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:
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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