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RULINGS

SABOTAGE DRONE - While this personnel's special skill of reducing a ship's RANGE or WEAPONS may be used during the opponent's turn ("Once every turn..."), it may not be used during a mission attempt, because this action is not a valid response to any part of a mission attempt. Thus, you may not use a Sabatage Drone downloaded to the opponent's ship with Undetected Beam-In to reduce the ship's RANGE before encountering Abandon Ship! See timing.

*SCANNER INTERFERENCE -This incident has errata: the last sentence of the card now reads as follows: "At any time, you may discard incident to download into play Atmospheric Ionization, Distortion Field and/or Particle Scattering Field."

SCORCHED HAND - You may ask your opponent how many cards he has in his hand at any time.

SEARCH FOR WEAPONS - This mission's special text ("May seed hand weapons here") does not allow you to seed the Varon-T Disruptor in addition to another artifact. While the Varon-T Disruptor is a hand weapon, the mission text does not override the "one artifact per mission" rule.

*SECURITY OFFICE - This site's text will allow you to join any battle on the station, including one initiated by Dial Martok for Murder.

SEEDED PERSONNEL AND EQUIPMENT - Some game text allows you to seed Personnel or Equipment cards beneath missions. Such cards are seeded face-down, like artifacts, and are earned when you solve the mission. (Mirasta Yale is an exception, because her text states she seeds like a dilemma.) 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.

SEEDING DUPLICATE CARDS - Seed cards are now considered "unique per mission" rather than "not duplicatable per mission." This means that if both players each seed their own copy of the same card (e.g., Borg Ship dilemma, Cryosatellite, Dead End) under the same mission, neither of those cards is a mis-seed. (Both players are still limited to one copy of each seed card at each mission.)

SEISMIC QUAKE - See zero.

SENIOR STAFF MEETING - The "errata" listed in the Glossary for this interrupt is incorrect. This card does not have revised game text. The entry should be in the form of a timing clarification. Replace the first paragraph of the Glossary entry with the following:

This interrupt may be played as a response to the initiation of the first attempt of a space mission. "Just before the initial attempt" means that it must be the last response before the first seed card is encountered, after both players have played any other interrupts or doorways that may be played at that time.

SEVEN OF NINE - This personnel is a drone (Identification: Proficiency Drone) and may be downloaded or affected by any card that specifies that it affects drones. Its special skill, "May apply [Com], [Nav] and [Def] to staffing," means that unlike other personnel, it may contribute more than one staffing icon to staffing a ship.

You may download this personnel with Activate Subcommands as any one of the three subcommands. You must also download two other drones of the other two subcommands.

SHAPESHIFTER - This term refers to all changelings and allasamorphs.

SHIP BATTLE RULES - The complete updated rules for ship battles - including how to use Tactic cards - are presented below. These rules apply whether Battle Bridge side decks are being used by zero, one, or both players. This entry replaces the entire section on Ship Battle in the comprehensive Rulebook (in the Executing Orders section), effective on the release date of the Blaze of Glory expansion set.

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. (If the card you are targeting had been "stopped," it is "unstopped" for this battle.)

If your opponent wishes to return fire during this battle, he must also now identify which one of your ships or facilities at that location he will be targeting, and which of his ships and/or facilities there will be returning fire against that target. (The target must be one of your cards that is involved in your initial attack.)

(See "WEAPONS, using" for the requirements a ship/facility must meet to fire WEAPONS in a battle.) The battle has now been initiated.

2. 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.

3. 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 2) 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) face-up underneath his side deck.

Any current tactics played on the table are then revealed at the same time.

(Your Tactic cards are not part of your normal hand, and thus are not affected by cards such as Alien Probe and Energy Vortex.)

4. Compute your ATTACK total by adding together the total WEAPONS power of all your attacking cards (counting all applicable 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 together the SHIELDS of his targeted ship or facility (counting all applicable enhancements, plus 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.

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.

5. 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, 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 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).
    • [down] This symbol on your current tactic means you place this card on the target as a damage marker.
    • [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, your opponent suffers default damage. Default damage is two cards from your side deck ([flip][flip]) for a hit, or four cards ([flip][flip][flip][flip]) for a direct hit.

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 if you are using a Battle Bridge side deck.

See damage markers for more details about damage and repairs.

6. 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). The Mission card is unaffected by the destruction of a facility.

Multiple targets - Borg Ship dilemmas and Borg-affiliation ships with a Multiplexor Drone 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 a [down] symbol, use that card as the damage marker for one of those targets (your choice) and treat that symbol as [flip] for damage to each remaining target. All damage markers drawn from your side deck must be placed on the hit targets randomly.

SHOWING YOUR CARDS - When reporting any card for duty, you must announce the card's name and show that card to your opponent. Afterwards, your opponent will only get to see that card 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. (You may no longer look through your opponent's cards while they are aboard a facility.) See Facilities.

SIDE DECKS - You may not look through the cards in any side deck - your's or your opponent's - unless a card allows you to.

SISKO 197 SUBROUTINE - You must control the Nor to place this event on "your Nor's Ops." Thus, you may not place it on the Ops of an Empok Nor that you seeded but have not yet commandeered.

SISTERS OF DURAS - Because these personnel do not work with Klingons who have Honor, you may not give either of them the skill of Honor with Reflection Therapy.

SITES - According to the seeding rules, "all sites added to each station...must be kept together on the table in this order": [Ops Module, Promenade, Habitat Ring, Docking Ring]. The groups of sites should be arranged in that order from left to right, as printed on the site cards.

SIX OF ELEVEN - See Quantum Drone.

SIX OF SEVENTEEN - See Sabotage Drone.

SKILLS VS. LORE - When a card such as Keldon Advanced or Quash Conspiracy requires a skill, such as Tal Shiar or 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; Madred does not have Obsidian Order skill.

SPACEDOOR - This doorway seeds on an outpost. It cannot seed on any other type of facility.

SPACE-TIME PORTAL - The phrase "at any time" on this doorway means that you may discard the doorway from the table for one of its functions during either player's turn, before or after your card play or executing orders. This action still must conform to the normal timing rules and may not interrupt another action unless it is a valid response to that action. It is not a valid response to the initiation of a battle or the encounter of a dilemma, because it does not specifically modify or nullify those actions; thus, you may not escape from battle or a dilemma encounter by returning a ship to your hand. See actions, timing, responses (glossary).

You may play only one [AU] card per turn even if you have multiple copies of this doorway in play. It is not cumulative.

This doorway does not allow seeding of [AU] cards that are not normally seedable, such as personnel or ships (unless another card makes them seedable, such as Cryosatellite). It allows you to seed [AU] dilemmas, artifacts or other seed cards.

SPECIAL DOWNLOAD - See downloading.

SPECIAL STAFFING ICON Ð This term refers to any icon used to staff a ship, except the "normal" staffing icons (command, staff and Borg subcommands) and affiliation icons (e.g, on Zalkonian Vessel). There are currently five special staffing icons: [AU] [Excelsior] [EE] [OCD] [Enterprise]

SPECIES - Although an impersonator may appear to be one species, his lore will list his actual species, such as changeling. The species given in the lore applies for cards such as Hate Crime.

"STOPPED" - In order to simplify the interpretation of "performing actions" with "stopped" cards and to address gameplay concerns involving end-of-turn actions, many restrictions on "stopped" cards have now been eliminated. The following replaces the existing Glossary entry on "stopped":

"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" cards involved in the battle.
  • Some cards may explicitly "stop" one or more personnel or ships.

Cards that are "stopped" may not be beamed, move, walk, cloak, initiate a battle, staff a ship or participate in a mission, commandeering or scouting 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 ship 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 as appropriate. 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.

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.

STUDY PLASMA STORM - This mission's special text, "Computer Skill required to use any equipment here," applies both to Equipment cards and ship special equipment.

If Computer Skill is not present on the ship, Ketracel-White cards cannot be used at this location and thus do not prevent white deprivation. Because the Ketracel-White is not being used, it does not count down.

SUBJUGATE PLANET - Because you may not establish more than one facility at a single location, you may not download a Remote Supply Depot if you already have a facility at this objective's target location.

Attempting a mission with the alternate requirements of this 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.

Because this objective does not specify that the mission must be attempted with a [Dom] Away Team, any Away Team may be used to attempt the mission (though they may not be able to solve it with the objective's requirements).

If this objective targets a dual-icon [S/P] mission, normal rules for attempting a dual-icon mission apply (both a ship and crew, and an Away Team on the planet, are required).

See dual-icon mission, mission text, Reunion.

SUBSPACE SCHISM - If you play this interrupt to force the discard of a drawn card, you may not play another Subspace Schism on the new card drawn.

SUPERNOVA - If a mission was assimilated before being destroyed by the event, reversing the effects of Supernova with Persistence of Memory does not unassimilate the mission (just as it does not "unsolve" a mission previously solved). Therefore it still cannot be solved or targeted for assimilation again.

SYMBIONT DIAGNOSIS - See homeworld.

TAL SHIAR - See skills vs. lore.

TEMPORAL CAUSALITY LOOP - If one of the actions to be undone by this dilemma cannot be undone, then the results of the action are left intact. If the action was initiated by a card play, that card returns to your hand. For example, if you played a Scan card, you cannot "undo" having seen the seed cards under the mission, but the Scan card returns to your hand. If you played a Regenerate to shuffle your discard pile into your draw deck, the draw deck remains intact (because you cannot separate the cards), and the Regenerate returns to your hand.

TERRAFORMING STATION - When you redefine a mission's requirements with this station, the new requirements must be defined immediately after the game ends. In tournament play, the redefinition should be given to the tournament director in writing, before the cards are removed from the spaceline.

A redefinition of mission requirements made outside of a specific tournament cannot affect a match within that tournament. However, a redefinition made at a tournament match will affect a later match in that same tournament, if you play the same opponent.

THE EMISSARY - See Reporting for duty.

THE SHELIAK - This dilemma destroys outposts, stations and Away Teams. It does not destroy headquarters or ships (landed or in orbit). It has no effect on what the point box of the mission shows. The mission is *worth* 0 points. See point box.

THE WALLS HAVE EARS - Because Rogue Borg are defined as intruders, you *may* score points from one with this interrupt. (This replaces the Glossary ruling. Because "stopped" cards are now considered "aboard" for most non-mission attempt purposes, "stopped" Rogue Borg count as intruders "aboard.")

THINE OWN SELF - This interrupt has revised text:

Plays on opponent's one- or two-person Away Team on a planet (unless in a facility). Away Team is "lost" (place under mission). Capture (opponent rescues) by solving mission.

The revised wording clarifies the original intent of the card, reflecting newer wording conventions as well as interactions with more recent cards such as headquarters.

TIMELINE DISRUPTION - If a non-human personnel's Federation affiliation is "lost" to Memory Wipe, Lore's Fingernail or Frame of Mind and the personnel "becomes Non-Aligned," they are protected from timeline disruption, as the [Fed] icon is conceptually lost. See "loses affiliation."

TIMING - Any mandatory start-of-turn actions must take place before optional start-of-turn actions. Other than that, the player whose turn it is chooses the order of start-of-turn actions. For example, at the start of your turn, a Rogue Borg battle and scoring of Colony points are scheduled to take place (mandatory), and you may process ore (optional). You may choose whether to score the Colony points or conduct the Rogue Borg battle first; after both actions are complete, you may process ore. No other actions may take place between start-of-turn actions, other than valid responses. Your normal card play is not a start-of-turn action.

End-of-turn actions are timed the same way as start-of-turn actions. For example, a Borg Ship dilemma is scheduled to move and a Computer Crash is scheduled to be discarded (both mandatory) and you wish to probe (optional). You may choose whether to move the Borg Ship or discard the Computer Crash first; you cannot probe till both have been completed. No other actions may take place after end-of-turn actions begin, other than valid responses. The card draw (or an action "in place of a card draw," such as a download) signals the end of the turn and is the last action of the turn.

See actions, "just."

TOMALAK OF BORG - See counterpart.

TOWING - A ship may tow another ship (using Activate Tractor Beam) or a Radioactive Garbage Scow through the Bajoran Wormhole. If a ship towing another ship or Scow is moved or relocated with Wormholes, The Traveler etc., the towed ship is also moved or relocated.

TOX UTHAT - If you use this artifact to allow the play of a Supernova, it is discarded even if the Supernova is nullified with Kevin Uxbridge. Use of the artifact is a cost paid to play the Supernova, and the cost is not recovered when the Supernova is nullified.

TREATIES - 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.

If a treaty is destroyed during a mission attempt, a mixed Away Team splits apart into separate Away Teams, and only one Away Team can and must continue the mission attempt (owner's choice if both are eligible to continue). A mixed crew splits into separate crews, and the crew that does not match the ship is placed under house arrest; the remaining crew must continue the mission attempt.

TSIOLKOVSKY INFECTION - This dilemma has a clarification in the Beta printing: "Not cumulative" was added. Since "Not cumulative" is now the default, this has no effect on gameplay.

*TORTURE - "Madred bonuses" on this event will increase the point loss to as much as Ð10. Madred is "adding" to the point loss, one point for each turn of the countdown he is present.

TOURNAMENT SCORING - Add the following to the end of the Glossary entry under Special Scoring Situations:

Negative final scores - Negative scores are normally treated as zero for calculating differential. However, if both players have zero or negative scores, award the winner a +1 differential and the loser a -1 differential. Only true ties and byes should receive a zero differential.

TURREL - This personnel still protects your treaties from nullification even if he is on a ship in a Temporal Rift.

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