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RULINGS

PATROL NEUTRAL ZONE - There are "no opposing ships in Neutral Zone" if your opponent has no uncloaked ships (including landed and docked ships) at any location that is part of the Neutral Zone (see regions of space for a list of missions that make up the Neutral Zone). See unopposed, cloaked ship.

*PERSONA REPLACEMENT - You may not replace the same persona more than once at the start of a turn.

POINT AREA - File Mission Report is no longer an example of a "non-bonus point box," as non-Borg objective points are now defined as bonus points.

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.

POST GARRISON - The staffed ships required to maintain the garrison at a space location with this objective must be decloaked. See cloaked ship.

PREPARE ASSAULT TEAMS - This objective allows you to split your cards into two assault teams at the start of personnel battle. Each assault team must have at least one personnel card in it; it may not consist solely of Equipment cards. If you are the attacker, your assault team that you choose to participate in the battle must contain a leader (unless counter-attacking).

PRESENT - To accomodate the changes to the "stopped" rules, the following changes should be made to the Glossary entry on "present":

(1st paragraph) 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. (See Away Team and crew.)

(7th paragraph) "Aboard" (a ship or facility) is also used interchangeably with "present" for many space dilemmas and other cards.

  • Only the crew attempting or scouting the mission (or the Away Team attempting to commandeer a Nor) are considered to be "aboard" for encountering dilemmas or Q-icon cards, or for contributing skills for other cards that are an integral part of a mission, commandeering or scouting attempt (e.g., Senior Staff Meeting).
  • "Stopped" personnel are considered to be "aboard" for all other purposes except staffing ships.
  • Personnel who are intruders, disabled, in stasis or under house arrest are considered to be "aboard" for all other purposes, except they may not contribute traits or skills for staffing ships, for curing or nullifying dilemmas that have long-term effects or for such cards as Paxan "Wormhole," Defiant Dedication Plaque, Kurlan Naiskos or Navigate Plasma Storms.

"PREVENTS" - See responses.

PRIMARY SUPPLY DEPOT - This outpost may be seeded at any non- homeworld Gamma Quadrant mission, regardless of affiliation icons. It may not be built later. Like all outposts, it allows reporting of compatible personnel and ships native to the quadrant, and any equipment. While the outpost itself does not repair ships, they may be repaired by a Spacedock played here.

PROBING - 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, the dilemma Under Fire has the special download [SD] icon in its probe list. Tasha Yar - Alternate has received errata changing her special skill to [SD] Starfleet Type II Phaser. If your probe card is Tasha Yar - Alternate, it is a successful probe for Under Fire.

PROCESS ORE - See Ore Processing Unit.

PROFICIENCY DRONE - See Seven of Nine.

Q-CONTINUUM SIDE DECK - effective. Used Q-icon cards from your Q-Continuum side deck no longer go to your discard pile. Whenever one of your used Q-icon cards is discarded or otherwise leaves the table, place it face up underneath your Q-Continuum side deck. When your side deck runs out of face-down Q-icon cards, just 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 or a Q's Planet from your Q's Tent, are discarded normally after use, even if you also have a side deck.)

Q'S PLANET - The seed cards that you may place at this Q-icon mission when it is inserted into the spaceline must be dilemmas, artifacts or cards that seed like dilemmas or artifacts, that is, cards that seed face down under the mission. Facilities, objectives etc. may not be placed here, even if seedable.

QUANTUM DRONE (SIX OF ELEVEN) - This personnel has a clarification: "When on your ship, may download an Alternate Universe Door in place of one card draw."

QUARK SON OF KELDAR - This personnel has revised game text (clarification) in the black border printing (Blaze of Glory). "Attributes all +3 if with Grilka."

RATIONING - See Ketracel-White.

READY ROOM DOOR - You may not download a second matching commander to a ship with this doorway while there is a matching commander aboard (unless the ship may benefit from two matching commanders, such as the Cha'Joh). Normally a ship may benefit from only one matching commander at a time, and the ability to download a matching commander is a benefit to the ship. Thus, you may not download a second Rinnak Pire to a universal Bajoran ship if there is already a copy of Rinnak Pire aboard. If the first copy leaves the ship, you may download another.

RECRUIT MERCENARIES - The negative points for this event are scored ("paid") at the location where you download the mercenaries.

RED ALERT! - This event has revised game text (clarification):

"Plays on table. In place of your normal card play, you may report for duty any number of Ship, Personnel and Equipment cards."

Interrupts may not be played between the individual cards reported. See card play; action, group.

REFLECTION THERAPY - You may use this objective to change a regular skill that does not actually appear in a skills box, but was added by an equipment card (e.g., Engineering Kit), Mot's Advice, K'chiQ's selectable skill etc. If the personnel is separated from the equipment card, or Mot's Advice is nullified, the Reflection Therapy objective will be discarded, because its target (the skill that it affected) no longer exists.

REGIONS OF SPACE - Add the following mission to the list of regional missions in the Glossary:

Search for Weapons "Demilitarized Zone Region ¥ Border planet"

REM FATIGUE HALLUCINATIONS - Several rulings on this dilemma have been reversed for consistency with normal dilemma interpretation. Replace the existing Glossary entry with the following:

This dilemma is no longer an exception to the normal dilemma rules. Like most dilemmas, it affects only the crew or Away Team that attempted the mission and encountered the dilemma. It will not affect other personnel who later join the Away Team, or other crew members if the Away Team beams back to a ship. (Because this is a [S/P] dilemma, the reference to "entire crew" is taken to mean "entire crew or Away Team." See Away team and crew.)

In order to cure this dilemma by returning to the outpost, the ship must dock at the outpost. Returning to another type of facility does not count. Either cure (returning to and docking at the outpost, or bringing 3 MEDICAL to the affected personnel) now earns the 5 point bonus.

REMOTE SUPPLY DEPOT - This outpost may be built at any mission with a Dominion affiliation icon in either quadrant. It may not be seeded. Like all outposts, when built in its native (Alpha) quadrant, it allows reporting of compatible personnel and ships native to the quadrant. While the outpost itself does not repair ships, they may be repaired by a Spacedock played here.

REPAIR - See damage markers.

REPORTED ACTIVITY - This mission has a clarification: The requirement for ENGINEERING x2 should read ENGINEER x2.

REPORTING FOR DUTY - When a facility 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.) Also, when a site allows you report cards, you may do so only if that Nor also has at least one docking site.

However, when the reporting is allowed by some other card, such as The Emissary's special skill or Devidian Door, the card may report to any quadrant, even if it happens to be reporting aboard a facility; and a docking site is not required on the Nor.

REQUIRED ACTIONS - When a ship is affected by a moving required action, such as Cytherians, personnel and equipment may be brought aboard the ship at any point in the journey, whether required for staffing or not, by beaming (using the transporters of either the affected ship or another ship or facility), by reporting (using the game text of the ship itself, such as Borg Cube, or another card, such as The Emissary's skill) or by any other method that does not involve the ship and crew taking an action such as docking. Personnel and equipment may not be removed from the ship by any means.

RESCUE - See capture.

RESPONSES - 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, Howard Heirloom Candle "prevents Anya or Salia from morphing this turn." If I play You Dirty Rat on Anya to morph her into a rat, you may respond with Howard Heirloom Candle to nullify You Dirty Rat. If the prevented action is a battle, the battle is cancelled, but all cards involved are still "stopped."

REUNION - If you solve this mission with the alternate requirements of Subjugate Planet, its point value (and therefore the STRENGTH requirement of the objective) still depends on whether you have Miracle Worker, Cantankerousness and/or Spock present in the Away Team.

  • If none are present: 0 points, STRENGTH>0 required.
  • If one is present: 15 points, STRENGTH>30 required.
  • If all three are present: 40 points, STRENGTH>80 required.

See point box.

*REVISED GAME TEXT - Some Glossary and Current Rulings entries provide revised game text for cards. In most cases, these revisions merely make the proper gameplay of a card more clear, or implement a rule or ruling directly on the card itself. These revisions are considered clarifications. In other cases, the game text revisions represent gameplay changes relative to earlier versions of the cards, in order to correct a wording error, address a gameplay concern or correct some other problem; these revisions are considered errata. (At this time, most revisions in the Glossary are labelled "errata," though some should be considered "clarifications.")

Several cards from the Premiere set were updated with revised wordings in the second ("beta") white-border printing in 1995. While most such revisions affected only the lore, some affected gameplay and thus are listed as errata or clarifications. Other cards will use the revised wordings in any future printings. In either case, the game text provided here defines the correct gameplay for all versions of the clarified cards as of the date of this document.

The following cards have revised game text. See the individual Glossary or Current Rulings entries for the actual revised text.

Amanda Rogers
Amanda's Parents
Anti-Time Anomaly
Assign Mission Specialists
Captain's Log
Cargo Rendezvous
Cryosatellite
Distortion Field
Docking Pads
Emergency Transporter Armbands
Evacuation
Firestorm
Full Planet Scan
Garak
Kevin Uxbridge
Khitomer Research
Major Rakal
Martok
Menthar Booby Trap
Phaser Burns
Quantum Drone (Six of Eleven)
Quark Son of Keldar
Red Alert!
Remodulation
Reported Activity
Scan
Scanner Interference
T'Pan
Tasha Yar - Alternate
Thine Own Self
Tsiolkovsky Infection
U.S.S. Danube
Vulcan Nerve Pinch
Zon

ROMULAN AMBUSH - The captive that you take with this interrupt is selected and placed in the captive area before the ship is destroyed. If the crew is saved with a card that plays during the destruction (such as Three-Dimensional Thinking or Escape Pod), the captive is not saved.

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