RULINGS
Handshake - When you play this incident
for its first function, the number of cards you have in hand includes the Handshake
card.
Harness Particle 010 - This objective does not allow you to download Omega Particle without playing it on an outpost. If this objective doubles the point box of an objective that has points added by Resistance Is Futile, add points first and then double. See doubling.
He Will Make An Excellent Drone - Replace the glossary entry with the
following:
Converting a counterpart to a drone with this interrupt (either a Borg pre-assimilated counterpart or your opponent's personnel that you assimilated as a counterpart) transforms the counterpart as if he were being assimilated as a drone. That is, it retains its existing three subcommand icons and its attributes become 7-7-7. See assimilation.
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.
Hidden Fighter - This interrupt downloads a ship to your Away Team on a planet surface (outside a facility or landed ship).
Hippocratic Oath - Replace the second paragraph and bullet list in this glossary entry with the following:
To pass this dilemma, the most CUNNING MEDICAL personnel must be able to relocate to another planet and still have MEDICAL skill after relocating. If he is unable to meet these conditions (e.g., a holographic personnel without a Mobile Holo-Emitter, or a Borg which has MEDICAL skill through skill-sharing), or if there is no MEDICAL present, the Away Team or crew is "stopped" and the dilemma is replaced under the mission. (You may not choose to relocate a MEDICAL of lower CUNNING.) If the most CUNNING MEDICAL is an OFFICER enhanced by a Medical Kit, the Medical Kit must relocate with him.
Holodeck Door - If this doorway is in play on a facility, it allows your compatible [Holo] cards to report aboard regardless of quadrant. The doorway is providing the "place to report," not the facility.
holographic personnel and equipment - Holographic [Holo] personnel and equipment enter play and move normally, but they can only exist aboard ships and facilities; they are deactivated if the ship or facility they are aboard does not have a Holodeck they are allowed to use. (A deactivated personnel is disabled; a deactivated Equipment card may not be used in any way.) However, a hologram who is wearing a Mobile Holo-Emitter does not need a Holodeck and is not confined to ships and facilities. If their Emitter is removed when they are not aboard a ship or facility, they are erased (discarded).
Your deactivated hologram may be reactivated during one of your subsequent turns (if aboard a ship or facility with a Holodeck, or wearing a Mobile Holo-Emitter) by any of your "unstopped" personnel present (even another active hologram). (A hologram reported in a deactivated state may be activated on the same turn.)
- Death and Destruction: When a holographic personnel would normally be killed (or a holographic Equipment card would be destroyed), whether by battle or by a card, they are instead deactivated. (A hologram that is "discarded" or "erased" goes to the discard pile.) If a ship or facility is destroyed, any holographic cards aboard are discarded.
- Dilemmas: If a dilemma (or other card, such as Escape Pod) requires a hologram to leave a ship or facility without immediately boarding another one, they instead deactivate (unless they are wearing a Mobile Holo-Emitter).
- Battle: "Holographic safety protocols" normally prevent holograms from killing other personnel. They may stun (but not mortally wound) non-holographic adversaries. If total STRENGTH at the end of a battle is entirely derived from holograms, they may win the battle but may not kill an opposing personnel.
- Intruders: When intruders are aboard a ship whose crew is all holographic, they may erase (discard) all holograms aboard that ship.
- Assimilation: Borg do not assimilate (or target for assimilation) holographic personnel. Exclude holographic personnel from any selections for abduction or assimilation.
Except as noted above, holographic personnel should be treated exactly like normal personnel. They do not require any "supervision" from other personnel when staffing ships, attempting missions, etc.
Regardless of their appearance or lore, the true species of all holographic
personnel is "hologram." Thus, Sumek may not use a Vulcan
Nerve Pinch, nor may Data if a [Holo] icon has been
added to him by Holoprogram: 221B Baker Street. Holograms
may still use game text relating to affiliation. For
example, when in Hirogen "mode," Iden may use a Hirogen
Talon.
* Holoprogram: 221B Baker
Street - When a personnel is placed on this
incident, your copies do not have a [Holo] icon until
after they are in play; you may not report them as [Holo]
personnel (e.g., to a ship with a Holodeck Door).
Holoprogram: The Office of Dixon Hill - If your opponent chooses the first option when you use this incident to request "the item," and you choose not to play the card (or if you cannot legally play it), you may not draw a card.
* Holo-projectors - Errata:
Plays on a planet mission. [Holo] cards may exist on
this planet.
This card, originally printed in the Premiere set, is being reprinted in the Holodeck Adventures expansion with new game text. This text supercedes both the original game text and the previously published errata. All Holo-projectors cards should be treated as having this revised text.
This event, like a Holodeck, allows [Holo] cards to
be active on a planet surface or inside any facility
on that planet. It affects both players' [Holo] cards.
See holographic personnel and equipment.
Holosuite - Like all sites, this site allows only personnel native to the quadrant to report.
Home Away From Home - See
infiltration icon.
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. The personnel must match both the affiliation and universe of the homeworld. See mirror universe.
Hunter Gangs - See zero, dilemma resolution - targets.
immune - If a card is immune to another card, it may not be affected by that card in any way. For example:
- An Event card that is "immune to Kevin Uxbridge" may not be nullified by
Kevin Uxbridge.
- When Adapt: Modulate Shields is played on a Vidiian Harvester, your Borg
may not be stunned or mortally wounded using that weapon, and it may not be
be used to harvest their organs with Organ Theft.
Impressive Trophies - "Opponent's choice"
on this dilemma means that your opponent may examine all the cards in your crew
or Away Team before choosing a captive meeting either of the listed criteria.
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.
Cards in a Temporal Rift or Time Travel Pod are considered in play for uniqueness
only; their skills may not be used. For example, while in a Temporal Rift, Turrel
does not protect your treaties; The Emissary does not enhance the INTEGRITY
of Bajorans in play; 10 and 01 do not nullify Computer Crash. However, you may
not play another copy of The Emissary (or any other version of the Benjamin
Sisko persona) while he is in a Temporal Rift.
Cards "in play for uniqueness only" may not use any skills or other features.
If the card is non-universal, you may not play another copy of that card (or
of any version of the card's persona).
In the Zone - For this incident, the points you score during a turn are the net total of positive and negative points scored. The points that do not count toward winning are the last positive points scored during a turn in which you score more than 50 points. For example:
- You complete a mission for 45 points. Later that same turn, you complete a Cytherians dilemma for 15 points, for a total of 60 points. 10 of the 15 Cytherians points do not count toward winning.
- Reversing the previous example, you complete a Cytherians dilemma and then solve a 45-point mission on the same turn. 10 of the mission points do not count toward winning.
- Continuing the second example, you then score -5 points from The Higher... The Fewer in the same turn. You now have a net total of 55 points; 5 of the mission points do not count toward winning.
The effects of In the Zone, Intermix Ratio, and Altonia Brain Teaser are independent (that is, each one could affect the same points). If you are affected by more than one of these cards, evaluate your points that count toward winning for each card separately; the lowest total is your current "points that count toward winning." Example:
- You are affected by both Intermix Ratio and In the Zone. You solve a mission for 30 points and earn a Ressikan Flute with 9 Music personnel in play. Your actual score is 75. For In the Zone, 25 Ressikan Flute points do not count toward winning, for a "winning score" of 50. For Intermix Ratio, 15 points do not count towards winning, for a "winning score" of 60. In the Zone thus limits you to 50 points counting toward winning.
- Next turn you score 15 bonus points for a total score of 90. For In the Zone, 25 points still do not count toward winning, for a "winning score" of 65. For Intermix Ratio, 30 bonus points do not count toward winning, for a "winning score" of 60. Now Intermix Ratio is the card that limits your score to 60 points toward winning.
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.
If a card such as Home Away From Home allows your
opponent to report personnel aboard his ship, it does
not allow you to report your infiltrator aboard unless
the infiltrator meets the requirements for that card.
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.
intruder - When intruders are aboard a ship whose crew is all holographic, they may erase (discard) all holograms aboard that ship.
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.
Jean-Luc Picard (First Contact) - This
personnel is not Borg.
Kal-Toh - See verification.
Kazon - An affiliation and a species. Kazon do not possess transporter technology (as noted on their ships and facilities). Transporters may be added with the Transporter Control Module Equipment card. Your Kazon personnel, ships, and facilities are immune to assimilation if you have The Kazon Collective in play. The Kazon affiliation is composed of different sects, such as Kazon-Nistrim and Kazon-Ogla. The sects represent factions of the affiliation, not different species, e.g. Culluh and Karden belong to different sects, but are both Kazon species, while Seska (in Kazon affiliation mode) is a member of the Kazon-Nistrim sect but Cardassian species. See battle.
Kazon Collective, The - This incident's game text, allowing mixing with an additional affiliation, is active as soon as it is seeded. You do not have to declare a specific affiliation to mix with, or change it as a game action.
Ketracel-White - This Equipment card still counts down if present with a [KW] personnel at the end of your turn, even if the White Deprivation incident is not in play. It prevents White Deprivation from affecting [KW] personnel.
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.
Lack of Preparation - On this dilemma, "Non-Borg" and "Borg" refer
to the player, who is "playing a non-Borg affiliation"
or "playing Borg affiliation".
landed ships - Personnel may beam to
and from a landed ship even if a card (such as Invasive Transporters or Transport
Drone) is required to enable the transport. Such cards do not target a ship
but simply allow beaming through SHIELDS. Cards may report aboard a landed
ship (if reporting is allowed by card text). See carried ships.
Lansor - When this personnel reports
(or is seeded face up at an outpost in Warp Speed play), you may download Marika
and/or P'Chan if each is not already in play. You must discard Lansor at the
end of any player's turn unless both Marika and P'Chan are in play. Either player's
Marika or P'Chan in play prevents a download and keeps Lansor from being discarded.
Marika's and P'Chan's skills and restrictions work similarly.
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.
* Madam Pulaski - This
personnel's special skill affects unique missions which
were seeded by both players (i.e., both players
seeded a copy of the same mission), not all unique missions
seeded by either player.
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).
Make Us Go - If
this dilemma is cured, the ENGINEER returns to the crew
or Away Team that cures it (not necessarily to where
it was encountered).
Manheim's Dimensional Door - A "matching" card for this doorway is
a copy.
Marika - See Lansor.
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.
* Mila - This personnel
cannot download an artifact used as equipment.
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.
* Minuet - See
Bynars card.
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.
A mission's quadrant may be determined from its point
box (if any). Gamma, Delta, and Mirror Quadrant missions
have a Gamma, Delta, or M symbol in their point boxes.
Missions with no symbol (or no point box) are Alpha
Quadrant missions. All missions may be seeded only on
the appropriate spaceline. Missions without point boxes
(including Q's Planet) may no longer be seeded
(or played) in any quadrant except Alpha. Missions (and
other spaceline locations) may not be moved between
quadrants by cards that relocate locations.
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
- When this dilemma is in play on a mission,
the personnel are "stopped" by the subsequent dilemmas,
not by Mission Fatigue itself. See actions - step
1: initiation, 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.
Mobile Holo-Emitter - This Equipment card may be placed on a deactivated (disabled) holographic personnel. It is still being "worn" even if the hologram is deactivated. "While worn, does not count as an Equipment card" means it cannot be targeted as an Equipment card (e.g., it is immune to Disruptor Overload, Common Thief, stealing, etc.).
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
- You may switch the affiliation of a multi-affiliation
card at any time (between other game actions).
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.
In the Voyager expansion set, dual-affiliation cards are printed with two different border colors, one for each affiliation. The affiliation icon matching the border color appears on the left in each case. A card with one border color is a copy of the same card title with the other border color, and they have identical gameplay.
Multidimensional Transport Device - This equipment may be beamed along
with the personnel it is affecting, or left behind.
See corresponding, mirror universe.
Mutation - This interrupt is discarded after
you shuffle the top two cards of your discard pile into
your draw deck or discard a card to draw two. See actions
- step 3: results.
* Naomi Wildman - This
personnel doubles the first-listed skill of other personnel
only if it a regular skill. See skill - first-listed;
skill - doubling.
native quadrant - See reporting for duty.
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 - This mission may now seed only on
the Alpha Quadrant spaceline. See movement.
nemesis icons -
If two or more personnel or ships with opposing nemesis
icons are present with each other at the end of a player's
turn, that player must choose one of them to be immediately
killed (personnel) or destroyed (ships), regardless
of ownership. For example, if your Pralor Unit 3947
is on a planet with your opponent's Cravic Unit 122
at the end of your turn, you must choose one of them
to be discarded. If you have left your Pralor Unit 3947
aboard your Cravic Warship at the end of your turn,
you must choose one to be discarded. (Of course, if
you choose to destroy the ship, all personnel aboard
- including Pralor Unit 3947 - will be killed.)
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.
See in play.
"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"). This incident does not
allow you to convert card draws to downloads. It limits the number of card draws
you may convert to downloads using another card with such a function, such as
the Borg Queen.
One - This personnel shares skills from
other Borg present (but they do not share his skills). See Interlink Drone.
He has built-in transporters, as stated in his lore, and needs no ship or facility
transporters to beam.
"opposite" - See persona, mirror universe.
Organ Theft - See immune.
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.
Palor Toff - Alien Trader - See discard pile.
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.
P'Chan - See Lansor.
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.
"playing Borg" - You are "playing Borg" if you stock Borg-affiliation cards in your deck. Including [NA][Fed] Seven of Nine in your deck does not mean you are "playing Borg."
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 - See Captain Proton cards.
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.
A holographic personnel who is altered by this dilemma
remains "hologram species;" it is now a hologram of
an android with increased STRENGTH.
Q's Fantasy Women - Errata:
This Q-icon card is incorrectly labelled as a DILEMMA. It is a Q-icon EVENT (as indicated by the game text "Discard event"). It may be nullified by Kevin Uxbridge (not Q2) and may not be seeded as a [S/P] dilemma using Beware of Q.
Q's Planet - This
Q-icon mission may now play (insert) only
in the Alpha Quadrant spaceline, regardless of where
it is encountered or if it is played after retrieval
from Q's Tent. Treat this 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
the 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.
"quadrant rule" - See reporting for duty.
Quantum Fissure - A cloaked ship present does not keep you from passing
this dilemma. See cloaking and phasing.
Quantum Slipstream Drive - "Full RANGE",
which must be available in order to use this event, includes a ship's printed
RANGE plus enhancements. The ship must have nothing reducing its RANGE and must
have used no RANGE yet this turn.
quarantine - To
resolve the interaction between the mission Cure Deadly
Virus and certain dilemmas, the recent quarantine ruling
is reversed. If a dilemma instructs you to move or relocate
a personnel (either as a condition for passing the dilemma
or as part of the results), it allows and/or requires
you to move them out of a quarantine. For example, Love
Interests, Hippocratic Oath, Make Us Go, Tarellian Plague
Ship, and Abandon Ship! all override quarantines. (Other
card types such as Mysterious Orb do not override
quarantines.)
Quark's Bar - See reporting for duty.
Quinn - You may
play up to three copies of this interrupt per game.
Each copy is placed in your bonus point area (if successfully
played) or in your discard pile (if nullified) after
use. That is, one Quinn does not nullify three cards.
See twice/thrice per game.
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.
Reassimilate Lost Drone - Once you achieve
a successful probe for the first icon in this objective's probe list [Def],
and abduct the target, you ignore that probe icon in subsequent probes. Only
the second outcome is relevant once the target has been abducted.
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.
Reginald Barclay (The Borg) - This personnel
scores bonus points only for missions you solve while he is in play.
Relics of the Chase - See bonus point
area.
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.
You may use a site's text to report or download only cards that are native to the quadrant where the Nor is located. Thus, your Alpha Quadrant [NA] Navigation personnel may not report or download to Cargo Bay, and your Morn may not report or download to Quark's Bar, on Mirror Terok Nor.
If the card allowing a card to report for duty is not a facility or site, there is no restriction on which quadrant you can report the card to (even if it happens to be reporting aboard a facility) unless otherwise specified by the game text. Thus, you may report cards outside their native quadrant using cards such as Assign Mission Specialists, Assign Support Personnel, Spacedoor, Space-Time Portal (report with crew function), Sleeper Trap, Borg Cube, Temporal Micro-Wormhole, and Barzan Wormhole. (However, if a card requires that a card match the affiliation of a homeworld, it must also match the homeworld's universe. See mirror universe.)
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).
Res-Q - See discard pile.
Resistance Is Futile - See Harness Particle 010.
return to hand - See in play.
reveal - When a card such as All Threes tells you to "reveal" cards, both players are allowed to see the cards.
* revised text - Add to the list in the
Glossary:
Adapt: Negate Obstruction
Assimilate Planet
Assimilate Starship
Bajoran Resistance Cell
Borg Cube, Locutus' Borg Cube, Queen's Borg Cube
Borg Outpost
Disruptor Overload
Distortion Field
Establish Gateway
Fair Play
Holo-projectors
Q's Fantasy Women
Thought Fire (revised text is already in the Glossary)
Transwarp Network Gateway
Rituals of the Hunt - This incident is
not discarded until after a capture is fully resolved, including any "just"
action triggered by the capture. Thus, you may not use Hirogen Hunt's text to
convert a Fajo's Gallery card draw to a download to immediately play another
Rituals of the Hunt, because the incident is unique.
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.)
scouting - All rules concerning the Borg acquiring artifacts also apply
to acquiring any cards seeded like artifacts (e.g., personnel seeded under a
mission).
scouting locations - An objective that allows you to scout a location requires you to complete scouting for that objective in order to probe to complete it. For example, if you scout a mission with Establish Gateway and resolve all dilemmas, then switch to another objective by downloading A Change of Plans in place of your normal card draw at the end of your turn, scouting is complete at the end of that turn for Establish Gateway, but not for the new objective. You must scout the mission again before scouting is complete for the new objective.
scouting planets - The rule restricting
Borg to beaming one scout at a time to scout a planet is cancelled. An objective
that allows scouting a planet allows beaming down an Away Team of any size.
Seal Rift - This mission allows [AU] cards to report there without needing an Alternate Universe Door or other doorway allowing [AU] cards to play.
Search for Rebels - See card titles, Caretaker's
Array.
* Secret Agent Julian Bashir
- This personnel prevents all your personnel
where he is present (including himself) from being captured.
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.
seed phases - The
only actions you may take during the seed phases are
(1) seeding cards and (2) carrying out game text that
takes place immediately upon seeding a card face-up,
such as downloading Bajoran Wormhole with Ultimatum
or downloading an Emblem card with Disrupt Alliance.
You may not activate a hidden agenda, use special download
icons, or use "play phase" game text such as effects
that suspend play or may happen "at any time" or "each
turn" .
seed phases - mission phase
- There may now be up to four spacelines,
representing the Alpha, Gamma, Delta, and Mirror Quadrants.
The Delta and Mirror Quadrants are seeded in the same
way as the other quadrants.
Senior Staff Meeting - This
interrupt discards the first dilemma encountered during
the initial mission attempt. If no dilemma is encountered
during that attempt (e.g., you encounter only a Q-Flash
and no Q-icon dilemmas are faced), then no results are
obtained from the interrupt. It does not carry over
to another attempt.
If the first dilemma encountered is a combo dilemma,
only the first part of the combo is conceptually discarded.
The crew must immediately face the second part.
Seska - See Kazon.
Seven of Nine (Borg) - This personnel
may apply one, two, or all three of its subcommand icons (OR its [Borg] icon)
toward staffing a Borg ship.
Seven of Nine (Voyager) - This [NA][Fed] personnel is both human and Borg species. She is not a drone. See affiliation and species, assimilation, Lack of Preparation, species.
* Sherlock Holmes - You must have fewer
cards in hand than your opponent to use this personnel's
special skill. If you choose to use this personnel's
special skill, you must continue drawing cards until
your hand equals opponent's. You may not draw fewer
cards unless your draw deck is exhausted.
ship staffing - Add [KCA] (Klingon/Cardassian Alliance) and [TE] (Terran
Empire) to the list of special staffing icons.
Sigmund Freud - [AU] personnel and equipment may report to this personnel
only if another card allows [AU] cards to enter play.
* skill - first-listed -
A personnel's "first-listed skill" is the first skill
printed in the skill box (whether a regular or special
skill), that skill as transformed by another card, or
(if assimilated) his former classification. For example,
Seskal is an OFFICER-classification personnel with SCIENCE,
Stellar Cartography, and Anthropology skills. His "first-listed
skill" is given for each of the following conditions:
- Normally: SCIENCE
- After assimilation: OFFICER
- When present with a Science Kit: SCIENCE x2
- After changing SCIENCE to Biology with Reflection
Therapy: Biology
- After being selected for Rascals: Youth
- While aboard a ship affected by Tsiolkovsky Infection:
no skill (conceptually blank)
skill-sharing (Borg) - Borg skill-sharing
does not work between cloaked ships.
Space - This mission may now seed
only on the Alpha Quadrant spaceline.
Spatial Rift - If the two personnel randomly
selected by this dilemma do not meet the first conditions
(combined CUNNING>14), they are discarded, the rest
of the crew or Away Team is "stopped," and the dilemma
is replaced under the mission. You do not face the second
set of conditions (Astrophysics and 2 ENGINEER) unless
you pass the first set.
* species - "Terran"
personnel are human. "Humanoid" is not a distinct species.
See holographic personnel.
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.
* Study Protonebula - This
mission is considered a nebula. The owner of
this mission, if playing [Borg] affiliation, may not
normally use the special text allowing the download
of One because they may not stock a non-[Borg] personnel.
See Borg - cooperation.
Subspace Schism - You
may play this interrupt only on a card draw made during
a turn (including end-of-turn card draws and Warp Speed
evening up). You may not play it on a card drawn for
an opening hand.
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 - Delete this sentence from
the Glossary entry: "It may be played on the same turn
as Tox Uthat, if a card... allows you to play another
card on the current turn." Tox Uthat's stipulation that
you "may play Supernova on a later turn" is to be considered
a restriction; you may not play Supernova on the same
turn you play Tox Uthat.
If a mission that corresponds to a time location in play is destroyed by this
event, the time location is unaffected. See Temporal
Vortex. Once this event has resolved and destroyed
all cards at the mission location, nullifying it with
Kevin Uxbridge or moving it with Dr. Q, Medicine Entity
has no effect. If this event destroys Wormhole Negotiations,
you can no longer play a Barzan Wormhole to report ships
at that location.
support personnel - See Assign Support Personnel.
suspends play - If no action is in progress, an action that may suspend play (such as using a special download icon) does not suspend anything.
Talosian Cage - For this dilemma, your opponent may examine all the cards in your Away Team before he chooses whether to discard two randomly selected females or the male with the most [Skill] icons.
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.
Tarellian Plague Ship - This dilemma is assumed to provide transporters if your crew or Away Team does not have them available, but it cannot overcome obstacles to beaming (such as Distortion Field). See quarantine.
A holographic MEDICAL may "beam over" to pass this dilemma only if wearing a Mobile Holo-Emitter (both are discarded). See holographic personnel and equipment.
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 Micro-Wormhole
- This doorway does not allow you to stock Borg-affiliation
cards in a non-Borg deck, or vice versa. (See Borg
- Cooperation.) The allowance for a personnel
to mix with your other affiliations "for rest of game"
applies only to the copy of the personnel you reported
aboard your ship (not to additional copies or other
versions of the persona). If that copy leaves play,
the effect does not apply to the same or another copy
of the card reported again normally. See twice/thrice
per game.
A personnel reported to your ship using this doorway
may mix even with an affiliation that personnel "does
not work with". See compatible. This doorway
does not allow you to download personnel (other than
Dr. Telek R'Mor) or give permission to play a card.
It provides a destination for reporting a personnel
(e.g., one played as your normal card play, or downloaded
with another card that does not provide a destination,
such as the last function of Defend Homeworld). If you
download Dr. Telek R'Mor with this doorway, you may
use the doorway's text to report him aboard any of your
ships and allow him to mix with all your affiliations
(discard the doorway), or his own text to report him
aboard your compatible ship without "mixing" permission
(do not discard the doorway).
Temporal Rift - If
this interrupt is played on your ship, you may not discard
a Space-Time Portal to return the ship to hand. See
in play.
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.
time location - Cards which are native to a time location may be reported normally to a facility on the spaceline (or by any other legal reporting method) if you have an open Doorway card which allows [AU] cards to play. You are not required to have the time location in play to use these cards, or to report them to that time location if it is in play.
Tongo - To "declare a move" for this incident, you must have a bet to show. There is no winner or loser if your opponent has no bet (they must show their hand to verify this) or if there is a tie for highest total attributes.
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.
Transwarp Network Gateway - Revised text:
Seed one during facility phase on any spaceline end OR play on any spaceline
location where you have a [Nav] Borg. Any player may play a Transwarp Conduit
(or another copy of this doorway) to allow moving any or all of that player's
ships ...
* 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.
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 - You may now choose the order of
start-of-turn and end-of-turn actions without regard
to whether those actions are mandatory or optional.
For example, you may process ore either before or after
a Rogue Borg battle; you may probe either before or
after counting down countdown icons or moving a Borg
Ship dilemma. However, your normal card draw (or any
action that replaces it), is always the last action
of your turn. (In Warp Speed format, evening up is the
last action, immediately following your card draw.)
Your separate Away Teams merging at the end of your
turn and "stopped" cards becoming "unstopped" at the
start of a turn are not actions. They are changes of
status that occur automatically when a turn ends or
starts.
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.
Turrel - Delete
the Glossary entry, which has been reversed. See in
play.
twice/thrice per game - These terms work the same as "once per game" - you may use such an effect only two or three times per game, regardless of how many copies of the card you have in play.
* Twin Mistresses of Evil,
The - Each of the personnel on this dual-personnel
card may double the regular skills of only one Tom Paris
or Harry Kim present. See skills - doubling.
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).
U.S.S. Dauntless - This ship may be fully staffed by Arturis even if
it is in Federation affiliation mode.
* Vic Fontaine - This
personnel's downloading skill does not supply a destination
for the downloaded card, so it must be played or reported
where it could normally be played or reported. His skill
may be used once per game per dilemma title (e.g., if
he has downloaded a card when your personnel are "stopped"
by Sarjenka, he cannot download again when they are
"stopped" by another copy of Sarjenka at another mission).
He cannot download an artifact. See Mission
Fatigue.
Vidiian - An affiliation and a species. See
battle.
Vidiian Boarding Claw -
If your Vidiian Cruiser that allowed you
to play this incident leaves your control (e.g., commandeered
or assimilated) or leaves play, discard the Vidiian
Boarding Claw.
Vidiian Harvester - See immune.
Vidiian Sodality, The - This incident's game text, allowing mixing with an additional affiliation, is active as soon as it is seeded. You do not have to declare a specific affiliation to mix with, or change it as a game action.
Voyager stand-alone formats - Although Voyager cards are 100% compatible with all other Star Trek Customizable Card Game products, they can also be played in stand-alone Warp Speed and full game formats. When playing these formats, you may use any cards with a Star Trek: Voyager logo (including those found in First Anthology, the Official Tournament Sealed Deck, Blaze of Glory, and Mirror, Mirror) as well as any missions with a Delta Quadrant icon.
Although Holodeck Adventures features material from other STAR TREK series, all cards in the set that feature a STAR TREK: Voyager logo (and all new Delta Quadrant missions) are fully compatible with the Voyager Constructed and Voyager Warp Speed play formats.
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.
Warp Speed - Card draws required
to "even up" your hand may not be converted to downloads. If you use game text
that says "draw no cards this turn," you may not draw cards to "even up" your
hand.
[Holo] icons on personnel cards are ignored for all
purposes in Warp Speed. Such personnel move normally
and die rather than deactivating; any other card referring
to a [Holo] icon does not affect (and is not affected
by) a [Holo] personnel. For example, in Warp Speed it
is not possible to score the extra points for a [Holo]
personnel on Answer Distress Signal.
"Ignoring quadrant restrictions" in Warp Speed means that, when reporting
to a facility, you are not restricted to reporting personnel and ships only
in their native quadrant. Thus, you may report Dr. Arridor to a Delta Quadrant
outpost. You must still meet any stated native quadrant requirements to use
a card such as Home Away From Home or Delta Quadrant Spatial Scission.
All non-Borg affiliations are allowed to mix and cooperate as if there were
a universal treaty in effect. A player using [Borg]-affiliation cards may not
stock any non-Borg-affiliation personnel, ships, or facilities in their Warp
Speed game deck.
Non-Borg affiliations have no affiliation attack restrictions. Normal attack
restrictions apply to the Borg affiliation.
A Borg player may not target their opponent's mission with a Borg objective.
When playing Borg, you achieve a full win by completing an objective targeting
one of your space missions and an objective targeting one of your planet missions.
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.
WEAPONS - If
the requirements to solve a mission include ship's WEAPONS
above a certain level (e.g., Ambush Ship), and it does
not say "total WEAPONS," then the single attempting
ship must provide the WEAPONS requirement. If the requirements
to attempt or solve a mission include "total WEAPONS"
above a certain level (e.g., Intercept Maquis), that
total may be provided by any of your compatible ships
at that location. (WEAPONS must be "usable" as defined
in the Glossary.)
* white deprivation - Delete
this Glossary entry. See White Deprivation.
* White Deprivation - To
streamline the comprehensive rules and improve gameplay,
this incident replaces all previously published rules
on "white deprivation." Personnel who have a [KW] icon
now only suffer "white deprivation" when the White Deprivation
incident is in play, according to the card's text. See
Ketracel-White.
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.
* Your Galaxy Is Impure -
This dilemma may be nullified by Borg Nanoprobes
if present when encountered, or later, after it has
been placed on the mission.
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