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DECIPHER.com > star trek ccg > rules and current rulings


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RULINGS

MADRED - This personnel does *not* have Obsidian Order skill. A skill must be in the skills box (not the lore) to qualify as a skill. See also Cardassians, Non-Aligned.

Effective upon release of the Blaze of Glory expansion set. This personnel may add 1 to Interrogation or Torture only when Madred and the captive are both aboard the same outpost.

MANDARIN BAILIFF - You may "post bail" for this Q-dilemma by transferring points to your opponent even if your score is zero or less. This will give you a negative score.

*MARTOK - This personnel has a clarification: His special download of "D'k Tagh" should read "D'k Tahg".

MATCHING COMMANDER - Add the following ships and matching commanders to the list in the glossary (P = defined by personnel lore, S = defined by ship lore):

Future Enterprise

Admiral Riker (S)

U.S.S. Defiant

Kudek'Etan (P)

U.S.S. Enterprise

Kavok (P)

U.S.S. Odyssey

Keogh (S, P)

U.S.S. Rio Grande

Benjamin Sisko (S)

U.S.S. Thunderchild

Fleet Admiral Shanthi (S)

U.S.S. Yamato Donald

Varley (S,P)

I.K.C. Buruk

Kavok (P)

I.K.C. K'Ratak

Voktak (P)

I.K.C. Koraga

Worf Son of Mogh (S)

I.K.C. Lukara

Kang (S)

I.K.C. Negh'Var

Gowron (S), Martok (S)

I.K.C. Rotarran

Martok (S)

I.K.C. Toh'Kaht

Hon'Tihl (S,P)

Decius

Ambassador Tomalak (P)

Goraxus

Sela (S)

Romulan Shuttle

Senator Vreenak (S)

Locutus' Borg Cube

Locutus of Borg (S)

Kraxon

Dolak (P)

Trager

Macet (S)

Matching commanders are defined only for ships. While Benjamin Sisko's lore states that he "commands Deep Space 9," his presence on that station does not confer any benefits from cards such as Captain's Log.

MEMORY WIPE - This event implements a special play environment when playing Starter Deck II vs. Starter Deck II. You and your opponent each seed the card and agree not to nullify it. This allows each player's cards of different affiliations to mix without having to use one or more Treaty cards. (Memory Wipe may also be used in the normal play environment for its second function, but your opponent is of course free to nullify it.) See Away Team and crew, timeline disruption.

MENDAK - See Going to the Top, headquarters.

MIRROR IMAGE - Revealing this hidden agenda event is not a valid response to your opponent encountering Thought Fire. Its text does not specifically modify or cancel Thought Fire.

*MISSEEDS - As stated in the rulebook, misseeds are placed out-of-play when "discovered." Seed cards are "discovered" only when they are encountered during a mission attempt (when both players see the card). For example, game text (e.g., Ocular Implants) that allows you look at the bottom seed card under a mission does not "discover" a misseed. It remains under the mission and you cannot look at the next card instead.

If a player encounters their own misseeded card under any mission, they may not solve that mission (or complete any objective targeting it) for the rest of the game. Any opponent's misseeds encountered do not affect your ability to solve a mission.

As defined in the Glossary, misseeds include 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 and multiple artifacts seeded by a single player. Other examples of misseeds include space dilemmas 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.

*MISSION FATIGUE - While this dilemma is in play atop the mission, treat each subsequent dilemma or Q-Flash encountered as if it had the following text before its actual text: " 'Stops' one personnel (random selection); cannot get past unless any other personnel remain." (A Q-Flash will "stop" only one personnel, for the Q-Flash card itself, not one for each Q-icon card encountered.) In other words, the randomly selected personnel is not "stopped" until the dilemma is revealed and encountered, but you must have at least one personnel left to face the actual dilemma text.

Personnel are "stopped" normally by subsequent dilemmas, not for all turns the countdown is in effect.

MISSION-SOLVING, TIMING - When you meet the requirements for solving a mission, you first score any mission points, then earn and resolve any artifacts or cards seeded like artifacts. If scoring the mission points brings your score to victory conditions, the game ends immediately and you do not resolve any artifacts. See artifacts.

MISSION TEXT - 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.

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] and [Planet] icons, and the mission name and lore (including regions) apply to both players.

"MIX AND COOPERATE" - See compatible affiliation.

MULTIPLEXOR DRONE (Nine of Seventeen) - See ship battle rules (multiple targets).

NAVIGATE PLASMA STORMS - A cloaked ship in the Badlands triggers probing for, and may be damaged or destroyed by, Navigate Plasma Storms, because it is a natural phenomenon that does not depend on visibility of the ship.

NEBULA - Add the following mission to the list of nebulas in the glossary:

Intelligence Operation ("...in the Omarion Nebula.")

NEMESIS ICON - If one of the nemesis ships is cloaked, neither is destroyed.

NOR, CONTROL OF - See facilities, control of.

NULLIFY - "May not be nullified" on a card refers to attempts to specifically nullify the card with a counter card; it does not prevent general destruction such as by battle, Black Hole or Supernova.

OBJECTIVES - A Borg player is limited to one [Borg Only] current objective at a time. See Borg. Any player may have any number of non- [Borg Only] objectives in play at a time.

OBSIDIAN ORDER - See skills vs. lore.

OCETT - See Cardassians, Non-Aligned.

"OFF LINE" - See damage markers.

"ONCE PER GAME" - If you control your opponent's ship and crew (e.g., with Alien Parasites), and use a "once per game" skill of one of the crew, you have used only your own "once per game" allotment (because you treat the personnel as your own). Your opponent can still use that personnel's skill.

OPERATE WORMHOLE RELAYS - The previous Current Ruling on this objective is reversed. Moving through a pair of Wormholes kept open by this objective *can* be part of a single movement action to the mouth of the wormhole and through it, continuing along the spaceline upon exit. This is consistent with the ruling that a ship may continue moving upon exit from a normally played pair of Wormholes.

OPPOSING - See unopposed.

OPS - To download a personnel or ship to any site using this site's text, it "must be of matching affiliation." The card must have the same affiliation icon as the Nor. A treaty makes two or more affiliations compatible but does not make the cards "matching affiliation."

ORE PROCESSING UNIT - This site states, "This unit does not process ore when station is under Federation or Bajoran control." The controlling affiliation is the one printed on the card, or the one that the station changed to when you commandeered it. The affiliations you are playing or treaties you may have do not affect the affiliation controlling the station. See facilities, control of.

For example, if you commandeer your opponent's DS9 with Klingons in your Away Team and choose Klingon as its affiliation, it becomes Terok Nor and is under Klingon control (not Bajoran or Cardassian). You may process ore with a Klingon-affiliation ENGINEER or SECURITY in the Ore Processing Unit, even if you have Bajoran personnel aboard and have a Klingon/Bajoran treaty in play.

OUT-OF-PLAY - When you place any card out-of-play (including unused seed cards), you must first show it to your opponent.

OUTPOST - When a card specifically plays on or affects an outpost, it does not play on or affect any other type of facility (unless specified).

Any cards added to your deck from "outside the game" (e.g., universal missions used to replace duplicated unique ones, Phoenix seeded under Montana Missile Complex or the contents of a First Contact expansion pack added by Add Distinctiveness) must be removed from your deck at the end of the game, and your deck restored to its original condition.

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