Star Trek(TM) Customizable Card Game(TM)
Current Rulings
7/31/00

Current Rulings are periodic updates to the Rulebook and Glossary,
including rules changes, clarifications and situations not addressed in
the Rulebook, Glossary or rules supplements. Current Rulings are the
official supplement to the Rulebook and should be used by tournament
directors in making tournament rulings.

Answers given by official Decipher representatives are not official
until included in a Current Rulings document. Such answers are highly
recommended for use by tournament directors, but the TD always has the
final authority on rulings.

This document contains all Current Rulings issued since the October
1999 Rulebook and Glossary (which includes all prior FAQs and Current 
Rulings). Entries that are new or changed since the last Current
Rulings document (6/26/00) are marked with an asterisk (*) before the
topic. A complete set of Star Trek Customizable Card Game rules
consists of the following documents:


Rulebook Version 1.6 (October 1999)
Rulebook Glossary Version 1.6 (October 1999)
Current Rulings (7/31/00)

NOTE: Cross-references that have no corresponding entries in the
Current Rulings refer to entries in the Glossary. Entries are arranged
alphabetically, ignoring punctuation symbols. Entries for specific
cards are sorted according to exact card title (e.g., the entry for
The Emissary is in the T's, not the E's). Borg drones are listed by
their designations (e.g., Interlink Drone, not Nine of Eleven), except
for Seven of Nine. Text in square brackets represents an icon. Refer to
the Glossary for a complete legend of icons.


SIGNIFICANT RULINGS CHANGES AND CLARIFICATIONS

The Trouble With Tribbles: All information from The Trouble With Tribbles
Rules Supplement has been incorporated into these Current Rulings.

Several earlier formal and informal rulings have been changed or
clarified to enhance gameplay and for better consistency. For details,
see the following listings:

battle: You may now initiate battle against any force you do not
control (e.g., uncontrolled Empok Nor, Borg Ship dilemma), rather than
just opposing forces.

Beware of Q: When you use this objective to replace a dilemma with a
Q-Flash at a location where you seeded another Q-Flash, the second one
revealed is discarded as a mis-seed.

"capturing-related card": Expanded definition of capturing-related
cards.

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

cloaking device: You are no longer required to have a personnel aboard a
ship to operate a cloaking device (or phasing cloak).

cumulative: This Glossary entry has been deleted and replaced with a
clarified explanation.

Cytherians: When a crew encounters this dilemma, the mission or scouting
attempt immediately ends.

damage: You do not retrieve damage markers (Tactic cards) from ships
at �100% HULL integrity until the end of a battle.

dilemmas � resolution � targets: You no longer need to meet the
conditions of a dilemma targeting a personnel with a particular
characteristic if no such personnel is present.

Diplomatic Conference: This mission has a clarification: "One V.I.P.
from each of three aligned affiliations + one Non-Aligned V.I.P."

disabled: This Glossary entry has been deleted and replaced with a
clarified explanation.

discard pile: When you "exchange" a card for one in your discard pile,
you do not select the card until the "results" step of that action. 

downloading: You may no longer choose to download a card to your hand
unless the card allowing the download requires or allows you to
download to hand, or works "in place of one card draw."

Empok Nor: If you reveal your own mis-seeded card when making a
commandeering attempt, you may not commandeer Empok Nor as long as it
remains uncontrolled.

execute orders: Clarified explanation of when this portion of a
player�s turn begins.

holographic personnel and equipment: When a hologram is captured, it
is not immediately deactivated.

in play: When a card leaves play, any cards played on it leave play in
the same way (with the exception of cards protected from timeline
disruption), reversing two Glossary rulings.

Latinum Payoff: This interrupt has a clarification: "Plays if Greed
aboard your ship when it destroys another ship in battle (once per
destroyed ship). X=3 for each OFFICER aboard destroyed ship."

Launch Portal: When this doorway is used during a mission attempt to
move a crew to a different ship, the mission attempt will continue
from the new ship.

mission phase: A duplicated non-universal mission is no longer
replaced with a universal mission. A single location is created which
is treated by both players as their mission, but may be solved only
once.

Neutral and Non-Aligned: Neutral and Non-Aligned are now considered
affiliations like any other, with the exception that cards with these
icons may still mix and work with cards of any affiliation (except
Borg).

Q�s Planet: This mission can be solved only once per game.

Quark�s Isolinear Rods: This incident nullifies cards preventing you
from playing a Q�s Tent only when you are actually playing one.

ranks and titles: An earlier Current Rulings entry has been reversed:
If a personnel�s lore indicates they formerly held a rank or title,
they do count as having that rank or title. 

Samaritan Snare: Any ship and crew containing Federation cards must
attempt this mission. After doing so, they are free to move away.

scouting locations: Only one Borg objective may be completed at a
dual-icon mission. Both a ship and crew and an Away Team are required.

Senior Staff Meeting: This interrupt is played "just before" a mission
attempt; once played, neither you nor your opponent may take any other
action before the attempt begins (except valid responses).

skills: The rules for sharing, adding, doubling, and selecting skills
have been revised.

stasis: This Glossary entry has been deleted and replaced with a
clarified explanation. 

Subspace Warp Rift: A ship that is "relocated" to or from the location
of this event does not incur damage.

time location: You may not play a time location unless the
corresponding spaceline location is in play.

unopposed: This Glossary entry has been deleted and replaced with a
clarified explanation.

white deprivation: White-deprived personnel may attack captives.


RULINGS

Access Denied - See Ferengi Ingenuity.

actions - interrupting actions - Interrupt and Doorway cards may no
longer be played during a mission (or scouting) attempt unless the
card "suspends play" (e.g., Flight of the Intruder) or represents a
valid response to the attempt or to one of its sub-actions (e.g., Hugh,
Senior Staff Meeting). This reverses all previous Glossary and Rulebook
entries otherwise allowing these cards to be played during mission
attempts.

actions � required � 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 or attempt the
mission as your next action (if you have no available RANGE, you must
still attempt the mission). This reverses the existing Glossary entry
(which stated you must always resolve one moving required action before
resolving a new one that just targeted a ship).

actions - step 1: initiation - See showing your cards.

android - This Glossary entry has been deleted and replaced: "Android"
is considered a species. It includes any personnel which is a "Soong-
type android" or Exocomp, and Commander Data.  They are affected
normally by all cards, and are  no longer immune to DNA-related
dilemmas. See dilemmas - DNA-related.

ANIMAL - Personnel of this classification may not commandeer.

"any" - If a card refers to a specific Star Trek character using the
word "any" (e.g., "any Miles" on Pup, "any Odo" on Intelligence
Operation), it is referring to any personnel card representing the
specified character (including AU icon personnel). Impersonators are
never considered true representations of the character they depict.
(Thus Chief O'Brien is "any Miles" and Montgomery Scott is "any
Scotty," while Odo Founder is not "any Odo.")

Arbiter of Succession - The two Klingons targeted by this interrupt may 
belong to the same player.

assimilation - See exchanging cards.

Away Team and crew � The second, third and fourth paragraphs of this
Glossary entry (beginning: "By default, all your compatible�") have been
deleted and replaced:

All your compatible personnel on a planet (outside a facility or landed
ship), or on the same ship or facility (same site if a Nor) are
considered a single Away Team or crew, excluding personnel who are
disabled, in stasis, under house arrest, or "stopped" (they form a
separate group). When a dilemma "stops" some of your personnel, they
temporarily form a separate Away Team or crew. See dilemmas � resolution.
All such separate personnel automatically rejoin with other Away Teams
or crews present at the end of your turn.

An Away Team can be associated with only one ship or space facility at
a time. When multiple Away Teams join to form one Away Team, you must
designate which single ship or facility the new combined Away Team will
be associated with (if any of them were associated with one).

Bashir Founder - This personnel cannot use his special download while 
on board a cloaked ship (or phased ship). See WEAPONS � using.

battle � Non-Aligned ships or facilities now require a personnel of
Non-Aligned (matching) affiliation aboard to initiate battle. The first
line of the affiliation attack restrictions in the Rulebook now reads:
"Klingon, Non-Aligned and Neutral forces may also attack their own
affiliations."

You may now initiate battle against any force you do not control (e.g.,
uncontrolled Empok Nor, Borg Ship dilemma). In the Rulebook, the second
bulleted point under "Engaging in Battle" (beginning: "Battle can occur
only if opposing forces�") is deleted and replaced:

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 self-controlled.) You may attack
cards only if they are present with your cards. Ships, space facilities
and the Borg Ship dilemma can be present together in space at the same
location (for ship battle). Personnel and Rogue Borg can be present
together on the same planet, ship, facility or site (for personnel
battle). Ships (and the Borg Ship dilemma) can also attack planet
facilities at the same location.

Multiple targets � When drawing damage markers for multiple hit targets
(e.g., because of a Multiplexor Drone or Borg Ship dilemma), you do not
get to look at the markers before placing them; just choose a ship, draw
its damage markers, choose the next ship, and so on. 

* Battle Bridge Door � The second function of this doorway enhances the
WEAPONS of only those ships and facilities involved in the battle, and
only for the duration of that battle.

* beaming cards into space - You may not beam, report, or otherwise
transfer any card into space unless a card specifically allows you to
(e.g., Airlock, Anti-Matter Pod).

* Beware of Q - When you use this objective to replace a dilemma with a
Q-Flash at a location where you seeded another Q-Flash, the second one
revealed is discarded as a mis-seed. The second function of this
objective can be used to replace a dilemma seeded at Empok Nor.

Big Picture, The - See The Big Picture.

* Bok � This personnel counts as a DaiMon. See ranks and titles.

Borg - The rule that you may not report cards to a Borg Outpost in the
Alpha or Gamma Quadrants has been modified. The native quadrant rules
now apply to Borg Outposts and assimilated outposts. You may now report
an Alpha Quadrant personnel (e.g., Locutus of Borg, Bareil of Borg) to
an assimilated facility in the Alpha Quadrant (if the facility is native
to that quadrant). All other interim rules on the Borg Outpost remain
unchanged.

A leader no longer allows your Borg to initiate battle as described in
the Glossary. You must use a [Def] personnel to do so, except when
counter-attacking.

* Breen CRM114 - Your Away Team using this disruptor to damage a planet 
facility or landed ship is making a special kind of attack; thus a
leader is required and the Away Team is subject to its normal attack 
restrictions. The attack automatically succeeds, causing one damage 
marker from your Battle Bridge side deck. Cards involved in the attack
are "stopped" and your opponent is allowed to counter-attack there
normally. See damage, once each turn.

You must have a Breen or arms dealer present to report the Breen CRM114,
even when reporting by using another card (e.g., Devidian Door, Security
Office). You do not need a Breen or arms dealer present to acquire a
Breen CRM114 seeded at Search for Weapons.

* Calandra � See species.

* capturing - You may not initiate battle against personnel you have
captured, unless a card or rule (e.g., white deprivation) allows or
requires it. See holographic personnel and equipment � capturing.

"capturing-related card" � The Glossary definition of this term has
been clarified and expanded. 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 specific capturing-related
	card (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.

card types - A card that says it is "played as" or "used as" another
card type now counts as both card types for all purposes. (This
reverses the existing Glossary entry.) For example, an artifact that
plays as an Event card can be protected by Rishon Uxbridge or 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
(e.g., outposts, Devidian Door). (The text on Amanda Rogers, Kevin
Uxbridge and Disruptor Overload referring to cards played as Interrupt
or Event cards or used as Equipment cards is redundant.) Note that
artifacts must still be earned or acquired legally before use.

Cardassian Trap � This Glossary entry has been deleted. Discard this
dilemma if you encounter it with no unique, non-Cardassian personnel
present. See dilemmas � resolution � targets.

Cargo Bay - You begin a "cargo run" when one or more of your personnel
aboard a facility pick up one or more equipment cards and bring them
aboard your ship. You must announce the run and show your opponent which
personnel and equipment are involved (but you do not have to specify now
which personnel, equipment or Cargo Bay you will use to complete it).
When that ship arrives at a different facility any number of turns later,
any of those same personnel who has been a member of the ship's crew
since the run was announced may take any of those equipment cards to the
Cargo Bay to complete it.

Your ship can take any path from the starting facility to the ending
facility, giving you credit for each mission passed (except starting and
ending locations). You may count each mission only once per cargo run.
See passing locations.

While you may have multiple ships making cargo runs concurrently, a
single ship's crew can complete only one at a time, earning card draws
or Latinum downloads for only one piece of equipment. To deliver any
additional equipment, a crew must begin a new cargo run.

carried ships - Personnel aboard a carried ship are also part the
crew of the carrying ship, or are considered intruders if the carrying
ship is controlled by a different player. This does not apply to ships
landed at Docking Pads.

Cards that may not target docked ships also may not target carried ships.
This includes Wormhole interrupts on a ship as it launches.

Chief O'Brien - The Glossary entry on this personnel is reversed. See 
once each turn.

* cloaking device � You are no longer required to have a personnel aboard
a ship to operate a cloaking device (or phasing cloak).

commandeering - Delete the second sentence of the first paragraph of
this Glossary entry. You may now choose Non-Aligned or Neutral as the
affiliation of a commandeered ship or facility if you have a personnel
(except an ANIMAL) of that affiliation in the commandeering Away Team.

When you commandeer a ship docked at an opponent's facility, you may
not undock unless specific game text allows it (e.g., Croden's Key,
Docking Ports).

Commander Data - This personnel is an android.

cumulative - This Glossary entry has been deleted and replaced:

Unless a card is marked "cumulative," more than one copy of it
	* may not have the same effect on the same target(s) at the same
	  time; and
	* may not (when you "play" or "place" it on the same card) be
	  used to produce the same effect at the same time, even on
	  different targets.
	
For the purposes of cumulativity only, all end of turn actions (or
start of turn actions) are considered to be happening "at the same
time." Although not so marked, multiple copies of the same damage
marker (Tactic cards) are cumulative, including reductions to
attributes and HULL integrity. All other cards are non-cumulative
unless specifically marked "cumulative."

	Examples:

	* HQ: War Room, Reflection Therapy, Science Kit: Multiple copies
	  of each of these cards cannot have the same effect on the same
	  personnel at the same time.
	* Process Ore, Telepathic Alien Kidnappers, The Traveler:
	  Transcendence: These cards produce end-of-turn (or start of
	  turn) actions, so only one copy of each will have its effect
	  each turn.
	* Reaction Control Thrusters, Transwarp Conduit: These cards
	  generate lasting effects, so more than one copy of each cannot
	  affect the same target each turn (the first is still having
	  its effect).
	* Automated Security System, Dal'Rok, Establish Tractor Lock:
	  Only one copy of each of these cards will produce an effect if
	  they are played or placed on the same card, even if different
	  targets are present.
	* Android Headlock, Antique Machine Gun, Barclay Transporter
	  Phobia: The effects of multiple copies of these cards occur as
	  separate actions, not at the same time, and are thus not
	  restricted by cumulativity rules.
	* Fajo's Gallery, REM Fatigue Hallucinations: Multiple copies of
	  these cards generate benefits at the same time (card draws when
	  capturing unique personnel, and points when cured, respectively),
	  thus only one copy can have that effect on the same target at
	  that time.

* Cytherians � When a crew encounters this dilemma, the mission or
scouting attempt immediately ends. If Mission Debriefing is in play, the
crew that attemped the mission is "stopped" before they can use any
remaining RANGE to move that turn.

Dabo - See Writ of Accountability.

* damage � You may never substitute rotation damage for damage marker
symbols (e.g., Breen CRM114, HQ: Orbital Weapons Platform). To use such
symbols requires a Battle Bridge side deck.

Ships and facilities destroyed in battle are not discarded until the end
of that battle, thus you cannot retrieve any damage markers (Tactic cards)
from targets at  �100% HULL integrity to use in separate engagements of
the same battle. See battle � multiple targets.

* Deep Space Station K-7 � This station (like other stations) does not
have built-in reporting, docking, or repair functions. No sites may play
here. However, because this station is at a time location, compatible
personnel and equipment native to the timeline may report aboard the
station using the time location�s reporting function.

Devidian Door - Because calling "Devidian Door" is an [AU] effect, it 
counts against the one per turn limit of a Space-Time Portal. You would 
not be able to report an [AU] icon personnel through Devidian Door
using only a Space-Time Portal.

dilemmas - DNA-related - In order to simplify dilemma resolution, this
Glossary entry has been deleted. Androids, Exocomps, and holographic
personnel are now all treated normally by the dilemmas listed in the
Glossary, unless specific game text states otherwise (e.g., Barlcay's
Protomorphosis Disease).

dilemmas - resolution - The next-to-last paragraph of this Glossary
entry (beginning: "Note that while triggers and conditions can have
an effect...") has been deleted. See dilemmas � resolution � targets.

If no personnel remain to resolve a dilemma just encountered, replace
that dilemma under the mission. For example, your Away Team of Elim
Garak ("May avoid any random selection") encounters Armus - Skin of
Evil ("Kill one Away Team member (random selection). Discard
dilemma."). If you choose to have Elim Garak avoid the random
selection, there is no one left to resolve Armus, and it is replaced
under the mission. Other cards that might remove all personnel before
you can resolve a dilemma include Flight of the Intruder and Launch
Portal.

When encountering a dilemma at a space mission, personnel who are
"stopped," disabled, in stasis etc. are not affected by dilemma text
targeting "crew," "entire crew" or "all crew" (which refers only to the
crew facing the dilemma). Only dilemmas that enter play and have
continuing effects, or dilemmas using broader terms such as "all life
on ship" or "personnel at this location" can affect personnel not
involved in a mission attempt. See Crystalline Entity, Dal'Rok, present,
"stopped."

dilemmas � resolution � targets � The "Targets" section of the
"dilemmas � resolution" Glossary entry has been deleted and replaced:

Targets: A type of card that the dilemma affects. If a card with
particular characteristics (e.g., a personnel with Empathy, a male, a
non-Cardassian) is specified, and there are no cards present with
those features, discard the dilemma. The crew or Away Team is not
"stopped," even if the dilemma had conditions that you did not overcome
(as when a required trigger is not present).

dilemmas - timing - Interrupt and Doorway cards may no longer be played 
during a mission (or scouting) attempt unless a card or rule
specifically allows it. See actions - interrupting actions.

Diplomatic Conference � This mission has revised game text
(clarification): "One V.I.P. from each of three aligned affiliations +
one Non-Aligned V.I.P."

disabled � This Glossary entry has been deleted and replaced:

A disabled personnel is conceptually unconscious. While similar in some
ways to personnel in stasis, they are not affected by cards that
specifically affect personnel in stasis. 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.

Disabled personnel may not use any of their game text (including
attributes and icons), lore, skills or traits (such as gender, species,
matching commander status etc.) and may not perform any actions such as
attempting a mission or defending themselves in battle. However, they
may be beamed or moved like Equipment cards. For example, a disabled
Treachery personnel would 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. 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.

A ship attribute that is "disabled" (e.g., by "Pup") is considered to be
an undefined variable. A disabled attribute or special equipment does not
disable the ship itself.

discard pile - When you "exchange" a card for one in your discard pile
(e.g., Palor Toff - Alien Trader, Res-Q), 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 (without rearranging it) and select a card to
exchange for.
	
discarding � See in play.

* doorway � When a doorway is "closed" (e.g., by Revolving Door), icons
that are not a part of its game text remain unaffected (e.g., Alternate
Universe, Referee).

downloading � The rules for downloading are revised as follows: you
may no longer choose to download a card to your hand unless the card
allowing the download

	* requires or allows you to put the downloaded card in 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 all other cases, you must immediately play a card when you download
it. If you cannot, the download is invalid. If the downloaded card has
a Hidden Agenda icon, you may not activate it (unless it is a valid
response, or was downloaded by a special download icon).

* dual-icon missions - When a Space/Planet dilemma (or a Q-icon card)
is encountered during a dual-icon mission attempt, the player
attempting the mission must choose whether it applies to his crew or to
his Away Team. (Such cards no longer apply to both groups.)

When you encounter a Q-Flash during a dual-icon mission attempt, X =
the number of personnel in both your crew and Away Team. See scouting
dual-icon locations.

* dual-personnel cards � See personas � persona replacement.

Empathic Echo � This Glossary entry has been deleted. Discard this
dilemma if you encounter it with no personnel with Empathy present.
See dilemmas � resolution � targets.

* Empok Nor � You may deliberately mis-seed cards that are not Empok Nor
dilemmas under this facility as a bluff. When discovered, such mis-seeds
are placed out of play as usual. However, if you reveal your own
mis-seeded card when making a commandeering attempt, you may not
commandeer Empok Nor as long as it remains uncontrolled. (You must wait
for your opponent to commandeer it, and then you may commandeer it from
him.)

empty ship - This Glossary entry has been revised: An "empty ship"
has no personnel aboard (or Rogue Borg, which battle like personnel).
See occupied ship.

End Transmission - This Glossary entry has been deleted. This
interrupt is not restricted by the new cumulativity rules. See
cumulative.

* Energy Dampener � A type of special equipment listed on a ship. It has
no built-in functions.

equipment - See movement � personnel.

Establish Tractor Lock � A ship already held by this objective may
phase or cloak. Phasing will "break" the tractor lock and free the ship
(discarding the objective); a cloaked ship will remain held.

Establish Trade Route - See mission requirements - alternate.

* exchanging cards - When a card in play is assimilated or exchanged
for another card (e.g., persona replacement, one Founder morphing into
another, Young Jem'Hadar exchanged for a universal Jem'Hadar), you do
not re-check the conditions (or targets for playing a card) for any
cards already played on it. Such cards remain in play unless their
results are now inapplicable. 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.

execute orders � During the "play a card" portion of your turn
(following start-of-turn actions), you may take no actions other than
playing and downloading cards, actions that suspend play or may occur
"at any time" (including playing interrupts or doorways and revealing
hidden agendas) and sub-actions of these actions. Any other action
advances you to the "execute orders" portion of your turn.

Exocomp - This Glossary entry has been deleted and replaced: An
Exocomp is considered an "android" (but not a "Soong-type android").
Exocomps are no longer immune to DNA-related dilemmas. See
dilemmas - DNA-related.

facilities � The fifth paragraph following the bulleted points in
this Glossary entry (beginning: "You may seed an affiliated outpost
only if...") has been deleted. The requirement to be "playing" an
affiliation in order to seed their outpost has been removed; all
outpost cards using the phrase "Seed one if playing _____  OR
build..." are now considered to read "Seed one OR build..."

Ferengi Ingenuity - When affected by Access Denied, this dilemma should 
be read as follows: "If one personnel present has 3 Computer Skill, 
discard dilemma. Otherwise, to get past, place on 2 most CUNNING
Computer Skill present ("stopped" during countdown)."

Forced Labor Camp - This objective refers to two existing planet 
locations: Cardassia IV (Rescue Prisoners) and Ligos VII (Distress 
Mission).

Genetronic Replicator - Personnel are not "stopped" by the use of
this event, although the action or card that would have caused their
deaths (e.g., battle, failing to overcome a dilemma) may still do so.

Hail - Although the ship targeted by this interrupt is not "stopped" 
(e.g., it is not prevented from battling or attempting a mission), it
may not move this turn. See passing locations.

* Hannah Bates � See species.

* Hero of the Empire � The timeline disruption effects of this
objective are limited to those listed on the card. The mission point
adjustments apply to all missions completed during that game, even
those completed before the timeline disruption. Because the mission
points are changed, the adjustments are non-bonus points. See
objective.

* holographic personnel and equipment - Holographic personnel are no
longer immune to DNA-related dilemmas. See dilemmas - DNA-related. The
final sentence of this Glossary entry has been deleted. Holograms may
now be mindmelded with.

  Capturing: When a hologram is captured, it is not immediately
  deactivated, but if the ship the hologram is associated with moves
  away from the location, or if the capturing player tries to move the
  hologram away from the location of that ship, it then deactivates
  (and is released).

Horga'hn - You "use" this artifact (for purposes of cards such as 
Temporal Narcosis and Writ of Accountability) each time you choose
take a double turn.

HQ: Ferengi Credit Exchange - On this incident, "score 2 points,"
"draw one card" and "place any one card from discard pile beneath
draw deck" are three different options. You may choose only one for
each Latinum discarded.

* HQ: Orbital Weapons Platform � This incident may "fire upon" a
target even if you do not have damage markers to place on it, and may
still exclude the target from battle. It may "fire upon" an opposing
ship at its location even if your opponent did not attack with that
ship. If so fired upon, that ship becomes involved in the battle (and
is therefore "stopped" afterward).

in play - When a card in play leaves play (e.g, is discarded, placed
out-of-play, returned to its owner's hand or draw deck), any cards
played on (or aboard) that card are treated likewise. Cards which are
protected from timeline disruption are an exception. See timeline
disruption.

Incoming Message: Attack Authorization - This interrupt allows you to 
attack another of your own ships.

Interlink Drone (Nine of Eleven) - Sharing skills is not optional.

Into the Breach - Because all damage is resolved as a group, this Q
Event will not repair a ship that has received enough damage to
destroy it.

Intruder Alert! - This incident is not itself a valid response to Rogue 
Borg, and thus cannot be revealed in response to them. See hidden
agendas.

Intruder Force Field � Because this event is not marked "cumulative,"
only one copy may affect Telepathic Alien Kidnappers each turn (the
copy played by the opponent of the player using Telepathic Alien
Kidnappers).

* Invasive Beam-In � Because this event does not mention "ships", it
may be used to beam through the SHIELDS of landed ships.

* Ishka � See skills � sharing, adding, doubling, and selecting skills.

Jem'Hadar suicide - The rule that Jem'Hadar must commit suicide when
a Founder dies has been canceled. (This eliminates the existing
Glossary entry.)

* Kai Winn � This personnel counts as a Vedek. See ranks and titles.

Kathleen Tonell - The Glossary entry on this personnel has been
deleted. See time location.

Kevin Uxbridge: Convergence - This interrupt may now nullify any card 
type "played as an Event card" on the spaceline. See card types.

Klingon Civil War - Points scored for this event are based on the
printed values of WEAPONS and SHIELDS on the ship cards destroyed.

* Lakanta � See species.

Latinum Payoff � This interrupt has revised game text
(clarification): "Plays if Greed aboard your ship when it destroys
another ship in battle (once per destroyed ship). X=3 for each
OFFICER aboard destroyed ship."

* Launch Portal � This doorway does not allow you to break a quarantine.
When it is used during a mission attempt to move an entire crew to a
different ship, the mission attempt will continue from the new ship. If
the crew is split into separate crews (on different ships), only the
crew with the most personnel will continue the mission attempt. If both
crews contain the same number of personnel, the player attempting the
mission chooses which one continues.

* Lumba � This personnel is male (he just appears female).

* Marouk� See species.

Memory Wipe - See multi-affiliation cards.

* Mirror Quadrant [Mir] � This icon, found in the game text of Sherman�s
Peak, will be developed in the Mirror, Mirror expansion set.

* mis-seeds � See Empok Nor.

mission attempt - Interrupts such as Rogue Borg, Emergency Transporter 
Armbands (unless escaping Firestorm) and End Transmission may no longer 
be played between dilemmas as described in the Glossary. See actions - 
interrupting actions.

Non-Aligned ships now require a personnel of Non-Aligned (matching)
affiliation aboard to attempt a space mission.

* mission phase � In this section of the rulebook, the next-to-last
paragraph has been deleted and replaced:

Missions without the universal symbol in their title are 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.

mission requirements - alternate - In order to gain any additional
benefits from an objective that provides alternate mission requirements
(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.

mission solving - timing - The first sentence of this Glossary entry
has been revised: 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.

movement - personnel - Whenever a card or rule allows or requires your
personnel to move (e.g., Security Office, Emergency Transporter
Armbands, walking between sites), you may also move equipment cards.

multi-affiliation cards - If a multi-affiliation personnel whose
skills or attributes are dependent on their affiliation mode is made
Non-Aligned (e.g., by Memory Wipe, Frame of Mind) they may still switch
"modes" as a game action.

Neutral and Non-Aligned � Neutral and Non-Aligned are now considered
affiliations like any other, with the exception that cards with these
icons may still mix and work with cards of any affiliation (except
Borg). This involves important changes to a few rules. See battle,
cloaking device, commandeering, mission attempt, ship staffing,
WEAPONS - using. All other rules on using Neutral and Non-Aligned cards
remain unchanged.

Neutral cards are neither "aligned" nor Non-Aligned.

* objective � When 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.

once each turn - A card whose effect is limited to use "once each 
turn," "once per turn" or "once every turn" can be used only once 
regardless of the number of copies of that card you have in play. Cards 
with a universal icon and cards marked "cumulative" are an exception; 
each copy of a universal or cumulative card with a limited effect may
use that effect once during a turn (as appropriate).

"on planet" - Cards which affect personnel "on planet" also affect 
personnel aboard landed ships or in a planet facility.

Open Diplomatic Relations - This Glossary entry has been deleted.
This objective is not restricted by the new cumulativity rules. See
cumulative.

opposing � This Glossary entry has been deleted and replaced: An
"opposing" personnel or ship is one controlled by your opponent and
which is not cloaked, phased, disabled or in stasis. See unopposed,
Patrol Neutral Zone.

Ops - You may use this site to download a card only if the
destination site itself allows that card to play there (or the card
says it may play at that site). Cards present at a site do not expand
what Ops may download there, and cannot satisfy reporting conditions
on a card being downloaded. For example, The Emissary does not allow
Ops to download any Bajoran to his site, and a Breen or arms dealer
does not allow Ops to download a Breen CRM114 to the Security Office.

* Original Series [OS] � This icon 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
referred to in some older rules documents as a Starship Enterprise
[SE] icon.

out-of-play � See in play.

outpost � If you have no outpost in play, no player may play a card
requiring you to return a personnel or ship to your outpost (e.g.,
Rescue Captives with no Prepare the Prisoner in play, Incoming Message
cards), nor may you choose an effect on a card that would require it
(e.g., replying "five" to Interrogation).

Palor Toff � Alien Trader � The Glossary entry on this interrupt has
been deleted. See discard pile.

passing locations � To "pass" or "fly by" a location (e.g., for
Cargo Bay, Subspace Warp Rift, 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).

* personas - Two copies of the same universal personnel are instances
of the same persona.

  Persona replacement � When replacing a persona, cards affecting the
  first version that cannot transfer to the second one return to their
  owner's hand (and are not discarded, as described in the Glossary).
  See exchanging cards, in play.

  To perform a persona replacement involving dual-personnel cards, you
  must have versions of both personas on that card. For example, you
  must use both B�Etor and Lursa to replace Sisters of Duras (or vice
  versa).

Phased Matter - This dilemma has errata: "Away Team is split into two 
Away Teams (your choice). Larger team is phased and cannot beam until
cured by ENGINEER and SCIENCE in another Away Team on planet."

As with phased ships, phased personnel are both invisible and
untouchable. They are not affected by exterior phenomena (e.g., The
Sheliak), and may not affect non-phased cards (e.g., engage in battle
with non-phased cards, attempt or solve missions). However, they
remain vulnerable to global effects caused by changes in the timeline
(e.g., Anti-Time Anomaly, Stop First Contact).

Phased personnel may not be used to cure this dilemma. This reverses
the Glossary entry on Phased Matter.

Although a phased personnel would be initially unaffected by a
Supernova, they will be killed upon exposure to space (unless they
are Borg or an android).

phasing cloak - This device 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 right through planets and other navigational
obstructions. In game terms, ships with this capability may "phase" or
"dephase" once each turn. (While phased, the ship receives a RANGE
enhancement as indicated on the card.)

Phasing has the same protections and restrictions as cloaking. In 
addition, the ship and crew are not affected by external phenomena (for 
example, Q-Net, Temporal Rift, Supernova, Space-Time Portal and 
Anti-Matter Pod). However, they are still vulnerable to global effects 
caused by changes in the timeline, such as Anti-Time Anomaly and Stop 
First Contact.

Phasing and cloaking are separate game conditions; thus, cards such as 
Tachyon Detection Grid, La Forge Maneuver, T'Rul and the Tachyon Drone
do not affect phased ships (but note that Engage Cloak specifically
states that it also works for phasing). If a ship has both a Cloaking
Device and a Phasing Cloak, it may perform only one cloaking,
decloaking, phasing or dephasing action each turn and it may not be
cloaked and phased at the same time.

points - When points are transferred between players, the changes
in score are treated independently. For example, if one player
nullifies a point loss from Mandarin Bailiff using Bribery, the other
player still gains points. If one player is playing Borg and cannot
gain bonus points, the other non-Borg player will still lose them.

* Q the Referee � When you use this incident to play a Referee card for
free that has a Hidden Agenda icon, you must show the card to your
opponent to verify this before playing it face down on the table.

* Q-Flash � This doorway seeds like a dilemma; it is not used as a
dilemma. It is thus not affected by cards that affect dilemmas. See
card types.

* Q�s Planet � This mission can be solved only once per game. If it is
destroyed after being solved (e.g., by Black Hole, Supernova), and any
copy is subsequently played again by any player, it enters play already
solved, and no cards are seeded there.

Quark�s Isolinear Rods � This incident nullifies cards preventing you
from playing a Q�s Tent only when you are actually playing one. For
example, it will not nullify a Revolving Door on your Q�s Tent side deck
when you are trying to download a card from there.

* ranks and titles � When a personnel�s lore mentions a rank or title
with the prefix "vice," they count as having that rank or title. For
example, Alynna Nechayev (a "Vice-Admiral") counts as an Admiral for
the purposes of Office of the President or Going To The Top.

An earlier Current Rulings entry has been reversed: If a personnel�s lore
indicates they formerly held a rank or title, they do count as having
that rank or title. For example, Bok (a "former Ferengi DaiMon") is
enhanced by Calandra.

Reactor Overload - A player has "processed ore to draw two cards" if 
they created two card draws using the Process Ore objective, even if
they performed other actions such as downloads in place of those card
draws.

Res-Q � The Glossary entry on this event has been deleted. See discard
pile.

return to hand � See in play.

* revised game text - The following cards have revised game text. See
the introduction to the Glossary for more information on revisions. See
the individual Current Rulings entries for the actual revised text.

	Diplomatic Conference
	Latinum Payoff
    Phased Matter
	Sense the Borg
	
In addition, Scanner Interference has been removed from the list of
cards with revised card text (given in the Glossary). 

In the July 28 update of the Dilemma Resolution Guide, 13 dilemmas are
updated with clarifications. These changes have no effect on gameplay,
but simply implement existing rulings directly on the cards. The text of
the changes is available in the Dilemma Resolution Guide, and will be
included in the next Glossary update.

Rishon Uxbridge � This Glossary entry has been deleted. You may play
one Rishon on another Rishon.

* Riva � See species.

Samaritan Snare  � On this mission, the phrase "Federation must
attempt mission if present" includes any ship and crew containing
Federation cards, even if the ship itself is of a different
affiliation. After the mission attempt has ended (even if
unsuccessful), they are free to move away (even on a later turn), but
are required to re-attempt the mission each time they arrive (or
undock from a facility) at the location.

Scanner Interference � This Glossary entry has been deleted. The new
rules for downloading make the errata to this incident redundant.

* scouting locations - Interrupt and Doorway cards may no longer be
played between dilemmas as described in the Glossary. See actions -
interrupting actions. A Survey Drone may acquire artifacts as part of
successfully completing a Borg objective, or later where unclaimed
artifacts that have been placed on a mission are present.

  Scouting Dual-Icon Locations � Only one Borg objective may be
  completed at a dual-icon mission. The mission may be targeted as
  either as a space or a planet location. To scout (or continue
  scouting) a dual-icon mission, you must have both a crew on a ship
  and an Away Team present. Normal rules for scouting planets apply;
  you begin scouting by beaming down a single scout to encounter
  dilemmas and Q-Flashes. If that scout is unable to continue, you
  may send another to pick up where the last one left off, etc.

Security Office - See movement - personnel.

Senior Staff Meeting � The first paragraph of this Glossary entry
has been deleted and replaced:

This interrupt is played "just before" a mission attempt; once played,
neither you nor your opponent may take any other action before the
attempt begins (except valid responses; e.g., Amanda Rogers).

Sense the Borg � This interrupt has errata: "... just entered play.
Download to hand Weak Spot OR ..."

* ship staffing � Delete the last line of this Glossary entry. A Non-
Aligned ship now requires a personnel of Non-Aligned (matching)
affiliation aboard, like all other affiliations, for any of the listed
actions (movement etc.).

Staffing icons on ships must be met by personnel. For example, you may
not use the [OS] icon on a Classic Tricorder to staff a Starship
Constitution.

showing your cards - If the conditions for playing a card in your
hand are dependent upon your opponent's cards, you may ask them to
reveal whether they meet those conditions.

	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.

side decks � Whenever you "draw" (not "take", as on Q�s Tent) 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), it is not defined as a "card play" for purposes
of cards affecting card plays (e.g., 211th Rule of Acquistion, Goddess
of Empathy).

* skills � The third paragraph of this Glossary entry (beginning: "All
skills" refers to everything...) has been deleted and replaced with the
following two paragraphs:

"All skills" refers to everything in a personnel's skill box. When a
card allows a personnel to share, add, double, or select skills, if a
skill is already present in the skill box, the level of that skill is
increased; skills not already present in the skills box are conceptually
added to the end of the skill box for purposes of cards such as Fightin'
Words. For example, if Lt. D'Amato (Geology x2, Archaeology) adds
Geology with a Classic Tricorder, his skills will be Geology x3,
Archaeology; if instead he adds Physics, his skills will be Geology x2,
Archaeology, Physics.

When 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). When a
first-listed skill is "lost" (e.g., to a dilemma), the skill becomes
"empty" (the second skill does not "slide over" to become a new
first-listed skill).

The third paragraph of the following sub-section has been deleted and
replaced with the following:

  Sharing, Adding, Doubling, and Selecting Skills � When adding skills
  (or replacing one personnel's skills with another's, as with
  Impersonate Captive), skill multipliers are retained. For example, if
  Sarek (Diplomacy x3, Mindmeld) mindmelds with Riva (Diplomacy x2),
  Sarek would have the following skills: Diplomacy x5, Mindmeld. (See
  Vulcan Mindmeld.)

"Soong-type android" - A card that specifically says "Soong-type
android" refers only to androids identified in their lore as
"Soong-type" or as being "created by Dr. Noonien Soong."

Spacedoor - When you return an empty ship to hand, any cards on it
also return to their owner's hand (and are not discarded, as stated in
the Glossary). See in play.

* species � Marouk, Riva and Vekor are humanoid. Calandra, Hannah Bates
and Lakanta are human.

stasis � This Glossary entry has been deleted and replaced:

A personnel or ship in stasis is conceptually in "suspended
animation." Cards in stasis may not be used in any way (including game
text, lore, skills, traits such as gender 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 aboard a ship in stasis are also in stasis (unless the Cyber
Drone prevents the stasis). 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, an Aphasia Device will not disable personnel on
a ship in stasis, and cards with a countdown icon or effect (e.g.,
Ketracel-White, REM Fatigue Hallucinations) will not count down aboard
a ship in stasis. However, Writ of Accountability affects a player, so
it will not be suspended if the personnel it is played on enters stasis.

Cards or rules that have a global effect, such as Anti-Time Anomaly and
Borg timeline disruption, will have their normal effect on cards in
stasis. 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 in stasis may not be attacked; they may not be targeted in ship
battle and are excluded from a personnel battle (and may not be
randomly selected to die).

* stealing - When a card allows you to "steal" Equipment cards (e.g.,
Reginod), they come under your control and you use them as your own,
disregarding affiliation/species requirements for use (e.g., "Klingon
use only"). (However, a card which enhances only Klingons, for example,
still enhances only Klingons.) You cannot steal cards that you control.

"stopped" - When a card "stops" personnel for a given 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).

Subspace Schism - This last sentence of this Glossary entry has been
deleted. The draw of a new card is not restricted by the new
cumulativity rules. See cumulative.

Subspace Warp Rift � A ship that stops at the location of this event
to avoid damage is not "stopped" (e.g., it is not prevented from
battling or attempting a mission). A ship that is "relocated" to or
from the location of this event does not incur damage. See passing
locations.

* Supernova � Any cards not affected by Supernova (e.g., staffed
Gomtuu, completed Borg objectives), and any cards in play on them,
are not discarded.

Survey Drone (Sixteen of Nineteen) � See scouting locations.

* tactic � Some cards (e.g., Make It So, Falar) allow you to download a
Tactic card. Tactic cards 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 certain particular kinds of ships, these tactics
cannot be used as your current tactic unless you have the required
ship firing in the battle.

Telepathic Alien Kidnappers - When both this event and any card
forcing your opponent to reveal his hand (e.g., Alien Probe, Ferengi
Bug) are in play, you must allow him to shuffle and conceal his hand
before you make the selection.

Tetryon Field - A ship without Navigation aboard must stop moving at
the location of this event and cannot move for the remainder of the
turn, but is not "stopped" (e.g., it is not prevented from battling or
attempting a mission).

The Big Picture - You may satisfy either requirement of this event at
any point before or after it is played. You are not required to have
solved (or scouted) a space mission and a planet mission at the time it
is played.

The Wake of the Borg - Because this interrupt does not specify it can 
affect landed ships, they are not destroyed by it.

time location - The second paragraph of this Glossary entry has been
deleted and replaced:

You may not play a time location unless the corresponding spaceline
location is in play. The lore of each location will identify this
relationship. For example, the mission Agricultural Assessment corresponds
to the time location Sherman's Peak; both take place at Sherman's Planet.

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 to the time location itself (if it is a planet location), in orbit
of the location (if reporting a ship or facility to a planet location),
aboard any of your compatible ships or facilities there, or aboard any
opponent's facility you are allowed to use (e.g. Deep Space Station K-7).
When reported in this manner, you do not need an open Alternate Universe
Door or Space-Time Portal, as would be required to report the card
normally.

* time travel � Time traveling is not inherently restricted to
"corresponding spaceline location" unless this is specified. Thus, the
Orb of Time allows you to relocate from any spaceline location (in any
quadrant) to any timeline location, or vice versa. It also allows
relocation between two time locations.

tournament scoring - forfeited games - If you "lose the game" due to
an opponent's Writ of Accountability, you receive a score of 0 (-100).
Your opponent receives a score of 2 (+100). If both players forfeit a
game (e.g., both fail to show Devidian Door, or one fails to show a
Devidian Door and the other loses to Writ of Accountability), the game
is scored as a true tie.

towing - A ship being towed cannot be used to tow another ship.

* Tribble � A card type which comes into play only through a Tribble
side deck. Tribble cards represent single tribbles and groups of 10,
100, 1000 etc. They may report or breed as noted on each card.

You may play one Tribble card each turn per group of tribbles. 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. 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.

The small Tribble cards � 1 Tribble and 10 Tribbles � may be carried
like equipment (as implied by the images on the cards) by either
player�s personnel. Each personnel may carry only one small Tribble
card; when they eventually "drop" it, they are "stopped."

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).

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. Each version is
treated as the same card in the Star Trek Customizable Card Game (they
are not cumulative); the special icons are instead used in the Tribbles
Customizable Card Game(TM).

* Tribble side deck � Your Tribble side deck is an optional customized
side deck of special cards separate from, and in addition to, your normal
game deck. It is shuffled and placed face down on the table, then
"opened" during the doorway seed phase by the Storage Compartment Door
card. This Doorway card is placed face up on top of your side deck and
counts as one of your seed cards (the face-down cards in the side deck
do not count toward the 30/30 rule).

Your Tribble side deck is made up of two card types, Tribble cards and
Trouble cards. You can have as many Tribble and Trouble cards in your
side deck as you like, even duplicates. 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. (Tribble and Trouble cards come into play
only via this side deck; you cannot stock them in your draw deck or Q�s
Tent.)

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.

* 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.

* Trouble on the Bridge � When this Trouble card is present on a ship
with more than 10 personnel in its crew, that crew may not attempt
missions.

unopposed � This Glossary entry has been deleted and replaced:

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.

variable attributes - 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, the owner 
of the card may choose one of the listed values at that time - it is
not necessary to specify one in advance. Whenever the special skill is 
unusable (for example, because of Brain Drain or Hate Crime), the 
attribute is undefined and thus treated as zero (like Mortal Q's
CUNNING).

Wake of the Borg, The - See The Wake of the Borg.

Wartime Conditions - Delete from this Glossary entry both the last
sentence of the first paragraph and the second sentence of the second
paragraph. Non-Aligned is now an affiliation, so this event now allows
your Federation forces to attack Non-Aligned forces if a Non-Aligned
ship attacked your Federation ship. Also, this event no longer destroys
any treaties when it is played.

WEAPONS � using - The first paragraph of this Glossary entry has been
deleted and replaced:

You cannot use your ship's or facility's WEAPONS for any purpose unless
it is uncloaked 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.)

white deprivation - Even when disabled, a white-deprived Jem'Hadar is
still subject to death by random selection as described in the Glossary.
They do not, however, initiate battle when disabled.

White-deprived personnel will even attack captives, belonging to either
player, if present.

Wormhole - This interrupt plays as a ship "begins to move." The
movement is already having its results and is past the optional
responses step, and thus cannot be targeted by responses to the
declaration of movement (e.g., Establish Tractor Lock).

Writ of Accountability - If an opponent's action directly causes you
to score points from your own dilemma, you are not yourself considered
to have used the dilemma to score points. For example, an opponent
"posting bail" to your Mandarin Bailiff or losing a personnel with your
Vendetta in play on it does not count as a dilemma you used to score
points.

Dilemmas in your point area that were "wagered" using Dabo count as
dilemmas you have used to score points. See Horga'hn, tournament
scoring - forfeited games.


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