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Rulings Updated: 03/26/01

INTRODUCTION | CHANGES & CLARIFICATIONS | RULINGS A-G | RULINGS H-Z

*The new Current Rulings are available in print-quality PDF and easy to print TXT formats.

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.

* Make It So - This incident does not restore a ship's RANGE when it "unstops" the ship (and crew).

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.

If you use this incident to place a dual-personnel card in your point area, you score points only for the INTEGRITY of each individual on the card who has Honor x2. For example, if Sons of Mogh are killed in battle, you score points only for Worf.

"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.

* quarantine - Delete the second paragraph of the Glossary entry. No card overrides a quarantine unless it specifically says it does.

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 who played the card or who encountered the dilemma or Q-icon 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 report 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.

* Scout Encounter - If the ship you download with this dilemma is landable, it may "move away" by landing on the surface of a planet at the same location. (It may not move to another location and then land.)

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:

  • Cards with a [MQ] icon.

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). Equipment cards may be reported without regard to the requirement for Navigation skill, which applies only to personnel.

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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