RULINGS
headquarters - When a
headquarters allows a Personnel card to play "here"
for free, that
personnel must report inside the headquarters (as with normal
reporting
using your card play). The term "here" appliesto the free
play of HQ cards, which
can play anywhere at the location (e.g., on
the homeworld, or on a personnel aboard
a ship or facility at the
homeworld).
"here" - See
headquarters.
Hero of the Empire - All Alpha
Quadrant missions
are affected by this objective, even if completed
by [MQ] personnel. See mission.
Homefront -
This incident has no effect on headquarters game text
allowing
seeding or playing of the headquarters or co-existence with another
facility,
or on normal reporting to the headquarters. A player
without 4 SECURITY on the
planet is prevented only from using text
allowing free card plays and The Great
Link's text keeping
Ketracel-White from counting down.
A SECURITY personnel
downloaded with this incident may not report for free
using the text
of a headquarters or other card. Your normal card play is an explicit
cost of the download.
Hunter Gangs - See zero,
dilemma resolution - targets.
in play - If a
card in play is seeded (e.g., with Q-Type Android),
it is no longer
"in play."
When a personnel or ship leaves play by
discarding or returning to hand (except
as an exchange), draw deck,
or a side deck, all previous effects on that card
are cancelled
(except use of a once per game function). If the same card
is
reported again, treat it as if it were a new copy of the card being
reported.
For example, replayed cards are "unstopped," a ship is
undamaged and any RANGE
used this turn is restored, a personnel is
no longer affected by Frame of Mind,
and one who has already
"walked" this turn can walk again.
Incoming Message:
Attack Authorization - If you use this interrupt
to attack your
own ship when using a Battle Bridge side deck, you may draw and
use
a current tactic. The single current tactic applies to both the
attacking
and defending ships. However, if either of your ships is
damaged, damage is applied
as usual from your opponent's
Battle Bridge side deck (or rotation damage
if he has no side deck).
infiltration icon -
- Whenever any of the
opponent's personnel present beam, walk, relocate, attempt
a
mission, participate in personnel battle, etc., your infiltrator may
choose
whether or not to participate.
- Your infiltrator may
also move independently during your opponent's turn
(or your own
turn) by beaming, walking, etc. He may control the opponent's
transporters
and SHIELDS long enough to move or beam himself to,
from or between your opponent's
ships, outposts, etc.
Mirror versions of personnel are not impersonators. See
persona - Mirror
versions.
infiltrator - A
personnel with an infiltration
icon is not an infiltrator
unless he is actually infiltrating the opponent's cards.
A personnel
who is infiltrating cannot oppose the opponent's
cards.
Issue is Patriotism, The - This Q-icon
interrupt
forces you to initiate a battle only if opposing
ships or Away Teams are already
present together at any location; if
not, discard the interrupt without effect.
You are not required or
allowed to move a ship or personnel to another location
in order to
initiate battle. "Opposing Away Teams" may include any two groups
of
opposing personnel, whether crew or Away Team.
Kira
Nerys - This personnel's fourth skill is Navigation x2 and she
is a former member of the Shakaar resistance cell. The Reflections
foil version
is misprinted ("Navigation" and "Skakaar") and should
be treated as though it
has the same text as the original non-foil
Deep Space Nine version.
Klingon/Cardassian Alliance icon
[KCA] - This icon indicates members
of the dominant mirror
universe power in the 24th century. It is a special staffing
icon,
and also has other uses defined by cards in the Mirror, Mirror
expansion
set.
Klingon Outpost - See outpost.
leaving play - See in play.
Live Long and
Prosper - If this interrupt returns to your hand a personnel
who
scores points upon dying (e.g., Aamin Marritza), you do not score the
points.
Major Rakal - This personnel's attribute
adjustments in Federation
mode are a special skill. See Assign
Support Personnel.
Masaka Transformations -
Replace the Glossary entry with the following:
If you have
earned an artifact that is placed on the bottom of your draw deck
due to this event, you may still play that artifact if you later
draw it back
into your hand. However, if you have additional copies
of that artifact in your
draw deck, you must notify your opponent of
that fact at the time you place the
artifact under your draw deck,
and you must be able to verify that the copy you
draw is the same
copy that you placed under your deck. (For example, you might
mark
the face side of the artifact with a slip of paper in its sleeve.)
Your opponent
may request that the tournament director look through
your deck to verify whether
you have additional copies and if so,
that the earned one is distinguishable from
the others.
Mining Survey - If you add an affiliation icon to this mission
(e.g.,
a [Fer] icon with Bribery), you may attempt it with that
affiliation without controlling
a Nor with Ore Processing Unit
there.
* Mirror Image -
This event is a successful probe for an [Ev] or [HA] icon,
even though the icons appear reversed.
Mirror Quadrant
icon [MQ] - Personnel, ships, and facilities with this
icon are
native to the Mirror Quadrant. See native quadrant. Missions
with an
"M" symbol in their point boxes may be seeded only on the
Mirror Quadrant spaceline.
mirror universe - The
mirror universe is represented by the Mirror Quadrant.
(The normal
universe is represented by the Alpha, Gamma, and Delta Quadrants.)
In general, the Mirror Quadrant functions exactly like other
quadrants (for example,
to report a card to a facility, both the
card and the facility must be native
to the quadrant; cards that
allow travel between "normal" quadrants also allow
travel to and
from the Mirror Quadrant). Cards that are physically in one universe
(on a spaceline) do not normally affect cards in the opposite
universe. For example,
closing Bajoran Wormhole: Mirror Universe
does not affect movement through the
Bajoran Wormhole between the
Alpha and Gamma Quadrants.
However, when game text refers to
cards matching the affiliation of a homeworld
(or vice versa), it
applies only to cards that are also native to the universe
of the
homeworld. For example, HQ: War Room on the mirror-universe Bajor
will
enhance the attributes of your [MQ] Bajorans, but not your
Alpha Quadrant Bajorans
(regardless of which quadrant the personnel
are located in); Homefront on mirror-universe
Bajor will allow you
to download only [MQ][Baj] SECURITY personnel; downloading
cards
with Defend Homeworld depends on your [MQ][Baj] card being attacked
at mirror-universe
Bajor; and Assimilate Homeworld requires a
counterpart matching the homeworld's
universe and
affiliation.
Also, if an Assimilate Homeworld objective is
completed on Bajor in the mirror
universe, mirror-universe Bajorans
may not report to any outpost for the rest
of the game, but
normal-universe Bajorans are not affected and may still report
to
outposts in the normal universe. If completed on Cardassia Prime,
normal-universe
Cardassians may not report to any outposts for the
rest of the game, but mirror-universe
Cardassians are not affected
and may still report to outposts in the mirror universe.
Borg
timeline disruption does not affect cards native to the mirror
universe.
See Stop First Contact, Hero of the
Empire.
Some cards refer to "opposite quadrant;" the
Alpha Quadrant is the opposite of
the Mirror Quadrant, and vice
versa.
mission - You may not reduce a mission's
point value to less than zero (e.g., with The Sheliak and Hero of
the Empire).
A mission without a point box has no point value (it is
undefined) and thus is
not affected by cards that change mission
point values.
mission attempt - To begin or continue a
mission attempt, or to complete the
mission, at least one crew or
Away Team member must match one of the mission's
affiliation icons
(if any); other (non-matching) personnel in the crew or Away
Team
can assist in the attempt. (Also, to attempt a space mission, at
least one
crew member must match the ship's affiliation. The ship
does not have to be staffed
for movement or match the mission's
affiliation.) If you lose all matching personnel
during the mission
attempt, the mission attempt ends. (However, if you remove
all
matching personnel during a dilemma encounter with a card that
suspends play,
such as Flight of the Intruder, but other
non-matching personnel remain, the dilemma
resolves normally with
the remaining personnel before the attempt ends.)
Mission Fatigue - See combo dilemma.
Mission
II - (The following rules apply to standard constructed-deck
play. Some special rules, described in the Warp Speed rules
supplement, apply
to Warp Speed sealed-deck format
play.)
Each of these double-sided Mission cards has a
built-in wormhole or outpost. (See
card type.) They seed
normally, and you may choose which side to have face-up
initially.
However, when you are using one or more double-sided missions, you
must notify your opponent, and after you shuffle your mission stack
he or she
is allowed to see whether a double-sided card is on top
and choose whether or
not to cut the stack. See Borg -
cooperation.
Each Mission II represents the same location
as the corresponding original mission.
For example, Secret Salvage
and Secret Salvage II both occur at Wolf 359. Thus,
you may not
include both versions in your mission selection and if one player
seeds Secret Salvage and the other seeds Secret Salvage II, they
must overlap
each other because they are duplicates of Wolf 359. If
you solve such a mission,
you score the points on your Mission card.
Cards that specifically work with the
original mission work with the
corresponding Mission II; for example, Timicin
scores 10 points if
he helps solve either Test Mission or Test Mission II. ("Typhon
Expanse" and "Beta Stromgren" are corrections of misspellings on the
original
missions, and are the same locations as "Typhone Expanse"
and "Beta Stromgen.")
Built-in Outpost: Mission II
outposts do not prevent you from seeding other
outposts of the same
affiliation. For example, you could seed one Secret Salvage
II, one
Explore Black Cluster II, and one Klingon Outpost card. However, you
may
not establish a regular outpost at a location where you have a
face-up built-in
outpost or vice-versa.
Cards that work with
regular outposts, such as Spacedoor, work normally with built-in
Mission II outposts. If the outpost is destroyed, any cards in play
on the outpost
are discarded when the mission is flipped
over.
If a built-in outpost must be placed out-of-play (e.g.,
a Federation outpost when
the Borg disrupt the timeline), the
mission should be flipped to the back side,
placing the outpost
conceptually out-of-play (it may not be rebuilt for the remainder
of
the game).
To show that a ship is docked or that personnel
are aboard a built-in outpost,
place those cards so that the mission
partially overlaps both the seed cards and
your cards aboard or
docked at the outpost.
Built-in Wormhole: You may move
in either direction between your [Wmh]
mission and a non-[Wmh]
mission where you play a Wormhole interrupt. You may not
move
between your opponent's [Wmh] mission and a non-[Wmh] mission. If
your opponent
nullifies your Wormhole interrupt, your ship does not
move through the wormhole
and you do not flip the [Wmh] mission. You
may not discard a Space-Time Portal
as the Wormhole interrupt (it
may be discarded only as the second Wormhole interrupt
of a
pair).
If you move between two of your own [Wmh] missions,
flip only one of them (your
choice). If you move between your [Wmh]
mission and your opponent's [Wmh] mission,
flip only your own
mission.
movement - A ship flying by a location
cannot affect, and is not affected
by, cards at that location, even
if an action suspends play at the moment the
ship is passing the
location. For example, if play is suspended when a ship is
passing
the Nebula mission and the opponent scores points while play
is
suspended, that ship does not face a
dilemma.
multi-affiliation cards - When a
multi-affiliation personnel is aboard
your ship or facility, you may
not change the affiliation of either the Personnel
card or the
ship/facility if it would cause that personnel to be placed under
house arrest. You must remove the personnel from the ship/facility
before changing
its affiliation. You may not simultaneously change
the affiliations of one or
more Personnel cards, ships, and/or
facilities; each change is a separate game
action. Thus, if the
Sisters of Duras are aboard the Cha'Joh, both in Romulan
mode, you
may not change either the Sisters of Duras or the Cha'Joh to Klingon
mode without removing the Sisters first.
* Multidimensional Transport Device - This
equipment may be beamed along with the personnel it is affecting, or
left behind. See corresponding, mirror
universe.
Navigate Plasma Storms - This
objective's probe result applies to each
Badlands Region where there
is a ship. Thus, for example, any facility in the
mirror Badlands
Region is not affected by a flare-up or maelstrom unless there
is a
ship there.
Nebula - See movement.
* Nightmare - This incident is not
nullified if the number of cards in hand is momentarily reduced
below the number of stored cards during the resolution of a card such
as Masaka Transformations.
No Way Out - This incident
does not force you to initiate battle. If your personnel are involved
in a battle while it is in play, mortally wounding or stunning is not
optional.
"not repeatable" - See combo
dilemma.
Obelisk of Masaka - You may use this
incident to download Masaka Transformations
only during your own
turn ("once each turn").
"opposite" - See
persona, mirror universe.
outpost - The card
titles of the Bajoran, Borg, Cardassian, Federation,
Ferengi,
Husnock, Klaestron, Klingon, Neutral, and Romulan outposts have been
revised to explicitly include the word "Outpost." In addition,
all outposts have
an implied
symbol in the card title. These revisions will be incorporated into
any reprint
of these cards. Thus, the card titled "
Klingon Outpost" from the Trouble With Tribbles preconstructed deck
is the same
card as the Premiere outpost titled "Klingon," and you
may seed only one of the
two.
outpost - built-in -
See Mission II.
Panel Overload - You may
use only one copy of this incident to kill
a Computer Skill
personnel each time your opponent plays a Scan or Full Planet
Scan.
See cumulative.
persona - Add the following to
the Glossary entry:
Mirror versions - A personnel who
has a bold italic persona
name in its lore, and a
mirror quadrant icon, is a mirror version, not
a true
version, of that persona. You may have both in play at the same time.
Regular
version(s) of a persona are called the opposites of
the mirror version,
and vice versa. For example, the mirror universe
personnel Mr. Quark is the opposite
version of both Quark and Quark
Son of Keldar, and he does not qualify as a Quark
unless the
reference is to "any Quark." (Opposite versions may not replace each
other using the persona replacement rule.)
persona -
persona replacement - See Add Distinctiveness.
personnel - seeded - Replace the Glossary entry with the
following:
Some game text allows you to seed Personnel cards
under a mission (e.g., Cryosatellite,
Rescue Prisoners, Tora Ziyal,
Q-Type Android). Such cards are seeded face-down,
like artifacts,
and are earned when the mission is solved or a Borg objective
targeting the mission is completed. (Mirasta Yale is an
exception, because
her text states she seeds like a dilemma; she is
earned when encountered.) Seeded
personnel that you own join your
crew or Away Team, if compatible; otherwise they
are placed under
house arrest (on a ship) or form a a separate Away Team
(on a
planet). Seeded personnel owned by your opponent become your
captives. See
capturing, mis-seeds.
Phased
Matter - See Thine Own Self.
pooling
skills- This phrase (e.g., on Blood Screening) refers to two
or
more personnel combining their skills together for a dilemma,
mission, etc.
Prepare Assault Teams - Activating this
objective is a valid response
to the initiation of personnel battle,
activating all its text. You may download
a weapon or use SECURITY
as a leader even if you do not split your Away Team.
probing - Add the following to the next to last paragraph in
the Glossary
entry:
Also, you may not probe to complete
any Borg objective (except one that says
"immediately probe") if
your Borg participated in any battles at the location
of the
objective's target during your current turn or during your opponent's
previous
turn.
Q-Continuum side deck - If you
encounter one copy of a Q-icon dilemma seeded
under a mission (using
Beware of Q) and another copy during a Q-Flash at the same
mission,
both cards have their effect.
*
Q-Net - See adjacent.
Q the Referee -
Activating this incident does not suspend play and
is not a
valid response to any action. You may activate it only between other
actions. The incident must already be face up before you may suspend
play to download
another [Ref] card.
* Q-Type Android - If a dual-personnel card
containing an android and
a non-android is selected for the first
function of this Q-dilemma, the species
of both personnel are
altered. The android becomes human and the non-android becomes
an
android.
When your Personnel card is seeded by your opponent
under Q's Planet with
the second function, it is no longer in
play until earned when the mission
is solved. See personnel -
seeded. If two copies of the same personnel
are seeded there,
the second one encountered will be a mis-seed and placed
out-of-play (if revealed by your opponent, he cannot solve the
mission).
The first function of this Q-icon dilemma can
affect a Borg. Their biological distinctiveness or species becomes
android and their STRENGTH is +4. (However, they still can not
trigger or be affected by a dilemma that is triggered by or affects
androids.)
Q's Planet - Treat this Q-icon mission like
a unique mission in case of
duplication. If you attempt to play a
copy of Q's Planet when your opponent's
copy is already on any
spaceline, place your copy on top of the one already in
play. It is
treated by both players as "their" mission for all purposes,
including
Fair Play. See seed phases.
* Quantum Fissure - A cloaked ship present
does not keep you from passing this dilemma. See cloaking and
phasing.
Radioactive Garbage Scow - When this
dilemma is encountered and placed
on the spaceline, the mission
attempt ends immediately. The ship and crew (or
Away Team, when
encountered on a planet in the Female's Love Interest & Garbage
Scow
combo dilemma) are not "stopped," because the dilemma has no
conditions.
* random selection -
Random selections are always specified as such. If a card
does not specify a selection method, it is the choice of the player
playing or owning the card. For example, Brain Drain says, "Removes
all skills and CUNNING from any one personnel..." You choose the
personnel when you play Brain Drain.
Reactor Overload -
There are no conditions for placing this incident
on a ship or
facility for the second function. The incident is "used" and returns
to hand even if there are no androids, [Holo] personnel, etc. aboard
to affect.
Regent Worf - When this personnel assigns
a new matching commander
to a ship, this supersedes the
ship's previous matching commander, if it had one.
(The assigned
personnel must match the ship's affiliation.) The assignment remains
in effect until he reassigns it, even if Regent Worf is no longer
aboard that
ship or leaves play. Matching commander assignments are
for specific copies of
a Personnel card and a Ship card; they do not
extend to other copies of a universal
ship or personnel.
replacing cards - See exchanging
cards.
report with crew - When a ship's text
allows it to report with crew, you may
not use that text in
combination with game text allowing the ship to report in
some other
way. For example, if you download Bajoran Raider with Hidden Fighter,
it may not report with crew.
*
reporting for duty - A ship, even if landable, always
reports in space unless a card specifically allows or requires it to
report landed. For example, you may not report a Rebel Interceptor landed, but a Romulan Shuttle downloaded with Hidden Fighter must repor
t landed ("Downloads ... to your Away Team on a planet"). See
exchanging cards.
re-selecting skills - You
may re-select the added skill for only one
Classic Tricorder, one
Classic Medical Tricorder, and one Classic Communicator
each turn,
regardless of how many copies of each you have in play. See once
per turn. Re-selecting is executing orders and may not interrupt
another action
(e.g., you may not re-select during a mission
attempt).
return to hand - See in play.
revised text - Add to the list in the
Glossary:
Disruptor Overload
Distortion
Field
Thought Fire (revised text is already in the
Glossary)
Royale Casino: Slots - If
Mickey D. is in the Away Team that encounters
this dilemma, he wins
5 points.
Search for Rebels - See card
titles.
seed deck - Your seed deck has two parts:
up to 30 "counted" seed cards (dilemmas,
artifacts, and any other
card allowed or required by game text to seed), which
do not seed
for free, and missions and sites, which seed for free and should be
kept separate from the 30 "counted" seed cards throughout the seed
phases. Site
cards included in the "seed for free" portion of your
seed deck may not be used
as bluffs, either by mis-seeding under a
mission or by representing them as possible
seeds during the dilemma
phase. They may only be seeded on a Nor or placed out-of-play
at the
end of the seed phases. If you choose to include sites in your 30
"counted"
seed cards, they may only be mis-seeded as a bluff or
placed out-of-play. Site
cards may not be moved between the "seed
for free" and "counted" portions of your
seed deck; this constitutes
an illegal change to your deck.
seed phases - mission
phase - There may now be up to three spacelines,
representing
the Alpha, Gamma, and Mirror Quadrants. The Mirror Quadrant is seeded
in the same way as the other quadrants.
ship staffing
- Add [KCA] (Klingon/Cardassian Alliance) and [TE] (Terran
Empire)
to the list of special staffing icons.
species -
"Terran" personnel are human.
stealing - While stolen
equipment may be used without regard to affiliation/species
requirements for use, other requirements for use of the equipme nt
must still
be met. For example, a Romulan Cloaking Device only
functions on a Romulan ship,
or an [OS] ship with 2 ENGINEER aboard.
Stefan de Seve - See Assign Support
Personnel.
Stop First Contact - Add to the list of
cards which are protected from
the effects of timeline
disruption:
Humans
and Federation cards which are not protected by [AU] or [MQ] icons
are
not protected by being in the Gamma, Delta, or Mirror Quadrant
when the timeline
is disrupted.
"stopped" - When an
entire Away Team or crew is "stopped" by failing
to overcome a
dilemma with conditions (e.g., Chula: The Dice), by a dilemma that
does not have conditions, but specifically says it "stops" an entire
Away Team
or crew (e.g., Sarjenka), or by participating in battle,
any Equipment cards in
that Away Team or crew are also "stopped."
When specific members of a crew or
Away Team are "stopped" by a
dilemma or other card that specifically "stops" only
selected
personnel (e.g., Lineup), any Equipment cards are not "stopped" (even
if the selected personnel are the only ones in the Away Team or
crew).
Storage Compartment Door - Drawing the three
cards allowed by this
doorway is executing orders and must take
place after the card play segment of
your turn. The cards drawn are
not part of your hand and must be either played
or discarded (face
up under your Tribble side deck) immediately. See card draw,
card
play, tribble.
Subspace Transporter - If the
personnel beamed aboard an opponent's
ship using this event takes a
captive (e.g., Ilon Tandro, or using Captured),
you may not beam the
captive back. Only your Treachery personnel (and any equipment
he is
carrying) may be beamed. See capturing.
Supernova
- If a mission that corresponds to a time location in play
is
destroyed by this event, the time location is unaffected. See
Temporal Vortex.
support personnel - See
Assign Support Personnel.
*
Tantalus Field - You may not use this artifact to kill a
personnel if either the artifact or the potential victim is aboard a
cloaked ship. See cloaking and phasing.
Tekeny
Ghemor - For purposes of this personnel's special skill, a
"Cardassian
player" is one who has seeded or played any
Cardassian-affiliation cards (or attempted
to do so). Cards seeded
face down by your opponent must be earned or acquired
before they
count. Multi-affiliation cards count only if your opponent has used
the card in Cardassian mode. A card that you seeded or played, even
if subsequently
controlled by your opponent, does not count.
For example, you may use this skill to look at your
opponent's hidden agendas
if he seeded a Cardassian Outpost or Nor;
attempted to seed Terok Nor (but you
seeded Deep Space 9 or Terok
Nor first); played any Cardassian-affiliation ships
or personnel
(even if they are no longer in play); or earned Garak from a
Cryosatellite
and selected (or later switched him to) Cardassian
affiliation. However, if you
report a Cardassian to his Away Team
with The Naked Truth, that does not make
him a "Cardassian player."
Temporal Vortex - If a mission that corresponds to a
time location
in play is destroyed by a Supernova, the location
remains the "corresponding spaceline
location" for time
travel using this doorway. The Borg Ship dilemma does not attack
when reappearing from this doorway, whether the countdown expired or
the doorway
was "closed."
Terran - See
species.
Terran Empire icon [TE] - This icon
indicates Terrans (and their allies)
from the mirror universe. It
includes 23rd-century personnel as well as the 24th-century
"remnants" of the Terran Empire known as the Terran Rebellion. It is
a special
staffing icon, and also has other uses defined by cards in
the Mirror, Mirror
expansion set.
Terran Rebellion HQ
- When this facility is in play at the Search for
Rebels mission
location, that location becomes a homeworld for all Federation
cards
with a [TE] Terran Empire icon, and thus may be targeted by cards
such as
Assimilate Homeworld and Gold-Pressed Latinum.
Thine Own Self - The personnel "lost" to this interrupt are
still an
Away Team and are vulnerable to Anti-Time Anomaly, Risky
Business, Dal'Rok, etc.
They are placed under the mission only as a
marker of their "lost" status and
are not considered seed cards that
can be discarded with Ajur or Boratus.
You may play this
interrupt on personnel phased by the Phased Matter dilemma.
You may
not play it on an Away Team at a time location, because it requires
you
to place them under a mission.
Transporter Mixup
- Because a group of personnel
beams simultaneously, all four of the
personnel discarded by this incident are
considered to leave play
simultaneously (the cards are still placed in the discard
pile one
at a time so the opponent can see them). See exchanging
cards.
tribble - You may play only one Tribble
card
to each of your tribble groups each turn, whether the cards
were drawn from your
side deck or downloaded by playing a Storage
Compartment Door.
When a personnel carries a small Tribble
card, he is not required to put it down
(and be "stopped") while he
performs other actions, such as attempting a mission.
Tribble cards from the Tribbles Customizable Card Game may
not be used in the
Star Trek Customizable Card Game, because they
have no game text allowing them
to play.
When you "breed" a
large tribble card, the tribbles required to breed that card
remain
in play. For example, you breed 100 Tribbles where you have a 10
Tribbles
card; the 10 Tribbles card does not leave play.
You
may not report or breed tribbles at your opponent's Delta Quadrant
Borg outpost
(or aboard any ship there). However, if your opponent
moves his ship to the Delta
Quadrant with your tribbles aboard, you
may continue to use the game text of those
tribble cards to "stop"
personnel, etc.
A Borg player may beam large tribble cards
between his opponent's ship and his
own ship (if the Transport Drone
allows beaming cards through SHIELDS). The opponent
must allow the
Borg player to see the tribble cards to select one or more for
beaming.
Tribble Bomb - Your Barry Waddle must be at
the same location as your tribble
group to allow you to play this
incident (not just to play it for free).
This incident
cannot be moved except as allowed by Trouble... in the Transporters,
even when Tribble cards from the tribble group where it is played
are carried
or beamed.
Trust Me - A Borg player may
use this Q-event to place non-Borg personnel
or ships in his discard
pile and may use them normally if retrieved to hand.
turn - If a card such as 35th Rule of Acquisition
allows you to draw
a card at "end of each turn" when conditions are
met (but does not say it is an
extra or additional card draw), it is
the result of an "end-of-turn" action, which
must take place before
your normal card draw which ends your turn. However, if
a card
allows an "extra" or "additional" card draw at the end of your turn
(e.g.,
The Traveller: Transcendence or Quark's Bar), it is a
modification to your normal
card draw, and thus is not an
"end-of-turn" action.
* Type 18
Shuttlepod - When this ship reports with crew "to your
Defiant-class ship," it reports to the same location in space (not
aboard).
Ultimatum - To score points with this
objective, at least one of your
ships firing WEAPONS in the battle
that destroys the ship must be a Dominion ship.
See affiliation
and ship origin.
unique and universal - Although
Q's Planet is marked "Not duplicatable,"
it is treated like other
non-universal missions in case of duplication (the second
copy is
stacked on top of the first and the location is treated by both
players
as "their" mission).
VR Headset - This Equipment
card aboard your
[Dom] ship does not allow you to download a Vorta
as its matching commander using
Ready Room Door. The Vorta is not
the matching commander until he is present with
the VR
Headset.
We Look For Things - When you discard this
incident to "acquire" a
card enhancing the attributes of an opposing
ship, you must immediately place
the card in play. An Equipment card
is relocated to your Pakled ship; an Event
card is played on your
side of the table or on one of your suitable ships at the
location,
as appropriate.
Wormhole - This interrupt is a valid
response to a normal ship movement
using time travel, e.g.,
with the first function of Temporal Vortex.
Wormhole -
built-in - See Mission II.
Writ of
Accountability - Activating this incident to place it on a
[Fer]
FCA personnel already in play is a valid response to any of the
actions
that cause your opponent to lose the game. Activating it to
download an FCA personnel
is not a valid response to those actions
and thus may be done only after your
opponent's action is complete,
and only if your opponent did not already win the
game by completing
his action.
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