be placed under house arrest or would become a separate Away Team).

Breen CRM114 [link to card]

This Equipment card may report wherever your Breen or arms dealer is present, and only where your Breen or arms dealer is present, even when reporting by using another card (e.g., Devidian Door, Security Office). A Breen or arms dealer need not be present to acquire a Breen CRM114 seeded at Search for Weapons.

Using this disruptor to damage a planet facility or landed ship is a special kind of attack (battle), requiring a leader in the Away Team and subject to all normal attack restrictions. The attack automatically succeeds; place one damage marker on the target from your Battle Bridge side deck (no damage is applied if you aren't using the side deck). Cards involved in the attack are "stopped" and your opponent is allowed to counter-attack there normally. See once per turn.


See capturing.

Build Interplexing Beacon [link to card]

See Stop First Contact [link to card].

Calamarain [link to card]

This event's owner moves it in the same way as they would move a ship, but it is not a ship, is not affected by cards that affect ships, such as Q-Nets or Wormholes, and cannot move through the Bajoran Wormhole [link to card]. Discard the event after either use (damaging a ship or killing Mortal Q). Calamarain cannot damage a cloaked or phased ship. See Rulebook 7.6: Cloak, Explore Interstellar Matter [link to card].

This event may not cause damage that will destroy a ship. When used with a Battle Bridge side deck, it causes default damage. Draw the two damage markers from your side deck, one at a time, and place each one on the ship unless it would destroy that ship (in which case discard that damage marker instead).


Act of preventing an action (such as a card play or a battle) from having its result. Any costs paid to initiate that action remain paid. When you cancel an action that was limited to once per turn, that action may not be initiated again during that turn. See nullify.

Captain Kirk [link to card]

This personnel's special skill, "May initiate battle against non-[Fed]," allows only his ship to initiate battle. Your other Federation ships (or ships with any Federation crew) present may not participate in that battle. (He may also lead an Away Team or crew in personnel battle.) See Rulebook 7.4.1: Initiating a Battle, non-Federation.

Captain Proton cards

Several cards in the Holodeck Adventures set represent people and things from Tom Paris' holoprogram based on the 1930s sci-fi serial, The Adventures of Captain Proton. Like the world of Captain Proton itself, these cards are entirely in black-and-white. Any icons appearing on them should be treated as normal, color versions of those icons. Thus, Captain Proton is treated as a normal, Non-Aligned personnel; also, if you are probing for Omega Directive and reveal him as your probe card, his special download icon triggers the "Threat eliminated" outcome.

Captain's Log [link to card]

See matching commander.

Captain's Order

In addition to the cards marked with this phrase, Captain's Log, Lower Decks, Yellow Alert, and Senior Staff Meeting are also Captain's Order cards. You need not have Ready Room Door or Commander's Office (which list this definition) in play for these cards to be Captain's Orders and downloadable by James T. Kirk. Red Alert is not a Captain's Order.


Some cards and rules allow you to capture your opponent's personnel (never a personnel you control). Captives are disabled (unless a card such as Brainwash specifies otherwise). The captives are escorted by your personnel as follows:

  • Upon capture, captives are immediately relocated to one of your crews or Away Teams at that location, if possible (to the specific crew or Away Team making the capture, if any, such as when using Ilon Tandro or Captured).
  • Otherwise, the capturing card remains in play and serves as a temporary "trap" to hold the captives on your side of that location until your personnel can arrive to take them into custody. (If there is a planet at that location, the trap is on the planet.)
  • Your ship with transporters (in space) or your Away Team (on a planet) can subsequently take custody of the captives if present with the trap, then discard the trap card.

Each of your crews and Away Teams may escort any number of captives, and may move them like Equipment cards.

At any given time a captive can be in one of three conditions: (1) held by a trap, in a Brig, or by escorting personnel, (2) Brainwashed, or (3) left unattended. You may change the captive's condition during your turn.

A trap card placed on a captive is not in play; it is a marker of captive status and can no longer be nullified. For example, you may nullify Mandarin Bailiff with Q2 or Miss Q when it is encountered (after the captive is selected but before placing the card on it as a trap), but not later.

You may not initiate battle against personnel you have captured, unless a card allows or requires it. See White Deprivation [link to card].

All captured cards are returned to their owner at the end of the game.

For personnel who are held by a dilemma (but have not been captured) like the targets of Primitive Humanoids, see Rulebook Reading and Responding to Dilemmas.


Some cards allow you to add a Brig to a ship or facility. While you control the ship or facility, you may move captured personnel into and out of the Brig during your turn (while in the Brig they are held but not escorted). If your opponent commandeers or assimilates the ship or facility, their personnel may subsequently release any of their other personnel held captive in the Brig (if present).


Captives that are held or Brainwashed may be released only by using a card that specifically releases (or "returns" or "rescues") captives (such as Rescue Captives, His Honor, The High Sheriff of Nottingham, or Prisoner Exchange).

Unattended captives, however, are conceptually "tied up and left behind" and thus may be released by their owner's other personnel present, without any special card.

Whenever a captive is released, all capturing-related cards played on that captive are discarded.

capturing-related card

This phrase includes any card that:

  • captures personnel or prevents their capture;
  • specifically affects captives or allows them to be used in any way; or
  • has an effect when a captive is taken or escorted.
  • In addition, any card whose gametext downloads, nullifies, or modifies a card which meets any of the above criteria (specified by title), is also a capturing-related card

Disregard title and lore, ignoring the ordinary -related rule."

Examples of capturing-related cards include Thine Own Self, Ilon Tandro, Wolf, Brainwash, Rescue Captives, Impersonate Captive, Holding Cell Door, Fajo's Gallery, Gul Madred, and Madred.

Capture-related cards may still use captives.

card draw

A card draw refers to any card drawn from your draw deck (or from your discard pile, if using Carlos' skill; but not from a side deck), either as the player's end-of-turn draw(s) or through the use of a card that specifies that you "draw cards," such as Kivas Fajo - Collector. (Cards chosen from your deck using a Betazoid Gift Box are not "drawn.") Each card draw is a separate action.

An action that is "in place of one card draw" may replace any card draw (you may do this even if there are no cards remaining in your draw deck). Unless the action is explicitly restricted to once per turn, you may replace as many card draws as you are entitled to. For example, downloads with the Borg Queen's special skill may replace any or all of the three card draws from Kivas Fajo - Collector. The replacement action must be performed at the time you would normally make that card draw.

You may perform as many actions as you like each turn that have the restriction "draw no cards this turn" (e.g., playing a Q's Tent, downloading with Ops). You may not then draw any more cards for the remainder of the turn, by any means (normal card draw, Kivas Fajo - Collector, Masaka Transformations, etc.), or use an ability (such as the Borg Queen's special skill) that allows you to perform an action in place of a card draw.

However, if the first action you perform imposing a restriction of "draw no cards this turn" triggers a "just" action or valid response of drawing a card, the "just" action or valid response occurs before the restriction takes effect. See turn, actions - "just".

card play

A card play refers to any card played by any means (normal card play for the turn, normal interrupt or doorway play, a card played "for free," downloaded into play, Devidian Door, etc.), except those "drawn" from a side deck (such as a Tactic card drawn from a Battle Bridge side deck). Card plays are of two types: Personnel, Ship, Equipment, and Tribble cards report (for duty), while all other card types are simply "played." See entries for specific card types for details of playing that card type.

Your normal card play is defined as the onecard play you are allowed each turn by rule. Although optional, this must take place before executing orders. Interrupts and doorways do not use up (or count as) your normal card play. All other playable card types use your normal card play unless otherwise specified, or unless brought into play via a mechanism such as downloading or as the direct result of playing an interrupt or doorway (such as Barzan Wormhole). If you are allowed to report a card using ongoing game text of a card in play, such as Borg Cube, then that report uses your normal card play (unless otherwise specified).

Cards are always played face up, unless they have a hidden agenda icon. Except when playing a hidden agenda card, announce the name of the card when you put it into play.

Your opponent may examine any card that you play face up at the time of play, but not later unless allowed by a rule or card. (See showing your cards.)

An action that is "in place of your normal card play" must be performed when you would make your normal card play. Such an action may be a group action with several subactions; interrupts may not be played between those sub-actions. See actions - group.

Only one such "replacement" action may be performed each turn. For example, two Spacedoors will not allow you to download two ships.

card types

The current card types are listed in Appendix A.

The following are not separate card types: cards of different affiliations; Outpost, Station, and Headquarters (all are Facility cards); Q-icon cards (a Q-icon dilemma is a Dilemma card, etc.); Mission II (Mission cards); and Combo dilemmas (Dilemma cards).

A card that functions "like" or "as" another card type in a particular context does not count as that card type (unless the card specifically says otherwise). For example, Satan's Robot, an Equipment card that "participates in battle like a personnel," may never be targeted by Sniper (which targets personnel) and is still vulnerable to Disruptor Overload (which targets equipment). Likewise, Calamarain may not be targeted by Hail.

By contrast, when a card functions "like" or "as" another card type generally (such as when the card says it "plays as," "seeds like," or is "used as" a different card type), it counts as both card types for all purposes. For example, an Artifact that "plays as an event" can be nullified by Kevin Uxbridge. An Artifact that is "used as equipment" may be targeted by Vorgon Raiders (as an artifact), stolen by a Procurement Drone (as an equipment), discarded to satisfy Rebel Encounter, or (if re-earned with Reclamation) reported in any way that an Equipment card may be reported. Artifacts must still be earned legally before use.


An affiliation and a species. See affiliation and species.

Caretaker's Array [link to card]

This incident allows a ship to relocate here from any Badlands Region location in any quadrant.

Cargo Bay [link to card]

You begin a cargo run (as described on this site) when one or more of your personnel aboard a facility pick up one or more Equipment cards aboard that facility and carry them directly aboard your ship at the same location. You must announce the run and show your opponent which personnel and equipment are involved (but you do not have to specify now which personnel, equipment, or Cargo Bay you will use to complete it). When that ship arrives at a different facility any number of turns later, any of those same personnel who has been a member of the ship's crew since the run was announced may carry any of those equipment cards directly to the Cargo Bay to complete the cargo run.

You may not begin or complete a cargo run by beaming a crew member with equipment between universes with a Multidimensional Transport Device, or by beaming them aboard a ship with Invasive Transporters and then to Cargo Bay. You may not complete a cargo run begun by your opponent (e.g, if you take control of the ship with Neural Servo Device).

Your ship can take any path from the starting facility to the ending facility, giving you credit for each mission passed (except starting and ending locations). You may count each mission only once per cargo run. See passing locations.

While you may have multiple ships making cargo runs concurrently, a single ship's crew can complete only one at a time, earning card draws or Latinum downloads for only one piece of equipment. To deliver any additional equipment, a crew must begin a new cargo run. See report.

cargo run

See Cargo Bay [link to card].

Carlos [link to card]

This personnel's special skill has no effect on probing or any other function that involves the draw deck, other than drawing cards.

carried ships

One ship may not be carried aboard another ship unless a card, such as Engage Shuttle Operations or Borg Sphere, allows it. If the "mother ship" is destroyed, any ship it carries is also destroyed. If a carried ship is destroyed, the "mother ship" is damaged.

Game text that allows you to launch carried ships also allows you to load or recover such ships. For example, Engage Shuttle Operations allows you to launch shuttlecraft from, and re-load them aboard, your ships with Tractor Beam and ENGINEER. Launching and loading require full staffing (see movement).

Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is controlled by a different player.

Cards that may not target docked ships also may not target carried ships.

If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your landed U.S.S. Voyager, you must have a card such as Blue Alert to allow it to take off, using 2 RANGE.

Cha'Joh [link to card]

This is a [Kli] [Rom] multi-affiliation ship of [Kli] Klingon origin ("Bird-of-Prey"); thus, it is (by origin) a "Klingon ship" regardless of its current affiliation mode, but a "Romulan ship" only in [Rom] Romulan affiliation mode. (It is only a only a "[Kli] ship" while in [Kli] mode.)

See multi-affiliation cards, Rulebook Ship Origin.

Chamber of Ministers [link to card]

Chamber of Ministers is not required in order to seed Deep Space 9/Terok Nor at Bajor. "A Nor" is a reference to the type of station (allowing Deep Space 9 or Terok Nor to seed there), not to the card named "Nor," which may not be established at a Bajor region location. See coexist.


See shape-shifter.


See Rulebook 10.3: Characteristics.

Characterize Neutrino Emissions [link to card]

You may seed any number of different Orb artifacts (no duplicates) under this mission, regardless of whether the artifacts may normally be seeded in space, in place of the single artifact normally allowed at a mission.

Chief O'Brien [link to card]

See once per turn.

Children of Light [link to card]

This incident allows you to capture your opponent's [Holo] personnel present with your Iden (or aboard a damaged ship at his location).

Chula: The Abyss [link to card]

If more than one Quark's Bar is in play, the player encountering this dilemma chooses which one to relocate their personnel to.

Chula: The Chandra [link to card]

For a personnel to continue past this dilemma, at least one attribute number must match the same attribute on the randomly selected personnel (e.g., INTEGRITY must match INTEGRITY). Apply all relevant attribute modifiers. See Rulebook 6.3.4: Dual-Personnel Cards.

Chula: The Way Home [link to card]

If more than one Quark's Bar is in play, the opponent of the player encountering this dilemma chooses which one to relocate the personnel to.

Chula: Trickery [link to card]

For this dilemma, your opponent "recites [the personnel's] attribute numbers" by reading the printed attributes off the card, in order (INTEGRITY, CUNNING, STRENGTH), without applying modifiers. Attributes of dual-personnel cards are not added together, but are read as printed, for example, 3+3, 8+8, 5+5.


See revised text.

Classic Communicator [link to card]

See skills - modifying.

Classic Medical Tricorder [link to card]

This works like the Vulcan Tricorder [link to card].

Classic Tricorder [link to card]

This works like the Vulcan Tricorder [link to card].


A personnel's classification is found only in their classification box. A personnel type such as MEDICAL in the skills box is a skill, not a classification. A card referring to "MEDICAL-classification personnel" refers only to personnel who have MEDICAL in their classification box. Borg personnel have no classification. See skills.

cloaking and phasing

See Rulebook 7.6: Cloak.

cloaking device

This special equipment allows a ship or facility to cloak. See Rulebook 7.6: Cloak.

Clone Machine [link to card]

This incident does not allow you to have more than one version of a persona in play at one time. A personnel in play "for uniqueness only" does not count as "a copy of your personnel already in play". (The rule is clear that "for uniqueness only" cards can only restrict plays, not enable them.) See Rulebook 10.2.8: In Play 'For Uniqueness Only', Rulebook No Clone Swaps.

The Clown: Playing Doctor [link to card]

See skills - first-listed skill.

Coalescent Organism [link to card]

This dilemma can be passed on to anyone who is present at the end of the turn, regardless of ownership. The dilemma is played on the selected personnel. Discard it if the personnel dies alone or from some other cause.


When a card allows two or more cards to coexist, it removes the restrictions for those cards that would otherwise prevent them from being in play (or entering play) at the same time and/or at the same location. For example: Continuing Committee states that it may coexist with Office of the Proconsul, so if either headquarters card is in play the other may be played or seeded, removing the restriction that a player may not play or seed a facility at a location with a facility they control.


All of one player's [Bor] affiliation cards in play.

Colony [link to card]

The Away Team must be "in" this facility to score points.

combo dilemma

A combo dilemma is a two dilemma combination in one Dilemma card. (See card type.) Encountering a combo dilemma is like encountering two separate dilemmas: if you meet the conditions of the first half, you continue on to face the second half; if not, you place the card back under the mission and will have to face the first half again. However, some combo dilemmas with conditions say "not repeatable" in the first half; this phrase takes the place of "discard dilemma" and means that the first half is conceptually discarded after you face it; when you or your opponent encounter that same exact card on another attempt, the first half of the combo is skipped. If the first half has no conditions (e.g., Male's Love Interest), it is always conceptually discarded after it has its effect. See dilemma resolution.

Cards that specifically affect the first half of a combo dilemma do not automatically affect the second half. For example, if Combo Male's Love Interest is replaced by Beware of Q, overridden by Jealous Amanda, discarded by Senior Staff Meeting, or nullified by Kareen Brianon, you still encounter the Tarellian Plague Ship half of the card. Similarly, if you fail to overcome Combo Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing the REM Fatigue Hallucinations half. However, Mission Fatigue "stops" a personnel before each subsequent dilemma, so one personnel will be "stopped" before each half of the combo. You may not legally seed a combo dilemma at the same location as either of the original dilemma cards on which it is based; the second one encountered would be a misseed. (See copy.) If the mis-seed is the first half of a combo dilemma, place it "conceptually" out-of-play while you encounter the second half, then place it physically out-of-play (instead of discarding it) once the second half has been resolved.

Commandeer Ship [link to card]

The personnel who commandeers a ship with this objective may meet any three staffing icon requirements, whether they have those icons or not. For example, Christopher Hobson may commandeer the Decius and meet its entire staffing icon requirement of [Cmd][Stf][1E-AU].

Commander Data [link to card]

This personnel is an android.


Your two non-[Bor] cards are compatible with each other if they belong to the same affiliation, or if at least one is Non-Aligned or Neutral, or if a card states they may "mix" unless otherwise specified (see does not work with). [Bor] Borg-affiliation cards are only compatible with each other, not even with [NA] Non-Aligned or [Neu] Neutral cards. Compatible personnel may mix in the same crew or Away Team and board compatible ships and facilities. Personnel and ships may report to compatible facilities. However, you must still have a personnel of matching affiliation when required by a card or rule. Some cards that make different affiliations compatible are Treaty cards, Brainwash, Ferengi Trading Post (only while aboard), Temporal Micro-Wormhole, and Memory Wipe (seeded). Compatible personnel may mix in the same crew or Away Team and board compatible ships and facilities. Personnel and ships may report to compatible facilities. However, you must still have a personnel of matching affiliation when required by a card or rule.

Example: If you have a Treaty: Romulan/Cardassian in play, your [Rom] Romulan, [Car] Cardassian, and [NA] Non-Aligned cards are compatible with your Cardassian Outpost, with Central Command, and with a Cardassian Nor, but your [Kli] Klingon cards are not. Only your Cardassian cards match the facilities.

  • Your Romulan and Non-Aligned cards may report to your Cardassian Outpost, to Central Command, or to a Cardassian Nor (but may not be downloaded using the Ops text, which requires a matching affiliation).
  • Your Romulan and Non-Aligned personnel may supply staffing icons for your [Car] ship, if at least one [Car] personnel is aboard (see ship staffing).
  • You may attempt a mission using a mixed Romulan/Cardassian/Non-Aligned crew or Away Team as long as at least one personnel matches one of the mission's affiliation icons.
  • Your Romulan forces may assist your Cardassian forces in battle, but your Klingon forces may not.

If a card allowing compatibility is nullified or destroyed, incompatible personnel aboard a ship or facility are placed under house arrest. If a mixed Away Team is on a planet, the incompatible personnel form a separate Away Team and cannot return to the ship. The text does not work with means the cards are incompatible.

Computer Crash [link to card]

You may activate this hidden agenda event as a response to an attempt to play a Q's Tent or a card requiring downloading (e.g., Activate Subcommands), or an attempt to download a card (e.g., by using the Borg Queen's skill or any special download icon), but not during the seed phase. The Q's Tent or card requiring downloading becomes an illegal card play and returns to the owner's hand; an attempted download is simply aborted (and does not use up any resource). See actions - step 2: responses.

If you initiate the play of a multi-function card such as Bajoran Civil War, and select a function that requires a download, it may be responded to by the activation of this event. The card returns to your hand; you may then play it for its other function, but you are not required to do so.

A card may allow but not require downloading, and thus may be played despite Computer Crash. For example, if Computer Crash is activated in response to an attempted download with Assign Mission Specialists, the download is prevented, but the card remains in play.

You may not suspend the activation of this event by using a special download icon.

Construct Depot [link to card]

This mission may not be attempted or scouted by the opponent. You may not download a Remote Supply Depot if you already have a facility at this mission location.

Construct Starship [link to card]

This objective allows you to download a facility only if it has text allowing it to play (or be built). For example, Husnock Outpost cannot be downloaded because it may only be seeded.

Consume: Outpost [link to card]

The outpost downloaded by this objective is required to play this objective. When this objective is downloaded using The Ultimate User, the ability to ignore Computer Crash applies to the entirety of that download action, which includes the sub-action of downloading the outpost. You may still scout for and complete this objective if the outpost is destroyed (or otherwise leaves play). See Facilities: Seeding and building facilities for important restrictions.

Containment Field [link to card]

Activating this incident will nullify a Destroy Radioactive Garbage Scow that is already in play on a mission. The mission's point value is restored (even if it has already been solved) and the owner of the Destroy Radioactive Garbage Scow places the interrupt in their bonus point area to score -10 points.


see related.

Continuing Committee [link to card]

See coexist.

Conundrum [link to card]

When you fail to overcome this dilemma, your ship and crew are "stopped" and you must immediately target one of your opponent's ships. (If there is no valid target, discard the dilemma without further effect.)

Once "unstopped," the ship and crew must chase and attack that target. This is a required action (see actions - required), and must be carried out alone; your other ships at the location may not join the battle.

Cloaked, phased, or landed ships, or ships in a Temporal Rift or Time Travel Pod are invalid targets. You may change targets at any time. If the selected target at any time becomes invalid or leaves play, you must target a different ship. If at any time there are no valid targets in play, the dilemma is discarded. Once you have attacked a target ship, the dilemma is "cured" and discarded.

converted card indicator

The gray bar at the bottom left corner of some cards was used to indicate information about a card's relationship with a corresponding backwardscompatible card from the Star Trek CCG, Second Edition. Backwards compatibility is no longer supported, so this indicator is no longer used.


See mix.


A copy (or duplicate) of a card is defined by its card title and, for personnel and ships, its game text. Different images, copyright dates, collectors' info, lore, expansion icons, affiliation border colors, or property logos do not affect whether cards are copies.

Personnel and ships:

Two Personnel or Ship cards are copies of each other if their card titles and game text are the same (taking into account revised titles and game text of reprinted cards). Examples of copies:

Other cards:

Other than personnel and ships, two cards are copies of each other if their card titles are the same (taking into account revised titles of reprinted cards). Also, each half of a combo dilemma is considered a copy of the original dilemma on which it was based (the "card title" included in its game text). Examples of copies:


A location "corresponds" to another location if they share the same location text and are in the same quadrant. The location text of a mission or time location is found in bold text in its lore box. Other location cards (like Bajoran Wormhole [link to card]) use their card title.

For example, the time location Sherman's Peak corresponds to the spaceline location Agricultural Assessment, and vice versa, because both have the location "Sherman's Planet," while The Celestial Temple corresponds with Bajoran Wormhole [link to card].

See Multidimensional Transport Device [link to card].

Council of Warriors [link to card]

This objective may not be nullified once it is relocated to your point area. Bringing a non-Klingon personnel into play by persona exchange, earning a Cryosatellite, or switching the affiliation of a multi-affiliation personnel is not "playing a non- Klingon personnel." See card play, report, affiliation and species.

countdown icon


When your card with a countdown icon enters play (is played face up, activated, or encountered), it has a countdown total equal to the number of the icon, or the numerical value of X of the icon (regardless of when it is played or activated or who encounters it.) At the end of each of the owner's turns, the card counts down (subtracts one from the countdown total.) When the countdown total reaches zero (0), the card nullifies itself and is discarded. For example, your card with a countdown of [countdown:3] nullifies itself the third time you end a turn. A convenient way to keep track of your countdown icons is to either turn the card 90 degrees, or place a counter on the card, at the end of each of your turns.


See battle.

Countermanda [link to card]

This interrupt is not an "Amanda Rogers card." See Rulebook 12.10: The Colon Rule, discard pile.


A counterpart is a Borg personnel with "assimilated counterpart" in his lore, or a personnel assimilated with the objective Assimilate Counterpart. An "assimilated counterpart" may be used as a "matching counterpart" for the objective Assimilate Homeworld. However, when a card requires that a counterpart match the affiliation of a homeworld, it must also match the homeworld's universe. See mirror universe.

A counterpart may not be downloaded or affected by cards that specify drones. Your collective is limited to one counterpart in play at a time. Thus, if you have one counterpart in play, you may not play or assimilate another, and if you acquire another one (e.g., from a Cryosatellite [link to card]), the second one must be discarded. A counterpart may be converted to a drone with He Will Make an Excellent Drone [link to card].

The assimilated counterparts are native to the Alpha or Gamma Quadrant and may not report to a Borg Outpost in any quadrant (see facility, native quadrant).

An assimilated counterpart's skill that enhances their ship's WEAPONS and SHIELDS +4 against their former affiliation works against any force that includes that affiliation. For example, Locutus of Borg's skill would enhance his ship against a Non-Aligned ship with some Federation crew or a mixed fleet of Federation and other ships under treaty.

counting cards

At any time, you may count the cards in your own hand. You may request that your opponent count their hand and tell you the correct count. You may also count the seed cards under a mission and check their orientation to determine the owners.


a personnel and their romantic partner

Crew Reassignment [link to card]

The ship to which a personnel may report using this event must have the icon as one of its staffing icons. For example, [1E-AU] personnel without an [OS] icon may not report to Starship Enterprise (Trouble With Tribbles) using Crew Reassignment. See ship staffing.

Crimson Forcefield

If opponent's tactic card is nullified, opponent's hits use default damage. See Rulebook 7.4.3: Ship Battle: 7. Damage

Crisis [link to card]

Because the ship at the location is not actually attempting the mission, the ship and crew are not "stopped" if this dilemma is not overcome. Only the attempting Away Team is "stopped."

Crosis [link to card]

See Rogue Borg Mercenaries [link to card].

Crossover [link to card]

When this incident allows your [MQ] personnel to ignore their [MQ] icon when reporting, treat them as if they have no quadrant icon (i.e., as if native to the Alpha Quadrant). Thus they may report to a native Alpha Quadrant facility, or (if [1E-AU][OS]) to Sherman's Peak.

The incident is discarded only when you report a Multidimensional Transport Device as your normal card play and then download one of the listed personnel to that Device.

If you report Ezri without this incident in play, and immediately use her special download for Crossover, you cannot then use Crossover to download a Multi-Dimensional Transporter Device to Ezri because it is no longer "just after" she reported. See actions - "just".

Cryosatellite [link to card]

All cards seeded with this artifact count as seed cards. They are seeded one at a time, not as a group. See personnel - seeded.

Crystalline Entity [link to card]

This dilemma is an exception to the normal rule that dilemmas affect only the personnel in the crew that encounters the dilemma. It "kills all life on ship," including tribbles, intruders, and personnel who are "stopped," disabled, etc., and not participating in the mission or scouting attempt. (However, it does not kill personnel in stasis.)

If this dilemma is encountered after DNA Clues with Lore in play, 6 MEDICAL and 2 SCIENCE are required to pass the dilemma. See dilemma resolution.


If a card is cumulative, multiple copies of the card can have the same effect on the same target(s) at the same time. Damage markers (Tactic cards) are cumulative, as are cards specifically marked "cumulative." All other cards are not cumulative.

While you may have multiple copies of a noncumulative card in play, they cannot have the same effect on the same targets at the same time. Also, multiple copies of a non-cumulative card "played" or "placed" on the same card may not have the same effect at the same time, even on different targets. Examples of effects include modifying skills, attributes, or mission or dilemma requirements; killing a personnel; damaging a ship; and generating benefits (such as card draws or points) for a player. For purposes of cumulativity only, all end-of-turn actions (or start-of-turn actions) are considered to occur "at the same time." Multiple responses to a single action (such as a battle) generally resolve one at a time, and thus are not restricted by cumulativity rules (unless they generate a continuing effect). Cards that may be played or have effects "once per (each, every) turn" are covered by the "once per turn" rule.


  • HQ: War Room: Multiple copies may not enhance the attributes of the same personnel at the same time.
  • Science Kit: Multiple copies may not add multiple SCIENCE skills to the same personnel at the same time.
  • Reflection Therapy: Multiple copies may not replace multiple skills on one personnel at the same time.
  • Process Ore, Colony: You may not process ore at more than one Nor or score points at more than one Colony (start-of-turn actions) each turn. (The player is the target.)
  • Telepathic Alien Kidnappers, The Traveler: Transcendence: Multiple copies of each card do not allow you to "guess" multiple cards or draw multiple extra cards (end-of-turn actions) each turn.
  • Transwarp Conduit: This card generates a continuing effect (for the rest of the turn). A second copy played on the same ship while the first is still in effect will not quadruple its RANGE.
  • Automated Security System, Dal'Rok, Establish Tractor Lock: If multiple copies are played or placed on the same Ops, mission, or ship, only one copy of each card can kill a personnel each turn or immobilize a ship, even if different targets are present.
  • Fajo's Gallery: Multiple copies will not generate additional card draws when you capture a unique personnel.
  • REM Fatigue Hallucinations: If two copies on the same group of personnel are cured at the same time, only one will score points.
  • Romulan Disruptor: This card is marked "cumulative." Each personnel present with three disruptors will be STRENGTH +6.
  • Android Headlock, Antique Machine Gun, Barclay Transporter Phobia: The effects of multiple copies of each of these cards occur as separate actions (not at the same time) and have different targets, and are thus not restricted by cumulativity rules.
  • Alas Poor Drone, Cybernetics Expertise, Borg Nanoprobes: Although these cards are not restricted by cumulativity, they have "once per turn" effects that are governed by that rule.
  • Multiple copies of the same card can be targeted by a single card at the same time. For example, two copies of Process Ore, even on different Ore Processing Units, do not allow you to 'process ore' twice, but, if two copies of Process Ore are in your discard pile they each count toward the total number of objectives in your discard pile for DNA Security Scan.

current objective

See Borg, objective.

Five of Eleven (Cyber Drone)

This personnel's special skill only prevents Borg personnel from entering stasis, and cannot release them from stasis once established. For example, a Cyber Drone in a group of Borg relocated to an unsolved Qualor II Rendezvous would prevent them from entering stasis, but it cannot release them if brought there after the relocation.

It does not prevent ships from being placed in stasis (e.g., by the Quantum Singularity Lifeforms dilemma), though it can prevent the Borg personnel aboard from entering stasis.

Cytherians [link to card]

This dilemma represents a moving required action. When it is encountered, the mission or scouting attempt immediately ends. If Mission Debriefing is in play, the crew is "stopped" before they can use any remaining RANGE to move that turn. The dilemma does not relocate your ship; you must use normal ship movement to move to the far end of the spaceline. Once the far end of the spaceline is identified (i.e., right or left end), that destination does not change even if the spaceline is rearranged with Blade of Tkon. See actions - required, ties.

Cytoplasmic Life-form [link to card]

Multiple copies of the same personnel are not different personnel.

A "skill requirement" includes skills that are personnel types, such as MEDICAL.

The effect of this dilemma applies only when actually meeting the mission requirements (to solve it). It does not apply while facing Lack of Preparation [link to card] or similar cards.

D'Tan [link to card]

See present.

Dabo [link to card]

While you may have a copy of this incident in play on each of two Quark's Bars, you may not get probe results using both copies at the end of a turn. See cumulative, probing, Writ of Accountability [link to card].

Dal'Rok [link to card]

This dilemma is an exception to the rule that dilemmas affect only the personnel in the encountering crew or Away Team. Even at first encounter, all personnel at the location (including the opponent's) must be checked for lowest total attributes. The total attributes>150 required to nullify the dilemma must be in one crew or Away Team. See ties.


When you are using a Battle Bridge side deck, any damage to your opponent's ships or facilities, whether from a hit in battle, dilemmas, or other causes, is indicated by damage markers, which are Tactic cards from your side deck. The damage results appear at the bottom of each Tactic card. See Rulebook 7.4.2: Ship Battle.

Some damage results are immediate and have a one-time effect (such as killing a crew member or downloading a Warp Core Breach). Other damage results have an ongoing effect (such as reduced attributes or off-line transporters) as long as that damage marker is in play. Most damage markers also specify a reduction to HULL integrity. When a ship's or facility's HULL integrity is reduced to 0%, it is destroyed.

Multiple copies of the same damage marker are cumulative, including reductions to attributes and HULL integrity.

If your side deck is ever completely out of Tactic cards (because they are all in play as damage markers), you will be unable to further damage your opponent until some of your damage markers return to your side deck. You may not mix damage markers and rotation damage on your opponent's ship.

Rotation damage -If you are not using a Battle Bridge side deck, any damage to your opponent's ship (from a hit in battle or from a card such as a dilemma) is indicated by rotating the target 180 degrees to indicate that it is damaged, with these effects: RANGE is reduced to 5 (if it is already less than 5, it remains the same), Cloaking Device is off line, and HULL integrity is reduced by 50%. If you scored a direct hit in battle, HULL integrity is reduced by 100% and the target is thus immediately destroyed. If a ship with rotation damage is damaged again before it is repaired, the additional HULL integrity reduction of 50% also destroys the ship. A ship is damaged (for dilemmas such as Abandon Ship!) if it has any damage markers on it (even if there is no HULL damage), or has received rotation damage. Reduction of attributes from other causes is not "damage." You may never substitute rotation damage for damage marker symbols (e.g., Breen CRM114, HQ: Orbital Weapons Platform). To use such symbols you must have a Battle Bridge side deck.

Off line

When a damage result indicates that something is off line, the affected item may not be used in any way as long as that damage marker is in play. Attribute enhancements being off line affects all enhancements to the specified attribute.

Default damage

When you are using a Battle Bridge side deck, sometimes your opponent's ship or facility will be damaged when you do not have a current tactic (such as when encountering a dilemma or during a battle in which you choose not to play a current tactic). Whenever this occurs, the default damage is two [Flip] cards from your side deck, or four [Flip] cards for a direct hit. (Default damage should not be confused with "card rotation" damage, which applies only when you are not using a Battle Bridge side deck.)

Order of damage results

In most cases, the sequence in which you apply damage results will not matter. Occasionally the order may be significant. In these cases, carry out immediate damage results first and check the HULL reduction last.

For example, suppose the HULL integrity of your opponent's ship has already been reduced by 80% when it is damaged again, and the two damage markers from your side deck each specify one casualty and HULL - 30%. If your opponent wants to play an Escape Pod, they must suffer both casualties first, so the Escape Pod saves only the remaining crew. See repair.

Data's Body [link to card]

This personnel counts as a seed card if "reported" at your outpost during the seed phase. When your Data's Body is present with your Data's Head, you may declare them to be attached (or detached) as desired during your turn. See disabled. When attached, Data's Head is no longer treated as an artifact (and thus is immune to Disruptor Overload, for example); instead, the two cards together are used as a single Personnel card. If the combination is discarded, the two cards are no longer attached and Data's Head Head is again treated as an artifact. Like any other artifact, Data's Head must be earned before use.

Data's Head [link to card]

See Data's Body.

Dathon [link to card]

This personnel is the matching commander of the Tama [link to card]. See Tamarian-related.

Dead End [link to card]

This dilemma is discarded only if the player first encountering it overcomes it by having at least 50 points. Otherwise, it is placed atop the mission and remains there permanently (unless nullified by Dropping In); you may re-attempt the mission if you have more than 50 points, but this does not nullify or discard the dilemma. Although it will "stop" a Borg scout on initial encounter, it does not prevent later scouting.

Dead in Bed [link to card]

You choose the personnel in stasis to be killed when you play this interrupt.

Deanna Troi (First Contact)

This personnel must be part of the "stopped" Away Team to "unstop" them. For example, if two other personnel in her Away Team are "stopped" by Parallel Romance [link to card], they become a separate Away Team. She may not "unstop" them because she is not part of that Away Team. See once per game.


See discarding.


There are two parts to every game deck: the seed deck and the draw deck. In addition, you may have one or more optional side decks.

Deep Space 9 [link to card]

Deep Space 9 and Terok Nor are two versions of the same facility persona, which is not duplicatable (see unique and universal). Thus, if a player seeds Deep Space 9 during the dilemma phase, his opponent may not seed Terok Nor during the facility phase; it is instead placed out-of-play. See Chamber of Ministers [link to card].

This station has several facility commanders.

Deep Space Station K-7 [link to card]

Like all stations, this station has no built-in reporting, docking, or repair functions. No sites may play here. However, because this station is at a time location, compatible personnel and equipment native to the timeline may report aboard the station using the time location's reporting function.

default damage

See damage.

Defend Homeworld [link to card]

When this objective allows a download of personnel and ships in response to battle, it is to a specific destination ("download there") and thus the cards may report anywhere at the location (e.g., personnel may report aboard ships), ignoring quadrants. However, a SECURITY personnel downloaded with the objective's final function must be reported to a facility or other place where that personnel may normally report, because no destination is specified. See downloading.

If a facility or site provides the place for the downloaded SECURITY personnel to report, both the personnel and facility must be in their native quadrant. You may not download cards with this objective when your opponent attacks your Non-Aligned ship at your homeworld, even if there are crew members aboard matching the homeworld's affiliation. The specific card that is attacked (the ship) must match the homeworld and its universe (see mirror universe).

The "compatible ships, leaders, [and] SECURITY personnel" that you may download with this objective when your card is attacked at a homeworld must be compatible with the card that was attacked (and with each other, if they are mixing).

An attack by a Borg Ship dilemma or Rogue Borg, which are self-controlled, will not allow the download. Your opponent must attack your card with their ships or personnel.


A feature of Tactic cards. In a ship battle, the DEFENSE bonus on your current tactic (if any) is added to the SHIELDS of your ship that is being fired upon to calculate your DEFENSE total. The DEFENSE bonus is not an attribute enhancement. See Rulebook 7.4.2: Ship Battle.

Deliver Ancient Artifact [link to card]

To meet the artifact requirement, you must either discard an eligible artifact from hand (e.g. Vulcan Stone of Gol) or have an eligible artifact in play (e.g. Kir'Shara). Either way, you must have earned that copy of the artifact.

If you need to show prior to solving that you can meet the mission requirements (for example, for Lack of Preparation or Armus: Energy Field), you must either show an earned eligible artifact from hand (you do not have to discard it) or have a copy in play. See actions - step 1: initiation: cards played as a cost.

Deliver Supplies [link to card]

The freighter or transport used to solve this mission must be in orbit with Transporter Skill aboard. See dual-icon missions.

Delta Quadrant

A "Delta quadrant mission" is one with a Delta Quadrant Δ icon in its point box.

Denevan Neural Parasites [link to card]

See dual personnel cards.

Destroy Radioactive Garbage Scow [link to card]

You may not reduce the same mission's points more than once with multiple copies of this interrupt. See cumulative. The points are not bonus points because the mission's value is reduced. If the mission has already been completed, no points are lost. See Containment Field [link to card].

Devidian Door [link to card]

In order to play this card on table, you must have a card in play which allows the play of [1E-AU] cards. Showing this card from hand to avoid losing the game does not require an [1E-AU] -enabling card, because showing the card is paying a cost. See anywhere, Ophidian Cane [link to card], Persistence of Memory [link to card], report.

Deyos [link to card]

Using this personnel's special skill to draw a card is a "just" action; it must be used immediately after the non-Youth Jem'Hadar enters play at his location, even if that Jem'Hadar enters play as a sub-action of a group action (e.g., multiple reports under Red Alert). See actions - group, actions - "just", card draw.


A card is different from another card if they are neither copies of each other, nor versions of the same persona. Two copies of a ❖ mission represent different locations, and, if applicable, different planets.


A type of card hidden beneath Mission cards, which create hidden challenges to be dealt with when attempting missions. Dilemmas must be seeded during the dilemma seed phase. There are three types: planet [P], space [S], and space/planet [D]. See combo dilemma.

Dilemmas are encountered and resolved one at a time during a mission or scouting attempt. Each dilemma describes what happens when your crew or Away Team encounters it. It may list certain skills, attributes, equipment, or other requirements to overcome, cure, or nullify the dilemma; specific types of personnel that it affects; and various results such as damaging or destroying a ship or "stopping," disabling, or killing personnel. Some dilemmas have bonus points that you score when you overcome the dilemma. See dilemma resolution, dilemma timing.

Text following "Place on mission" (or on ship, or any other target) is only active once the dilemma has been placed on its target. If it does not get placed, that text is ignored.

direct hit

If your ATTACK total is more than twice your opponent's DEFENSE total, you score a direct hit on the target ship. See Rulebook 7.4.2: Ship Battle, damage.

discard pile

You may not rearrange cards in any player's discard pile unless a card allows you to. For example, Palor Toff: Alien Trader allows you to choose a target card in your discard pile, but not to rearrange it. You must discard face up, and any time you retrieve a card from your discard pile (except for seed cards to be placed under a mission such as Q's Planet, or with Hide and Seek), you must show it to your opponent.

When you play a card which allows you to "exchange" it for a card in your discard pile (for example, Res-Q), the two cards trade places: the card from the discard pile goes into your hand, and the card you played takes the position of that card in the discard pile.

Unless otherwise specified, all discarded cards (except those which enter play from certain side decks) go to the original owner's discard pile. (Cards with point boxes for which you score the points discard to your bonus point area.)

A discarded artifact may not be reused, even if returned to your hand, unless you re-earn it. When a card is discarded, all effects on that card end and are not reactivated if the card is retrieved and replayed. For example, if a personnel affected by Frame of Mind is killed and discarded, they are no longer affected by Frame of Mind if they are replayed. (But once per game text may not be used again.)


You may not discard cards from your hand or from the table unless a card or rule allows or requires you to do so. Discarded cards normally go to the owner's discard pile, unless a point box or other card allows or requires you to discard it to your bonus point area, under The Next Emanation, or elsewhere. (Also see side decks.)

When multiple discards result from the same action (e.g., you discard a destroyed ship and all cards aboard; you discard your entire hand using Handshake), place the cards in your discard pile one at a time (allowing your opponent to see them), in the order you choose.

When a mission allows or requires you to discard a card as part of its requirements, or for extra points, that card must come from the crew or Away Team attempting the mission, not from your hand, at the time the mission is solved. All other discards (e.g., for Static Warp Bubble) come from the hand unless otherwise specified. A single discard cannot satisfy two discard requirements. For example, the required discard for Static Warp Bubble cannot also be used to reopen a Spacedoor.

Cards that have a long-term effect on one or more personnel, such as Barclay's Transporter Phobia or Brain Drain, are "played on" the affected personnel, even if the card text does not say so explicitly. The card functions as a reminder of the effect, and will only be discarded if nullified, cured, or expired, or if the personnel is discarded. A personnel who is "discarded" according to the text of a dilemma or other card is not considered to die or be killed unless the card causing the discard specifically says so (Yuta [link to card] is an exception). See in play.

Disrupt Alliance [link to card]

See Rulebook 12.10: The Colon Rule.

Disrupted Continuum [link to card]

If a Dead End (or some other unique or non-duplicatable dilemma) that you seeded is in play, and your opponent reveals another copy of Dead End (or that other dilemma) that you seeded (legally, at another mission), you may nullify the second copy with Disrupted Continuum. If you do, you may download and seed a replacement. (The second copy would not be discarded for violating uniqueness until the encounter step begins.)

This is a temporary ruling, subject to modification or reversal.

Disruptor Overload [link to card]

This interrupt is not a valid response to the play of an Equipment card.

Distant Control [link to card]

This incident only allows your native personnel at Drone Control Room to function as a crew for the duration of the mission attempt. When your personnel are functioning as a crew aboard your empty Drone-class ship for this incident they are affected normally by dilemmas they encounter, as if they were aboard that ship, with the following exceptions:

  • They may not interact with dilemmas (or other cards placed on the ship) outside of a mission attempt, e.g. to cure The Swarm.
  • They may be selected to die, but they will only be killed if they have Empathy.
  • They may not be relocated to the spaceline and as such may not be captured and held by a trap card, e.g. Cardassian Processing.
  • They are not at the mission; therefore their special downloads do not go to it, and they are not affected by 'here' effects such as Distracted by Thoughts of Home's attribute reduction.

Additionally, since the Drone-class ship is empty, it is not staffed and if destroyed, only cards which are played on it are discarded.

Distortion Field [link to card]

This event must be flipped during the turn on which you play it.

Distortion of Space/Time Continuum [link to card]

See Away Team and crew.

Dixon Hill [link to card]

This personnel's skill allows you to ignore the requirements of a mission only when solving it. Ignoring requirements is not the same as meeting requirements. For example, if his Away Team encounters Lack of Preparation and would not have been able to meet the requirements at the start of that mission attempt, they lose points and are "stopped."

Dixon Hill's Business Card [link to card]

In Federation Standard, this interrupt/event would read:

Interrupt: If any personnel (except a Borg) was just killed and there were no other personnel present, select any other personnel controlled by the same player. That personnel is captured.

Event: Plays on table. The opponent's next personnel to report for duty must be universal or a holographic re-creation. Then place this card out-of-play. (Event is not duplicatable.)

If you play this card as an interrupt when one of your own personnel was killed, the selected personnel is captured by your opponent. See reporting for duty, capturing.

DNA Clues [link to card]

Once this dilemma is placed on the mission and the choice is made either to continue or to "stop" (if possible), the altered MEDICAL requirements for further dilemmas encountered at that location affect both players. The DNA Clues dilemma is not encountered again, so no future Away Team or crew can alter those requirements. The dilemma remains on the mission even after it is solved. The MEDICAL requirements may be reduced to zero.

do not count toward winning

See points.

docked ship

The following cards may not target a docked ship (or a carried ship): Asteroid Sanctuary, Loss of Orbital Stability, Near-Warp Transport, Temporal Rift, Wormhole, and Temporal Wake (to force it to follow another time-traveling ship). All other cards that target a ship may target docked or carried ships (if applicable) unless otherwise specified on the card. See docking.


You must indicate which of your ships are docked (placed under an outpost, or on top of docking site at a Nor) and which are undocked (placed on the spaceline). When a ship is played to a facility (or its site) that allows docking, it must enter play docked. Docking or undocking is a form of movement and requires the ship to be staffed. Docked ships gain SHIELDS equal to 50% of the facility's SHIELDS, but may not attempt missions or fire WEAPONS. Docked ships are not damaged or destroyed when the facility is destroyed (unless landed on Docking Pads). Certain cards may not be played on a docked ship. Any card or rule that requires a ship to "return to" a space facility implies that it must dock at that facility. For example, a ship must dock at an outpost to be repaired by a Spacedock there or to cure REM Fatigue Hallucinations. You may not undock a ship docked at an opponent's facility (even a commandeered ship) unless specific game text allows it (e.g., Croden's Key, Docking Ports). When compatibility with a facility is required to dock a ship, only the ship itself must be compatible with the facility; incompatible crew members aboard do not prevent docking. Such personnel cannot board an outpost from the ship, but they may board a Nor.

Docking Pads [link to card]

No other cards (such as Establish Landing Protocols) are needed to enable ships with no staffing requirements to land (dock) and take off (undock) at this site. The site itself allows the ship to land and take off. A ship docked at the Docking Pads site is both docked and landed, and is subject to the rules applying to landed ships.

While a docked ship is normally not affected when the facility is destroyed, a ship docked at Docking Pads is actually "aboard" the Nor and thus would be destroyed along with the facility and discarded.

The Doctor [link to card]

This personnel is not a version of the E.M.H. Program persona and cannot be downloaded by Beverly Crusher.

does not use

See equipment.

does not work with

A card that "does not work with" (or "works only with") a particular group (affiliation, species, specific skills) cannot mix or cooperate with cards of that group in any way, in the same way that cards of incompatible affiliations cannot work together without a treaty (see compatible). For example:

  • Lore "Does not work with [Fed] affiliation." He doesn't mix with [Fed] personnel, cannot board a [Fed] ship, and cannot report to or board a [Fed] facility.
  • Miles O'Brien "does not work with Cardassians." He doesn't mix or cooperate with personnel of Cardassian species or affiliation, even under treaty. If he is aboard your ship, it cannot assist another of your ships in battle if it has Cardassians aboard.

If a personnel is inadvertently placed in a situation where they are mixing with cards that they "cannot work with," they will form a separate Away Team or (on your ship or facility) be placed under house arrest. For example, Solkar "does not work with personnel who have Treachery." If your opponent boarded your ship and played Reflection Therapy on one of your crew to give them Treachery, Solkar would be placed under house arrest. You may not deliberately place your personnel in such a situation.

"Does not work with" restrictions that are completely affiliation-based are overcome by any card that allows incompatible cards to mix, such as Release This Pain, Brainwash, or an appropriate Treaty.

Dominion [Dom]

An affiliation.

Dominion War Efforts [link to card]

See multi- affiliation cards.


A card type representing a physical door or a passage to another time or place in the space/time continuum. A seedable Doorway card must be seeded during the doorway phase, unless otherwise specified. Playable doorway cards do not use your normal card play and may play whenever an Interrupt card play is legal, but only during your own turn, unless its text explicitly states that it suspends play or may play at any time.

There is no limit to the number of Doorway cards you may play per turn, unless stated otherwise on a card.

Doorways in play may be "closed" (made inactive) by other cards. A card that closes a Doorway card (such as Door-Net or Revolving Door) may be played on a doorway that is already closed. When a doorway is closed, its ongoing game text related to its "doorway functions" is not active. For example, no cards may be taken from a closed side deck, a closed Ready Room Door does not protect an event from nullification; a doorway with a countdown icon stops counting down (the countdown resumes if the doorway is reopened). Game text relating to how the doorway is played (e.g., creating a spaceline location and its span) or nullified, terms such as "Not duplicatable," "Unique," or "Limit one," and icons such as [1E-AU] or [Ref] that are not part of the game text are not affected. Thus, while a ship may not pass through the Bajoran Wormhole [link to card] if either end is closed, it may still stop at the location and requires 1 RANGE to move to the location. Also, another Bajoran Wormhole [link to card] may not be played in either quadrant if the existing one is closed.

Doppelganger [link to card]

With this event in play, if two copies of a unique Personnel card are in play at two different locations, and one moves to the location of the other, the non-moving one is discarded. If the two cards are always at the same location (even if they are moving simultaneously), no one is discarded. Reporting, beaming from a planet to a ship, or moving from one site to another is not "moving to a location."

A "duplicate" is equivalent to a copy. Other instances of the same persona (even with the same card title) are not duplicates. For example, Jean-Luc Picard (Premiere) is not a duplicate of Jean-Luc Picard (First Contact) or Galen.

double turn

When a card allows you take double turns, you take one complete turn from beginning to end, then another complete turn from beginning to end (not one turn with two card plays, two end-of-turn card draws, etc.). A double turn counts as two of your full turns.

double-sided cards

Double-sided cards in a face-down deck or pile are considered face down. See showing your cards. When you seed or play a double-sided card, and both sides could legally seed or play now, you choose which side will be initially face up.

Dr. Gillian Taylor [link to card]

See selections.

Dr. Q, Medicine Entity [link to card]

This Q-icon interrupt may affect Event cards on ships, personnel, or any other cards present at a spaceline location.

Dr. Soong [link to card]

This personnel may "reprogram" only those androids which have variable features chosen when it reported for duty. He may replace the classification and/or gender of the ❖ Soong-type Android, and may replace one or both of Lal's two selected skills with regular skills present with her at the time of reprogramming. He may reprogram androids belonging to either player, but only once during each of his owner's turns. See skills - modifying.

Dr. Soong's "nemesis" is Lore. See nemesis icon.


See card draw.

draw deck

See Rulebook 3.2: Draw Deck.

draw no cards this turn

See card draw.


A Borg drone has "Drone" as part of its Identification. All personnel your Borg assimilate are drones unless assimilated as a counterpart using the Assimilate Counterpart objective. The Borg Queen, counterparts, and non-[Bor]-affiliation personnel who are Borg or former Borg are not drones and may not be downloaded or affected by cards that specify drones. A Borg drone has no gender and may not be targeted with Assimilate Counterpart or any card that specifically targets a male or female personnel.

Drought Tree [link to card]

This event is discarded and its points are lost if the mission it is played on is destroyed.


References in lore to "DS9" are equivalent to "Deep Space 9."


See multi-affiliation.

dual-icon missions

Dual-icon missions, with both [P] and [S] icons, are both [P] planet and [S] space missions. Dilemmas of all types may be seeded at a dual-icon mission. To begin or continue a mission or scouting attempt, or to solve such a mission (even using alternate requirements provided by an objective such as Subjugate Planet), you must have both a crew on a ship in orbit and an Away Team on the planet (each group must have a personnel who allows the attempt, e.g. whose affiliation matches one of the mission's icons). If either the crew or the Away Team is "stopped," disabled, killed, or otherwise removed, the attempt immediately ends. (If either group is "stopped," the other group is also "stopped.")

The ship and crew are attempting a space mission (e.g. for Warp Speed Transfer), and encounter space dilemmas. The Away Team is attempting a planet mission, and encounters planet dilemmas. When a Space/Planet dilemma (or a Q-icon card) is encountered, or any card targets the attempting personnel in a random manner (e.g. Kobayahi Maru Scenario, Your Galaxy Is Impure), the player attempting the mission chooses whether it applies to the crew or to the Away Team. See scouting locations, mission attempt: restrictions.


See unique and universal.


See copy.

Duranja [link to card]

See in play.

The E.C.H. [link to card]

This personnel can download any card with "Maneuver" in the title. See any, Rulebook 12.10: The Colon Rule.

E.M.H. Program [link to card]

Although this holographic personnel may be downloaded to an outpost, he will be deactivated until taken aboard a ship or facility with a holodeck. If downloaded to a ship with a holodeck during a mission attempt, he joins the crew attempting that mission, even during a dilemma. A Mobile Holo-Emitter or Holo-projectors does not overcome his restriction box. See Doctor, The.

each turn

See turn.


See artifact.

The Earring of Li Nalas [link to card]

This artifact must have been brought into play prior to completing Rescue Prisoners in order to double its point box. The doubling effect remains even if the Earring leaves play. See once in play.

Echo Papa 607 Killer Drone [link to card]

This Equipment card does not engage adversaries in personal combat. It is used only at the end of a personnel battle to increase your total STRENGTH. It cannot contribute STRENGTH for other purposes (overcoming dilemmas or solving missions). It is not a hand weapon. The STRENGTH goes up by 10 after each separate personnel battle.

Edo Probe [link to card]

Because this dilemma has no conditions, the Away Team or crew is not "stopped" and the dilemma should not be returned under the mission. Place it on top of the mission to serve as a marker until the dilemma is resolved, then discard it.

Edo Vessel [link to card]

Any time this ship is fired upon (even by return fire), there is a 50/50 chance that the attack is nullified. You may determine the 50/50 chance by any agreeable, random method (e.g., coin toss).

Elim Garak [link to card]

See selections.

The personal combat phase of a personnel battle is not considered a random selection, so he cannot avoid personal combat and may be stunned or mortally wounded in battle. He may avoid the random selection for death at the end of the battle if he is not stunned or disabled.

Eliminate Starship [link to card]

See showing your cards.

Emblem of the Empire [link to card]

This incident gives immunity to Navigate Plasma Storms to your [TE] facilities and [TE] ships. It removes affiliation attack restrictions only from [TE] cards and the four personnel listed, not from other cards that they mix with. For example, while Benjamin Sisko has no affiliation attack restrictions, he cannot initiate ship battle while aboard the U.S.S. Defiant, because the ship is subject to normal Federation attack restrictions.

Emergency Transporter Armbands [link to card]

With the exception of Firestorm, this interrupt may not be used to escape a dilemma. Beaming your personnel "up or down" includes beaming them between ships or between a ship and facility at the same location (including a landed ship).

You may play this interrupt at any point from the initiation of a personnel battle up to the point of determining the winner, either before or between combat pairings. You may not interrupt a combat pairing. If you remove all your personnel from a personnel battle with this interrupt before any personal combat takes place, the battle is cancelled and there is no winner or loser, but all participants are "stopped."

You may play this interrupt to beam personnel to or from the ship after the initiation of a ship battle and before the actual attack, between the attack and the return fire, or after damage is assigned and before the ship is destroyed.

Emergent Life-Form

Opponent may move the target ship as stated by this dilemma, but opponent is subject to normal movement rules: the ship must be staffed, cannot move through a Q-Net unless 2 Diplomacy aboard, et cetera. Opponent may move the ship only once, from one location to another location, "warping past" any locations in between; multiple moves (for example, to exhaust the ship's RANGE by flying back and forth between two missions) are not allowed. If ship is affected by Cytherians, opponent may still move the ship, but only by moving in the direction required by Cytherians using all available RANGE. See actions - required.

The Emissary [link to card]

See affiliation and species, in play, report, Ops [link to card].

The Emperor's New Cloak [link to card]

See stealing.

Empok Nor [link to card]

This facility allows both players to seed dilemmas that are "related to Empok Nor" (i.e. have "Empok Nor" in their lore or gametext) underneath the Facility card, which must then be encountered and resolved before the facility can be commandeered. To do so, simply announce that your Away Team in Ops is making a "commandeering attempt," then encounter and resolve the dilemmas as you would for a mission or scouting attempt. Once there are no longer any dilemmas to be encountered, the attempt ends, and any player's Away Team may subsequently commandeer Empok Nor normally with a Computer Skill personnel unopposed in Ops. (The actual commandeering is a separate action from the commandeering attempt, which does not require Computer Skill.)

You may deliberately mis-seed cards that are not Empok Nor dilemmas under this facility as a bluff. When discovered, such mis-seeds are placed out of play as usual. However, if you reveal your own mis-seeded card when making a commandeering attempt, you may not commandeer Empok Nor as long as it remains uncontrolled. (If your opponent commandeers it, you may then commandeer it from him.)

"No reporting aboard" means that you may not use the text of any site cards to report cards aboard. Another card's text may allow a card to report aboard. For example, Luther Sloan "may report anywhere," including to a site on an uncommandeered Empok Nor. The game text on all Site cards on Empok Nor is inactive until it is commandeered, other than the Ops text allowing commandeering, docking site text allowing docking and undocking, and any text related to the placement of the sites (including the module locations and the Commander's Office placement restriction). (However, a card that plays on a site, such as Weapons Locker, may be played on an uncommandeered Empok Nor site.) All non-Borg affiliations are compatible with the Neutral uncommandeered station.

When this station is first commandeered and flipped over, each player may download to the station any number of different compatible Site and Equipment cards. The commandeering player performs all of their downloads first, then the opponent. While the downloaded cards must all be different for each player, both players could download copies of the same card (but not the same unique site). These downloads are all results of the action of commandeering the station. Computer Crash may respond to any one of these downloads, cancelling it and each subsequent download. Even though Empok Nor seeds uncontrolled, and you may not seed or build another facility at the same location. See facilities: seeding and building facilities.

Empok Nor-related

See related.


Synonym for Emperor.


See occupied.


Seed cards are encountered only during a mission, scouting, or commandeering attempt. A card is not encountered when looked at outside of a mission, scouting, or commandeering attempt, such as with a Scan card or Ocular Implants. Dilemmas that enter play, such as Cytherians, Borg Ship, Coalescent Organism, and Friendly Fire, are not considered encountered when they affect you later on the spaceline. See actions - step 1: initiation.

Normally, an artifact is moved to the back of the seed stack when encountered. It is not earned until the mission is completed, unless a card allows it.

A mis-seed is not encountered when revealed. For example, a [P] dilemma misseeded at a non-[P] mission may not be replaced by a Q: A Dazzling Flash with Beware of Q, and does not use up the effect of a Senior Staff Meeting if it is the first dilemma revealed. Also, an Orb artifact mis-seeded at a non-[P] mission could not be earned with HQ: Return Orb to Bajor. A dilemma is not considered to be encountered if it is a unique dilemma which is discarded because another copy is already in play (e.g., Dead End). See unique and universal.

end of spaceline

See spaceline.

end of turn

See turn.

End Transmission [link to card]

This card immediately ends your turn, skipping all end-of-turn actions (countdowns, probes, draws, etc.). See Rulebook 8.0: End of Turn.

energy dampener

A type of ship's special equipment. It has no built-in functions but is used by the Breen Energy-Weapon Dampener card.

Energy Vortex [link to card]

You may play this interrupt to prevent the play (but not the activation) of a hidden agenda card. Thus, you will not know the identity of the card whose play you prevent. It may not be played to stop the "showing" of a Devidian Door or when a card is downloaded or played from any place except the hand. See downloading, Battle Bridge side deck, Tribble side deck.

The replacement card may be a copy of the original. The replacement card play may in turn be interrupted by another Energy Vortex; in that case, the original card may now be played.

If you have any card in your hand that you may legally play, you must play it. For example, if your only card is Kevin Uxbridge, you must play it if there is any legal target event in play. But if you have already used your normal card play this turn and play a Doorway card which your opponent interrupts with Energy Vortex, you may not play an Event card instead. If you have no legal card to play, you must allow your opponent to verify it by looking through your hand. See verification.

Engage Cloak [link to card]

When a cloaked or phased ship placed on this objective is about to decloak and is returned to its former location, it decloaks after it makes any of the allowed movements. No other actions may be performed between the movements or between the last movement and decloaking. See Rulebook 7.6: Cloak.


The objective does not itself allow you to decloak or dephase a ship on your opponent's turn (but does have its effect if another card allows or requires the ship to decloak at that time).

The movements allowed for each full turn on the objective are separate movements of up to the ship's RANGE. For example, a ship with RANGE 8 which stays on Engage Cloak for three full turns may make three separate movements of up to RANGE 8 each (not a single movement of RANGE 24). A ship on Engage Cloak is not on the spaceline. It may be targeted by any card which may normally target a cloaked ship and which does not require the ship to be present or at the same location with anything else. For example, it may be targeted by Tachyon Detection Grid but not by La Forge Maneuver. If the ship's original location is destroyed by a Black Hole, upon decloaking the ship must be returned to the Black Hole location.

Any effect which would remove a ship from Engage Cloak also decloaks (or dephases) the ship before it is placed at a location.

Engage Shuttle Operations [link to card]

See movement, Rulebook 10.3: Characteristics, carried ships.

Engage Shuttle Operations: Dominion [link to card]

Jem'Hadar attack ships, which may be carried aboard another ship using this event, include Dominion ships with "attack ship" in the ship name or class. Any card which affects Engage Shuttle Operations [link to card] by name (such as Launch Portal) also affects this card. See Rulebook 12.10: The Colon Rule, Rulebook 10.3: Characteristics.


See attribute enhancements.

enigma icon ✶

The ✶ enigma symbol represents things whose nature is mysterious or unexplained, such as the Borg Queen and Fontaine. If a player has an enigma card in play, that player can not bring a second copy of it (or a second version of the same persona) into play. However, such cards are neither unique nor universal, and thus are not affected by cards that specifically affect unique or universal cards. See unique and universal, persona.

Equinox Doctor [link to card]

This personnel's "NO INTEGRITY" is an undefined attribute.


A card type, representing devices such as phasers, tricorders, and plasmadyne relays which enhance the performance of your Away Team, crew, or ship. (A Ship card's special equipment is listed in game text and is not related to the Equipment card type.) Most Equipment cards are not carried by a specific personnel, but "belong to" the entire crew or Away Team (see Away Team and crew), and are "stopped" by the same circumstances that "stop" personnel cards. (A few Equipment cards are "worn" or "placed on" a personnel. See Data's Head, Mobile Holo-emitter.) If an entire Away Team is killed, the equipment remains, but may not be taken or used by the opponent unless a card allows it. (See stealing.)

Equipment can "work" unattended unless its text requires the presence of personnel. For example, you may discard '45 Dom Perignon to replace a ship without any personnel present, and a Plasmadyne Relay enhances the SHIELDS of an empty ship.

Because Equipment cards have no affiliation icons, they may be reported and carried in Away Teams or aboard ships (even by Borg) without regard to compatibility. Thus, a Bajoran Phaser may be reported to a Federation Outpost and carried by Federation Away Team. However, to use equipment that is restricted to the use of a specific affiliation, species or characteristic, the Away Team or crew must contain at least one member of that affiliation or species. (See affiliation and species, Procurement Drone.) Once any requirements to use the equipment are met, it enhances all personnel specified by the card (e.g., "each of your personnel present"), not just the affiliations required to use the card. Thus, Cardassian Disruptor ("Cardassian and Non-Aligned use only") enhances the STRENGTH of all personnel of any affiliation in an Away Team or crew containing any Cardassian by affiliation or species OR any Non-Aligned personnel. Bat'leth, on the other hand, has no restrictions on who may "use" it (e.g., anyone could discard it for points at Kressari Rendezvous), but it enhances only Klingons (by affiliation or species) in the Away Team or crew.

"Using" affiliation, species or characteristic -specific equipment means deriving any benefit from it, including its stated game text purposes (e.g., enhancing STRENGTH), overcoming a dilemma (Zaldan), solving a mission (Samaritan Snare), or increasing its points (Kressari Rendezvous). A personnel whose restriction box states that they"does not use" a type of equipment may be in the same Away Team with it but may not enable its use and is not affected by it. For example, Odo's STRENGTH is not enhanced by hand weapons in his Away Team.

If an Equipment card, such as a Tricorder, grants a skill to personnel of a particular classification, only that classification (not a skill) will allow the equipment to function, and only a skill is granted (not a classification). Borg may not gain skills from such equipment, because they have no classifications, but they could use a Tricorder to pass Alien Labyrinth.

An Equipment card is "related to" a personnel type if it has that personnel type in its game text. For example, an Engineering Tricorder is both MEDICAL-related and ENGINEER-related; a Plasmadyne Relay is not related to any personnel type. See movement.

equipment - ship

See special equipment.


See revised text.

Espionage cards

These events allow you to attempt a mission with personnel of a different affiliation from that printed on the Mission card. (Normally, a personnel of matching affiliation must be in the crew or Away Team.) They do not override a card or rule that prevents you from solving an opponent's mission (see Fair Play [link to card]), or a more specific card that prevents you from attempting an opponent's mission. The affiliation reference does not include species (see affiliation and species).

A "Bajoran espionage card" is one that allows Bajorans to attempt another affiliation's missions. For example, Espionage: Bajoran on Cardassian is a Bajoran espionage card, while Espionage: Cardassian on Bajoran is a Cardassian espionage card.

Espionage Mission [link to card]

You may attempt this mission if:

  • you play an Espionage: [your affiliation] on Federation card on the mission (e.g. Espionage: Klingon on Federation allows your [Kli] Away Team to attempt the mission); or
  • you have Selok in your Away Team; or
  • an objective specifically allows you to attempt it (e.g., HQ: Secure Homeworld allows your [Fed] Away Team to attempt it); or
  • a card allows you to add your affiliation icon to the mission (e.g., Bribery adds a [Fer] icon which allows your [Fer] Away Team to attempt it).

Establish Tractor Lock [link to card]

A cloaked or phased ship may not be targeted with this objective. Phasing an already-targeted ship breaks the tractor lock and discards the objective; cloaking an already-targeted ship does not. See Rulebook 7.6: Cloak.

Establish Trade Route [link to card]

See mission attempt.


A card type representing an event that took place in the Star Trek universe. It may play on and affect another card, or may play on the table to have a widespread effect on various aspects of the game. While most events have a lasting effect on the game (unless the card is nullified or destroyed), a few say to discard them after use. Playing an Event card uses your normal card play.

every turn

See turn.


See unexamined.

exchanging cards

When a card in play is exchanged for another card (e.g., persona replacement, one Founder morphing into another, Young Jem'Hadar exchanged for a universal Jem'Hadar) or replaced (discarded) by a downloaded card, any cards already played on, placed on, or aboard the card that is leaving play transfer to the replacement card unless their results are now inapplicable. You do not re-check the conditions (or targets for playing a card) for such cards. For example, you would discard Adapt: Modulate Shields from an Equipment card that morphed into a Founder using In the Bag, or discard Reflection Therapy if the skill it was replacing did not exist on a new version of a persona just exchanged. However, damage can apply to both a Borg Ship dilemma and a Borg Cube, so any damage would transfer when Retask [link to card] is played; and when a ship is transformed by '45 Dom Perignon, its crew transfers to the new ship.

When a card in play is exchanged for a card not in play (either by persona replacement or with a card that allows such an exchange, such as In the Bag or Macias), the new card is not reporting for duty. When a card in play is discarded and replaced by a card downloaded into play (e.g., Transporter Mixup), the downloaded card is reporting for duty.

executing orders

Following the card play segment of your turn, you may optionally execute orders, performing actions such as movement or a mission attempt, using your cards already in play.

Using game text such as "cycling" a [Ref] card with Q the Referee is also executing orders. There is no limit on the number of orders you may execute in one turn.

Executing orders includes (but is not limited to) the following actions during your turn:

Actions that are permitted at any time may be performed during your card play segment or your executing orders segment. Actions that you take during your opponent's turn are not executing orders.

Experience BiJ!

Any player who encounters any dilemma after Experience BiJ! is placed on a mission may discard Experience BiJ!. This is optional. Only the player encountering the dilemma has this option. Multiple copies of Experience BiJ! may be discarded simultaneously.

Explore Gamma Quadrant [link to card]

See Gamma Quadrant.


A ship is exposed when it is undocked, uncloaked, unphased, and not landed or carried.

Extradition [link to card]

You may take only one personnel captive with this dilemma, regardless of the number of SECURITY personnel you beam onto the ship. The captive must have lower STRENGTH than the total of the SECURITY personnel. See Rulebook 6.3.4: Dual-Personnel Cards.

The dilemma does not allow a download of the SECURITY personnel, provide transporters or allow you to use your opponent's transporters, or allow beaming from a Nor. For example, the Cardassians downloaded to a planet or site with a preceding Sleeper Trap may not be used to take a captive with Extradition.

Eyes In The Dark

This interrupt adds the regular skills and attributes to the crew or Away Team as a whole, not to a single personnel. For example, if Kova Tholl is selected from the opponent's ship, your crew's total INTEGRITY is +8, total CUNNING is +6, and total STRENGTH is +2, plus one Diplomacy skill is added to the crew's pool of skills.

Ezri [link to card]

See Crossover [link to card].


A card type representing installations throughout the galaxy. There are three kinds of facilities: outposts, headquarters, and stations. (These are not considered separate card types.)

  • Your outpost represents a remote space facility where your personnel, ships, and equipment may report for duty, and where ships may dock and be repaired.
  • A headquarters represents an affiliation's center of government on its homeworld, where both players' personnel, ships, and equipment may report for duty.
  • A station represents any one of a variety of installations such as mining stations, colonies, etc. The Cardassian-origin mining facilities of the same design as Deep Space 9 are referred to collectively as "Nors" and are always used in conjunction with another card type, sites. Stations do not allow reporting, docking, or repairs unless specified by game text on the station or its sites.
  • Card references to the "outpost phase" mean the facility phase. However, card references to the outposts (or stations) themselves do not include other facilities. For example, a Spacedock may be played only on an outpost, not on a station or headquarters.

    Seeding and building facilities

    Seedable facilities seed during the facility seed phase unless otherwise specified (e.g., Deep Space 9). Most outposts state "seed one" in game text, allowing each player to seed only one copy of that Outpost card. A few just say "seed," allowing you to seed multiple copies. Additional copies may be played (or, equivalently, built) during the play phase if the game text allows it; this ordinarily uses your normal card play. (see unique and universal.)

    Facilities may seed only in their native quadrant (but may be built during the play phase in any quadrant, if appropriate). You may seed or build an outpost only at a mission (either [P] or [S], belonging to either player) with a matching affiliation icon (unless the outpost's text specifies otherwise, such as the Neutral Outpost).

    You may not seed or build any outpost at any homeworld mission, regardless of affiliation icon, unless a card or rule specifies otherwise (e.g., a Borg Outpost may be built at an assimilated planet, even a homeworld). A headquarters may be seeded or built only on the specified homeworld.

    Stations may be established only at the locations specified on the cards. You may not seed or build any facility at a location where you already own a facility, even if uncontrolled, commandeered, or assimilated, unless one allows another to "co-exist" there (e.g., Chamber of Ministers). (However, you could have two facilities at a location as a result of moving or commandeering one.)

    Most facilities (including all outposts) are conceptually located "in space," even when seeded or built at a planet location. (A few, such as headquarters, specify that they are seeded or built on a planet.) Only space facilities allow ships to dock.

    Using facilities

    You may not use your opponent's outposts or stations (or operate their SHIELDS, transporters, holodecks, or other features), unless a card (such as a site) allows it. Both players may use headquarters, regardless of ownership, unless otherwise specified. Your cards must be compatible with a facility (except a Nor) to report to, dock at, or enter the facility. They may report to or dock at any Nor according to the text of its site cards. They may board a Nor and exit from any facility even if incompatible with the facility. (See beaming.)

    If your opponent seeded a headquarters and you are playing the matching affiliation, you may utilize that headquarters as though it were "your facility." For example, if your opponent plays The Tower of Commerce on Ferenginar and you have played [Fer] cards, your personnel in that facility are not intruders, and you may use Assign Support Personnel to download a support personnel aboard.

    Whenever you have personnel or ships aboard (or docked at) a facility, stack them on top of the appropriate site (for a Nor) or underneath the Facility card (for any other facility). Stack personnel aboard a ship docked at an outpost underneath the Ship card; stack personnel aboard the outpost itself between the Ship card and the Outpost card. For personnel to use a planet facility (such as by scoring points at a Colony), you must indicate that they are "in" the facility by stacking the Away Team under the Facility card, rather than on top of the Mission card.

    All facilities have transporters, unless otherwise specified. See beaming.

    All outposts allow ships to dock. Other space facilities allow docking only if specified in their text (or the text of a docking site). While docked, a ship gains SHIELDS equal to 50% of the facility's SHIELDS (the facility's SHIELDS are not reduced), but may not attempt missions or fire its WEAPONS, even in retaliation. Ships cannot dock at planet facilities.

    Damaged ships may be repaired by docking at an outpost or Docking Pylons site for a period of time. See repair. No other facilities can make repairs unless specified in their game text.

    Control of facilities

    When you seed or build a facility, you control it, and it is under the control of the affiliation whose icon is printed on the card, regardless of the affiliations you are playing or treaties in effect. (Empok Nor[link to card] seeds uncontrolled.) Thus, Deep Space 9 is under Bajoran control when you seed it, even if you are playing Federation (with or without a treaty).

    When you commandeer a Nor, it is under the control of the commandeering affiliation. For example, if you commandeer your opponent's Deep Space 9 with your Romulan Away Team, its affiliation changes to Romulan, as though it were printed on the card. (Though it is flipped to the Terok Nor side, its affiliation is not Cardassian.) See Ore Processing Unit[link to card].

    Reporting cards for duty

    When a facility (or its site) allows you to report a card for duty, you may do so only if that card and the facility are both in their native quadrant. Equipment cards are native to all quadrants and thus may report to any appropriate facility that is in its native quadrant. You may report any compatible cards to your outpost. Ships report docked.

    Headquarters cards allow both players to report any compatible cards and to use the game text on the headquarters card. Reporting is not restricted to the cards listed on a Headquarters card, such as Cardassian Guls and Legates, which may report for free. (See Rulebook 10.3: Characteristics.) Ships report in orbit of the planet.

    You may report cards to sites only in accordance with the text of the Station and Site cards (matching affiliation, compatible, or "regardless of affiliation"; if not specified, compatibility is not required). Each site lists in its game text what kinds of cards may report to that site (personnel classifications, types of equipment, staffing requirements for ships). Ships report docked at an appropriate docking site. Stations without sites (such as Colony and Deep Space Station K-7[link to card]) do not allow cards to report unless the station itself has text explicitly allowing reporting.


    Facilities participate in battle and are damaged or destroyed in the same manner as ships. See Rulebook 7.4.2: Ship Battle, damage.

    facility commander

    See matching commander.

    facility phase

    See seed phases.


    There are 3 factions: [KCA] Klingon/Cardassian Alliance, [Maq] Maquis, and [TE] Terran Empire. Cards may belong to one or more of these factions based on the presence of the corresponding faction icons. Factions are not affiliations, even though they may sometimes be referred to in a similar manner. See Rulebook 7.4.1: Initiating a Battle, infiltration icon, playing an affiliation (non-Borg).

    Fair Play [link to card]

    Activating this hidden agenda event is a valid response to solving a mission, a sub-action of the mission attempt. After the last seed card has been resolved, check conditions (having a matching affiliation personnel and the mission requirements present) for solving the mission, after which your opponent may respond by activating Fair Play, which prevents solving the mission. It is not a valid response to the initiation of a mission attempt, because it does not specifically modify a mission attempt. See actions - step 2: responses.

    You may not solve your opponent's unique mission without a point box (e.g., Q's Planet). Espionage cards or other cards that allow you to attempt missions of other affiliations will still allow you to attempt an opponent's unique mission, but, if this event is in play, you will not be able to solve the mission or score its points.

    Fajo's Gallery [link to card]

    The card draws allowed by this event are a "just" action that must be performed immediately after the action occurs which allows the card draws. See actions - "just".

    far end of spaceline (farthest planet, etc.)

    When a dilemma is to be placed at or move toward the far end of the spaceline, once determined (see ties) the far end does not change. That is, if the far end is the left end, it remains the left end even if the spaceline is rearranged.


    An affiliation.

    Feedback Surge [link to card]

    This incident causes your opponent to lose 10 points for each seed card they discard using the listed cards, whether you reseed them or not.


    see related.

    Ferengi Bug [link to card]

    See Telepathic Alien Kidnappers [link to card].

    Ferengi Conference [link to card]

    If you download a dual-personnel card with this objective, only the [SD] icons of Ferengi CIVILIANs on the card count toward the maximum of 11. For example, if you download The Trois, only Deanna's [SD] icons count, but if you download Jake and Nog, all their [SD] icons count.

    Ferengi Financial Data Net [link to card]

    "Unique" means "non-universal" (not "the only copy in play). For example, this event allows you to draw a card for each copy of Quark you have in play.

    Ferengi Trading Post [link to card]

    Both players may use this outpost regardless of ownership. Your cards (including ships) may report and mix aboard (i.e., they are compatible with each other and with the outpost), board and disembark from your own ships, dock and undock, and beam to and from the outpost.

    FGC-47 Research [link to card]

    The minimum span for this mission is 0.

    Fifth [link to card]

    This personnel cannot return to hand a [BO] objective which has been completed and relocated. See in play.

    Firestorm [link to card]

    On this card, the text "unless thermal deflectors present" is not treated as a condition (even though it is written as one). Mission continues, even if Thermal Deflectors are not present.

    This is a temporary ruling, issued December 2023, subject to modification or reversal.

    For Cardassia! [link to card]

    You may play multiple copies of this objective on multiple legates. If they all help complete HQ: Secure Homeworld, you may discard each objective; only one may place cards out-of-play to score points, while the rest may each download two Cardassians with Honor. See helps.

    for free

    A card that plays (or reports) for free does not count as your normal card play. It must be played during the card play segment of your turn, unless otherwise specified.


    A group of cards belonging to one player which may participate in a battle. In personnel battle, a force may be an Away Team or crew. In ship battle, a force may consist of one or more ships and/or facilities, including their crews (or your Away Team in your planet facility).

    All cards in a force (including all crew members) must be compatible.

    A force may include one or more affiliations which can restrict it from initiating battle or prevent it from being attacked. For example, any force which includes at least one [Fed] Federation-affiliation card, such as a [NA] Non-Aligned ship with a mixed [NA] Non-Aligned/[Fed] Federation crew, is a [Fed] Federation force and may not initiate battle except against [Bor] Borg and [Self] self-controlling cards. A [Kli] Klingon ship with a mixed [Kli] Klingon-[Rom] Romulan crew is both a [Kli] Klingon force and a [Rom] Romulan force. It may not initiate battle against [Rom] Romulans or be attacked by the opponent's [Rom] Romulan force.

    Forced-Labor Camp [link to card]

    This objective refers to two planet locations: Cardassia IV (Rescue Prisoners) and Ligos VII (Distress Mission). See mission attempt.

    Fractal Encryption Code [link to card]

    A ship affected by this interrupt may move by a means that does not require use of RANGE (e.g., Wormholes, time travel).

    Frame of Mind [link to card]

    The personnel affected by this dilemma losesall skills. Any two regular skills in the game may be selected as replacements. See become, skills -modifying, timeline disruption.

    Friendly Fire [link to card]

    This dilemma is discarded immediately if its conditions (2 Leadership and 2 SECURITY) are met when encountered. It is not placed on the mission to count down. See dilemma resolution.

    When placed on Empok Nor [link to card], it prevents both commandeering attempts (dilemma encounters) and actual commandeering.

    full speed

    See actions - required.

    full turn

    See turn.

    game deck

    See deck.

    game text

    Gameplay information in the large text block at or near the bottom of each card (or on each end of a Mission card). See mission.

    Gamma Quadrant

    A "Gamma Quadrant mission" is a mission with a Gamma Quadrant Γ icon in its point box.

    Gaps In Normal Space

    This event creates a spaceline location of unspecified type. If the event is nullified (discarded), the "gap" in the spaceline is closed. Any cards played directly on the event are also discarded. Any ships or other cards at that spaceline location are relocated to one adjacent spaceline location by the player who nullified the event.

    Garak Has Some Issues [link to card]

    The personnel affected by this dilemma is "stopped" only until the beginning of the next turn, as usual.

    Gegis [link to card]

    This personnel's special skill makes all your [Holo] and [Fer] personnel at his location compatible.


    in addition to gender-related cards, this includes male-related and female-related cards. See related.

    The Genesis Device [link to card]

    See playing an affiliation, point box.

    genetically enhanced

    This characteristic is not equivalent to the similar-sounding "genetically engineered." Hannah Bates cannot use Group Therapy. Genetically engineered personnel have genetic alterations from conception, while genetically enhanced personnel were born normal but later received genetic modifications.

    Genetronic Replicator [link to card]

    As the card states, the 2 MEDICAL required to prevent the death must be present in the crew or Away Team with the personnel selected to die (e.g., in the combat group for a personnel battle, or in the Away Team facing a dilemma).

    As the card also states, the MEDICAL must not be targeted to die when Genetronic Replicator is activated. For example, Genetronic Replicator cannot save anyone from Barclay's Protomorphosis Disease, because all personnel present (including all MEDICAL) are targeted to die, and a MEDICAL personnel cannot save itself from death by using Genetronic Replicator.

    As always, the 2 MEDICAL must not themselves be stunned, disabled, mortally wounded, or otherwise unable to use their MEDICAL.

    See Rulebook 7.4.1: Personnel Battle.

    Gi'ral [link to card]

    This personnel must be made compatible with Tokath to build a Colony with him.

    Gift of the Tormentor [link to card]

    You cannot encounter this Q-icon interrupt from your own Q-Continuum side deck. See Q-icon cards.

    This card's specific statement that it is placed in a discard pile (even though it is a [Q] card) overrides the gametext that [Q] cards are placed face-up beneath Q-Flash.

    Gomtuu [link to card]

    This ship's WEAPONS are an undefined attribute. In a ship battle that includes Gomtuu, determine your ATTACK total normally, with Gomtuu contributing 0. Regardless of whether you score a hit, determine at this time (before damage is applied) whether Gomtuu is able to "hurl" the target; it may do so only if the target's SHIELDS (not the DEFENSE total) are less than 9. If so, "hurl" the ship after any damage for a hit or direct hit is applied. "Hurling" a ship does not in itself damage the target. Gomtuu cannot target or "hurl" any facility. See Rulebook 7.4.2: Ship Battle.

    Empathy x2 is a staffing requirement, not a special ability of the ship.

    Grebnedlog [link to card]

    If this personnel captures an ENGINEER who received that skill from an Equipment card, the Equipment card is not relocated along with the captive.

    group actions

    See actions - group.

    The Guardian of Forever [link to card]

    To use this doorway to "return here from there," at least one of the personnel returning from the time location must have originally time traveled to that time location from planet Gateway using The Guardian of Forever. They may perform other actions (including other forms of time travel) between the original time travel and the return. To draw cards, your Archaeology or Anthropology personnel must time travel to, and return from, a time location using the Guardian.

    Guest Quarters [link to card]

    "Not cumulative" on this site means that if you have two Guest Quarters sites in play, you may not use the text of both sites to replace one card draw with a double draw. If you are entitled to two card draws during a turn, you could replace each of them with the double draw from one of the two Guest Quarters sites.


    A Nausicaan skill from a word meaning "courage." Wherever your crew or Away Team has Guramba, your opponent must have two leaders present (Borg must have two [SCD] personnel instead) in order to initiate a personnel battle (unless counterattacking). Guramba has no effect on ship battle.

    Hail [link to card]

    Although the ship targeted by this interrupt is not "stopped" (e.g., it may initiate battle or attempt a mission), it may not move this turn. See passing locations.

    Handshake [link to card]

    When you play this incident for its first function, the number of cards you have in hand includes the Handshake card.

    Harness Particle 010 [link to card]

    This objective does not work with Service the Collective or Population 9 Billion - All Borg, because it does not target a mission (it targets an Omega Particle [link to card]). However, because the objective allows scouting of the location, your Borg may acquire any artifact or card seeded like an artifact if the Survey Drone is present when you complete Harness Particle 010.

    If Resistance is Futile is played on a [BO] objective that is being doubled by Harness Particle 010, it will add 10 points to the total (not 20). For example, when Resistance is Futile is played on Assimiliate Planet doubled by Harness Particle 010, the objective is worth 60 points. The doubling rule does not apply, because the modifications are not simultaneous

    "has a Q-Flash"

    See Q-Continuum side deck.

    Hate Crime [link to card]

    See species.

    He Will Make An Excellent Drone

    Converting a counterpart to a drone with this interrupt (either a Borg pre-assimilated counterpart or your opponent's personnel that you assimilated as a counterpart) transforms the counterpart as if he were being assimilated as a drone. That is, it retains its existing three subcommand icons and its attributes become 7-7-7. See assimilation - personnel.


    A kind of facility. See here.


    For "held" by a dilemma, see Rulebook Reading and Responding to Dilemmas. For "held" as a captive, see capturing.


    A personnel helps solve a mission or helps complete an objective if they actively contribute a skill, attribute, or characteristic required by the mission or objective. Just being in the Away Team or crew is not "helping."


    An ability that takes place "here" (or "there") can be anywhere at that spaceline or time location (on the planet, aboard a ship in orbit, on a facility).

    There is one exception: on a site card, facility card, or card that plays on a facility or site, "here" means present with that card.

    Hero of the Empire [link to card]

    The mission point adjustments from this objective apply to all missions completed during that game, even those completed before the timeline disruption. Because the mission points are changed, the adjustments are non-bonus points. See objective, mission.

    hidden agenda


    Cards with this icon represent secret objectives or other clandestine strategies. When you seed or play such a card, announce it as a hidden agenda card and place it face down on the table, normally without showing it to your opponent (if downloaded or played for free, e.g., using Q the Referee, the card must be shown for verification purposes). This counts as your turn during that seed phase, or as your normal card play, as appropriate. While face down, it is not in play, its identity is concealed, and it is immune to general-use cards (e.g., Kevin Uxbridge).

    You may activate a hidden agenda card by turning it face up at any time, between other actions or as a valid response to another action (see actions - step 2: responses).

    Activating a hidden agenda does not suspend play. (A seeded hidden agenda may not be activated until after the play phase begins.) This immediately activates the card's game text. If there are any conditions specified by the card, you must meet them at this time (if you cannot, you must immediately turn the card face down again). Once activated, the card remains face up.

    When you use a special download [DL] icon to download a hidden agenda card, you must play that card to the table, then immediately activate it and follow its game text (targeting something at the location of the special download icon if applicable).

    If you seed or play a card as a hidden agenda when it does not bear a hidden agenda icon, you lose the game. Upon request, you must show any such cards at the end of the game to verify their status. If a card such as The Line Must Be Drawn Here or Mirror Image is activated in response to the play of one of the cards affected by it, it takes effect immediately in reference to that card play. For example, if you activate The Line Must Be Drawn Here in response to your opponent playing Kevin Uxbridge, they lose 5 points for playing that card (even if is then nullified).

    Hidden Fighter [link to card]

    This interrupt downloads a ship to your Away Team on a planet surface (outside a facility or landed ship).

    Hippocratic Oath [link to card]

    This dilemma may not relocate across quadrants except when the Aid Fugitives mission is in play (in which case, it must relocate there). See movement between quadrants. If there is no other planet on the spaceline where this dilemma is encountered (and Aid Fugitives is not in play), discard the dilemma for lack of a target planet.

    To pass this dilemma, the most CUNNING MEDICAL personnel must be able to relocate to another planet and still have MEDICAL skill after relocating. If they are unable to meet these conditions (for example, most CUNNING MEDICAL is a holographic personnel without a Mobile Holo-Emitter, or a Borg who has MEDICAL skill through skill-sharing when there is no skill-sharing hive with MEDICAL at the destination), or if there is no MEDICAL present, the Away Team or crew is "stopped" and the dilemma is replaced under the mission. (You may not choose to relocate a MEDICAL of lower CUNNING.)

    Because a personnel may always carry equipment present when moving, an OFFICER using a Medical Kit to add MEDICAL may (and therefore must) relocate with the Medical Kit if she is the most CUNNING MEDICAL present.

    See quarantine.

    His Honor, The High Sheriff Of Nottingham

    When you choose the second option on this Q-icon dilemma ("return a captive to this location"), you select one of your personnel held captive by your opponent to be returned to the location of your crew or Away Team which encountered the dilemma. The dilemma has no effect on any of your opponent's personnel whom you are holding captive. See capturing.


    If your ATTACK total is more than your opponent's DEFENSE total, you score a hit on the target ship. "If you hit" means "if you score a hit or direct hit." See Rulebook 7.4.2: Ship Battle.


    All of one player's [Bor] affiliation cards at one location, whether in space, on a planet, aboard a ship or facility, etc.


    This event, like a Holodeck, allows [Holo] cards to be active on a planet surface or inside any facility or landed ship on that planet. It affects both players' [Holo] cards. If the event is nullified while [Holo] cards are on the planet without a Mobile Holo-Emitter, they are erased. See holographic personnel and equipment.


    A type of special equipment, found on ships and a few facilities, which permits holographic personnel and equipment to be activated aboard.

    Holodeck Door [link to card]

    This doorway in play on a facility allows your compatible [Holo] cards to report aboard regardless of quadrant.

    Holoprogram: 221B Baker Street [link to card]

    When a personnel is placed on this incident, your copies do not have a [Holo] icon until they are in play; you may not report them as [Holo] personnel (e.g., to a ship with a Holodeck Door).

    Holoprogram: The Office of Dixon Hill [link to card]

    If your opponent chooses the first option when you use this incident to request "the item," and you cannot legally play the card (or choose not to), you may not draw a card.

    Holosuite [link to card]

    This site allows only personnel native to the quadrant to report.

    Homefront [link to card]

    This incident has no effect on headquarters game text allowing seeding or playing of the headquarters or co-existence with another facility, or on normal reporting to the headquarters. A player without 4 SECURITY on the planet is prevented only from using text allowing free card plays and The Great Link's text keeping Ketracel-White from counting down.

    A SECURITY personnel downloaded with this incident may not report for free using the text of a headquarters or other card. Your normal card play is an explicit cost of the download. The personnel must match both the affiliation and universe of the homeworld. See mirror universe.


    Most affiliations have their own homeworld, as indicated in the lore of the relevant Mission cards. For a list of all homeworlds, see Appendix A.

    The affiliation "matching a homeworld" (e.g., for HQ: Secure Homeworld) is the affiliation to whom the homeworld belongs, not the affiliation(s) whose icons may be printed on the mission. To match a homeworld affiliation, a personnel or ship must also match that homeworld's universe. See mirror universe.

    Only affiliations have homeworlds, and the mission must specify that it is the "(affiliation) homeworld." Species do not have homeworlds.

    No outposts may be seeded or built on any homeworld. Other facilities may be established there if the location meets the requirements of the Facility card.

    Horga'hn [link to card]

    You "use" the Horga'hn (for purposes of cards such as Temporal Narcosis) each time you exercise the additional card play or draw. If you do not use the additional card play, you must draw the extra card.

    house arrest

    Your personnel may mix only if they are compatible. If you have personnel of different affiliations together aboard your ship or facility, and the treaty or other card that is making them compatible is nullified, the personnel who are incompatible with the ship or facility are placed under house arrest. If all are compatible with the ship or facility, or at the same site on a Nor, or aboard your opponent's ship or facility, the minority group is placed under house arrest. (Incompatible personnel on a planet surface split into two Away Teams instead.) They remain under house arrest until they are transferred to a planet or to your compatible ship or facility, or they walk to another site.

    Personnel under house arrest may not staff a ship, attempt missions, participate in battle, etc. (See present.) You place under house arrest only cards you control - never your opponent's intruders, captives, etc. House arrest may also occur when you acquire an incompatible personnel aboard a ship (e.g., from a Cryosatellite or The Naked Truth). However, you may not voluntarily place your personnel in a house arrest situation. For example, without a treaty, you may not report a Klingon to a Romulan Outpost or Romulan headquarters (or to a Neutral Outpost where you have Romulans present), beam your Klingons aboard your Romulan ship, allow your Klingons and Romulans to stop at the same site, report Dr. Telek R'Mor aboard your Klingon ship, or switch Major Rakal's affiliation to Federation while she is aboard a Romulan ship. See treaties.

    HQ: Defensive Measures [link to card]

    For this objective, "attempting" to seed a copy of a mission means seeding a copy. For example, if both you and your opponent seeded ❖ Patrol Neutral Zone, they may attempt your copy. (Duplicated unique missions which are stacked are always considered "your mission.")

    HQ: Ferengi Credit Exchange [link to card]

    This incident has three separate options: "score 2 points," "draw one card," and "place any one card from discard pile beneath draw deck." You may choose only one option for each Latinum discarded.

    HQ: Orbital Weapons Platform [link to card]

    This incident may "fire upon" a target even if you do not have damage markers to place on it (you may not apply rotation damage instead), and may still exclude the target from battle. It may "fire upon" an opposing ship that was not participating in the attack; that ship becomes involved in the battle (and is therefore "stopped" afterward).

    HQ: Return Orb to Bajor [link to card]

    The Mysterious Orb may be earned upon encounter by the [Orb] personnel affected by this objective, but it may not be "returned to Bajor" for the card draw or points, because it cannot be "present" with that personnel on Bajor. See encountered, present, stealing.

    HQ: Secure Homeworld [link to card]

    See mission attempt.


    Holographic Tal Shiar Barbering and Engineering Guild. Covert intelligence agency jointly operated by Romulans, Bolians, and disguised quantum singularity lifeforms. Rumored to have infiltrated Sector 001 Headquarters and to have significant influence on expansion plans in the quadrant. Recently scored a major coup by gaining control of communications and intelligence.

    Hugh [link to card]

    This interrupt nullifies the attack of the Borg Ship dilemma (for the rest of the turn), not the Borg Ship dilemma itself. All cards targeted by the cancelled attack are "stopped." See battle, Borg: Borg-affiliation ships.

    HULL integrity

    If a ship, facility, or [Self] dilemma has its HULL integrity reduced to 0, it is destroyed. See damage.


    Humanoid (and the equivalent "alien") is not a distinct species, and cannot be targeted by a card with targets a particular species by name. No humanoid is the same species as any other card, even copies of the same card.

    Hunter Gangs [link to card]

    See zero, dilemma resolution: targets.

    Hyper-Aging [link to card]

    See quarantine.

    I Do Not Take Orders From You! [link to card]

    This interrupt cannot be used to kill Rogue Borg.

    I.K.C. and I.K.S

    I.K.S. is considered to be equivalent to I.K.C. For example, Kargan is the matching commander of both I.K.C. Pagh and I.K.S. Pagh, and the I.K.S. Maht-H'a may persona replace I.K.C. Maht-H'a.

    I.K.C. T'Ong [link to card]

    This ship can report to any spaceline end, in any quadrant. It may report to a facility only if located at a spaceline end. The report with up to three personnel is not a report with crew action (full staffing is not required, and no equipment may report).


    In this Glossary, icons are represented by text in square brackets. Icon abbreviations are listed in Appendix B.

    icons in game text

    Game text may use an icon to refer to a trait of another card, such as a [Fed] personnel or a [Ref] card. Such a reference always refers to an icon in its normal location on a card, not to an icon within game text. For example, Q the Referee allows a [Ref] card to play for free, meaning any card identified by the [Ref] icon in its title bar (or with the icon added by Q the Referee). Saavik and Chula: Crossroads are not [Ref] cards, even though they have the [Ref] icon in their game text.


    If a card is immune to another card, it may not be affected by that card in any way. For example:

    Impersonate Captive [link to card]

    See skills - modifying.

    implant card

    This phrase, used on Assimilation Table, refers to any card with the word "implant" in the title, such as Optical Implants.

    Impose Order [link to card]

    After this mission has been solved, non-Borg players can "steal" its points back and forth from each other (slide the Mission card toward whomever stole the points last).

    Impressive Trophies [link to card]

    See selections, showing your cards.

    in orbit

    A ship is in orbit or orbiting a planet when it is in space, undocked, at a planet location. A docked ship is not considered to be in orbit even if the facility is orbiting a planet.

    in place of a card draw

    See card draw.

    in place of normal card play

    See card play.

    in play

    A card is "in play" if it:

    • has entered play (that is, it was played, was not nullified, and was not discarded as part of its results); or
    • has been seeded face up; or
    • has been exchanged for a card already in play; or
    • has been activated by turning it face up (hidden agendas); or
    • has been encountered like a dilemma or during a Q-Flash; or
    • has been earned or acquired like an artifact (unless placed in the hand for later play);
    • AND it has not left play.

    A card in play may leave play by being discarded (to the discard pile, bonus point area, The Next Emanation, etc.), placed out-of- play, re-seeded (e.g., with Q-Type Android), relocated as a marker (e.g., a completed objective such as Assimilate Homeworld), or returned to a player's hand, draw deck, or side deck; it is then no longer "in play." (A card such as Jem'Hadar Shrouding may also specify that certain cards are not in play.) Any cards placed on (or under) or played on (or aboard) that card are treated likewise (except cards which are exchanged for a card in hand or replaced by another card, and cards which are protected from Borg timeline disruption; see exchanging cards, Stop First Contact [link to card]).

    Thus, a Personnel card is "in play" whether reported for duty, exchanged for another persona version, or recovered from an earned Cryosatellite. The personnel aboard a Cryosatellite are not "in play" until the Cryosatellite is earned and the personnel come aboard the ship. Personnel who are captured, in a Penalty Box, under The Nexus, "held" by a dilemma, or "lost" to Thine Own Self, are still in play.

    When a personnel or ship leaves play, all previous effects on that card are cancelled (except use of a once per game function). If the same card is reported again, treat it as if it were a new copy of the card being reported. For example, replayed cards are "unstopped," a ship is undamaged and any RANGE used this turn is restored, and a personnel is no longer affected by Frame of Mind. When an effect depends on another card "in play" or when another term not specifying "present," "with," or "location" is used, it may benefit from either player's card (unless "your" or "opponent's" is specified, as with Ressikan Flute or Flaxian Assassin). Examples:

    • Your opponent's Kareen Brianon enhances your Ira Graves' skills.
    • Your K'nera scores points if either player's Korris or Konmel is killed in battle.
    • Disabled cards and cards in play for uniqueness only cannot trigger such effects.

    See Rulebook 10.2.8: In Play 'For Uniqueness Only'.

    In the Zone [link to card]

    For this incident, the points you score during a turn are the net total of positive and negative points scored. The points that do not count toward winning are the last positive points scored during a turn in which you score more than 50 points. For example:

    • You complete a mission for 45 points. Later that same turn, you complete a Cytherians dilemma for 15 points, for a total of 60 points. 10 of the 15 Cytherians points do not count toward winning.
    • Reversing the previous example, you complete a Cytherians dilemma and then solve a 45-point mission on the same turn. 10 of the mission points do not count toward winning.
    • Continuing the second example, you then score -5 points from The Higher... The Fewer in the same turn. You now have a net total of 55 points; 5 of the mission points do not count toward winning.
    The effects of In the Zone, Intermix Ratio [link to card], and Altonian Brain Teaser [link to card] are independent; each one could affect the same points. If you are affected by more than one of these cards, evaluate your points that count toward winning for each card separately; the lowest total is your current "points that count toward winning." Example:
    • You are affected by both Intermix Ratio and In the Zone. At the start of your turn, you score 30 bonus points with Revenge Is A Dish Best Served Cold and 5 points with Colony, then solve a mission for 30 points. Your actual score is 65. For In the Zone, 10 of those points do not count toward winning, for a "win-capable" score of 50. For Intermix Ratio, 5 points do not count towards winning, for a "win-capable" score of 55. Taking the lower of the two, In the Zone limits you to 50 points counting toward winning.
    • Next turn, you score 15 bonus points for a total actual score of 90. For In the Zone, 10 points still do not count toward winning, for a "win-capable" score of 65. For Intermix Ratio, 30 bonus points do not count toward winning, for a "win-capable" score of 60. Now Intermix Ratio is the card that limits your score to 60 points toward winning.


    A card type similar to an Event card. It may play on and affect another card, or may play on the table to have a widespread effect on various aspects of the game. Most incidents have a lasting effect (unless the card is nullified or discarded according to its game text). Playing an Incident card uses your normal card play.

    Incoming Message

    See outpost, docking.

    Incoming Message: Attack Authorization [link to card]

    If you use this interrupt to attack your own ship when using a Battle Bridge side deck, you may draw and use a current tactic. The single current tactic applies to both the attacking and defending ships. However, if either of your ships is damaged, damage is applied as usual from your opponent's Battle Bridge side deck (or rotation damage if they have no side deck). See Rulebook 7.4.2: Ship Battle.

    infiltration icon

    <Baj><Bor> <Car><Dom> <Fed> <Fer> <Hir> <Kli> <Maq> <NA> <Rom> <SF> <Vid> <Vul>

    Your personnel who has a diamond shaped infiltration icon may infiltrate your opponent's cards, if your opponent has played or seeded face-up a card of that affiliation or faction, in one of two ways:

    • It may report to your opponent's side of the table, to a facility (and crew or Away Team, if any) which it will be compatible with when infiltrating (regardless of quadrant); or
    • It may report for duty normally, and infiltrate later in the game, during either player's turn, if present with an opponent's crew or Away Team which it will be compatible with when infiltrating.

    If your opponent has not played or seeded face-up a card of that affiliation or faction, you may not infiltrate their cards with that personnel. See faction.

    When your personnel starts infiltrating, its affiliation changes to match that of the infiltration icon (or gains that icon, in the case of a faction) and it becomes an infiltrator.

    • The infiltrator is part of your opponent's crew or Away Team, but is still under your control. For example, your opponent may not treat the infiltrator as "his personnel" to benefit from hand weapons. (Your infiltrator may not take your equipment into your opponent's Away Team.)
    • The infiltrator is subject to your opponent's cards which allow compatibility. For example, your Lovok Founder may infiltrate your opponent's [Fed] cards if your opponent is playing Romulan and has a Federation-Romulan Treaty in play.
    • Your opponent may not treat your Infiltrator as an intruder (e.g., their cards cannot initiate battle against your infiltrator, and vice versa). However, you may treat your infiltrator as an intruder for cards such as The Walls Have Ears.
    • Whenever any of the opponent's personnel present take any action (e.g., beam, attempt a mission, initiate a personnel battle), your infiltrator may choose whether or not to participate (or to contribute to ship staffing requirements). They may also move independently, during your opponent's turn, by beaming, walking, etc. They may control the opponent's transporters and SHIELDS long enough to move or beam himself to, from, or between your opponent's ships, facilities, etc. They may not take any other actions unless specifically allowed by a card.

    Your infiltrator stops infiltrating if they are "exposed" during either player's turn, either voluntarily; by a card such as Caught Red-Handed; by being present with any true or mirror version of the persona they are impersonating; or by returning to your own crew or Away Team. When exposed, that personnel reverts to its previous affiliation and is no longer an infiltrator; if aboard the opponent's ship or facility, they becomes an intruder. They cannot infiltrate again until after being away from (not present with) all of the opponent's personnel.

    If an incompatibility situation arises where your infiltrator would be placed under house arrest by your opponent, the infiltrator may choose to be exposed instead.


    any non-personnel card whose gametext mentions "infiltrating", "infiltrator(s)", or "infiltration icon(s)" (ignoring the ordinary related rule.).


    A personnel with an infiltration icon is not an infiltrator unless they are actually infiltrating the opponent's cards. A personnel who is infiltrating cannot oppose the opponent's cards unless allowed by a card. See Rulebook 6.3.5: Mirror Opposites and Impersonators.

    Injector Assembly One [link to card]

    This card reports to the location, not to the ship. See report to.

    insert into spaceline

    When a card is allowed to be inserted into the spaceline, it may be placed at either end of the spaceline or between two cards already on the spaceline.


    the terms "Intelligence" and "any Intelligence" refer to any of several skills: FCA, Intelligence, Klingon Intelligence, Memory Omega, Obsidian Order, Section 31, Tal Shiar, V'Shar. If a card requires multiple Intelligence skills ("any 3 Intelligence") you may use any combination of Intelligence skills to meet the requirement.

    Intercept Maquis [link to card]

    See WEAPONS.

    Nine of Eleven (Interlink Drone)

    This personnel enables skill-sharing within a hive.

    Intermix Ratio [link to card]

    This event prevents bonus points in excess of your non-bonus points from counting toward a winning score (but does not cancel them). See points, In the Zone [link to card]. E