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ST1E - overview "terms"

You will find here an overview of all ST1E terms (clarifications to specific game concepts / key words / terms). Please keep in mind, that this section depends on the data of the !Rule-Archive - only terms that are edited here from the different official !Rule-Documents, can be shown here. So, if you miss something maybe because there was a current rule update - feel free to add on the one hand this new rule to our database (use tab "New document") and also feel free to add terms form this rule on the other hand here (tab "New term" for a new term).

At this time there are 453 Terms listed here (but 132 of them are only references to other terms or to individual cards). Please klick on the "term name" to read the text of the corresponding Clarification for this term.

TermTaken from
10/20 rule - See Warp Speed.Glossary
22nd century iconGlossary
30/30 ruleGlossary
abductionGlossary
aboard - See present.Glossary
acquired - See artifact.Glossary
actionsGlossary
actions - sequence of stepsGlossary
actions – groupGlossary
actions – interruptingGlossary
actions – requiredGlossary
actions – step 1: initiationGlossary
actions – step 2: responsesGlossary
actions – step 3: resultsGlossary
actions – taking turnsGlossary
actions – “just”Glossary
activeGlossary
adjacentGlossary
affiliationGlossary
affiliation and ship originGlossary
affiliation and speciesGlossary
affiliation attack restrictions - See battle.Glossary
affiliation iconGlossary
aloneGlossary
Alternate Universe iconGlossary
androidGlossary
ANIMALGlossary
another - See other.Glossary
anyGlossary
any IntelligenceGlossary
anywhereGlossary
appearsCurrent-Rulings
artifactGlossary
assimilated counterpartGlossary
assimilationGlossary
assimilation – facility - See assimilation - planet.Glossary
assimilation – personnelGlossary
assimilation – planetGlossary
assimilation – shipGlossary
at any timeGlossary
ATTACK bonusGlossary
attemptGlossary
attributeGlossary
attribute enhancementsGlossary
attribute modifiersGlossary
automatic modifiersGlossary
Away Team and crewGlossary
Away Team battleGlossary
BajoranGlossary
banned cardsGlossary
Barash iconGlossary
battleGlossary
battle - affiliation restrictionsGlossary
battle - personnelGlossary
battle - shipGlossary
battle - ship - multiple targetsGlossary
Battle Bridge side deckGlossary
beamingGlossary
betweenGlossary
bonus point areaGlossary
bonus points - See points, bonus point area, Altonian Brain Teaser, Intermix Ratio.Glossary
BorgGlossary
Borg subcommand icons - See Borg.Glossary
Borg Use Only iconGlossary
Borg-affiliation ships - See Borg.Glossary
bottom seed cardGlossary
brig - See capturing.Glossary
cancelGlossary
cannot be stopped - See mission attempt.Glossary
Captain Proton cardsGlossary
captivesGlossary
capturingGlossary
capturing-related cardGlossary
card drawGlossary
card playGlossary
card titlesGlossary
card typesGlossary
CardassianGlossary
carried shipsGlossary
chameloid - See shape-shifter.Glossary
changelingGlossary
characteristicsGlossary
clarifications - See revised text.Glossary
class - See ship class.Glossary
Classic Films iconGlossary
classificationGlossary
cloaking and phasingGlossary
cloaking deviceGlossary
collectiveGlossary
combo dilemmaGlossary
commandeeringGlossary
compatibleGlossary
controlGlossary
conversion rules - See Second Edition cards.Glossary
converted card indicatorGlossary
cooperate - See mix.Glossary
copyGlossary
correspondingGlossary
countdown iconGlossary
counter-attack - See battle.Glossary
counterpartGlossary
counting cardsGlossary
crew - See Away Team and crew.Glossary
crime iconGlossary
cumulativeGlossary
current objective - See Borg, objective.Glossary
damageGlossary
deactivated - See holographic personnel and equipment.Glossary
death - See discarding.Glossary
deckGlossary
default damage - See damage.Glossary
DEFENSE bonusGlossary
Delta QuadrantGlossary
Delta Quadrant iconGlossary
destroy - See nullify.Glossary
differentGlossary
dilemmaGlossary
dilemma resolutionGlossary
dilemma resolution - summaryGlossary
dilemma timingGlossary
direct hitGlossary
disabledGlossary
discard pileGlossary
discardingGlossary
do not count toward winning - See points.Glossary
docked shipGlossary
dockingGlossary
does not use - See equipment.Glossary
does not work withGlossary
DominionGlossary
doorwayGlossary
double turnGlossary
doublingGlossary
downloadingGlossary
downloading - special downloadGlossary
draw - See card draw.Glossary
draw deckGlossary
draw no cards this turn - See card draw.Glossary
droneGlossary
dual-affiliation - See multi-affiliation.Glossary
dual-icon missionsGlossary
dual-personnel cardsGlossary
duplicatable - See unique and universal.Glossary
duplicate - See copy.Glossary
each turn - See turn.Glossary
earned - See artifact.Glossary
empty shipGlossary
encountered Glossary
end of spaceline - See spaceline.Glossary
end of turn - See turn.Glossary
energy dampenerGlossary
enhancements - See attribute enhancements.Glossary
enigma iconGlossary
equipmentGlossary
equipment - ship - See special equipment.Glossary
erase - See holographic personnel and equipment.Glossary
errata - See revised text.Glossary
Espionage cardsGlossary
eventGlossary
every turn - See turn.Glossary
exchanging cardsGlossary
executing ordersGlossary
facilityGlossary
facility phase - See seed phases.Glossary
far end of spacelineGlossary
farthest planet - See far end of spaceline.Glossary
FederationGlossary
for freeGlossary
for uniqueness only - See in play.Glossary
forceGlossary
Founder - See characteristics.Glossary
full speed - See actions - required.Glossary
full turn - See turn.Glossary
game deck - See deck.Glossary
game textGlossary
Gamma QuadrantGlossary
Gamma Quadrant iconGlossary
genderGlossary
group actions - See actions - group.Glossary
hand weaponGlossary
headquartersGlossary
helpsGlossary
hereGlossary
hidden agendaGlossary
highest total attributes - See ties.Glossary
HirogenGlossary
hitGlossary
hiveGlossary
holodeckGlossary
holographic personnel and equipmentGlossary
homeworldGlossary
house arrestGlossary
HTSBEGGlossary
HULL integrityGlossary
human - See species, timeline disruption.Glossary
humanoidGlossary
I.K.C. and I.K.S.Glossary
icons in game textGlossary
immuneGlossary
impersonator - See persona, infiltration icon.Glossary
implant cardGlossary
in orbitGlossary
in place of a card draw - See card draw.Glossary
in place of normal card play - See card play.Glossary
in playGlossary
incidentGlossary
infiltration iconGlossary
infiltratorGlossary
insert into spacelineGlossary
interceptorGlossary
interruptGlossary
intruderGlossary
invalid card plays - See actions - step 2: responses.Glossary
invasive transportersGlossary
just - See actions - just.Glossary
just encountered - See actions - step 1: initiation.Glossary
just initiated - See actions - step 1: initiation.Glossary
just playedGlossary
ketracel-white iconGlossary
keywordsGlossary
killed - See discarding.Glossary
KlingonGlossary
Klingon/Cardassian Alliance iconGlossary
landed shipsGlossary
launching ships - See carried ships.Glossary
leaderGlossary
leaving play - See in play.Glossary
locationGlossary
long-term effectsGlossary
loreGlossary
lose the gameGlossary
loses affiliationGlossary
losing battle - See battle - personnel, battle - ship.Glossary
matching affiliationGlossary
matching commanderGlossary
meeting requirementsGlossary
mirror universeGlossary
mis-seedGlossary
missionGlossary
mission attemptGlossary
mission continues - See dilemma resolution.Glossary
mission IIGlossary
mission requirements - alternate - See mission attempt.Glossary
mission specialist - See Assign Mission Specialists.Glossary
mixGlossary
mortally wounded - See stunned and mortally wounded.Glossary
most cunning - See ties.Glossary
movementGlossary
movement between quadrantsGlossary
movement between time location and spaceline - See time travel.Glossary
multi-affiliation cardsGlossary
multiple targets - See battle - ship.Glossary
must do nothing but - See actions - required.Glossary
native quadrantGlossary
native to this timeline - See time location.Glossary
nearest planet - See ties.Glossary
nebulaGlossary
nemesis iconGlossary
Next Generation iconGlossary
NOGlossary
Non-AlignedGlossary
non-FederationGlossary
Nor, control of - See facility.Glossary
normal card play - See card play.Glossary
normal speed - See actions - required.Glossary
not duplicatable - See unique and universal.Glossary
not repeatable - See combo dilemma.Glossary
nullifyGlossary
objectiveGlossary
occupied shipGlossary
off line - See damage.Glossary
on planetGlossary
on tableGlossary
once each (every) turn - See once per turn.Glossary
once in playGlossary
once per gameGlossary
once per turnGlossary
opponent’s choice - See selections.Glossary
opposingGlossary
opposite - See persona, mirror universe.Glossary
orbiting - See in orbit.Glossary
Original Series iconGlossary
otherGlossary
out-of-playGlossary
outpostGlossary
outpost - built-in - See Mission II.Glossary
outside the gameGlossary
overlays - Borg - See assimilation - personnel.Glossary
ownerGlossary
particle scattering deviceGlossary
passing locationsGlossary
personaGlossary
personnelGlossary
personnel - seededGlossary
personnel movement - See movement.Glossary
personnel typeGlossary
phasing - See cloaking and phasing.Glossary
phasing cloakGlossary
planet facilityGlossary
play phaseGlossary
played as - See card types.Glossary
playing an affiliationGlossary
playing BorgGlossary
point boxGlossary
pointsGlossary
pooling skills - See Blood Screening.Glossary
presentGlossary
preventing stops - See mission attempt.Glossary
prevents - See actions - step 2: responses.Glossary
probingGlossary
protecting cardsGlossary
punishment iconGlossary
pursuit iconGlossary
Q-Continuum side deckGlossary
Q-icon cardsGlossary
Q-related dilemmaGlossary
Q-Type AndroidGlossary
quadrant rule - See report.Glossary
quarantineGlossary
Q’s Tent side deckGlossary
random selection - See selections.Glossary
ranks and titles - See characteristics, matching commander.Glossary
rationing - See Ketracel-White.Glossary
re-selecting skills - See skills - modifying.Glossary
reduced attribute - See attribute modifiers.Glossary
referee iconGlossary
regions of spaceGlossary
related - See equipment (for MEDICAL related, etc.), Empok Nor-related, Q-related, etc.Glossary
relocation - See movement, movement between quadrants, time travel.Glossary
repairGlossary
replacing cards - See exchanging cards.Glossary
reportGlossary
report with crewGlossary
reporting for duty - See report.Glossary
required action - See action - required.Glossary
rescue - See capturing.Glossary
responses - See actions - step 2: responses.Glossary
rest of gameGlossary
restriction boxGlossary
retaliation - See Kova Tholl.Glossary
return to a facility - See docking.Glossary
return to handGlossary
revealGlossary
reverseGlossary
revised textGlossary
Roger Maris Baseball Card - See 1962 Roger Maris Baseball Card.Glossary
Rogue BorgGlossary
RomulanGlossary
Royale Casino side gamesGlossary
sameGlossary
scoring points - See points.Glossary
scoring tournamentsGlossary
scouting locationsGlossary
scouting shipsGlossary
Second Edition cardsGlossary
seed deckGlossary
seed phasesGlossary
seeds or playsGlossary
selectionsGlossary
self-controlling iconGlossary
shape-shifterGlossary
SHIELDS - See attributes, battle - ship.Glossary
shipGlossary
ship attribute enhancements - See attribute enhancements.Glossary
ship classGlossary
ship equipment - See special equipment.Glossary
ship movement - See movement.Glossary
ship origin - See affiliation and ship origin.Glossary
ship staffingGlossary
ship types - See characteristics.Glossary
showing your cardsGlossary
side deckGlossary
side game - See Royale Casino side games.Glossary
siteGlossary
skill-sharingGlossary
skillsGlossary
skills - modifyingGlossary
skills - usingGlossary
solveGlossary
Son'a ships - See attribute enhancement.Glossary
Soong-type androidGlossary
space - transferring cards intoGlossary
space facility - See facility.Glossary
spacelineGlossary
special download - See downloading - special download.Glossary
special equipmentGlossary
special staffing icon - See ship staffing.Glossary
speciesGlossary
staffing - See ship staffing.Glossary
StarfleetGlossary
start of turn - See turn.Glossary
starting the gameGlossary
stasisGlossary
stationGlossary
stealingGlossary
stoppedGlossary
strongest - See ties.Glossary
stunned and mortally woundedGlossary
superlatives - See ties.Glossary
support personnel - See Assign Support Personnel.Glossary
suspends playGlossary
tacticGlossary
Tal Shiar - See skills - using.Glossary
Tamarian-relatedGlossary
targetGlossary
TerranGlossary
Terran Empire iconGlossary
there - See here.Glossary
thrice per gameGlossary
tiesGlossary
ties (scoring)Glossary
time locationGlossary
time travelGlossary
timeline disruptionGlossary
timing - See turn, actions.Glossary
tournament scoringGlossary
towingGlossary
tractor beamGlossary
Transporter SkillGlossary
transportersGlossary
treatiesGlossary
tribbleGlossary
Tribble side deckGlossary
TrillGlossary
tripling - See doubling.Glossary
troubleGlossary
turnGlossary
twice per game - See once per game.Glossary
undefined attributeGlossary
unexaminedGlossary
unique and universalGlossary
universal - See unique and universal.Glossary
universe - See mirror universe.Glossary
unopposedGlossary
until any Q-Flash - See Q-icon cards.Glossary
use - See equipment.Glossary
variable attributeGlossary
verificationGlossary
versionGlossary
victory conditions - See winning the game.Glossary
VidiianGlossary
Voyager stand-alone formatsGlossary
walkingGlossary
warp core iconGlossary
Warp SpeedGlossary
WEAPONSGlossary
winning battle - See battle - personnel, battle - ship.Glossary
winning the gameGlossary
wormholes - movement throughGlossary
worth pointsGlossary
you - See your.Glossary
yourGlossary
zeroGlossary

10/20 rule

See Warp Speed.
Taken from Glossary.

22nd century icon

This icon 22nd Century marks a card as being from the 22nd century. It has no build in gameplay function and will be referenced by other cards in the future.
Taken from Glossary.

30/30 rule

Your seed deck may contain no more than 30 seed cards (not counting missions and sites, which seed for free) and your draw deck may contain no fewer than 30 cards.
Taken from Glossary.

abduction

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 his 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.
Taken from Glossary.

aboard

See present.
Taken from Glossary.

acquired

See artifact.
Taken from Glossary.

actions

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.
Taken from Glossary.

actions - sequence of steps

Every action has three steps that must occur in order:

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

These steps are described in more detail in the following sections.
Taken from Glossary.

actions – group

An action may cause other actions to occur within itself. For example, a personnel battle includes subactions 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 subaction 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.
Taken from Glossary.

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.
Taken from Glossary.

actions – required

Required actions are usually indicated by “must” or “must do nothing but.” There are two types of required actions, moving and non-moving.

Moving required actions include Cytherians (you must travel to the end of the spaceline), Incoming Messages (you must return to an outpost), and Conundrum (you must target and “chase” a ship). Additional personnel and equipment may be brought aboard the ship by beaming, reporting (e.g., to a Borg Cube), or any other method that does not require the ship and crew to take an action such as docking. Personnel and equipment may not be removed from the ship by any means. The only other actions the ship and crew may perform are moving (“Ship must do nothing but...” means “ship and crew must do nothing but...”) and meeting conditions to cure/nullify cards affecting the ship. It may not cloak, phase, or initiate battle, including a counter - attack (though it may return fire if attacked). The crew may not initiate battle against an intruder, but may defend themselves if attacked. Destinations of a required action (outposts, spaceline locations, ships to attack, etc...) must be on the same spaceline as the moving ship. When a moving required action states that a ship must travel at “normal speed” or “full speed ,” it means you must use all of its available RANGE each turn (assuming that the ship is staffed to move), including any automatic modifiers such as a Plasmadyne Relay aboard, even if this will place the shp at a hazard such as Gaps in Normal Space. You may stop at intermediate locations. You may use Lakanta’s or The Traveler’s skills, Where No One Has Gone Before, Wormholes, Transwarp Network Gateways, or other such means to shorten the travel. You are not required to do so. The ship can be affected by cards played on it or encountered on the spaceline, such as Wormholes, Gaps In Normal Space, etc.

Non-moving required actions include Samaritan Snare (you must attempt the mission, if Federation) and Conundrum after you reach the targeted ship (you must attack the ship). If a ship is targeted by a non-moving required action, you must perform that action as soon as possible, typically as your next action. Responses to that action (e.g., battle-related cards or Senior Staff Meeting) may be played. When your cards are required to take more than one action, you may choose the order in which to take those actions. For example, if your Federation ship affected by Cytherians is at Samaritan Snare, you may choose whether to move the ship (if you have available RANGE) or attempt the mission as your next action.

A ship under the influence of a required action remains under that influence after it is commandeered or assimilated; the new controller must complete the action.
Taken from Glossary.

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 (e.g., you may play Going To The Top to return a personnel to hand OR to download a personnel; 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 Alternate Universe 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.

Dilemma encounters – The initiation of a dilemma encounter is complete (i.e, it has been “just encountered” and may be responded to) once 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 or your opponent may respond by replacing the dilemma with a Q-Flash (using Beware of Q).

Some cards, such as Mission Fatigue and Cyrus Redblock, add a sub-action to dilemmas, randomly selecting a personnel tobe “stopped” or killed before the dilemma’s own game text is resolved. The dilemma has been “just encountered” and may be responded to after you complete initiation of this sub-action (choosing a target to be “stopped” or killed). If the opponent responds by swapping the dilemma for a Q-Flash, the personnel is not “stopped” or killed because no results are obtained from the dilemma.
Taken from Glossary.

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 and Phaser Burns are valid responses to personnel battle. Going To The Top is not a valid response to personnel battle; although returning a personnel to hand or downloading one could affect the outcome of the battle, Going to the Top 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).

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 Kchi'Q, 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 rechecked. 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.
Taken from Glossary.

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, no more responses to the original action (the card play) are allowed between those actions, because Kivas Fajo – Collector’s optional responses step is past and it is currently having its result. When you play a card that is discarded after use (e.g., most interrupts), it is discarded after it has its results.
Taken from Glossary.

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 personnels’ 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 skills – using.

Taken from Glossary.

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”).
Taken from Glossary.

active

An active personnel is one which is not “stopped,” not disabled, and not in stasis.
Taken from Glossary.

adjacent

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

affiliation

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 cards. (equipment and site cards have no affiliation.)

Cards from different affiliations are not normally compatible, except Non-Aligned and Neutral cards which are compatible with any affiliation except Borg. Special cards such as treaties, Emblem of the Alliance, and Temporal Micro-Wormhole may make two or more affiliations compatible, allowing them to mix and work together.
Taken from Glossary.

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 Affiliation RomulanAffiliation Klingon 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 (see multi-affiliation cards). 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.
Taken from Glossary.

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 (FC) 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.
Taken from Glossary.

affiliation attack restrictions

See battle.
Taken from Glossary.

affiliation icon

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

alone

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.
Taken from Glossary.

Alternate Universe icon

You may normally seed or play cards with this icon Alternate Universe only if you have an open Doorway or other card which allows such cards to enter play, such as Alternate Universe Door, Space-Time Portal,or the Seal Rift mission. (Using “Devidian Door” to report a card also requires such a Doorway card at the time the reporting function is used.) Time locations also allow certain cards “native to the timeline” to report there without such a Doorway card. If the card allowing your Alternate Universe cards to play is closed or discarded, you may not play additional Alternate Universe cards until it is re-opened or replaced. Alternate Universe 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 Alternate Universe card is encountered, the Alternate Universe card still has its normal effect. However, if an earned Alternate Universe artifact goes to your hand, you do need an open doorway to play it later.
Taken from Glossary.

android

“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.
Taken from Glossary.

ANIMAL

This classification has several important differences from other classifications. ANIMAL may not be selected as a skill or classification. In addition, ANIMALs may not

  • attempt missions alone;
  • meet ship staffing requirements, including the matching affiliation requirement;
  • enable the use of hand weapons or initiate battles;
  • commandeer, or apply their affiliation to a commandeered ship or facility;
  • use their classification to staff a Kurlan Naiskos; or
  • be assimilated or targeted for assimilation.

A personnel of this classification remains an animal even if its classification is removed or changed, and is subject to all the normal restrictions on ANIMALs. Otherwise, ANIMALs are affected normally by all cards.
Taken from Glossary.

another

See other.
Taken from Glossary.

any

If a card refers to a specific Star Trek character using the word “any” (e.g., “any Miles”), it refers to any Personnel card representing the specified character, including Alternate Universe, Mirror Quadrant, and Hologram personnel (but not impersonators). Thus, both Chief O’Brien and Smiley are “any Miles;” and both Montgomery Scott and Mr. Scott are “any Scotty;” but Odo Founder is not “any Odo.”

“Any Enterprise” is any ship with “Enterprise” in its card title. “Any Nor” is any station identified in its title or lore as a Nor (including Deep Space 9).

For other card types, “any” (or “a”, “an”, or “one”) 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).

When a card refers to a specific card title with 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.
Taken from Glossary.

any Intelligence

A card with a requirement of “any Intelligence” may be met using one of several skills. These skills include FCA, Intelligence, Klingon Intelligence, Memory Omega, Obsidian Order, Section 31, and Tal Shiar. If a card requires multiple Intelligence skills (“any 3 Intelligence”) you may use any combination of Intelligence skills to meet the requirement. A card requiring simply “Intelligence” must be met by that skill.
Taken from Glossary.

anywhere

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.
Taken from Glossary.

appears

A target “appears” at a location by decloaking, dephasing, reappearing from a Temporal Rift, time travel, emerging from The Nexus or reporting.
Taken from Current-Rulings.

artifact

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-seed).

A seeded artifact is earned when the mission is completed, not when the artifact is encountered. (The Borg must complete an objective that allowed scouting a location before the Survey Drone 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 locations.

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

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

 

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

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 nonduplicatable 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.)
Taken from Glossary.

assimilated counterpart

See assimilation - personnel, counterpart, He Will Make an Excellent Drone.
Taken from Glossary.

assimilation

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.
Taken from Glossary.

assimilation – facility

See assimilation - planet.
Taken from Glossary.

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 Borg.
  • Its gender becomes irrelevant to the Borg.
  • Its classification (if any) becomes its firstlisted regular skill.
  • If it already has any subcommand icons, it retains them, and any other normal staffing icons are lost.
  • If it has no subcommand icons, its printed staffing ability changes to a subcommand icon, as follows:
    Old Staffing New Icon
    Command Borg Communication
    Staff Borg Navigation
    Neither Borg Defense

A drone will never have more than one copy of each subcommand icon. For example, if Affiliation Non-AlignedAffiliation Federation Seven of Nine is assimilated as a drone, her Staff icon is lost rather than converted.

  • Its attributes adapt to service the collective based on its subcommand icons, as follows:
    Icon Sets... Attribute to... Value
    Borg Communication INTEGRITY 7
    Borg Navigation CUNNING 7
    Borg Defense STRENGTH 7

Any attribute not set by a subcommand icon is set to 5. Borg do not assimilate (or target for assimilation) ANIMALs or holographic recreations. 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, his 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 retains his gender for Borg-related cards only. For example, a counterpart is not affected by Male’s Love Interest.
  • His staffing ability adapts to service the Collective by changing to all three subcommand icons: Borg CommunicationBorg NavigationBorg Defense.
  • His INTEGRITY and CUNNING remain the same, and his STRENGTH is +3 (if he was already a counterpart, all attributes remain the same).
  • His previous affiliation remains relevant for all cards requiring a matching counterpart, such as Assimilate Homeworld or Service the Collective. If he is multi-affiliation, all of his affiliation icons may be used for this purpose.

Your Collective is limited to one counterpart (or personnel targeted as such) at a time. While any personnel is targeted to become a counterpart, that personnel may not be assimilated as a drone and is excluded from all such selections. Dual-personnel cards may not be targeted for assimilation as a counterpart. A counterpart may be converted to a drone with He Will Make an Excellent Drone.

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 Premiere 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.
Taken from Glossary.

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 Borg, 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- Borg 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).
Taken from Glossary.

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.
  • Borg staffing requirements do not change.
  • Non-Borg staffing requirements adapt to service the Collective:
    Old Requirement New Requirement
    Command Borg Communication
    Staff Borg Navigation
    Other Borg Defense

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.
Taken from Glossary.

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.
Taken from Glossary.

ATTACK bonus

A feature of Tactic cards. In a ship battle, the ATTACK bonus on your current tactic (if any) is added to the total WEAPONS of your ships firing to calculate your ATTACK total. The ATTACK bonus is not an attribute enhancements. See battle - ship.
Taken from Glossary.

attempt

Non-Borg affiliations may make mission attempts and commandeering attempts. Borg may make scouting attempts (see scouting locations, scouting ships).
Taken from Glossary.

attribute

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.
Taken from Glossary.

attribute enhancements

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

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.
Taken from Glossary.

attribute modifiers

If more than one card modifies an attribute of a ship or personnel, add or subtract first, then multiply. (The order in which the cards were played is irrelevant.) For example, if you have both a Plasmadyne Relay (RANGE and SHIELDS +2) and a Kurlan Naiskos (all attributes x3) on the U.S.S. Enterprise (9-8- 9), which also has Strafing Run on it as a damage marker (all attributes –1), its attributes would be:

RANGE and SHIELDS: (9 + 2 – 1) x 3 = 30 WEAPONS: (8 – 1) x 3 = 21.

However, if a card or rule changes an attribute to a specific value (rather than adding or subtracting), treat it as if the changed value were printed on the card. For example, if Data (8-12-12) is affected by Frame of Mind (sets attributes to 3-3-3) and has a phaser (STRENGTH +2), his STRENGTH will be 5.

Rotation damage to a ship, which reduces its RANGE to 5, is a rule that sets a value rather than modifying it.

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

An attribute is considered reduced (for cards such as Abandon Ship! or U.S.S. Enterprise-B) if it is affected by a card that says it is reduced (e.g., Baryon Buildup), is –X (Vole Infestation), or is “disabled” (“Pup”), even if it is also affected by a card that enhances that attribute by the same amount (Plasmadyne Relay). Also, the RANGE of a ship that has rotation damage applied is reduced. 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.
Taken from Glossary.

automatic modifiers

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

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 prevent deaths only in your Away Team, not in your crew. (A few Space / Planet dilemmas which incorrectly refer either to a ship’s crew or to an Away Team have been revised to include both.)

All your compatible personnel aboard one ship or facility (at one site, if a Nor), or on one planet (outside a facility or landed ship) form a single Away Team or crew, except personnel who are “stopped,” disabled, or in stasis, who form a separate group during your turn. When a dilemma “stops” some of your personnel, they temporarily form a separate Away Team or crew which does not participate in the mission attempt. See dilemma resolution.

Any such separate groups automatically rejoin with other compatible Away Teams or crews present when your turn ends.

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 timetraveling 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.
Taken from Glossary.

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.
Taken from Glossary.

Bajoran

An affiliation and a species. See affiliation and species.
Taken from Glossary.

banned cards

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.
Taken from Glossary.

Barash icon

This icon Barash-Illusion Icon, found on cards such as Admiral Picard, is used by the Barash Personnel card and a few other cards.
Taken from Glossary.

battle

A conflict you initiate during the executing orders segment of your turn. Two types of battles can occur: ship battles (which may also involve facilities or the Borg Ship dilemma) and personnel battles (which may also involve Rogue Borg). (“Personnel battle” is synonymous with “Away Team battle” or “Away Team or Rogue Borg battle.”) The following rules are common to both types of battles:

  • You may initiate battle only during your own turn.
  • You may attack only cards which you do not control, unless a card or rule requires or allows you to attack your own cards. (The Borg Ship dilemma and Rogue Borg are considered selfcontrolled.) You may attack an opponent’s ship or facility even if you have intruders aboard.
  • You may attack only cards which are present with your cards (for personnel battle) or at the same location (for ship battle). Personnel and Rogue Borg are present together if they are on the same planet, ship, facility, or site. Ships, space facilities, and the Borg Ship dilemma may attack other ships or facilities in space, or planet facilities, at the same location. Landed ships may not attack or be attacked unless a card specifically allows it.
  • Each of your non-Borg ships, facilities, or Away Teams that wishes to initiate an attack must have a leader present (if playing Borg, each must have a Borg Defense personnel present instead). A leader is any personnel with Leadership skill or any OFFICER. Each ship or facility must also have at least one personnel of matching affiliation aboard (which may or may not be the leader). If the facility is a Nor, the leader and matching personnel must be in Ops.
  • No other actions can occur during a battle unless they are a valid response or suspend play, or a card specifically allows them. For example, you cannot beam personnel off your ship during a battle without a card such as Emergency Transporter Armbands.
  • When a battle is over, all cards  involved in the battle are “stopped.” If a properly initiated battle (or “attack”) is cancelled, prevented, or nullified (e.g., with Hugh or I’m a Doctor, Not a Doorstop), all cards involved have still participated in a battle and are “stopped.”
  • If your opponent attacks you, during your next turn you may initiate one or more counter-attacks against any or all of your opponent’s ships, Away Teams, facilities, crews (if you have a way to beam through the SHIELDS), etc. which are still at the location of the opponent’s attack, regardless of the form of the original attack. (You may bring additional forces to the location.) When you counter-attack, no leader or Borg Defense personnel is required and no affiliation restrictions apply. Your opponent, on his next turn, may then initiate his own counterattack, and so on. Counterattacking is always optional. A counter-attack is a new battle, not a “continuation” of the previous battle.

Non-battle cards – Cards that kill personnel or damage and destroy ships do not constitute a battle unless they specify that they include a battle or attack involving your opponent’s personnel or ships, or Rogue Borg or the Borg Ship dilemma. For example, destroying a ship with Romulan Ambush or a Nemesis icon is not a ship battle; tossing a personnel out an Airlock is not a personnel battle. A dilemma such as El-Adrel Creature, which “attacks” your personnel, is not a battle.
Taken from Glossary.

battle - affiliation restrictions

Most affiliations have restrictions on whom they may attack. Normally, an affiliation may attack any affiliation other than their own. There are exceptions:

  • Klingon, Kazon, Non-Aligned, and Neutral forces may also attack their own affiliations.
  • Federation forces cannot attack any affiliation (except Borg).
  • Borg forces may not initiate battle except when allowed or required by a card. When allowed to initiate battle, they may attack any affiliation including opposing Borg.

A mixed force is subject to all the attack restrictions of its members. For example, a mixed Away Team of Federation and Non-Aligned personnel, or a Federation crew aboard a Non-Aligned ship, is a Federation force, and may not initiate a battle (except against Borg). A Romulan crew aboard a Non-Aligned ship is a Romulan force, and may not be attacked by other Romulans. (The Borg Ship dilemma and Rogue Borg Mercenaries interrupts are always able to initiate battle.) Aboard a Nor you control, your affiliation battle restrictions are determined by all your personnel aboard who are compatible with the station’s affiliation.

If a card allows you to attack a specific affiliation, then you may attack any forces that include that affiliation, even if other cards are working with them. For example, Admiral Leyton allows you to attack a Dominion/Cardassian force. When a card, such as Emblem of the Empire, removes affiliation attack restrictions from a group of cards, they may attack any affiliation, including their own. If cards from that group mix with other cards whose affiliation attack restrictions have not been removed, the entire force is subject to the restrictions of the second group. A card that allows a specific attack (e.g., Captain Kirk may initiate battle against non-Affiliation Federation) does not remove affiliation attack restrictions.
Taken from Glossary.

battle - personnel

Personnel battles may also include Rogue Borg. Throughout this section, “personnel” should be taken to mean “personnel or Rogue Borg.” See Rogue Borg Mercenaries. Special rules also apply to holographic personnel (see holographic personnel and equipment).

  1. Announce your attack. Identify which one of your Away Teams or crews is attacking and which one of your opponent’s Away Teams or crews they are attacking. (The group that you attack may include personnel which are disabled, though they do not engage in personal combat, but not those in stasis.) The battle has now been initiated.
  2. You and your opponent may now use any cards that apply at the start of battle. These responses to the battle initiation may include an interrupt such as Vulcan Nerve Pinch or equipment that may report to a just-initiated battle such as D’k Tahg. See Emergency Transporter Armbands.
  3. Shuffle your personnel (not including any which are disabled, stunned, or mortally wounded) and place them face down to form a “combat pile.” See stunned and mortally wounded. Your opponent does likewise.
  4. You and your opponent then simultaneously turn over the top card of your combat piles, and these two adversaries engage in personal combat. Compare their individual STRENGTH attributes (applying relevant modifiers such as phasers or Lower Decks):
    • If one personnel’s STRENGTH is greater than the other’s, the higher-STRENGTH personnel may choose to stun his adversary (temporarily rotate the adversary card 90 degrees).
    • If one personnel’s STRENGTH is more than double the other’s, that personnel may choose to mortally wound his adversary (temporarily rotate the adversary card 180 degrees).
    • If the two combatants have equal STRENGTH, neither may stun or mortally wound the other.
    Repeat this step until one player’s combat pile runs out. Any cards remaining in the other player’s combat pile are then turned face up.
    If both cards in a combat pairing have a stun effect, or if both players wish to make a response to a combat pairing, the player whose turn it is has the first opportunity to do so. For example, your Data just engaged your opponent’s Fek'lhr who has '45 Dom Perignon present. You wish to play Android Headlock, while your opponent wishes to use the ability of the ‘45 Dom Perignon. If it is your turn, you may play Android Headlock first.
  5. To determine the winner of the overall personnel battle, compare your total remaining STRENGTH to your opponent’s (or the Rogue Borg Mercenaries) total remaining STRENGTH (applying relevant modifiers). Stunned and mortally wounded cards do not add their own STRENGTH to the total, but may still modify other cards (e.g., a stunned Shakaar Edon still makes other Bajorans stronger). The force with the higher total is the winner, and immediately kills one opposing personnel (random selection from among those not mortally wounded, but including those who are stunned or disabled). If the STRENGTH totals are equal, no one wins or loses the overall battle.
  6. After the personnel battle is over, mortally wounded cards die (discarded), stunned cards recover from being stunned, and all survivors of the battle are “stopped.”

 
Taken from Glossary.

battle - ship

Ship battles may also include facilities or the Borg Ship dilemma. These rules apply whether Battle Bridge side decks are being used by zero, one, or both players.

  1. Announce your attack, then identify which of your ships and/or facilities will be firing and which enemy ship or facility they are targeting. You can use any or all of your compatible ships/facilities at that location, but can target only one enemy ship or facility per battle. (Borg Ship dilemmas and Borg-affiliation ships with a Multiplexor Drone (Nine of Seventeen) aboard are allowed to fire WEAPONS against two or more targets in the same battle. See battle - ship - multiple targets.)
    If the card you are targeting had been “stopped,” it is “unstopped” for this battle. Each of your ships or facilities that will be firing WEAPONS must have WEAPONS>0, be “unstopped,” undocked, uncloaked, and unphased, and have a leader and a personnel of matching affiliation aboard.
  2. If your opponent wishes to return fire during this battle, he must also now identify which one of your ships or facilities (involved in the initial attack) he will be targeting, and which of his ships and/or facilities there will be returning fire against that target. Each of your opponent’s ships and facilities that returns fire must also have WEAPONS>0, be “unstopped,” undocked, uncloaked, and unphased, and have a personnel of matching affiliation aboard (but no leader is required). The battle has now been initiated.
  3.  You and your opponent may now use any cards that apply at the start of the battle. These responses to the battle initiation may include cards which will allow you to draw extra Tactic cards in the next step, such as Battle Bridge Door or Attack Pattern Delta.
  4. Each player who has a Battle Bridge side deck may do the following:
    • draw up to two Tactic cards (or more if allowed by a card played in step 3) from the top of his side deck (he may look at each one before deciding whether or not to draw the next);
    • choose one of those Tactic cards (regardless of how many ships are firing) to play face down on the table as his current tactic (optional); and
    • place his unplayed Tactic card(s) faceup underneath his side deck. (Used Tactic cards never 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 Battle Bridge 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.)
    Any current tactics played on the table are then revealed at the same time.
    If you choose to use a special download icon for a Tactic card, you must do so at the time you would normally draw Tactic cards, and you must use the downloaded tactic as your current tactic.
    You may use a current tactic even if your only card participating in the battle is a facility. ATTACK and DEFENSE bonuses work normally; if the facility has no usable WEAPONS, it cannot target an opponent’s card and thus cannot use the ATTACK bonus.
  5. Compute your ATTACK total by adding together the total WEAPONS power of all your attacking cards (counting all applicable attribute enhancements from other cards) plus the ATTACK bonus from your current tactic (if any). (The ATTACK bonus is added only once, not once for each ship.)
    Your opponent computes his DEFENSE total by adding the SHIELDS of his targeted ship or facility (counting all applicable enhancements) to the 50% facility SHIELDS extension (if the target is a docked ship) plus the DEFENSE bonus from his current tactic (if any).
    Now compare the two totals to see if you score a hit (but damage is not applied until after your opponent’s return fire, if any).
    • If your ATTACK total is greater than your opponent’s DEFENSE total, you score a hit.
    • If your ATTACK total is more than double your opponent’s DEFENSE total, you score a direct hit.
    • If your ATTACK total is less than or equal to your opponent’s DEFENSE total, the target is not hit.
  6. If your opponent announced during the initiation of the battle that he would return fire, he does so now. He computes his ATTACK total (including his current tactic’s ATTACK bonus) and you compute your DEFENSE total (including your current tactic’s DEFENSE bonus). Your ship may suffer a hit or direct hit as described above.
  7. Apply any damage caused by either or both players. If you scored a hit or direct hit on your opponent’s ship or facility, indicate the damage as follows:
    • If you are not using a Battle Bridge side deck, apply rotation damage – rotate 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 it is damaged again before being repaired, reducing the HULL integrity to 0, it is destroyed.) If you scored a direct hit, HULL integrity is reduced by 100% and the target is thus immediately destroyed.
    • If you are using a Battle Bridge side deck, the amount of damage to your opponent is determined by symbols on your current tactic, and the kinds of damage are marked by one or more of your Tactic cards (which are referred to as damage markers).
      Tactic down This symbol on your current tactic means you place this card on the target as a damage marker.
      Tactic flip This symbol on your current tactic means you draw a new Tactic card from your side deck to place on the target as a damage marker.
    • If you are using a Battle Bridge side deck, but you chose not to play a current tactic in this battle (or it was nullified), your opponent suffers default damage. Default damage is two cards from your side deck (Tactic flipTactic flip) for a hit, or four cards (Tactic flipTactic flipTactic flipTactic flip) for a direct hit.
    If your side deck is completely out of Tactic cards, you will be unable to further damage your opponent until some of your damage markers return to your side deck. See damage for further details.
    The player whose ships and/or facilities sustain the least HULL integrity loss (maximum of 100% loss per ship or facility) during that battle is the winner. (If the HULL integrity losses are equal, there is no winner or loser.)
  8. At the end of the battle, discard your current tactic (face-up under your Battle Bridge side deck) unless it was used as a damage marker. Destroyed ships and facilities (and all cards aboard them) are discarded and all surviving ships, facilities, and crews involved in that battle are “stopped.” Ships which had been docked at a destroyed facility are not destroyed (unless landed on Docking Pads).

 
Taken from Glossary.

battle - ship - multiple targets

Borg Ship dilemmas and Borg-affiliation ships with a Multiplexor Drone (Nine of Seventeen) aboard are allowed to fire WEAPONS against two or more targets in the same battle. This expands the fire (or return fire) portion of the battle into two or more engagements. Each engagement has only one target, but it is possible to have multiple cards firing upon that target.

Compute separate ATTACK and DEFENSE totals for each engagement, repeatedly using the appropriate bonuses from each player’s current tactic each time. In other words, each player is limited to one current tactic for the battle, but it will apply to each engagement.

If your multiplexed Borg ship scores a hit (or direct hit) against two or more targets and your current tactic has Tactic down a symbol, use that card as the damage marker for one of those targets (your choice) and treat that symbol as Tactic flip for damage to each remaining target. All damage markers drawn from your side deck must be placed on the hit targets randomly, without looking at the markers before placing them; choose a ship, draw and place the markers for it, choose another ship, and so on.

Because ships and facilities destroyed in battle are not discarded until the end of the battle, you cannot retrieve any damage markers from targets at -100% HULL integrity to use in separate engagements of the same battle.
Taken from Glossary.

Battle Bridge side deck

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

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

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.
Taken from Glossary.

beaming

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 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.

Because dropping a large space station’s SHIELDS to permit beaming is risky, you are not allowed to beam cards (except tribbles) to, from, or within a Nor unless a card allows it. Thus, you cannot normally beam from a ship docked at the Nor to the planet it orbits, between two docked ships, or between a docked ship and an undocked one. (If a card allows you to beam aboard a Nor, personnel need not be compatible with the Nor.)

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, allow you to use your opponent’s transporters, or allow beaming from a Nor unless specified.
Taken from Glossary.

between

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.
Taken from Glossary.

bonus point area

When you score points from any non-mission card with a point box, that card (unless it remains on a target or otherwise specifies that it stays in play to score the points) is placed in a bonus point area near your discard pile, as a reminder of those points, even if the card says to discard it. This is not part of your discard pile and is unaffected by cards such as Res-Q or Fire Sculptor. Cards in the bonus point area are no longer in play unless otherwise specified. For example, if a unique captive is placed in the point area using Relics of the Chase, its owner may report another copy of that personnel. If points are scored from a card without a point box (such as Lack of Preparation), that card is discarded when resolved, not placed in the point area. You must keep track of such points by another method.
Taken from Glossary.

bonus points

See points, bonus point area, Altonian Brain Teaser, Intermix Ratio.
Taken from Glossary.

Borg

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 Borg affiliation.

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

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

Gender is 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).

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 (see Two of Seventeen).

Each Borg personnel has an icon identifying which subcommand (Borg Communication Communication, Borg Navigation Navigation, or Borg Defense 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.

Borg-Affiliation Ships – Each Borg ship has a bonus point box. These bonus points do not contribute to a Borg player’s score, but are earned by your non-Borg opponent whenever he 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.)

Cooperation – Borg don’t mix or cooperate with cards of other affiliations (they are not compatible with them). A player using Borg- affiliation cards may not stock any non-Borg- 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 Borg and non-Borg cards present together (The Naked Truth, Frame of Mind, etc.), normal house arrest rules apply. (A card bearing the “Borg Use Only” Borg-use-only icon in its title bar can be stocked in your deck and used only when playing the Borg affiliation.) See playing Borg.

Objectives – Unlike other affiliations, Borg never attempt missions. 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, such as disrupting the timeline (see Stop First Contact).

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

When you play (or activate) a Borg-use-only 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 locations, scouting ships.

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

Scoring points – A Borg player scores points, both positive and negative, only from Borg-use-only 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 Borg-use-only objectives are non-bonus points. Any other points you score are bonus points (for example, points from the Borg-use-only Add Distinctiveness incident or the negative points from Balancing Act).

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

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

Borg Battle Restrictions – Your Borg may not initiate battle except when counterattacking 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 (they assimilate instead), and do not use hand weapons for any purpose.
Taken from Glossary.

Borg subcommand icons

See Borg.
Taken from Glossary.

Borg Use Only icon

A card bearing this icon Borg-use-only in its title bar can be stocked in your deck and used only when playing Borg.
Taken from Glossary.

Borg-affiliation ships

See Borg.
Taken from Glossary.

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).
Taken from Glossary.

brig

See capturing.
Taken from Glossary.

cancel

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.
Taken from Glossary.

cannot be stopped

See mission attempt.
Taken from Glossary.

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.
Taken from Glossary.

captives

Personnel who are “held” by a dilemma are not captives. See capturing.
Taken from Glossary.

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 QFlash 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.

Brigs – 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, his personnel may subsequently release any of his other personnel held captive in the Brig (if present).

Rescue – 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.
Taken from Glossary.

capturing-related card

This phrase, used on Prepare the Prisoner, includes any card that:

  • captures personnel or prevents their capture;
  • specifically affects captives or allows them to be used in any way; has an effect when a captive is taken or escorted; or
  • downloads, nullifies, or modifies another capturing-related card (specified by title).

Examples of capturing-related cards include Thine Own Self, Ilon Tandro, Wolf, Brainwash, Rescue Captives, Impersonate Captive, Holding Cell Door, Fajo's Gallery, Gul Madred, and Madred.
Taken from Glossary.

card draw

A card draw refers to any card drawn from your draw deck (or from your discard pile, if using Carlos’ skill; but not from a side deck), either as the player’s end-of-turn draw(s) or through the use of a card that specifies that you “draw cards,” such as Kivas Fajo – Collector. (Cards chosen from your deck using a Betazoid Gift Box are not “drawn.”) Each card draw is a separate action.

An action that is “in place of one card draw” may replace any card draw. 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.
Taken from Glossary.

card play

A card play refers to any card played by any means (normal card play for the turn, normal interrupt or doorway play, a card played “for free,” downloaded into play, Devidian Door, etc.), except those “drawn” from a side deck (such as a Tactic card drawn from a Battle Bridge side deck). Card plays are of two types: Personnel, Ship, Equipment, and Tribble cards report (for duty), while all other card types are simply “played.” See entries for specific card types for details of playing that card type.

Your normal card play is defined as the one card 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 that remains in play, such as Caretaker’s Array, 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.
Taken from Glossary.

card titles

Cards (other than Personnel and Ship cards) are grouped together in terms of their interactions with other cards by their card titles. A card title group consists of a card with a basic card title, plus one or more cards with the same basic card title followed by a colon or dash and an additional phrase. (Cards such as “HQ:” cards also form a card title group, even though there is no card named “HQ”.)

When a card refers to a specific card title without a modifier such as “any”, it refers only to a card of that basic card title of a card title group (e.g. nullifies it, downloads it, is immune to it, plays on it), it applies to all cards in that card title group. Examples:

If one card title includes another, but they are not differentiated by a colon or dash, those cards do not form a card title group. Examples:


Taken from Glossary.

card types

The current card types are Artifact, Doorway, Dilemma, Equipment, Event, Facility, Incident, Interrupt, Mission, Objective, Personnel, Ship, Site, Tactic, Time Location, Tribble, and Trouble.

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 says it is “played as” or “used as” another card type counts as both card types for all purposes. (But a card that “seeds like” a dilemma does not count as a dilemma, and a card that is “moved like” equipment or a ship does not count as an Equipment or Ship card.) For example, an artifact that plays as an Event card can be nullified by Kevin Uxbridge: Convergence. An artifact that is used as an Equipment card may be stolen by a Procurement Drone, discarded to satisfy Rebel Encounter, or (if reclaimed from discard pile with Reclamation) reported in any way that an Equipment card may be reported. Artifacts must still be earned legally before use.
Taken from Glossary.

Cardassian

An affiliation and a species. See affiliation and species.
Taken from Glossary.

carried ships

One ship may not be carried aboard another ship unless a card, such as Engage Shuttle Operations or Borg Sphere, allows it. If the “mother ship” is destroyed, any ship it carries is also destroyed. If a carried ship is destroyed, the “mother ship” is damaged.

Game text that allows you to launch carried ships also allows you to load or recover such ships. For example, Engage Shuttle Operations allows you to launch shuttlecraft from, and re-load them aboard, your ships with Tractor Beam and ENGINEER. Launching and loading require full staffing (see movement).

Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is controlled by a different player.

Cards that may not target docked ships also may not target carried ships.

If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your landed U.S.S. Voyager, you must have a card such as Blue Alert to allow it to take off, using 2 RANGE.
Taken from Glossary.

chameloid

See shape-shifter.
Taken from Glossary.

changeling

A species. All changelings are shape-shifters. (But not all shapeshifters are changelings.)
Taken from Glossary.

characteristics

Cards have gamerelevant 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 in its card title or lore as currently or formerly having a characteristic. A position with the prefix “vice” counts as that position; for example, Alynna Nechayev (“Vice-Admiral”) counts as an Admiral for Going To The Top or Office of the President. Bok (“former Ferengi DaiMon”) is enhanced by Calandra.

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).
Taken from Glossary.

clarifications

See revised text.
Taken from Glossary.

class

See ship class.
Taken from Glossary.

Classic Films icon

This icon Classic Films (formerly known as the Excelsior icon) appears on personnel and ships from the “Classic Films” era of the late 23rd century. It is used as a special ship staffing icon and for other purposes defined on various cards.
Taken from Glossary.

classification

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.
Taken from Glossary.

cloaking and phasing

General rules: A ship, facility, planet or personnel may cloak or phase only if game text allows (usually the Cloaking Device or Phasing Cloak special equipment.) To cloak or phase a card, flip it face down; to decloak or dephase, flip it face up. A card may only perform one cloaking, decloaking, phasing, or dephasing action each turn, only during your turn, and only if it is not “stopped.” A card may not be cloaked and phased at the same time. A card may not enter play cloaked or phased.

Unless a card specifically allows otherwise, the following rules apply to cloaked cards:

  • When any opponent plays a card or uses an ability, it may not target your cloaked cards.
  • A cloaked card may not be attacked or boarded.
  • Cloaked cards may not initiate battle, or attempt or scout missions.
  • Cloaked cards are not considered to be opposing, present, “here,” or otherwise at the location for requirements or abilities.
  • When your personnel cloaks, you may choose to cloak any equipment present you control.
  • Cloaked ships are affected normally by cards that affect all cards of its type (e.g. Q-Net will affect a cloaked ship), and count for requirements that check for the presence of its card type (e.g. Navigate Plasma Storms) A cloaked card may not be attacked or boarded.
  • Personnel and landed ships on board a cloaked ship, facility, or planet are not themselves considered cloaked.
  • Cards on or aboard a cloaked ship, facility, or planet are not considered to be “here,” at the location, or opposing for requirements and abilities originating outside the cloaked card. (e.g. Captain Chakotay’s attribute bonus does not apply to Marqui personnel on other ships if they are cloaked; a cloaked Borg ship may not probe for objectives.)
  • Personnel may not walk or beam on/off a cloaked ship or facility.
  • Ships may not dock/undock, or land/take off from a cloaked ship, facility, or planet.

Unless a card specifically allows otherwise, the following rules apply to phased cards:

  • When any player plays a card or uses an ability, it may not target your phased cards.
  • A phased card may not be attacked or boarded.
  • Phased cards may not initiate battle, or attempt or scout missions.
  • Phased cards are not considered to be opposing, present, “here,” or otherwise at the location for requirements or abilities.
  • When your personnel phases, you may choose to phase any equipment present you control.
  • Phased ships may not move except by using RANGE. Phased personnel may not move except by beaming.
  • A phased ship may not land or dock. If a landed or docked ship phases, it immediately undocks/takes off.
  • Phased cards are unaffected by most cards and effects in play. This includes beneficial effects (e.g. a phased ship is unaffected by QNet, but is also unable to use Bajoran Wormhole.) Exceptions are: the span on missions, timeline disruption, and cards that affect all cards in play (e.g. Anti-Time Anomaly).
  • Cards on or aboard a phased ship, facility, or planet are not considered phased.
  • Cards on or aboard a phased ship, facility, or planet may not be attacked or targeted by cards that are not on or aboard the same card. (e.g. A Tantalus Field played on a phased ship can target personnel aboard the same ship, but not other ships.)
  • Cards on or aboard a phased ship, facility, or planet are not considered to be “here,” at the location, or opposing for requirements and abilities originating outside the phased card. (e.g. Captain Chakotay’s attribute bonus does not apply to Marqui personnel on other ships if they are phased.)
  • Personnel may not walk or beam on/off a phased ship or facility.
  • Ships may not dock/undock, or land/take off from a phased ship, facility, or planet.


Taken from Glossary.

cloaking device

When engaged, this special equipment makes a ship invisible and invulnerable to attack. See cloaking and phasing.
Taken from Glossary.

collective

All of one player’s Borg affiliation cards in play.
Taken from Glossary.

combo dilemma

A combo dilemma is a two dilemma combination in one Dilemma card. (See card types.) 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 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 Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing REM Fatigue Hallucinations. 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.
Taken from Glossary.

commandeering

When your opponent first establishes a facility or reports a ship, he controls it. (It is also controlled by the affiliation printed on the card.) You may subsequently commandeer that facility or ship using a card that allows commandeering. For example, you may commandeer a Nor by having any of your Computer Skill personnel unopposed at its Ops site, as stated in the Ops text (a Nor without an Ops site may not be commandeered). You may commandeer a ship using a card such as Commandeer Ship or Outgunned.

When you commandeer a ship or facility, it comes under your control, and its affiliation changes to match the affiliation of one of the non-ANIMAL commandeering personnel (your choice) in the Away Team (e.g., Ops or Commandeer Ship) or crew(s) (e.g., Outgunned). If you have no personnel at the location (e.g., A Fast Ship Would Be Nice), the ship’s affiliation does not change until your personnel arrive to take custody of the ship. You do not take control of any opposing personnel or equipment aboard unless otherwise specified by the card allowing you to commandeer.

You continue to maintain control of the facility or ship, even if you have no personnel aboard. However, your opponent may retake control by bringing unopposed Computer Skill to Ops, or by using a shipcommandeering card. You may commandeer only cards which you do not control (including a Nor or ship that your Borg opponent assimilated from you), and only if a card allows it. (Borg may not commandeer a ship or facility; instead, they must use a card that allows them to assimilate it.) See facility – Control of facilities, Empok Nor, docking, actions - required.
Taken from Glossary.

compatible

Your cards of different affiliations may mix and work together only if they are compatible.

  • Cards with the same affiliation icon are compatible with each other.
  • Non-Aligned and Neutral cards are compatible with all affiliations except Borg.
  • Borg cards are not compatible with any other affiliation.
  • If a card allows cards of different affiliations to “mix” (or “mix and cooperate”), it makes those cards compatible with each other.

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 mayreport 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 Affiliation Cardassian ship, if at least one Affiliation Cardassian 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.
Taken from Glossary.

control

Some cards allow you to take control of an opponent’s cards permanently (by capturing, commandeering, assimilating, or stealing) or temporarily. (All controlled cards are returned to their owners at the end of the game.)

If you control your opponent’s ship, any cards “played on” or “placed on” the ship (such as Kurlan Naiskos or Cytherians) come under your control also. Cards that are aboard the ship (personnel, equipment, carried ships) do not come under your control unless specifically stated by the card or rule giving you control. If you control your opponent’s personnel, any cards “played on” or “placed on” the personnel (such as Ocular Implants or Mobile Holo-Emitter) come under your control.

Treaties, ship enhancement cards, etc. apply to the controlled cards only when they normally apply to your cards (or all cards). For example, if you control the U.S.S. Enterprise owned by your opponent, it receives an attribute bonus from your Wall of Ships, and its attributes are not reduced by a Virus dilemma placed on your opponent’s U.S.S. Yamato.

Temporary control – 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 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.
Taken from Glossary.

conversion rules

See Second Edition cards.
Taken from Glossary.

converted card indicator

This grey bar at the bottom left corner of a card indicates that the card was converted from a backwards compatible Second Edition card.
Taken from Glossary.

cooperate

See mix.
Taken from Glossary.

copy

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, 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 with a tribble in the card image). Alyssa Ogawa (Premiere) is not a copy of this card because her game text is ifferent (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 multiaffiliation 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.

 
Taken from Glossary.

corresponding

The corresponding spaceline location for a time location is the mission with the same location in its lore. For example, the mission Agricultural Assessment (Sherman’s Planet) corresponds to the time location Sherman’s Peak (2267 Sherman’s Planet). A corresponding location or region in an “opposite quadrant” is a location or region with the same name. For example, Bajor in the normal universe (Alpha Quadrant) corresponds to Bajor in the mirror universe (Mirror Quadrant).
Taken from Glossary.

countdown icon

When your card with a countdown icon (Countdown 1 Countdown 2 Countdown 3 Countdown 4 Countdown X) enters play (is played face up, activated, or encountered), it has a countdown total equal to the number of the icon, or the numerical value of X of the icon (regardless of when it is played or activated or who encounters it.) At the end of each of the owner's turns, the card counts down (subtracts one from the countdown total.) When the countdown total reaches zero (0), the card nullifies itself and is discarded. For example, your card with a countdown of Countdown 3 nullifies itself thethird time you end a turn. A convenient way to keep track of your countdown icons is to either turn t he card 90 degrees, or place a counter on the card, at the end of each of your turns.
Taken from Glossary.

counter-attack

See battle.
Taken from Glossary.

counterpart

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.

The assimilated counterparts are native to the Alpha or Gamma Quadrant and may not report to a Borg Outpost in any quadrant (see facility, native quadrant).

An assimilated counterpart’s skill that enhances their ship’s WEAPONS and SHIELDS +4 against their former affiliation works against any force that includes that affiliation. For example, Locutus of Borg’s skill would enhance his ship against a Non- Aligned ship with some Federation crew or a mixed fleet of Federation and other ships under treaty.
Taken from Glossary.

counting cards

At any time, you may count the cards in your own hand. You may request that your opponent count his own 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.
Taken from Glossary.

crew

See Away Team and crew.
Taken from Glossary.

crime icon

This icon marks a card as being related to criminal activity. It has no built in gameplay function and will be referenced by other cards in the future.
Taken from Glossary.

cumulative

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. Targets may include cards (e.g., personnel, ships) or a player. An action (such as beaming, ship movement, a battle, or a mission attempt) is not a target. 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 endof- 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. Examples:

  • 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.
  • Personnel: Multiple copies of the same personnel (whether universal or unique) may not score points for Colony, Ressikan Flute, or Assign Mission Specialists, or extra points for missions such as Establish Settlement or A Good Day to Live, at the same time. (But they may be used to meet mission or dilemma requirements.)
  • 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.

 
Taken from Glossary.

current objective

See Borg, objective.
Taken from Glossary.

damage

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 battle - ship.

Some damage results are immediate and have a one-time effect (such as killing a crew member or downloading a Warp Core Breach). Other damage results have an ongoing effect (such as reduced attributes or off-line transporters) as long as that damage marker is in play. Most damage markers also specify a reduction to HULL integrity. When a ship’s or facility’s HULL integrity is reduced to 0%, it is destroyed. Multiple copies of the same damage marker are cumulative, including reductions to attributes and HULL integrity.

If your side deck is ever completely out of Tactic cards (because they are all in play as damage markers), you will be unable to further damage your opponent until some of your damage markers return to your side deck. You may not mix damage markers and rotation damage on your opponent’s ship.

Rotation damage –If you are not using a Battle Bridge side deck, any damage to your opponent’s ship (from a hit in battle or from a card such as a dilemma) is indicated by rotating the target 180 degrees to indicate that it is damaged, with these effects: RANGE is reduced to 5 (if it is already less than 5, it remains the same), Cloaking Device is off line, and HULL integrity is reduced by 50%. If you scored a direct hit in battle, HULL integrity is reduced by 100% and the target is thus immediately destroyed. If a ship with rotation damage is damaged again before it is repaired, the additional HULL integrity reduction of 50% also destroys the ship. A ship is damaged (for dilemmas such as Abandon Ship!) if it has any damage markers on it (even if there is no HULL damage), or has received rotation damage. Reduction of attributes from other causes is not “damage.” You may never substitute rotation damage for damage marker symbols (e.g., Breen CRM114, HQ: Orbital Weapons Platform. To use such symbols you must have a Battle Bridge side deck.

Off line – When a damage result indicates that something is off line, the affected item may not be used in any way as long as that damage marker is in play. Attribute enhancements being off line affects all enhancements to the specified attribute.

Default damage – When you are using a Battle Bridge side deck, sometimes your opponent’s ship or facility will be damaged when you do not have a current tactic (such as when encountering a dilemma or during a battle in which you choose not to play a current tactic). Whenever this occurs, the default damage is two cards from your side deck, or four cards for a direct hit. (Default damage should not be onfused 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, he must suffer both casualties first, so the Escape Pod saves only the remaining crew. See repair.
Taken from Glossary.

deactivated

See holographic personnel and equipment.
Taken from Glossary.

death

See discarding.
Taken from Glossary.

deck

There are two parts to every game deck: the seed deck and the draw deck. In addition, you may have one or more optional side decks.
Taken from Glossary.

default damage

See damage.
Taken from Glossary.

DEFENSE bonus

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 (plus any SHIELDS extension from a facility where the ship is docked), to calculate your DEFENSE total. The DEFENSE bonus is not an attribute enhancement. See battle - ship.
Taken from Glossary.

Delta Quadrant

A “Delta quadrant mission” is one with a Delta Quadrant Delta Quadrant icon in its point box.
Taken from Glossary.

Delta Quadrant icon

Personnel, ships, and facilities with this icon Delta Quadrant are native to the Delta Quadrant. See native quadrant.
Taken from Glossary.

destroy

See nullify.
Taken from Glossary.

different

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.
Taken from Glossary.

dilemma

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 Planet, space Space icon, and space/planet 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 he 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.
Taken from Glossary.

dilemma resolution

This section applies to dilemmas seeded under a mission (or Empok Nor), including Q-icon dilemmas seeded as Space / Planet dilemmas (e.g., 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, 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.)

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). If a dilemma is affected by a card hat adds or subtracts requirements and another that doubles requirements, add or subtract first, then double. A requirement may not be reduced below zero.

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 he is not).

Triggers – 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…”

Targets – 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.

However, if a dilemma targets cards with specific features (e.g., a personnel with Empathy, a male, a non-Cardassian), and there are no cards present with those features, discard the dilemma immediately without effect, as when a trigger is not present. (This does not include personnel with specific features which are required as a condition for overcoming the dilemma. See Conditions below.) If two targets with different specific features are specified (e.g., one Hologram personnel and one non- Hologram personnel), and only one is present, target that one. A specified number of personnel is not a “specific feature;” if a card specifies that two target personnel are to be selected but only one personnel is present, it selects that one. Also 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).

Nullifiers – A dilemma may list skills, attributes, other characteristics, personnel, equipment, an action, or a card play that can nullify the dilemma. Also, another card may state that it nullifies a dilemma. (Some form of the word “nullify” is always used; conditions and cures are not nullifiers.) Nullifying a dilemma is a valid response to the initiation of the dilemma encounter. See actions - step 1: initiation. If the nullifier is present (or a nullifier card is played) when the dilemma is encountered, the dilemma is discarded and has no effect. Some dilemmas that enter play or have a lasting effect on a personnel or ship may also be nullified after the initial encounter. (Such a nullifier acts similar to a cure.) A dilemma with a countdown icon selfnullifies after the specified number of turns of the player who seeded it, and is discarded at that time. Examples:

  • “Nullify dilemma with Shelby OR 4 SECURITY.”
  • “To nullify, evacuate ship at your outpost until end of turn.”
  • “Nullify with Plexing.”
  • “Nullifies Tamarian-related dilemmas where present.” [unknown icon - Dathon]

Conditions – One or more skills, personnel, equipment, attribute totals, or other characteristics that must be present to avoid the ill effects of a dilemma, often indicated by “unless” or requirements “to get past” the dilemma. A few dilemmas have conditions that apply to the player rather than the Away Team (see last example). Examples:

  •  “Unless SECURITY and MEDICAL present...”
  • “To get past requires Empathy, Diplomacy, Morn or any Scotty.”
  • “To get past, most CUNNING MEDICAL present must help aliens (relocated with dilemma...)” (Note: the MEDICAL is not considered a target for purposes of dilemma resolution.)
  • “Unless you have at least 50 points...”

Not all uses of “unless” identify conditions. If a dilemma has a delayed effect “unless” the required skills, etc. are present by a specified time, that is a cure, not conditions. See the last example under Cure. If your Away Team or crew can meet the conditions of a dilemma, they automatically overcome and discard it. You cannot choose not to overcome a dilemma with conditions. See meeting requirements.

Cures – One or more skills, personnel, equipment, or other characteristics that, if present, will cancel a dilemma’s ongoing or delayed effect. Diseases most commonly have cures. An action, such as playing a card or returning a ship to the outpost, can also be a cure. When the requirements for a cure are met, the dilemma is discarded. Examples:

  • ”Cure with 2 MEDICAL and Biology.”
  • ”Cure with Emergency Transporter Armbands, Timepod Ring, or new ENGINEER arriving.”
  • ”(Ship) is destroyed at the end of your second full turn unless 2 SCIENCE OR 2 ENGINEER aboard by that time.”

When a dilemma has an effect that can be cured, that effect happens; then, if the required skills are still present, it is cured immediately, before proceeding to the next dilemma. This is different from a dilemma with a nullifier, which is discarded before taking effect.

“Stopping” – 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.

Entering play – Any dilemma with a longterm 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. Examples of dilemmas that enter play are Borg Ship, Harvester Virus, Nitrium Metal Parasites, Rascals, Hyper-Aging, Lethean Telepathic Attack, and Interphasic Plasma Creatures.

Discarding – A dilemma is discarded without effect if a required trigger or a target with specific features 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.

Choices – 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.

Point boxes – 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.
Taken from Glossary.

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), OR if the dilemma specifies targets with specific features, and no such target is present, 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 dilemma encounter (such as replacing it with a Q-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.
Taken from Glossary.

dilemma timing

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.
Taken from Glossary.

direct hit

If your ATTACK total is more than twice your opponent’s DEFENSE total, you score a direct hit on the target ship. See battle - ship , damage.
Taken from Glossary.

disabled

A disabled personnel is conceptually unconscious. Personnel may be disabled by a card (e.g., Hypospray, Ktarian Game) or by a rule (e.g., captives are disabled unless Brainwashed). They remain disabled until the card or effect is cured or nullified. Also, holographic personnel who are deactivated are treated as if disabled. See holographic personnel and equipment.

Disabled personnel may not be used in any way (including game text, attributes, icons, lore, skills, traits such as gender, species, or matching commander status, etc.), may not enable game text requiring that personnel to be in play, and may not perform any actions. They may be beamed or moved in the same way as Equipment cards (but are not treated as equipment in any other way).

For example, a disabled Treachery  personnel does not allow you to download personnel there with Recruit Mercenaries; a disabled android aboard a ship at Paxan “Wormhole” cannot prevent that ship from being relocated; and a disabled Data does  not allow you to choose for All Threes. See present. (If a personnel worth bonus points when killed, such as Aamin Marritza, is killed while disabled, the disabling effect ends when he is killed and the points are scored.)

When a crew or Away Team that includes disabled personnel is attacked in personnel battle, the disabled personnel do not engage adversaries, but may be randomly selected to die at the end of the battle. Though similar in some ways to personnel in stasis, disabled personnel are not affected by cards that specifically affect personnel in stasis.

A ship attribute that is “disabled” (e.g., by “Pup”) is an undefined attribute. When special equipment is disabled (e.g., by Vole Infestation), it is “off line” and not usable for any purpose (see damage). A disabled attribute or special equipmentdoes not disable the ship itself.
Taken from Glossary.

discard pile

You may not rearrange or look through cards in any player’s discard pile unless a card allows you to. For example, Palor Toff – Alien Trader allows you to look through (but not rearrange) your discard pile to choose a target card. 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. Selecting the target card is part of the results step of the action. (Only the discard pile itself is targeted in the initiation step.) For example, you initiate the play of Res-Q without naming an intended target; your opponent may respond with Countermanda, removing three cards from your discard pile before you look through the pile and select a card to exchange for.

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, he is no longer affected by Frame of Mind if he is replayed. (But once per game text may not be used again.)
Taken from Glossary.

discarding

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.
Taken from Glossary.

do not count toward winning

See points.
Taken from Glossary.

docked ship

The following cards may not target a docked ship (or a carried ship): Asteroid Sanctuary, Loss of Orbital Stability, Near-Warp Transport, Temporal Rift, Wormhole (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.
Taken from Glossary.

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 space facility allows a ship to report there, the ship must report docked. Docking or undocking is a form of movement and requires the ship to be staffed. Docked ships are protected by extension of 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.
Taken from Glossary.

does not use

See equipment.
Taken from Glossary.

does not work with

A card that “does not work 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 Federation affiliation.” He doesn’t mix with Affiliation Federation personnel, cannot board a Affiliation Federation ship, and cannot report to or board a Affiliation Federation 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 he is mixing with cards that he “cannot work with,” he 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 him Treachery, Solkar would be placed under house arrest. You may not deliberately place your personnel in such a situation.

“Does not work with” restrictions that are completely affiliation-based are overcome by any card that allows cards to mix “regardless of affiliation,” such as Brainwash and Temporal Micro-Wormhole.
Taken from Glossary.

Dominion

An affiliation.
Taken from Glossary.

doorway

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 that remain 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 Alternate Universe or [unknown icon - Ref] 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.
Taken from Glossary.

double turn

When a card allows you take double turns, you take one complete turn from beginning to end, then another complete turn from beginning to end (not one turn with two card plays, two end-ofturn card draws, etc.). A double turn counts as two of your full turns.
Taken from Glossary.

doubling

When numerical values, such as attributes or point boxes, are simultaneously modified by a card that adds or subtracts and another card that doubles (or triples) that value, add or subtract first, then multiply. See skills – modifying.
Taken from Glossary.

downloading

When you download a target card, you first look through any or all of four places: your hand, draw deck, Zalkonian Storage Capsule, and Q's Tent (if open). (If there is more than one possible target card for the download, you do not name a specific target before looking for and choosing one.)

When you choose the target card you must show it to your opponent (even if it has a hidden agenda icon), then you must immediately play or report the card, unless the card allowing the download:

  • requires or allows you to download to hand (e.g., Quark's Isolinear Rods, 1st Rule of Acquisition); or
  • works “in place of one card draw” (e.g., Blood Oath, Borg Queen), in which case you may either play the card or place it in your hand (however, you may not download from your hand to your hand).

If you are required to play the card but cannot, the download is invalid.

An artifact may be downloaded only by a card that says it downloads artifacts, or that names a specific artifact.

Other rules for downloading are as follows:

  • A card or rule may allow or require a download from another source, such as your discard pile (Examine Singularity) or from a side deck (Storage Compartment Door; also see Tactic).
  • Downloading does not count as your normal card play (unless so specified), and is not considered a card draw. If the card is played or reported for duty, this card play is subject to all normal responses, such as nullification. It is “played from” the source it was downloaded from, e.g., “played from your hand” or “played from your draw deck.”
  • If a card says “download in place of one card draw,” you may use this ability each time you are allowed to draw a card.
  • If the downloaded card has a hidden agenda icon, you may not activate it as part of the download (unless it is a valid response, or was downloaded by a special download icon).
  • Although some downloads are optional, others require you to download a certain target card (or group of target cards). If you cannot do everything required, the entire download is invalid. To verify that you could not carry out the download, your opponent is allowed to look through your hand, draw deck, Zalkonian Storage Capsule, and Q’s Tent (if open), or any other source specified for the download.
  • Attempting a download usually requires the expenditure of some resource such as playing a card, using a special icon, or forfeiting a card draw. That resource remains used even if the download is invalid.
  • If you attempt a download using a resource such as your card draw and the download is invalid because no target card is available, you may not attempt to use that download again unless a downloading source is replenished (discard pile regenerated into the draw deck) or reopened (a closed Q’s Tent).
  • If any player looks through your draw deck or any side deck during a download, you must reshuffle it afterwards.
  • If you can download multiple cards to a specific destination, you must download all cards to the same destination.
  • A download does not suspend play, except for special downloads and cards that specify that they suspend play.
  • Downloads allowed by a special download icon Special Download have special requirements. See downloading - special download.

When a card is downloaded into play, you must obey all normal requirements for playing that card, whether stated in the rules or the card’s game text.

Downloading Ships, Personnel, and Equipment: When the text of a facility or site allows you to download and report a Ship, Personnel, or Equipment card, both the facility and the downloaded card must be in their native quadrant and all other applicable requirements for reporting (such as a doorway that allows Alternate Universe cards to report) must be met. For example:

  • Ops allows you to download a matching SECURITY-classification personnel to Security Office; that personnel (and the Nor) must be its native quadrant.
  • Empok Nor, when commandeered, allows each player to “download to station any number of different compatible Site and Equipment cards.” You must obey the site restrictions for downloading equipment (e.g., MEDICAL-related equipment to Infirmary).

When a card other than a facility or site allows you to download a Ship, Personnel, or Equipment card, but does not specify where you may report it, you must obey all normal reporting requirements and report the card to a place that card could normally report (e.g., to a compatible facility and/or an appropriate site, in its native quadrant). For example, Defend Homeworld allows you download a SECURITY personnel, but does not specify a destination. You must report the personnel someplace it could normally report. In most cases this will be a compatible facility in its native quadrant; however, a Borg player could download a SECURITY Borg aboard a Borg Cube (which allows reporting aboard), and a downloaded Luther Sloan could report anywhere, as specified by his skills.

When a card other than a facility or site allows you to download and report a Ship, Personnel, or Equipment card to a specific destination (such as “download to here,” “to this location,” “to one of your ships,” “to an outpost,” etc.), you must report the card where specified; normal reporting requirements related to where you play the card (e.g., a facility, appropriate site, native quadrant) do not apply. A special download Special Download icon also implies a specific destination (“here”). For example:

  • Assign Mission Specialists allows you to download two mission specialists “to one of your outposts.” Neither the personnel nor the outpost needs to be in its native quadrant.
  • Recruit Mercenaries allows you to download certain Treachery personnel “to where you have Treachery present,” whether they are aboard a facility or ship or on a planet, in any quadrant.
  • Anya has a special download icon for Salia. You may report Salia anywhere at Anya’s location, aboard a facility or ship or on a planet surface, in any quadrant. You must still obey any reporting restrictions on the downloaded card, such as an Alternate Universe card requiring an open doorway that allows such cards to report, and personnel played aboard your ship or facility must be compatible with that ship or facility (and any other cards aboard).

If a card allows you to download a personnel or equipment card during a mission attempt, it cannot join the attempt unless downloaded by a special download icon at the mission location.

Downloading Facilities: When a card allows you to download a facility to a location, you must meet all normal requirements for building (playing) the facility, unless specifically overridden by the card text. These requirements include a nonhomeworld, matching affiliation mission for outposts, no other facility controlled by you at the location, and any play requirements in the facility’s game text (such as an appropriate ENGINEER for building an outpost). Examples:

  • You may not download Primary Supply Depot with Establish Dominion Foothold, because that outpost may only be seeded, not built. You may download Remote Supply Depot only to a non-homeworld, Affiliation Dominion mission where you have no other facility and where you have a Dominion ENGINEER.
  • Subjugate Planet specifically states that you may download Remote Supply Depot to the non-homeworld, non-Affiliation Dominion planet mission targeted by the objective. This overrides the matching affiliation requirement, but not the requirement for a Dominion ENGINEER.

Downloading Sites: When a card allows the download of a Site card to a facility, the site must be allowed to exist on that facility. For example, you may not download Garak’s Tailor Shop to Empok Nor, because that site plays only on Terok Nor or DS9.

Downloading Dilemmas: Dilemmas may not be downloaded into play unless the downloading card specifically allows it (generally by allowing the downloaded card to be used as another card type, such as interrupt or event). If a card allows you to “download and seed” a card, it is placed under the mission as the last-seeded card (to be encountered next).
Taken from Glossary.

downloading - special download

A card with a special download icon Special Download allows you to suspend any action at any time (even during your opponent’s turn) while you download the specified target card and immediately play it. If the card is played at (or to affect something at) one particular spaceline or timeline location, the special download icon must be at that location. (If it is not possible to play the card according to these rules, then the target card may not be downloaded.) For example, Arandis may download Jamaharon at any time to nullify a Horga’hn (because that artifact is not specific to any location), but may download it to relocate a male to Risa only if she is at his location. See suspends play.

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).

A card with this icon allows a special download only once per game, no matter how many copies of that card you use during the game. On a Personnel card, this icon is defined as a special skill.
Taken from Glossary.

draw

See card draw.
Taken from Glossary.

draw deck

Your draw deck may be of any size, as long as it contains at least 30 cards. You may put any card in your draw deck (except Tactic, Tribble, Trouble, and Q-icon cards), although you should avoid cards that must be seeded rather than played – such as dilemmas – because normally there is no way to use them in your draw deck. You may include as many copies of each card as you like.
Taken from Glossary.

draw no cards this turn

See card draw.
Taken from Glossary.

drone

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-Borg-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.
Taken from Glossary.

dual-affiliation

See multi-affiliation.
Taken from Glossary.

dual-icon missions

Dilemmas of all types, and Q-Flashes, 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 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.”)

Space dilemmas affect the ship and crew. Planet dilemmas affect the Away Team. When a Space/Planet dilemma (or a Q-icon card) is encountered, the player attempting the mission chooses whether it applies to the crew or to the Away Team. (When a Q-Flash is encountered, X = the number of personnel in the crew and Away Team combined.)

See scouting locations, mission attempt.
Taken from Glossary.

dual-personnel cards

A dual-personnel card, such as Sons of Mogh, is one card that includes two personnel. Classifications, staffing icons, and attributes on a dual personnel card appear in the same order as the individual personnel’s skills are listed. For example, on Sons of Mogh, Kurn’s skills, classification (OFFICER), and STRENGTH (8) are listed before Worf’s.

If either personnel on the card is stopped, killed, captured, moved (including to somewhere not in play such as hand, discard, etc.), changes affiliation, or otherwise has its status or position changed (e.g. phased, "held by aliens", etc.), then the same happens to the other personnel. See Q-Type Android.

Random selections – To make a random selection from a group including one or more dual-personnel cards, select the appropriate number of cards (as if all were single personnel) and apply the results to all personnel selected. Examples:

  • Armus – Skin of Evil randomly selects one personnel to die. Select one card; both personnel will die.
  • Denevan Neural Parasites randomly selects “half the Away Team.” If your Away Team contains six personnel cards, your opponent will select three cards. All are killed, regardless of the total number of personnel affected. (Two phasers or disruptors are required to protect both personnel on a dual card.)
  • If a dual-personnel card is randomly selected for Chula: The Chandra, all personnel with at least one attribute number matching either of the dual personnel would continue. (If a single personnel is randomly selected, a dual-personnel card will follow him if either of the dual personnel has an attribute that matches.)

If a card targets a personnel of a specific gender, include a male/female dualpersonnel card in the selection regardless of gender. For example, if Beverly and Will are in the Away Team encountering Parallel Romance, include the card in the selections of both the male and the female. If Will is selected as the male to be “stopped,” Beverly is also “stopped,” regardless of who is selected as the female to be “stopped.”

Opponent’s or owner’s choice – When a selection is made by choice, select the appropriate number of personnel, which may include one individual on a dualpersonnel card. The result of the selection will then affect the other personnel on the card as well. Examples:

  • Outpost Raid allows your opponent to choose two personnel to be killed. He may select Lursa (on Sisters of Duras) and Tomalak. B’Etor will also be killed along with Lursa and Tomalak.
  • Mercenary Ship requires StaffStaff for staffing. For the Abandon Ship! dilemma, you may choose Beverly (on Beverly and Will) and Narik to staff it. Since Beverly must remain on the ship to staff it, Will remains also.
  • With Extradition, your SECURITY personnel capture both personnel on a dual-personnel card if their STRENGTH exceeds that of either individual.
  • You select Lursa (on Sisters of Duras) to be controlled by a Ceti Eel. B’Etor is also controlled by the same Ceti Eel card.

Specific criteria – If a dilemma targets a personnel who meets specific criteria, such as the “most CUNNING” or “lowest STRENGTH,” examine the relevant attribute of each individual on a dual-personnel card. If either individual meets the criteria, both personnel are affected by the dilemma. For example, if the “most CUNNING” personnel in your Away Team is Nog (on Jake and Nog), then both Jake and Nog are “stopped” by Altonian Brain Teaser. (They pool their CUNNING for the “If their CUNNING <15” clause.)

Reporting and downloading – If one of the personnel on a dual-personnel card can be reported for free (e.g., an android with Cybernetics present), the other individual is also reported for free. If a card allows the download of only one personnel, you may download a dual personnel as long as one of them is a legal target (e.g., a SECURITY personnel with Defend Homeworld). If a card allows the download of more than one personnel, all legal targets on a dual-personnel card must be counted towards the total cost, limits, and/or count of the download.

Costs and benefits – If you pay a cost for reporting or downloading a dual-personnel card, you pay that cost only for the individual(s) to whom the costs apply. See Ferengi Conference. If you gain a benefit (such as scoring points) based on the features of an individual personnel, you get that benefit only for the individual(s) on the card with those features. See No Way Out.

Personnel battle – Both individuals on the card jointly engage a single adversary, combining their STRENGTH values together to determine the outcome of the personal combat.

Assimilation – Dual-personnel cards may not be targeted for assimilation as a counterpart. If one individual is assimilated as a drone, the other is also assimilated. Each individual’s staffing icons and attributes are adjusted separately. See assimilation - personnel.

Personas – Some dual-personnel cards contain versions of single-card personas. For example, you may not have Sisters of Duras in play at the same time as Lursa and/or B’Etor. Persona replacement must include both individuals.
Taken from Glossary.

duplicatable

See unique and universal.
Taken from Glossary.

duplicate

See copy.
Taken from Glossary.

each turn

See turn.
Taken from Glossary.

earned

See artifact.
Taken from Glossary.

empty ship

An empty ship has no personnel or Rogue Borg aboard. See occupied ship.
Taken from Glossary.

encountered

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 Planet dilemma misseeded at a Space icon mission may not be replaced by a Q-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 Space icon 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.
Taken from Glossary.

end of spaceline

See spaceline.
Taken from Glossary.

end of turn

See turn.
Taken from Glossary.

energy dampener

A type of ship’s special equipment. It has no built-in functions but is used by the Breen Energy-Weapon Dampener card.
Taken from Glossary.

enhancements

See attribute enhancements.
Taken from Glossary.

enigma icon

This symbol Enigma represents things whose nature is mysterious or unexplained, such as the Borg Queen and Fontaine. Each player may have only one copy of each enigma card (or the same persona) in play at any time. However, such cards are neither unique nor universal, and thus are not affected by cards that specifically affect unique or universal cards.
Taken from Glossary.

equipment

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, the Away Team or crew must contain at least one member of that affiliation or species. (See affiliation and species, One of Eleven.) 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 afifiliation or species) in the Away Team or crew.

“Using” affiliation/species-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 he “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 MEDICALrelated and ENGINEER-related; a Plasmadyne Relay is not related to any personnel type. See movement.
Taken from Glossary.

equipment - ship

See special equipment.
Taken from Glossary.

erase

See holographic personnel and equipment.
Taken from Glossary.

errata

See revised text.
Taken from Glossary.

Espionage cards

These events allow you to attempt a mission with personnel of a different affiliation from that printed on the Mission card. (Normally, a personnel of matching affiliation must be in the crew or Away Team.) They do not override cards that prevent you from attempting or solving an opponent’s mission, such as Treaty: Federation/Romulan/ Klingon. 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.
Taken from Glossary.

event

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. A seedable event may be seeded during any seed phase unless otherwise specified. Playing an Event card uses your normal card play.
Taken from Glossary.

every turn

See turn.
Taken from Glossary.

exchanging cards

When a card in play is exchanged for another card (e.g., persona replacement, one Founder morphing into another, Young Jem'Hadar exchanged for a universal Jem’Hadar) or replaced (discarded) by a downloaded card, any cards already played on, placed on, or aboard the card that is leaving play transfer to the replacement card unless their results are now inapplicable. You do not re-check the conditions (or targets for playing a card) for such cards. For example, you would discard Adapt: Modulate Shields from an Equipment card that morphed into a Founder using In the Bag, or discard Reflection Therapy if the skill it was replacing did not exist on a new version of a persona just exchanged. However, damage can apply to both a Borg Ship dilemma and a Borg Cube, so any damage would transfer when Retask 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 in hand (either by persona replacement or with a card that allows such an exchange, such as In the Bag), 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.
Taken from Glossary.

executing orders

Following the card play segment of your turn, you may optionally execute orders, performing actions such as movement or a mission attempt, using your cards already in play. Using game text such as “cycling” a Referee card with Q the Referee is also executing orders. There is no limit on the number of orders you may execute in one turn.

Executing orders includes (but is not limited to) the following actions during your turn:

Actions that are permitted at any time may be performed during your card play segment or your executing orders segment. Actions that you take during your opponent’s turn are not executing orders.
Taken from Glossary.

facility

A card type representing installations throughout the galaxy. There are three kinds of facilities: outposts, headquarters, and stations. (These are not considered separate card types.)

  • Your outpost represents a remote space facility where your personnel, ships, and equipment may report for duty, and where ships may dock and be repaired.
  • A headquarters represents an affiliation’s center of government on its homeworld, where both players’ personnel, ships, and equipment may report for duty.
  • A station represents any one of a variety of installations such as mining stations, colonies, etc. The Cardassianorigin mining facilities of the same design as Deep Space 9 are referred to collectively as “Nors” and are always used in conjunction with another card type, sites. Stations do not allow reporting, docking, or repairs unless specified by game text on the station or its sites.

Card references to the “outpost phase” mean the facility phase. However, card references to the outposts (or stations) themselves do not include other facilities. For example, a Spacedock may be played only on an outpost, not on a station or headquarters.

Seeding and building facilities – Seedable facilities seed during the facility seed phase unless otherwise specified (e.g., Deep Space 9). Most outposts state “seed one” in game text, allowing each player to seed only one copy of that Outpost card. A few just say “seed,” allowing you to seed multiple copies. Additional copies may be built during the play phase if the game text allows it, using your normal card play. The game text of each headquarters (and some stations) specifies that it is not duplicatable. A station that is not so labelled may be seeded or built in multiple. (See unique and universal.)

You may seed facilities (and build stations and headquarters) of any affiliation regardless of the affiliation(s) you are playing. All outposts that read “Seed one if playing [unknown icon - affiliation] OR build...” have received errata and now read “Seed one OR build...” You may build an outpost where you have a compatible ENGINEER of the specified affiliation or species at a suitable mission location. (See affiliation and species.)

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 Planet or Space icon, 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, unless one allows another to “co-exist” there (e.g., Chamber of Ministers). (However, you could have two facilities at a location as a result of moving or commandeering one.)

Most facilities (including all outposts) are conceptually located “in space,” even when seeded or built at a planet location. (A few, such as headquarters, specify that they are seeded or built on a planet.) Only space facilities allow ships to dock.

Using facilities – You may not use your opponent’s outposts (or operate their SHIELDS, transporters, holodecks, or other features), unless a card allows it. Both players may use headquarters and stations, 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.)

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. However, you may not beam cards (except tribbles) to, from, or within a Nor unless a card allows it. 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). When docked at a space facility, a ship is protected by the extension of 50% of the facility’s SHIELDS (the number is added to the docked ship’s DEFENSE total; the facility’s SHIELDS are not reduced), but may not attempt missions or fire its WEAPONS, even in retaliation. Ships cannot dock at a planet facility and receive no protection from its SHIELDS. Damaged ships may be repaired by docking at an outpost or Docking Pylons site for a period of time. See repair. No other facilities can make repairs unless specified in their game text.

Control of facilities – When you seed or build a facility, you control it, and it is under the control of the affiliation whose icon is printed on the card, regardless of the affiliations you are playing or treaties in effect. (Empok Nor 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. Reporting cards to any site is allowed only if that Nor has at least one 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.

Battle – Facilities participate in battle and are damaged or destroyed in the same manner as ships. See battle - ship, damage. When a facility is destroyed, all personnel aboard or “in” the facility are killed. Ships docked at the facility are not destroyed (except those landed on Docking Pads).
Taken from Glossary.

facility phase

See seed phases.
Taken from Glossary.

far end of spaceline

Same as farthest planet, etc.

When a dilemma is to be placed at or move toward the far end or long end of the spaceline, once determined (see ties) the far end or long 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.
Taken from Glossary.

farthest planet

See far end of spaceline.
Taken from Glossary.

Federation

An affiliation.
Taken from Glossary.

for free

A card that plays (or reports) for free does not count as your normal card play. It must be played during the card play segment of your turn, unless otherwise specified.
Taken from Glossary.

for uniqueness only

See in play.
Taken from Glossary.

force

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).

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. 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.
Taken from Glossary.

Founder

See characteristics.
Taken from Glossary.

full speed

See actions - required.
Taken from Glossary.

full turn

See turn.
Taken from Glossary.

game deck

See deck.
Taken from Glossary.

game text

Gameplay information in the large text block at or near the bottom of each card (or on each end of a Mission card). See mission.
Taken from Glossary.

Gamma Quadrant

A “Gamma Quadrant mission” is a mission with a Gamma Quadrant Gamma Quadrant icon in its point box.
Taken from Glossary.

Gamma Quadrant icon

Personnel, ships, and facilities with this icon Gamma Quadrant are native to the Gamma Quadrant. See native quadrant.
Taken from Glossary.

gender

Gender may be male, female, or neuter (which includes androgynous, such as Soren). Borg drones have no gender, even if gender-specific pronouns are used in their lore. Whenever a personnel’s gender is not indicated by the card’s image, game text, title, or lore, that personnel is considered to be male.
Taken from Glossary.

group actions

See actions - group.
Taken from Glossary.

hand weapon

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 Nanobrobes are not hand weapons.
Taken from Glossary.

headquarters

A kind of facility. See here.
Taken from Glossary.

helps

A personnel helps solve a mission or helps complete an objective if he actively contributes a skill, attribute, or characteristic required by the mission or objective. Just being in the Away Team or crew is not “helping.”
Taken from Glossary.

here

An ability that takes place “here” (or “there”) can be anywhere at that spaceline or timeline location (on the planet, aboard a ship in orbit, on a facility), with two exceptions:

  • On a site card (or a card that plays on a site), “here” means at that specific site only.
  • On a facility, personnel and equipment that play “here” must play inside that facility. (Other cards may play anywhere at that location.)

 
Taken from Glossary.

hidden agenda

Cards with this icon Hidden Agenda represent secret objectives or other clandestine strategies. When you seed or play such a card, announce it as a hidden agenda card and place it face down on the table, normally without showing it to your opponent (if downloaded or played for free, e.g., using Q the Referee, the card must be shown for verification purposes). This counts as your turn during that seed phase, or as your normal card play, as appropriate. While face down, it is not in play, its identity is concealed, and it is immune to general-use cards (e.g., Kevin Uxbridge).

You may activate a hidden agenda card by turning it face up at any time, between other actions or as a valid response to another action (see actions - step 2: responses).

Activating a hidden agenda does not suspend play. (A seeded hidden agenda may not be activated until after the play phase begins.) This immediately activates the card’s game text. If there are any conditions specified by the card, you must meet them at this time (if you cannot, you must immediately turn the card face down again). Once activated, the card remains face up.

When you use a special download 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, he loses 5 points for playing that card (even if is then nullified).
Taken from Glossary.

highest total attributes

See ties.
Taken from Glossary.

Hirogen

An affiliation and a species. See affiliation and species.
Taken from Glossary.

hit

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 battle - ship.
Taken from Glossary.

hive

All of one player’s Borg affiliation cards at one location, whether in space, on a planet, aboard a ship or facility, etc.
Taken from Glossary.

holodeck

A type of special equipment, found on ships and a few facilities, which permits holographic personnel and equipment to be used aboard.
Taken from Glossary.

holographic personnel and equipment

Holographic Hologram personnel and equipment can only exist aboard ships and facilities unless a card such as Holo-Projectors allows it to exist elsewhere; they are deactivated if the ship or facility they are aboard does not have a Holodeck they are allowed to use. (A deactivated personnel is disabled; a deactivated Equipment card may not be used in any way.)

However, a hologram who is wearing a Mobile Holo-Emitter does not need a Holodeck and is not confined to ships and facilities. If their Emitter is removed when they are not aboard a ship or facility (or on a planet with Holoprojectors), they are erased (discarded).

A hologram is deactivated when reported, and may be activated on the same or a subsequent turn (if aboard a ship or facility with a Holodeck, or wearing a Mobile Holo-Emitter) by any of your “unstopped” personnel present (even another active hologram). If your hologram is later deactivated, it may be reactivated in the same way during one of your subsequent turns (not on the same turn it deactivates).

  • Death and Destruction: When a holographic personnel would normally be killed (or a holographic Equipment card would be destroyed), whether by battle or by a card, they are instead deactivated. (A hologram that is “discarded” or “erased” goes to the discard pile.) If a ship or facility is destroyed, any holographic cards aboard are discarded.
  • Dilemmas: If a dilemma (or other card, such as Escape Pod or Penalty Box) requires a hologram to leave a ship, facility, or planet with Holoprojectors, without immediately boarding another ship or facility, they instead deactivate (unless they are wearing a Mobile Holo-Emitter).
  • Battle: “Holographic safety protocols” normally prevent holograms from killing other personnel. They may stun (but not mortally wound) nonholographic adversaries. If total STRENGTH at the end of a battle is entirely derived from holograms, they may win the battle but may not kill an opposing personnel.
  • Assimilation: Borg do not assimilate (or target for assimilation) holographic personnel. Exclude holographic personnel from any selections for abduction or assimilation.
  • Capturing: A hologram without a Mobile Holo-Emitter may be captured if it can be relocated to the opponent’s crew aboard a ship or facility at the same location; otherwise it deactivates because the trap card would remove it from the ship. (A hologram with a Mobile Holo-emitter is captured normally.) See capturing.

Except as noted above, holographic personnel should be treated exactly like normal personnel. They do not require any “supervision” from other personnel when staffing ships, attempting missions, etc. Regardless of their appearance or lore, the gameplay species of all holographic personnel is “hologram.” Thus, Sumek may not use a Vulcan Nerve Pinch, nor may Data if a Hologram icon has been added to him by Holoprogram: 221B Baker Street.

Holograms may use game text relating to affiliation. For example, when in Affiliation Hirogen mode, Iden may use a Hirogen Talon.
Taken from Glossary.

homeworld

Most affiliations have their own homeworld, as indicated in the lore of the relevant Mission cards:

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.
Taken from Glossary.

house arrest

Your personnel may mix only if they are compatible. If you have personnel of different affiliations together aboard your ship or facility, and the treaty or other card that is making them compatible is nullified, the personnel who are incompatible with the ship or facility are placed under house arrest. If all are compatible with the ship or facility, or at the same site on a Nor, or aboard your opponent’s ship or facility, the minority group is placed under house arrest. (Incompatible personnel on a planet surface split into two Away Teams instead.) They remain under house arrest until they are transferred to a planet or to your compatible ship or facility, or they walk to another site.

Personnel under house arrest may not staff a ship, attempt missions, participate in battle, etc. (See present.) You place under house arrest only cards you control – never your opponent’s intruders, captives, etc. House arrest may also occur when you acquire an incompatible personnel aboard a ship (e.g., from a Cryosatellite or The Naked Truth). However, you may not voluntarily place your personnel in a house arrest situation. For example, without a treaty, you may not report a Klingon to a Romulan Outpost or Romulan headquarters (or to a Neutral Outpost where you have Romulans present), beam your Klingons aboard your Romulan ship, allow your Klingons and Romulans to stop at the same site, report Dr. Telek R'Mor aboard your Klingon ship, or switch Major Rakal’s affiliation to Federation while she is aboard a Romulan ship. See treaties.
Taken from Glossary.

HTSBEG

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.
Taken from Glossary.

HULL integrity

If a ship or facility or Self controlled dilemma has its HULL integrity reduced to 0, it is destroyed. See damage.
Taken from Glossary.

human

See species, timeline disruption.
Taken from Glossary.

humanoid

Humanoid (and the equivalent “alien”) is not a distinct species, and cannot be targeted by a card with targets a particular species by name. Any humanoid is the only member of its species.
Taken from Glossary.

I.K.C. and I.K.S.

I.K.S. is considered to be equivalent to I.K.C. For example, Kargan is the matching commander of both I.K.C. Pagh and I.K.S. Pagh, and the I.K.S. Maht-H'a may persona replace I.K.C. Maht-H'a.
Taken from Glossary.

icons in game text

Game text may use an icon to refer to a trait of another card, such as a Affiliation Federation personnel or a Referee 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 Referee card to play for free, meaning any card identified by the Referee icon in its title bar (or with the icon added by Q the Referee). Saavik and Chula: Crossroads are not Referee cards, even though they have the Referee icon in their game text.
Taken from Glossary.

immune

If a card is immune to another card, it may not be affected by that card in any way. For example:

 
Taken from Glossary.

impersonator

See persona, infiltration icon.
Taken from Glossary.

implant card

This phrase, used on Assimilation Table, refers to any card with the word “implant” in the title, such as Ocular Implants.
Taken from Glossary.

in orbit

A ship is in orbit or orbiting a planet when it is in space, undocked, at a planet location. A docked ship is not considered to be in orbit even if the facility is orbiting a planet.
Taken from Glossary.

in place of a card draw

See card draw.
Taken from Glossary.

in place of normal card play

See card play.
Taken from Glossary.

in play

A card is “in play” if it

  • has been played or 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.

Game text may say that a Personnel card placed in the point area is in play for uniqueness only – if non-universal, you may not report another copy of that personnel (or another version of that persona). Cards in stasis or in a Temporal Rift or Time Travel Pod are also considered in play for uniqueness only. The skills and other features of such cards may not be used. For example, Kai Opaka placed in your bonus point area with Duranja does not prevent Orb artifacts from being nullified; while in a Temporal Rift, 10 and 01 cannot nullify Computer Crash and The Emissary does not enhance the INTEGRITY of Bajorans in play. However, you may not play another copy of Kai Opaka, 10 and 01, or The Emissary (or any other version of the Benjamin Sisko persona) under these conditions.

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, a personnel is no longer affected by Frame of Mind, and one who has already “walked” this turn can walk again. 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.

 
Taken from Glossary.

incident

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). A seedable incident may be seeded during any seed phase unless otherwise specified. Playing an Incident card uses your normal card play.
Taken from Glossary.

infiltration icon

Your personnel who has a diamond shaped infiltration icon Infiltration Federation Infiltration Klingon Infiltration Romulan Infiltration Dominiom may infiltrate your opponent’s cards, if your opponent is playing that affiliation, in one of two ways:

  • It may report to your opponent’s side of the table, to a compatible facility (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 compatible with that affiliation.

If your opponent is not playing that affiliation, you may not infiltrate his cards with that personnel. See playing an affiliation.

When your personnel starts infiltrating, its affiliation changes to match that of the infiltration icon 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 his hand weapons. (Your infiltrator may not take your equipment into your opponent’s Away Team.)
  • Your opponent may not treat your Infiltrator as an intruder (e.g., his 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 articipate (or to contribute to ship staffing requirements). He may also move independently, during your opponent’s turn, by beaming, walking, etc. He 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. He may not take any other actions unless specifically allowed by a card.

Your infiltrator stops infiltrating if he is “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 he or she is 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, he becomes an intruder. He 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.
Taken from Glossary.

infiltrator

A personnel with an infiltration icon is not an infiltrator unless he is actually infiltrating the opponent’s cards. A personnel who is infiltrating cannot oppose the opponent’s cards unless allowed by a card. Mirror versions of personnel are not impersonators or infiltrators. See persona – Mirror versions.
Taken from Glossary.

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.
Taken from Glossary.

interceptor

Some ships of this class have a variable RANGE. For example, Bajoran Interceptors 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).
Taken from Glossary.

interrupt

A card type which generally has a temporary impact on the game, and is then discarded (though a few remain in 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.
Taken from Glossary.

intruder

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.
Taken from Glossary.

invalid card plays

See actions - step 2: responses.
Taken from Glossary.

invasive transporters

A type of ship’s special equipment. It has no built-in functions, but is activated by the Invasive Beam-In card.
Taken from Glossary.

just

See actions - just.
Taken from Glossary.

just encountered

See actions - step 1: initiation.
Taken from Glossary.

just initiated

See actions - step 1: initiation.
Taken from Glossary.

just played

A card has been “just played” when the card play has been initiated, but before it has its results. See actions - step 1: initiation.
Taken from Glossary.

ketracel-white icon

This icon K.-White on a personnel card indicates a dependence upon the isogenic enzyme known as “the white.” If any player has White Deprivation in play, your K.-White personnel will battle and die at the start of each of your turns according to that incident’s game text, unless prevented by Ketracel-White cards present.
Taken from Glossary.

keywords

Some cards have text in their lore or title that are referenced by other cards. Admiral, General, Cook, Nurse, and Bodyguard (for personnel), and Murder (for dilemmas) are all examples of keywords. These words should be considered part of the card’s game text, and are similar to other traits and icons. Keywords are referenced by other cards, they have no built in function. Personnel who are disabled or in stasis cannot use their keywords. Stopped personnel maintain keywords and may use them if applicable. See stopped.
Taken from Glossary.

killed

See discarding.
Taken from Glossary.

Klingon

An affiliation and a species. See affiliation and species, battle - affiliation restrictions.
Taken from Glossary.

Klingon/Cardassian Alliance icon

This icon Alliance indicates members of the dominant mirror universe power in the 24th century. It is a special staffing icon, and also has other uses defined by cards.
Taken from Glossary.

landed ships

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.

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).
Taken from Glossary.

launching ships

See carried ships.
Taken from Glossary.

leader

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 Borg Defense personnel to initiate battle. However, for cards that specifically require a leader, the Borg must use a leader as defined above.
Taken from Glossary.

leaving play

See in play.
Taken from Glossary.

location

There are two kinds of locations: spaceline locations (e.g., missions and Bajoran Wormhole) and timeline 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 Planet, space Space icon, or “unspecified type” (created by cards such as Bajoran Wormhole, Black Hole, Gaps in Normal Space, 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:

 
Taken from Glossary.

long-term effects

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 longterm effect. See discarding.
Taken from Glossary.

lore

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 skills - using, characteristics.
Taken from Glossary.

lose the game

You may lose the game according to card text (e.g. Writ of Accountability, Devidian Door, Beyond The Subatomic) or if you seed or play a card as a hidden agenda when it does not have that icon. In each case (in a tournament), you receive a score of 0 (–100); your opponent receives a score of 2 (+100). If both players lose a game in this manner (e.g., one fails to show a Devidian Door and the other loses to Writ of Accountability), the game is scored as a true tie.
Taken from Glossary.

loses affiliation

This phrase on a card (such as Memory Wipe) means that conceptually the card’s affiliation icon(s) are replaced by the Affiliation Non-Aligned icon.
Taken from Glossary.

losing battle

See battle - personnel, battle - ship.
Taken from Glossary.

matching affiliation

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 he has 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 he is of the affiliation that belongs to that homeworld. For example, Cloaked Mission (Romulus) is the Romulan homeworld, but has a [unknown icon - Klg] affiliation icon. Gowron matches the mission’s affiliation (icon), while Tomalak matches the homeworld’s affiliation.
Taken from Glossary.

matching commander

A personnel is the matching commander for a ship if either the ship lore or the personnel lore states that the personnel is or was the commander or captain of the ship. (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, the matching commander of a ship.) For example, Jean-Luc Picard and Admiral Picard are both matching commanders for the U.S.S. Enterprise, while Jean-Luc Picard is the matching commander for the U.S.S. Enterprise-E. Both Jean-Luc Picards are matching commanders for the U.S.S. Stargazer.

When specified in the ship’s lore, only the named personnel is the matching commander; another version of the persona with a different name, or an instance of a different persona, cannot serve as the matching commander. When specified in the personnel lore, no other versions of that persona (even with the same name) can serve as matching commander for a ship, and a ship must be specified by name (not by class). For example, The Emissary is not the matching commander for the U.S.S. Defiant; Commander Data is not the matching commander for the U.S.S. Sutherland; Jean-Luc Picard is not the matching commander for the U.S.S. Enterprise-E; Tomalak is not the matching commander of the D’deridex.

A statement that a ship “transported” or was “used by” a personnel does not qualify that personnel as the ship’s matching commander. For example, Kivas Fajo and Gowron are not matching commanders for Zibalian Transport or I.K.C. Buruk respectively.

Unless otherwise specified (e.g., Cha'Joh), each ship can benefit from only one matching commander at a time. For example, the U.S.S. Enterprise does not gain +4 RANGE from Defiant Dedication Plaque with both Jean-Luc Picard and Admiral Picard aboard.

The matching commander must not be disabled, in stasis, etc. (See present.) Matching commanders are defined only for ships; facilities get no benefits for a commander mentioned in the personnel or facility lore.

Most matching commanders may be easily determined directly from the ship and/or personnel lore, following the rules given above. Two need clarification:

  • I.K.C. Bortas has revised lore (Gowron is its matching commander).
  • Tama: “Dathon, speaking first” is Tamarian for “commanded by Dathon.”

 
Taken from Glossary.

meeting requirements

You choose which personnel to use to meet mission and dilemma requirements, and in which order. 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.
Taken from Glossary.

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 that are physically in one universe (on a spaceline) do not normally affect cards in the opposite universe. For example, closing Bajoran Wormhole: Mirror Universe does not affect movement through the Bajoran Wormhole between the Alpha and Gamma Quadrants.

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 Mirror Quadrant 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 Mirror QuadrantAffiliation Bajoran SECURITY personnel; downloading cards with Defend Homeworld depends on your Mirror QuadrantAffiliation Bajoran card being attacked at mirroruniverse 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.

Borg timeline disruption does not affect cards native to the mirror universe. See Stop First Contact, Hero of the Empire. Some cards refer to “opposite quadrant;” the Alpha Quadrant is the opposite of the Mirror Quadrant, and vice versa. See corresponding.
Taken from Glossary.

mis-seed

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 misseeds. (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. Misseeds are not encountered; for example, a mis-seeded dilemma may not be replaced with a Q-Flash using Beware of Q.

You may deliberately mis-seed cards under A mission as a bluff. When discovered, such mis-seeds are placed out-of-play as usual. However, if you reveal your own misseeded 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) non seed cards (such as Equipment cards) 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 seeded under 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 misseeds 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).
Taken from Glossary.

mission

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 Space icon, planet Planet, and dual icon missions Space iconPlanet.

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 Gamma Quadrant, Delta Quadrant, or Mirror Quadrant 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 without point boxes (including Q's Planet) may not be seeded (or played) in any quadrant except Alpha. 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 of a unique mission (without the icon); if a unique mission is a duplicate of one your opponent has seeded, stack your mission on top of his 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 him: 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, Space icon and Planet 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:

  • The icon is replaced with a icon (or, if a dual mission, the icon is removed.)
  • If you completed (or scouted) the mission, then you have completed (or scouted) 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.”)

Cards which play on a mission or location but do not require it to be a planet (i.e. Dal'Rok or Venus Drug) remain.
Taken from Glossary.

mission attempt

Completing missions is the primary method of scoring points for all affiliations except Borg. You attempt a mission by bringing one or more personnel to the mission location and encountering and resolving any dilemmas which may be present. If the personnel remaining after all dilemmas have been resolved have the skills, attributes, and other features required by the mission (or if you bring more personnel for another attempt), they complete (or “solve”) the mission and score its points. A mission may be solved only once per game.

For a mission to be attemptable, it must have mission requirements (either printed or added by an objective such as Establish Trade Route), plus one or more affiliation icons (either printed or added by a card such as Bribery) or game text indicating who may attempt the mission (e.g., “Any crew may attempt mission”), on the end of the Mission card facing you. Thus, you may not attempt ❖  Space or ❖  Nebula from either side, or Construct Depot from the opponent’s side.

Artifacts seeded at an unattemptable mission may not be acquired.

To begin or continue a mission attempt, or to complete the mission, at least one crew or Away Team member must match one of the mission’s affiliation icons (if any); other (nonmatching) personnel in the crew or Away Team can assist in the attempt. (Dual-icon missions require a matching personnel in both the crew and the Away Team. Also, to attempt a space mission, at least one crew member must match the ship’s affiliation. The ship does not have to be staffed for movement or match the mission’s affiliation.) If you lose all matching personnel during the mission attempt, the mission attempt ends. (However, if you remove all matching personnel during a dilemma encounter with a card that suspends play, such as Flight of the Intruder, but other non-matching personnel remain, the dilemma resolves normally with the remaining personnel before the attempt ends.)

If an Objective card requires a crew or Away Team of a specific affiliation to attempt or solve a mission, the crew or Away Team must include at least one member of that affiliation (but may include other affiliations unless otherwise specified). For example, Establish Dominion Foothold requires you to solve the mission with “your Dominion personnel.” A mixed Away Team of Cardassian, Non-Aligned, and Dominion personnel may solve the mission. Either player may attempt a mission with appropriate personnel, regardless of who placed the card on the spaceline. Mission attempts may be made at scouted or unscouted locations, but may not be made at assimilated planets.

Planet missions can be attempted by an Away Team on the planet’s surface (outside a facility or landed ship). Space missions can be attempted by the entire active crew of one undocked ship. (Dual-icon missions require both a ship with crew in orbit and an Away Team on the planet.)

A mission attempt is a single action which may not be interrupted except by valid responses or actions that suspend play. See actions - interrupting. A mission attempt lasts from the time you announce you are attempting the mission until one of the following occurs:

  • The entire crew or Away Team is “stopped”.
  • No one remains in the crew or Away Team.
  • A dilemma prevents the mission attempt from continuing (e.g., Radioactive Garbage Scow).
  • All dilemmas are resolved but the crew or Away Team does not meet the requirements to solve the mission. (They are not “stopped” unless Mission Debriefing is in play.)
  • The mission is solved.

Once the mission attempt is ended by one of these circumstances (except by solving the mission), you may reattempt the mission on the same turn with “unstopped” personnel (and an “unstopped” ship for a space mission). This constitutes a new mission attempt, not a “continuation” of the attempt.

While your personnel are attempting a mission, if a dilemma is replaced under that mission, the mission attempt immediately ends. (Example: your Away Team including Benjamin Sisko, Bold Captain attempts Hunt for DNA Program and fails to pass Scientific Method. Since the mission is worth 40 or more points, Scientific Method does not stop Benjamin Sisko. The dilemma is returned under the mission, ending the mission attempt. Sisko remains unstopped (unless Mission Debriefing is in play) and could choose to reattempt the mission (encountering Scientific Method again)).

All Mission cards state what skills and other requirements are necessary to complete the mission. For example, if a planet mission requires Computer Skill x2, at least two personnel with Computer Skill (or one personnel with Computer Skill x2) must be present in the Away Team for you to complete the mission. However, the requirements for completing the mission need not be present in order for the crew or Away Team to attempt the mission (encounter dilemmas). (When a mission requires or allows you to discard cards as part of completing the mission, those cards must come from the crew or Away Team attempting the mission, not from your hand.) See meeting requirements.

When you meet the requirements for solving a mission, you first score any mission points, then resolve any special game text on that mission (or on any objectives targeting it), then earn and resolve any artifacts or cards seeded like artifacts. Equipment and artifacts that say “use as equipment” join your crew or Away Team; personnel that you seeded join your crew or Away Team (if compatible; otherwise they are under house arrest or form a separate Away Team); and personnel that your opponent seeded are captured. (See capturing. If scoring the mission points brings your score to victory conditions, the game ends immediately and you do not resolve any artifacts.)

A mission attempt may not be voluntarily aborted, either between dilemmas or before solving, unless specifically allowed by a card such as Mr. Garak. If you resolve all dilemmas and Q-Flashes and the remaining crew or Away Team meets the mission requirements, they must solve the mission (for example, they may not wait until a mission specialist joins the Away Team or crew for bonus points).

Once you complete a mission, its points are yours to keep. Cards which affect a mission’s points or attemptability (e.g., Supernova, Mordock, The Sheliak, Assimilate Planet) do not affect your score if they occur after the mission is completed (unless otherwise specified, as with I Tried to Warn You or Hero of the Empire).

Alternate mission requirements – A mission attempt using alternate requirements provided by an objective is exactly like any other mission attempt. You do not need to have the requirements in the Away Team (i.e., you can redshirt), and you score the point value of the underlying mission when you complete it. The mission cannot then be completed with its normal requirements. In order to gain any additional benefits from such an objective (such as Establish Trade Route’s download of a Ferengi Trading Post and equipment upon completing the mission), you must complete the targeted mission using the objective’s alternate requirements. If an objective allows a different affiliation to attempt a mission than the icons on the Mission card, only that affiliation may use the requirements provided by the objective.

mission attempt – example – The following example shows how to attempt a planet mission with dilemmas and artifacts present. (A space mission is attempted in a similar fashion, with an entire ship’s crew instead of an Away Team. See dual-icon mission.)

Select and beam your Away Team to the planet, or have them disembark from your landed ship or exit from a planet facility. (At a space mission, select one ship and crew to attempt the mission; undock and/or decloak or dephase the ship, if necessary.)

Announce that you are attempting the mission.

Slide out the bottom seed card under the mission and turn it over. Look only at the bottom card. (If you encounter an artifact or a card seeded like an artifact, move it to the top of the seed card stack, sliding it just beneath the Mission card. Artifacts are not earned until the mission is completed.) If more than one copy of any card, seeded by the same player, is encountered under one mission, any copy after the first is placed out-of-play as a misseed.

Read the first Dilemma card aloud. (Dilemmas are intended to be read by the player encountering them.)

Resolve the dilemma following the instructions under dilemma resolution. Failing to overcome a dilemma that has conditions immediately “stops” your Away Team and ends that mission attempt. A dilemma without conditions does not “stop” your crew or Away Team – they must continue the mission attempt unless otherwise specified.

  • Personnel who die and ships or equipment that are destroyed are placed in your discard pile. (Holographic personnel and equipment are not killed or destroyed; they are deactivated instead.)
  • Personnel may be chosen for death or other effects by random selection, opponent’s choice, or owner’s choice. See ties.
  • In addition to dilemmas, you may encounter a Q-Flash doorway seeded like a dilemma. When you do, your crew or Away Team must collectively face a number of cards from your opponent’s Q-Continuum side deck equal to the number of personnel present.

Repeat this step for each dilemma (or Q-Flash) in turn until no more remain. Each dilemma must be resolved in turn before the mission can be completed.

Once you have resolved all the dilemmas under a mission, if your remaining “unstopped” personnel can meet the mission requirements, you score the mission points and earn any artifacts present. To score the mission and mark it complete, slide the Mission card toward yourself about one-half card length.

The completed mission remains on the table as a spaceline location, but it cannot be attempted or scored again.

Your “unstopped” Away Team is free to beam back up to the ship and continue if desired. (Failing to complete the mission does not “stop” the Away Team.)
Taken from Glossary.

mission continues

See dilemma resolution.
Taken from Glossary.

mission II

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 he or she is allowed to see whether a double-sided card is on top and choose whether or not to cut the stack. See BorgCooperation.

Each Mission II represents the same location as the corresponding original mission. For example, Secret Salvage and Secret Salvage II both occur at Wolf 359. Thus, you may not include both versions in your mission selection and if one player seeds Secret Salvage and the other seeds Secret Salvage II, they must overlap each other because they are duplicates of Wolf 359. If you solve such a mission, you score the points on your Mission card. 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.”)

Built-in Outpost: 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  e 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-ofplay (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. Built-in Wormhole: You may move in either direction between your Wormhole mission and a non-Wormhole mission where you play a Wormhole interrupt. You may not move between your opponent’s Wormhole mission and a non-Wormhole mission. If your opponent nullifies your Wormhole interrupt, your ship does not move through the wormhole and you do not flip the Wormhole mission. You may not discard a Space-Time Portal as the Wormhole interrupt (it may be discarded only as the second Wormhole interrupt of a pair).
If you move between two of your own Wormhole missions, flip only one of them (your choice). If you move between your Wormhole mission and your opponent’s Wormhole mission, flip only your own mission.
Taken from Glossary.

mission requirements - alternate

See mission attempt.
Taken from Glossary.

mission specialist

See Assign Mission Specialists.
Taken from Glossary.

mix

This term is interchangeable with mix and cooperate. When a card allows cards of different affiliations to mix, those cards are compatible.
Taken from Glossary.

mortally wounded

See stunned and mortally wounded.
Taken from Glossary.

most cunning

See ties.
Taken from Glossary.

movement

There are two kinds of movement:

  • Normal movement – often indicated by the word “move.” This is the default type of movement when a card does not specify otherwise. “Stopped” cards cannot perform normal movement.
    Normal ship movement includes using RANGE, landing, taking off, launching, loading, docking, undocking, time travel (Orb of Time, first function of Temporal Vortex), and use of cards such as Wormholes, 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, time travel, and placing a personnel on an Assimilation Table.
  • 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 (except by walking).

Whenever a card or rule allows or requires your personnel to move (e.g., 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 (e.g., Airlock, Anti-Matter Pod).

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

A ship does not have to move all of its RANGE on a turn. A ship can stop at each location as it moves, or it can “warp past” locations without stopping there (but still using RANGE). 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.
Taken from Glossary.

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.
Taken from Glossary.

movement between time location and spaceline

See time travel.
Taken from Glossary.

multi-affiliation cards

Multi-affiliation cards have two or more affiliation icons. Their skills and other features may differ according to their current affiliation “mode.” Declare the affiliation of a multi-affiliation card when you seed or play it face-up (personnel or ship affiliation must be compatible with the facility where it reports; an outpost’s affiliation must match an affiliation icon on the mission) or when you earn it (if seeded under a mission).

A multi-affiliation card (including a dualpersonnel card) may use only one affiliation at a time, but you may change its affiliation at any time (between other game actions), any number of times during the course of the game. For example, Lursa on the Sisters of Duras cannot be Affiliation Klingon while B’Etor is Affiliation Romulan; if Major Rakal encounters Zaldan while in Affiliation Federation mode, she cannot change to Affiliation Romulan mode during the mission attempt.

When a multi-affiliation personnel is aboard your ship or facility, you may not change the affiliation of either the Personnel card or the ship/facility if it would cause that personnel to be placed under house arrest. You must remove the personnel from the ship/facility before changing its affiliation. You may not simultaneously change the affiliations of one or more Personnel cards, ships, and/or facilities; each change is a separate game action. Thus, if the Sisters of Duras are aboard the Cha’Joh, both in Romulan mode, you may not change either the Sisters of Duras or the Cha’Joh to Klingon mode without removing the Sisters first.

If a multi-affiliation personnel, whose features are dependent on their affiliation mode, is assimilated or made Non-Aligned (e.g., by Memory Wipe), they may still switch “modes” as a game action.

In the Voyager and later expansion sets, dual-affiliation cards are printed with two different border colors, one for each ffiliation. The affiliation icon matching the border color appears on the left in each case. A card with one border color is a copy of the same card title with the other border color, and they have identical gameplay.

If a report or download requires a personnel’s affiliation to match a ship or facility, you must report or download the personnel in matching affiliation mode (without creating a house arrest ituation). For example, to use Dominion War Efforts to download Dar without discarding Assign Support Personnel, you must download him in Affiliation Dominion mode to a Affiliation Dominion ship or facility. If you download him in Affiliation Hirogen mode to a Affiliation Hirogen ship or facility, you must discard Assign Support Personnel.
Taken from Glossary.

multiple targets

See battle - ship.
Taken from Glossary.

must do nothing but

See actions - required.
Taken from Glossary.

native quadrant

All personnel, ships, and facilities are native to the Alpha Quadrant, except those that have a gamma Gamma Quadrant, delta Delta Quadrant, or mirror Mirror Quadrant icon. See report, facility.
Taken from Glossary.

native to this timeline

See time location.
Taken from Glossary.

nearest planet

See ties.
Taken from Glossary.

nebula

A location is a nebula if it has the word “nebula” in its card title or lore.
Taken from Glossary.

nemesis icon

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.)
Taken from Glossary.

Next Generation icon

A card with this icon TNG is related to the Star Trek: The Next Generation television series (including the Star Trek: Generations movie). It has no built in gameplay function and will be referenced on other cards.
Taken from Glossary.

NO

Indicates an undefined attribute, as in “NO INTEGRITY.”
Taken from Glossary.

Non-Aligned

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.
Taken from Glossary.

non-Federation

A non-Affiliation Federation Away Team, crew, or force is one that contains no Affiliation Federation cards.
Taken from Glossary.

Nor, control of

See facility.
Taken from Glossary.

normal card play

See card play.
Taken from Glossary.

normal speed

See actions - required.
Taken from Glossary.

not duplicatable

See unique and universal.
Taken from Glossary.

not repeatable

See combo dilemma.
Taken from Glossary.

nullify

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.

The effect of a card can be nullified without the card itself being nullified. For example, Hugh nullifies the attack of a Borg Ship dilemma, not the dilemma itself.

“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 Q-Flash.

“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 Q-Flash).

“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, Q-Flash, or any other card that may normally nullify events or Q-icon cards.
Taken from Glossary.

objective

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. A seedable objective may seed during any seed phase unless otherwise specified.

Playing an Objective card uses your normal card play.

An objective may require you to target (select) a ship, planet, personnel, etc. If the target of the objective is removed from play or becomes an invalid target, the Objective card is immediately discarded. Otherwise, the objective remains in play until nullified, discarded, or relocated according to its game text. 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 Borg-use-only current objective at a time. Any player may have any number of non-Borg-use-only objectives in play at a time.
Taken from Glossary.

occupied ship

Your ship is occupied if you have any crew aboard. See empty ship.
Taken from Glossary.

off line

See damage.
Taken from Glossary.

on planet

Cards which are in a planet facility or aboard a ship landed on a planet are also “on planet.”
Taken from Glossary.

on table

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.”
Taken from Glossary.

once each (every) turn

See once per turn.
Taken from Glossary.

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 restriction box 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.
Taken from Glossary.

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.
Taken from Glossary.

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.
Taken from Glossary.

opponent’s choice

See selections.
Taken from Glossary.

opposing

An opposing personnel, ship, or facility is one controlled by your opponent and which is not cloaked, phased, disabled, or in stasis. See unopposed, Patrol Neutral Zone.
Taken from Glossary.

opposite

See persona, mirror universe.
Taken from Glossary.

orbiting

See in orbit.
Taken from Glossary.

Original Series icon

This icon The Original Series appears on Personnel, Ship, Facility, Equipment, and other cards from the original Star Trek series, as well as a few cards from Star Trek: Deep Space Nine™ . It is used as a special staffing icon and for other purposes defined by game text.
Taken from Glossary.

other

Refers to any appropriate target that is not the physical card referenced.
Taken from Glossary.

out-of-play

When directed to place a card out-of-play, place it in a pile separate from the discard pile. A card placed out-ofplay may not be returned to the game by any means (except by reversal of a Black Hole). 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.
Taken from Glossary.

outpost

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.

The Bajoran, Cardassian, Federation, Ferengi, Klaestron, Klingon, and Romulan Outposts have errata:

"Seed one OR build where you have a (affiliation/species) ENGINEER."

The card titles of the Bajoran, Borg, Cardassian, Federation, Ferengi, Husnock, Klaestron, Klingon, Neutral, and Romulan outposts have been errated to explicitly include the word “Outpost” and the ❖  icon. The Primary Supply Depot and Remote Supply Depot are revised to have the ❖  icon.
Taken from Glossary.

outpost - built-in

See Mission II.
Taken from Glossary.

outside the game

A card brought in from outside the game may not be one of your cards currently out-of-play or a copy of one of those cards. Any cards added to your deck 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.
Taken from Glossary.

overlays - Borg

See assimilation - personnel.
Taken from Glossary.

owner

The owner of a card is the player who originally stocked that card in their game deck. All cards temporarily controlled by the opponent (e.g., captured, commandeered, assimilated, stolen) are returned to their owner at the end of the game.
Taken from Glossary.

particle scattering device

A type of ship’s special equipment. It has no builtin function, but is activated by the Particle Scattering Field card.
Taken from Glossary.

passing locations

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).
Taken from Glossary.

persona

Two Personnel or Ship cards are instances of the same persona if they are duplicates (copies); or if they have the exact same card title; or if one has the other’s name in boldface type in its lore; or if they both have the same persona name in boldface type in their lore. The presence or absence of Alternate Universe icons does not determine whether two cards are instances of the same persona.

You may not have more than one instance of the same non-universal persona in play at the same time, including cards which have been captured, commandeered, assimilated, or are otherwise controlled by your opponent, unless a card specifically allows it. You may have multiple instances of a universal persona in play. See unique and universal.

You and your opponent may each have a copy of the same non-universal persona in play. Examples: Jean-Luc Picard, Jean-Luc Picard, Locutus of Borg, and Galen are all instances (different versions) of the same persona (the “Jean- Luc Picard” persona). You may have only one of them in play at a time. Admiral Picard and Lt. (j.g.) Picard are instances of different personas (one from Barash’s illusion, and one from an alternate timeline). You may have Jean-Luc Picard and Admiral Picard (for example) in play at the same time.

Starship Enterprise and Starship Enterprise are two instances of the same ship persona; you may have only one in play at a time. U.S.S. Enterprise and Future Enterprise are instances of different personas; you may have both in play at one time.

You may have any number of copies of ❖  Linda Larson in play at the same time; they are all instances of the Linda Larson persona. Only one copy may probe (once per game) for Visit Cochrane Memorial if It’s Only a Game is in play. You may also have any number of copies of ❖  Starship Constitution and ❖  Starship Constitution in play at one time.

Two nonidentical instances of the same persona are not duplicates (e.g., for Doppelganger) or copies, and may not be substituted for matching commanders, mission requirements, etc., if they do not meet other applicable criteria (same name, matching commander lore, etc.). For example, The Emissary is not the matching commander for the U.S.S. Defiant, which states that Benjamin Sisko is its commander.

Some cards, such as Delta Quadrant Spatial Scission and Clone Machine, allow you to have more than one copy of a unique personnel (or ship) in play, but do not allow you to have more than one version of a unique persona in play. For example, if you have two copies of Tom Paris in play, you may not exchange one for a Captain Proton from your hand.

Treat non-duplicatable facilities in the same way, i.e., you may not have more than one instance of a non-duplicatable station “persona” (such as Deep Space 9 and Terok Nor) in play at the same time.

The persona rule does not apply to other card types such as events or interrupts. See card titles.

Persona replacement – When you have one version of a personnel or ship persona in play and a second version of that same persona in your hand, you may exchange them at the start of your turn for free. (Facilities may not be exchanged.) All cards aboard or played/placed on the first version (e.g., Orb Experience, Framed for Murder), and any rotation damage, are transferred to the second version, if applicable. Those cards not applicable return to their owners’ hands. You may not replace the same persona more than once at the start of a turn. Replacing a persona is not a card play or reporting for duty. See exchanging cards, in play.

Persona replacements involving dual-personnel cards must exchange versions of both personas on that card. For example, you must replace Sisters of Duras with both Lursa and B’Etor (or vice versa).

To replace one version of a persona with another, the first version must have been originally played under, and still be under, your control (not your opponent’s). Thus, you may not replace your personnel or ship which has been captured, commandeered, abducted, or assimilated; and you may not replace a Jean-Luc Picard you assimilated from your opponent with your Locutus of Borg. (You can still play your Locutus of Borg, because you did not play Jean-Luc Picard.) See Add Distinctiveness.

Impersonators – A personnel who has a bold italic “persona name” in its lore, and a diamond-shaped infiltration icon, is an impersonator, not a true version of that persona. An impersonator may not be exchanged for any version of that persona and may not be substituted for a matching commander, mission requirement, or dilemma condition, cure, or nullifier. See species.

Mirror versions – A personnel who has a bold italic “persona name” in its lore, and a mirror quadrant icon Mirror Quadrant, is a mirror version, not a true version of that persona. You may have both in play at the same time. Regular version(s) of a persona are called the opposites of the mirror version, and vice versa. For example, the mirror universe personnel Mr. Quark is the opposite version of Quark, Lumba, and Quark Son of Keldar, and he does not qualify as Quark unless the reference is to “any Quark.”

A mirror version may not be exchanged for a regular version of that persona and may not be substituted for a matching commander, mission requirement, or dilemma condition, cure, or nullifier (unless the requirement is for “any name”).
Taken from Glossary.

personnel

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.)
Taken from Glossary.

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 Borg objective targeting the mission is completed (if the Survey Drone is present). (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 a separate Away Team (on a planet). Seeded personnel owned by your opponent become your captives. See capturing, misseeds.
Taken from Glossary.

personnel movement

See movement.
Taken from Glossary.

personnel type

The eight personnel types are OFFICER, ENGINEER, MEDICAL, SCIENCE, SECURITY, V.I.P., CIVILIAN, and ANIMAL. All personnel types 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.
Taken from Glossary.

phasing

See cloaking and phasing.
Taken from Glossary.

phasing 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 cloaking and phasing.
Taken from Glossary.

planet facility

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.
Taken from Glossary.

play phase

After the seed phases are over, shuffle your draw deck and place it face down on the table. Draw seven cards to form your starting hand. (There is no limit to the number of cards you may hold in your hand during the game.)

The starting player (chosen before the seed phases began) takes the first turn, then players alternate turns until one player scores 100 points, or until both players’ draw decks run out. See winning the game.
Taken from Glossary.

played as

See card types.
Taken from Glossary.

playing an affiliation

You are “playing [unknown icon - affiliation]” (non-Borg) or are an “(affiliation name) player” (non-Borg) if you have played, seeded faceup, or seeded facedown and acquired, any personnel, ship, or facility of that affiliation, or used a multiaffiliation card you seeded or played in that affiliation mode at any time during the game, regardless of whether any such cards are still in play. Your opponent’s cards that you control with Brainwash, Ceti Eel, etc., or that have been reported to you by The Naked Truth, do not cause you to be “playing that affiliation.” See playing Borg.
Taken from Glossary.

playing Borg

You are playing Borg (or are a “Borg player”) if you stock any Borg-affiliation personnel, ships, or facilities (or any Borg-use-only cards) in your game deck or in any side deck, even if you have not seeded or played them. If playing Borg, you may not stock any non-Borg- affiliation cards. You are not playing Borg if you stock non-Borg-affiliation Borg personnel such as One or Icheb.
Taken from Glossary.

point box

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 at least 40 points,” it means the actual number printed on the card, not what the mission may be worth. Thus, the point box on Quest for the Sword always shows 40 points, even after The Sheliak arrives and makes the mission worth 0 points. Likewise, Reunion’s point box never shows any points, although it may be worth 15 or 40 points.
Taken from Glossary.

points

“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 Borg-use-only 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.
Taken from Glossary.

pooling skills

See Blood Screening.
Taken from Glossary.

present

Your personnel and equipment are present together (or “with” each other) if they are in the same crew or Away Team. Personnel who are “stopped,” disabled, in stasis, or under house arrest form a separate crew or Away Team during your turn. (See Away Team and crew.)

Your personnel and equipment in a separate crew or Away Team may not contribute skills or enhance others to battle, to solve missions, or to overcome, nullify, or cure dilemmas or Q-icon cards during a mission attempt. They may not trigger or be targeted by dilemmas or Q-icon cards encountered by the attempting Away Team or crew.

Your personnel are present with your opponent’s personnel if they are on the same planet (but outside a facility or landed ship), or on the same ship, facility, or site. You may not benefit from your opponent’s personnel who are present with yours, unless a card affects “all” of a type of personnel present, but they may be adversely affected. Examples:

  • Your Kahlest increases the STRENGTH of your Klingons with Honor during a personnel battle or mission attempt only if she is participating in the battle or mission attempt.
  • Your K'mtar’s attributes are enhanced only by your Alexander Rozhenko in the same Away Team or crew.
  • An android in stasis or under house arrest will not trigger, or be “stopped” by, Chinese Finger Puzzle.
  • Your opponent’s personnel may pass on a Coalescent Organism to one of your personnel on the same planet.
  • Your opponent’s Targ enhances STRENGTH of “all non-Targ Klingons... where present,” including your Klingons.

If a dilemma “holds” or otherwise separates part of a crew or Away Team (for example, Alien Abduction), your other personnel may be considered “present” for purposes of curing that dilemma, even during the mission attempt.

“Aboard” (a ship or facility) is used interchangeably with “present” for many space dilemmas and other cards. For example, dilemmas which affect personnel “aboard” during a mission, scouting, or commandeering attempt affect only the crew participating in the attempt. Personnel on a ship or facility who are intruders, disabled, or under house arrest may be affected later by dilemmas that enter play or by other cards that affect personnel “aboard,” but they may not contribute traits or skills for staffing ships, for curing or nullifying dilemmas that have longterm effects, or for such cards as Paxan "Wormhole", Defiant Dedication Plaque, Kurlan Naiskos, or Navigate Plasma Storms. See stopped.

Your personnel (and equipment) are present with other cards (e.g., event, interrupt, or doorway cards, seeded cards outside the context of a mission attempt, dilemmas that enter play) if they are on a ship or space facility at the space location where the card is played or seeded (or where the card is moving down the spaceline); on the planet surface (outside a facility or landed ship) where the card is played or seeded; on a ship, facility, or site on which the card is played; or present with a personnel on which the card is played.

A seeded card may not be nullified by a personnel “present” until it is encountered in a mission attempt. Examples:

  • A personnel wearing Ocular Implants may look at a seed card under a planet mission if he is on the planet surface, and under a space mission if aboard a ship or facility at the location.
  • Guinan may nullify Frame of Mind if she is in the encountering Away Team or crew, or (after the mission attempt) if she is present with the affected personnel. She may nullify The Whale Probe if she is in the encountering Away Team or, after it enters play, if she is aboard a ship or space facility at its location.
  • The human ENGINEER who enables probing for Visit Cochrane Memorial must be on the planet surface, not in a landed ship or facility.
  • Borg Nanoprobes can nullify Your Galaxy Is Impure on the planet surface or aboard a ship at its location.
  • John Doe can nullify an Espionage card on either a planet or space mission.

Two ships or facilities are present with each other if they are either in space at the same location or on the same planet. A ship is present at a site if it is docked at that site. A ship is present at a mission if it is at the mission location. It is present for a mission attempt or dilemma encounter only if the crew of that ship is attempting the mission. (Quantum Singularity Lifeforms is an exception.)

An artifact just earned is not present (e.g., for Kivas Fajo or HQ: Return Orb to Bajor) unless it joins the crew or Away Team. Thus an Orb of Prophecy and Change is present with the Away Team when earned, but a Mysterious Orb or Horga'hn is not. See Away Team and crew, here, in play, location, stopped.
Taken from Glossary.

preventing stops

See mission attempt.
Taken from Glossary.

prevents

See actions - step 2: responses.
Taken from Glossary.

probing

Probing is a feature of some Objective and other cards which uses card icons to determine a randomized outcome. When a card requires or allows you to probe, you do so at the end of your turn (just before your card draw) by revealing and examining the top card of your draw deck, called the probe card. (If your draw deck is empty, you may not probe.)

  • Start with the first icon in the objective’s probe list. If that icon appears anywhere on the probe card (in game text, as a staffing icon, etc.), first replace the probe card on your draw deck and then execute the appropriate outcome for that icon. (Thus, if the outcome allows you to download a card from your draw deck, the probe card will be shuffled into the deck before you take your end-of-turn card draw.) If not, look for the second icon in the probe list, then the third, and so on. Always examine the icons in the probe list from top to bottom, and execute only the first appropriate outcome. The position of the icon on the probe card is irrelevant.
  • If none of the icons in the probe list appear on the probe card, but the word “Otherwise” appears at the end of the probe list, replace the probe card on your draw deck and execute that outcome.
  • If there are no icon matches and no “Otherwise” in the probe list, simply replace the probe card. This is defined as probing with no outcome.

Some probe outcomes “complete” the objective (e.g., the last outcome on Navigate Plasma Storms) and tell you to discard it or relocate it as a marker. Other outcomes allow the objective to remain in play (e.g., both of the outcomes on Promenade Shops). You may continue probing on successive turns until the objective is nullified, discarded, or completed. As an example, Visit Cochrane Memorial has the following text:

Affiliation Federation, Objective: “Oooh.” Draw one card.
Event, Interrupt: “Aaaaah.” Play one card.
Fajo Collection, Equipment: “Wow!” Download one card.
Affiliation Non-Aligned, Doorway: “I thought it’d be bigger.” Discard one card.

The probe list consists of the icons. The outcomes are “Draw one card,” “Play one card,” and so on. If either the Affiliation Federation or Objective icon appears anywhere on the probe card, replace the probe card on your draw deck and then execute the outcome “Draw one card.” (You will draw the probe card.) This is the appropriate outcome, even if another icon, such as Affiliation Non-Aligned, also appears on the probe card and regardless of the order in which those icons appear. For example, if the probe card is Chakotay (either the goldbordered or blue-bordered version), you execute the “Draw one card” outcome for his Affiliation Federation icon.

All outcomes allow you to continue to probe on each turn that you have an unopposed human ENGINEER present.

If two or more cards allow or require you to probe, announce all of them at once and reveal only one probe card (using it to resolve the probes in any order you wish). However, cards which instruct you to “immediately probe” are resolved individually, without waiting for the end of your turn.

If a Borg objective involves scouting a ship or location, you may probe only after scouting is complete, and not at the end of the same turn you completed scouting. Also, you may not probe to complete any Borg objective (except one that says “immediately probe”) if your Borg cards participated in any battles at the location of the objective’s target during your current turn or during your opponent’s previous turn.

If a card has received errata that gives it a new icon, treat that card as if the icon were printed on it for purposes of probing. For example, Tasha Yar-Alternate is a successful probe for Under Fire. See Captain Proton cards, Mirror Image.
Taken from Glossary.

protecting cards

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.
Taken from Glossary.

punishment icon

A card with this icon is capture related. More cards will reference this icon in the future.
Taken from Glossary.

pursuit icon

This icon marks a card as being related to pursuit of various objects or vessels. It has no built in gameplay function and will be referenced by other cards in the future.
Taken from Glossary.

Q-Continuum side deck

This side deck is made up of cards identified by the Q-Icon 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.

Seed more Q-Flash doorways like dilemmas under any mission (no more than one per mission) to cause your opponent to face the cards in your Q-Continuum. (Additional Q-Flash doorways may be stocked in your draw deck or Q's Tent for nullifying Q-icon cards or for seeding during the game using the objective Beware of Q.)

When your opponent encounters a Q-Flash under a mission, his crew or Away Team must collectively face a number of cards from your Q-Continuum side deck equal to the number of personnel present. (See dual-icon mission.) Draw and resolve Q-icon cards one at a time. If the same Q-icon card occurs more than once during a given Q-Flash, discard any duplicates without drawing more cards to replace them. (If you encounter one copy of a Q-icon dilemma seeded under a mission using Beware of Q, and another copy during a Q-Flash at the same mission, both cards have their effect.) When you have finished resolving the required number of cards, discard the Q-Flash doorway.

Your used Q-icon cards from your side deck do not go to your discard pile if you have a Q-Continuum side deck. 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 facedown Q-icon cards, shuffle the face-up cards and place them face down again underneath your seeded Q-Flash doorway. (Q-icon cards that come into play from any source other than your Q-Continuum side deck, such as Q-icon dilemmas seeded under a mission with Beware of Q, are discarded normally after use, even if you also have a side deck.)

If an entire crew or Away Team is killed, captured, relocated, or otherwise unable to continue a Q-Flash, do not draw any remaining Q-icon cards. Unless otherwise specified, a Q-icon dilemma encountered during a Q-Flash does not “stop” a crew or Away Team that cannot meet its requirements.

You never encounter your own Q-Continuum side deck. If you encounter a Q-Flash, regardless of who seeded it, you encounter your opponent’s Q-Continuum. If your opponent does not have a Q-Continuum side deck (or if its doorway is closed), discard that Q-Flash.
Taken from Glossary.

Q-icon cards

Cards identified by the special Q-Icon 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 Space / Planet 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.

A Q-icon card that contains the phrase “until any Q-Flash” has its effect only until the next Q-Flash card is played from a hand or encountered by any crew or Away Team, then is discarded.
Taken from Glossary.

Q-related dilemma

The phrase “Q-related dilemma” (on Q2 and Adapt: Negate Obstruction) refers to regular Dilemma cards with Q’s name in the title, such as the Q dilemma, Q's Vicious Animal Things, and Q Gets the Point, and to any Q-icon Dilemma card. A Q-Flash doorway is not a Q-related dilemma.
Taken from Glossary.

Q-Type Android

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, he 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.
Taken from Glossary.

quadrant rule

See report.
Taken from Glossary.

quarantine

When a card places a ship, facility, or planet under quarantine, personnel may board the ship or facility, or beam to the planet, but none may leave except in the following circumstances: If a dilemma instructs you to move or relocate a personnel (either as a condition for passing the dilemma or as part of the results), it requires you to move them out of a quarantine. For example, Love Interests, Hippocratic Oath, Make Us Go, Tarellian Plague Ship, and Abandon Ship! all override quarantines. Other card types, such as Mysterious Orb, do not override quarantines.
Taken from Glossary.

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:

  • You may stock additional Q's Tent doorways in your draw deck. You may then play a Q’s Tent doorway from your hand at any time during your turn (subject to normal timing rules) to take a card from your Q’s Tent side deck (either randomly or selectively, as described on the card) into your hand. You may then play the card normally from your hand, whenever you may legally play that card. You may not play a Q’s Tent from your hand if your Q’s Tent side deck is empty.
  • You may use a card that allows downloading to access cards stocked in your Tent.
  • Some cards specifically allow you to take cards from Q’s Tent (e.g., Q's Planet, Hide and Seek).

If the seeded Q’s Tent doorway is closed, you may not retrieve cards from Q’s Tent unless a card explicitly allows you to access a closed Tent.
Taken from Glossary.

random selection

See selections.
Taken from Glossary.

ranks and titles

See characteristics, matching commander.
Taken from Glossary.

rationing

See Ketracel-White.
Taken from Glossary.

re-selecting skills

See skills - modifying.
Taken from Glossary.

reduced attribute

See attribute modifiers.
Taken from Glossary.

referee icon

This icon Referee is used by Q the Referee.
Taken from Glossary.

regions of space

Certain mission locations are known to be in the same region of space (as defined in the mission lore). Also, other cards may form locations that belong to a region (e.g., the Alpha Quadrant end of the Bajoran Wormhole creates a location in the Bajor Region).

Whenever a regional card is being added to the spaceline, it must be placed (or inserted) next to another location in the same region, if possible. Some cards, such as ❖  Space, Gaps in Normal Space, Blade of Tkon, and the Q dilemma, allow nonregional locations to be inserted between regional locations. Such inserted cards are not considered to be part of the region (unless specified on the card). Thus, for example, a ship is “in the Neutral Zone” only when it is actually at one of the Neutral Zone mission locations listed below.

The following regions of space are defined for pre-Deep Space Nine cards: the Neutral Zone Region, consisting of Covert Installation, Iconia Investigation, Investigate "Shattered Space", and Patrol Neutral Zone; and Sector 001 Region, consisting of Espionage Mission (Earth) and Reunion (Mars). These missions have errata defining their regional status.

Beginning with the Deep Space Nine expansion, regional missions are clearly identified in the lore as regional (e.g., Alter Records, “Bajor Region • Bajor”). The following additional regions now exist: the Bajor Region, the Cardassia Region, the Badlands Region, the Demilitarized Zone, the Mirror Universe • Bajor Region, the Mirror Universe • Badlands Region, the Nekrit Expanse Region, and the Briar Patch Region.
Taken from Glossary.

related

See equipment (for MEDICAL related, etc.), Empok Nor-related, Q-related, etc.
Taken from Glossary.

relocation

See movement, movement between quadrants, time travel.
Taken from Glossary.

repair

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.
Taken from Glossary.

replacing cards

See exchanging cards.
Taken from Glossary.

report

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. Also, when a site allows you to report (or download) cards, you may do so only if that Nor also has at least one docking site.

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; and a docking site is not required on the Nor. 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 he 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. Persona replacement is not a card play or reporting for duty, but an exchange for a personnel who already reported for duty. See exchanging cards.

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.
Taken from Glossary.

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, Sphere Encounter, and Barzan Wormhole. 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.

If game text does not use the phrase report with crew, it is not a report with crew action, even if it allows you to report a ship with specified personnel aboard (e.g., I.K.C. T'Ong, Retask).
Taken from Glossary.

reporting for duty

See report.
Taken from Glossary.

required action

See action - required.
Taken from Glossary.

rescue

See capturing.
Taken from Glossary.

responses

See actions - step 2: responses.
Taken from Glossary.

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.
Taken from Glossary.

restriction box

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.
Taken from Glossary.

retaliation

See Kova Tholl.
Taken from Glossary.

return to a facility

See docking.
Taken from Glossary.

return to hand

Cards that are returned to hand always return to their owner’s hand. See in play.
Taken from Glossary.

reveal

When a card such as All Threes tells you to reveal cards, both players are allowed to see the cards.
Taken from Glossary.

reverse

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.
Taken from Glossary.

revised text

Cards with revised game text or lore (both errata and revised game text) are listed on tab "Erratas". See each individual entry for the actual revision. Also, see the tab "OTF-Conversion" for a list of Second Edition Compatible cards with revised text.
Taken from Glossary.

Roger Maris Baseball Card

See 1962 Roger Maris Baseball Card.
Taken from Glossary.

Rogue Borg

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. See Rogue Borg Mercenaries.
Taken from Glossary.

Romulan

An affiliation and a species. See affiliation and species.
Taken from Glossary.

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..
Taken from Glossary.

same

Copies of a card are not the same card.
Taken from Glossary.

scoring points

See points.
Taken from Glossary.

scoring tournaments

See the official tournament guide on tab "Oerview".
Taken from Glossary.

scouting locations

Unlike other affiliations, Borg never attempt missions. Instead, they use Objective cards to scout locations. Scouting conceptually represents overcoming resistance (encountering dilemmas and Q-Flashes) and gathering data.

Before you may scout 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 Borg objective may be completed at any one mission location (either single or dual-icon).

Begin scouting the location as you would begin a mission attempt with non-Borg: 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 and Q-Flashes in the same way that non-Borg 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.
  • Discard gender-related dilemmas such as Female Love Interest or Matriarchal Society.
  • 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. The Borg must complete an objective that allowed scouting of that location before the Survey Drone can 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 Survey Drone on the planet (or aboard a ship at a space location) 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-Borg personnel present. (However, the Survey Drone may not beam down to a planet without a card allowing him 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 when your turn ends if you have scouted it at least once, and no dilemmas or Q-Flashes 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-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.

When an objective requires you to target a mission “if not yet scouted,” it must be a mission which neither you nor your Borg opponent has completed scouting. The absence of dilemmas for other reasons (such as a non-Borg opponent attempting the mission) does not mean the mission has been scouted. If your opponent completes scouting 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 resolve all dilemmas, then switch to another objective by downloading A Change of Plans in place of your normal card draw at the end of your turn, scouting is complete at the end of that turn for Establish Gateway, but not for the new objective. You must scout the mission again before scouting is complete for the new objective.
Taken from Glossary.

scouting ships

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, counterattacking, 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 his 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.
Taken from Glossary.

Second Edition cards

Second Edition cards which have a “First Edition Compatible” indicator (a colored bar) in the lower left corner may be used with First Edition rules. A few rules are required for conversion of new features and skills when mixing Second Edition and First Edition cards. These rules may be found in the separate rules document “First Edition Conversion Rules" (see tab "Overview"). First Edition cards may not be mixed with Second Edition cards for use with Second Edition rules.
Taken from Glossary.

seed deck

Your seed deck may include several types of seed cards.

  • It may include up to 30 of the following: Dilemma and Artifact cards, plus any other cards which are allowed or required by game text to be seeded, such as certain Facility, Doorway, Objective, Incident, and Event cards. (If you seed any card that is not a seed card, it is a misseed.)
  • It may include up to six Site cards, which seed for free (i.e., in addition to the 30 cards in the first category).
  • It must include exactly six Mission cards, which also seed for free. Each of your six missions must be different, except for those that are universal (their card title begins with the universal ❖  symbol).

Your mission and site cards which seed for free must be kept separate from your 30 “counted” seed cards throughout the seed phases. Site cards included in the “seed for free” portion of your seed deck may not be mis-seeded under a mission as a bluff or misrepresented as possible seeds during the dilemma phase, but may only be seeded on a Nor or placed out-of-play at the end of the seed phases. If you choose to include sites in your 30 “counted” seed cards, they may only be mis-seeded as a bluff or placed out-of-play.

Moving Site cards between the “seed for free” and “counted” portions of your seed deck is an illegal change to your deck. All cards that you seed (or “place during the seed phase”) are counted as seed cards unless a card or rule specifically states that they seed for free. Thus, the personnel seeded with a Cryosatellite, the doorways that activate your side decks (but not the contents of the side decks), Data's Body, etc., all count toward your maximum of 30. When a seeded card allows a download during the seed phase (e.g., Assign Mission Specialists, Ultimatum), the downloaded cards are not seed cards; they come from your draw deck or Q's Tent. See counting cards.
Taken from Glossary.

seed phases

There are four seed phases that must occur in sequence: the doorway phase, mission phase, dilemma phase, and facility phase (called the “outpost phase” on some cards).

During each phase, players take turns seeding cards on the table. The starting player goes first in each phase. Each time it is your turn, you may either seed a card or say “pass.” As soon as both players pass consecutively, that phase ends (even if you wanted to seed more cards in that phase).

Before the seed phases begin, shuffle any side decks you have.

Doorway Phase – You and your opponent take turns placing seedable doorways (such as the Alternate Universe Door), and any other cards that may or must seed during this phase (such as Open Diplomatic Relations), on the table, on top of side decks, or elsewhere, as specified by the card’s game text. See Alternate Universe icon.

Mission Phase – You and your opponent create from one to four lines of Mission cards, called spacelines. Each spaceline represents a different quadrant of the galaxy. The spacelines function like a gameboard where your other cards will move and interact. Shuffle your six missions and place them face down in a temporary pile; your opponent does likewise. If you are the starting player, draw the top mission from your pile and place it face up on the table. Take turns with your opponent placing each successive mission face up on either end (your choice) of the spaceline appropriate for that mission. A mission’s quadrant and spaceline may be determined from its point box (if any). Gamma, Delta, and Mirror Quadrant missions have a Gamma Quadrant, Delta Quadrant, or Mirror Quadrant symbol in their point boxes. Missions with no symbol are Alpha Quadrant missions. You may not pass until you have no missions left to seed. (A mission that says it may be inserted in the spaceline may be placed anywhere within or on the end of the spaceline.) See regions of space.

Missions without the universal ❖  symbol in their title are unique and not duplicatable. When you attempt to seed a non-universal mission that is already represented on the spaceline, place your copy on top of the one already seeded (leaving half of your opponent’s copy exposed). The mission is treated by both players as “their” mission for all purposes; each player ignores the “opponent’s end” of the cards. (The completed spaceline will have one fewer mission.) The mission may only be completed once. See unique and universal.

Dilemma Phase – You and your opponent seed dilemmas and artifacts face down under missions. If you are the starting player, insert one card of your choice face down beneath any mission, then take turns until you and your opponent consecutively pass. Whenever you seed a card beneath a mission, that card always goes on the bottom of any other cards already stacked there. (Thus, when you attempt a mission during the play phase, you will slide out the bottom card – the last one seeded – and encounter it first.) The rules for seeding cards during this phase are as follows:

  • Planet dilemmas and artifacts seed under any mission with a planet icon.  
  • Space dilemmas seed under any mission with a space icon.
  • Space/planet dilemmas seed under any mission.
  • You may not seed more than one copy of any card under the same mission.
  • You may seed as many different dilemmas as you like under each mission, but only one artifact (unless a card states otherwise, such as Cryosatellite or Orb Negotiations). If you illegally seed two or more artifacts at the same location, all of your artifacts there are considered misseeded.
  • Some game text allows you to seed Personnel or Equipment cards beneath missions. Such cards are seeded facedown, like artifacts, and are earned when you solve the mission (except Mirasta Yale).
  • You may seed Q-icon dilemmas under missions only when you have previously seeded the Objective card Beware of Q, or if the card’s text says it may be seeded (such as Hide and Seek).

Any cards seeded under missions other than described above are mis-seeds and are placed out-of-play when revealed.

Facility Phase – After the dilemma phase is completed, you and your opponent take turns establishing seedable outposts, headquarters, and stations (and any related sites) in their native quadrant. Place each of your Facility cards face up in front of a mission on your side of the spaceline.

Facilities – See facility for rules on seeding different types of facilities (number, location).

Sites – You may seed up to six sites during the facility phase. Each site may be added to any appropriate station, as indicated on the lower left of the Site card, no matter which player seeded that station. (The six sites seed for free. You may not seed additional sites as part of your 30 seed cards.) Sites must be arranged in the modules specified on each site card.

While you are not required to seed or play any specific sites on a Nor, all reporting, docking, repair, and other functions are enabled by site text (not the Nor itself). Also, reporting to any site is allowed only if that Nor also has at least one docking site.

Other Seeding Rules

  • Some cards have text that specifies that they seed during a different phase than usual for the card type.
  • A few Event, Objective, Incident, and other cards have game text which allows them to seed. Unless they specify a particular phase (or require a facility or other card already seeded), you may seed such cards during any seed phase.
  • Cards seeded under a mission and cards with a hidden agenda icon always seed face down. All other cards seed face up.
  • When a card seeded face-up allows an immediate download during the seed phase, the downloaded cards come from your draw deck or Q's Tent (they are not seed cards).
  • Regardless of which phase it is or which type of card is being seeded, you and your opponent always take turns seeding or passing. For example, during the mission phase your opponent might seed a mission, then you might seed an objective, then your opponent might seed his next mission. You may not seed multiple cards at once (e.g., a group of dilemmas, multiple sites at a Nor, or a Cryosatellite and its contents).
  • The only actions you may take during the seed phases are seeding cards and carrying out game text that takes place immediately upon seeding a card face-up, such as downloading Bajoran Wormhole with Ultimatum or an Emblem card with Disrupt Alliance. You may not activate a hidden agenda or use “play phase” game text such as effects that suspend play or may happen “at any time” or “each turn.”
  • After all the seed phases are over, show any unused seed cards to your opponent and then place them out-of-play.

 
Taken from Glossary.

seeds or plays

Cards with this phrase may be seeded during any part of the seed phase (unless they belong to a specific phase, such as doorways) or may be stocked in your draw deck to play normally. Alternate seeding cards normally, regardless of the seed phase or card type being seeded. Cards with a hidden agenda Hidden Agenda icon must be seeded face down and cannot be activated until after the seed phase. All other “seeds or plays” cards must seed face up.
Taken from Glossary.

selections

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 dual-personnel cards.
Taken from Glossary.

self-controlling icon

A card with the Self controlled icon represents a vessel or entity that is not controlled by either player. Cards with the Self controlled icon will act and move “on their own” according to the following rules.

Each player may have only one Self controlled card active on the spacel line at any time. When a Self controlled card is encountered or played, if the owning player already owns a Self controlled card that is currently active on the spaceline, he or she must discad one such card (their choice). A Self controlled dilemma is placed on the spaceline at the location where it was encountered (unless otherwise specified.)

At the end of every turn, each Self controlled card in play acts according to its game text. When a Self controlled card has game text that involves an attack, it attacks all eligible targets present at that location. When a Self controlled card moves, it will move its RANGE towards the far end of the 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 Self controlled card requires 1 RANGE to move off the spaceline. Self controlled cards are discarded when they leave the spaceline.

Any non - Borg player may initiate battle against any Self controlled card. Borg players may only battle according to normal Borg restrictions. When battling a Self controlled card, players use standard attack and damage rules. Self controlled 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 Self controlled 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 Self controlled dilemma fires on multiple targets (see battle - ship multiple targets). Hits, direct hits, and damage to the card are calculated and applied as if it were a ship.

When a Self controlled card is attacking both player’s cards, it does so as two separate battles. The player whose turn it is chooses which happens first.

Self controlled cards are not ships and are not affected by cards that affect ships (such as Calamarain, Q-Net, Wormholes, etc.) or by Plasma Fire, Warp Core Breach, Isabella, Into The Breach, or the first function of Anti-Matter Spread.

All situations in which battle is allowed against the Borg Ship dilemma also describe battle against a Self controlled card. (See battle, battle - affiliation restrictions, battle - ship, and battle - ship multiple targets.)
Taken from Glossary.

shape-shifter

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.
Taken from Glossary.

SHIELDS

See attributes, battle - ship.
Taken from Glossary.

ship

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.”
Taken from Glossary.

ship attribute enhancements

See attribute enhancements.
Taken from Glossary.

ship class

A characteristic identified in a ship’s class box (directly under the card image). “UNKNOWN CLASS” is not a distinct ship class.
Taken from Glossary.

ship equipment

See special equipment.
Taken from Glossary.

ship movement

See movement.
Taken from Glossary.

ship origin

See affiliation and ship origin.
Taken from Glossary.

ship staffing

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 The Original Series icon on a Classic Tricorder to staff a Starship Constitution.

Normal staffing icons include command ability Command, staff ability Staff, and Borg subcommand Borg Communication Borg Navigation Borg Defense icons. A personnel with a Command icon can substitute for a Staff icon for ship staffing only (not for other purposes that specify a Staff icon, such as a dilemma). Other staffing icons may not substitute for Command or Staff 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 Affiliation Non-Aligned icons on Zalkonian Vessel). Current special staffing icons include: Alternate Universe Classic Films Enterprise E OCD The Original Series K.-White Alliance Terran Marqui.

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 Borg Communication icon and one Borg icon toward staffing a Borg Cube.

Ships must be fully staffed:

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.
Taken from Glossary.

ship types

See characteristics.
Taken from Glossary.

showing your cards

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. He 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 nonrandomly, 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.), he 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:

  • If you have Thine Own Self in hand, you may ask your opponent how many personnel are in their Away Team.
  • If you have a Dal'Rok in hand, you may ask your opponent to reveal the location of their Orb Fragment in play.
  • If you have Outgunned in hand, you may ask your opponent to reveal the total SHIELDS of their only undocked ship at a location.

 
Taken from Glossary.

side deck

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 facedown 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 side deck, Qs Tent side deck, Battle Bridge side deck, 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 in play.

Discarded cards from your Q-Continuum side deck, 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.)

You may not look through the cards in any side deck unless a card allows you to. For example, playing a Q's Tent doorway allows you to look through your Q’s Tent to choose a target card.

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 Acquisition, Goddess of Empathy).
Taken from Glossary.

side game

See Royale Casino side games.
Taken from Glossary.

site

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 arranged side-by-side in a straight line next to that station. Each site indicates which level of the station it belongs to (Ops Module, Promenade, Habitat Ring, or Docking Ring), and the sites must be kept together on the table in this order (from left to right). When placing 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.
Taken from Glossary.

skill-sharing

Some cards, such as the Interlink Drone (Nine of Eleven) 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 skillsharing.) 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:

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 Communication Borg).

Now suppose the Bio-med Drone is killed. Because there is no longer a Borg Communication 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.
Taken from Glossary.

skills

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, skills - using.

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 Special Download, 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).

First-listed skill – 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, he is 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 skill Red Dot 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 Red Dot 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.)

Skill Multipliers – 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 his 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 he is 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, Sarek has Diplomacy x3. He can also count as a personnel with Diplomacy x2 for the purposed of passing Inside Collaborators.

Negative Skills – 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).
Taken from Glossary.

skills - modifying

Some cards may add, remove, or modify skills.

Removing Skills – When a card, such as Frame of Mind or Impersonate Captive, removes a personnel’s skills, both regular and special skills are removed.

Selecting, Adding, 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., Nine of Eleven) 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.

Selected or shared features or skills do not exist until you have reported the personnel for duty. See reporting for duty, skillsharing.

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.)

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 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 except ANIMAL and any regular skill that exists in the game. Currently, the following are all selectable as skills:

CIVILIAN, ENGINEER, MEDICAL, OFFICER, SCIENCE, SECURITY, V.I.P., Anthropology, Acquisition, Archaeology, Astrophysics, Barbering, Biology, Cantankerousness, Computer Skill, Cybernetics, Diplomacy, Empathy, Exobiology, FCA, Geology, Greed, Guramba, Honor, Klingon Intelligence, Law, Leadership, Memory Omega, Mindmeld, Miracle Worker, Music, Navigation, Obsidian Order, Orion Syndicate, Physics, Resistance, Section 31, Smuggling, Stellar Cartography, Tal Shiar, Transporter Skill, Treachery, and Youth.

Reselecting Skills – 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).
Taken from Glossary.

skills - using

In general, your personnel’s skills may be used only during your own turn. Using skills is an action (except applying automatic modifiers such as “Attributes all +5 if with Toral” or “Suspends effect of Doppelganger where present”). Thus, during your opponent’s turn, you may use skills that represent valid responses (e.g., “May replace anyone randomly selected to die here”) or that specifically allow use during the opponent’s turn (e.g., special downloads, “Once every turn, may ‘pounce’...”, “May be replaced by another version at any time”).

Examples of skills that may not be used during your opponent’s turn include “Once each turn, may reprogram any androids present” and “Once per game, may kill any one personnel present.” See turn, actions - taking turns.

If a card requires a personnel type such as MEDICAL without specifying either a classification or a skill, either will suffice. A requirement for a multiple level of a skill, such as Navigation x2, may be satisfied by any combination of Navigation skills on one or more personnel (unless “a personnel with Navigation x2” is specified).

When a card such as Keldon Advanced requires a skill, such as Obsidian Order, it must be supplied by a personnel who has that skill in its skills box. Mention of the term in the lore is not equivalent to having the skill. For example, Jaron does not have Tal Shiar skill.
Taken from Glossary.

solve

Solving a mission means completing that mission, by meeting the mission requirements. Solving a mission is a subaction of a mission attempt.
Taken from Glossary.

Son'a ships

See attribute enhancement.
Taken from Glossary.

Soong-type android

One type of android; any personnel identified in its lore as a “Soong-type android” or as created by Dr. Noonien Soong.
Taken from Glossary.

space - transferring cards into

You may not beam, report, or otherwise transfer any card (except a ship) into space unless a card specifically allows you to do so (e.g., Airlock, Anti-Matter Pod).
Taken from Glossary.

space facility

See facility.
Taken from Glossary.

spaceline

Mission cards are seeded to form one or more spacelines, representing different quadrants of the galaxy. Gamma, Delta, and Mirror Quadrant missions have a Gamma Quadrant, Delta Quadrant, or Mirror Quadrant 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. The effects of a card which references the “spaceline” apply only to the quadrant where it is played or encountered. For example, you may rearrange only the spaceline (quadrant) where your opponent failed a Q dilemma; 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.
Taken from Glossary.

special download

See downloading - special download.
Taken from Glossary.

special equipment

When a card refers to a ship’s “special equipment,” this means ship systems expressed as a phrase of just a few words. Special equipment currently includes Cloaking Device, Energy Dampener, Holodeck, Invasive Transporters, Long-Range Scan Shielding, Particle Scattering Device, Phasing Cloak, Tractor Beam, MEDICAL (U.S.S. Pasteur), and Stellar Cartography (U.S.S. Excelsior).

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.
Taken from Glossary.

special staffing icon

See ship staffing.
Taken from Glossary.

species

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:

  1. If the card is a Second Edition card, the species is indicated below the image.
  2. If the personnel has an Hologram icon, its species is Hologram.
  3. All non - Hologram personnel with a Borg subcommand icon (Borg Navigation, Borg Communication, or Borg Defense) are Borg species, as well as any species also indicated in the next steps.
  4. 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 a non - Borg 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.
  5. 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 Affiliation Federation, Affiliation Non-Aligned, and Affiliation Starfleet, Human is a “usual species.”
    • For Affiliation Dominion, “usual species” are Changeling, Vorta, and Jem’Hadar.
    • For all other species except Affiliation Neutral, the species with the same name as the affiliation is a “usual species.”
  6. If the species is not discernible from the preceding rules, they are considered humanoid.

Exceptions and clarifications:

Comparing species - 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) will not be stopped if selected by Racial Tension, 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.
Taken from Glossary.

staffing

See ship staffing.
Taken from Glossary.

Starfleet

An affiliation.
Taken from Glossary.

start of turn

See turn.
Taken from Glossary.

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.
Taken from Glossary.

stasis

A personnel or ship in stasis is conceptually in “suspended animation.” They remain in stasis until released as specified by the card that placed them in stasis. Cards in stasis may not be used in any way (including game text, attributes, icons, lore, skills, ship equipment, traits such as gender, species, or matching commander status, etc.), and are considered in play for uniqueness only. They may not perform any actions and may not be moved or beamed. For example, a Treachery personnel in stasis would not allow you to download personnel there with Recruit Mercenaries; an android in stasis aboard a ship at Paxan "Wormhole" cannot prevent that ship from being relocated; and Borg personnel may not be reported to a Borg Cube in stasis using the ship’s game text.

If personnel who are not in stasis are aboard a ship in stasis (e.g., because a Cyber Drone was aboard when the ship entered stasis), they cannot move the ship, or beam off using that ship’s transporters.

Cards in stasis may not be targeted in ship battle and are excluded from personnel battle (and may not be randomly selected to die).

Cards or rules that have a global effect, such as Anti-Time Anomaly and Borg timeline disruption, affect cards in stasis normally. No other cards may affect or play on a card in stasis unless they specifically permit it (e.g., Dead in Bed). (If a personnel worth bonus points when killed, such as Aamin Marritza, is killed while in stasis, the stasis effect ends when he is killed and the points are scored.)

Cards aboard a ship in stasis are also in stasis (unless prevented by the Cyber Drone). A card already in play on a card in stasis is suspended, unless its game text affects a player or other cards not in stasis. For example, if a ship is in stasis, an Aphasia Device will not disable personnel aboard, and cards with a countdown icon or effect (e.g., Ketracel-White, REM Fatigue Hallucinations) will not count down on that ship. However, Writ of Accountability affects a player, so it is not suspended if the personnel it is played on enters stasis.
Taken from Glossary.

station

A type of facility.
Taken from Glossary.

stealing

You may not “steal” Equipment cards, even if unattended, unless a card allows it, such as Reginod or HQ: Return Orb to Bajor.

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 The Original Series 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 One of Eleven (Procurement Drone).
Taken from Glossary.

stopped

Cards may be “stopped” in certain situations.

  • Encountering a dilemma with conditions that the crew or Away Team can’t overcome “stops” that entire Away Team or ship and crew. (See dilemma resolution.)
  • Participating in a battle “stops” all cards involved in the battle.
  • Carrying (and then dropping) or beaming a Tribble card “stops” the personnel who did so.
  • Some cards may explicitly “stop” one or more personnel or ships. Cards that are “stopped” may not be beamed, move, walk, cloak, phase, participate in a battle, staff a ship, get “stopped” again (e.g., to pay a cost), or participate in mission, commandeering, or scouting attempt. (Personnel selectively “stopped” by a dilemma form a separate group and no longer participate in the mission attempt.)

Cards may target “stopped” cards, as long as they do not require them to take any of these actions. For example, you may relocate a “stopped” ship with Magic Carpet Ride OCD (see movement), but you may not play Emergency Transporter Armbands on your “stopped” personnel, because they may not beam.

Cards that are “stopped” may perform other actions and use skills. For example, a “stopped” personnel may operate transporters to beam “unstopped” cards, use a downloading skill, contribute traits or skills for such cards as Paxan "Wormhole", Defiant Dedication Plaque, Kurlan Naiskos, Navigate Plasma Storms, or Ketracel-White, and (if Borg) share skills with the hive. (See present.)

Also, whenever “stopped” cards are attacked, they are “unstopped” for the duration of that battle and may defend themselves.

“Stopped” cards become “unstopped” automatically at the start of the next turn, unless a longer period is specified. When a card “stops” personnel for a specific duration (e.g., Parallel Romance, Chinese Finger Puzzle), they may still be “unstopped” by other cards (e.g., Distortion Of Space/Time Continuum, Deanna Troi).

When an entire Away Team or crew is “stopped” by failing to overcome a dilemma with conditions (e.g., Chula: The Dice), by a dilemma that does not have conditions, but specifically says it “stops” an entire Away Team or crew (e.g., Sarjenka), or by participating in battle, any Equipment cards in that Away Team or crew are also “stopped.”

When specific members of a crew or Away Team are “stopped” by a dilemma or other card that specifically “stops” only selected personnel (e.g., Lineup), any Equipment cards are not “stopped” (even if the selected personnel are the only ones in the Away Team or crew).
Some additional notes:

  • Failing to complete a mission after resolving the dilemmas does not “stop” the crew or Away Team.
  • Using up its maximum RANGE does not “stop” a ship.
  • Your cards aboard your “stopped” ship are also “stopped.”
  • During a mission, commandeering, or scouting attempt, “stopped” personnel cannot contribute traits or skills to trigger, overcome, nullify, or cure dilemmas. See present.

 
Taken from Glossary.

strongest

See ties.
Taken from Glossary.

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 battle - personnel.
Taken from Glossary.

superlatives

See ties.
Taken from Glossary.

support personnel

See Assign Support Personnel.
Taken from Glossary.

suspends play

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 Special Download 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.
Taken from Glossary.

tactic

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.

If a card (e.g., Make It So, Falar) allow you to download a Tactic card, it may be downloaded only from your Battle Bridge side deck and only at the start of battle (when Tactic cards would normally be drawn). A Tactic card may not be downloaded as a damage marker.

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.
Taken from Glossary.

Tal Shiar

See skills - using.
Taken from Glossary.

Tamarian-related

A card with “Tamarian” or “El - Adrel” in title or lore.
Taken from Glossary.

target

Act of selecting and identifying a particular thing such as a card, discard pile, draw deck, player, etc. for a purpose specified by a card or rule. Also, the thing that is targeted. A card does not have to explicitly use the word “target” to target something. 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.
Taken from Glossary.

Terran

A synonym for human.
Taken from Glossary.

Terran Empire icon

This icon Terran indicates Terrans (and their allies) from the mirror universe. It is a special staffing icon, and also has other uses defined by cards.
Taken from Glossary.

there

See here.
Taken from Glossary.

thrice per game

Three times per game. See once per game.
Taken from Glossary.

ties

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.
Taken from Glossary.

ties (scoring)

See the official tournament guide.
Taken from Glossary.

time location

A card type representing a location in the past or future of the Star Trek universe. Time locations may be Space icon or Planet locations.

A time location is not a mission or spaceline location, but it has a corresponding mission 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 Shermans 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. Playing a time location uses your normal card play.

Cards that affect the mission, such as Supernova or Black Hole, have no effect on the time location. Cards at the time location are not at the corresponding mission and cannot attempt it. Ships and personnel may travel between the time location and the mission using a card that allows time travel.

The cards listed on a time location as “native to this timeline” may be reported directly to the location if it is in 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 these 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 Alternate Universe cards to play.
Taken from Glossary.

time travel

There are two forms of time travel.

  • Movement between a time location and a spaceline is possible only via a pair of Wormhole interrupts, a Qrelated “relocator card” such as Where's Guinan? or Jealous Amanda, or any 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 timeline 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.

 
Taken from Glossary.

timeline disruption

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 effect 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 Affiliation Federation and Affiliation Starfleet 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 Mirror Quadrant icon.
  • cards with an Alternate Universe icon (unless they also have a Classic Films 22nd Century, or The Original Series 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.
Taken from Glossary.

timing

See turn, actions.
Taken from Glossary.

tournament scoring

See the official tournament guide for details of scoring victory points and differential. Also see points, bonus points, winning the game.
Taken from Glossary.

towing

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.

A towed ship may cloak (but not the towing ship). See cloaking and phasing, tractor beam.
Taken from Glossary.

tractor beam

A type of ship’s special equipment. A tractor beam has no built-in functions, but is activated by other cards, such as Activate Tractor Beam, Engage Shuttle Operations, and Ship Seizure. See towing.
Taken from Glossary.

Transporter Skill

When using a card (such as Invasive Beam-In) requires Transporter Skill aboard a ship, the Transporter Skill personnel must remain on the ship to operate the transporters. See Miracle Worker, tribble.
Taken from Glossary.

transporters

All ships and facilities have transporters unless otherwise specified. You may not operate your opponent’s transporters unless you are allowed to use his facility (except when infiltrating; see infiltration icon).

Transporters are not special equipment. See beaming.
Taken from Glossary.

treaties

Treaty cards make one player’s cards of two or more different affiliations compatible and allow them to mix and cooperate. They do not change any card’s affiliation or make them matching affiliation.

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 as one of the parties. For example, Treaty: Federation/Klingon and Organian Peace Treaty are both Federation treaties as well as Klingon treaties.
Taken from Glossary.

tribble

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.” He is not required to put it down while he performs 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.)
Taken from Glossary.

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.
Taken from Glossary.

Trill

A species. Some, but not all, Trill have symbionts; this characteristic is indicated in lore.
Taken from Glossary.

tripling

See doubling.
Taken from Glossary.

trouble

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.
Taken from Glossary.

turn

Players alternate taking turns throughout the play phase. During your turn you will do up to five things, in this order:

  1. Perform any actions required or allowed by game text that says it takes place at “start of turn.”
  2. 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.
    Any other action advances you to the “execute orders” segement of your turn, after which you may no longer play cards (except interrupts and doorways).
  3. Execute orders. This generally means moving and/or using cards already on the table, and is also optional. See executing orders.
  4. 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.)
  5. 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.

Game text that says it may be used “at any time” may be used out of the normal turn order, or during your opponent’s turn, even if the card type is normally playable only during your own turn (e.g., an event or doorway). However, such game text may not interrupt an unrelated action. See actions - interrupting.

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 startof- 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. (In Warp Speed format, evening up is the last action, immediately following your card draw.)

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 “endof- 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:
    • Temporal Rift: “Ship … must reappear here after two of your full turns.” The subject is the person who played the interrupt.
    • Hyper-Aging: “Away Team... dies at the end of your third full turn.” The subject is the player encountering the dilemma.
    • 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.

 
Taken from Glossary.

twice per game

See once per game.
Taken from Glossary.

undefined attribute

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.

A “disabled ship attribute” (for the dilemma “Pup”) is treated as an undefined attribute. A variable attribute is not undefined unless it is unusable for some reason.
Taken from Glossary.

unexamined

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.
Taken from Glossary.

unique and universal

Universal personnel, ships, sites, missions, and time locations are those with the four-diamond ❖  universal symbol at the beginning of the card name. (Universal facilities will also be marked with the ❖  symbol in future printings.) Those without the ❖  universal symbol are unique (unless they have an Enigma icon Enigma). All other card types are universal unless marked “Unique” or “Not duplicatable.”

  • Each player may have only one copy of a particular unique (or Enigma) personnel or ship (or of the same persona) or non-duplicatible facility in play at any time. Any number of copies of a universal personnel, ship, or facility may be in play at the same time. A player may not play a unique personnel, ship, or non-duplicatible facility if that player has a non-unique personnel, ship, or facility in play with the same title or persona (or viceversa).
  • Unique sites are “unique per station.” That is, each Nor is limited to one of each kind of Site card. Universal sites may exist in multiple on each Nor.
  • Unique missions (including Q's Planet) and time locations are not duplicatable. There may be only one copy of a time location in play at a time, for both players. Unique missions are stacked to create a single location. Each player may seed more than one copy of any universal mission.
  • Each player may have multiple copies of a facility, artifact, dilemma, objective, etc. in play at a time, except for cards marked “Unique” or “Not duplicatable” in their game text.

When any card marked “Unique” in its game text, or any unique or Enigma personnel or ship, is in play, another copy or instance of the same persona may not be played by the same player, and if another copy belonging to the same player is encountered (e.g., dilemmas), earned (e.g., artifacts), or activated (e.g., hidden agendas) by any player, that copy is discarded.

hen 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.
Taken from Glossary.

universal

See unique and universal.
Taken from Glossary.

universe

See mirror universe.
Taken from Glossary.

unopposed

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 timeline 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.
Taken from Glossary.

until any Q-Flash

See Q-icon cards.
Taken from Glossary.

use

See equipment.
Taken from Glossary.

variable attribute

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.
Taken from Glossary.

verification

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.
Taken from Glossary.

version

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.

Garak and Security Chief Garak are not true versions of the Elim Garak persona, and may not replace Plain, Simple Garak.
Taken from Glossary.

victory conditions

See winning the game.
Taken from Glossary.

Vidiian

An affiliation and a species. See affiliation and species.
Taken from Glossary.

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 Delta Quadrant icon.
Taken from Glossary.

walking

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.) They may walk along more than one site each turn; however, as soon as they stop at any site, for any reason, they may not walk again that turn (although they may perform other actions, ch as boarding a ship docked there).

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. But if they stop to pick up a hand weapon from the Security Office, they may not walk any further this turn. Likewise, if two Command personnel walk from Ops to Guest Quarters and stop while you download a personnel there with Going To The Top, the Command personnel may not walk further this turn.

Entering or exiting from a docked or landed ship or planet facility is not “walking.”
Taken from Glossary.

warp core icon

A card with this icon Warp Core is related to the Star Trek: The Next Generation television series (including the Star Trek: Generations movie). It has no built in gameplay function and will be referenced on other cards.
Taken from Glossary.

Warp Speed

The following special rules apply to the constructed and sealed deck Warp Speed formats. For more details, see the separate Warp Speed rules sheet.

Deckbuilding: Your deck must follow the 10/20 rule – no more than 10 cards in the seed deck (plus up to three missions, which seed for free), and no fewer than 20 cards in the draw deck. Your 10 seed cards may include one Personnel, Ship, or equipment card to be seeded face up aboard your outpost, or one ship to be seeded face up at the Caretaker's Array. You may seed no more than one outpost of any kind.

Seed Phase: You choose the order for seeding your missions (they are not shuffled), ignoring regions of space. If you seed an outpost, it must be at your leftmost mission, regardless of what that mission is (e.g., you may ignore the seeding location requirement on a Nekrit Supply Depot). Players alternate seeding missions from the starting player’s left to his right. Duplication of unique missions between players is allowed (they are not stacked). Each player may seed up to four different cards under each mission. Batch seeding under missions is mandatory.

Play Phase: Warp Speed adds the following rules:

  • Each player may make up to two normal card plays each turn.
  • All non-Borg affiliations are allowed to mix and cooperate as if there were a universal treaty in effect. (A matching personnel is still required for staffing ships, mission attempts, etc.) A player using Borg-affiliation cards may not stock any non-Borg-affiliation personnel, ships, or facilities in their game deck.
  • Non-Borg affiliations have no affiliation attack restrictions. Normal attack restrictions apply to the Borg affiliation.
  • Ignore quadrant reporting restrictions and Alternate Universe icons. That is, when reporting to a facility, you are not restricted to reporting personnel and ships only in their native quadrant, and no doorway is required for playing Alternate Universe cards. You must still meet any stated native quadrant requirements to use a card such as Home Away From Home or Delta Quadrant Spatial Scission.
  • Hologram icons on personnel cards are ignored for all purposes in Warp Speed.
  • Holographic personnel move normally and die rather than deactivating; any other card referring to a Hologram icon does not affect (and is not affected by) a Hologram personnel. For example, in Warp Speed it is not possible to score the extra points for a Hologram personnel on Answer Distress Signal.
  • A player may not attempt their opponent’s mission, or target it with a Borg objective.
  • If either player has Red Alert! in play, it applies to both players.
  • At the end of each of your turns, you must draw one card (plus any extra draws allowed or required by a card such as The Traveler: Transcendence or Ancestral Vision). Then, if you do not hold exactly seven cards in your hand, you must “even up” by drawing or discarding cards to bring your hand back to seven (if possible). Card draws required to “even up” your hand may not be converted to downloads. If you use game text that says “draw no cards this turn,” you may not draw cards to “even up” your hand.
  • If necessary, each player will  “regenerate” their draw deck once per game. The first time you need to draw a card and cannot, take all the cards from your discard pile that report for duty (personnel, ships, and equipment) and reshuffle them to replenish your draw deck. (Leave the non-reporting cards in your discard pile.)

Winning: Games have a 30-minute time limit. The first player to solve one of their planet missions and one of their space missions (or, if playing Borg, to complete an objective targeting one of their space missions and an objective targeting one of their planet missions) scores a full win.

If no player achieves a full win (either because time runs out or because both players exhaust their draw decks again after regenerating), then a modified win is awarded to the player who solved the most missions. If the players have solved the same number of missions, then a modified win goes to the player with the most points. (If players are tied for both missions and points, this is a true tie.) Differential is calculated normally (as stated in the Tournament Guide). If you achieve a Full Win with a lower score than your opponent, your differential is +1 and your opponent’s is –1.
Taken from Glossary.

WEAPONS

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. (If the facility is a Nor, the matching personnel must be in Ops.) “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 Defense Borg instead) in its crew, and must not have any affiliation attack restrictions that prevent it from firing at the target. (If the firing card is a Nor, the personnel required above must be in Ops.)

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.
Taken from Glossary.

winning battle

See battle - personnel, battle - ship.
Taken from Glossary.

winning the game

Players take turns until one player scores 100 points (the normal victory conditions) and is declared the winner, or until both players’ draw decks run out (at which point the player with the most points is declared the winner).

Some cards, such as Q's Planet and The Big Picture, may alter the victory conditions of the game for one or both players. The first player to achieve or exceed his victory conditions is the winner. If both players achieve their victory conditions simultaneously, the player with the most points is the winner.

Some cards or actions may cause you to lose the game.
Taken from Glossary.

wormholes - movement through

Moving through a pair of Bajoran Wormhole doorways, or a pair of Wormhole interrupts kept open by Operate Wormhole Relays, can be part of a single movement action to the mouth of the wormhole and through it (continuing along the spaceline upon exit if Wormhole Navigation Schematic is played at Bajoran Wormhole).
Taken from Glossary.

worth points

A card that is “worth points” while some condition is met does not score those points each turn; it scores positive points when the condition is first met and scores negative points if there is a change in that status. For example, you score 20 points once with Dr. Tolian Soran, when he is placed under The Nexus. If he leaves The Nexus, you score -20 points because he is no longer worth points.
Taken from Glossary.

you

See your.
Taken from Glossary.

your

“Your” personnel, ship, or facility is one that you control, even temporarily. For example, you may play Auto-Destruct Sequence on your opponent’s ship that you control using Alien Parasites. You may not play Sisko 197 Subroutine on the Ops of an Empok Nor that you seeded but have not yet commandeered.

On other cards (events, interrupts, dilemmas, etc.), “you” or “your” in game text refers to the player who played a card or who encountered a dilemma or Q-icon card. For example, if your opponent encounters your dilemma that refers to “three of your full turns,” it means your opponent’s turns; but if you play Beyond The Subatomic, “Discard from top of your draw deck” refers to you. See owner.
Taken from Glossary.

zero

Zero is an even number.
Taken from Glossary.