Star Trek™ Customizable Card Game™ GLOSSARY
Version 2.3.8 — September 2022
ABOUT THE GLOSSARY
This document is an official supplement to the Star Trek Customizable Card Game rulebook. If the Glossary conflicts with the Rulebook, the Glossary is correct. This Glossary is updated, if necessary, on the first Monday of the month. It may also be updated on the release day of a new expansion set.
Additional rules documents are available at the Continuing Committee website (trekcc.org) including a Rulebook, the popular Official Tournament Format's official rules and ban list, printable errata files, a Compendium (which combines the Rulebook and Glossary as a single document) the Organized Play Guide (for official tournament formats and scoring), and a helpful guide to dilemma resolution.
You do not need to read this document from cover to cover. Instead, use it as you would a dictionary. For example, if you have a gameplay question about a card (or card combination), look up the card title(s) first; if you don't find your answer there, look up the concept or gameplay term you are questioning (battle, capturing, card play, affiliation, skills, downloading, probing, etc.). In many cases, we have included hyper-linked cross-references in boldface type to help you find your way. Entries are arranged in alphabetical order. Entries for card titles starting with "The" are sorted under the second word of the title (e.g., the entry for The Emissary is in the E's, not the T's). Universal Borg drones are listed by their designations (e.g., Interlink Drone, not Nine of Eleven); unique drones are listed by their card titles (e.g., Seven of Nine).
Some cards have been revised. See Appendix B: Errata.
Temporary rulings are issued when necessary to immediately clarify interactions while Rules works on a permanent resolution.
- If a Dead End (or some other unique/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.)
- The winner of a ship battle (for the purposes of cards like Data's Medals) is the force (not the player) whose ships and facilities sustained the least HULL damage.
Borg use only
, , , , Countdown
Tactic: draw a damage marker
Tactic: place this damage marker
Card Type Icons
"Unloaded" icons have no built-in gameplay function. They can be referenced by other cards.
Deep Space 9
Optical Compact Disk
Rule of Acquisition
The Next Generation
See ship staffing
See native quadrant
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.
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.
See once per turn.
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.
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.
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.
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.
For this dilemma, you may choose which of your personnel will fulfill the staffing requirements. A personnel may fill a requirement. In addition to printed staffing requirements (if any), a ship requires at least one matching personnel aboard to be staffed.
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 rescue 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.
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.
You may not end your Execute Orders step until all your ships and personnel have completed all actions they are required and able to complete. Cards may not initiate actions that make it impossible for them to take an action they are required to take. For example, if a Federation ship and crew is at Samaritan Snare, they may not move away before attempting the mission.
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:
- Initiation (declaring the use of a multifunction card, meeting conditions, choosing targets, and paying costs).
- Optional responses (attempts to cancel or modify the action).
- 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 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, Etablish 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 time (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 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).
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.
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.
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.
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 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, rescued, etc. are no longer counted in X for this incident.
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.)
affiliation and ship origin
Some cards, such as tactics, affect "Klingon ships," "Romulan ships," etc. These cards apply to ships currently holding that affiliation as well as ships that "originated" with that affiliation. A ship's class or lore may indicate that its origin is different from its affiliation. For example, the B'Rel, a Ferengi-affiliation ship identified in its lore as a "Klingon Bird-of-Prey," is both a Klingon ship and a Ferengi ship. The Cha'Joh is a multi-affiliation ship of Klingon origin ("Bird-of-Prey"); thus, it is a Klingon ship regardless of its current affiliation mode, but a Romulan ship only in Romulan affiliation mode. A Romulan ship commandeered by Klingons is both a Romulan ship and a Klingon ship. The Naprem (K'Vort-class "Bird-of-Prey") is of Klingon origin; the Stolen Attack Ship ("Jem'Hadar attack ship") is of Dominion 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
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.
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.
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.
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 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.
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.
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.
A seeded copy of this doorway allows your -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. 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, cards may not seed or enter play except while specifically allowed to by a card (explicitly using the 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 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 icon, and a special download of Classic Tricorder which is an card, but the download does not reference the icon, and so does not overcome this restriction.
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 card is encountered, the card still has its normal effect. However, if an earned artifact goes to your hand, you do need an open doorway to play it later.
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 , In the Zone , 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.
An Artifact or Doorway card is "played as an Interrupt card" only if its text specifically says so. For example, Space-Time Portal may be discarded from the table to "play as a second Wormhole interrupt." See card types.
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.
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.
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.
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.
See Borg (Borg-affiliation ships).
The two Klingons targeted by this interrupt may belong to the same player.
see use (skills).
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. ( 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:
- by completing the mission (or a objective targeting the mission, if a card gives those permission to acquire artifacts);
- with a card such as The Charybdis or HQ: Return Orb to Bajor; or
- with a card that allows an artifact to be earned without seeding, such as Reclamation or Starry Night.
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 .
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.)
This personnel's "NO STRENGTH" is an undefined attribute.
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 , 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.
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 .
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.
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.
See point box.
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
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 .
- 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 Staffing||New Staffing|
A drone will never have more than one copy of each subcommand icon. For example, if Seven of Nine is assimilated as a drone, her icon is lost rather than converted.
Its attributes adapt to service the collective based on its subcommand icons, as follows:
|INTEGRITY to 7|
|CUNNING to 7|
|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 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: .
- 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.
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 , 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- 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 .
- Borg staffing requirements do not change.
- Non-Borg staffing requirements adapt to service the Collective:
|Old Staffing||New 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.
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 .
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.
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).
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.
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 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.
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) reduced 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.
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 Genetronic Replicator prevents deaths only in your Away Team, not in your crew. (A few 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.
See report with crew.
"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).
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 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 is destroyed, the other end is discarded also. See doorways, wormholes - movement through.
When you seed or play this doorway, you are not required to download Bajoran Wormhole , but if you fail to do so, the download opportunity is lost. Only one player may download Bajoran Wormhole ; 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 is destroyed. See between, Rulebook 12.10: The Colon Rule.
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 and and is counted as one of each. Examples:
5-1 or 5-1 = 4. You lose points. 4-2 or 4-2 = 2. No point loss. 1 + 4 + 1 = 5-2 = 3. You lose points.
The only card banned from tournament play is Raise the Stakes. All other issued cards, in all border colors, including foils, are allowed in tournament play.
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.
This personnel cannot download an artifact used as equipment.
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 side deck
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.
Beaming uses transporters to transfer personnel, equipment, and tribbles over short distances. All ships and facilities have their own transporters unless the card indicates otherwise. To beam to or from a ship or facility, its SHIELDS must be conceptually dropped by a player, or a card or rule must specifically allow dropping or beaming through the SHIELDS. Transporters and SHIELDS may be operated by the player who controls a ship, or by any player who is allowed to use a facility. (You need not have a Personnel card aboard a ship or facility in order to use its transporters.) For example, you may normally beam cards to or from your opponent's headquarters, but not to or from your opponent's ship or outpost which is protected by SHIELDS. If SHIELDS=0 or are disabled or off line, you may beam freely.
You may beam cards between two ships and/or facilities that you control or are allowed to use, or between a ship or facility and a planet surface. The starting and ending point of the transport must be at the same location and a ship or facility must be compatible with any personnel beaming aboard, unless you are invading an opponent's ship or facility that you are not allowed to use. (Equipment cards have no affiliation.) You may only beam to/from your transporters (e.g. you may not use the transporters on a facility to beam directly from a planet to a ship that has no transporters). You may not use the transporters of one ship or facility to transport cards directly between a planet and another ship or facility without transporters. You may not beam any card into space unless a card specifically allows you to do so.
To beam cards, announce the beaming, remove the cards from the ship, facility, or planet, and move them to their destination, placing them under a ship or facility or on top of a planet. All cards in a group beam simultaneously unless you specify otherwise.
There is no limit to the number of times you can beam during your turn.
Special beaming cards such as Near-Warp Transport or Emergency Transporter Armbands, or dilemmas such as Extradition, do not overcome obstacles to beaming, such as Atmospheric Ionization, Katherine Pulaski's beaming restriction, Barclay Transporter Phobia, or being "stopped," and do not provide transporters or allow you to use your opponent's transporters.
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 example, if Mardah is affected by Frame of Mind, she gains but loses and . If affected by Q-Type Android, she ceases to be Bajoran species and becomes Q-type android or human species.
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 ." The ship may move either from or to the Bajoran Wormhole .
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 . 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.
If the last card in your deck is the card type you named when you played this interrupt, you do not lose the game.
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 winning the game, scouted.
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.
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 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.
See Ajur .
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 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.
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- 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 ( Communication, Navigation, or 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.
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 - affiliation cards may not stock any non-- 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 and non- cards present together (The Naked Truth, Frame of Mind, etc.), normal house arrest rules apply. (A card bearing the "Borg Use Only" icon in its title bar can be stocked in your deck and used only when playing the Borg affiliation.)
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 (Borg Use Only) Objective card face up in play, this is defined as your current objective. You are limited to one current objective at a time. You may have any number of non- objectives in play at a time. (You may also have other cards such as incidents in play.)
When you play (or activate) a 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.
A Borg player scores points, both positive and negative, only from 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 objectives are non-bonus points. Any other points you score are bonus points (for example, points from the Add Distinctiveness incident or the negative points from Balancing Act).
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.
This ship (as well as the other Borg cubes with similar wording, like Locutus' Borg Cube) allows reporting of any equipment aboard (not just ). Personnel may report to this ship using its game text even while affected by a moving required action. See actions - required, Borg Tactical Cube.
See report with crew.
Borg subcommand icons
Borg Use Only icon
If your deck includes cards, all your personnel, ships, and facilities must be . See Borg: Cooperation.
Botany Bay icon
A card with the icon represents an unpleasant surprise for players who try to uncover what is better left buried. If a player examines a card with the 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).
See showing your cards.
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).
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 Stop First Contact .
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 . 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 .
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.
This personnel's special skill, "May initiate battle against non-," 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.
See matching commander.
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.
Personnel who are "held" by a dilemma are not captives. See capturing.
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 .
All captured cards are returned to their owner at the end of the game.
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 rescued only by using a card that specifically rescues or releases 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 rescued by their owner's other personnel present, without any special card.
Whenever a captive is rescued or released, all capturing-related cards played on that captive are discarded.
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."
Capture-related cards may still use captives.
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".
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.
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.
This incident allows a ship to relocate here from any Badlands Region location in any quadrant.
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.
See Cargo Bay .
This personnel's special skill has no effect on probing or any other function that involves the draw deck, other than drawing cards.
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.
The text "A Nor may coexist here" on this facility overrides the normal rule that you may not establish more than one facility at a location. However, 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.
A species. All changelings are shape-shifters. (But not all shape-shifters are changelings.)
Cards have game-relevant features called characteristics (e.g. human, female, admiral, leader, shuttlecraft, Jem'Hadar ship, disruptor, Interrupt, Starfleet). Some characteristics (species, gender, ship origin) are determined from a combination of affiliation, appearance (card image), and lore. Others are defined by a rule or card text, based on skills or other features of the card (e.g. a leader is any personnel with OFFICER or Leadership; an Interrupt is any card with the Interrupt card type or that specifies it is used as an Interrupt).
However, many characteristics, especially ranks and titles, are printed on the cards, usually in the card title, ship class, or lore. For example:
- The characteristic "admiral" is found in Admiral McCoy's card title and Norah Satie's lore.
- The characteristic "Nagus" is found in Krax's special skill.
- The characteristic "shuttlecraft" is found in the class of Quark's Treasure and Romulan Shuttle, and in the lore of Type 18 Shuttlepod.
- The characteristic "Jem'Hadar ship" is found in the card title of Jem'Hadar Attack Ship and the lore of Stolen Attack Ship.
- The characteristic "disruptor" is found in the title of Romulan Disruptor Rifle and the lore of Breen CRM114.
- The characteristic "Son'a" is found in the title of Son'a Shuttle and the lore of Ru'afo.
Context determines whether a card actually has the characteristic or not - the key question is "does the card say it is or has this characteristic?" For example, the phrase "Uses the same hull as the Cardassian shuttlecraft" in the lore of Patrol Ship does not make this ship a shuttlecraft. A card may be identified as currently or formerly having a characteristic; Bok ("former Ferengi DaiMon") is enhanced by Calandra. A position with the prefix "vice" counts as that position; for example, Alynna Nechayev ("Vice-Admiral") counts as an Admiral for Dignitaries and Witnesses. Disguises count; Vedek Dax may report for free to Chamber of Ministers, and Selok is both Romulan and Vulcan species. Gendered characteristics (such as "priestess") are synonymous with their opposite-gendered equivalents (such as "priest").
Information on other cards may not be used to define a characteristic for a card (except for matching commander, which may use information from either the personnel or ship lore). Thus Alidar Jarok ("Conscientious admiral...") may report for free to the Office of the Procounsul, but not Mendak, who is not identified in his card title or lore as an admiral (although the Devoras identifies him as Admiral Mendak.)
The presence in lore of a word or phrase that is the name of a skill is not a characteristic and does not confer that skill on a personnel. For example, Jaron ("former member of the Tal Shiar") does not have Tal Shiar skill and is not a "Tal Shiar" personnel (e.g. for Continuing Committee).
Lore on a personnel card saying that they "captained" a ship gives them the characteristic of Captain.
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.
See once per turn.
This incident allows you to capture your opponent's personnel present with your Iden (or aboard a damaged ship at his location).
If more than one Quark's Bar is in play, the player encountering this dilemma chooses which one to relocate their personnel to.
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.
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.
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.
See ship class.
See skills - modifying.
This works like the Vulcan Tricorder .
This works like the Vulcan Tricorder .
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.
This special equipment allows a ship or facility to cloak. See Rulebook 7.6: Cloak.
This incident does not allow you to have more than one version of a persona in play at one time. Dual personnel cards may not be "cloned" using this card. Boreth is the premiere mission Investigate Disturbance. Mariposa is the All Good Things mission Aid Clone Colony.
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.
The Away Team must be "in" this facility to score points.
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.
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 .
This personnel is an android.
Your two non- 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"; however, compatibility is overridden by any card or rule that specifically prevents compatibility (see does not work with). Borg-affiliation cards are only compatible with each other, not even with Non-Aligned or 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 Romulan, Cardassian, and Non-Aligned cards are compatible with your Cardassian Outpost, with Central Command, and with a Cardassian Nor, but your 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 ship, if at least one 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.
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.
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.
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 facilitiesfor important restrictions.
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.
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.
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:
- Alyssa Ogawa (First Contact) is a copy of Alyssa Ogawa (Trouble With Tribbles starter deck reprint). Alyssa Ogawa (Premiere) is not a copy of this card because her game text is different (they are two versions of the same persona).
- Quark Son of Keldar (First Anthology preview) is a copy of Quark Son of Keldar (Blaze of Glory reprint) despite a minor rewording of his game text and the Blaze of Glory expansion icon.
- Tasha Yar - Alternate (Alternate Universe) is a copy of Tasha Yar - Alternate (Reflections foil). Her special skill was changed by errata.
- Lwaxanna Troi (Premiere alpha printing) is a copy of Lwaxana Troi (Premiere beta printing).
- B'Elanna Torres (blue Federation border) is a copy of B'Elanna Torres (gold Non-Aligned border). See multi-affiliation cards.
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:
- Radioactive Garbage Scow (Premiere) is a copy of Radioactive Garbage Scow (Voyager) and of the Radioactive Garbage Scow half of Female's Love Interest & Garbage Scow. You may not seed more than one of these under one mission; your Borg could Adapt to any of them after encountering any version.
- Medical Kit (Premiere) is a copy of Medical Kit (Voyager). You may not use a copy of each to add two MEDICAL skills to your OFFICER.
- Ready Room Door (First Contact) is a copy of Ready Room Door (Voyager). You may not play both during one turn.
- ❖ Klingon Outpost (Trouble With Tribbles starter deck reprint) is a copy of the Outpost card titled "Klingon" (Premiere). The card titles of most outposts have been revised. You may seed only one.
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 ) 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 .
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.
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 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.
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 ), the second one must be discarded. A counterpart may be converted to a drone with He Will Make an Excellent Drone .
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.
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.
See Away Team and crew.
The ship to which a personnel may report using this event must have the icon as one of its staffing icons. For example, personnel without an icon may not report to Starship Enterprise (Trouble With Tribbles) using Crew Reassignment. See ship staffing.
If opponent's tactic card is nullified, opponent's hits use default damage. See Rulebook 7.4.3: Ship Battle: 7. Damage
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."
See Rogue Borg Mercenaries .
When this incident allows your personnel to ignore their 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 ) 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".
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 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
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.
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.
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 or similar cards.
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.
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.
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 cards from your side deck, or four 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.
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.
See Data's Body.
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.
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 , they become a separate Away Team. She may not "unstop" them because she is not part of that Away Team. See once per game.
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 .
This station has several facility commanders.
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.
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.
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.
The freighter or transport used to solve this mission must be in orbit with Transporter Skill aboard. See dual-icon missions.
A "Delta quadrant mission" is one with a Delta Quadrant Δ icon in its point box.
See dual personnel cards.
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 .
In order to play this card on table, you must have a card in play which allows the play of cards. Showing this card from hand to avoid losing the game does not require an -enabling card, because showing the card is paying a cost. See anywhere, Ophidian Cane , Persistence of Memory , report.
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 , space , and space/planet . 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.
This section applies to dilemmas seeded under a mission (or Empok Nor), including cards seeded "like" or "as" [S/P] dilemmas (e.g., Quantum Incursions, Hide and Seek, or with Beware of Q). It does not apply to Q-icon dilemmas encountered during a Q-Flash. Unless otherwise specified, all references in these sections to a "mission attempt" include scouting or commandeering attempts. An overview explaining how to apply the rules in this section can be found under dilemma resolution - summary. Also see the supplemental Dilemma Resolution Guide for application of the rules to specific dilemmas.
Dilemmas are encountered and resolved one at a time. (Some special rules apply to combo dilemmas.) When you attempt a mission, slide out the bottom seed card under the mission, turn it over to reveal it, and read it. (Dilemmas are meant to be read by the encountering player. See your.)
Each dilemma may have one or more of these features, described in more detail below: a trigger, targets, a nullifier, conditions, and/or a cure. Nullifiers, conditions, and cures are collectively referred to as requirements. For example, Ancient Computer, Isolinear Puzzle, and Phased Matter all include requirements for ENGINEER (conditions, nullifier, and cure, respectively). However, No Loose Ends targets ENGINEERS but does not require that skill.
A requirement such as STRENGTH>40 refers to the total STRENGTH of the Away Team or crew. When requirements or targets include attributes, apply any relevant attribute modifiers, such as Lower Decks, phasers, The Emissary, etc. A requirement for a personnel type, such as MEDICAL, may be met by either a skill or a classification, unless otherwise specified. A requirement for multiples of a skill, such as "2 Navigation", may be met by two personnel with Navigation or by one personnel with Navigation x2. (However, a requirement for "a personnel with 2 Navigation" must be met by a single personnel.) A requirement that does not currently apply is still a requirement. For example, a crew facing Crystalline Entity in space is still facing a dilemma requiring MEDICAL.
If a card "doubles a dilemma's effects" (Howard Heirloom Candle), it doubles only the results, e.g., kills two personnel instead of one. If a card "doubles a dilemma" (Taar, Lore), it doubles all features of the dilemma (requirements, results, point values). See modifier order.
Only personnel in the crew or Away Team attempting the mission may trigger, be targeted by, overcome, nullify, or cure a dilemma during the mission attempt. Personnel who are "stopped," disabled, in stasis, intruders, etc. are not affected by dilemma text targeting "crew," "entire crew," "all crew," "Away Team," or "entire Away Team" (which refer only to the crew or Away Team facing the dilemma). If a dilemma "stops," disables, or places in stasis part of the crew or Away Team, they are no longer participating in the attempt and thus may not affect or be affected by subsequent dilemmas. If personnel are placed or "held" with a dilemma atop a mission, "held by aliens," etc., they may not use (or share) their skills or attributes.
Only dilemmas using broader terms such as "all life on ship" or "personnel at this location" can affect personnel not involved in a mission attempt, when the dilemma is encountered. Dilemmas that enter play and have continuing effects may affect other personnel, even the opponent's, after the mission attempt is over. See Crystalline Entity , Dal'Rok , present, "stopped." If a dilemma states that it "damages" your ship, apply default damage of two damage markers (if your opponent is using a Battle Bridge side deck) or "rotation" damage (if they are not).
Some dilemmas have more than one section, each with independent triggers, targets, and/or conditions. (Nullifiers and cures always apply to the entire dilemma.) For example, Triage has a first section with a target of a Biology or MEDICAL, and a condition of stopping them; and it also has a second section with an INTEGRITY condition. Ferengi Infestation has a first section with targets (a facility and the downloaded personnel), and a second section with a skill and attribute condition. If a dilemma has multiple sections, then situations listed below which say to discard the dilemma based on the triggers, targets, or conditions of a single section should instead be interpreted as only ignoring that section; the dilemma is only discarded once all of the independent sections have been resolved or ignored, or when the dilemma is cured or nullified. Unlike with combo dilemmas, which are conceptually two separate dilemmas, a single dilemma with multiple sections is always encountered in full; if the first section was resolved or ignored on a previous encounter, but the dilemma was replaced under the mission, the first section is still encountered again when the dilemma is re-encountered.
A trigger is an element that must be present (or a situation that must exist) for the dilemma to have any effect. This is stated at the beginning of the dilemma and is often preceded by the word "if". If the trigger is not present, discard the dilemma immediately without effect (unless it has an "otherwise" clause with an alternate effect). Examples:
"If the Traveler: Transcendence is affecting you..."
"If this is a Federation Ship..."
"Stops SECURITY androids and OFFICER androids, if any present. Otherwise, kills one non-android Away Team member..."
The targets of a dilemma include the cards it affects (e.g., personnel selected to die), a personnel, ship, or facility that the dilemma is placed on, or a target destination for a relocation. Targets may be chosen by random selection, opponent's choice, or owner's choice. When a dilemma specifies a superlative such as "strongest," "most CUNNING," or "highest total attributes," and there is a tie, the opponent of the player encountering the dilemma gets to choose. If no personnel remain to be targeted by a dilemma just encountered, because you used game text that allows you to remove them, replace that dilemma under the mission (the mission attempt ends). For example, Elim Garak ("May avoid any random selection") encounters Armus - Skin of Evil. If you choose to have Elim Garak avoid the random selection, there is no one left to be targeted by Armus, and it is replaced under the mission. Another card that might remove all personnel before you can resolve a dilemma is Flight of the Intruder.
Discard the dilemma if there is no ship or facility to place the dilemma on, or no destination for a relocation (e.g., "furthest planet" when there is no other planet on the spaceline). If there are not enough targets for the effect of a dilemma, do as much as you can. (Dilemmas are an exception to the normal rule that gametext is all-or-nothing.) If a dilemma targets four personnel but only two are present, target them. If a dilemma targets one personnel and one non- personnel and no personnel are present, target one non-. The absence of targets does not affect other elements of the dilemma encounter; if personnel present cannot meet the conditions of Empathic Echo, the mission attempt fails and the dilemma is reseeded even if no valid target is present.
RequirementsWhile many dilemmas' effects are automatic, causing ill effects as long as appropriate triggers and targets are present, other dilemmas list skills, attributes, other characteristics, personnel, equipment, actions, or cards as requirements. Requirements can either: prevent and overcome a dilemma's ill effect by meeting its conditions; cancel its ongoing effects by curing it; or discard the dilemma (either before or after it takes effect) with a nullifier.
Most dilemma requirements are simple conditions. These are usually distinguished from triggers and nullifiers by the use of the phrases "To get past..." or "Unless..." They ordinarily target the crew or Away Team, but may target others where specified (see last example).
Gomtuu Shock Wave: "Unless 2 Diplomacy and INTEGRITY>32 OR Empathy and INTEGRITY>35 present..."
Scientific Method: "To get past requires MEDICAL and 3 SCIENCE."
Dead End: "Unless you have at least 50 points..."
If your Away Team or crew can meet the conditions of a dilemma, they automatically overcome it, preventing its effect. Discard the dilemma (or, if it is a multisection dilemma, proceed to its next effect). If your Away Team or crew cannot meet its conditions, the effect occurs, the attempt ends, the attempting ship, crew, and/or Away Team are all stopped (see dilemma resolution: stopping), and the dilemma is reseeded as the bottom card beneath the mission, to be encountered again during the next attempt (but see dilemma resolution: discarding for exceptions).
You cannot choose not to overcome a dilemma with conditions. See meeting requirements.
Some dilemmas have an ongoing effect that can be cured, but not until after the dilemma takes effect. First, the effect happens, 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, before the next dilemma is encountered. If not, then the dilemma remains in play until cured or otherwise discarded.
Aphasia Device: "Cure with 2 MEDICAL and 2 Biology."
Emergent Life-Form: "If ship has Holodeck, cure with 2 ENGINEER and Astrophysics aboard."
Topological Anomaly 4747: "Cure on your next turn with new SCIENCE arriving or when countdown expires."
On a multisection dilemma, a cure requirement applies to all sections; the entire dilemma is always discarded once cured.
Curable requirements are always marked with the word "cure."
Some dilemmas state they can be nullified. Some form of the word "nullify" is always used. When the nullifier requirement is met, the dilemma is discarded. It 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).
Undetected Beam-In: "Nullify dilemma with Shelby OR 4 SECURITY."
Vole Infestation: "To nullify, evacuate ship at your outpost until end of turn."
Do You Smell Something Burning?: "Nullify with a cook, ANIMAL, or Lure of the Nexus."
Dathon: "Nullifies Tamarian-related dilemmas where present."
Nullifying a dilemma when it is encountered is a valid response to encountering it (see actions - step 1: initiation, especially "cards played as a cost"). A dilemma with a countdown icon self-nullifies after the specified number of turns of the player who seeded it.
Nullifying a dilemma is different from overcoming its conditions or curing it.
A dilemma only "stops" the Away Team or ship and crew if it has conditions and you fail to overcome those conditions. (See "stopped".) A dilemma without conditions never "stops" your cards unless it explicitly says it does. If not "stopped," the remaining Away Team or crew must continue the mission attempt.
Any dilemma with a long-term effect "enters play." The dilemma may state that it is played on table or placed on a personnel, ship, facility, mission, or the spaceline; or it may be implied that it enters play as a marker for an ongoing effect. A dilemma that enters play may have a continuous effect or one that occurs at the start (or end) of each turn of the player encountering it or every turn of both players. Such a dilemma will be discarded when it is nullified, cured, expired, or otherwise destroyed. For example, when a dilemma is placed on a personnel, it will be discarded if the personnel is discarded for any reason.
A dilemma is discarded without effect if a required trigger is not present, or if it is nullified.
If a dilemma has conditions, and you do not overcome it, replace the dilemma under the mission to be encountered again, unless it enters play or says "discard dilemma" or "mission continues." When you overcome the dilemma, discard it. For example, if you do not overcome the following dilemmas: Ancient Computer is replaced under the mission; Gravitic Mine ("Discard dilemma") and Garanian Bolites ("Mission continues") are discarded; Lethean Telepathic Attack is placed on a personnel; Interphasic Plasma Creatures plays on the table.
If a dilemma has no conditions, it is discarded after you follow its instructions (unless it enters play), whether it has any effect or not. Examples include Maman Picard, Ooby Dooby, and Shot in the Back.
Some dilemmas require the player to make a choice between ways to resolve the dilemma. Once you make your choice, carry out that part of the game text and ignore the other choice. Examples: "Abandon mission attempt until any player has completed a different mission OR continue but lose points if you fail this turn." "One Away Team member is killed OR beam up that personnel at a penalty." Dilemmas with choices do not generally have conditions. See Tarellian Plague Ship .
A dilemma may have a positive or negative bonus point box. The points are scored when you overcome its conditions (e.g., Chalnoth), when you cure it (e.g., Hyper-Aging), or according to the dilemma's instructions (e.g., Cytherians, Borg Ship, Edo Probe). Place the dilemma in your bonus point area, even if says to discard it. (Discard the dilemma if you are playing Borg.) You do not score bonus points for a dilemma that is nullified or discarded for lack of a trigger or targets, or when you fail to meet its conditions or cure it.
Scouting vs. mission attempts
Dilemma text such as "mission continues" or "abort mission" refers to both mission and scouting attempts (for the Borg, they mean "scouting the mission continues" and "abort scouting of the mission"). However, dilemma text referring to "mission attempts," "attempting a mission," or "solving a mission" does not include scouting attempts.
dilemma resolution - summary
Resolve a dilemma by checking its features in the following order.
1. If a required trigger is not present (and there is no "otherwise" clause), discard the dilemma without further effect, and continue the mission attempt.
2. If the dilemma has conditions, check to see if the crew or Away Team meets the conditions.
- If you meet the conditions, discard the dilemma (place in your bonus point area if it has a point box). The crew or Away Team must proceed with the mission attempt.
- If you do not meet the conditions, carry out the dilemma's instructions. The Away Team or ship and crew are "stopped" and the mission attempt ends (unless the dilemma says "mission continues"). Unless the dilemma says "Discard dilemma" or "mission continues," or it enters play (placed on a mission, ship, personnel, or the spaceline), replace it under the mission, face down under the stack, to be encountered again.
3. If the dilemma does not have conditions, carry out the dilemma's instructions. The ship and crew or Away Team are not "stopped" (unless the dilemma explicitly "stops" one or more cards), and remaining personnel must continue the mission attempt. Discard the dilemma unless it enters play (place in your bonus point area if it has a point box).
4. If you nullify the dilemma with skills, personnel, etc. present, or by playing a card or taking a specified action, discard it without further effect, and continue the mission attempt.
5. If the dilemma has a cure, first it takes effect. Then, if the skills still remain in the crew or Away Team to cure it, discard the dilemma (place in your bonus point area if it has a point box) before proceeding with the mission attempt. Any temporary effects such as disabling are cancelled when you discard the dilemma.
Note: this summary assumes that your opponent does not make any responses to the reveal or encounter of the dilemma (such as replacing it with Q: A Dazzling Flash using Beware of Q). A dilemma may be responded to only after any targets for the dilemma have been chosen (or a trigger/target has been found to be absent) and you have checked to see if the crew or Away Team can meet the dilemma's conditions (if any). See actions - step 1: initiation.
A mission, scouting, or commandeering attempt is a single action, with sub-actions of encountering seed cards (and for a mission attempt, completing (solving) the mission). An attempt may not be interrupted except by valid responses and actions that suspend play. See actions - interrupting.
You may make valid responses to the encounter of specific dilemmas during the attempt or to the results of a dilemma. For example, Eyes in the Dark is a valid response to any dilemma, Q2 to any Q-related dilemma, and Howard Heirloom Candle to Anaphasic Organism, Empathic Echo, or Coalescent Organism; Strike Three is a valid response to a battle initiated by the Cardassians downloaded with Sleeper Trap. A dilemma may also be interrupted by a card or action that "suspends play." See actions - step 2: responses.
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 (e.g., Palor Toff - Alien Trader, 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 is an exception). See in play.
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.
See Away Team and crew.
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."
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.)
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
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 (on a ship as it undocks or launches), 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.
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.
does not use
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 affiliation." He doesn't mix with personnel, cannot board a ship, and cannot report to or board a 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.
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 or that are not part of the game text are not affected. Thus, while a ship may not pass through the Bajoran Wormhole 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 may not be played in either quadrant if the existing one is closed.
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.
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 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.
This Q-icon interrupt may affect Event cards on ships, personnel, or any other cards present at a spaceline location.
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.
See card draw.
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--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.
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."
Dual-icon missions, with both and icons, are both planet and 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 in play.
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.
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.
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.
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).
This personnel is removed from the selection pool before any random selection is made. Even if he is the only personnel present, it is still considered a random selection, which he can avoid, if a card specifies a random selection. See mission attempt, dilemma resolution: targets.
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.
See showing your cards.
This incident gives immunity to Navigate Plasma Storms to your facilities and ships. It removes affiliation attack restrictions only from 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.
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.
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.
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.
An empty ship has no personnel or Rogue Borg aboard. See occupied ship.
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 dilemma misseeded at a non- 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- 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
end of turn
This card immediately ends your turn, skipping all end-of-turn actions (countdowns, probes, draws, etc.). See Rulebook 8.0: End of Turn.
A type of ship's special equipment. It has no built-in functions but is used by the Breen Energy-Weapon Dampener 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.
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.
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 by name (such as Launch Portal) also affects this card. See Rulebook 12.10: The Colon Rule, characteristics.
This 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.
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). Borg-affiliation personnel do not use hand weapons in any way, even if stolen. 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.
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 ), 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.
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 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 Away Team to attempt it); or
- a card allows you to add your affiliation icon to the mission (e.g., Bribery adds a icon which allows your Away Team to attempt it).
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.
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.
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 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.
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 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:
- Moving personnel and equipment (see movement, beaming, walking)
- Staffing and moving ships (see ship staffing, movement)
- Attempting missions (see mission attempt)
- Scouting locations or ships (if playing Borg)
- Commandeering facilities or ships
- Initiating battle
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.
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.
See Gamma Quadrant.
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.
See Crossover .
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.)
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 or , 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 have 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.
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 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.
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 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 .
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 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 ) do not allow cards to report unless the station itself has text explicitly allowing reporting.
See matching commander.
See seed phases.
There are 3 factions: Klingon/Cardassian Alliance, Maquis, and 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).
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.
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 far end of spaceline, 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.
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.
If you download a dual-personnel card with this objective, only the icons of Ferengi CIVILIANs on the card count toward the maximum of 11. For example, if you download The Trois, only Deanna's icons count, but if you download Jake and Nog, all their icons count.
"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.
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.
This personnel cannot return to hand a objective which has been completed and relocated. See in play.
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.
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.
for uniqueness only
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 Federation-affiliation card, such as a Non-Aligned ship with a mixed Non-Aligned/ Federation crew, is a Federation force and may not initiate battle except against Borg and self-controlling cards. A Klingon ship with a mixed Klingon- Romulan crew is both a Klingon force and a Romulan force. It may not initiate battle against Romulans or be attacked by the opponent's Romulan force.
A ship affected by this interrupt may move by a means that does not require use of RANGE (e.g., Wormholes, time travel).
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.
See actions - required.
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.
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.
The personnel affected by this dilemma is "stopped" only until the beginning of the next turn, as usual.
This personnel's special skill makes all your and personnel at his location compatible.
Personnel cards may have a gender (or lack of gender) indicated by a card's lore or title. This indicator may be explicit ("male," "genderless") or implicit ("his," "Queen," "it"). drones are always genderless. See Borg: personnel.
If there is no other indicator, the card's image may unambiguously indicate the card is female. If not, the personnel is male.
in addition to gender-related cards, this includes male-related and female-related cards. See related.
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.
This event affects only Away Teams, not crews. (See Away Team and crew.) Thus, it can prevent the death of your personnel aboard an opponent's ship, but not aboard your own ship. The 2 MEDICAL required to prevent deaths must be present in the 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), and must not themselves be stunned, disabled, mortally wounded, or otherwise selected to die. For example, Genetronic Replicator cannot save anyone from Barclay's Protomorphosis Disease because all MEDICAL present are targeted to die. See Rulebook 7.4.1: Personnel Battle.
Personnel are not "stopped" by the use of this event, although they may be "stopped" by the action or card that would have caused their deaths (e.g., battle, failing to overcome a dilemma).
This card's specific statement that it is placed in a discard pile (even though it is a card) overrides the gametext that cards are placed face-up beneath Q-Flash.
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.
If this personnel captures an ENGINEER who received that skill from an Equipment card, the Equipment card is not relocated along with the captive.
See actions - group.
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.
"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 personnel instead) in order to initiate a personnel battle (unless counterattacking). Guramba has no effect on ship battle.
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.
A hand weapon is any Equipment card (or card "used as equipment") which is identified in its title or lore as a phaser, disruptor, blade weapon, or weapon (if it is clear from the lore, game text, and/or image that it is used as a hand weapon). Echo Papa 607 Killer Drone and Borg Nanoprobes are not hand weapons.
When you play this incident for its first function, the number of cards you have in hand includes the Handshake 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 ). 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 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"
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 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.
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.
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).
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 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).
This interrupt downloads a ship to your Away Team on a planet surface (outside a facility or landed ship).
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.
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 affiliation cards at one location, whether in space, on a planet, aboard a ship or facility, etc.
This event, like a Holodeck, allows cards to be active on a planet surface or inside any facility or landed ship on that planet. It affects both players' cards. If the event is nullified while cards are on the planet without a Mobile Holo-Emitter, they are erased. See holographic personnel and equipment.
This doorway in play on a facility allows your compatible cards to report aboard regardless of quadrant.
holographic personnel and equipment
When a personnel is placed on this incident, your copies do not have a icon until they are in play; you may not report them as personnel (e.g., to a ship with a Holodeck Door).
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.
This site allows only personnel native to the quadrant to report.
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.
When you earn this artifact, you may take another turn immediately following your current turn. You "use" the Horga'hn (for purposes of cards such as Temporal Narcosis and Writ of Accountability) each time you choose to take a double turn. You are not required to take double turns.
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.
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.")
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.
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).
The Mysterious Orb may be earned upon encounter by the 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.
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.
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.
If a ship, facility, or 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.
I.K.C. and I.K.S
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 personnel or a 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 card to play for free, meaning any card identified by the icon in its title bar (or with the icon added by Q the Referee). Saavik and Chula: Crossroads are not cards, even though they have the 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:
See skills - modifying.
This phrase, used on Assimilation Table, refers to any card with the word "implant" in the title, such as Optical Implants.
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).
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.
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 ).
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.
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.
- 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.
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.
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 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.
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.
Some ships of this class have a variable RANGE. For example, Bajoran and Alliance Interceptors have RANGE 5+X, where X=4 if moving within a region. When you move one of these ships from a location in a region of space to another location in the same region, without "flying past" any location that is not part of the region (e.g., an inserted ❖ Space), your maximum available RANGE is 9 (less any RANGE already used that turn). At all other times (including when the ship is not moving), your maximum RANGE is 5, less the RANGE used that turn.
Thus, when moving from Kressari Rendezvous (Cardassia Region, span 2) to Establish Station (no region, span 5), your RANGE is 5 and will be exhausted by the move. When moving in the other direction, your RANGE is also 5, and at the end of the move your remaining RANGE is 3. If you then make a separate move from Kressari Rendezvous to the adjacent Orb Negotiations (Cardassia Region, span 4), your RANGE at the start of the move will be 7 (9 - 2 used), and at the end your remaining RANGE will be 3 (for further moving within the region). Rebel Interceptor work the same way except RANGE is 6+X and X=3 if moving within a region.
Some interceptors also have the ability to take off or land once each turn. If another card allows the ship to land or take off, it does not use up the one landing or takeoff per turn allowed by the ship's own game text. For example, if Establish Landing Protocols is in play, the ship may land or take off once per turn using its own text, and land or take off once more per turn using the event's text (and using 1 RANGE).
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 . Example: You have 20 non-bonus points and 80 bonus points. 80:20 is greater than a 1:1 ratio, so the excess 60 bonus points do not count toward winning. A total of 40 points (20 non-bonus + 20 bonus) count toward winning. However, if you encountered the Dead End dilemma, you would pass it, because you actually have 100 points. If you score another 30 non-bonus points, you now have 50 non-bonus points and 80 bonus points. The excess is now only 30 points, and 50 of the bonus points count toward winning, so you win with 100 points.
Your bonus point total is the total of your positive and negative bonus points; e.g., if you have 45 bonus points and then lose 10 points to Edo Probe, your bonus point total is 35. If your bonus point total is negative, you have no "excess bonus points" and the ratio will be negative (less than 1:1), so Intermix Ratio has no effect on your score.
You do not lose any points already scored with this event if the interrogated personnel is rescued. For example, if on three successive turns your opponent answers "Four," "Four," and "Five," you score a total of 12 points (1+1+10) and then return the captive to your opponent's outpost. See Madred , outpost.
A card type which generally has a temporary impact on the game, and is then discarded (though a few enter play permanently or until a countdown has expired). An interrupt does not use your normal card play. You may play as many interrupts as you like, during either player's turn, and at any time between other actions.
Some Interrupt cards specify that they respond directly to another action, allowing them to literally "interrupt" that action (for example, to nullify it). See actions - interrupting.
Because all damage is resolved as a group, this Q-icon event will not repair a ship that has received enough damage to destroy it. It does not affect ships or the Borg Ship dilemma. See Borg: Borg-affiliation ships
Your personnel aboard a ship or facility controlled by your opponent is both an Away Team member and an intruder. Rogue Borg interrupts aboard any ship or facility are also intruders (unless Lore Returns makes them its crew). Intruders cannot attempt or scout missions.
When this event"reverses Telepathic Alien Kidnappers affecting you," interpret your opponent's Telepathic Alien Kidnappers as though you had played it. That is, you now guess a card type at the end of each of your turns and point to a card in your opponent's hand. Only one copy may affect Telepathic Alien Kidnappers each turn (the copy played by the opponent of the player using Telepathic Alien Kidnappers). See cumulative.
invalid card plays
See landed ship.
A type of ship's special equipment. It has no built-in functions, but is activated by the Invasive Beam-in card.
An outpost at this location is in space and thus is not cloaked. See Rulebook 7.6: Cloak.
The 2 Youth discarded to solve this mission can be part of the 3 Youth used to fulfill the first part of the mission requirements. You may score a maximum of 15 points from Assign Mission Specialists, even if you solve with five different Youth mission specialists. Discarding a personnel card does not use its skill.
To meet the Time Travel Pod requirement, you must discard an earned Time Travel Pod from hand or have one in play.
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 show an earned copy from hand or have one in play. See actions - step 1: initiation: cards played as a cost.
See skills - modifying.
When this tactic is your current tactic and you hit your target, the current tactic is placed as the first damage marker. It kills one personnel with its damage text, plus an additional personnel according to its game text. Additional copies placed as damage markers take only one casualty.
This Q-icon interrupt forces you to initiate a battle only if opposing ships or Away Teams are already present together at any location; if not, discard the interrupt without effect. You are not required or allowed to move a ship or personnel to another location in order to initiate battle. "Opposing Away Teams" may include any two groups of opposing personnel, whether crew or Away Team.
This objective requires the owner of the ship and crew to use them to move to and attempt the targeted mission. The infiltrator's owner does not control the ship and crew. See actions - required.
The opponent must attempt the mission targeted by this objective "if possible." That means the mission must be attemptable by the opponent's affiliation and must not have been made unattemptable (e.g., with I Tried To Warn You).
In general, the entire crew must participate in the attempt. However, affiliated personnel cannot be forced to beam to Qualor II Rendezvous; since they would be placed in stasis upon beamdown, it is not possible for those personnel to attempt this mission.
This dual-personnel card cannot probe for Visit Cochrane Memorial because it contains only one human with ENGINEER x1/2. The other "half ENGINEER" is Ferengi species. However, they could build a Ferengi Trading Post if in Ferengi mode, because together they have one Ferengi-affiliation ENGINEER skill. See skills.
Jean-Luc Picard (First Contact)
This personnel is not Borg.
This personnel is unaware that she is an android. She becomes aware if she is in a situation which either requires an android (and no other androids are present) or treats androids differently from regular personnel. Once she becomes aware, she can use her full CUNNING and STRENGTH but is "stopped" for the rest of that turn. Cards that affect androids affect her (making her aware) even if she is unaware that she is an android. For example, she becomes Non-Aligned when Lore's Fingernail is in play.
See actions - "just".
A card has been "just played" when the card play has been initiated, but before it has its results. See actions - step 1: initiation.
This personnel cannot select a skill when recovered from a Cryosatellite, because she is not reporting for duty. At the start of your next turn you may change her "no skill" to any regular skill. See report.
The Kazon affiliation is composed of different sects, such as Kazon-Nistrim and Kazon-Ogla. The sects represent factions of the affiliation, not different species, e.g. Culluh and Karden belong to different sects, but are both Kazon species, while Seska (in Kazon affiliation mode) is a member of the Kazon-Nistrim sect but Cardassian species. See Rulebook 7.4: Battle, affiliation and species.
This Equipment card prevents the White Deprivation incident from affecting personnel. It has a countdown icon which counts down only if any personnel are present with the equipment (even if White Deprivation is not in play). If no personnel are present, all Ketracel- White cards stay at their current count. Unless rationed by a Vorta, all Ketracel-White cards present with any number of personnel count down at the end of each of your turns.
For example, three Ketracel-White cards will all count down at the end of your turn, whether you have one personnel present or ten. At the end of the countdown, a Ketracel-White card self-nullifies and is discarded.
Rationing: If your Vorta is present with multiple Ketracel-White cards and at least one personnel at the end of your turn, they may "ration" them so only one counts down. Select one card to count down (turn it 90 degrees).
The rest stay at their current count. You may select a different card each turn, leaving one countdown for each card "unused" so the card is not discarded. If you let any card count down for three turns, it self-nullifies and is discarded as usual.
Resetting: Primary Supply Depot and Remote Supply Depot both "reset" countdowns of Ketracel-White aboard. You must carry or beam unexpired cards from your ship to the outpost to reset the countdowns. While aboard the outpost, they count down normally at the end of your turn (if a personnel is present) but immediately reset.
This interrupt may be played as a response to the play or activation of an event.
This interrupt nullifies all unprotected events at the spaceline location where it is played. It may be nullified by Q2. This interrupt may be played as a response to the play or activation of an event. See Rulebook 12.10: The Colon Rule, card types.
This personnel's fourth skill is Navigation x2 and she is a former member of the Shakaar resistance cell. The Reflections foil version is misprinted ("Navigation" and "Skakaar").
"NO INTEGRITY" on this personnel is an undefined attribute. An "unduplicated artifact" is one that is not duplicated anywhere in play. An artifact just earned is not present unless it joins the crew or Away Team. Making "parallel use of opponent's Palor Toff" means that each time your opponent plays Palor Toff - Alien Trader, you must also use that card's game text, if possible (i.e., you must retrieve a non-Personnel card from your own discard pile). A Countermanda suspending your opponent's Palor Toff does not affect your discard pile.
This outpost does not provide a built-in treaty, nor does it require a treaty for use. Like all multi-affiliation cards, you must declare its affiliation when seeded or played (at a mission bearing that affiliation icon), and may switch the affiliation as a game action during play. At any time, personnel aboard and ships docked at the outpost must be compatible with the outpost's current affiliation.
Points scored with this event are based on the printed values of WEAPONS and SHIELDS on the Ship cards destroyed. No modifiers are applied.
Either player may play this interrupt when any Klingon with Honor dies, subject to normal timing rules. You do not need to actually yell to score the points.
If this interrupt is played to prevent a unique personnel from being reported for duty again, it prevents reporting of any instance of that persona. Because persona replacement and morphing of one Founder into another are not reporting for duty, this interrupt will not prevent such exchanges from taking place.
Retaliation against an opponent's attack may include returning fire (see Rulebook 7.4.2: Ship Battle), attempting to kill opposing personnel (e.g., by playing Phaser Burns or choosing to mortally wound an adversary; see Rulebook 7.4.1: Personnel Battle), and counter-attacking on your next turn (see battle). If you return fire or attempt to kill opposing personnel during the battle, you may not score Kova Tholl's points. Once you score the points, you may not counter-attack.
"If the next action is an attack against that ship" refers to the next action of the player who played this interrupt (or to an attack by a dilemma). If your opponent takes an action immediately after you play La Forge Maneuver on his ship, it does not cancel La Forge Maneuver's effect.
On this dilemma, "Non-Borg" and "Borg" refer to the player, who is "playing a non-Borg affiliation" or "playing Borg affiliation." For a Borg player, the three required subcommand icons may be provided by one or more personnel. For example, the Borg Queen can overcome this dilemma. See playing Borg.
To get past this dilemma, the non-Borg player must have been able to meet the mission requirements when the current mission attempt began (not when the mission was first attempted).
A ship may not land unless allowed by its own text (e.g., Vulcan Lander) or that of another card (e.g., Engage Shuttle Operations, Establish Landing Protocols). Landing and taking off use RANGE only if specified by the card allowing it to land. For example, the Vulcan Lander uses 1 RANGE to land or take off; the Bajoran Interceptor uses none. See carried ships, on planet.
Unless a card (such as Orbital Bombardment or Breen CRM114) explicitly allows it, a landed ship may not attack or be attacked by a ship in orbit, and also may not attack or be attacked by an Away Team. A landed ship may not be targeted by any card that targets a ship, unless the card specifically allows it to target a landed ship. Thus, landed ships are immune to cards such as Temporal Rift, Loss of Orbital Stability, Wormholes, Warp Core Breach, Magic Carpet Ride OCD, Rogue Borg Mercenaries, etc.
Cards may beam to and from a landed ship even if a card (such as Invasive Transporters or Transport Drone) is required to enable the transport. Such cards do not target a ship but simply allow beaming through SHIELDS. Cards may report aboard a landed ship (if reporting is allowed by card text).
When this personnel reports, you may download Marika and/or P'Chan if each is not already in play. You must discard Lansor at the end of any player's turn unless both Marika and P'Chan are in play. Either player's Marika or P'Chan in play prevents a download and keeps Lansor from being discarded. Marika's and P'Chan's skills and restrictions work similarly.
This doorway allows you to launch any carried ships at the time you play the doorway, even without Engage Shuttle Operations in play. It may download Engage Shuttle Operations: Dominion. See Rulebook 12.10: The Colon Rule, characteristics. It does not allow you to break a quarantine.
See carried ships.
A leader for battle (or for a card referring to a leader) is any personnel with Leadership skill or with OFFICER skill or classification; or any personnel allowed by a card to act as a leader (e.g., Prepare Assault Teams). Being a leader does not confer Leadership skill on a personnel. A personnel such as Lon Suder who is allowed to initiate battle is not a leader.
The Borg affiliation may not use a leader instead of a personnel to initiate battle. However, for cards that specifically require a leader, the Borg must use a leader as defined above.
See in play.
See Son'a ships.
If this interrupt returns to your hand a personnel who scores points upon dying (e.g., Aamin Marritza), you do not score the points.
There are two kinds of locations: spaceline locations (e.g., missions and Bajoran Wormhole ) and time locations (e.g., Montana Missile Complex). Site cards are not "locations" for gameplay purposes. A card that refers specifically to spaceline locations (e.g., The Traveler) does not include time locations, and vice versa. Locations may be planet , space , or "unspecified type" (created by cards such as Bajoran Wormhole , Intruder Alert! , Intruder Alert! , or Supernova ).
Cards may be "at the same location," whether in space, aboard one or more ships, facilities, or sites, on a planet, in an Escape Pod, etc. (Cards seeded face down cannot affect or be affected by other cards at the same location until encountered or earned, or unless a card explicitly allows interaction with a seeded card.) Unless otherwise specified, this definition includes both players' ships and personnel, and no treaties are required for cards to be "at the same location." See present, here. Examples:
See Borg Cube .
This personnel's special skill allows him to initiate a personnel battle in place of a leader.
Long-Range Scan Shielding
A long-term effect (on a personnel or ship) is one that lasts until the end of the turn or longer, or until cured or nullified. Examples are Brain Drain and REM Fatigue Hallucinations. The death of a personnel is not considered a long-term effect. See discarding.
This text, appearing on many card types, presents background information about the characters, ships, and other elements of the Star Trek universe. Lore sometimes contains terms that are relevant to gameplay, such as persona identification, matching commander information, species, ranks and titles, etc. However, mention in the lore of a term which is the name of a skill (such as Tal Shiar) does not confer that skill on a personnel and doesnot satisfy a requirement for that skill. See use (skills), characteristics.
When either player has this personnel in play, the STRENGTH of every Rogue Borg in play is doubled, and all numerical features of all Crystalline Entity dilemmas seeded or encountered by either player are doubled (see dilemma resolution). Two Lores in play do not quadruple Rogue Borg and Crystalline Entities. However, Lore and Crosis may each double the STRENGTH of the same Rogue Borg. See Rogue Borg Mercenaries , cumulative.
When you play this event on a ship, your Rogue Borg take control of that ship. They may move it and initiate battles regardless of staffing or leader requirements. The use of the name "Lore" in the game text is a reference to the event itself, not to the Lore personnel card.
This event allows any android to report for duty as Non-Aligned. For example, with Lore's Fingernail in play you may report Data to an outpost after Earth has been assimilated. See loses affiliation, Stop First Contact , Juliana Tainer .
This personnel is female. See skills - modifying.
This personnel's special skill gives you additional points for each unique mission you solve which was seeded by both players (i.e., both players seeded a copy of the same mission), not all unique missions seeded by either player. She must be in play when the mission is solved (but need not be present).
This personnel may add 1 to Interrogation or Torture only when Madred and the captive are both aboard the same outpost. If he adds 1 to Interrogation , you score 2 points each time your opponent resists interrogation, and 11 points if they comply and you return the captive to them. If he adds 1 to Torture, your opponent loses 1 extra point each turn (the point box reads -7; if Madred "adds 1" for each of the three turns of the countdown, your opponent loses a total of 10 points).
This artifact may relocate a docked (but not landed) ship at its location. If the ship is docked at its opponent's Nor, its crew disembarked on the Nor are an Away Team and subject to relocation with the ship. Any Away Teams associated with the ship are relocated to the planet surface at the new location. See Away Team and crew.
The owner of this artifact must use its game text immediately upon either player earning or acquiring the artifact. If there is no ship at the location to relocate, or if they choose not to do so, the artifact is discarded.
Her attribute adjustments in Federation mode are a special skill. See Assign Support Personnel .
See dilemma resolution.
If the CUNNING requirement is met, the ENGINEER returns to the crew or Away Team that meets it (not necessarily to where it was encountered) See dilemma resolution (the paragraph about personnel placed atop a mission).
You may "post bail" for this Q-icon dilemma by transferring points to your opponent even if your score is zero or less. This will give you a negative score. "Transferring points" means that you lose points, while your opponent gains points.
When this doorway allows a card to be played during a "temporal hiccup," that card may itself be suspended and allow another card to be played, and so on. It is suggested that you take the suspended cards and put them in a stack. When no more temporal hiccups occur, resolve the suspended cards in order from the top of the stack to the bottom. Each card play may be responded to normally, and a card may be played that affects an earlier, suspended card play. See actions - step 2: responses.
- I play K'chiQ. You show a K'chiQ from hand; mine is suspended.
- You play Palor Toff. I show a Palor Toff; yours is suspended.
- I play Q's Tent. You show a Q's Tent; mine is suspended.
- You play Q's Tent (the same one you showed earlier). I show no Q's Tent (my original one has been set aside and is not in my hand), so the card plays start to resolve.
- Your Q's Tent resolves; you retrieve Wrong Door from your Tent.
- I attempt to resolve my Q's Tent, but you respond with Wrong Door. I play Amanda Rogers to nullify your Wrong Door. My Q's Tent resolves and I retrieve a Countermanda.
- You attempt to resolve Palor Toff. I play Countermanda, suspend your Palor Toff, and take three cards out of your discard pile. Your Palor Toff resolves; if no card remains to retrieve, simply discard Palor Toff.
- My K'chiQ resolves and reports for duty.
Treat this doorway as if it read, "...whenever any player has a card in hand matching one just played face up by opponent..." Thus, you may not use the Manheim effect when a hidden agenda is played (because it must be played face down, and is immune to "general use cards") or activated (because it was not "just played"). A "matching" card is a copy.
See Lansor .
If you have earned an artifact that is placed on the bottom of your draw deck due to this event, you may still play that artifact if you later draw it back into your hand. You must be able to verify that the copy you draw is the same copy that you placed under your deck.
Playing this event on a unique personnel does not allow you to bring another copy of that personnel (or any other instance of the same persona) into play at the same time. The presence or absence of an icon does not affect the underlying persona.
Two cards are of matching affiliation if their affiliation icons are the same. For example, if you have a Romulan/Cardassian treaty in play, your Cardassians match your Nor, but your Romulan and Non-Aligned cards do not (they are, however, compatible). If a site refers to a matching personnel, it means matching the affiliation of that facility. See loses affiliation.
When a Nor or ship is commandeered and its affiliation changes to match one of the commandeering personnel, treat it as though the new affiliation icon were printed on the card. For example, if you commandeer your opponent's Cardassian Terok Nor with a Romulan Away Team, it now conceptually has a Romulan icon; your Romulan cards now match the station's affiliation, while your opponent's Cardassian cards do not.
A personnel matches a mission's affiliation if they haves one of the affiliation icons printed on the card (or added conceptually by a card such as Bribery or Arandis). A personnel matches a homeworld's affiliation if they are of the affiliation that belongs to that homeworld. For example, Cloaked Mission (Romulus) is the Romulan homeworld, but has a affiliation icon. Gowron matches the mission's affiliation (icon), while Tomalak matches the homeworld's affiliation.
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. (Also, a few personnel, such as Rinnak Pire and Regent Worf, have special game text that allows them to act as, or assign another personnel as, a matching commander.) The term "facility commander" refers to a facility's matching commander.
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. See named in lore.
A statement that a ship "transported" or was "used by" a personnel does not qualify that personnel as a matching commander. Kivas Fajo is not a matching commander for Zibalian Transport, but he is matching commander of Jovis.
Unless otherwise specified (e.g., Cha'Joh), a ship can only gain benefits from one matching commander at a time. To gain matching commander benefits, the matching commander must not be disabled, in stasis, or under "house arrest".
A few ambiguous cases require clarification: Dathon is a matching commander for Tama. Dukat is a facility commander of Terok Nor . The Intendant is a facility commander for Mirror Terok Nor, but not Terok Nor in the Alpha Quadrant.
You choose which personnel to use to meet mission and dilemma requirements. Any "excess" personnel are not required to apply their skills, etc. toward meeting the requirements. Thus, a personnel with Picard's Artificial Heart will not die when facing a dilemma with a STRENGTH requirement if you can satisfy the requirement with other personnel in the Away Team.
This event implements a special play environment when playing Starter Deck II vs. Starter Deck II. You and your opponent must each seed the card and may not nullify it. This allows each player's cards of different affiliations to mix without having to use one or more Treaty cards. It may also be used in the normal play environment for either function, but your opponent is not required to use it and either player is free to nullify it. See Away Team and crew, become, Stop First Contact , multi-affiliation cards.
This personnel automatically wins a Royale Casino side game for you if he is in your Away Team attempting the mission (not if he is in your hand).
This personnel cannot download an artifact used as equipment.
This personnel may not be reported normally, by downloading, by Devidian Door, etc. She may only be brought into play by seeding like a dilemma under Malcor III (the mission First Contact). Unlike a personnel seeded like an artifact, she enters play immediately when encountered by an Away Team during a mission or scouting attempt, even though the mission is not solved, joining the Away Team, forming a separate Away Team, or being captured as appropriate (see personnel - seeded).
When this hidden agenda event is activated in response to the play of one of the target cards, the target card immediately takes effect for all players. For example, if Kivas Fajo - Collector is played and Mirror Image is activated in response, each player must choose someone to draw 3 cards. If they both choose the same player, that player must draw 6 cards. Revealing this event is not a valid response to your opponent encountering Thought Fire. See actions - step 2: responses.
This event is a successful probe for an or icon, even though the icons appear reversed.
Missions in the Mirror Quadrant have the Mirror Quadrant icon in their point box. (These missions are sometimes also identified in their lore as belonging to the mirror universe.)
The mirror universe is represented by the Mirror Quadrant. (The normal universe is represented by the Alpha, Gamma, and Delta Quadrants.) In general, the Mirror Quadrant functions exactly like other quadrants (for example, to report a card to a facility or its site, both the card and the facility must be native to the quadrant; cards that allow travel between "normal" quadrants also allow travel to and from the Mirror Quadrant).
cards are often written from the perspective of the mirror universe. When a card refers to a planet by name, it means the Mirror Quadrant version of that planet. All other named references to planets (in lore or gametext) mean the normal-universe versions of that planet (unless otherwise specified). For example, The City of B'Hala may seed only at the Alpha Quadrant version of Bajor (Alter Records); Mirror Terok Nor, which has the icon, may seed only at the version of Bajor (Disrupt Alliance).
However, when game text refers to cards matching the affiliation of a homeworld (or vice versa), it applies only to cards that also match the universe of the homeworld. For example, HQ: War Room on the mirror universe Bajor will enhance the attributes of your Bajorans, but not your Alpha Quadrant Bajorans (regardless of which quadrant the personnel are located in); Homefront on mirror-universe Bajor will allow you to download only SECURITY personnel; downloading cards with Defend Homeworld depends on your card being attacked at mirror-universe Bajor; and Assimilate Homeworld requires a counterpart matching the homeworld's universe and affiliation.
Also, if an Assimilate Homeworld objective is completed on Bajor in the mirror universe, mirror-universe Bajorans may not report to any outpost for the rest of the game, but normal universe Bajorans are not affected and may still report to outposts in the normal universe.
Some cards refer to "opposite quadrant;" the Alpha Quadrant is the opposite of the Mirror Quadrant, and vice versa. See corresponding.
If you seed, under one mission:
- more than one copy of the same dilemma (or card seeded like a dilemma): the first has its normal effect, the second is a mis-seed.
- more than one artifact (whether duplicates or not): all your artifacts there are mis-seeds.
- more than one copy of a card seeded like an artifact (such as personnel at Rescue Prisoners): all copies are mis-seeds. (Personnel may not be seeded in duplicate, even if they have a universal icon.)
If you and your opponent each seed an artifact, or a copy of the same card, under one mission, each has its normal effect (unless it is not duplicatable; see unique and universal).
When a mis-seed is revealed during a mission, scouting, or commandeering attempt, it is placed out-of-play. Mis-seeds are not encountered; for example, a mis-seeded dilemma may not be replaced with Q: A Dazzling Flash using Beware of Q.
If you reveal your own mis-seeded card under any mission, you may not solve that mission (or complete any objective targeting it) for the rest of the game. (If you reveal your own mis-seeded card under Empok Nor , you may not commandeer that Empok Nor while it is uncontrolled.) Revealing your opponent's mis-seeds, or your opponent revealing your mis-seeds, does not affect your ability to solve a mission or commandeer Empok Nor.
Mis-seeds include (but are not limited to) any cards which may not be seeded beneath a mission (such as Event cards), which were placed under a mission as a bluff, multiple copies of the same card seeded under one mission by a single player, multiple artifacts seeded under one mission by a single player, space dilemmas revealed from beneath planet missions (and vice versa), and personnel with no game text allowing them to seed (such as Mirasta Yale under a mission other than First Contact).
If cards you seeded legally become mis-seeds later in the game, they will not affect your ability to complete a mission. For example, using a Pla-Net to discard a Cryosatellite will not make any personnel seeded with the artifact prevent you from completing the mission (but you may not earn the personnel).
A card type representing a location in space, in the present time of the Star Trek universe, where missions and objectives can be accomplished and battles may take place. There are three kinds of missions: space , planet , and dual-icon missions .
During the mission seed phase, missions are laid out in one or more spacelines representing different quadrants of the galaxy. A mission's quadrant may be determined from its point box (if any). Gamma, Delta, and Mirror Quadrant missions have a ?\", ?\", or M symbol in their point boxes. Missions with no symbol (or no point box) are Alpha Quadrant missions. All missions may be seeded only on the appropriate spaceline. Missions may only be seeded, not played (unless expressly allowed by rule; see Q's Planet ; Persistence of Memory ).
Missions (and other spaceline locations) may not be moved between quadrants by cards that relocate locations.
A mission's lore may indicate that it belongs to a specific region of space (locations in the same region must be seeded adjacent to each other).
You may seed multiple copies of missions with the universal ? icon, but only one copy or version of a unique mission persona (without the icon); if a unique mission is a copy or version of one your opponent has seeded, stack your mission card on top of their's to form a single location.
Mission cards are designed with relevant information facing both players. A summary of the mission faces your opponent; complete information faces you. Sometimes the information facing your opponent is intentionally different from the information facing you. Unless otherwise specified by a card, each player is affected by the following only on the end of the mission facing them (and only on their copy, if both players seeded a copy or version of the mission): mission requirements, special instructions (italic game text), affiliation icons (or other indication of who may attempt a mission), point box, and span. Thus, Construct Depot may not be attempted or scouted by the opponent, because the opponent's end has no affiliation icons or text enabling an attempt, and no point box. Any information not normally included in the opponent's mission summary, including quadrant icons, and icons, and the mission name and lore (including regions) apply to both players. Icons (or game text) at each end of the Mission card indicate which affiliation(s) or other groups can attempt the mission. Game text also lists the requirements (skills, attributes, and other features) you must meet to complete (solve) the mission. (If there are no such icons or game text, or no requirements, that mission cannot be attempted.)
Game text in italic type on a mission card represents special instructions for use of the mission (not requirements for solving the mission). Unless the text specifies when it takes effect (e.g., "when mission solved"), it is always in effect. For example, no ship-to-ship beaming is allowed at any time at Quash Conspiracy, before or after the mission is solved. All special mission text applies even when the mission is attempted and solved with alternate requirements (e.g., Subjugate Planet). See Reunion , mission attempt.
You may not reduce a mission's point value to less than zero (e.g., with The Sheliak and Hero of the Empire). A mission without a point box has no point value (it is undefined) and thus is not affected by cards that change mission point values.
Converting to Space
When a card allows you to convert a planet mission to a space mission, the following things happen:
- The icon is replaced with a icon (or, if a dual-icon mission, the icon is removed.)
- If you completed (or placed a objective on) the mission, then you have completed (or placed a objective on) a space mission.
- All cards on the planet are destroyed.
- Any card which has been played or placed on the planet is destroyed if its conditions for being played or placed there include any of:
- on a planet
- on a planet mission
- on a planet location
- on that planet by name (for example, Hotel Royale which "plays on Theta VIII.")
This works like the Vulcan Tricorder .
See dilemma resolution.
This event "stops" personnel after any mission attempt, whether successful or not. For example, if your Away Team resolves all dilemmas but cannot complete the mission, that mission attempt ends (unsuccessfully), and the Away Team is "stopped" if this event is in play. Additional personnel brought to the mission may complete the mission (and then will also be "stopped"), but the "stopped" personnel from the previous attempt may not assist them.
If no personnel remain after this stop, reseed the revealed card beneath the mission to be encountered again. See dilemma resolution: targets.
Personnel are "stopped" normally (until start of next turn), not for the duration of the countdown, even if the dilemma itself is subsequently nullified.
(The following rules apply to standard constructed-deck play. Some special rules, described in the Warp Speed rules supplement, apply to Warp Speed sealed deck format play.)
Each of these double-sided Mission cards has a built-in wormhole or outpost. (See card type.) They seed normally, and you may choose which side to have face-up initially. However, when you are using one or more double-sided missions, you must notify your opponent, and after you shuffle your mission stack they are allowed to see whether a double-sided card is on top and choose whether or not to cut the stack. See Borg - Cooperation.
Cards that specifically work with the original mission work with the corresponding Mission II; for example, Timicin scores 10 points if he helps solve either Test Mission or Test Mission II. ("Typhon Expanse" and "Beta Stromgren" are corrections of misspellings on the original missions, and are the same locations as "Typhone Expanse" and "Beta Stromgen."
Mission II outposts do not prevent you from seeding other outposts of the same affiliation. For example, you could seed one Secret Salvage II, one Explore Black Cluster II, and one Klingon Outpost card. However, you may not establish a regular outpost at a location where you have a faceup built-in outpost or vice-versa.
Cards that work with regular outposts, such as Spacedoor, work normally with built-in Mission II outposts. If the outpost is destroyed, any cards in play on the outpost are discarded when the mission is flipped over.
If a built-in outpost must be placed out-of-play (e.g., a Federation outpost when the Borg disrupt the timeline), the mission should be flipped to the back side, placing the outpost conceptually out-of-play (it may not be rebuilt for the remainder of the game).
To show that a ship is docked or that personnel are aboard a built-in outpost, place those cards so that the mission partially overlaps both the seed cards and your cards aboard or docked at the outpost.
You may move in either direction between your [Wmh] mission and a non-[Wmh] mission where you play a Wormhole interrupt. You may not move between your opponent's [Wmh] mission and a non-[Wmh] mission. If your opponent nullifies your Wormhole interrupt, your ship does not move through the wormhole and you do not flip the [Wmh] mission.
If you move between two of your own [Wmh] missions, flip only one of them (your choice). If you move between your [Wmh] mission and your opponent's [Wmh] mission, flip only your own mission.
mission requirements - alternate
See mission attempt.
missions - persona
Some missions represent the same location in the Star Trek universe. Two missions are instances of the same persona if they are duplicates (copies); or if they are in the same quadrant AND have the exact same location text, the bold text in lore. Some examples:
- Deliver Ancient Artifact and Observe Ritual, which both have the location text: "Vulcan", represent the Vulcan persona.
- Catalog Phenomena, which has the location text: "Nekrit Expanse Region • Plasma storm", and Study Plasma Storm, which has the location text: "Plasma storm", do not represent the same location. One has a region in the location text and one does not, and thus they do not represent the same persona.
- Alter Records and Disrupt Alliance each have the location text: "Bajor Region • Bajor." However, Alter Records is in the Alpha Quadrant, while Disrupt Alliance is in the Mirror Quadrant. Therefore they do not represent the same persona.
You may not seed, nor include in your seed deck, more than once instance of the same mission persona, unless that mission is universal.
This term is interchangeable with mix and cooperate. When a card allows cards of different affiliations to mix, those cards are compatible.
This Equipment card may be placed on a deactivated (disabled) holographic personnel. It is still being "worn" even if the hologram is deactivated. "While worn, does not count as an Equipment card" means it cannot be targeted as an Equipment card (e.g., it is immune to Disruptor Overload, Common Thief, stealing, etc.).
A hologram cannot "put on" a Mobile Holo-Emitter while reporting, but must first report to a place where it can exist, then put on the Mobile Holo-Emitter. You may not voluntarily remove a Mobile Holo-Emitter from a personnel if this would cause them to stop existing.
When more than one effect modifies a numeric feature on a card (such as an attribute, requirement, or point box), first apply any effects that set a specific value, then apply any effects that add or subtract from the value, then finally apply any effects that multiply the value (by doubling, tripling, or halving it).
For example, if your U.S.S. Enterprise (9 RANGE) is benefiting from Space Boomer (RANGE +3) and Transwarp Conduit (RANGE doubled), but also has rotation damage (RANGE set to 5), its range is first set by the damage (RANGE 5), added to by Space Boomer (RANGE 5+3=8), then doubled by Transwarp Conduit (RANGE 8x2 = 16). See attribute modifiers, printed number, skills - modifying. (For doubled dilemmas, see dilemma resolution.
You are directly responsible for destroying this artifact if your non-dilemma card destroys it.
"Once Phoenix has taken off or Vulcan Lander has landed here, nullifies Stop First Contact" means that all Stop First Contact objectives are nullified for the rest of the game (similar to the once in play rule).
If you participate in any battle at any time during the game (before or after you score points with Mordock), you lose any bonus points already scored with this personnel's skill, and you may not score any further points from his skill. You have participated in a battle if you attack or are attacked by your opponent or another force (such as Rogue Borg or the Borg Ship dilemma), whether you return fire or not. If Mordock is killed, captured, loses his skill, etc., you keep the bonus points scored as long as you do not battle (but the points are still lost if you battle after he is killed).
most cunning, strongest, highest total attributes, etc.
There are two kinds of movement:
- Normal movement - often indicated by the word "move." This is the default type of movement provided when a card does not specify otherwise. "Stopped" cards cannot perform normal movement.
- Normal ship movement describes all these actions: using RANGE, landing, taking off, launching, loading, docking, undocking, ship-based time travel (Orb of Time, first function of Temporal Vortex), and the use of cards such as Transwarp Network Gateways and Bajoran Wormhole . Normal movement requires full ship staffing.
- Normal personnel movement includes beaming, walking between sites, boarding and disembarking from a docked, landed, or carried ship, entering and exiting from a planet facility, and time travel.
- Relocation - identified by the word "relocate" (Mysterious Orb, second function of Temporal Vortex) or by a euphemism such as "hurl" (Gomtuu), "transport" (Maman Picard), or "must follow" (Temporal Wake). Relocation does not require full ship staffing, and "stopped" cards may be relocated.
You may move a card any number of times during your turn.
Whenever a card or rule allows or requires your personnel to move (for example, Security Office, Emergency Transporter Armbands, walking between sites), they may carry Equipment cards with them. You may not transfer any card into space unless a card specifically allows you to do so (for example, Airlock, Anti-Matter Pod). When a card or rule affects (for example, Establish Tractor Lock) or checks (for example, Magnetic North) for movement using the word "move," it affects or checks all forms of movement.
A staffed ship can move along your side of the spaceline from one location to another. To determine how much RANGE a move uses, add up the span of the destination and each location the ship "warps past" along the way, not counting the starting location. There is no limit on the number of times a ship may move on a turn, but a ship can no longer move if it uses all its RANGE for the turn. 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 ("warping past" mission B), and 6 RANGE to return from C to A. It would need at least 13 RANGE to make both moves in a single turn.
A ship flying by a location cannot affect, and is not affected by, cards at that location (unless the card says it affects ships passing by), even if an action suspends play at the moment the ship is passing the location. For example, if play is suspended when a ship is passing the ❖Nebula mission and the opponent scores points while play is suspended, that ship does not face a dilemma.
You may move any number of ships on your turn, but they must move one at a time (not as a "fleet"). See movement between quadrants.
movement between quadrants
Any game text which allows or requires a card to move directly from one location to another may potentially relocate or allow that card to move to a different quadrant. Examples of cards that can work across quadrants include Bajoran Wormhole , Mysterious Orb, Iconian Gateway, Transwarp Network Gateway, Go Back Whence Thou Camest, Where's Guinan?, and Wormhole.
However, if game text uses the word spaceline or a reference to distance (e.g., nearest or farthest location, or a span) in this context, the movement is restricted to the current spaceline. In other words, "to any other spaceline location" means "to any other location on this spaceline," "farthest planet" means "farthest planet on this spaceline," etc. Examples of cards that are limited in this way include The Traveler, Where No One Has Gone Before, Magic Carpet Ride OCD, Dr. Q, Medicine Entity, Gomtuu, and Love Interest dilemmas. See Hippocratic Oath .
movement between time location and spaceline
See time travel.
The text of this card overrides the general rule that corresponding locations must be in the same quadrant. This equipment may be beamed along with the personnel it is affecting, or left behind. See corresponding, mirror universe.
Nine of Seventeen (Multiplexor Drone)
This personnel's skill allows its ship to fire WEAPONS against multiple targets during a battle, if a current objective or other card (e.g., Gowron of Borg) allows targeting of multiple ships, or if returning fire or counter-attacking. For example, if your opponent attacked any of your forces on the previous turn, and they have two ships and an outpost at the location of that attack, your Borg Cube with a Multiplexor Drone and two other Borg aboard may attack both ships and the outpost with 24 WEAPONS against each of the three targets.
You cannot use your Multiplexor Drone's special skill during a battle initiated using your Eliminate Starship, because that objective does not allow firing WEAPONS against multiple targets. See Rulebook 7.4.3: Ship Battle: Multitargeting.
must do nothing but
See actions - required.
This interrupt is discarded after you shuffle the top two cards of your discard pile into your draw deck or discard a card to draw two. See actions - step 3: results.
named in lore
A personnel or ship card is named in the lore of another card if the lore refers to that personnel or ship by name. The named card's title must exactly match the full name given by the lore, including any capitalized modifiers such as ranks, titles, or descriptors. For example, I.K.C. K'elric names Captain Kang in lore, but does not name Kang in lore; Ezri names Mr. Brunt in lore, but not Brunt; Gorta's lore names Duras, but not Sisters of Duras.
A planet is named in the lore of another card if the lore refers to the location text of that planet mission (see mirror universe).
The capitalization of articles ("a", "the") may be disregarded. (Both Bareil and 0413-Theta name The Intendant in lore.) Standard word form variations, such as declined or possessive nouns, do not "break" a match. (Jadzia Dax is named in Els Renora's lore, despite the apostrophe + s after "Dax.")
Context matters for determining whether the lore is actually naming the subject. Incidental uses of a word, like "One" in Kovat's lore, do not count. For example, Telle mentions "data" in lore, but does not name Data; Kor's lore does name Kahless (who owns the "Sword of Kahless"); and Zegov's lore names both Sisters of Duras and Duras.
A card's lore may refer to its own subject by a different name, which may be the name of a different personnel or ship card. Though this does serve as a reference to the other card (if it exists), according to the above rules, it may also be used to identify the card's subject for other purposes (like establishing a personnel as matching commander of a ship that is named in lore). For example, the lore of Jean-Luc Picard (Premiere) begins "Captain Jean-Luc Picard of the U.S.S. Enterprise." This sentence would serve as a reference to a personnel card named "Captain Jean-Luc Picard", if one existed, but it also identifies the card's subject, Jean-Luc Picard (Premiere), as a matching commander of U.S.S. Enterprise. Use context to determine when a card is referring to its own subject.
native to this timeline
See time location.
This objective's probe result applies to each Badlands Region where there is a ship. Thus, for example, a facility in the mirror Badlands Region is not affected by a flare-up or maelstrom unless there is a ship there. A cloaked ship (but not a phased ship) in the Badlands triggers probing for, and may be damaged or destroyed by, this objective. See Rulebook 7.6: Cloak.
nearest planet, etc.
A location is a nebula if it has the word "nebula" in its card title or lore. See characteristics.
This mission may seed only in the Alpha Quadrant and is not attemptable (it has no mission requirements). See actions - step 1: initiation.
Dilemmas may be seeded under this mission.
If you have an undocked, uncloaked, unphased ship at the location with any crew aboard (not disabled, in stasis, or under house arrest) when your opponent scores points, that ship and crew must face the next dilemma under the mission. If you have more than one ship at the location, you choose which ship will face the dilemma. Docked ships, empty ships, and ships moving past the mission (even if points are scored while play is suspended) are not affected. This is not a mission attempt, does not require "unstopped" personnel, full staffing, or a personnel matching the ship's affiliation, and does not allow acquisition of artifacts seeded under the mission. See movement.
The Needs of the Many
A Tactic card just placed as a damage marker "would destroy your ship" if that marker will reduce the HULL integrity to 0 or less. A dilemma "would destroy your ship" if your opponent is not using a Battle Bridge side deck and the dilemma damages an already-damaged ship a second time (or a dilemma is destroying it in battle); or if its direct effect is to destroy the ship rather than damage it (e.g., Cosmic String Fragment).
Nemesis icons identify a relationship between personnel and/or ships that lead to the destruction of one of the pair. Two cards that have a nemesis relationship will have icons of the same color but pointing in different directions.
If two or more personnel or ships with opposing nemesis icons are present with each other at the end of a player's turn, that player must choose one of them to be immediately killed (personnel) or destroyed (ships), regardless of ownership. (If a nemesis ship is cloaked or phased, it is not affected by - and cannot affect - an external nemesis.) 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.)
This doorway destroys all ships present when it is placed on the far end of the spaceline; when it moves to a new location at the end of every turn; and whenever a ship moves to or appears at its location. See far end of spaceline.
A player may relocate their personnel from under The Nexus either while it is on the spaceline or after it is placed on table.
If The Nexus is returned to the spaceline, or is played without being encountered during a mission attempt, its end-of-turn movement is towards the far end of the spaceline.
This incident is not nullified if the number of cards in hand is momentarily reduced below the number of stored cards during the resolution of a card such as Masaka Transformations.
Indicates an undefined attribute, as in "NO INTEGRITY."
This incident does not force you to initiate battle. If your personnel are involved in a battle while it is in play, mortally wounding or stunning is not optional. If you use this incident to place a dual-personnel card in your point area, you score points only for the INTEGRITY of each individual on the card who has Honor x2. For example, if Sons of Mogh are killed in battle, you score points only for Worf. See in play.
An affiliation. Non-Aligned (and Neutral) cards are compatible with (may mix and work with) cards of any affiliation (except Borg). Thus, personnel and ships of all affiliations may report for duty at Non-Aligned or Neutral outposts, but incompatible personnel or ships may not mix aboard or dock at the outpost at the same time. Non-Aligned and Neutral cards may initiate battle against any affiliation, including their own. In all other respects, the Non-Aligned and Neutral affiliations work exactly like other affiliations.
All Non-Aligned personnel of Cardassian or Ferengi species remain Non-Aligned by affiliation.
Generic term for a Cardassian-origin mining station, a type of facility.
Nor, control of
normal card play
See card play.
See actions - required.
See unique and universal.
See combo dilemma.
To nullify a card is to cancel and discard it. If a card is nullified before it resolves, the nullified card has no results. "Destroy" on a card means the same as "nullify" (except in the context of physical destruction such as battle, Black Hole, or Supernova). See actions - step 2: responses.
"May be nullified by..." - A card containing this phrase may be nullified by the card listed, as well as any other applicable nullifying cards. For example, Frigid is a Q-icon event which "may be nullified by Fire Sculptor." It may also be nullified by Kevin Uxbridge or by Miss Q.
"May be nullified only by..." - A card containing this phrase cannot be nullified by any cards other than the one listed. For example, interrupts may normally be nullified by Amanda Rogers. However, the Q-icon interrupt, Gift of the Tormentor, "may be nullified only by Countermanda," so it is immune to Amanda Rogers (and Miss Q).
"May not be nullified." - A card containing this phrase may not be nullified by any card (unless another card specifically states that it nullifies that card by name). For example, Hide and Seek, when used as a Q-icon event, "may not be nullified." It cannot be nullified by Kevin Uxbridge, Mercy Kill, Miss Q, or any other card that may normally nullify events or Q-icon cards.
You may use this incident to download Masaka Transformations only during your own turn. It does not allow you to convert card draws to downloads; it limits the number of card draws you may convert to downloads using another card with such a function, such as the Borg Queen.
A card type representing an assignment or task to perform, which may score points or provide other benefits. It may play on the table, or play on and affect another card.
Playing an Objective card uses your normal card play.
Objectives remain in play until nullified, discarded, or relocated according to their gametext. Once an objective is completed or resolved and is relocated somewhere to mark this (e.g., Establish Gateway, Hero of the Empire), it may no longer be nullified. Points for an objective with a point box are scored when the objective is successfully completed. Performing other listed results of the objective are additional results and have no effect on scoring the points.
A Borg player is limited to one Borg Use Only current objective at a time. Any player may have any number of non- objectives in play at a time.
When you destroy a Self-Controlling card, Obsession scores based on the 's printed RANGE + WEAPONS. (The scoring happens when the reaches the point area, when attribute modifiers no longer apply.)
See use (skills).
Your ship is occupied if you have any crew aboard. See empty ship.
This event may play only on your outpost, even if downloaded with Harness Particle 010.
A card that "seeds on table" or "plays on table" is placed in a special area on the table away from the spaceline. Cards on the spaceline are not considered to be "on table."
once each (every) turn
See once per turn.
once in play
When a card has an effect "once in play," that effect continues for the rest of the game, even after the card is no longer in play (unless another card specifically cancels the effect). For example, Mortal Q's special skill says, "Once in play, your Q-Continuum is inactive." Even if Mortal Q is killed, your Q-Continuum remains inactive for the rest of the game. However, if you nullify (discard) your Mortal Q with Immortal Again, your Q-Continuum is reactivated, as stated on Immortal Again. See rest of game.
once per game
When a card has an effect that may be used "once per game" (including special downloads), 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 Reflection Therapy only once per game with Suna's skill, even if you play multiple copies of Suna. 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 destroy seed cards once per game for Ajur and once per game for Boratus.
"Twice per game" and "thrice per game" work similarly - you may use such an effect only two or three times per game, regardless of how many copies of the card you have in play.
once per turn
A card whose effect is limited to use "once per turn," "once each turn," or "once every turn" can be used only once during a turn regardless of the number of copies of that card you have in play, except for cards with a universal ❖ icon and cumulative cards. Each copy of a ❖ or cumulative card may use a "once per turn" effect once during a turn.
This personnel shares skills from other Borg present (but they do not share his skills). See skill-sharing.
He has built-in transporters, as stated in his lore, and needs no ship or facility transporters to beam. Like all personnel, he may carry equipment when beaming.
This artifact is played as a response to saying "Devidian Door," allowing three Personnel and/or Equipment cards to be reported to the same destination.
The affiliation of a personnel or ship downloaded to any site using this site's text must match the affiliation of the Nor. A treaty makes cards compatible but not matching affiliation. You are not required to have a personnel in Ops in order to download a card to any site. Only the destination site must be unopposed.
A "card which may play there" is one which is allowed to play there by the text of the destination site (e.g., Security Office, "SECURITY-classification personnel and hand weapons may report here"), or by its own text (e.g., Weapons Locker "plays on ... Security Office"). If an additional card is required to allow the card to play there, it may not be downloaded (even if the additional card is present). For example, you may not download a non-SECURITY Bajoran to Security Office even if The Emissary is there; you may not download a Breen CRM114 to the Security Office even if a Breen or arms dealer is there.
You may seed any number of different Orb artifacts (no duplicates) under this mission, in place of the single artifact normally allowed at a mission.
On this artifact, "Insert it anywhere within your draw deck" refers to the top card of your draw deck that you just looked at, not the Orb itself.
See in orbit.
If you commandeer your opponent's DS9 with Klingons, it is under Klingon control. You may process ore (using the Process Ore objective) even if you have Bajorans aboard and a Klingon/Bajoran treaty in play, but only with a ENGINEER or SECURITY personnel at this site. See commandeering, facility - Control of facilities.
When directed to place a card out-of-play, place it in a pile separate from the discard pile. Discarded cards are not out-of-play (although they are not in play, either). When you place any card out-of-play (including unused seed cards), you must first show it to your opponent.
A kind of facility. Outposts are space facilities. If you have no outpost in play, no player may play a card requiring you to return a personnel or ship to your outpost, nor may you choose an effect on a card that would require an outpost.
outpost - built-in
See Mission II.
"If at your outpost" means if you encounter this dilemma at a location where you have an outpost, whether it is a planet or space mission. "Outpost" does not include other types of facilities. Personnel aboard the outpost are not affected by the dilemma.
outside the game
A card brought in from outside the game (e.g., Phoenix seeded under Montana Missile Complex or the contents of a First Contact expansion pack added by Add Distinctiveness) must be removed at the end of the game, and your deck restored to its original condition.
a dilemma is overcome once its conditions are met. A dilemma that is discarded by some other means (such as being discarded after a condition is failed) is not considered overcome. A dilemma without conditions is not considered overcome.
overlays - Borg
The owner of a card is the player who originally stocked that card in their game deck (or brought it into play from outside the game). Even if you lose control of a card you own, you remain its owner and therefore still have it in play. All cards temporarily controlled by the opponent (for example, captured, commandeered, assimilated, stolen) are returned to their owner at the end of the game.
See Lansor .
See discard pile.
This interrupt has multiple functions. During initiation of the card play, you must declare which function of the interrupt you are using and meet any conditions for using that function. If you do not meet the conditions for that function, it is an invalid card play and the card returns to your hand. See actions - step 1: initiation.
The condition for using the first function of the card is that "that [the previous game action] was cool." This means that you say it was cool, and your opponent does not disagree with you. (He does not have to actively agree.)
The condition for using the second function of the card is that "you just argued" over the coolness of the last game action. This means that you said it was cool, and your opponent disagreed. No other "arguments" count for this card.
Here's how to play Parallax Arguers (PA) for the first two functions:
- Just after a game action is completed, say "That was cool," and attempt to play PA. If your opponent does not disagree, carry out the results of the first function: place the PA in your bonus point area, with X=5. If your opponent disagrees, return the PA to your hand; it was an invalid card play (the condition was not met).
- You now meet the conditions for the second function. If you want to use that function, say, "We just argued," and play the PA. Carry out the results of the second function: play an Event card from your hand, and place the PA in your bonus point area with X=0. If you do not want to use this function, you don't have to.
- Here's how the third function (nullifying another PA) works:
- I play a PA (for coolness). X=5, but...
- You respond by playing a PA to nullify my PA. Mine is discarded; for yours, X=10, but...
- I respond by playing another PA to nullify yours. Yours is now discarded; for mine, X=15.
In other words, if we play a chain of PAs, each one nullifies the previous one, and the last player to play a PA scores a total of 5 points for each PA in the chain. All PAs except the last, unnullified one are discarded. The last one goes in its owner's bonus point area. Unless nullified, this interrupt is placed in your bonus point area regardless of its use, even if its point value is 0. (X=5, 0, or "opponent's Arguers points + 5.") Thus, it may not be retrieved and reused after using it to play an event.
When affected by Let Me Help, the STRENGTH-2 on Parallel Romance becomes STRENGTH-3 (not STRENGTH-1).
particle scattering device
To "pass" or "fly by" a location (e.g., for Cargo Bay, Subspace Warp Rift, or Hail), your ship must move to it from one location and away from it to a different one, all using span numbers. The ship is not considered to pass a mission if it moves away from it back in the direction it came from (e.g., picking up someone stranded at the end of the spaceline), or if it moves to or from the mission without using span numbers (e.g., Wormhole).
There are "no opposing ships in Neutral Zone" if your opponent has no opposing ships (including landed and docked ships) at any location that is part of the Neutral Zone (see regions of space). See unopposed, Rulebook 7.6: Cloak.
This personnel may nullify one Echo Papa 607 Killer Drone per turn.
This Q-icon event is not a capturing-related card.
Horga'hn - Artifact allows opponent to take double turns from now on. (Not cumulative.)
Thought Maker - Look at your draw deck for ten seconds and rearrange as desired.
Mona Lisa - If destroyed, the opponent of the player directly causing the destruction (if any) loses points. (Not duplicatable.)
Static Warp Bubble - You must discard one card before ending each turn. (Not cumulative.)
Kivas Fajo - Collector - Opponent chooses any player to immediately draw three new cards from the top of their draw deck. Discard event after use.
Devidian Door - While in play, allows you to send a card "to the future." Once each turn, you may say "Devidian Door" and take (from anywhere in play) one of your Personnel or Equipment cards to your hand. On your next turn (or at game end, if sooner), you must show opponent a Devidian Door from your hand and place it out-of-play, or you lose the game. (Note that you play Persistence of Memory on a copy of Devidian Door played on the table, not a copy that is shown from hand.)
Black Hole - Remains a location with span of 1. Every four full turns, inserts one new ❖Space location from outside the game (regardless of out-of-play restrictions). Alternates, first inserting one on your left, then on your right, and so on. (Not duplicatable.)
Supernova - Remove from mission (discard event). Everything previously destroyed there remains destroyed except Mission card (which is restored and may be attempted unless already solved).
Anti-Time Anomaly - Regenerates literally ALL personnel from discard piles (both players' cards) at the end of your third full turn, unless anti-time anomaly destroyed first. Players take turns placing their personnel anywhere personnel can normally exist in play (regardless of uniqueness and reporting restrictions).
A card type representing a character from the Star Trek universe. Personnel have eight different classifications and three attributes: INTEGRITY, CUNNING, and STRENGTH. These classifications and attributes, along with skills listed on the cards (e.g., Navigation or Stellar Cartography), are used to overcome dilemmas and complete missions. Personnel also may have icons indicating such features as ship staffing ability, origination in an alternate universe or timeline, Orb experience, or membership in the Maquis. (Borg have no classifications, and have special subcommand icons.)
personnel - seeded
Some game text allows you to seed Personnel cards under a mission (e.g., Cryosatellite, Rescue Prisoners, Tora Ziyal, Q-Type Android). Such cards are seeded face-down, like artifacts, and are earned when the mission is solved or a objective targeting the mission is completed (if a card gives them permission to acquire artifacts). (Mirasta Yale is an exception; she seeds like a dilemma and is earned when encountered.) Seeded personnel that you own join your crew or Away Team, if compatible; otherwise they are placed under house arrest (on a ship) or form a separate Away Team (on a planet). Seeded personnel owned by your opponent become your captives. See capturing, misseeds.
The eight personnel types (OFFICER, ENGINEER, MEDICAL, etc.; see Appendix A) appear as classifications; some also appear as skills. If a card requires a personnel type without specifying either a classification or a skill, either will satisfy the requirement.
If you split the Away Team encountering this dilemma into two groups of equal size, designate one the "larger" group. If there is only one personnel in the Away Team, your two "groups" contain one and zero personnel. The smaller Away Team must continue the mission attempt (if possible).
Like phased ships, phased personnel are both invisible and untouchable. They are not affected by external phenomena (e.g., The Sheliak), and may not affect non-phased cards (e.g., engage in battle with non-phased cards, attempt or scout missions), but remain vulnerable to global effects caused by changes in the timeline (e.g., Anti-Time Anomaly, Stop First Contact). See Rulebook 7.6: Cloak, Thine Own Self .
Phased personnel are initially unaffected by a Supernova, but will be killed upon exposure to space.
See Rulebook 7.6: Cloak.
This special equipment allows a ship and its crew to go "out of phase" with the universe. The ship is both invisible and untouchable, and thus can fly through planets and other navigational obstructions. While phased, the ship receives a RANGE enhancement as indicated on the card providing the phasing ability. See Rulebook 7.6: Cloak.
This ship must be undocked to be in orbit of a planet and worth bonus points. If reported in space, it is considered conceptually to have already taken off and so cannot take off again if landed. "NO WEAPONS" is an undefined attribute. Acquiring the Phoenix at Montana Missile Complex is a normal action.
This Q-icon artifact can be stocked only in your Q-Continuum side deck. When your opponent encounters it, immediately seed it under the mission where encountered. Whenever the mission is completed, you - the card's owner - always take it into your hand. (If scouting, it is taken into hand as soon as it is encountered.) See meeting requirements.
This personnel's special skill allows you to perform a persona replacement at any time, rather than only at the start of your turn. He may be replaced only by another true version of the Elim Garak persona. (The Garak and Security Chief Garak are not true versions of the Elim Garak persona.)
A planet facility is any headquarters or station which says that it seeds or plays on a planet (whether it names a specific planet or not). All other facilities, including all outposts, are space facilities. See landed ships, on planet, and surface.
You may move non-compatible personnel between two missions affected by this card. However, you must be able to "fly by" any intervening locations (including any Q-Nets) and may not stop voluntarily (even to avoid damage from a Subspace Warp Rift ), because stopping at a location without Planet of Galactic Peace would create a voluntary house arrest situation. If stopped involuntarily (e.g. by an opponent's Hail ), your incompatible personnel are placed under house arrest.
The personnel with Obsidian Order skill (or Tal Shiar skill, on the similar Plans of the Tal Shiar) must be at the mission location where you play your Espionage card for free. You do not need such a personnel in play to use the other functions of these objectives.
See card types.
playing an affiliation
You are "playing [affiliation or faction]" or are an "[affiliation or faction name] player" if you control or have controlled at least one card belonging to that affiliation or faction (or any Borg Use Only card, if Borg), or used a multi-affiliation card you have controlled in that affiliation mode at any time during the game, regardless of whether any such cards are still in play. Only cards which you own are considered when determining if you are playing an affiliation or faction. See faction.
The phrases "playing Borg", "Borg player", and "Cardassian player" refer to the affiliations, not the species. Thus, a player with non- Cardassians (like -mode Joret Dal) is not vulnerable to Tekeny Ghemor's special skill that targets "Cardassian players."
Remember that a player who stocks any or cards may not stock any cards from other affiliations. See Borg: Cooperation.
A point box on a card may contain a number (a point value) or a variable such as X or 10X. "A point box" is any point box regardless of its contents. "A point box with a number" is one with just a number and no variable.
When a card refers to a mission point box "showing" a value, it means the printed value in the point box ignoring variables and asterisks. (e.g. X is showing zero points, 30* is showing 30 points). Only ignore a variable if checking what the point box "shows." Calculate the full current value of the mission for other purposes (such as Establish Trade Route).
"Scoring points" refers to any change in a player's score, either gaining or losing points. A card with a negative point value reduces your score by those points, possibly resulting in a negative score. For example, if your score is 0 and you score a dilemma with a -10 point value, your score is -10. Points scored from Mission cards and Objective cards are non-bonus points. Positive or negative points from any other source are bonus points.
When points are transferred between players, the changes in score are treated independently. For example, if you nullify a point loss from Mandarin Bailiff with Bribery, your opponent still gains points. If you are playing Borg and cannot gain bonus points, your non-Borg opponent will still lose them.
If a card, such as Intermix Ratio or In the Zone , says that certain points "do not count toward winning," those points are not counted in your final score for the game (whether you win or lose), either for determining a winner and loser or for calculating differential. The points are not lost or cancelled, and still count for other purposes, such as passing Dead End.
See Blood Screening .
See Rulebook 7.6: Cloak.
You may play this interrupt on your ship if it is firing on a multi-affiliation ship that has an affiliation icon matching yours, even if the target is not currently in that mode.
Activating this objective is a valid response to the initiation of personnel battle, activating all its text. You may download a weapon or use SECURITY as a leader even if you do not split your Away Team. If you split your personnel, each assault team must have at least one personnel card in it; it may not consist solely of Equipment cards. If you initiated the battle, your assault team that you choose to participate in the battle must contain a leader (unless counterattacking).
Cards that increase each "printed number" on another card affect all forms of numbers. "1" becomes "2", "one" becomes "two", becomes , and "first" becomes "second". See Rascals .
See Ore Processing Unit .
One of Eleven (Procurement Drone)
See Seven of Nine .
When a card, such as Ready Room Door or Intruder Alert, downloads and protects another card from nullification, the card is placed to protect the downloaded card only after the opponent declines or fails to nullify that event. A hidden agenda card may not be protected until after it has been activated.
If you nullify this interrupt, the "Subspace Seaweed" dilemma is discarded also.
When you use this incident to play a card with a Hidden Agenda icon for free, you must show the card to your opponent to verify its status before playing it face down on the table. Activating this incident does not suspend play and is not a valid response to any action. You may activate it only between other actions. The incident must already be face up before you may suspend play to download another card. See icons in game text.
This Q-icon mission is not seeded at the beginning of the game, but comes into play later. (See Q-icon cards.) You may stock it either in your Q-Continuum side deck or in your Q's Tent. When your opponent encounters this card from your Q-Continuum, you immediately insert it anywhere in the Alpha Quadrant spaceline, regardless of where it is encountered and even if there are no missions yet on that spaceline.
Starting with your opponent, both players take turns placing seed cards under the mission (up to 3 each). You may not "pass" during the seeding until you have no cards left to seed. You may place seed cards only face down under the mission and all normal seeding and mis-seed rules apply.
If stocked in your Q's Tent, Q's Planet may be retrieved normally by playing a Q's Tent from hand (or by a card that allows it to be downloaded). You may insert it into the Alpha Quadrant spaceline as your normal card play (or play immediately if downloaded). Players then place seed cards as described above. While it may not be nullified by a counter-card (such as Miss Q), Q's Planet may be destroyed by a Supernova or Black Hole. Once destroyed, its game text requiring an additional 40 points to win is no longer in effect. See nullify.
Treat this mission like a unique mission in case of duplication. If you attempt to play a copy of Q's Planet when your opponent's copy is already on the spaceline, place your copy on top of the one already in play. It is treated by both players as "their" mission for all purposes, including Fair Play. See seed phases.
Like any unique mission, Q's Planet can be solved only once per game. If it is destroyed after being solved, any copy subsequently played by any player enters play already solved, and no cards may be seeded there.
This doorway requires you to choose a target card to take into your hand as part of initiating the card play. Announce the play of Q's Tent (without naming a target card), look through your Q's Tent side deck and choose a card, and show it to your opponent, who may then respond by nullifying the Q's Tent or revealing a Computer Crash. See actions - step 1: initiation.
After you play this doorway, you may not draw any cards for the remainder of the turn. See card draw.
Q's Tent side deck
This side deck allows you to stock up to 13 different cards (no duplicates) which you can access during play. You may stock any card in your Q's Tent side deck except a Q-icon card (unless allowed by the card), or a Tactic, Tribble, or Trouble card.
Cards that must normally be seeded (e.g., missions, dilemmas, and artifacts) can be placed in your Q's Tent, but you will not be able to use them unless a card allows it (Q's Planet, Hide and Seek, Starry Night, etc.). The side deck is activated during the doorway seed phase by a Q's Tent doorway placed face up on top of the side deck.
There are three ways to retrieve cards from Q's Tent:
Q-Continuum side deck
This side deck is made up of cards identified by the icon. You can have as many Q-icon cards in your side deck as you like, even duplicates. The side deck is activated during the doorway seed phase by a Q-Flash doorway seeded face up on top of the side deck.
Force your opponent to face the cards in your Q-Continuum with cards that cause "Q-Flashes," like Q: A Dazzling Flash, Beware of Q, and Q: Enter the Supernova. If you have no open Q-Continuum side deck when opponent's crew or Away Team "has a Q-Flash," the Q-Flash still occurs (nullifying Military Privilege), but no cards are drawn or played.
Cards identified by the special icon, representing actions of Q or one of the other Q entities, come into play only through a special Q-Continuum side deck, unless a card's text allows them to be used in another way (e.g., Q's Planet, Hide and Seek, Beware of Q). (If so, you do not need a Q-Continuum side deck, or any seeded Q-Flash doorways, to use these cards.)
Although labeled as interrupts, events, dilemmas, and other card types, they cannot normally be used the same way as other cards of those types. The objective card Beware of Q allows Q-icon dilemmas (but not other Q-icon card types) to seed as normal dilemmas. Q-icon cards can be nullified in the normal ways (dilemmas by Q2, events by Kevin Uxbridge, and interrupts by Amanda Rogers) unless otherwise specified. See nullify.
When your Personnel card is seeded by your opponent under Q's Planet with the second function of this Q-icon dilemma, it is no longer in play until earned when the mission is solved. See personnel - seeded.
If two copies of the same personnel are seeded there, the second one encountered will be a mis-seed and placed out-of-play (if revealed by your opponent, they cannot solve the mission).
If a Borg is altered by this dilemma, their biological distinctiveness or species becomes android and their STRENGTH is +4 (but they are still Borg). A holographic personnel who is altered by this dilemma remains "hologram species;" it is now a hologram of an android with increased STRENGTH. If a dual-personnel card containing an android and a non-android is selected for the first function, the species of both personnel are altered. The android becomes human and the non-android becomes an android.
See Q-related dilemma.
In Federation Standard, the title, lore, and game text of this interrupt would read:
SUCCESS! When threatened, fight. When in doubt, surprise them. Brute strength is not the most important asset in a fight. Real power is in the heart. A Klingon does not run away from his battles. If an opponent attacks you, during that battle your Klingons with Honor add INTEGRITY to STRENGTH. (Not cumulative.)
A cloaked or phased ship present does not keep you from passing this dilemma. See Rulebook 7.6: Cloak.
Each time this doorway is faced the QR code must be scanned to determine the requirements for that encounter. If this is not possible, a different method for generating a random number 1-6 (e.g. a standard die) should be used. 1: To get past, you must have SECURITY and 2 personnel 2: To get past, you must have an personnel and 2 SCIENCE 3: To get past, you must have SCIENCE and 2 Empathy 4: To get past, you must have Empathy and 2 Physics 5: To get past, you must have Physics and 2 Navigation 6: To get past, you must have Navigation and 2 SECURITY
Any ship of Romulan affiliation or origin at the mission location will trigger this dilemma (not just the ship attempting the mission). Only ships and personnel at the location when the dilemma is encountered (including personnel aboard a facility at the location) are placed in stasis; ships and personnel arriving later do not enter stasis. Any player may bring in a new ENGINEER or play Emergency Transporter Armbands to cure the dilemma and release all ships and personnel from stasis. See affiliation and ship origin.
"Full RANGE", which must be available in order to use this event, includes a ship's printed RANGE plus enhancements. The ship must have nothing reducing its RANGE and must have used no RANGE yet this turn.
This incident nullifies cards preventing you from playing a Q's Tent only when you are actually playing one. For example, it will not nullify a Revolving Door on your Q's Tent side deck when you are trying to download a card from there.
This mission's special text "No ship-to-ship beaming" does not restrict beaming to and from an outpost or a dilemma (Tarellian Plague Ship ).
See Borg Cube .
You may play up to three copies of this interrupt per game. Each copy is placed in your bonus point area (if successfully played) or in your discard pile (if nullified) after use. That is, one Quinn does not nullify three cards. See once per game.
When this dilemma is encountered and placed on the spaceline, the mission attempt ends immediately. (It does not affect Borg scouting.) The ship and crew (or Away Team, when encountered on a planet in the Female's Love Interest & Garbage Scow combo dilemma) are not "stopped," because the dilemma has no conditions.
When affected by Shades of Gray: Despair, Youth replaces the second-listed skill, and personnel who do not have a second skill are unaffected.
See Ketracel-White .
See skills - modifying.
When you move a facility with this event, any docked ships are carried along (this is not normal ship movement), while undocked ships are left behind.
For this incident, you have "processed ore to draw two cards" if you create two card draws during one turn using the Process Ore objective, even if you convert one or more of those draws to downloads or other actions.
There are no conditions for placing this incident on a ship or facility for the second function. The incident is "used" and returns to hand even if there are no androids, personnel, etc. aboard to affect.
You may download another matching commander to a ship that already has one aboard (though the ship may not benefit from more than one, such as with Captain's Log).
Once you achieve a successful probe for the first icon in this objective's probe list , and abduct the target, you ignore that probe icon in subsequent probes. Only the second outcome is relevant once the target has been abducted.
Both and personnel downloaded by this event must have Treachery. The negative points for this event are scored ("paid") at the location where you download the mercenaries. See Altonian Brain Teaser .
See attribute modifiers.
This objective can change a regular skill that was added by an Equipment card, Mot's Advice, etc.
The Regenerate card is discarded after the deck regeneration is complete.
When this personnel assigns a new matching commander to a ship, this supersedes the ship's previous matching commander, if it had one. (The assigned personnel must match the ship's affiliation.)
The assignment remains in effect until he reassigns it, even if Regent Worf is no longer aboard that ship or leaves play.
Matching commander assignments are for specific copies of a Personnel card and a Ship card; they do not extend to other copies of a universal ship or personnel.
Reginald Barclay (The Borg)
regions of space
A card is "related" to a given term if the card uses that term (or normal word form variations) in its title, lore, icon, or gametext. For example, Q Gets the Point (title), Helpless (lore), Risky Business (icon), and I Tried To Warn You(gametext/icon) are all "Q-related dilemmas" and can be targeted by Q2.
See does not work with.
This dilemma affects only the crew or Away Team that attempted the mission and encountered the dilemma. It will not affect other personnel who later join the Away Team, or other crew members if the Away Team beams back to a ship.
Either cure (returning to and docking at an outpost, or bringing 3 MEDICAL to the affected personnel) earns the 5 point bonus. Returning to another type of facility does not count.
If your ship's damage is indicated by your opponent's damage markers, you may remove one damage marker (random selection) at the end of each of your turns that ship remains docked at an outpost that makes repairs or a Docking Pylons site for the full turn.
Whenever a ship or facility is fully repaired by a card such as Defense System Upgrade, Exocomp, or Spacedock, remove all of its damage markers. Damage markers are also removed if the ship or facility leaves play for any reason (for example, being returned to hand or placed out-of-play).
If your ship's damage is indicated by card rotation (because your opponent is not using a Battle Bridge side deck), you may repair it by docking at an outpost that makes repairs or a Docking Pylons site for two of your full turns. Any outpost can make repairs unless its text says it does not. A Spacedock played on a facility allows immediate repair of ships that dock there, even if the facility itself does not allow repairs. Facilities may be repaired only by a card that allows it, such as Defense System Upgrade.
See exchanging cards.
Personnel, Ship, and Equipment cards must normally report for duty to a compatible outpost, headquarters, site, or other place that allows reporting (i.e., personnel may not normally be reported directly aboard a ship or to a planet). Place the card face up at the facility or site and announce the card name, then stack the card under the facility or on top of the site. Small Tribble cards may report "anywhere." You may not report any card (except a ship) into space.
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.) For example, your Morn may not report to Quark's Bar or download to Cargo Bay on Mirror Terok Nor.
If the card allowing a card to report for duty is not a facility or site (such as The Emissary or Devidian Door), the card may report to any quadrant (even if it happens to be reporting aboard a facility) unless otherwise specified by the game text. Thus, you may report cards outside their native quadrant using cards such as Assign Mission Specialists, Assign Support Personnel, Spacedoor, Space-Time Portal (report with crew function), Sleeper Trap, Borg Cube, Temporal Micro-Wormhole, and Barzan Wormhole. (However, if a card requires that a card match the affiliation of a homeworld, it must also match the homeworld's universe. See mirror universe.)
A ship, even if landable, always reports in space (usually docked) unless a card specifically allows or requires it to report landed. For example, you may not report a Rebel Interceptor landed, but a Romulan Shuttle downloaded with Hidden Fighter must report landed ("Downloads ... to your Away Team on a planet").
Reporting a card is synonymous with playing a card. Any personnel, ship, or Equipment card "played" by any means (e.g., normal card play, Devidian Door, downloading into play) is "reporting for duty." Any action that may or must take place upon reporting takes place at the time of play.
Personnel seeded under a mission (e.g., with a Cryosatellite, under Rescue Prisoners, Mirasta Yale) have already conceptually reported for duty. Thus, they do not report for duty when acquired, but simply join your crew or Away Team (if your opponent seeded them, you capture them). See personnel - seeded. Actions dependent on reporting cannot take place.
Selected or shared features or skills do not exist until you have reported the personnel for duty. For example, the card Soong-type Android may not report to a site allowing a certain classification to report, because it has no classification before reporting; skills are not shared by drones being reported to a hive with skill-sharing enabled, until after they have been reported. See skills - modifying. See showing your cards.
report with crew
When a card allows a ship to report with crew, you may report the ship with any number of compatible Personnel and/or Equipment cards from your hand aboard (you may not download the cards unless specified). You must report at least enough personnel to meet the staffing requirements. Each card is reported as a separate sub-action of the report with crew group action, and may be responded to appropriately. See action - group.
Reporting with crew replaces your normal card play, except for the reports allowed by Space-Time Portal and Sphere Encounter. You may not replace an additional card play, such as one allowed by Delta Quadrant Spatial Scission.
When a ship's text allows it to report with crew, you may not use that text in combination with game text allowing the ship to report in some other way. For example, if you download Bajoran Raider with Hidden Fighter, it may not report with crew.
reporting for duty
See action - required.
See Harness Particle 010 .
rest of game
When a card has an effect that lasts for "rest of game," the effect continues even after the card is no longer in play (unless another card specifically cancels the effect). For example, Tomalak of Borg says, "For rest of game, all your ships have Cloaking Device." Your ships continue to have Cloaking Devices even if he leaves play. See once in play.
Some personnel have limitations listed just above their skills in an area called a "restriction box." These are not skills and are not affected by cards that affect skills.
See Kova Tholl.
Replacement of a Borg Ship dilemma with a downloaded universal ❖ Borg Cube and the seven specified drones is not a report with crew action; you may not report additional Borg (or Equipment cards) with the seven drones.
return to a facility
return to hand
If you solve this mission with the alternate requirements of Subjugate Planet, its point value (and therefore the STRENGTH requirement of the objective) still depends on whether you have Miracle Worker, Cantankerousness, and/or Spock present in the Away Team.
- If none are present: 0 points, STRENGTH>0 required.
- If one is present: 15 points, STRENGTH>30 required.
- If all three are present: 40 points, STRENGTH>80 required.
When a card such as All Threes tells you to reveal cards, both players are allowed to see the cards.
When a card is reversed, that card has its game text conceptually changed to work in an opposite way. To ensure consistent gameplay, an official definition is established in each case. See Intruder Force Field , Persistence of Memory .
Cards with revised game text or lore (both errata and clarifications) are listed in Appendix B.
This interrupt may be played in multiples. The STRENGTH of each individual Rogue Borg depends on the number that are present together. For example, two Rogue Borg have a STRENGTH of 2 each; five have a STRENGTH of 5 each.
If Crosis is in the group, it counts as a Rogue Borg and doubles the STRENGTH of each one in the group. In this group of five (four Rogue Borg Mercenaries plus Crosis), each Rogue Borg's STRENGTH is 10. If either player has the Personnel card Lore in play, each Rogue Borg's STRENGTH is also doubled. (In this example, each would have a STRENGTH of 20.)
The term "Rogue Borg" includes both Rogue Borg Mercenaries and Crosis. The term "Rogue Borg Mercenaries" includes only copies of the Rogue Borg Mercenaries Interrupt card. (However, once Crosis joins a group of Rogue Borg Mercenaries, it is equally affected by any card that affects the group, such as Data Laughing.) Rogue Borg can play as a response to another Rogue Borg play, or as a response to the initiation of an automatic Rogue Borg battle at start of turn. Each of these Rogue Borg may be responded to individually (e.g., by Amanda Rogers). Once the player has "passed" (finished playing Rogue Borg), the entire group of Rogue Borg may be responded to (e.g., by Hugh). If not canceled, the result will then begin with the attack of the Rogue Borg in a normal personnel battle. Rogue Borg can be played at other times in a new action. If played where the player has previously played Rogue Borg, the new ones will battle by themselves before joining with those other Rogue Borg at the end of the turn.
If the entire crew is killed, surviving Rogue Borg remain on the ship, but cannot use the ship unless the event Lore Returns is played.
a personnel is the romantic partner of another personnel if the lore (on either card) both names the other and states that they are or were "romantically involved". For example, Pel and Quark are romantic partners of one another, but Pel and Deputy Quark are not. See named in lore.
The following terms (even if preceded by "ex-") are considered equivalent to the phrase "romantically involved": "husband", "wife", "mate", "married", "wedded", "imzadi", "beloved", "bride", "mistress", "widow", "divorced".
The captive that you take with this interrupt is selected and relocated to your ship before the ship is destroyed. If the crew is saved with a card that plays during the destruction (such as Escape Pod), the captive is not saved. See battle - non-battle cards.
Royale Casino side games
The attribute numbers on the Personnel cards in your hand, used in the Royale Casino dilemma "side games," are not affected by attribute modifiers such as Lower Decks or PADDs. See variable attribute, Mickey D.
If you can't show a Personnel card for this dilemma, your opponent wins the points. See Royale Casino side games.
If Mickey D. is in the Away Team that encounters this dilemma, he wins 5 points. See Royale Casino side games.
See icons in game text.
Six of Seventeen (Sabotage Drone)
While this personnel's special skill of reducing a ship's RANGE or WEAPONS may be used during the opponent's turn ("Once every turn..."), it may not interrupt a mission attempt.
While affiliation attack restrictions do not apply (i.e., any affiliation, including Borg, is required to initiate battle), this artifact does not allow or require you to attack your own cards. The requirement to initiate battle is a non-moving required action. See actions - required.
Any personnel aboard the affected ship or facility (whether crew or intruders) must, on their owner's turn, initiate either a ship battle or a personnel battle, depending on what is possible and/or appropriate. For example, if the Clock is on a ship with both a crew and intruders aboard, the crew, on its owner's turn, must initiate either a personnel battle against the intruders, or a ship battle against an opponent's ship or facility at its location (owner's choice). On the opponent's turn, their intruders must initiate a personnel battle against the crew.
On this mission, the phrase "Federation must attempt mission if present" includes any ship and crew containing Federation cards, even if the ship itself is of a different affiliation. After the mission attempt has ended (even if unsuccessful), they are free to move away (even on a later turn), but are required to reattempt the mission (if unsolved) each time they stop (or undock from a facility) at the location. See actions - required, Treaty: Federation/Romulan/Klingon .
If a card or rule (such as HQ: Defensive Measures ) is preventing your opponent from "attempting" your missions, the specific text on your Samaritan Snare overrides that effect; your opponent's Federation crews still must attempt it if present. If a card or rule (such as Fair Play ) is preventing your opponent from "solving" your missions, Samaritan Snare still requires your opponent to attempt the mission, encounter dilemmas, and so forth, but they will not be able to solve it or score its points.
This artifact allows you to perform now one action which must happen on your next turn (any action that is scheduled to happen, or which you are required to perform by a card or rule). It does not allow you to perform an optional action, such as playing a card. Examples:
- Drawing a card: You may take your next turn's mandatory end-of-turn card draw now. You may not then draw a card at the end of your next turn.
- Showing a Devidian Door: You are required to show the Door during your next turn, so you can use SCP to show it immediately.
- Countdown icons: Your card with a countdown icon must count down at the end of your turn, so you can use SCP to make it count down once now. It will then not count down at the end of your next turn.
- Time effects without a countdown icon (e.g., Temporal Rift, diseases): If the effect is scheduled to resolve on your next turn, you can use SCP to force it to resolve now. You may not "remove" a turn unless the effect is scheduled to resolve on your next turn, because (unlike a countdown icon) nothing is scheduled to happen on your next turn.
- Cytherians: If your ship is affected by a moving required action such as Cytherians, you will be required to move it next turn. You may use SCP to move it now and may not move it again next turn.
- Borg Ship dilemma and The Sheliak: These cards must move down the spaceline at the end of your next turn, so you may give them an extra move this turn with SCP. They will not move at the end of your next turn, but they will still move on your opponent's intervening turn.
2212See counting cards.
If you download a scout ship (see characteristics) when your opponent encounters this dilemma, you must also download at least one compatible universal crew member. (This is not a report with crew action.)
The downloaded ship may initiate battle (if the ship has a leader, a matching personnel, and no affiliation restrictions), move away (if the ship is staffed for movement), or do nothing. A landable ship may "move away" by landing on the surface of a planet at the same location but may not move to another location and then land. The ship and crew may not perform any other actions until your turn unless a card specifically allows it.
You have scouted a mission if you have initiated a scouting attempt at that mission's location.
When a card prevents a mission from being scouted, no player may initiate a scouting attempt at that mission's location.
Unlike other affiliations, Borg make scouting attempts rather than mission attempts. Scouting conceptually represents overcoming resistance (encountering dilemmas) and gathering data.
Before you may begin a scouting attempt at a location, you must have an activated current objective that specifically allows you to scout that location. A dual-icon mission may be targeted as either a space or a planet location, but only one objective may be completed at any one mission location (either single or dual-icon).
You may only scout a location that has a point box.
Begin scouting the location as you would begin a mission attempt with non-: select and beam your Away Team (of any size) to a planet, or select a ship and crew at a space mission (both at a dual-icon mission), then announce that you are scouting the location. (While an objective that allows you to scout a planet location allows you to form Away Teams for that purpose, you may also use an Away Team already on the planet by other legal means, e.g., Emergency Transporter Armbands, and they may be joined by more of your Borg.)
Borg encounter and resolve dilemmas in the same way that non- do during mission attempts (see dilemma resolution), subject to a few additional rules:
- When your Borg are confronted with a dilemma or Q-icon card which is point related (and does not specify that it affects Borg), play out the card but ignore the points. (Discard the dilemma when you are done with it rather than placing it in your bonus point area.) If that card presents a choice, you must choose an option which is not point-related, if possible.
- Gender-related requirements and targets of non-Borg-related dilemmas cannot be met by cards. If there is an alternative which is notgender-related, must try to meet that; otherwise, discard the dilemma.
- Any cards which specifically require or change classifications, such as Scottish Setter, do not affect Borg. However, a dilemma which specifies a personnel type, such as OFFICER, without specifying classification or skill, will affect the Borg normally.
- Dilemma text such as "Abandon mission attempt..." or "Mission may not be attempted" does not affect Borg. Ignore such text, and discard the dilemma if it is wholly inapplicable. However, "Mission continues" means "Scouting continues" for Borg.
When Borg are scouting a location, any artifacts encountered there are moved to the back of the seed stack as usual. Borg must complete an objective that allowed scouting of that location and have a card which allows the acquisition of artifacts before they may acquire any artifact(s) present. (Picard's Artificial Heart is acquired by its owner upon completion of scouting. At a dual-icon mission, space-permissible artifacts may be acquired upon completion of a space objective; planet artifacts may be acquired only after completion of a planet objective.) If you have no card permitting you to acquire artifacts when you complete the objective, the artifacts are placed face up on the mission and may be acquired later by your Survey Drone or by any non- personnel present. (However, the Survey Drone may not beam down to a planet without a card allowing it to do so. Once the objective is complete, it no longer allows scouts to beam to the planet.) Cards seeded like artifacts (e.g., seeded personnel) are acquired in the same way as artifacts.
Like mission attempts, a scouting attempt is one action that may not be interrupted (except by valid responses to dilemmas or Q-icon cards and by actions that suspend play), and may not be aborted unless the entire Away Team or crew is "stopped" or removed from the location.
After a scouting attempt is over (whether scouting is complete or not), your "unstopped" Borg are free to beam back up to the ship if desired, or remain to acquire artifacts, if any, when the objective is completed. If an objective requires that you have Borg or a counterpart "there" or "at that location" to probe, they need not be on the planet.
Scouting a location is complete at the end of your turn if you have scouted it at least once and no dilemmas remain to be encountered, even if no Borg remain or if they are "stopped" by the last dilemma. (A dilemma that has entered play, such as Friendly Fire or Cytherians, no longer remains to be encountered, and so does not prevent scouting from being complete.) Completion of scouting is permanent. Addition of a seed card (such as a Q: A Dazzling Flash, using Beware of Q) after scouting is complete has no effect on that status.
Your Borg must complete scouting before you may probe to determine your current objective's outcome. You may not probe on the same turn in which you completed scouting (except with Service the Collective).
You also may not probe if your Borg participated in any battles at the targeted location during your current turn or during your opponent's previous turn. Probing takes place at the end of your turn.
When an objective calls for scouting a mission location, you must scout even if there are no dilemmas remaining when you begin scouting (because none were seeded, or your opponent cleared them during a mission attempt). In other words, you must bring one scout to a planet mission, or bring a ship and crew to a space mission, and announce that you are scouting that location. When that turn ends, scouting is complete.
If your opponent places a objective on a mission after you have targeted it, it does not discard your objective.
An objective that allows you to scout a location requires you to complete scouting for that objective in order to probe to complete it. For example, if you scout a mission with Establish Gateway, and then switch your current objective to Harness Particle 010 , you must scout the mission again with Harness Particle 010 , even if you have already resolved all dilemmas beneath the mission.
An Objective card may direct your Borg to scout a ship. Scouting a ship conceptually represents overcoming resistance and gathering data. Before you may scout a ship, you must have an activated current objective targeting the ship.
Begin scouting an enemy ship by beaming over a single scout. (If you already have one or more Borg aboard the ship from Undetected Beam-In, Borg Servo, counter-attacking, etc., they may scout the ship.) You must have a drone who allows you to beam through your opponent's SHIELDS. Until the objective is completed or discarded, if at any point you do not have an active Borg aboard the ship, you may beam another single scout aboard during your turn.
If your opponent attacks your scout during their turn, you may counter-attack during your next turn with any number of Borg (if the ship remains at the location of the attack). Those Borg are free to remain on the enemy ship. Scouting an enemy ship is complete at the end of your turn if you have any active Borg aboard that ship. Your Borg must complete scouting before you may probe to determine your current objective's outcome. You may not probe on the same turn you completed scouting, or if your Borg participated in any battles at the location of the targeted ship during your current turn or during your opponent's previous turn. Once scouting is complete, you do not have to complete scouting again (with another delay before probing) if your scout is killed before you can probe (though you must meet the requirements of the objective, such as having Computer Skill aboard). Probing takes place at the end of your turn.
This mission allows cards to report there without requiring an Alternate Universe Door or other doorway allowing cards to play.
Search For Weapons
This mission's special text ("May seed hand weapons here") does not allow you to seed the Varon-T Disruptor in addition to another artifact. While the Varon-T Disruptor is a hand weapon, the mission text does not override the "one artifact per mission" rule.
seeds or plays
Cards with this phrase may be seeded during the seed phase or may be stocked in your draw deck to play normally.
This interrupt may not be played as a response to your opponent encountering the Ktarian Game dilemma. The ship must be "under the influence" of the dilemma, which occurs only if the remaining crew (after one is disabled) does not have CUNNING>30 or an android to cure the dilemma.
Many dilemmas and other cards require one or more cards to be selected from a crew or Away Team, from other cards in play, or from your hand. Selections may be random, opponent's choice, or owner's choice.
Random selection: When game text specifies that a card is to be chosen by random selection, shuffle together all eligible cards, hold them so the faces of the cards cannot be seen, and let your opponent draw a single card, at random, from this group.
Opponent's choice: When game text or a rule states that a card is selected by opponent's choice, your opponent may examine all of your cards in the group fully (look at each entire card) before making the selection, even if only some of them meet specified criteria. For example, when you encounter Impressive Trophies, your opponent may examine all the cards in your crew or Away Team before choosing a captive meeting either of the listed criteria. See showing your cards, ties.
If a selection method is not specified by the card or by a rule, it is the choice of the player who played the card or who encountered the dilemma or Q-icon card. For example, when you play Brain Drain ("Removes all skills and CUNNING from any one personnel..."), you choose the personnel. When you encounter the Tarellian Plague Ship dilemma (which kills your crew "unless MEDICAL 'beams over' (discarded) to Tarellians)," you select which MEDICAL to discard. See Rulebook 6.3.4: Dual-Personnel Cards.
A card with the icon represents a vessel or entity that is not controlled by either player. Cards with the icon will act and move "on their own" according to the following rules.
A dilemma is placed on the spaceline at the location where it was encountered (unless otherwise specified).
At the end of every turn, each card in play acts according to its game text. When a card has game text that involves an attack, it attacks all eligible targets present at that location. When a card moves, it will move its RANGE towards the far end of spaceline (unless otherwise specified on the card.) If there is a tie for the far end, the opponent of the owner of the card chooses the direction. A card requires 1 RANGE to move off the spaceline. cards are discarded when they leave the spaceline. (See far end of spaceline.)
Any non- player may initiate battle against any card. players may only battle according to normal Borg restrictions. When battling a card, players use standard attack and damage rules. cards do not use either player's Tactic cards; thus, your ships and facilities it hits suffer default damage (two damage markers for a hit, four for a direct hit) if your opponent is using a Battle Bridge side deck, or card rotation damage if they are not.
If you have "unstopped" ships at the location of a card during your turn, they may attack the card. It will return fire against all ships (and facilities) that attacked it, but not other targets that were not involved in the attack. The battle is conducted according to normal ship battle rules, with the exception that the dilemma fires on multiple targets (see Rulebook 7.4.3: Ship Battle: Multiplexing & Multiple Targets). Hits, direct hits, and damage to the card are calculated and applied as if it were a ship.
When a card is attacking both player's cards, it does so as two separate battles. The player whose turn it is chooses which happens first.
cards are not ships and are not affected by cards that affect ships (such as , Q-Net, Wormholes, etc.) or by Plasma Fire, Warp Core Breach, Isabella, Into the Breach, or the first function of Anti-Matter Spread.
This interrupt is played "just before" a mission attempt; once played, neither you nor your opponent may take any other action before the attempt begins (except valid responses, such as Amanda Rogers). If nullified, you must still begin the mission attempt and may not play another Senior Staff Meeting.
The first attempt of a mission made by any player is "the initial attempt" of that mission. If your opponent has already attempted the mission, you may not play this interrupt for your first attempt.
If the first dilemma encountered is a combo dilemma, only the first part of the combo is conceptually discarded. The crew must immediately face the second part.
Seven of Nine (The Borg)
This characteristic includes all changelings, and any other personnel identified in their lore as having shape-shifting ability (e.g., allasamorphs and chameloids). "Shape-shifter" is not a species.
TIf you have already scored the mission points, you do not lose them when The Sheliak arrives at the mission. It has no effect on what the point box of the mission shows. See self-controlling cards.
You must have fewer cards in hand than your opponent to use this personnel's special skill. If you choose to use the special skill, you must continue drawing cards until your hand equals opponent's (or your draw deck is exhausted).
A card type. Ships carry personnel and equipment to mission locations and engage in battle. Ships have three attributes: RANGE, WEAPONS, and SHIELDS - which determine how far they may move each turn, as well as their offensive and defensive capabilities. Some ships also have special equipment, such as a Tractor Beam or Cloaking Device, and/or special game text, such as a special download or "El-Aurians may report aboard."
ship attribute enhancements
A characteristic identified in a ship's class box (directly under the card image). "UNKNOWN CLASS" is not a distinct ship class.
When a ship's class box states that it is an "advanced" or "modified" version of a class, then that ship is treated as a member of both classes. For example, I.K.C. Kla'Diyus's class box ("Modified B'Rel Class") identifies it as a B'Rel-class ship for the purposes of Duj Saq.
See special equipment.
Staffing requirements for each ship are listed on the card, usually as icons. (Non-icon staffing requirements include specific skills, such as Empathy x2, a species of personnel, such as a Vulcan, or a characteristic, such as "Think Tank personnel".) Any compatible personnel can be used to meet a ship's listed crew requirements, but at least one crew member of matching affiliation must be on board. (If a ship lists no specific staffing requirements, any one personnel of matching affiliation can fly it.) Staffing icon requirements must be met by personnel. For example, you may not use the icon on a Classic Tricorder to staff a Starship Constitution.
Normal staffing icons include command ability , staff ability , and Borg subcommand icons. A personnel with a icon can substitute for a icon for ship staffing only (not for other purposes that specify a icon, such as a dilemma). Other staffing icons may not substitute for or icons.
Special staffing icons include any icon used to staff a ship, except the normal staffing icons listed above and affiliation icons (e.g, the icons on Zalkonian Vessel). Current special staffing icons include: .
One personnel cannot supply more than one staffing icon requirement, even if the personnel has more than one of the required icons, unless a card text specifically allows it (such as Seven of Nine ). Therefore, a Borg Cube normally requires seven personnel to staff it, even if the Queen or Locutus is aboard.
A dual-personnel card has only one affiliation icon, which may be used for staffing by either of the personnel. For example, Third and Fourth may contribute one icon and one icon toward staffing a Borg Cube.
Ships must be fully staffed:
- to perform normal movement;
- for any other card or rule that specifies it,such as the report with crew rule.
Other ship functions do not require full staffing. A ship must have at least one personnel of matching affiliation aboard for normal movement or to attempt a mission, initiate battle, or fire WEAPONS.
If a ship loses one of its required crew, it will be stalled (unable to move) until appropriate reinforcements can be brought aboard. A stalled ship is not "stopped" and can still beam Away Teams, attack and defend itself, or attempt the mission at its location.
showing your cards
Any player may examine any face up card, whether or not it is in play.
When playing any card face up, you must announce the card's name and show that card to your opponent. Afterwards, your opponent may only see your Personnel and Equipment cards when necessary, such as during personnel battle, for an "opponent's choice" selection or when you must prove you have a particular skill, staffing icon, etc. They may see your ships only when they are undocked, uncloaked, and unphased, or when you must verify attributes and staffing requirements for battle, movement, etc. See facilities.
A card requires revealing your cards if it says so explicitly (e.g., Long-Range Scan, or an "opponent's choice" dilemma) or if it allows the opponent to target one of a group of cards in a non-random manner (e.g., Brain Drain, Assimilate Counterpart, or Eliminate Starship).
When required to reveal your cards, you need only reveal those portions of the cards necessary for the situation. For example, when a card is played that allows the opponent to target a personnel non-randomly, you need reveal only the names and locations of the personnel; to verify that you can overcome a dilemma, only the relevant skills, attributes, etc. However, if a card allows "opponent's choice" of personnel to be affected (including, for dilemmas only, a tie for "most CUNNING," etc.), they may look at the entire card. See selections, ties.
Although a hidden agenda card is played face down, you must show it to your opponent if you download it or if you wish to play it for free (for example, using Q the Referee).
If the conditions for playing a card in your hand depend upon your opponent's cards, you may ask them to reveal whether they meet those conditions. (You must show the card which requires that information.) Examples:
Side decks are optional customized decks of cards separate from, and in addition to, your normal game deck. Each side deck is shuffled and placed face down on the table, then activated or "opened" during the doorway seed phase by a Doorway card. This Doorway card is placed face up on top of the side deck and counts as one of your seed cards (the face-down cards in the side deck are not seed cards and do not count toward the 30/30 rule). The five types of side decks are the Q-Continuum, Q's Tent, Battle Bridge, Tribble side deck, and Dilemma side decks. You may use any or all of these side decks in the same game, but you may have only one side deck of each type.
Discarded cards from your Battle Bridge side deck and Tribble side deck do not go to your discard pile, but instead are discarded by placing them face up under the side deck. (When face-up cards are encountered in one of those side decks, shuffle the face-up cards and place them face down under the seeded doorway.)
Whenever you "draw" a card from a side deck, it is not defined as a card draw for purposes of cards affecting card draws (e.g., Subspace Schism). When a card just drawn from a side deck is played (e.g., your current tactic, a Q-icon card during a Q-Flash, or a Tribble or Trouble card), it is not defined as a card play for purposes of cards affecting card plays (e.g., 211th Rule of Acquistion, Goddess of Empathy).
A card type representing rooms and other areas inside a Nor where personnel can report for duty, walk around, perform various tasks, and engage in hand-to-hand combat with enemy personnel; and docking areas where ships can report for duty and be repaired. Each Site card states what kind of cards may report there, such as personnel of a specific classification, equipment that is "related" to a specific personnel type, or ships with a certain number of staffing icons.
Your seed deck may include up to six sites, which seed for free during the facility seed phase (even if the Nor seeded in an earlier phase). Any site may play during the play phase, using your normal card play.
All sites added to each station are conceptually arranged side-by-side in a straight line associated with that station. Each site indicates which level of the station it belongs to (Ops Module, Promenade, Habitat Ring, or Docking Ring) and 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 obey this grouping system.
By default, sites are "unique per station." That is, each station is limited to one of each kind of site card. However, some sites are ❖ universal and thus may exist in multiple on each station.
Some cards, such as the Interlink Drone and the Borg Vinculum, allow your Borg to share skills. (Cards that allow personnel to add skills from other personnel, such as Vulcan Mindmeld or Classic Communicator, do not enable skill-sharing.) All regular skills are shared, including those that do not actually appear in skills boxes, such as the selected skill of the Borg Queen and the classifications of assimilated personnel which have been converted into skills. Sharing skills is not optional.
Example: you have an Away Team on a planet consisting of two Borg:
and you have a Borg ship orbiting that planet with the following crew:
- Borg Queen, , Empathy as "selected" skill
- Gibson (assimilated), , OFFICER, Navigation x2
- Astrogation Drone, , Navigation, Computer Skill
- Guard Drone, , MEDICAL, Computer Skill
- Interlink Drone, , No regular skills but enables sharing in same hive.
Identify the highest individual level of each different regular skill among all of these Borg. (Special skills may not be shared.) In this example, these skills are Biology, MEDICAL, SECURITY, Empathy, OFFICER, Navigation x2, and Computer Skill. Thus, each of these seven Borg has every one of these skills (not just the Borg).
Now suppose the Bio-med Drone is killed. Because there is no longer a Borg on the planet, only the five crew members on the ship share skills (they each have Empathy, OFFICER, Navigation x2, Computer Skill, and MEDICAL).
A Borg does not have shared skills until after it reports for duty. Skill-sharing does not work between cloaked or phased ships.
A skill is anything that appears in the skills box of a personnel card, including personnel types such as ENGINEER. (The personnel type that appears in the classification box is not a skill.) "All skills" refers to everything in a personnel's skills box, including skills conceptually added by another card. See skills - modifying, use (skills).
Regular skills are one- or two-word skills, such as Physics or Stellar Cartography.
Special skills are usually explained in a sentence with a period at the end, such as "Orb artifacts may not be nullified." Special download skills, preceded by the special download icon , and skills with negative modifiers, such as Mortal Q's Leadership -1, are also defined as special skills.
When a personnel is assimilated, their classification becomes their first-listed skill (unless that personnel type already appears as a skill, in which case that skill's level is increased by one).
A personnel's "first-listed skill" is the first skill printed in the skill box (whether a regular or special skill); or that skill as transformed by another card; or (if assimilated) its former classification. When a first-listed skill is "lost" (e.g., to a dilemma), the skill becomes conceptually blank or "no skill" (the second skill does not "slide over" to become a new first-listed skill).
For example, Seskal is an OFFICER-classification personnel with SCIENCE, Stellar Cartography, and Anthropology skills. His "first-listed skill" is:
- Normally: SCIENCE
- After assimilation: OFFICER
- When present with a Science Kit: SCIENCE x2
- After changing SCIENCE to Biology with Reflection Therapy: Biology
- After being selected for Rascals: Youth
- While aboard a ship affected by Tsiolkovsky Infection: no skill
If a personnel has no first-listed skill because it has been removed by a dilemma, they are not affected by subsequent cards affecting the first-listed skill, and no other personnel has "the same first-listed skill" for purposes a dilemma such as The Clown: Playing Doctor.
Most skills are preceded by a red icon. However, the number of skills a personnel has is not necessarily the same as the number of skill dots on the Personnel card. Skill dots are not gained or lost when skills are added or removed by a card; Juliana Tainer has four regular skills and one special skill, but only two skill dots; and special download skills have a triangular icon instead of a dot. When a card such as Assimilate Counterpart refers to the number of icons on a personnel, use the actual number of skill dots printed on the card. (If a card has errata, which are official changes, use the number of skill dots specified by the errata. See Tasha Yar - Alternate, T'Pan.)
A skill with an integral multiplier (x2, x3) is a single skill at a high level (not two or three skills). For example, when a card causes a personnel to lose their first-listed skill of Diplomacy x2, all Diplomacy is lost (it is not reduced to Diplomacy). If a personnel has Diplomacy as a skill and adds another Diplomacy by mindmelding, they combine to give Diplomacy x2.
A skill with a fractional multiplier (x1/2) does not satisfy a requirement for that skill. For example, a personnel with Leadership x1/2 cannot solve a mission that requires Leadership, and does not count as a leader in battle. If they are present with another personnel with Leadership x1/2, together they have a full Leadership skill for these purposes.
A personnel who has a skill with an integral multiplier also has the skill at all lower positive integral multipliers. For example, Rurigan has Computer Skill x3. He can also count as a personnel with Computer Skill x2 for the purposes of Quark's Isolinear Rods.
A skill with a negative modifier, such as Valeris's Diplomacy -3, is defined as a special skill (not a regular skill with a multiplier).
skills - modifying
Some cards may add, remove, or modify skills.
Selecting, Adding, Gaining, Doubling, and Sharing Skills
When a card allows you to select (e.g., K'chiQ, Lal, Reflection Therapy, Frame of Mind), add (e.g.,Vulcan Mindmeld), double (e.g., Ishka), or share (e.g., Interlink Drone) personnel skills, you may select, add, double, or share only regular skills. If a skill is already present in the skills box, the level of that skill is increased; skills not already present in the skills box are conceptually added to the end of the skills box for purposes of cards such as Fightin' Words. For example, if Lt. D'Amato (Geology x2, Archaeology) adds Geology with a Classic Tricorder, his skills will be Geology x3, Archaeology; if instead he adds Physics, his skills will be Geology x2, Archaeology, Physics.
When adding or doubling skills (or replacing one personnel's skills with another's, as with Impersonate Captive), skill multipliers are retained. For example, if Sarek mindmelds with Riva, Sarek would have the following skills: Diplomacy x5, Mindmeld. (See Vulcan Mindmeld .) Gaining is equivalent to adding.
When selecting skills, you may select a skill only at the x1 level, and when a card requires you to select two or more skills (e.g., Lal), you may not pick the same skill twice. Thus, if Deanna Troi (First Contact) and Sarek were present when Lal was reported, she could gain any two of the following skills: Diplomacy, Empathy, Navigation, or Mindmeld. She could not choose Deanna's special skill or choose Diplomacy twice, nor could she choose Sarek's Diplomacy x3. Similarly, K'chiQ can select Diplomacy (but not Diplomacy x2), and Reflection Therapy can replace Diplomacy x2 with Honor (but not Honor x2).
When selecting skills for the Borg Queen, K'chiQ, Frame of Mind, etc., valid choices include any personnel type and any regular skill that exists in the game. For a list of all current regular (selectable) skills, see Appendix A.
You may re-select the added skill for only one Classic Tricorder, one Classic Medical Tricorder, and one Classic Communicator each turn, regardless of how many copies of each you have in play. See once per turn. Re-selecting is executing orders and may not interrupt another action (e.g., you may not re-select during a mission attempt).
skills - using
See: use (skills)
Solving a mission means completing that mission, by meeting the mission requirements. Solving a mission is a subaction of a mission attempt.
One type of android; any personnel identified in its lore as a "Soong-type android" or as created by Dr. Noonien Soong.
Soren is both gender female and gender androgynous.
This mission counts as half a card. In other words, two ❖ Space missions plus five other missions count as six missions. (Other universal missions count as a full card.)
It is not attemptable. See mission attempt.
"May insert into spaceline" means that you may seed this mission anywhere on the Alpha Quadrant spaceline, either between two missions already seeded, or at either end of the spaceline as usual. It does not allow you to add the mission to the spaceline during the game. If inserted into a region, it does not become part of that region. See regions of space.
Span calculations are based on the number of directly adjacent universal mission cards (not just ❖ Space missions).
space - transferring cards into
This doorway allows you to play only one card per turn, even if you have multiple Space-Time Portals in play (see once per turn). Its text does not restrict a seeded Alternate Universe Door, which allows you to play multiple cards each turn (e.g., interrupts, doorways, or multiple card plays allowed by a card such as Red Alert!). Because this doorway allows you to seed or play only one card per turn, you may seed only one card under Q's Planet, and only if you have not already played an card that turn.
You may discard the doorway from the table "at any time" for any one of its functions - during either player's turn, before or after your card play or executing orders, between other actions or as a valid response to an action. It is not a valid response to the initiation of a battle or the encounter of a dilemma; thus, you may not escape from battle or a dilemma encounter by returning a ship to your hand. See actions - interrupting, actions - step 2: responses.
This event will repair any of your ships that docks at the outpost where the Spacedock is played, even if the outpost itself does not repair ships. It plays only on a outpost unless downloaded by Construct Starship.
Mission cards are seeded to form one or more spacelines, representing different quadrants of the galaxy. Gamma, Delta, and Mirror Quadrant missions have a ?\", ?\", or M symbol in their point boxes. Missions with no symbol are Alpha Quadrant missions. All missions may be seeded only on the appropriate spaceline.
Spaceline locations may not be moved between quadrants by cards that relocate locations. When an effect moves a card to another "spaceline location," the destination must be on the same spaceline. For example, Blade of Tkon can move a planet (in any quadrant) to elsewhere within the same spaceline, but not to another spaceline; The Traveler allows a ship to move only within one spaceline. See movement between quadrants, time travel.
Cards "on the spaceline" include ships, facilities, and personnel on the spaceline (and cards played on them). Cards that seed or play "on table" are not on the spaceline. When a card plays at a "spaceline end," it plays at the last location on either end of that spaceline. It does not form another location.
Time locations are not on the spaceline.
Many ships have additional systems installed, which may be used by other cards or rules. They are printed on the card as a phrase of 1-3 words. For a list of all current special equipment, see Appendix A.
Regular transporters (which all ships have unless otherwise specified), special downloads, and other game text on the ship card, usually expressed as a sentence with a period, are not special equipment. For example, the U.S.S. Stargazer's text ("Once each game, may be taken from discard pile to hand.") is not special equipment.
When a ship has a regular skill as special equipment, it can be used as though possessed by a member of the ship's crew. For example, the Acquisition on Dosi Trade Vessel may be contributed toward solving Salvage Wrecked Ship, or allow a Small Cloaking Device that is reporting aboard to report for free. It cannot open Secret Compartment on a nearby ship, because its crew is not present with that Secret Compartment.
special staffing icon
See ship staffing.
In general, a personnel's species (singular or plural) can be determined by looking at the card. The species might be described to be only "humanoid" or the equivalent "alien". Some exceptions are listed below, but for most cards, use these steps in order until you find the species:
- If the personnel has an icon, its species is Hologram.
- All non- personnel with a Borg subcommand icon (, or ) are Borg species, and all non- personnel with a Ketracel-White icon are Jem'Hadar, as well as any species also indicated in the next steps.
- If the personnel's lore indicates the species, then they are the species indicated. The lore might indicate more than one species, such as "1/2 human, 1/2 Vulcan". In a case like this, the personnel belongs to each indicated species. If the lore does not otherwise indicate the species, but says they are "from" some particular planet, or a "native" of some particular planet, that indicates the species. (See characteristics.) If a non- personnel has a Borg subcommand icon, then besides being Borg species, they are also a member of their species of origin, which will be indicated either elsewhere in lore or by the following step.
- If the preceding steps do not indicate the (non-Borg) species, look to the image. Each affiliation has one or more "usual species": if the image of the personnel matches a "usual species" of its printed affiliation, then the personnel is that species. For a multi-affiliation card, look for matches in the "usual species" of any of the card's affiliations; the personnel then retains that species in any affiliation mode.
- For , , and , Human is a "usual species."
- For , "usual species" is Changeling.
- For all other species, the species with the same name as the affiliation is a "usual species."
- If the species is not discernible from the preceding rules, they are considered humanoid.
Exceptions and clarifications:
- Commander Data, Exocomp, and all Cravic and Pralor Units are Androids
- Tora Ziyal is Bajoran and Cardassian
- The Trois: Lwaxana is Betazoid, Deanna is Betazoid and Human
- William T. Riker, Jean-Luc Picard, and Captain Picard are Human
- Stefan deSeve is Human
- Arandis is Risian.
- Dathon is Tamarian.
- Targ is a Targ.
- Hannah Bates is Human.
Two personnel are the same species if there is any species of which they are both members. For example, Spock (who is Vulcan and Human) and K'Ehleyr (who is Klingon and Human) cannot be chosen for the first option on Unlikely Pair, because they both have Human as a species. However, both would be targets for Hate Crime, because Spock is the only Vulcan and K'Ehleyr is the only Klingon. And if they are in play when Seek Out New Life is triggered, they will prevent the download of any Vulcan, Human, or Klingon, including personnel who also have another species: for example, to download Daniel Kwan, you would need his two species (which are Human and Napean) to not be in play. See humanoid.
See report with crew.
See Hippocratic Oath.
This personnel's STRENGTH is an undefined attribute. Whenever Spot is killed, if she has any lives remaining she immediately pops back to life at the same place, but is "stopped." Any cards played on Spot are not nullified by her first eight deaths.
If no personnel remain after the initial stop, reseed the revealed card beneath the mission to be encountered again. See actions - step 1: initiation: dilemmas revealed and encountered.
If, after it is encountered, a dilemma is reseeded, even at a different location (e.g. Q's Vicious Animal Things), it is still the same copy of the dilemma and is not a mis-seed.
Your The Squire's Rules makes your personnel you seed (such as with a Cryosatellite) mis-seeds.
See ship staffing.
standard attack restrictions
start of turn
starting the game
The game begins by choosing a starting player using any mutually agreeable method. Each game consists of four seed phases followed by the play phase. The starting player goes first in each seed phase and takes the first turn in the play phase.
A type of facility.
When a card allows you to steal Equipment cards, they come under your control and you use them as your own, disregarding affiliation and species requirements for use (e.g., "Klingon use only"). (However, a card which enhances only Klingons, for example, still enhances only Klingons, and other requirements for use of the equipment must still be met. For example, a Romulan Cloaking Device only functions on a Romulan ship, or an ship with 2 ENGINEER aboard.)
You cannot steal cards that you control. All "stolen" cards are returned to their owners at the end of the game. See Procurement Drone.
Stefan de Seve
See Assign Support Personnel .
This event will affect Artifacts which say "Use as equipment", because those cards are treated as equipment and affected by cards which affect equipment. It does not suspend the gametext which itself says "Use as equipment", nor does it suspend text that says "Not duplicatable."
Because this objective does not involve scouting a ship or location, you may probe for this objective on the same turn it enters play. This may even occur the same turn you have completed scouting for Assimilate Homeworld, provided you have a staffed ship orbiting Montana Missile Complex and can play Stop First Contact between the time scouting completes (an end-of-turn action) and your normal card draw (which ends your turn). See timeline disruption.
Drawing the three cards allowed by this doorway is executing orders and must take place after the card play segment of your turn. The cards drawn are not part of your hand and must be either played or discarded (face up under your Tribble side deck) immediately. See card draw, card play, tribble.
Strategema prevents battle even if other restrictions, such as affiliation attack restrictions, have been removed (for example, by Post Garrison).
If Computer Skill is not present on the ship, Ketracel-White cards cannot be used at this location and thus do not prevent white deprivation. Because the Ketracel-White is not being used, it does not count down.
This mission is a nebula. The owner of this mission, if playing affiliation, may not normally use the special text allowing the download of One because they may not stock a non- personnel. See Borg - Cooperation.
stunned and mortally wounded
Stunned and mortally wounded personnel may still modify other personnel (for example, by adding to their attributes), but may not use other skills (e.g., stunned MEDICAL personnel cannot run the Genetronic Replicator; a stunned Elim Garak may not avoid the random selection of a personnel to be killed). See Rulebook 7.4.1: Personnel Battle.
This interrupt may be played to affect any card draw a player makes during a turn (including end-of-turn card draws). It may not be played on a card drawn for an opening hand.
See Protouniverse .
If the personnel beamed aboard an opponent's ship using this event takes a captive (e.g., Ilon Tandro, or using Captured), you may not beam the captive back. Only your Treachery personnel (and any equipment they are carrying) may be beamed. See capturing.
A ship that stops at the location of this event to avoid damage is not "stopped" (e.g., it may initiate battle or attempt a mission). A ship that is relocated to or from the location of this event does not incur damage. See passing locations, movement.
See once per game.
This event plays only on a Mission card, not on any other location. The mission is not discarded, but remains underneath for span reference only, leaving a spaceline location of unspecified type (neither nor ). None of its game text, icons, card title, etc. remain in effect other than the span. For example, if Intercept Sleeper Ship is destroyed, you can no longer report the I.K.S. Tong to this location (unless it is the end of the spaceline).
If a mission was assimilated before being destroyed, reversing the effects of Supernova with Persistence of Memory does not unassimilate the mission (just as it does not "unsolve" a mission previously solved). Therefore it still cannot be solved or targeted for assimilation again.
If a mission that corresponds to a time location in play is destroyed by this event, the time location is unaffected. See Temporal Vortex .
See Assign Support Personnel .
A card is on a planet's surface if it is on a planet and not in a facility or landed ship.
Sixteen of Nineteen (Survey Drone)
This personnel's special skill allows it to acquire artifacts that have been placed on top of the mission where a objective has been completed (or artifacts that could not be acquired when a mission was solved because of The Charybdis). It may not acquire artifacts that are still seeded under a mission or steal artifacts in play. See scouting locations.
A card which specifically says it "suspends play" may be played at any time during the play phase (even during your opponent's turn) and may interrupt and temporarily suspend any action. Using a special download icon also suspends play. After the card play or special download has resolved, the suspended action resumes. See downloading - special download, actions - interrupting.
If no action is in progress, an action that may suspend play (such as using a special download icon) does not suspend anything. You may not suspend play during the seed phases.
See dilemma resolution.
A card type which comes into play only through a special Battle Bridge side deck (you cannot stock Tactic cards in your draw deck or your Q's Tent). Tactic cards increase your offensive and/or defensive capabilities during ship battles and also indicate specific damage affecting your opponent's ships and facilities.
Some Tactic cards (e.g., Breen Energy-Dampening Weapon, Chain Reaction Pulsar) have game text starting with a phrase like "Requires a ship with ... firing." Unlike most tactics, which work for any ship but give bonuses for particular kinds of ships (see affiliation and ship origin), these tactics cannot be used as your current tactic unless you have the required ship firing in the battle.
When damage text takes a casualty, the personnel is selected from all appropriate personnel aboard the ship, including intruders.
You may not use this artifact to kill a personnel if either the artifact or the potential victim is aboard a cloaked or phased ship. See Rulebook 7.6: Cloak.
See dual-icon missions.
To overcome this dilemma, a personnel must (1) have MEDICAL, (2) beam over, and (3) still have usable MEDICAL upon arrival. Because a personnel may always carry equipment present when moving, an OFFICER using a Medical Kit can overcome this dilemma (both beam over and are discarded). So may a Borg with shared MEDICAL. Deactivated holograms cannot use their skills, so a MEDICAL who beams over must be wearing a Mobile Holo-Emitter or similar. See holographic personnel and equipment.
Barclay Transporter Phobia is a valid response to an attempted beaming. If the first MEDICAL is prevented from beaming over, another MEDICAL may be selected to do so. This dilemma is assumed to provide transporters if your crew or Away Team does not have them available, but it cannot overcome obstacles to beaming such as Distortion Field. See Quash Conspiracy , quarantine.
The target of an effect includes every card, every deck (or hand), and every player that is altered by the effect.
A deck (or hand) is only targeted if the entire deck (or hand) is directly altered, not just individual cards within it. For example, Regenerate targets your draw deck or discard pile, but Orb of Prophecy and Change only the top card of your draw deck. Alien Probe targets both players' hands, but Chula: The Lights only targets the personnel returned to hand (not the hand itself).
A player is altered if he or she is permitted or required to take an action (or score points) that would not be permitted under normal rules. This is a continuous effect. A card does not have to explicitly use the word "target" to target something.
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. However, for an exception, see Conundrum.
Targets are selected during the initiation step of an action. You cannot target an action. For example, Barclay Transporter Phobia targets a personnel, randomly selected from a group that is beaming. It does not target the beaming action itself. See showing your cards, actions - step 1: initiation.
When you have this event and any card forcing your opponent to reveal their hand (e.g., Alien Probe, Ferengi Bug) both in play, you must allow your opponent to shuffle and conceal their hand before you make the selection.
If one of the actions to be undone by this dilemma cannot be undone, then the results of the action are left intact. If the action was initiated by a card play, that card returns to your hand. For example, if you played a Scan card, you cannot "undo" having seen the seed cards under the mission, but the Scan card returns to your hand. If you played a Regenerate to shuffle your discard pile into your draw deck, the draw deck remains intact (because you cannot separate the cards), and the Regenerate returns to your hand.
This doorway does not allow you to download personnel (other than Dr. Telek R'Mor) or give permission to play a card. It provides a destination for a report of a personnel when no destination is otherwise provided (e.g., one played as your normal card play, or certain downloads such as the last function of Defend Homeworld). If any destination is otherwise provided (e.g. a report with crew action, or a special download, or reporting to a ship or a personnel), then this doorway cannot be discarded to affect mixing.
A personnel reported to your ship using this doorway may mix even with an affiliation that personnel normally does not work with. See compatible. However, the doorway does not allow you to stock Borg-affiliation cards in a non-Borg deck, or vice versa. (See Borg - Cooperation.)
The allowance for a personnel to mix with your other affiliations "for rest of game" applies only to the copy of the personnel you reported aboard your ship (not to additional copies or other versions of the persona).
If that copy leaves play, the effect does not apply to the same or another copy of the card reported again normally. See once per game.
If you download Dr. Telek R'Mor with this doorway, you may use the doorway's text to report him aboard any of your ships and allow him to mix with all your affiliations (discard the doorway), or his own text to report him aboard your compatible ship without "mixing" permission (do not discard the doorway).
When played for its last function, this doorway relocates only one ship, one time. Although it has a countdown icon, it cannot perform any additional relocations during the countdown. (Play the doorway on the ship, and discard it at the end of the countdown.)
If played on a Borg Ship when encountered, the dilemma does not attack (so your cards are not "stopped"), nor does it attack when it reappears after the countdown expires or if the doorway is "closed."
This interrupt may not target a docked ship or carried ship to force it to follow a time-traveling ship.
When you temporarily control a ship and crew with a card such as Alien Parasites or Neural Servo Device, treat the ship and personnel as if they were your own with regard to attempting missions, encountering dilemmas, and having Q-Flashes, scoring points, playing cards that play on "your ship" (such as Auto-Destruct Sequence), etc. The only exception is that you may not bring the personnel aboard one of your ships or facilities and you may not bring your personnel aboard their ship. You may use only "legal moves" - e.g., the ship and crew must still obey affiliation attack restrictions and Borg Away Team restrictions, may attempt only missions of appropriate affiliation, etc. Within those constraints, you may move the ship, abandon personnel on planets, engage in battle, attempt missions (if you solve a mission, you score its points unless playing Borg), etc.
See Deep Space 9 .
This station allows you to "terraform" (redefine) the requirements of a planet mission for a subsequent game with the same opponent. You may choose to replace each requirement with another requirement of the same type. You may replace personnel types with personnel types, other regular skills with regular skills that are not personnel types. and attributes with attributes. In addition, you may redefine the name of a Personnel, Equipment, or Artifact card. You may not redefine numbers, icons, or special requirements such as "3 icon Personnel," or create redundant requirements (such as "Treachery + Treachery"). For example, if a mission requires "MEDICAL + Guinan + CUNNING > 30" it could be changed to "SECURITY + Spock + INTEGRITY > 30."
The redefinition works for both ends of the mission. The mission loses the redefinition after your next game with the same opponent, even if you don't use that mission.
You must define the new requirements immediately after the game ends. In tournament play, give the redefinition to the tournament director in writing, before the cards are removed from the spaceline; it will affect a later match in that same tournament, if you play the same opponent.
A redefinition of mission requirements made outside of a specific tournament cannot affect a match within that tournament.
A synonym for human.
When this facility is in play at the Search for Rebels mission location, that location becomes a homeworld for all Federation cards with a Terran Empire icon, and thus may be targeted by cards such as Assimilate Homeworld and Gold-Pressed Latinum. To "match the affiliation of the homeworld," a personnel card must have , , and icons.
A ship without Navigation aboard must stop moving at the location of this event and cannot move for the remainder of the turn, but is not "stopped" (e.g., it may initiate battle or attempt a mission).
Card titles starting with "The" are sorted under the second word of the card title (e.g., The Big Picture is under "Big").
Only one Medical Kit is required aboard the ship or outpost affected by this dilemma to prevent any personnel from dying at the end of each turn.
This interrupt remains on the "lost" Away Team until they are rescued or captured. See discarding.
The "lost" personnel are still an Away Team and are vulnerable to cards such as Anti-Time Anomaly, Risky Business, or Dal'Rok, but they cannot use any skills or features (as if disabled). They are placed under the mission only as a marker of their "lost" status and are not considered seed cards that can be discarded with Ajur or Boratus.
A "lost" Borg scout may not be retrieved when the Borg complete their objective. See Away Team and crew.
If the mission is already completed, the Away Team cannot be recovered.
You may not play it on an Away Team at a time location, because it requires you to place them under a mission.
thrice per game
Three times per game. See once per game.
When a dilemma specifies a superlative such as "strongest," "most CUNNING," or "highest total attributes," and there is a tie, the opponent of the player encountering the dilemma gets to choose (unless the dilemma states otherwise). See selections.
To determine such things as "nearest planet" and "far end of spaceline," compare the number of cards in each direction; if there is a tie, then compare the total span in each direction. If still a tie, the opponent chooses.
A card type representing a location in the past or future of the Star Trek universe. Time locations may be or locations.
A time location is not a mission or spaceline location, but it has a corresponding spaceline location identified by the lore of both cards. For example, the mission Agricultural Assessment corresponds to the time location Sherman's Peak; both are located at Sherman's Planet. You may not seed or play a time location unless the corresponding spaceline location is in play.
A time location is placed by itself on the table, creating its own planet or space location separate from the spacelines. The card may have special instructions to be carried out when it is seeded or played; if you cannot carry out all instructions, you may not seed or play the time location. Though they are not on the spaceline, time locations are located in quadrants, as indicated by the presence or absence of a quadrant icon in the lower right corner of the text box. Time locations with no symbol are in the Alpha Quadrant.
Playing a time location uses your normal card play.
Cards that affect a spaceline location, such as Supernova or Black Hole, have no effect on the time location. Cards at the time location are not at the corresponding spaceline location and cannot attempt it. Ships and personnel may travel between the time location and the corresponding spaceline location using a card that allows time travel. The cards listed on a time location (or another card) as "native to this timeline" may be reported directly to the location if it is play. You may choose to report personnel on the surface of a planet time location, aboard any of your compatible ships or facilities at the time location, or aboard any opponent's facility there that you are allowed to use (e.g., Deep Space Station K-7). You may report a ship or facility in space at the location (in orbit of a planet). When reported in this manner, you do not need an open doorway, such as an Alternate Universe Door, to allow you to report the Alternate Universe icon cards.
You are not required to have the time location in play to use cards native to that location, or to report them to that time location if it is in play. They may be reported normally to a facility on the spaceline, or by any other legal reporting method, if you have an open Doorway card which allows cards to play
There are two forms of time travel.
- Movement between a time location and a spaceline is possible only via a card that specifically states that it allows such movement, such as Temporal Vortex or Orb of Time. Cards such as Iconian Gateway, which do not so specify, do not allow time travel. Time travel is not restricted to "corresponding spaceline location" unless specified. For example, the Orb of Time allows you to move from any spaceline location (in any quadrant) to any time location, or vice versa; or between two time locations.
- Temporal Rift and Time Travel Pod represent a different form of time travel, moving from the present into the future while remaining at the same physical location. The ship and all cards aboard are in play for uniqueness only, and are not affected by cards that resolve while the ship has "disappeared," such as Anti-Time Anomaly, Stop First Contact, or Supernova.
The existence of time locations makes it possible to conceptually go back in time and alter history in such a way that you change conditions in the present. The effects of timeline disruption vary by event:
"Timeline disrupted in 2063"
If the Borg change history by completing a Stop First Contact or Build Interplexing Beacon objective, the timeline is disrupted and Federation and Starfleet history ceases to exist. Cards which are disrupted include:
- All personnel of Human species.
- All and affiliation cards (including mutli-affiliation cards, regardless of current mode), such as personnel, ships, and facilities.
However, things from other universes or currently time travelling are not affected by this timeline disruption thus, the following cards are protected:
- cards with a icon.
- cards with an icon (unless they also have a , , or icon).
- cards that have disappeared (e.g. Temporal Rift or Time Travel Pod).
- cards which have lost their affiliation (e.g. Thine Own Self)
- cards at a time location.
Except for cards which are protected, all disrupted cards in play (in any quadrant) and in any player's hand, draw deck, side deck, discard pile, etc., are placed out-of-play. (Reshuffle where appropriate.) If any cards are aboard (or played on) a disrupted ship or facility (but are themselves not disrupted), those cards return to owner's hand.
"Timeline disrupted in 2267"
the effects of this disruption are described on Hero of the Empire.
To "declare a move" for this incident, you must have a bet to show. There is no winner or loser if your opponent has no bet (they must show their hand to verify this) or if there is a tie for highest total attributes.
When randomly selecting an ENGINEER for this card, include all Borg, android, and ENGINEERs in the selection.
See Madred .
A ship may not tow anything unless a card allows it, such as Activate Tractor Beam or Radioactive Garbage Scow. When a ship towing another ship or Scow moves or relocates in any way (e.g., through the Bajoran Wormhole , with Wormholes, The Traveler, time travel, etc.), the towed ship is also moved or relocated.
A ship in tow cannot tow another ship.
Because a group of personnel beams simultaneously, all four of the personnel discarded by this incident are considered to leave play simultaneously (the cards are still placed in the discard pile one at a time so the opponent can see them). See exchanging cards.
All ships and facilities have transporters unless otherwise specified. You may not operate your opponent's transporters unless you are allowed to use their facility (except when infiltrating; see infiltration icon).
Two of Nineteen (Transwarp Drone)
To move ships through Transwarp Network Gateways, there must already be in play two copies of this doorway at different locations.
You must play another Transwarp Network Gateway doorway or a Transwarp Conduit interrupt each time you wish to move a ship (or group of ships) through the gateway network. This does not use any of the ship's RANGE, but is still normal ship movement, requiring full staffing.
This event nullifies all Static Warp Bubbles in play or played later, either yours or your opponent's.
If a treaty is destroyed, incompatible personnel aboard a ship or facility are placed under house arrest.
Treaties do not "chain." If you have Treaty: Federation/Bajoran and Treaty: Federation/Klingon in play, your Bajorans may not mix with your Klingons. You must also play Treaty: Bajoran/Klingon for all three groups to mix.
A "Federation treaty" is any treaty which includes the Federation (or ) as one of the parties. For example, Treaty: Federation/Klingon, Treaty: Alpha Quadrant Alliance, and Organian Peace Treaty are all Federation treaties as well as Klingon treaties.
Only your Federation, Romulan, and Klingon affiliations are restricted from attempting your opponent's missions; your personnel and ships of all other affiliations may attempt any of your opponent's missions normally.
Playing an Espionage card will permit you to attempt (but not solve) an opponent's mission while this treaty is in play. A required action (such as Samaritan Snare) may compel you to attempt an opponent's mission despite the treaty restriction. See actions - required.
A card type which comes into play only through a Tribble side deck. Tribble cards represent single tribbles and groups of 10, 100, 1,000, etc. They may report or breed as noted on each card.
You may play one Tribble card each turn per group of your tribbles (whether the cards were drawn from your side deck or downloaded by playing a Storage Compartment Door). All of your tribbles on one ship, facility, site, or planet are one group. Reporting a 1 Tribble or 10 Tribbles card where there are no tribbles creates a new group; you may not play another Tribble card to that group on that turn.
You must have at least the required number of tribbles present to breed tribbles. (You may not breed tribbles from your opponent's tribble group.) For example, the 100 Tribbles card "Breeds from 10 tribbles." You must have at least 10 tribbles present (either ten 1 Tribble cards or one 10 Tribbles card) to play a 100 Tribbles card to that group. When you breed a tribble card, the tribbles required to breed that card remain in play.
The small Tribble cards - 1 Tribble and 10 Tribbles - may be carried like equipment by either player's personnel. Each personnel may carry only one small Tribble card; when they eventually "drop" it, they are "stopped." They are not required to put it down while they perform other actions, such as attempting a mission.
The large Tribble cards - 100 Tribbles and greater - may not be carried, but may be beamed by any Transporter Skill personnel. Each personnel may beam up to one large Tribble card for each unit of that skill they have, then that personnel is "stopped" and may beam no more Tribble cards that turn. You may lower the SHIELDS of your Nor to beam large Tribble cards. Although small Tribble cards may not be beamed, you may beam the personnel who are carrying them (this does not require Transporter Skill and does not "stop" anyone).
You may beam large tribble cards between your opponent's ship and your own ship (if a card, such as the Transport Drone or Invasive Beam-In, allows you to beam cards through SHIELDS). Your opponent must allow you to see the tribble cards to select one or more for beaming.
Each denomination of Tribble card (e.g., 1 Tribble) comes in multiple versions, with different images and card numbers, and a different special colored icon such as Go, Poison, and so on. All versions of a denomination are treated as the same card in the Star Trek Customizable Card Game (they are not cumulative); the special icons are used in the Tribbles Customizable Card Game.
(Tribble cards from the Tribbles Customizable Card Game may not be used in the Star Trek Customizable Card Game, because they have no game text allowing them to play.)
Your Barry Waddle must be at the same location as your tribble group to allow you to play this incident (not just to play it for free).
This incident cannot be moved except as allowed by Trouble... in the Transporters, even when Tribble cards from the tribble group where it is played are carried or beamed.
Tribble side deck
This side deck is made up of Tribble and Trouble cards. You can have as many Tribble and Trouble cards in your side deck as you like, even duplicates. The side deck is activated during the doorway seed phase by a Storage Compartment Door card placed face up on top of the side deck.
The Storage Compartment Door allows you to draw and play (or discard) up to three cards from your side deck during each of your turns. Your Tribble and Trouble cards are not part of your normal hand, and thus are not affected by cards such as Alien Probe and Energy Vortex.
Whenever a card from your Tribble side deck is discarded or otherwise leaves the table, place it face up underneath your side deck. When your side deck runs out of face-down cards, shuffle the face-up cards and place them face down again underneath your seeded Storage Compartment Door.
When you download and/or play cards you may ignore any game text that would prevent, nullify or modify the cost of downloading and/or playing those cards. This card does not allow you to ignore game text not directly related to the downloading/playing of ref cards.
- You may ignore the text of Dial-Up to use the last function of Q the Referee to download a card.
- You may ignore the text of Amanda Rogers to prevent it from nullifying The Juggler.
- You may ignore the text of 211th Rule of Acquisition to play a card you download on your opponent's turn without discarding cards from hand.
- You may ignore the text of Obelisk of Masaka to download more than one card from multiple draws gained from a single card. You may not ignore to text to download multiple non- cards.
- You may not ignore the effects of In the Zone while downloading a card.
You may not substitute or ignore requirements for Tricyanate Poisoning, even requirements that are in principle impossible at the mission you are attempting. For example, if the nearest planet mission has a requirement that something be "in orbit" or that "Away Team" have certain attributes while you are at a space mission, or you are at a planet mission and must meet a requirement like "SHIELDS >8", you will fail to overcome the dilemma.
A card type which comes into play only through a Tribble side deck. You may play Trouble cards only where you have tribbles present. You may play one Trouble card each turn per group of your tribbles.
Each Trouble card lists the minimum number of tribbles required to "activate" portions of its game text. If you do not have the minimum number present, the Trouble card stays in play, but its game text is inactive. If you have no tribbles present with a Trouble card, it is discarded.
Whenever any of your Tribble cards (or your Tribble Bomb) are moved, any or all of your Trouble cards present may go along with them.
Trouble... on the Bridge
See ...on the Bridge.
A Borg player may use this Q-icon event to place non-Borg personnel or ships in their discard pile and may use them normally if retrieved to hand, but they may not mix with their Borg.
Players alternate taking turns throughout the play phase. During your turn you will do up to five things, in this order:
- Perform any actions required or allowed by game text that says it takes place at "start of turn."
- Play a card from your hand. This "normal card play" is optional. All cards except interrupts and doorways may be played only at this time, even those that play "for free," unless a card specifically allows a card play at another time. During this segment of your turn, you may take no actions other than:
- playing cards;
- actions that suspend play;
- actions that may occur at any time (including activating hidden agendas and playing interrupts and doorways);
- sub-actions of those actions; and,
- any action that would respond to or replace an allowed action.
- Execute orders. This generally means moving and/or using cards already on the table, and is also optional. See executing orders.
- Perform any actions required or allowed by game text that says it takes place at "end of turn." (Probing is also defined as an end-of-turn action unless otherwise specified.)
- Draw a card from your draw deck to your hand. This is mandatory and signals the end of your turn. See card draw. If you are prevented from drawing a card (for example, by the game text of Q's Tent or the Ops site, or because there are no cards left in your draw deck), then you simply announce when you are done with your turn.
You may choose the order of start-of-turn and end-of-turn actions. For example, you may process ore either before or after a Rogue Borg battle; you may probe either before or after counting down countdown icons or moving a Borg Ship dilemma. No other actions may take place between start-of-turn or end-of-turn actions, other than valid responses. However, your normal card draw (or any action that replaces it), is always the last action of your turn.
If a card such as 35th Rule of Acquisition allows you to draw a card at "end of each turn" when conditions are met (but does not say it is an extra or additional card draw), it is the result of an "end-of-turn" action, which must take place before your normal card draw which ends your turn. However, if a card allows an "extra" or "additional" card draw at the end of your turn (e.g., The Traveler: Transcendence or Quark's Bar), it is a modification to your normal card draw, and thus is not an "end-of-turn" action.
Your separate Away Teams merging at the end of your turn and "stopped" cards becoming "unstopped" at the start of a turn are not actions. They are changes of status that occur automatically when a turn ends or starts. A few other uses of the term "turn" are clarified below:
- A "full turn" is one complete turn of one player, from beginning to end, not including the current turn.
- "Owner's turn" refers to the owner of the card being affected, rather than the card played.
- "Every turn" means every turn of both players.
- "Each turn" means each turn of the subject of the game text (skipping the other player). The subject player is usually indicated by a word such as "you," "opponent" or "owner." ("You" or "your" refers to the person playing the card or encountering the dilemma.) It may also be implied by game text instructing the person who played the card to take specific actions. If no player is specified or implied, then the subject of the game text is the player whom it affects. If it affects both players equally, the subject is the person who played or encountered the card. Examples:
- Warp Core Breach: "Ship explodes at end of owner's next turn." The subject is the owner of the ship.
- Telepathic Alien Kidnappers: "At end of each turn, guess a card type..." The subject is the person who played the card, who is instructed to guess a card type.
- Plasma Fire: "Fire damages ship at end of next turn." The subject is the owner of the ship.
See in play.
twice per game
See once per game.
This ship may be fully staffed by Arturis even if it is in Federation affiliation mode.
See attribute modifiers.
This ship can report to any location, in any quadrant, or to a time location. It may report to a facility, but cannot avoid being damaged. If your opponent is using a Battle Bridge side deck, they apply default damage (two damage markers) when you report the ship.
If reported with crew via Space-Time Portal, damage is applied to the ship before the crew is reported aboard (no casualties will occur).
To score points with this objective, at least one of your ships firing WEAPONS in the battle that destroys the ship must be a Dominion ship. See affiliation and ship origin.
If a card has an undefined attribute (e.g., Mortal Q's CUNNING of Q, Kivas Fajo's "NO INTEGRITY," or Spot's STRENGTH, which is not a number but is explained in the skills box), it is treated as zero for purposes of comparisons or totalling attributes. Undefined attributes cannot be modified with other cards. For example, Kivas Fajo will be killed by the Firestorm dilemma, but his INTEGRITY is not enhanced by Kukalaka.
If your opponent encounters this dilemma, you may download up to four Borg drones (to the planet, if any, or to any ship or facility at the location). If you download them to a ship or facility controlled by your opponent, the drones are intruders.
Rogue Borg Mercenaries downloaded through this dilemma battle for the first time at the start of the next turn, even if more Rogue Borg are played normally on the current turn. They may play only on an occupied ship.
A player has examined a mission if that player has revealed, glanced, or peeked at any card seeded face down at that mission, regardless of which player's card caused that player to see the card. If a mission has been attempted or scouted, it has been examined for both players.
unique and universal
Universal personnel, ships, facilities, sites, missions, and time locations are those with the four-diamond ❖ symbol at the beginning of the card name, and each player may have multiple copies in play at a time. Those without the ❖ symbol are unique (unless they have an ✶ enigma symbol). All other card types are universal unless marked "Unique" or "Not duplicatable."
Each player who has in play a copy of a card marked "Unique" in its gametext or any unique or ✶ enigma personnel, ship, or facility may not play another. If another copy owned by the same player is encountered (for example, dilemmas), earned (for example, artifacts), or activated (for example, hidden agendas) by any player, that copy is discarded. This restriction remains even if that player loses control of the unique card (through assimilation, 1962 Roger Maris Baseball Card , etc.) See persona, owner
When any card marked "Not duplicatable" in its game text (or any unique time location) is in play, another copy may not be seeded or played by any player, and, if another copy is encountered, earned, or activated by any player, that copy is discarded. When a player seeds any unique mission which has already been seeded on the spaceline, the second copy is stacked atop the first to create a single location. See Deep Space 9 , seed phase.
Unless otherwise indicated, missions and time locations are not duplicatable. (See seed phases - mission phase).
Two of Seventeen (Unity Drone)
This personnel allows your Borg to share CUNNING in the hive.
Example: You have an Away Team on a planet consisting of three Borg, with a total CUNNING of 15:
- Bio-Med Drone, , CUNNING 5
- Tactical Drone, , CUNNING 5
- Talon Drone, , CUNNING 5.
You have a Borg ship at a neighboring spaceline location with the following crew aboard, with a total CUNNING of 17:
If the Bio-Med Drone is now killed, so there is no longer a Borg on the planet, the Away Team now has a total CUNNING of only 10, and the ship's crew has a total CUNNING of only 17.
See unique and universal.
See mirror universe.
Your personnel are unopposed if your opponent has no personnel present with them on a planet, ship, facility, or site. Your ship is unopposed if your opponent has no ships at the same spaceline or time location. A site is unopposed if your opponent has no docked ships or personnel at that site. Cards that are cloaked, phased, disabled, or in stasis do not oppose. See opposing, Patrol Neutral Zone .
See Q-icon cards.
use (ship or facility)
When gametext states that one affiliation (or personnel cards with certain characteristics) may use a ship or facility of a different affiliation, that ship is automatically compatible with those cards. If a ship, it does not need a personnel matching its affiliation to be staffed or to attempt a mission, if its crew contains one of the indicated personnel instead. It is still a ship or facility of its original affiliation, and must abide by that affiliation's attack restrictions.
Regular skills are routinely used to meet requirements, overcome dilemmas, trigger effects, and more, often during the initiation step of another action. When you have more of a regular skill present than a card requires, you may choose which of your personnel contribute skills to it. For example, if Davies and Toby Russel are in a crew that solves Explore Dyson Sphere, you may choose Toby Russell to provide the Physics to solve the mission so she can score points with Assign Mission Specialists .
Most other special skills (for example, "May initiate battle against intruders") are used as a normal action. In general, this may be done only on your turn, unless the action is a valid response (for example, "May replace anyone randomly selected to die here") or is expressly allowed on opponent's turn (for example, "May be replaced by another version at any time," "Once every turn, may 'pounce'...").
If a card requires a personnel type such as MEDICAL without specifying a classification or a skill, either suffices. A requirement for multiple levels of a skill, such as Navigation x2, may be met by any combination of Navigation skills on one or more personnel (unless "a personnel with Navigation x2" is specified).
Some cards allow your personnel to "use" a skill like this in place of another skill that they already have. The levels of the original skill may come from any combination of personnel, who are treated as having a fraction of that skill proportional to their contribution. For example, The Art of Diplomacy allows your personnel to use 2 Treachery as if it were 1 Diplomacy. With this card, two personnel who have Treachery can provide 1 Diplomacy (each replaces their Treachery with Diplomacy x1/2), while another personnel who has Treachery x2 can provide another Diplomacy (Treachery x2 is replaced with Diplomacy x1). See skills - skill multipliers. On a mission specialist, this counts as "using" a specialist skill for Assign Mission Specialists. A personnel may not use their skill as the new skill and the replaced skill simultaneously.
A mission specialist affected by this dilemma remains a mission specialist, with a skill of Treachery x2. See Assign Mission Specialists .
Some personnel have an X in one of their attribute boxes, with a corresponding special skill such as "X=2 or 7." Each time you need to know the value of a variable attribute (even when the card is in hand, such as for a Royale Casino dilemma), the owner of the card may choose one of the listed values at that time. Whenever the special skill is unusable (for example, because of Brain Drain or Hate Crime), the attribute is an undefined attribute, treated as zero.
When a card or rule requires you to perform some action which you are unable to complete, your opponent must be allowed to verify that you are unable to do so. For example, if you cannot play a card when required to by a card such as Visit Cochrane Memorial or Energy Vortex, your opponent may look at your hand to verify that you are unable to do so. See showing your cards.
A "version" of a personnel refers to any true version of that specific persona. For example, Elim Garak, Elim, Mr. Garak, and Plain, Simple Garak are all versions of the Elim Garak persona. Thus, Plain, Simple Garak may be replaced at any time by Elim Garak, Elim or Mr. Garak.
This Equipment card aboard your ship does not allow you to download a Vorta as its matching commander using Ready Room Door. The Vorta is not the matching commander until they are present with the VR Headset.
An affiliation and a species. See affiliation and species.
When this card enters play, immediately select the special equipment gained. This is not an order. Subsequent re-selections are orders.
See skills - modifying.
See skills - modifying.
Personnel retain the gained skill until they are no longer present with this equipment, or until you re-select the skill added by it (see skills - modifying). If more personnel of appropriate classification join the crew or Away Team, they add the same skill already selected.
Your personnel aboard a Nor may move ("walk") from site to site, individually or as a group, and they may carry Equipment cards with them. Move the personnel or group along the row of sites, one site at a time, until they reach their destination. (They must actually "pass by" each site in turn; they do not relocate from site to another.)
Example: you have the following sites on your Nor, in order: Ops, Security Office, Guest Quarters, Ore Processing Unit, Docking Pylons. Your personnel may walk from Ops to Docking Pylons on one turn, moving from one site to the next in turn, and may board your ship docked at Docking Pylons.
2427Any card that moves like a ship with RANGE, such as or The Sheliak, uses the span on the end toward the moving card's owner.
This event may be played on any turn after the initial attack (not necessarily immediately after the attack). It applies to both players while in play.
We Look For Things
When you discard this incident to "acquire" a card enhancing the attributes of an opposing ship, you must immediately place the card in play. An Equipment card is relocated to your Pakled ship; an Event card is played on your side of the table or on one of your suitable ships at the location, as appropriate.
You cannot use your ship's or facility's WEAPONS for any purpose unless it is uncloaked, unphased, and undocked, its WEAPONS are greater than zero, and you have a matching personnel aboard. "Using WEAPONS" includes satisfying the requirements of any card requiring WEAPONS, such as Outgunned or Refuse Immigration.
To fire its WEAPONS in battle, the ship or facility must not be "stopped." (A card targeted by an attack is automatically "unstopped" and thus may return fire.)
Unless returning fire or counter-attacking, the ship or facility must also have a leader (Borg must have a Borg instead) in its crew, and must not have any affiliation attack restrictions that prevent it from firing at the target.
If the requirements to solve a mission include ship's WEAPONS above a certain level (e.g., Ambush Ship), and it does not say "total WEAPONS," then the single attempting ship must provide the WEAPONS requirement. If the requirements to attempt or solve a mission include "total WEAPONS" above a certain level (e.g., Intercept Maquis), that total may be provided by any of your compatible ships at that location.