The Comprehensive Rules Document: If you write it, they will come Version 1.11, current as of 10/23/97 Author: Puff the Magic Dragon Richard Suchenski ptmd@erols.com STAR TREK and All Related Elements TM & © 1997 Paramount Pictures. All Rights Reserved. Star Trek Customizable Card Game TM & © 1997 Decipher Inc. This information contained in this document is not the official rules and rulings from Decipher Inc. regarding the Star Trek Customizable Card Game. The latest official rulings and Frequently Asked Questions Lists are available at http://www.decipher.com. Rulings made in official FAQ's or by official Decipher representatives may supersede rulings in this document. Table of Contents I. Special Thanks and Contributors II. Introduction 1. Terminology 2. Timing 3. Skills A. Skills With Inherent Abilities B. Skill Selection 4. Full Errata List 5. Commonly Used Abbreviations and Terms III. Seed Cards, Game Actions, and Miscellaneous 1. Seeding Sequence 2. Missions 3. Dilemma Resolution 4. Battle 5. Beaming 6. Miscellaneous Rules IV. Individual Card Entries 1. Outposts 2. Missions A. Planet B. Space C. Either 3. Stations 4. Artifacts 5. Dilemmas A. Major Rakal's Dilemma Facts B. Planet C. Space D. Either 6. Doorways 7. Events 8. Interrupts 9. Equipment 10. Personnel A. Holograms, Exocomps, and Androids B. Federation C. Klingon D. Romulan E. Non-Aligned F. Cardassian G. Ferengi H. Borg 11. Ships A. Ship Equipment B. Federation C. Klingon D. Romulan E. Non-Aligned F. Cardassian G. Ferengi H. Borg 12. Q-Continuum Side Deck Cards A. Major Rakal's Q-Continuum Card Facts B. Q-Dilemmas C. Q-Events D. Q-Interrupts STAR TREK and All Related Elements TM & © 1997 Paramount Pictures. All Rights Reserved. Star Trek Customizable Card Game TM & © 1997 Decipher Inc. This information contained in this document is not the official rules and rulings from Decipher Inc. regarding the Star Trek Customizable Card Game. The latest official rulings and Frequently Asked Questions Lists are available at http://www.decipher.com". Rulings made in official FAQ's or by official Decipher representatives may supercede rulings in this document. I. Special Thanks and Contributors This document was written by Puff the Magic Dragon If you have any questions or comments, contact: Puff the Magic Dragon Richard Suchenski ptmd@erols.com Special Thanks and Contributions: Major Rakal Kathy McCracken kem5@cornell.edu for the use of her Dilemma Facts tables, QC facts tables, and proofreading/checking for rules accuracy Q Jason Winter Q@decipher.com for the use of sections of the FAQ, for allowing me to do this, for making sure this document is 100% accurate, and for providing rulings when necessary (and with haste) Wesley Crusher Helge Blohmer crusher@kiss.de for proofreading and checking to make sure that this document is 100% accurate, lee@rochester.mellesgriot.com for helping find errors in the Yuta list For proofreading and checking for accuracy and readability: Jono Sean O'Reilly GPDF59C@prodigy.com Forrest HalfStar scott.397@osu.edu Allen Gould agould@gpu.srv.ualberta.ca Dr. Telek R'Mor Reginald Barclay navaash@rocketmail.com II. Introduction II.1 Game Terminology Suffice it to say that the world of STCCG is not for the faint of heart. Decipher has taken great pains to clarify the terms commonly used both in the rules and on their cards, but a glossary is still necessitated. Further elucidation of any term can be provided by contacting any of the caretakers of this document. Action: One single operation that you perform in the game. Examples of actions include playing a card (even an interrupt), changing the affiliation of a dual-affiliation personnel, engaging in battle, attempting a mission, hiccuping (with Manheim's Dimensional Door). For more information, see Timing and section III.2. Affiliation: The affiliations are the groups unified by both common interest and ideology which work together in a cohesive unit. The 6 affiliations in existence up to this point are the Borg, Cardassians, Federation, Ferengi, Klingons, and Romulans. Non-aligned personnel belong to no single affiliation, and can work with any of the above (unless specified otherwise either by the rules or a Restriction Box). For each affiliation you play you are allowed (and are, in fact, required) to include an outpost in your 60-card deck (you may, of course, include more). You are required to seed one outpost (if you have one in your deck), and must seed them according to the rules set down in section IV.1. If a personnel has more than one affiliation icon in play they can count as either for the purposes of outpost seeding/game play (and they may change at any time, see Dual-Affiliation). Non-Aligned personnel, since they don't constitute an affiliation, do not allow you to seed an additional outpost. Android: Synonymous with Soong-Type Android. Away Team: One or more personnel on a planet's surface. Unless declared otherwise by their controlling player, all personnel who can be joined together are considered to be one Away Team. Note that the group of personnel does not need to be doing anything (like attempting the mission), or even have an affiliated personnel in the group to be classified as an Away Team. An Away Team performs actions as a group, and anything that affects an Away Team affects that team only, and not any other teams who may be on the planet. An Away Team is considered unopposed if the opponent has no teams on the planet. Dilemmas that target the ship or outpost that an Away Team originated from will target any and all ships/outposts that contributed personnel to the Away Team. Away Teams that are on the same planet may engage in battle.(see section III). Beaming: All ships and outposts have transporter pads and have the capability to beam a personnel from one legal location to another at the same location. When a card is beamed, simply move it from it's point of origin to it's destination. A personnel or equipment card can beam (barring an inherent restriction or prevention by a card like Barclay's Transporter Phobia) as often as they wish each turn. Note that Outposts are located in space, and thus it is necessary for personnel at the outpost to beam down to the planet to attempt it. However, it is not necessary for personnel to beam from the outpost to a docked ship (a ship is considered docked when at the same location at the outpost, unless it is stated otherwise) to board it, they may simply walk aboard. A stopped personnel can not beam to or from a location. Bobs: The "Bobs" of a ship are the unseen personnel who perform the day-to-day ship functions which are necessary to run it but too menial or tedious to deal with in the game. The Bobs are there to "push the button", and allow you to beam personnel aboard a ship (and other such things), even when there is no physical personnel aboard the ship. The Bobs always reactivate a Holographic personnel (unless you decide not to), even if no other physical personnel cards are aboard. The Bobs are assimilated when Lore Returns is played, and Rogue Borg Mercenaries commandeer the ship. Captive: Certain cards allow you to take one of your opponent's personnel as a captive. Captives are placed next to your draw deck, and are considered to be "in play", though neither player may utilize them without the aid of a special card (like Brainwash). Your opponent may free his captives using a card which specifically allows you to do thus, like Rescue Captives. Captured cards are returned to your opponent at the end of the game. You may not make any of your own personnel captives. Captured personnel may not use their skills (this included special skills and classifications) or attributes unless specifically allowed (e.g, Brainwash). Captives may not perform actions Some cards, particularly in the Basic Set, use the word captive as flavor text or as a way to describe the results of the cards, but they do not necessarily yield a captive. The cards that may give you a captive, currently, are: Cardassian Trap, His Honor, The High Sheriff of Nottingham, Mandarin Baliff, Romulan Ambush, Seize Wesley, and Thine Own Self. Under some bizarre circumstances (like an Alien Parasites controlled Team hitting a Cardassian Trap), you may captures for your own personnel that you control. These personnel are considered captives in all respects, and may be rescued (not arbitrarily, only through the use of a card like Rescue Captives), interrogated, and brainwashed. Classification: The Classification of a personnel can be found in the Classification Box. A personnel may have a Classification as a skill, but that does not constitute possessing that classification for the purposes of cards mentioning X-Classification personnel. There are presently 8 Classifications in the game: Animal, Civilian, Engineer, Medical, Officer, Science, Security, and VIP. A card which requires one of the classifications without specifying whether or not a specific X-classification personnel need be present to bypass the conditions of the dilemma can be passed with either a skill or a classification. For example, a card which requires Medical and Security could be solved by either a team that had a Medical-Classification and a Security-Classification personnel, a group with a Medical-Classification personnel with Security as a skill (or vice versa), or a group possessing both Medical and Security as skills. If, however, a dilemma or other card (such as an Equipment card) specifically needs a personnel of X-classification to pass (or be properly utilized), then you must have a personnel with X classification, and the equivalent skill will not suffice. Some personnel possess a Classification as both a Classification and a Skill, and these people are considered to have that Classificationx2 (just as if they'd had a skill, like Diplomacy, x2), and are designated Super-X (substitute the classification for X). Closed: When a Doorway is closed no further cards from that side deck or which use the open door as a prerequisite for play (as an icon, like the AU icon) may be played or accessed. Any cards which have already passed through the doorway (a card passes through the door and enter the STCCG universe when it is seeded or played) are unaffected by the closing of the door. Such a doorway is still considered in-play. Colon Rule: The Colon Rule is a grouping mechanism used to describe the treatment of a card with respect to others. A colon in the midst of a card name (ala Kevin Uxbridge: Convergence) indicates that the card is grouped with other cards sharing the same name prior to the colon (i.e. Kevin Uxbridge, or any potential future cards like Kevin Uxbridge: Destruction). Cards that mention the group would affect all of its members. For example, a card which is immune to Kevin Uxbridge is immune to both Kevin Uxbridge and Kevin Uxbridge: Convergence. A card which nullifies Kevin Uxbridge, would also nullify Kevin Uxbridge: Convergence. If a card isolates one of the members of the group (such as immune to Kevin Uxbridge: Convergence), then only that member is affected. Note that just because two cards have a picture of the same thing, and a similar effect but have a different name (even if the difference is minute), and no colon they are separate entities. For example, Countermanda (even though it shows Amanda Rogers and has a similar effect) is not grouped with Amanda Rogers, as there is no colon. For it to be grouped with Amanda Rogers, it would have needed to be titled Amanda Rogers: Countermanda. Also note that a hyphen and a colon are not the same thing, so Tasha Yar-Alternate is not grouped together with Tasha Yar. Condition: Consult section III.3. Counts as 1/2 Card: Some cards count as one half of a full card for the purposes of your 30-card seed deck, 60-card deck, and towards any other card limits (like the 6 mission requirement). Example, 2 copies of the mission Space counts as 1 card towards your 30-card maximum seed deck, 1 cards towards your 60 card deck limit, and 1 card towards your 6 mission limit. Crew: One or more personnel on board a ship or outpost. All personnel on board a ship or outpost count towards the crew of the ship (excepting personnel under "house arrest"). See Ship's Crew (the two terms are interchangeable, even though a ship is not a requirement for the formation of a crew). Cumulative: If a card is cumulative then multiple copies of that card can be played and they will have a cumulative effect (i.e., they all have their full effects which are added together). If a card is not cumulative than any number of it may be played, but only one will have it's effect. A card is assumed to be not cumulative unless stated otherwise. For example, Bynars Weapons Enhancements is cumulative. 1 Bynars gives all of your ships +2 WEAPONS, 2 gives all of your ships +4, 3 gives +6, etc. Cure: Consult section III.3 Damage: In battle a ship is damaged if the attacker's WEAPONS>defender's SHIELDS. A damaged ship's card is rotated 180 degrees and its range is reduced to 5. A damaged ship may be repaired in several ways; either by remaining at the outpost for two full turns, or by the effect of other cards (such as Exocomps and Spacedocks). Damage unit: When determining who won and who lost a space battle, you must add up the number of damage units inflicted by each side. For each undamaged ship that was damaged and each damaged ship that was destroyed, you obtain one damage unit. Undamaged ships that were destroyed (via direct hit) yield 2 damage units. Whoever has more damage units won the battle, and their opponent lost. If the damage unit scores are the same the battle was a tie. Destroy: Another term for nullify or discard. A ship can be destroyed in one of three ways: if it is damaged twice, by a Direct Hit, or by a special card which destroys a ship. When a ship card is destroyed, it and any event, personnel, and equipment cards on the ship are discarded. Direct Hit: A Direct Hit occurs when the attacker's WEAPONS>2 times the defenders SHIELDS. Disabled: Disabled personnel are like those in stasis (but they are not considered to be in stasis), in that they may not use their attributes, skills, classifications, icons, gender, or any other abilities for any purpose. However, they may still be beamed around as though they were equipment cards. See Stasis. Does not work with X-icon Affiliation: A card which does not work with X affiliation will not mix with such personnel or ships, even under a treaty. Dual-Affiliation Personnel: A personnel with two (or more) affiliation icons by his/her name is considered to be a member of both affiliation. They may count as either for the purposes of outpost seeding, and may be played as either. To keep track of affiliations, simply tell your opponent which affiliation the dual-affiliation personnel is using when you first report it for duty, and then tell the opponent each time you wish to switch its affiliation. This change is an action that may be performed at any time, subject to timing rules. Note that, whatever mode it is in, the dual-affiliation personnel behaves like a normal personnel of the affiliation you have selected. If you are using Stefan DeSeve as Romulan, he cannot go aboard a Federation ship or "mix" with Federation personnel (i.e. in an Away Team) unless you have a treaty (or unless you switch him to Federation first). Forces: Forces include personnel and ships. Non-aligned personnel on a Federation ship are part of a Federation force, and are subject to all Federation-related restrictions. Romulan personnel on a non-aligned ship are a Romulan force and is subject to all Romulan-related restrictions. Romulans on a Klingon ship (assuming a treaty is in play) is a Romulan/Klingon force and is subject to all restrictions placed on both affiliations. Non-Aligned personnel always adopt the affiliation of whichever affiliation they're traveling with (if any). Non-aligned forces have no battle restrictions. Personnel under "house arrest" on a ship are not part of the crew and do not lend their affiliation to this definition. Forces from one of your affiliations may aid forces from another affiliation if the proper treaty is in play. If it is not, the two sets of forces may not participate in a battle together, though they could attack separately. You may not battle your own forces, without the help of a special card, such as Attack Authorization. If attacked on the previous turn, your forces may attack your opponent's forces (either ships or Away Teams) at the same location, regardless of affiliations. You may also bring reinforcements to that location to continue the battle. If either force moves away and does not return for the rest of the turn, the ongoing battle is over and normal battle rules go back into effect. Helps Solve: A personnel helps solve a mission if they are present in the Away Team or crew which completes the mission. Here: See Present. House Arrest: A personnel is placed under house arrest when a treaty is broken and personnel are aboard a ship or Outpost of the "wrong" affiliation. Personnel under house arrest may not perform actions until they are returned to an outpost or ship of the appropriate affiliation. Note that such personnel may not be beamed to a planet with an Away Team of the appropriate affiliation on it. Immune: A card or group of cards which is/are immune to something are unaffected by it, and that card cannot be played on the immune one (some personnel are also immune to certain dilemmas, in this case, the unimmune personnel in the Crew or Away Team are still affected). For example, if a card is immune to Kevin Uxbridge then Kevin Uxbridge, then Kevin Uxbridge (and Kevin Uxbridge: Convergence, see Colon Rule) can not be played on it. In play: In play on a card refers to a card that has legally been brought into play (either by being legally obtained upon mission completion, having played the card as a card play, etc.). Personnel Devidian Doored somewhere other than on the spaceline are not considered to be in play. Cards that are seeded are "in play" in the sense that they are on the table, but not with regards to treatment of other cards (thus, you couldn't use Vorgon Raiders to steal an artifact seeded under a mission as it has not been brought "into play", by mission completion, yet). Inactive: Closed for all intents and purposes, except that cards which open a closed doorway may not be played on an inactivate doorway. Kill: A personnel who is killed is discarded, and any cards played on it are as well. Leader: A leader for battle is any personnel with one or more of the following: OFFICER, Leadership, or Tal Shiar (if there are no other leaders present). You need a leader to battle effectively, and some other cards also refer to a leader. Losing Battle: Consult section III.5. May be nullified by: A card containing this phrase may be nullified by the card listed in addition to any other applicable nullifiers. May be nullified only by: A card containing this phrase may only be nullified by the listed card/s, and is immune to the normal nullifiers for such a card. May not be nullified: A card which "may not be nullified" is immune to all nullifiers. Not duplicatable: Only one copy of a not duplicatable card may be in play at any one time (for either player). Nullifiers: The cards which can nullify a specific card or type of card are its nullifiers. Nullify: To nullify a card is to cancel and discard it. If a card is nullified before it resolves (such as the case when Amanda Rogers nullifies an interrupt), the nullified card has no effect. Sometimes, the effect of a card can be nullified without actually nullifying the card (e.g., Hugh and the Borg Ship's attack this turn). If a card is nullified, all of the effects of that card (and the consequences thereof) are ignored, but the card is still considered to be played. Thus, if you play an Event which is nullified immediately, you do not get to play a "replacement" event since you already used your card play for the turn. The same applies to any card which can only be played once per turn, or which is discarded after another card is played. Once in play...: This phrase means that the card's effect stays in play, even if the card who provides it leaves play. The effect itself may, however, be targeted by other cards. Once per game: If X card can only have Y effect once per game, then you can only use Y effect once per game, regardless of how many copies of card X you play. For example, Samuel Clemens says that "Once per game, he may leave play when Devidian Door is shown to score points [10]". Even if you play 15 Samuel Clemens (at different times), he may only leave play for 10 points once. Open: One of three states of a doorway card. When a doorway card is open, cards with that icon may come into play unhindered. For example, when your Alternate Universe Door is open, you may play AU-icon personnel, ships, etc. Opponent's Choice: If a card allows the opponent to choose the target (like Chalnoth), then he may examine all of the potential targets and choose one. Out-of-play: A card placed "out-of-play" is set off to the side, and may not be returned to the game by any means. Not synonymous with "outside the game". Outside the Game: Cards brought in from "outside the game" may not be any of your cards currently "out-of-play" or duplicates of those cards. Persona: A boldface name in personnel lore indicates that such a card is a persona of the boldfaced card. You may not have more than one instance of the same persona in play at the same time. For example, Jean-Luc Picard, Galen, and Locutus of Borg are all the same persona. Note that persona cards are not grouped together for the purposes of treatment with regards to other cards. A card which effects one persona doesn't effect another, unless it explicitly says so. For example, Jean-Luc Picard gets Captain's Log benefits on the Stargazer, but Galen does not, as they are separate entities (even though they are the same persona). Played as: A card played as another type of card retains its original identity, and does not count as both card types. Only cards which may nullify a card played as another type may nullify such a card. For example, an artifact played as an event is still an artifact, and not an event. Thus, Rishon Uxbridge cannot be played on it, as one of the prerequisites for Rishon's play is an event card (not an artifact). However, Kevin Uxbridge could still nullify it, because he can nullify any card played as an event. Plays on: A card which plays on another card is placed on the recipient card, and if the card moves to a different spaceline location (i.e., it's a ship or personnel), then any cards played on it move as well. If the recipient card is discarded for any reason, any cards played on it are also discarded. Plays on table: A card which plays on the table is placed somewhere on the table (probably next to your draw deck and/or discard pile) and is not considered to be at any spaceline location. Point Value: Consult section III.3 Present: Present, here, or with means "together", as in physically together -- on the same ship, on the same planet, on the same outpost etc. However, when a dilemma refers to something like "Unless SECURITY and MEDICAL present," its referring to personnel in the Away Team attempting the mission, not any personnel who happen to be on the planet. "At same (spaceline/mission/planet) location" means "at the same spaceline location". Present, with regards to ships, always means at the same spaceline location. For example, all the personnel in an Away Team are present together, but an opponent's personnel (or additional Away Teams that you control at the same planet) would not be, for the purposes of dilemmas (like a Royale Casino dilemma, you cannot score points off of a Royale Casino dilemma, using Mickey D., unless he is physically present in the Away Team facing the dilemma), events (like the Charbydis, you could not use your opponent's archaeology at the same mission to bypass the Charbydis), bonuses if other cards are "present" (like K'Mtar's attribute boost if Alexander is present), and other such cards. However, all the personnel at a spaceline location (whether they be on a ship, on an outpost, or on the planet) are present at that spaceline location. Stopped personnel are not considered present for the purposes of overcoming dilemmas, events, etc. It should be easy enough to discern which definition is appropriate by using the contexts of the cards. If clarification is needed on the definition of present with regards to a specific card, consult the individual card entries. Random Selection: If a card necessitates that a personnel card be randomly selected (such as Yuta), take any personnel who meet the prerequisites of the dilemma, shuffle them up (face down), and randomly choose one. For example, Cardassian Trap takes a Unique, non-Cardassian personnel captive if no Empathy is present. Take all Unique, non-Cardassians, shuffle them up, and randomly select one, to find out who becomes the target of the dilemma (and is thus, made a captive). Relocate: If a card tells you to relocate another card, then move that card to any legal location, as well as any cards on or attached to the relocated card (i.e., personnel aboard ships, Away Teams on planets, Events on ships, etc.). Report: Reporting is playing a personnel, ship, or equipment card wherever that is legal (this is not necessarily always at the outpost). For example, a Soong-Type Android chooses it's classification when it reports (or when it is played), whether that be at the outpost, via a Devidian Door, or through some other means. Restriction Box: Some personnel have limitations to their actions listed in the area of the personnel card known as the Restriction Box (it is located directly above the skill box). A Restriction Box may include several types of limitations, restrictions, or play prerequisites. For information on individual restrictions, check the appropriate section of the glossary or the individual card entry. Retaliation: When you are attacked, in either a ship or Away Team battle, you may retaliate with your own ships. You may use as many ships as desired in retaliation, but may only target one opposing ship. Except where cards specify attacking (or retaliation) by name or otherwise differentiate between the two (such as Federation battle restrictions), retaliation is treated the same as attacking but with the roles reversed. Thus, a card which has or grants special battle abilities when attacking has or grants them when retaliating as well. You may still retaliate if you are stopped. Reverse: When a card's effect is reversed, it's effect is reflected upon another card or player. Ruling: Any decision made by a Decipher personnel or tournament director. Any decisions made by a Decipher personnel is official (unless contradicted or rescinded by Q) and enters the body of rules. Any decision made by a tournament director, which holds effect for the duration of the tournament. Semi-Q's (unofficial rules lawyers who are prominent online STCCG figures) may make rulings, but these are only tentative and must undergo approval by Q (the final authority on rules disputes). Score points: If a card mentions scoring points, it is referring to any change in your point total. Losing points is also considered scoring for these purposes. Seed cards: A seed card is any card that is put into play before the actual play of the game begins. This includes missions, dilemmas, outposts, artifacts, doorways, and any cards with special instructions for seeding, such as Data's Body or Mirasta Yale. No more than half of a player's deck can be seed cards. A player may check underneath a mission, at any time, to determine how many (if any) seed cards are located underneath. Ship's crew: The personnel on a ship, staffing it (crew and ship's crew are interchangeable). A crew is the space equivalent of an Away Team, but the two terms are not interchangeable. A card which targets an Away Team would not target a Crew and vice versa (the exception being attempts at planet/space missions, see section IV.2.C). The personnel at an Outpost are considered a crew with regards to dilemmas which affect a crew. For example, if the crew at the Outpost didn't have 3 Diplomacy or STRENGTH>40 aboard, half of the crew would succumb to Nagilum as if they were the Crew of a ship. Side deck: A side deck is a deck made up of cards above and beyond the original 60. To utilize a side deck, you need to seed the appropriate doorway on top, and then use additional doorways (their use is described on the cards) to access or force someone else to access the cards in that side deck. Side decks are shuffled and placed face down on the table prior to play. The individual side deck cards do not count towards your 60 card deck limit, but all of the doorway cards (seeded or otherwise) do. There are currently two side decks, the Q Continuum, and the Q's Tent. Side game: A quick "game within a game," activated by a card. There are currently two side games, Royale Casino: Blackjack, and Royale Casino: Craps. Skill: Personnel have skills in their skill box which are used either as a requirement for a mission, or to fulfill the prerequisites for certain cards. Classifications may be found in the skill box, but possessing such a classification as a skill does not constitute being a personnel of that classification. For more, see Classification. A personnel may have more than one of a certain skill (the skill will have an x2 or x3 after words, denoting exceptional ability in that field), this is to represent a personnel's exceptional prowess in this area. Such personnel can contribute all copies of a certain skill to meet the requirements of other cards, however, a personnel with multiples of a skill will not fulfill prerequisites for multiple personnel with X skill. For example, Nagilum can be passed by having 3 Diplomacy, but does not specify how many personnel must be used. A card like Ressikan Flute, however, is only affected by the number of Music personnel in play, not the number of Music skill. Soong-Type Android: Synonymous with Android. All Androids are Soong-Type unless specifically stated otherwise. Spaceline location: A spaceline location is any particular spot on the spaceline. Normally, a spaceline is composed entirely of mission cards (each one being an individual spaceline location), but it can also be made up of any event cards (like Gaps in Normal Space) which play between two spaceline locations and thus establish their own spaceline location. Q-Net is not a spaceline location. Staffing: The personnel required to move a vessel, denoted by the icons on the ship card. If there are no icons, then any one personnel may staff the ship (limited by affiliation restrictions, etc.). Ships need not be staffed to fire, attempt missions, cloak or perform any other actions except move. Each icon on the ship card signifies one personnel, thus one personnel may not satisfy two or more icons. For example, Major Rakal has an AU icon and a command star; if on board the Future Enterprise, she may count as either an AU icon, or a command star, but not both (you may change this at will). Stasis: A personnel card placed in stasis is both stopped and unconscious (unable to defend itself if attacked) for the duration of time specified by the card. A ship can also be placed in stasis. Personnel who are in stasis may not perform any action, or use their skills, etc. for any purpose *at all*. They may not move. Stopped: A personnel which is stopped may perform no further actions for the turn (including beaming), but may still contribute traits and skills (as long as doing that does not necessitate performing an action). A personnel becomes stopped when they fail to overcome a dilemma which has conditions OR they are affected by a card which specifically stops them OR they participate in a battle. A ship or outpost can be stopped by participating in battle OR by being stopped by a dilemma. When a ship or outpost is stopped, all cards aboard are stopped as well. The ship or outpost may not perform actions (like mission attempts) even if you beam unstopped personnel aboard. Stopped cards become unstopped at the beginning of the very next turn (normally your opponent's) and is not a game action. Suspend: When a card play is suspended (typically by another card play), that card play is "put on hold" and not yet resolved until the action suspending it is resolved. The suspended card is not in your hand and is not in play. If the target of the suspended card is no longer in play or legal, then the suspended card is discarded. Target: Consult section III.3. Trigger: Consult section III.3 Turns: A turn is one segment of the game in which the player is "on the move" consisting of the turn sequence explained in the rulebook (page 13) of a) play one card, b) execute orders, c) draw a card to end the turn. Players alternate turns in the game. This is the order a turn must go in. You could not, for instance, execute orders and then play a card. There are several potentially confusing things about turn: 1) the definitions -- "each", "every", "next", etc. 2) to whom the card applies 3) when a "timed" event happens during a turn. 1) "Each Turn" -- each of the subject's turns (skipping the other player). "Every Turn" -- every turn, of both players. "Next Turn" -- the next turn of the subject. "This Turn" -- the current turn. "Rest of Turn" -- the remainder of the current turn. "Full Turn" -- this definition is a little more specific. A "full turn" means one complete turn segment of the subject, from beginning to end. It does not include the current turn already underway. For example, the Anti-Time Anomaly says, "Kills literally ALL personnel on table...at the end of your third full turn." Here is what it means by "your third full turn": The subject is the person who plays the card. You do not count the turn you are currently in. You only count your next three full (complete) turns. So, you would finish this turn, and then the countdown goes through three full turns with the Anomaly striking at the end of that third full turn. 2) Who the card applies to is important for understanding the definitions of "turns", and the source of most confusion about turns. The wording of the card usually makes it clear who it applies to: Your turn: Applies to the turn of the person playing the card. Opponent's turn: Applies to the turn of the opponent (in a two-player game, the player not playing the card). Owner's turn: This appears on some cards that play on another card, such as a personnel or ship. They refer to the owner of the card that is being affected, not the owner of the card played. Some cards are a little ambiguous. If it is not absolutely clear, the general rule is that the player that the card affects is the person it applies to. Examples: If you play Telepathic Alien Kidnappers, the person affected by the card is the subject. If you play a card on yourself, like The Traveler, you are the subject. If a card applies to both players equally, such as the Anti-Time Anomaly, the subject would be the person who played it. 3) "End/Start of Turn" -- The end of each turn is signified by the player drawing a card. Anything that the cards say happens at the end of a turn happens just before the card draw. If you are prevented from drawing a card (e.g., Klim Dokachin, QÍs Tent), then you may simply announce when you are done with your turn, after resolving anything that must happen at the end of your turn. The start of your turn is just after the opponent has transferred the turn to you (by drawing a card). If there is more than one thing scheduled to happen at the end or start of the turn, the player whose turn it is may choose which to do first. Undefined variables: Undefined variables (such as Mortal Q's cunning of Q) are treated as 0 and cannot be modified. Unique: A personnel, mission, or ship cards are unique if they don't have a universal symbol (4 diamonds next to the card name) on them. You may only have one of such a card in play without the use of a special card (like the often-alluded to Clone Machine). A card which mentions a non-universal [personnel, mission, or ship] is alluding to a unique [personnel, mission, or ship]. Universal: If a personnel, mission, or ship card has 4 diamonds next to its name, then it is considered universal, and you may have multiple copies of it in play at any one time. Unopposed: An Away Team is considered unopposed when your opponent has no Away Teams present at that planet. Winning Battle: Consult section III.5 With: See Present. II.2 Timing General Timing Rules: Once you announce that you are performing an action, that action will resolve from beginning to end, without interruption. The action may not be aborted or changed without a special card. When you announce an action, the opponent may respond by performing a legal action, but that action will not resolve until your action has resolved, if it is still legal. Examples: You start to move your ship and your opponent tries to play a Rogue Borg on that ship. That Rogue Borg will not resolve until you are finished moving that ship. You play Goddess of Empathy. Your opponent immediately decides he wants to respond with an interrupt. His interrupt will not resolve until Goddess of Empathy is on the table, at which point, his interrupt is no longer a legal play (due to the Goddess) and it must be returned to his hand. There are two exceptions to this rule. Exception #1: An interrupt card that specifically states that it may be played during an action may be played (see examples below). Exception #2: An action may be interrupted if a special card nullifies the action (Amanda Rogers, Kevin Uxbridge, etc). Examples of actions include: 1) Playing a card. Some cards that can "interrupt" a card play: Kevin Uxbridge, Amanda Rogers, Countermanda. 2) Moving a ship from one location to another (possibly passing other locations in between). A ship may, of course, make more than one move per turn (RANGE permitting), but these would be separate actions. Some cards that can "interrupt" movement: Hail, Wormhole. 3) Battle. From the moment you announce that you are starting a battle to the time when that battle is over (i.e., ships have been turned to indicate damage, or ships and personnel have been discarded). Some cards that can "interrupt" battle: Asteroid Sanctuary, Phaser Burns, Emergency Transporter Armbands, Hugh. 4) Beaming. Only one card, Barclay Transporter Phobia, currently allows you to "interrupt" beaming. 5) Attempting a mission (but see section III, Seed Cards). 6) Using a personnel's special ability, such as Ajur's, but only if that ability is not a "permanent" or ongoing ability, such as D'Tan's. 7) Changing the affiliation of a dual-affiliation personnel You must always give your opponent enough time to play Interrupts in between your individual actions. You cannot simply play an event followed by five Interrupts without him being able to get a word in edgewise. Even if you have a card like Red Alert out, which allows you to play as many ship, equipment and personnel cards as desired each turn, each card play is an individual, interruptible action. If you move too fast without giving your opponent a chance to react, he can make you "back up" so that he has a chance to perform the actions he wants. You may play an interrupt that modifies an action (and would normally be legal) or one that would nullify it, after tallying any attributes, skills, or abilities to see if you want to. For example, you may tally up your Integrity and the number of Leadership you have present, before deciding whether or not you want to Q2 a Q dilemma. If both players want to perform an action at the same time, the player whose turn it is may announce his first. Then, the opponent may announce his action. Then, the first player may announce an action, and so on, back and forth, until neither player wishes to announce another action. Then, all actions resolve in the order they were declared. Required Actions: There are two kinds of required actions: moving and non-moving. Moving: Cytherians, Incoming Messages, Conundrum before you get there (you are required to "chase" a ship). Non-Moving: Samaritan Snare, Incoming Message -- Attack Authorization, Conundrum after you get there (you are required to attack a ship). If a ship is targeted by a non-moving required action, you must perform that action as soon as is possible, typically as your next action. Cards that affect that action (battle-related cards in the case of Conundrum, Senior Staff Meeting in the case of Samaritan Snare) may still be played. A ship targeted by a moving required action may beam personnel on board the ship, but may not beam personnel off. The only other action it may perform is moving. If the ship is targeted by another moving required action, it must resolve that action after it has completed its first moving required action. II.3 Skills II.3A Skills With Inherent Abilities Cybernetics: When Cybernetics skill is present where you report an android for duty, that android does not count as your normal card play for the turn. There is no limit to the number of Androids which may be reported "for free" with Cybernetics skill on any given turn. You may not play androids with Cybernetics skill at any phase other than the card play phase. Cybernetics does not allow you to report Androids at a location other than is normally legal. Guramba: The Nausicaan word meaning "courage". Wherever your Away Team has Guramba, your opponent must have two leaders present in order to initiate an Away Team battle. Miracle Worker: Because a Miracle Worker does not reveal all of his talents at once, this extraordinary skill contains as-yet-unrevealed skills. Miracle Worker includes Transporter Skill. Tal Shiar: Tal Shiar allows Romulans to initiate battle against other Romulans. A Romulan with Tal Shiar can count as a leader if no other leader is present. Transporter Skill: For each Transporter Skill present on a ship, once per turn you may beam one additional card through anti-beaming cards. Transporter Skill allows you to retrieve Androids, Exocomps, and Equipment cards which you Devidian Doored into space. II.3B Selecting Skills Some cards allow you to select skills for personnel. In these cases you may only choose one or two word skills (such as Physics or Stellar Cartography), not special skills that are explained in a sentence (like, "May nullify Yuta where present, scoring 3 points"). Classifications found in the skill box (currently includes ENGINEER, MEDICAL, OFFICER, SCIENCE, and SECURITY) can be chosen as skills. Ignore any multipliers (like Diplomacy x2 or Leadership -1). Such skill selection rules apply to cards like K'ChiQ, Lal, Eyes in the Dark, Vulcan Mindmeld, and Frame of Mind which only give you one or two word skills. Vulcan Mindmeld can only add one or two-word skills, but multipliers are *not* ignored. II.4 Full Errata List Sometimes the designers will misword a card, sometimes a card is found (in it's present incarnation) to be too powerful, and sometimes cards are simply misprinted. Whether trivial (like a capitalization mistake) or strategy-altering (like changing the number of affiliations which can attempt Khitomer Research or reworking Emergency Transporter Armbands), Decipher issues errata (officially or implied) on a semi-regular basis. This list is composed of all official errata, and all implied errata, the latter of which is subject to reversal or revision. Amanda's Parents: There are two versions of this card floating around. The correct version says "Plays on table until any Q-Flash. Each time you play an Amanda Rogers card (except to nullify a Q-icon card), opponent may take that Amanda Rogers (and any two other cards) from your discard pile and place all three out-of-play." - Official Decipher Ruling Anti-Time Anomaly: Change "on table" to "in play" - 12/19/96 FAQ Cargo Rendezvous: ENGINEERING should be ENGINEER - Typo Dead in Bed: Add "(your choice)" after "in stasis" - 12/19/96 FAQ Disruptor Overload: Ignore "at same location", so card should read "...Equipment card present is destroyed" - Official Q ruling Distortion Field: Change "any beam down" to "beam down/up" - Beta Dr. Q, Medicine Entity: Change "on the spaceline" to "at a spaceline location" - 5/16/97 FAQ, Implied Emergency Transporter Armbands: Change entire text to "Beam your Personnel up or down at any time, except during a dilemma (unless specifically permitted). May be used during battle before the winner is determined." - Beta Evacuation: Strength should be STRENGTH - Beta Firestorm: Add "OR Away Team escapes using Emergency Transporter Armbands" after "unless Thermal Deflectors present" - Beta Full Planet Scan: Change "Glance at the dilemma and artifact cards..." to "Glance at all seed cards..." - 12/19/96 FAQ Kevin Uxbridge: Change entire text to "Nullifies any one Event card (except for Treaty cards) OR any other played as an Event." - 5/16/97 FAQ Kevin Uxbridge: Convergence: Change "Destroys" to "Nullifies" - 12/19/96 FAQ Khitomer Research: Add Klingon Affiliation icon - Beta Major Rakal: "Deanna Troi" in the lore should be boldfaced, making Major Rakal a persona of Deanna Troi - 5/16/97 FAQ Menthar Booby Trap: Add "Plays on ship." before "Ship can't move..." but after "Unless MEDICAL present..." - 5/16/97 FAQ Outpost Raid: Change "If at your outpost..." to "If at a location where you have an Outpost present..." - 12/19/96 FAQ, Implied Q's Tent: Last sentence should read "Draw no cards for the remainder of the turn." - Official Q ruling REM Fatigue Hallucinations: Read as "Entire crew dies in three of your full turns. Cure with 3 MEDICAL present (score 5 points) OR ship returning to outpost first." - 12/19/96 FAQ Reopen Dig: Archeology should be Archaeology - Typo Rishon Uxbridge: Change "Place atop one Event card in play." to "Place atop one Event card (except another Rishon Uxbridge) in play." - 12/19/96 FAQ Rulebook: Page 22, The first sentence following the italicized text on page 22 of the rulebook should read "Before completing a mission, a player must first overcome any and all dilemmas at that location." instead of "Before attempting a mission...." - 12/19/96 FAQ Rulebook: Page 27, the boldfaced text should read "If the attacker's weapon power is greater than the defender's shield power, the defender's ship is damaged. The defender's ship(s) now get a retaliation shot with the roles reversed." Scan: Change "Glance at the Dilemma and Artifact cards..." to "Glance at all seed cards..." - 12/19/96 FAQ Senior Staff Meeting: Change entire text to "Plays on ship with OFFICER, ENGINEER, MEDICAL, SCIENCE and SECURITY aboard (on first attempt of a space mission), after the mission attempt has been announced, before the first dilemma has been revealed, and when neither player wishes to play any other cards. First dilemma encountered is discarded." - 12/19/96 FAQ T'Pan: Add Mindmeld skill - Beta The Sheliak: Change "Mission then equals zero points" to "Mission (if uncompleted) then equals zero points" - 5/16/97 FAQ Tsiolokovsky Infection: Add (Not Cumulative.) - Beta (note that this errata is now unnecessary as all cards are assumed to be not cumulative, but that ruling wasn't in place at the time) Vulcan Nerve Pinch: Change entire text to "Plays at start of Away Team or Rogue Borg battle. Each of your Vulcans or Soong-Type Androids present may place one of the opponent's personnel (random selection) in stasis until the end of your next turn." - 12/19/96 FAQ. Yuta: Change "discard" to "kill" - Official Decipher Ruling II.5 Commonly used Abbreviations and Terms Note that only terms which warrant elucidation are included. First word terms (like Kevin, Kivas, Tent, Flash, etc.) are not included as it should be apparent what card is being referred to. AGT: All Good Things AN: Android Nightmares AP: Alien Probe AR: Amanda Rogers Armada deck: A deck using either Klingon K'Vorts (more prevalent) or Romulan Science Vessels to obliterate everything in space (including the opponent's outposts). The decks are typically extremely slow, and will often win, by hunting down multiple Borg Ships. ATA: Anti-Time Anomaly ATTYF, B: Are These Truly Your Friends, Brother AU: Alternate Universe (may be referring to an icon, the expansion, or an AU icon card, the context should make it clear which of the three is appropriate) baH!: Code name for the unnamed battle expansion (note the b is lower case, becuase that's proper Klingon, somebody told me this back in Wes' chat room, several months ago, if you want credit please tell me who you are) Barclay's: This one's included for clarity. This almost always refers to Barclay's Protomorphosis Disease, not Barclay's Transporter Phobia. BB: Black Bordered BGB: Betazoid Gift Box Box: Penalty Box BPD: Barclay's Protomorphosis Disease Bridge Crew: This is a rather ambiguous term used to describe the high-cost, high-profile Federation rare cards which were the "main characters" of Star Trek. Basically, it's Star Trek CCG's parallel of Star Wars' "Mains". Bridge Crew definitions vary wildly but a typical composition is: Beverly Crusher, Data, Deanna Troi, Geordi La Forge, Jean-Luc Picard, Katherine Pulaski (her inclusion is debatable, but is typical), Tasha Yar (debatable as she, as was Pulaski, only on the show for 1 season), Wesley Crusher, William T. Riker, and Worf. Ro Laren and Reginald Barclay are occasionally included. Back in STCCG's inception, these characters were some of the most valuable (they still are), and perceived as overly powerful (largely because, if used in conjunction, you had all the skills and Classifications you'd ever need). Modern STCCG players will occasionally use the term Bridge Crew or pseudo-Bridge Crew to describe the most powerful personnel of X affiliation in Star Trek. CFP: Chinese Finger Puzzle Chick: A rather rude way to allude to K'ChiQ CL: Captain's Log DB: Data's Body DD: Devidian Door DH: Data's Head Diphole: A personnel with "Dip"lomacy, "Ho"nor, and "Le"adership DRGS: Destroy Radioactive Garbage Scow DS9: Deep Space 9 Expansion D2P: Deep Space 9 Two-Player Game ESO: Engage Shuttle Operations ETA: Emergency Transporter Armbands FC: First Contact FE: Future Enterprise FLI: Female's Love Interest FoM: Frame of Mind F2P: Federation 2-Player Game GOTT: Gift of the Tormentor GR: Genetronic Replicator Happy Fun Cube: Borg Ship (this one stems from SW's Happy Fun Ball, the Death Star) HEA: Holograms, Exocomps, and Androids HG: Hunter Gangs IM: Incoming Message IPC: Interphasic Plasma Creatures KN: Kurlan Naiskos KU: Kevin Uxbridge KU: C: Kevin Uxbridge: Convergence LT: Little Text (used on the BBS) Major Rakal: Major Rakal is one of the foremost experts on the rules and nuances of STCCG. She frequents the BBS and mailing list, and answers as many questions as possible. She helped Q write the dilemma resolution rules and created the dilemma fact sheets. She is also an ambassador. Mandy: Amanda Rogers MB: Mandarin Baliff MDD: Manheim's Dimensional Door MLI: Male's Love Interest Mot the Barber: Mot is one of the foremost experts on the rules of STCCG. He is renowned for finding uses (however obscure) for cards that are considered "useless" (a term which should never be used in his presence). NT: No Text (used on the BBS) Obtuse Affiliation: Klingons (stems from the fact that they have extremely low CUNNING) PA: Parallax Arguers PB: Penalty Box PR: Parallel Romance Puff the Magic Dragon: Puff the Magic Dragon is one of the foremost experts on the rules and nuances of STCCG. He frequents the BBS, Mailing List, and Newsgroup, and answers as many questions as possible. He wrote this document, updates it, and consistently bugs Q with annoying rules scenarios, has input in the FAQ, and is currently #1 on the STCCG online Hall of Fame. He is too young to be an ambassador. Q: Q is Decipher's official rules guru. Any rules disputes are resolved by Q, and his rulings are incorporated into the CRD on a monthly basis. If there is a discrepancy between a ruling in this document and a ruling by Q, Q's ruling takes precedence. Q deck: A deck utilizing the dilemma Q to circumvent all the dilemmas at a location QC: Q-Continuum (may be referring to the icon, the expansion, or the side deck, the context should make it clear which definition is appropriate) RA: Red Alert Rakal Shuffle: A really bad draw with all your good cards at the bottom of your deck. RBM: Rogue Borg Mercenaries RD: Revolving Door Red Shirt: A single personnel attempting a mission with almost no chance of completing it to bypass some of the more hazardous dilemmas and protect key personnel. Named for TOS' abundance of Security officers wearing red shirts, who were killed at the beginning of a mission. RGS: Radioactive Garbage Scow RtS: Raise the Stakes SCP: Samuel Clemen's Pocketwatch SSM: Senior Staff Meeting STA: Soong-Type Android (occasionally, derisively referred to as Sela-Type Androids because the online player known as Sela's Consort came up with a highly effective and legal STA/Q deck) SWB: Static Warp Bubble SWCF: System-Wide Cascade Failure TAK: Telepathic Alien Kidnappers THTF: The Higher...The Fewer Tomek: The current national champion, Tomek is one of the most knowledgable and kind online STCCG figures that you'll find, and an excellent source of information for newbies. TOS: The Original Series (either the show or the icon found on Ensign Tuvok) TPS: Tarrelian Plague Ship TR: Temporal Rift (also referred to as T-Rift) TTP: Time Travel Pod TXT: Text (used on the BBS) VLT: Very Little Text (used on the BBS) Wesley Crusher: Also referred to as Wes, Wesley is one of the foremost experts on the rules and nuances of STCCG. In addition to starting STCCG online play, he has been the author of the STCCG Card of the Day since issue 26, and is generally regarded as the most recognizable and influential person in STCCG. He frequents everything STCCG related, is the Lord of the Webring, designer of the Manheim expansion, and an ambassador. Wesley Crusher is *not* Wil Wheaton (the actor who plays Wesley Crusher on STTNG). WNOHGB: Where No One Has Gone Before WD: Wrong Door YA: Yellow Alert III. Seed Cards, Game Actions, and Miscellaneous III.1 Seeding Sequence The seeding sequence is as follows: 1. Doorways; 2. Missions; 3. Artifacts, Dilemmas, and cards seeded like dilemmas; 4. Outposts and Stations. You alternate seeding one at a time, and you may pass at any time (you must do so when you run out of cards). When both players pass consecutively the seeding phase is over, any leftover cards (and any misseeds, discovered later) are placed out-of-play rather than discarded. III.2 Missions Attempting: Once a mission attempt is begun it may not be aborted unless: a) The entire Away Team or ship's crew is stopped; or b) Nobody remains in the Away Team or ship's crew, either by elimination or via a special card that removes the personnel from the mission location. You must have at least one personnel in your Away Team or ship's crew that matches one of the the mission's affiliation icons in order to attempt or complete the mission (even if you have a Treaty in effect). If you lose all properly-affiliated personnel during the mission attempt, due to dilemmas, you still must continue, but you will not be able to complete and score the mission. If an Away Team or ship's crew gets past all dilemmas under a mission, and does not have the skills to complete the mission, they are not stopped. Only one ship may attempt a space mission at a time. If you wish to combine the crews of several ships, you will need to beam everyone on board one ship and then attempt the mission. A ship or outpost is considered to be actively involved in making the attempt of a space (or planet/space) mission, and if a dilemma with conditions is not overcome, the ship or outpost is stopped along with any surviving crew. Even if you beam more personnel aboard, they cannot reattempt the mission that turn, because the ship or outpost is stopped (note though that you could reattempt the mission with a different ship. This has no effect on planet mission attempts. Discarding as a mission requirement: When a mission states that you must discard a card, that card must come from the Away Team or crew attempting the mission, not from your hand. Duplication: Duplicate unique missions may be on the spaceline, but they must have been played by different players (e.g., you and your opponent may have the same mission in play, but you cannot play two of the same non-universal mission). Requirements: All requirements are checked simultaneously. For example, to complete Samaritan Snare you need an ENGINEER and an equipment card to discard. Since all requirements are checked simultaneously, a single OFFICER with an Engineering Kit can complete the mission. This is because you check, all at once, to see if the requirements are present: a. Is an ENGINEER present? Yes. b. Is there an equipment card to discard? Yes. Therefore, you can discard the equipment and complete the mission, even though doing so would get rid of your only ENGINEER. Timing: Attempting a mission, from start to finish, is one action. As with other actions, this may not be interrupted by other actions except as follows: Each dilemma is considered to be a "mini-action" within the greater action of the mission attempt. Therefore, as soon as it is flipped over, an interrupt card may not interrupt a dilemma, unless the interrupt itself specifically says that it can be played during a dilemma or that it cancels the dilemma. Examples of cards that can be played during a dilemma are Eyes in the Dark, Q2, and Howard Heirloom Candle. You may play interrupts between dilemmas, or after the initial announcement of the mission attempt (but before the first dilemma is encountered). When a dilemma has an effect that can be cured, that effect happens, and, if the required skills are still present, it may be cured. Note that the cure occurs before proceeding to the next dilemma. A Q-Flash and all Q-icon cards encountered is considered to be one dilemma. You cannot interrupt the individual Q-Icon cards (unless, of course, a card would normally allow this or nullify a Q-icon card). Seed Cards: You may check, at any time, to see how many (if any) seed cards are underneath a mission. III.3 Dilemma Resolution Note: Perhaps the most complex component of STCCG, dilemma resolution can often lead to rules disputes, arguments, and even dissension amongst STCCG players. Hopefully this guide can answer any and all questions you have regarding the treatment and resolution of dilemmas (note that the following information applies only to normal dilemmas. Q-icon cards are treated differently). Please contact me with any questions, information, or comments you have as to this section. Condition: One of the 5 crucial dilemma components, a condition determines whether or not you overcome a dilemma, and thus whether you are stopped. Conditions are the requirements that must be met to circumvent a dilemma's effects. They may include skills, attributes, specific personnel, equipment, a specific gender, something else that must be present at the site or actions. Normally, one can discern the conditions of a dilemma quite easily as they are prefaced by unless (like "Unless SECURITY and MEDICAL present" or "Unless Empathy present"). To find out if a dilemma has conditions, what they are, and how they may be overcome, see the applicable entry in section V. The conditions of a dilemma must be met immediately to overcome the dilemma, or else you suffer its wrath and are stopped. If a card has no conditions, then it is discarded when it has it's effect. Cure: One of the 5 crucial dilemma components, cures are found on dilemmas with long-term or delayed effects. Cures put an end to long-term effects and/or prevent delayed effects from having their effect. A cure is not synonymous with a condition, and being able to meet the prerequisites of the cure doesn't allow you to overcome the dilemma. A cure typically requires that certain skills, personnel, equipment, or attributes be brought to the location of the affected personnel/ship, or the dilemma site, or that certain actions be taken. For example, "Cure with 2 MEDICAL and Biology", "Cure with Emergency Transporter Armbands, Timepod Ring, or new ENGINEER arriving", and "Cure with 3 Empathy present" are all examples of Cures. Time is not considered a cure. For example, a dilemma that has an effect for 2 full turns (like Parallel Romance) is not considered to have a cure. The key words for cures are "cured by", "cure with" and/or "...until...". There are, of course, exceptions and other key words. Point Value: One of the 5 crucial dilemma components, a point value is either a boon or a curse depending on the dilemma. They can be either positive or negative, and are scored when one of the following occurs: a. When there are conditions to the dilemma and you overcome them (Chalnoth, for example). b. When you "cure" a dilemma (REM Fatigue Hallucinations for example) c. When the card otherwise gives instructions for scoring or losing points (like the Borg Ship's destroy for points, or the Edo Probe's not completing a mission on this turn). You do not score bonus points for a dilemma if you nullify it, if you fail to overcome it's conditions, or fail to cure it. When you score points for a dilemma, place the dilemma in your bonus point area rather than discarding it, even if the dilemma would normally be discarded. Target: One of the 5 crucial dilemma components, targets are personnel (or other card types, depending on the dilemma) with specific characteristics that the dilemma can affect. For example, "One personnel with Empathy...", "All personnel with (CUNNING+INTEGRITY)<12...", and "One male Away Team member", are all targets. The presence or absence of a target in the crew or Away Team has no effect on the discarding of the dilemma or whether it stops you. They simply specify who may be affected by the dilemma. For example, if you fail to overcome a dilemma like Cardassian Trap, it will remain under the mission even if there are no non-Cardassian unique personnel at the location. Trigger: One of the 5 crucial dilemma components, triggers must be present for a dilemma to have its effect. This is stated at the beginning of the dilemma and is usually preceded by "if" (for example, "If this is a Federation Ship...", or "If female(s) in the Away Team..."). The presence of a ship can also be a trigger, if the card reads "Play on ship", or if it specifically targets a ship and not the personnel aboard it. The absence of the trigger causes the dilemma to be discarded for no effect. For example, if there are no females in the Away Team and you encounter an Anaphasic Organism, or if you attempt a space mission from the outpost and encounter a dilemma which "Plays on ship", the dilemma would be immediately discarded for no effect. Dilemmas and Stopping: A dilemma only stops you if it has conditions and you fail to meet those conditions, or if the effects of the dilemma cause you to be stopped (it must specifically say so, for this latter stopping condition to take effect). Discarding Dilemmas: A dilemma will not remain under the mission if: 1) Any required trigger is not present OR 2) The dilemma says "Discard dilemma" OR 3) It has conditions and you overcome them OR 4) It is nullified by a special card (Dathon, Q2, Marouk, etc) OR 5) The dilemma plays on a location, the spaceline, a ship, a personnel OR 6) It has a long-term affect on one or more personnel OR 7) It has no conditions. In cases 1, 2, 3, and 4, the dilemma is discarded. In cases 5 and 6, the dilemma is "played on" the appropriate place (personnel, ship, the table, the spaceline, etc), similar to an event until cured, expired, or otherwise destroyed. In case 7, the dilemma is discarded, unless it meets one of the other criteria in 5 or 6. Special cases: A card's text can always override any rule presented here. Some cards have conditions, yet do not stop you, while others may have no conditions and state that they stop you. The card's text is always the final judge. Also, some dilemmas (such as Sarjenka or Edo Probe) have different effects. Once it is determined which of the effects will activate, treat that effect as if it were a dilemma you were just encountering and ignore the other effect. For further information on any specific dilemma please consult the dilemma tables, or entry. III.4 Battle General: All battle is simultaneous. If a defending ship is destroyed by an attack, it still may contribute its WEAPONS power to the retaliation shot. There is no "first strike." Battle always stops all cards involved in that battle, including personnel at an outpost, if the outpost was attacked. A ship does not need to be fully staffed to attack or retaliate, full ship staffing is only necessitated for ship movement. A half-repaired ship that is damaged again is destroyed (discarded along with all cards aboard). Leaders: A ship or Away Team needs a leader to fight effectively. Each ship participating in the battle needs its own leader. However, you do not absolutely need a leader in battle. You can initiate a battle without a leader, but you will lose that battle (if it is an Away Team Battle) or your ship will be only be able to defend with its SHIELDS. Restrictions: "Forces" include personnel and ships. Non-aligned personnel on a Federation ship is a Federation force, and is subject to all Federation-related restrictions. Romulan personnel on a non-aligned ship is a Romulan force and is subject to all Romulan-related restrictions. Romulans on a Klingon ship (assuming a treaty is in play) is a Romulan/Klingon force and is subject to all restrictions placed on both affiliations. Non-aligned forces have no battle restrictions. Personnel under "house arrest" on a ship are not part of the crew and do not lend their affiliation to this definition. Without the aid of special cards, such as Conundrum or Attack Authorization, or as part of a retaliation, Federation forces may not initiate a battle, ever. Similarly, Romulans may not initiate a battle against other Romulans, except as part of a retaliation, without a special card (such as Tal Shiar skill) that allows them to. If attacked on the previous turn, your forces may attack your opponent's forces (either ships or Away Teams) at the same location, regardless of affiliations. You may also bring reinforcements to that location to continue the battle. If either force moves away and does not return for the rest of the turn, the ongoing battle is over and normal battle rules go back into effect. Forces from one of your affiliations may aid forces from another affiliation if the proper treaty is in play. If it is not, the two sets of forces may not participate in a battle together, though they could attack separately. You may not battle your own forces, without the help of a special card, such as Attack Authorization. Also, the Tal Shiar skill can be used to attack your own Romulans. Retaliation: In a battle, you may choose not to retaliate. This means that: In a ship battle, you defend with your SHIELDS, but do not fire back with your WEAPONS. In an Away Team battle, if you have a higher total STRENGTH, nothing happens. You also may not play a card to kill your opponent's personnel during a battle, such as Phaser Burns. Except where a card specifies attacking, or differentiates between retaliation and attacking, retaliation is no different than attacking just with the roles reversed. A card which has or grants special abilities when attacking, has or grants them when retaliating as well. A ship may retaliate if stopped, and may retaliate against each separate attack (though not necessarily each separate ship) initiated against it on a given turn. You may only retaliate if a leader is present on the ship. Winning and Losing Battles: In a ship battle, a losing battle is one in which more units of damage were inflicted on your ships than on your opponent's. Each ship that was damaged counts as one unit of damage. Each damaged ship that was destroyed counts as one unit. Each undamaged ship destroyed by a direct hit counts as two units. If both sides inflicted the same number of damage units, then the battle is a tie. III.5 Beaming General: You may not beam on board another player's ship unless a special card allows you to. Currently, there are no such cards in the game. In order to beam personnel or Equipment between ships, the ships must share the same mission location and be owned by the same player. No distinction is made for different affiliations when beaming. Thus, Non-Aligned can beam from affiliation to affiliation at will (assuming they aren't prohibited via a restriction box). Note, however, that affiliated personnel cannot deliberately beam themselves into a situation which would place them under House Arrest (e.g., they cannot arbitrarily beam aboard a ship or outpost of a different affiliation unless an appropriate treaty is in play) You can beam down the entire crew to a planet. It is assumed that there are certain "invisible crew" (also referred to as Bobs) who perform mundane functions like beaming and keeping the shields raised. Any card which specifically mentions beaming on it (like Tarellian Plague Ship, Near-Warp Transport, or Emergency Transporter Armbands) is considered to be a form of beaming, and any normal beaming restrictions (like the one on Barclay's Transporter Phobia, or Katherine Pulaski) or obstructions (like Distortion Fields and Atmospheric Ionization) apply. You are not required to beam when moving between a ship and an outpost (you may do so if you wish), but you are require to beam from an outpost to a planet (since the outpost is in space). This beaming can be interfered with by all normal methods (Atmospheric Ionization, Barclay Transporter Phobia, Katherine Pulaski's restriction, etc.). You may not arbitrarily beam personnel into space (to kill them). III.6 Miscellaneous Rules Discard Piles: You may not look at any discard pile, yours or your opponent's, during the game, unless a special card, such as Res-Q allows you to. You must discard face up, though, and anytime you retrieve a card from your discard pile, you must show it to your opponent. Exhausted Deck: The very instant a player runs out of cards in his deck (when they draw the last card), the game ends immediately. The player does not finish his or her turn. Fleet Movement: Fleet movement is prohibited by the timing rules. Each individual ship's movement is an action. You may not conduct multiple ship movements at the same time. If a card like Q-Net is in the way of a Fleet, each individual ship must be able to pass it (by having Diplomacy x2). Multiple Multipliers: If you have cards that add and multiply to the statistics of a ship or personnel, you can apply the modifiers in any order, preferably in the order that would give you the highest total! However, if something changes a value outright, instead of adding or subtracting, that modification is handled first and is treated as if it were printed on the card itself. For example, if a ship has a range of 8 and is damaged, its range is reduced to 5. If that ship gets a -2 to its range, the range is 3. You do not subtract 2 from the original range of 8 and then lower to 5. Frame of Mind is also an example of a card that "sets" a value, rather than modifying it. Negative Points: If you encounter a card that has a negative point value, your score is reduced by those points. This may cause your score to become negative. For example, if, on your first turn, you encounter a dilemma with a -10 point value, your score is negative 10, and you will need to score 110 additional points to win. Scoring points: You score points any time your point total changes (whenever you gain or lose points). Showing cards: Page 29 of the rulebook states that only personnel at an outpost are required to be placed face-up on the table for the opponent to see. Once they board a ship, the opponent may only view the cards if a special card allows him to or if you need to prove that you have a certain personnel or skill present, such as when overcoming a dilemma or completing a mission. Multiple actions scheduled at the beginning or end of the turn: If there are multiple actions scheduled to happen at the beginning or end of a player's turn, the player whose turn it is may decide in which order the actions commence. IV. Individual Card Entries IV.1 Outposts General: Outposts are located in space. Thus, you must beam down to a planet mission to attempt it, but you may still attempt a space mission from the outpost and transfer personnel (without beaming) to a ship docked at the outpost. You may beam from an outpost to a ship if you want to. When attempting a space mission from the outpost, all personnel must participate. You cannot "redshirt" from the outpost unless there is only one personnel aboard. Dilemmas which target a crew (or ship's crew), but for which a ship is not a trigger, will affect the crew at the outpost as if they were aboard a ship. For example, Tarellian Plague ship would have its normal effect on an outpost crew (if they didn't beam/discard a MEDICAL, everybody on the Outpost would die), because, even though it mentions a ship's crew, a ship is not a trigger of the dilemma Outposts do not have Holodecks, and, as such, Holographic personnel can not be used there (they may be played, but may not perform any actions until they are moved to a ship with a Holodeck or beamed to a planet when Holo-Projectors are in play) to attempt space missions or perform actions. Holo-Projectors does not give Outposts Holodecks as they are not Ships and you have a Crew not an Away Team at the Outpost. Outposts are not ships in any way, and should not be treated as such. You cannot use your opponent's Outpost (or dock/beam aboard it, currently). Shield Extension: Ships are assumed to be docked at the outpost unless stated otherwise. Outposts may extend their SHIELDS to all of your ships docked at the Outpost (including non-aligned ones). Remember, a ship can still battle (as normal) when docked, so there is currently no advantage to designating a ship as orbiting. An outpost's shields are not depleted when it extends its SHIELDS, and it may extend half of its SHIELDS to each ship (i.e., the SHIELDS extension is not divided amongst them, they each get half). Only one Outpost may extend its SHIELDS to any given ship, regardless of how many you have at that location. You may not, under any circumstances, extend SHIELDS to your opponent's ships. Combat: Separate attacks against an outpost are not cumulative. For example, if you attack with WEAPONS of 24, leaving the Outpost undestroyed, and a Borg Ship later attacks (with its 24 WEAPONS), the outpost is not destroyed, as neither attack could individually damage any currently existing Outpost. If an Outpost is destroyed, all Personnel and Equipment cards aboard are also discarded. Docked ships and ships orbiting the outpost are unaffected by its destruction. Establishing Outposts: You must include one outpost for each affiliation you play (non-aligned doesn't count) somewhere in your 60-card deck, and at least one must be seeded. You are considered to be playing an affiliation if you include at least one non-Outpost card of that affiliation in your deck (cards like Romulan Ambush or Klingon Civil War don't count). Cards in your side decks don't count, but a seeded card (for example, an AU icon personnel seeded in a Cryosatellite) does. Dual-Affiliation personnel may only contribute one affiliation (of your choice) to this total (the Dual-Affiliation personnel need not be reported as this affiliation). You must declare a Dual-Affiliation personnel to be of either one or the other affiliation, for the purposes of outpost seeding. You must seed outposts at locations with appropriate affiliation icons (the exception being the Neutral Outpost, which is seeded at *any* space location), and you can seed multiple outposts at one location. All Outpost cards have the phrase "Seed one..." on them, and, as such, you may not duplicate any Outpost card (when seeding). A Neutral Outpost may substitute for any one affiliated Outpost, but it still may not be duplicated. For example, if you're playing Romulan and Klingon, you may seed: a) One Romulan and one Klingon outpost; or b) One Romulan and one Neutral outpost; or c) One Klingon and one Neutral outpost You could not seed 2 Romulan Outposts as that violates the non-duplication rule, nor could you seed a Romulan, Klingon, and Neutral Outpost as that violates the one per affiliation rules (Non-Aligned is not an affiliation). You can, of course, include as many outposts as you want in your draw deck or Q's Tent, and playing them counts as your card play (and most follow all timing rules pertaining to that. Thus, you couldn't move then construct an outpost). You may build an Outpost at any location with an appropriate affiliation icon (assuming you meet the prerequisites of the card). Repair: An Outpost can only repair ships of appropriate affiliation (unless a treaty is in play), and since Non-Aligned is not an affiliation, Non-Aligned Ships cannot normally be repaired at an outpost (though a card like Spacedock can allow it). Neutral Outpost: You can put a Spacedock on a Neutral Outpost. This will allow any of your ships to be repaired there. You cannot "mix" personnel at a Neutral Outpost without a treaty in play. Treat it like a non-aligned ship with "house arrest" rules as normal. However, you can have personnel from different affiliations use the Outpost as long as they don't mix. For instance, you could play some Fed personnel there, and when they leave, you could play some Romulans. You may not play personnel of an illegal affiliation or who could not work with the current controlling affiliation, with the intention of placing them under House Arrest. You can construct a Neutral Outpost at any space location, even one without any affiliation icons (this supersedes the normal Outpost construction rules). IV.2 Missions IV.2A Planet Missions Brute Force: In your entire Away Team (which must have at least 3 personnel in it), the total STRENGTH of the Away Team must be greater than 10 times the number of personnel in the Away Team. Cards that modify STRENGTH numbers do count when determining this total. The Echo Papa 607 will not help because it is only "used during Away Team or Rogue Borg battles..." Cloaked Mission: This mission does not require a Cloaking device. Diplomatic Conference: This mission allows you to temporarily create an all-way Treaty, but only during the attempt of that mission (you cannot use it to combine a team for the purposes of Colony and the like). You may not use this treaty to build a Colony without a Treaty using Gi'Ral and Tokath, as Colony construction does not occur during a mission attempt (the only time the treaty is in place). You simply form your Away Team (with anyone you like) and attempt the mission as normal. You may still divide your personnel into separate Away Teams. You are not allowed any special provisions in getting the personnel *to* the mission. Investigate Legend: The 2 Youth discarded can be part of the 3 Youth used to fulfill the first part of the mission requirements. "2 Youth" is equivalent to "Youth x2." When Aldea is cloaked, personnel may not beam or shuttle to or from the planet. However, Iconian Gateways, Dimensional Shifting, Love Interests, and other such forms of travel function normally. The mission can be completed while cloaked, and this will, of course, uncloak it (this is similar to the way in which personnel aboard a cloaked ship can perform actions like moving the ship). A card which modifies the point total of a mission without actually causing an immediate change in your point total (e.g., Mordock, Destroy Radioactive Garbage Scow) does not cloak or uncloak this mission. Investigate Time Continuum: After all dilemmas have been overcome, you may simply show the Time Travel Pod from your hand to complete the mission. The Pod is not played. Neither Madam Guinan, Commander Data, or any personae of Guinan or Data (or personnel with a slightly different name in the title) may complete this mission. Plague Planet: You score points off of Tarellian Plague Ships you automatically overcome, but your opponent does not score points off of Plague Ships he discards. Q's Planet: Q's Planet may not be seeded at the game, but comes into play later. When your opponent encounters this card from your Q-Continuum side deck, you immediately insert it anywhere in the spaceline (the other spaceline locations move accordingly). You and your opponent now take turns seeding cards under the mission (your opponent starts). No special card play is necessitated to obtain and use seed cards from your discard pile or Q's Tent (though you must have an open Tent to obtain cards). You need not (and should not) show seed cards obtained from your Tent (unlike normal Tent rules). You may also place the mission in your Q's Tent. Once you have retrieved it you may play it (counting as your card play) on this or a subsequent turn. You need not have an open Q-Continuum side deck to play this card from your Tent (though you must, of course, have an open Tent when you grab it). In tournaments, you may only seed one artifact under this mission (as per normal tournament play artifact seeding rules), however, in casual play, you may seed up to three artifacts (from your tent, discard pile, or hand) underneath this mission (however, you may not reseed artifacts which were placed out of play after having been used). This card essentially bumps the points to win requirement to 140 for both players (i.e., it has a universal effect). When solved the point prerequisite for victory reverts back to 100. If one player has 100 or more points when the point requirement reverts, he or she automatically wins. If both players have 100 or more points, then whoever has more points wins (the game is a tie, if the scores are tied). Literally, any Away Team may attempt the mission (though they may be unable to complete it), even if it is composed entirely of universal personnel or Non-Aligned personnel (who normally may not complete or attempt missions on their own, but in this case, can). Q's Planet stays on the spaceline for the rest of the game (i.e., it doesn't disappear when it's completed). The span of 0 doesn't suck up any of a ship's range (or a card that moves like a ship, like the Sheliak). Stations may be built at Q's Planet (including Terraforming Station, but you must still seed it during the Q's Planet seed phase), but Outposts may not, because Q's Planet lacks appropriate affiliation icons. If Q's Planet is already on the spaceline when one is drawn out of a Q-Continuum side deck, the one drawn is discarded as a duplicate, as are any subsequent Q's Planets. You may not draw another card to replace it. Q's Planet is treated, in all other respects, as a normal planet mission. Qualor II Rendezvous: Only Non-Aligned personnel may attempt the mission. Anyone can beam down to the planet, but aligned personnel are immediately placed into stasis. When you complete this mission, your aligned personnel are taken out of stasis, and they are free to act normally. Personnel aboard an Outpost or Ship at Qualor II are not placed into stasis, unless they beam down to the surface. Reunion: The score of this mission can only be 15 or 40. If you have two of the requirements present, it is still only worth 15 points. IV.2B Space General: Only one ship may attempt a mission at any one time, and Personnel and Equipment aboard other ships may not contribute skills, attributes, traits, or classifications. Compromised Mission: The affiliation discrepancy on the two sides of this mission is not a misprint. If you seed it, your Romulan and Klingon personnel may attempt. If your opponent seeds it, your Federation personnel may attempt. FGC-47 Research: The span can be different for every ship. You calculate the span by adding up the number of Navigation skills you have on board each ship moving to this location, and subtracting the total from 6. The result is the span number. For example if a Runabout is crossing the mission with Sito Jaxa and McKnight (that's 2 Navigation) the span is 4 (6 - 2 = 4). The minimum span is 1 (any Navigation skills after the fifth don't help). Nebula: You may seed dilemmas and artifacts here, as usual. You may not attempt this mission, as it has no affiliation icons (and thus there cannot be a matching one). The game text "Face next dilemma here when opponent scores points" means that if you have a ship or outpost here (even if empty) when your opponent scores points, your ship or outpost faces the next dilemma seeded here, as if it had attempted the mission. If you have multiple ships/outposts here, one of them (your choice) faces a dilemma. If an empty ship encounters a dilemma for which no trigger is missing, but for which the action cannot be performed (like Conundrum or Cytherians) if empty, then the dilemma sits on the ship until personnel are beamed aboard. All other dilemmas would have their normal effect, but note that a personnel can be a trigger in some cases. Scan has its normal effect in addition to allowing you to initiate battle. Quash Conspiracy: The less-than sign is not a misprint. "No ship-to-ship beaming" means that you're not allowed to beam personnel from one ship to another at this particular location. This does not prohibit ship to dilemma beaming (e.g., Tarellian Plague Ship). Samaritan Snare: You may not discard an artifact played as equipment to fulfill the requirement of discarding an Equipment card. A Federation ship must attempt if it stops here, but it is not required to reattempt on subsequent turns (though it can), unless you stop there again. Space: You may seed cards here, but they cannot be accessed, because you cannot complete the mission (as there are no matching affiliation icons). Warped Space: The span numbers are not a misprint. They are meant to be a 5 and a 1 because the space/time continuum is "warped" in this region of space. The person who seeds the mission must use the 5 span number, and the opponent must use the 1. Calamarain and The Sheliak use the span that would be used by the person who owns the card. IV.2C Either General: To attempt, continue, or solve such a mission, you must have both a Ship's Crew and an Away Team present. Space dilemmas affect the crew, Planet dilemmas affect the Away Team, and Either dilemmas and QC cards affect both (in this case, personnel can pool their skills in an attempt to overcome these cards). Both groups attempt at the same time, and if one group is stopped or unable to continue, the other group is stopped as well. Cards which play on (like Particle Fountain) and/or affect planet missions can be played on and/or affect planet/space missions. Tarchannen Study: You cannot build an outpost or Station here, and nor can you seed one. You need not discard the I.P. Scanner. Holo-Projectors may not act as a substitute for a Holodeck. IV.3 Stations General: Stations are located on a planet (not in space) and are not outposts. You cannot normally report cards for duty at a station. Stations are not duplicatable at a particular location, and they may not coincide with your Outposts. Building a station counts as your card play. Combat: Stations have SHIELDS, and, as such, may be attacked and destroyed by enemy ships and the Borg Ship dilemma. Normal affiliation-specific battle restrictions still apply. Colony: Whoever has an unopposed Away Team at a colony scores points (regardless of whose Colony it may be). If a Colony is destroyed any Away Teams there are not harmed. You score points from a colony at the start of each turn. Only one Away Team may score points at a colony. Away Teams from different affiliations may not mix to score the points for the colony (without a treaty). Terraforming Station: This station allows you to redefine the requirements of a planet mission for a subsequent game. You may only change requirements of a mission to requirements of the same type. For instance, you can only replace skills with skills, personnel with personnel (though the names of the personnel may certainly change), classifications with classifications, etc. Skills and classifications are considered to be separate in this case. You may not change numbers, icons, or special requirements (like "3 AU icon Personnel") and you may not make redundant requirements (such as "Treachery + Treachery"). The redefinition works for both ends of the mission, and it lasts only for your next game with the same opponent, even if you don't use that mission. For example, you could change a mission that required "SCIENCE + Worf + Anthropology" to "SECURITY + Mot the Barber + Computer Skill". You could not, however, change it to something like "Honor + Interphase Generator + Targ", as you are not changing like terms. You also couldn't change it to "Honor + Honor + Honor", because it violates not only the like for like rule, but the non-redundancy rule. You could, however, change it to something like "SECURITY + Worf + Honor", which would allow you to complete the mission with only Worf because you didn't violate any of the redefinition rules. IV.4 Artifacts General: An artifact may only be used if you obtained it after completing a mission or another card allows you to. Whoever completes a mission, obtains all non-duplicate artifacts seeded underneath, regardless of who seeded them. Opponent's artifacts are returned to him at the end of the game. Retrieving an artifact is compulsory. If you complete a mission, you are required to take any cards seeded there (unless a card like the Charbydis prevents it), even if taking the artifact causes you to run out of cards (e.g., there was a BGB seeded underneath). Misseeded artifacts are placed out-of-play rather than discarded. Artifacts which are used as Equipment: Artifacts which are used as Equipment join the Crew or Away Team that uncovers them immediately, they do not need to be played as an Equipment card (unless nullified, in which case you must report them for duty at the outpost). Tournaments: Artifacts which are discarded after use are placed out-of-play rather than discarded. Nullified artifacts are placed in your discard pile, and may be retrieved and reused by Palor Toff or Res-Q. If such a recovered artifact plays immediately on the table (like the Ressikan Flute) then it returns to play immediately after having been retrieved, you need not play it as your card play. An artifact which plays as an equipment must be played at the outpost as your card play (and it is unaffected by cards like Red Alert!, since it is not an actual Equipment card). Treat any other retrieved artifact as you would normally treat it. In tournaments, you are only allowed to seed one artifact per mission (excepting the Cryosatellite), but if you and your opponent each seed different artifacts under the same mission, both are retrieved when the mission is completed. In a tournament, if you and your opponent both seed a Cryosatellite under the same mission, then the player who completes the mission may choose any 3 seeded personnel and any one seeded artifact present (if they are there) as well as either Cryosatellite. The other cards are placed out of play. Betazoid Gift Box: You MUST take exactly three cards, this is not optional. If your time limit runs out before you have drawn three, you must randomly select any remaining cards from your deck. Blade of Tkon: "...all cards there" includes ships, outposts, and other cards not located on the planet, but rather at the spaceline location. Canar: You may select either player's male and female targets. Present here means in the same Away Team or Crew. They may be at the same spaceline location, as long as they aren't in the same Crew or Away Team. Cryosatellite: The personnel cards seeded under this satellite count as seed cards to your half-a-deck maximum. If you discover your opponent's personnel under a Cryosatellite, they are captured. If you discover your own personnel, but they are of the wrong affiliation, they are placed under House Arrest, as per page 30 of the rulebook. The additional artifact you seed need not have an AU icon. You may only seed one artifact, and up to three AU icon personnel under a Cryosatellite. You may not seed AU icon ships or events. If it is somehow destroyed before it is earned by completing a mission, all the artifacts and personnel aboard it are also discarded. The personnel will join a crew at an outpost (the text is poorly worded). Data's Head: Data's Head cannot be used to meet staffing requirements on AU ships (though Data's Body, if connected, can). An attached Head is not considered a separate entity (though it can be modified specifically by Data Laughing) and is immune to cards like Disruptor Overload when attached. Horga'hn: The double turns begin immediately. You are not required to take a double turn with this card. The Horga'hn is not cumulative, so cards like Temporal Narcosis cannot give you quadruple turns (in fact, playing a Temporal Narcosis while you have a Horga'hn in play is pointless, as the Narcosis will have no effect). Iconian Gateway: The personnel must beam or shuttle down to the planet in order to use the Iconian Gateway. The Iconian Gateway is a one-way trip, you must find some other way to return, if so desired. Kurlan Naiskos: Classifications listed in the skill box count towards satisfying the requirements of this card. A personnel with a classification listed in their skill box can contribute both their classification and that listed skill. The Naiskos requires only the original seven personnel classifications of OFFICER, ENGINEER, SCIENCE, MEDICAL, SECURITY, CIVILIAN and V.I.P.; it neither needs nor benefits from ANIMALs or any other classifications that may be created. Mona Lisa: You are directly responsible for destroying the Mona Lisa if you play a card with the intent of destroying the artifact or the ship it is on; or if you battle (either attacking or defending against) a ship it is on, destroying that ship and the artifact. If an outside force that neither player controls (such as a Borg Ship or a Subspace Warp Rift) destroys the ship, then no points are lost. "Intent" refers to playing a card such as Plasma Fire or Loss of Orbital Stability, with the intent of destroying the ship (or the equipment, e.g., Disruptor Overload). Playing a spaceline hazard, such as Subspace Warp Rift, which your opponent is not required to cross, does not count. If a ship is targeted by an effect which constitutes intent (like a Plasma Fire), and the Mona Lisa is later moved aboard prior to the ship being destroyed, the player who played the card which directly causes the destruction loses the points. For example, if player A plays a Plasma Fire on player B's ship docked at the Outpost, and then player B moves the Mona Lisa aboard ship B before it is destroyed but after it was targeted, player A would lose the points since he played the card that directly caused the destruction (even though he didn't know it at the time). Speeding up an effect which would cause the destruction of a ship does not constitute intent. Ophidian Cane: If used to allow three through Devidian Door they must all go to the same location (wherever that may be). Orb of Prophecy and Change: Placing a card "within" your draw deck can mean on the top or bottom if you wish. Receptacle Stones: It says, "Any space dilemmas you encounter..." Planet/space dilemmas and Q-icon dilemmas are included, when encountered at a space mission. When you encounter a dilemma with this card in play, apply the dilemma to the other ship, as if it had just encountered it at that ship's own spaceline location! The effect the dilemma has on you will be totally independent of what it does to the other ship. Dilemmas faced via Receptacle Stones have their normal effect but disappear at the end of the turn, unless they have a countdown effect (in which case they play out). There are no residual effects of dilemmas. Examples: The Borg Ship would have its normal effect when initially encountered (e.g., it attacks you), but it would disappear at the end of the turn and would not continue to move up and down the spaceline and attack as those are residual effects. REM Fatigue Hallucinations would countdown and have its effect (the entire crew would die) if not cured first. You can perform actions not normally legal (such as beaming) on your opponent's turn to overcome Receptacle Stones dilemmas, but only while facing or being affected by such dilemmas. A stopped ship or one in stasis must continue to face dilemmas. Your opponent may not score points off of a "ghost" Receptacle Stones dilemma, even if they could normally fulfill the prerequisites necessary to score. Ressikan Flute: The Flute is worth a variable amount of points, dependent on how many Music personnel you have in play. If you had 4 in play, it would be worth 20. These points are not cumulative (i.e., you don't get 20 points each turn) and they can change (so, if you had 4 Music personnel when you discovered the Flute, you would have 25 if you put another out). One way to think of the Flute is to consider it a completed mission with a variable point value. Normally, if you complete a 30-point mission, it is worth 30 points, now and forever. If you have a Flute out, it may be worth 20 points one turn, and 25 the next. If at any time your total points are 100 or more, you win. It says, ".... for each of your music personnel in play...." It is only for each personnel with the Music skill. A personnel with Music x2 is still only one personnel. The Ressikan points are scored immediately after the card successfully resolves. Samuel Clemens' Pocketwatch: "Must" means "Must". You cannot use this card to perform an action that is optional (such as playing a card or moving a ship). This means anything which is "scheduled" to happen next turn as a result of the instruction from a card, or from the rules (such as the card draw). The key word on the card is Must. Must is not equal to May. There are many things you May do next turn, but only a few things you Must do. If you're trying to take an action with the Pocketwatch, ask yourself, "Must this happen next turn?" If the answer is yes, you can do it. If the answer is no, you can't. Ignore any paradoxes that ensue due to an action taken by SCP (like drawing your next turn's card, and then, on that turn, playing a card which prohibits drawing a card at the end of the turn). Here are some examples of uses (and non-uses) of the Pocketwatch (SCP): Showing a Devidian Door -- Since you Must show the Door next turn, you can use SCP to show the Door immediately, so your opponent has no chance to get it out of your hand until your next turn. Note that you could not use SCP on your opponent to make him show a Devidian Door, because you can only use SCP on yourself. Playing a card -- Are you required to play a card on your next turn? No. This is something you may do, so you cannot use SCP. Time Effects (Temporal Rifts, diseases, Anti-Time Anomaly) -- If this is the turn before these effects resolve, then on your next turn, they must resolve. Therefore, you can use SCP to "speed up" the process. Note that you can only use SCP in this case if the card would resolve next turn, not if it would just continue to count down (because the counting down is not an action, but the resolution is). Coalescent Organism -- The personnel must die at the end of your next turn, so you can speed this up. This can be advantageous if you have a personnel exiled on a ship or planet, and would like to use your ship next turn, or reattempt the mission, but don't want to risk having another personnel infected (if you become stopped). Cytherians/Conundrum/Incoming Message -- If your ship is under the influence of the Cytherians, Conundrum or an Incoming Message:X (where X=your affiliation) card, you *must* move it next turn, so you could, in this case, use SCP to speed it along (keep in mind that this replaces the actual act of moving it next turn, so you could not move it next turn, it used that turn's move when you used SCP). Borg Ship/Sheliak -- These cards must move down the spaceline on your next turn, so you could give them an extra move this turn with SCP. As above, they would not move at the end of your next turn, as they already used their movement when you used SCP. Rogue Borg Mercenaries -- They must attack at the start of your turn (regardless of who they're affecting, remember they attack at the start of every turn), so you could speed up the process. This could be advantageous if your opponent is being attacked, and this could finish off his crew, and allow your RBM's to take his ship one turn sooner than expected (and while you're at it, minimize his chances of reciprocation against the RBM's, because he'll have less time to bring in reinforcements). Drawing a card -- Must you draw a card at the end of your next turn? Then, you may speed it up with the Pocketwatch (this means you won't draw the card next turn). Note that even though you drew the card that you wouldn't have been been able to draw, you are still allowed to play a Q's Tent on your next turn (in fact, this is one of the most efficient uses of SCP). Score points off of a Colony -- You must score points from the Colony at the start of the turn (it is not an option action), so you may speed this up with the Pocketwatch. Unstopping -- Must you become unstopped? Yes, but it happens at the start of your opponent's turn, so you wouldn't become unstopped on your next turn, and unstopping is not an action. Therefore, you may not use SCP to unstop personnel or to speed up the resolution of a dilemma which stops you for X turns (like Chinese Finger Puzzle), because stopping last through the end of the turn, until the beginning of your opponent's next turn. Repairing your ship -- If your ship is scheduled to be repaired on your next turn, then you may use the Pocketwatch to speed it up. You may only speed up the resolution of the repair, not the turn when you'd be half-repaired. The same applies to the removal of something like a Baryon Buildup. Interrogation -- Interrogation is not optional, so it may be sped up. This is particularly useful if it allows you to move over the 100 point threshold. Distortion Field -- This card must flip on each of your turns. Thus, you can speed up next turn's flip to allow yourself to beam to the mission this turn instead of next. Telepathic Alien Kidnappers -- Again, you can speed this up and give yourself an advantage over your opponent (especially useful if you can get rid of his last card). Static Warp Bubble -- Assuming this is affecting you, you can speed this up, since you must discard next turn and it is an action. This is especially useful if you have few cards (or one, SCP) in your hand, and would like to be able to use whatever you draw this turn. Move a ship -- Sorry, but you're not required to do this (unless you're under the influence of a card like Cytherians). Attempting a mission -- You aren't required to attempt a mission next turn, so you can't use SCP to use next turn's (when you'd be unstopped) mission attempt. Beam cards -- Again, optional. Plasma Fire/Isabella/Warp Core Breach -- You can speed up the resolution of these cards and destroy your ship. Note that doing this on a ship with the Mona Lisa aboard does not constitute intent and the original player of the destructive card will lose the points. Thought Maker: You may not play this card to rearrange a side deck. Time Travel Pod: You aren't required to send the card into the future for 5 full turns (note that turns on this card means full turns), you can specify any time frame up to a maximum of 5 full turns. This time frame must be in a number of turns. Cards may not be played on a ship under the influence of a Time Travel Pod. A card in a Time Travel Pod is not in play, so cards like Anti-Time Anomaly cannot affect it. "Countdown" effects, such as a Plasma Fire, also do not "tick down" while a ship is "in the future" (i.e., affected by the Time Travel Pod). Tox Uthat: The Tox Uthat is discarded after either use; after a Supernova is played or after you play it as an interrupt. The Tox Uthat is discarded after the Supernova is played, regardless of whether or not it was nullified (after all, it's the Supernova's text that's being nullified, not the Tox's) or had any effect at all. The Supernova does not have to be played on a later turn. If you can find a way to play multiple events on the same turn, then you can play both on the same turn. You need one Tox Uthat for each Supernova you play (since its discarded after use). Varon-T Disruptor: Present on this card means in the crew or Away Team bearing it, not at the same location. IV.5 Dilemmas General: Dilemmas are not ships, and are not subject to cards which play on ships (even if they have SHIELDS and/or move like ships), unless the card says it can. For more information, consult the individual card entries. IV.5A Major Rakal's Dilemma Facts This is a copy of Major Rakal's Dilemma Facts, which can be used to clear up any rules disputes that may arise. If further clarification is necessary, check for an individual entry. MAJOR RAKAL'S DILEMMA FACTS (Part 1) This table contains part 1 of the table of Dilemma Facts posted on my website at http://www.people.cornell.edu/pages/kem5/Rakal.html. It is in alphabetical order by dilemma title. Dilemmas starting with "The" are listed in the T's. It has the following format: ¥ Dilemma: Card Text Discard and Stop Details Part 2 contains a tabulation of all dilemmas, noting locations (planet or space), which components they have (triggers, conditions, targets, cures, etc.), and whether they stop the Away Team. ********** ¥ Alien Abduction: Most CUNNING Away Team member (owner's choice if tie) is held captive by aliens until mission completed OR 3 Leadership present. Play on most CUNNING personnel. If 3 Leadership present in remaining Away Team, discard cured dilemma. If not, remaining Away Team is not stopped and must continue to next dilemma. Discard dilemma after it is cured or the mission is completed. ¥ Alien Labyrinth: To get through this maze-like structure and continue, Away Team must have a Tricorder OR 2 ENGINEER. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Alien Parasites: Unless INTEGRITY>32, Away Team infected. They beam back and opponent immediately controls ship and crew until "stopped." Then turn resumes. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, set dilemma aside while opponent controls ship and crew (or outpost crew) until they are stopped. Opponent may continue mission attempt and score points. After they are stopped, replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Anaphasic Organism: If Female(s) in Away Team, the one with highest total attribute numbers resigns (is discarded), unless SECURITY and MEDICAL present. Discard dilemma. If no female is present, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Ancient Computer: Cannot get past unless 2 Computer Skill OR 3 SCIENCE OR 3 ENGINEER present. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, crew is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Android Nightmares: If android present, one non-android personnel (random selection) killed (three if Interphasic Plasma Creatures affecting you) unless Empathy OR Dr. Soong present. If no android is present, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped and non-android is killed if present. Replace dilemma under mission (even if no non-android present) to be encountered again on next mission attempt. Discard when finally overcome. ¥ Archer: Away Team member with highest total attribute numbers is shot and dies unless SECURITY and MEDICAL present. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Armus - Skin of Evil: Kills one Away Team member (random selection). Discard dilemma. Discard dilemma after it has its effect. Away Team is not stopped. ¥ Barclay's Protomorphosis Disease: Entire crew or Away Team (except androids) de-evolves (dies) unless MEDICAL, SCIENCE and SECURITY present. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, Away Team/crew dies, except androids, Exocomps, and holograms, which are stopped. Discard dilemma after it has its effect. ¥ Bendii Syndrome: One Vulcan without Youth present (opponent's choice) dies the next time you score points. Until then, all your personnel are INTEGRITY - 2 where present. If no Vulcan without Youth is present, dilemma is nullified and discarded immediately. Otherwise: Play on Vulcan and carry out instructions on card. Away Team/crew is not stopped and must continue to next dilemma. Discard dilemma when the Vulcan dies. ¥ Birth of "Junior": Place on ship. Range reduced by 1 each turn until 3 ENGINEER aboard which discards "Junior" and restores range. If Range=0, ship is destroyed. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If 3 ENGINEER aboard ship, cured dilemma is discarded. If not, play on ship and carry out instructions on card (range reduction occurs at end of turn). Crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured or when the ship is destroyed. ¥ Borg Ship: Self-controlling ship (WEAPONS=24, SHIELDS=24). Start here. Attacks everything. End of every turn, moves 1 card toward and off spaceline's long end. Destroy for bonus. Play on spaceline and carry out instructions on card. Crew is stopped by the attack (if not destroyed). If Borg Ship is destroyed before reaching end of spaceline, place dilemma in destroyer's bonus point area. Discard dilemma when it reaches the end of the spaceline. ¥ Cardassian Trap: Unless Empathy present, opponent captures one unique, non-Cardassian personnel from you (random selection) and places it on their side as a captive, along with trap. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped and a unique non-Cardassian personnel (if any present) is placed in the opponent's captive area with the dilemma. If there is no unique non-Cardassian present, replace dilemma under mission to be encountered again on next mission attempt. ¥ Chalnoth: Kills one Away Team member (opponent's choice) unless 3 SECURITY OR STRENGTH>40 present. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Chinese Finger Puzzle: If android present, Away Team is stopped until end of turn and androids are stopped for X full turns, where X = number of >androids present. Discard dilemma. If no android is present, dilemma is nullified and discarded immediately. Otherwise: Play on androids, who are stopped for X full turns. Rest of Away Team/crew is stopped until end of current turn. Discard dilemma after androids are no longer stopped. ¥ Coalescent Organism: Unless Exobiology present, one personnel (random selection) dies at end of your next turn. If others present at the death, organism is passed on to one of them (random selection), etc. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped. Play dilemma on affected personnel, who dies at end of your next turn and passes on dilemma to next victim, etc. Discard dilemma only if victim dies alone. Can be passed on to opponent's personnel if present with yours. ¥ Conundrum: Unless INTEGRITY>40, this ship must do nothing but chase (at normal speed) and attack one of your opponent's ships (your choice). Discard dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, play on ship. Crew is stopped and must begin chase on next turn. Discard dilemma after attacking an opponent's ship, or if there is no opponent's ship in play. ¥ Cosmic String Fragment: Ship is sucked in and destroyed unless Astrophysics OR ENGINEER OR Navigation aboard. Discard dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, ship and crew destroyed. Discard dilemma after it has its effect. ¥ Crystalline Entity: Space mission: kills all life on ship unless SHIELDS>6 OR Music aboard. Planet mission: kills entire Away Team unless SCIENCE and MEDICAL present. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next.(May be overcome with outpost Shields if encountered at outpost.) If conditions are not overcome, Away Team/crew is killed. Discard dilemma after it has its effect. ¥ Cytherians: Place on ship. Ship must do nothing but travel to far end of spaceline at normal speed. When reached, discard dilemma. Score points. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: Play on ship and carry out instructions on card. Crew is not stopped and must begin travel immediately if range remaining on ship. Place dilemma in bonus point area upon reaching end of spaceline. If ship is destroyed first, discard dilemma. ¥ Edo Probe: Abandon mission attempt until any player has completed a different mission OR continue but lose points if you fail this turn. Make choice when you first encounter dilemma. 1) If you choose to abandon mission attempt, replace dilemma under mission. You may not reattempt until any player has completed a different mission. Away Team/crew is not stopped but cannot continue here. When you do reattempt, discard the dilemma; you do not re-encounter it. If your opponent attempts this mission before you reattempt, he does encounter it and must make the same choice. 2) If you choose to continue, and you complete the mission this turn, discard the dilemma. If you fail, place the dilemma in your bonus point area. ¥ El-Adrel Creature: Attacks two strongest members in Away Team (owner's choice if tie). Kills one of them (random selection) unless their combined STRENGTH>16. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Empathic Echo: One personnel present with Empathy (random selection) is killed unless SECURITY and MEDICAL present. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped and one Empath (if present) is killed. Replace dilemma under mission (even if no Empath is killed) to be encountered again on next mission attempt. Discard when finally overcome. ¥ Female's Love Interest: Female Away Team member (random selection) runs off with lover to furthest planet, where she remains. Can be rescued later. Discard dilemma. Discard dilemma after it has its effect, whether a female is present or not. Neither female nor rest of Away Team is stopped, and must continue to next dilemma. ¥ Ferengi Attack: Kills one Away Team member (opponent's choice) unless total CUNNING + STRENGTH>68 OR Greed present. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Firestorm: All Away Team members with INTEGRITY<5 are killed unless thermal deflector present OR Away Team escapes using emergency transporter armbands. Discard dilemma. Discard dilemma after it has its effect, whether any personnel are killed or not. Remaining Away Team is not stopped. Thermal Deflectors (which must be "in play" rather than "present") and Emergency Transporter Armbands are not conditions, but ways of escaping the dilemma. ¥ Frame of Mind: One Away Team member (random selection) now becomes non-aligned with attributes of 3-3-3 and only two skills (opponent's choice). Cure with 3 Empathy present. Play on selected personnel and carry out instructions on card. All skills are deleted and any two one- or two word skills existing on any personnel card in the game may be selected by opponent (not just those already on this card). If 3 Empathy present in remaining Away Team, discard cured dilemma. Away Team/crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured. ¥ Gravitic Mine: Ship damaged unless SCIENCE and Navigation aboard. Discard dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, crew is stopped. Discard dilemma after it has its effect. ¥ Hidden Entrance: To locate the concealed entrance and continue, Away Team must have Geordi La Forge OR ENGINEER + CUNNING>32. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Hologram Ruse: Experience enemy hologram trick. You are tempted to divulge secrets. Impassable unless INTEGRITY>30 and CUNNING>30. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Hunter Gangs: Two Away Team members (random selection) are chased. Examine cards separately. Personnel escapes if CUNNING is even, killed if odd. Discard dilemma. Take into account CUNNING modifiers when determining odd or even. Zero is even. Discard dilemma after it has its effect, whether any personnel are killed or not. Away Team is not stopped and must continue to next dilemma. ¥ Hyper-Aging: Mission continues but entire Away Team is quarantined and dies at the end of your third full turn unless SCIENCE and 2 MEDICAL present by that time. Play on personnel and carry out instructions on card. Away Team is not stopped and must continue to next dilemma. Place dilemma in bonus point area if cured. Discard dilemma if the Away Team dies before cured. Androids, Exocomps, and holograms are not killed. ¥ Iconian Computer Weapon: Unless SCIENCE present, re-boot by discarding all non-personnel cards in hand and replenish from top of draw deck. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, crew is stopped. Carry out instructions on card. Discard dilemma after it has its effect. ¥ Impassable Door: To get through this door, Away Team must have Computer Skill present. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Interphasic Plasma Creatures: Unless 2 SCIENCE or Mindmeld present, play on table as an Event card. While in play, lowers STRENGTH of each of your personnel by 2. (Not cumulative.) If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped. Play dilemma on table as an Event and carry out instructions on card. Discard if nullified by Kevin Uxbridge. ¥ Ktarian Game: Place on ship. Now and start of each of your turns, one person aboard (random selection) is disabled. Cured when non-disabled CUNNING>30 OR android aboard. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: Play on ship and carry out instructions on card. If remaining crew contains CUNNING>30 or an android, discard cured dilemma. Crew is not stopped (except those disabled) and must continue to next dilemma. Discard dilemma after it is cured. ¥ Male's Love Interest: Male Away Team member (random selection) runs off with lover to furthest planet, where he remains. Can be rescued later. Discard dilemma. Discard dilemma after it has its effect, whether any males present or not. Neither male nor rest of Away Team is stopped, and must continue to next dilemma. ¥ Malfunctioning Door: To get through door, must have Soong-Type Android present OR a combined STRENGTH>27 from up to four Away Team members. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Maman Picard: If this is a Federation ship, immediately transport it to any end of the spaceline (opponent's choice). If encountered from an outpost or a non-Federation ship, dilemma is nullified and discarded immediately. Otherwise: Discard dilemma after it has its effect. Do not replace under mission. Crew is not stopped. ¥ Matriarchal Society: Cannot get past unless at least two female Away Team members are present. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Menthar Booby Trap: Unless MEDICAL present, one crew member killed (random selection). Ship can't move until 2 ENGINEER present. If conditions (MEDICAL present) are not overcome when encountered, crew is stopped and one crew killed. If encountered from outpost, discard dilemma after that effect. If encountered from a ship, play on ship (whether conditions overcome or not), which cannot move until 2 ENGINEER present. If conditions were overcome, crew is not stopped and must continue to next dilemma. Discard dilemma when cured. ¥ Microbiotic Colony: Ship damaged unless SCIENCE, ENGINEER and OFFICER aboard. Discard dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, crew is stopped. Discard dilemma after it has its effect. ¥ Microvirus: Kills one Away Team member (opponent's choice), unless MEDICAL and SECURITY present. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. Androids, Exocomps, and holograms are not killed. ¥ Nagilum: Half of crew is killed (random selection, round down) unless 3 Diplomacy OR STRENGTH>40 aboard. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, crew is stopped. Discard dilemma after it has its effect. ¥ Nanites: Damages afflicted ship unless 2 SCIENCE OR Diplomacy present. Discard Dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, crew is stopped. Discard dilemma after it has its effect. ¥ Nausicaans: Three Nausicaans pick a fight. One Away Team member is killed (random selection) unless STRENGTH>44. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ Nitrium Metal Parasites: Place on ship. Ship can still move, but is destroyed at the end of your second full turn unless 2 SCIENCE OR 2 ENGINEER aboard by that time. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: Play on ship and carry out instructions on card. Crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured or when ship is destroyed. ¥ Null Space: Ship hits null space turbulence and is damaged unless 2 Navigation aboard. Discard dilemma. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, crew is stopped. Discard dilemma after it has its effect. ¥ Outpost Raid: If at your outpost: two personnel are killed (opponent's choice) unless STRENGTH>81. Discard dilemma. OR Elsewhere: requires STRENGTH>18 to pass. If applicable conditions are overcome when encountered, discard dilemma and continue to next. If applicable conditions are not overcome, Away Team/crew is stopped. If encountered at a location where you have an outpost, discard dilemma after it has its effect. If encountered elsewhere, replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Parallel Romance: If present, one male and one female (random selection) have affair. They are STRENGTH -2 each and stopped now and for your next two full turns. If not both a male and a female present, dilemma is nullified and discarded immediately. Otherwise: Play on affected personnel and carry out instructions on card. Rest of Away Team is not stopped and must continue to next dilemma. Discard dilemma after it expires. ¥ Phased Matter: Away Team is split into two Away Teams (owner's choice). Only the smaller team may beam up until ENGINEER and SCIENCE present. If ENGINEER + SCIENCE present, discard cured dilemma. Otherwise, split Away Team as instructed and play dilemma on larger Away Team. They are not stopped and may contribute skills to cure, but may not beam up or participate in mission attempt until cured. Smaller Away Team is not stopped and must continue to next dilemma. Discard dilemma after it is cured. ¥ Portal Guard: Unless at least one Away Team member has CUNNING>7 OR Honor, the entire Away Team must abort mission and beam up or die. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, attempt to beam up Away Team. If all beam up, they are stopped; if any are prevented from beaming up, all are killed. Replace dilemma under mission (whether Away Team escaped or not) to be encountered again on next mission attempt. Discard when finally overcome. ¥ Punishment Zone: One Away Team member (random selection) is killed OR beam up that personnel at a penalty. Double penalty if Federation. Select random Away Team member. If you beam him up, place dilemma in bonus point area. If he is killed, discard dilemma after it has its effect. ¥ Q: If 2 Leadership and INTEGRITY>60, discard all dilemmas here. Otherwise, Q allows opponent to rearrange spaceline locations. Discard dilemma. If conditions are overcome when encountered, discard all dilemmas (but not Q-Flashes) at location, including Q dilemma. Away Team/crew is not stopped and must face Q-Flash if any. If conditions are not overcome, Away Team/crew is stopped and opponent rearranges spaceline. Discard dilemma after it has its effect. ¥ Q's Vicious Animal Things: Unless 22< STRENGTH <55, one Away Team member is killed (random selection) and opponent re-seeds dilemma under a different unsolved planet mission. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped and one killed. Opponent reseeds dilemma under different unsolved planet mission to be encountered again there if attempted. Do not replace under same mission. ¥ Quantum Singularity Lifeforms: If a Romulan ship present, all ships and personnel here are placed in stasis. Cure with Emergency Transporter Armbands, Timepod Ring or new ENGINEER arriving. If no Romulan ship (either player's) is present at this location when dilemma is encountered, dilemma is nullified and discarded immediately. Otherwise: Play on spaceline location and carry out instructions on card. Crew is in stasis. Discard dilemma after it is cured. May be cured by either player. ¥ Radioactive Garbage Scow: Place atop spaceline here. Mission cannot be done where present. Ships with tractor beams and 2 ENGINEER can tow barge to a different location. Play on spaceline and carry out instructions on card. Crew is not stopped, but cannot continue mission attempt unless Scow is towed away. Affects any mission (planet or space) where present. May be moved repeatedly, but may only be discarded by Destroy Radioactive Garbage Scow interrupt. ¥ Rascals: All unique crew members (maximum of 4, random selection) are kids. STRENGTH=2 and Youth replaces first-listed skill. Cure with 2 MEDICAL and Biology. If no unique crew members present, discard dilemma. Otherwise, play on selected personnel and carry out instructions on card. If 2 MEDICAL + Biology still present after dilemma takes effect, discard cured dilemma. Crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured. ¥ Rebel Encounter: Kills one Away Team member (random selection) unless STRENGTH>44 OR you bribe rebels first by discarding an Equipment card, if present. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ REM Fatigue Hallucinations: No one aboard can dream. Entire crew dies in three of your full turns unless 3 MEDICAL present OR ship returns to outpost first. If encountered from outpost, dilemma is "cured" and discarded immediately (no points). Otherwise: Play on Away Team/crew and carry out instructions on card. (Also affects the ship that Away Team came from.) Away Team/crew is not stopped and must continue to next dilemma. Place dilemma in bonus point area if cured with 3 MEDICAL. Discard dilemma if "cured" by return to outpost (no points), or if crew dies first. ¥ Royale Casino: Blackjack: Play one game of blackjack, using CUNNING numbers. Players must show entire hand. Closest to 21 without going over wins points. Others lose points. Ties=0. Modifiers do not affect cards in hand. Place dilemma in bonus point area of winning player. Discard dilemma if a tie. ¥ Royale Casino: Craps: Show a personnel from hand. If CUNNING =7 or 11 OR opponent cannot match your number, win points. Otherwise, opponent wins points. Modifiers do not affect cards in hand. Place dilemma in bonus point area of winning player. ¥ Sarjenka: Primitive alien begs for help. Ignore her (discard dilemma) OR help her and earn bonus points, but all Away Teams here are "stopped." Make choice when encountering dilemma. If you choose to ignore, discard the dilemma. Away Team is not stopped and must continue to next dilemma. If you choose to help, Away Team is stopped. Place dilemma in bonus point area. ¥ Security Precautions: To get past, Away Team must have Jenice Manheim OR android OR phaser OR disruptor OR 3 SECURITY. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Shaka, When The Walls Fell: Must have 2 Diplomacy and CUNNING>30 to communicate and proceed. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ System-Wide Cascade Failure: Mission continues but one android present (your choice) dies at end of this turn unless Dr. Soong OR Ira Graves present. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, play dilemma on selected android (if any). Away Team/crew is NOT stopped and must continue to next dilemma. Discard dilemma if no android present or when android dies. ¥ Tarellian Plague Ship: All ship's crew immediately die from plague unless MEDICAL volunteers to permanently beam over (discarded) to Tarellians. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, crew dies. Discard dilemma after it has its effect. ¥ Temporal Causality Loop: Unless SCIENCE and CUNNING>35, undo your last two actions of this turn and end turn. Discard dilemma. If conditions are overcome when encountered, place dilemma in bonus point area and continue to next. If conditions are not overcome, undo actions and end turn. Discard dilemma after it has its effect. ¥ The Gatherers: Unless Marouk OR INTEGRITY>36 present, discard all Equipment and Artifacts in Away Team, plus one card (random selection) from your hand. Discard dilemma. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Discard dilemma after it has its effect. ¥ The HigherÉ The Fewer: Subtract X from your total score, where X= the number of personnel in this crew or Away Team. When encountered, immediately count personnel in Away Team/crew and determine point reduction. This value will not change later. Place dilemma in bonus point area. ¥ The Sheliak: Place at far end of spaceline. End of every turn, moves toward this mission (RANGE = 6). Upon arrival, destroys any outposts, stations and Away Teams present. Mission then = zero points. Play on spaceline and carry out instructions on card. Away Team is not stopped and must continue to next dilemma. Discard dilemma after it arrives at original mission and destroys any listed cards present. ¥ Thought Fire: If The Traveler: Transcendence is affecting you, all crew members here with (CUNNING+INTEGRITY) <12 are killed unless Empathy present. If The Traveler: Transcendence is not affecting you, dilemma is nullified and discarded immediately. Otherwise: If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team/crew is stopped and target personnel are killed. Replace dilemma under mission (whether any personnel killed or not) to be encountered again on next mission attempt. Discard when finally overcome. ¥ Tsiolkovsky Infection: Place aboard ship. It is now infected. Mission can continue but all personnel, while aboard, lose their first-listed skill. Cure with 3 MEDICAL to discard. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: Play on ship and carry out instructions on card. If 3 MEDICAL still present after skills lost, discard cured dilemma. Crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured. ¥ Two Dimensional Creatures: Place on ship. Empaths are disabled. Also, ship can't move until SCIENCE and ENGINEER present. If encountered from outpost, dilemma is nullified and discarded immediately. Otherwise: Play on ship and carry out instructions on card. If SCIENCE and ENGINEER still present after Empaths are disabled, discard cured dilemma. Rest of crew is not stopped and must continue to next dilemma. Discard dilemma after it is cured (cure re-enables Empaths). ¥ Wind Dancer: To get past, Lwaxana Troi must be present OR at least one Away Team member must have: Youth OR Music OR STRENGTH>9. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped. Replace dilemma under mission to be encountered again on next mission attempt. Discard when finally overcome. ¥ Worshiper: If Away Team's Greed>Honor, score bonus points. Otherwise, Away Team is stopped unless Edo Vessel or Anthropology present. Discard dilemma. If Greed > Honor, place dilemma in bonus point area and continue to next dilemma. Otherwise: If Edo Vessel or Anthropology present, discard dilemma and continue to next. If neither present, Away Team is stopped. Discard dilemma after it has its effect. ¥ Yuta: Opponent chooses a number X. Randomly examine crew or Away Team one by one. If (INTEGRITY + CUNNING - STRENGTH) = X, discard that personnel and dilemma. Shuffle personnel in Away Team/crew (except remove androids, Exocomps and holograms first, as they are immune). Opponent selects number X and turns over personnel one by one. First personnel whose INT + CUN - STR matches X is discarded along with dilemma. No more personnel are affected. If no personnel match number, discard dilemma. Away Team/crew is not stopped and must continue to next dilemma. ¥ Zaldan: Unless Treachery x2, Disruptors, Wesley Crusher or Exobiology present, two Away Team members with Diplomacy (random selection) are killed. If conditions are overcome when encountered, discard dilemma and continue to next. If conditions are not overcome, Away Team is stopped and two Diplomats killed if present. Replace dilemma under mission (even if no Diplomats killed) to be encountered again on next mission attempt. Discard when finally overcome. MAJOR RAKAL'S DILEMMA FACTS (Part 2) This table contains part 2 of the table of Dilemma Facts posted on my website at http://www.people.cornell.edu/pages/kem5/Rakal.html. It is in alphabetical order by dilemma title. Dilemmas starting with "The" are listed in the T's. Part 1 contains a list of all dilemmas, with their complete game text and a detailed description of when each dilemma stops the Away Team and whether (and when) it is discarded. Loc = Location (P=Planet, S=Space, E=Either) Pts = Bonus Points Trig = Is a trigger required to be present for dilemma to take effect? Cond = Are there conditions to overcome? Targ = Are specific personnel characteristics targeted? Disc = Does text say "Discard dilemma"? Enter = Does dilemma enter play? Cure = Can dilemma be cured later? Stop = Does dilemma stop Away Team/crew? Dilemma Loc Pts Trig Cond Targ Disc Ent Cure Stop Alien Abduction P N N N N Y Y N Alien Labyrinth P N Y N N N N Y Alien Parasites P N Y N N N N N Anaphasic Organism P Y Y N Y N N Y Ancient Computer S N Y N N N N Y Android Nightmares E Y Y Y N N N Y Archer P N Y N Y N N Y Armus - Skin of Evil P N N N Y N N N Barclay's Proto Dis E 10 N Y Y Y N N Y Bendii Syndrome E Y N N N Y N N Birth of "Junior" S Y N N N Y Y N Borg Ship S 45 N N N N Y N Y Cardassian Trap E N Y Y N Y N Y Chalnoth P 5 N Y N Y N N Y Chinese Finger Puzzle E Y N N Y Y N Y Coalescent Organism E N Y N N Y N Y Conundrum S Y Y N Y Y N Y Cosmic String Fragment S 5 Y Y N Y N N Y Crystalline Entity E 5 N Y N Y N N Y Cytherians S 15 Y N N Y Y N N Edo Probe E -10 N N N N N N N El-Adrel Creature P N Y N Y N N Y Empathic Echo E N Y Y N N N Y Female's Love Interest P N N Y Y N N N Ferengi Attack P N Y N Y N N Y Firestorm P N N Y Y N N N Frame of Mind E N N N N Y Y N Gravitic Mine S Y Y N Y N N Y Hidden Entrance P N Y N N N N Y Hologram Ruse P N Y N N N N Y Hunter Gangs P N N Y Y N N N Hyper-Aging P 5 N N N N Y Y N Iconian Computer Weap S N Y N Y N N Y Impassable Door P N Y N N N N Y Inter Plasma Creatures E N Y N N Y N Y Ktarian Game S Y N N N Y Y N Male's Love Interest P N N Y Y N N N Malfunctioning Door P N Y N N N N Y Maman Picard S Y N N N N N N Matriarchal Society P N Y N N N N Y Menthar Booby Trap S N Y N N Y N Y/N Microbiotic Colony S Y Y N Y N N Y Microvirus P 5 N Y N Y N N Y Nagilum S 5 N Y N Y N N Y Nanites S 5 Y Y N Y N N Y Nausicaans P N Y N Y N N Y Nitrium Metal Para S Y N N N Y Y N Null Space S 5 Y Y N Y N N Y Outpost Raid E Y Y N Y N N Y Parallel Romance P Y N N N Y N N Phased Matter P N N N N Y Y N Portal Guard P N Y N N N N Y Punishment Zone P -5 N N N N N N N Q E N Y N Y N N Y Q's Vicious Animal Th P N Y N N Y N Y Quantum Sing Lifeforms S Y N N N Y Y Y Radioactive Garb Scow S N N N N Y N N Rascals S N N Y N Y Y N Rebel Encounter P N Y N Y N N Y REM Fatigue Hallu E 5 N N N N Y Y N Royale Casino: Blackj P ±5 N N N N N N N Royale Casino: Craps P 7 N N N N N N N Sarjenka P 5 N N N Y N N N/Y Security Precautions P N Y N N N N Y Shaka, When... E N Y N N N N Y System-Wide Casc Fail E N Y Y Y Y N N Tarellian Plague Ship S 5 N Y N Y N N Y Temporal Causal Loop S 5 N Y N Y N N Y The Gatherers P N Y N Y N N Y The Higher...The Fewer E -X N N N N N N N The Sheliak P N N N N Y N N Thought Fire E Y Y Y N N N Y Tsiolkovsky Infection S Y N N N Y Y N Two-Dimens Creatures S Y N Y N Y Y N Wind Dancer P N Y N N N N Y Worshiper P 5 N Y N Y N N N/Y Yuta E N N Y Y N N N Zaldan P N Y Y N N N Y IV.5B Planet Dilemmas Alien Abduction: The word capture on this card is flavor, you do not obtain a captive. Alien Parasites: Although this dilemma does have conditions, it does not stop the Away Team. The Away Team is now under the control of the opponent, unstopped. Also, the dilemma is not placed back underneath the mission until after your opponent is done. If you don't have the INTEGRITY, the opponent gets to do with your ship and the crew whatever he wants, using legal moves. This continues until your opponent is finished or until the ship and crew involved are all stopped. He/she can deliberately endanger the crew (and play cards like Auto-Destruct Sequence), engage in battles, and attempt missions (and score the points). As a guide, treat the personnel and ship exactly as if they were your own personnel with regard to attempting missions, hitting Q-Flashes, etc. The only exception is that you may not beam them aboard one of your ships or outposts and you may not beam your personnel aboard their ship. This would make it too easy to capture a group of personnel. Basically, the personnel you control may not mix with any other personnel. Event and Equipment cards which affect the ship directly (e.g., things like Baryon Buildup or Plasmadyne Relay) continue to affect that ship, but your opponent's general events (like Nutational Shields and Bynars) do not. However your general events do affect the ship, since it is treated as though it were, albeit temporarily, your ship. If you encounter this dilemma after beaming from the outpost, then you return to the outpost and your opponent has control of the Away Team (and any other personnel at the outpost). He does not have control of ships which are docked or orbiting. If the personnel beamed from multiple ships, each ship is affected (i.e., the personnel who came from that ship beam back to it, and you control that ship with all the personnel aboard it). Hunter Gangs: Any modifications to your CUNNING attributes are factored in, when determining if a CUNNING is even or odd. Treat a CUNNING of 0 as even (including Mortal Q's undefined variable cunning). Hyperaging: The Away Team can continue the mission while they are quarantined (it says "Mission continues, but..."), but can't leave the planet due to the quarantine. You could beam down others to join the mission, but they too would become infected. To cure, you just need the total number of required SCIENCE and 2 MEDICAL present (infected or uninfected). Love Interests: If there are two planet missions which are equidistant with regards to the number of spaceline locations (span is irrelevant), then you should randomly select which one your personnel is sent to. Phased Matter: The player has to split the Away Team, as described below. Only the smaller Away Team sub-group will be able to leave the planet; the larger group, being phased, can't leave until you eventually bring the needed ENGINEER and SCIENCE personnel there, which frees them. To split the groups, the player simply makes two groups of his choice out of the Away Team, of any size or combination. For example, if you have 10 people in the Away Team, you could split them into groups of 1-9, 2-8, 3-7, 4-6, or 5-5. The larger-sized group is the one phased by the Dilemma. If you split them evenly (i.e. 5-5), then you verbally designate one to be the "larger" group. One ENGINEER and one SCIENCE in either group will overcome the dilemma. This is the only way in which "phased" personnel can interact with non-phased personnel. Portal Guard: If this dilemma is not overcome, and someone is unable to beam back (like Katherine Pulaski, if she beamed down this turn, a personnel affected by Barclay's Transporter Phobia, everybody if a Distortion Field is affecting you, etc.), everybody is killed. Q's Vicious Animal Things: This card is still subject to duplication rules if reseeded. Rebel Encounter: You cannot discard an artifact played as an Equipment to overcome Rebel Encounter. Royale Casino: Blackjack/Craps: The CUNNING numbers used come from the personnel in your hand only. Modifiers, such as Yellow Alert, do not affect these numbers at all. Cards in play never modify cards in your hand and vice versa. Royale Casino: Craps: If you do not show a personnel card from your hand, your opponent wins the points. Sarjenka: All Away Teams here means all Away Teams at the mission (both player's Teams), and does not include future Away Teams (so, you could, for example, send a single personnel down, score 5 points, and then beam several other personnel down in a second Away Team, and have them reattempt the mission). The Sheliak: This card is not a ship card, and therefore is not affected by cards that affect ships (Q-Nets, etc). "Mission points = 0" only applies to an uncompleted mission. A completed mission would not lose its point value. Note that a mission worth zero points could still be attempted and completed so that you could retrieve artifacts, build a colony, etc. Zaldan: Phasers can not be used to overcome this dilemma. IV.5C Space Dilemmas Borg Ship: The Borg Ship attacks when one of three things occurs: a. It is encountered (in which case, it attacks everything at the location) b. When it moves (in which case, it attacks everything) c. When another ship moves into it's territory (in which case it attacks only the ship that moved into it's space) You can "fly past" the Borg Ship by going over it, which is the main method of getting out of its way. Playing a ship (or outpost) does not trigger a Borg Ship attack. The Borg Ship attacks EACH individual thing in space at that location -- i.e, if it moves to a place where there are three ships located, it attacks each one of them with WEAPONS=24. It will thus destroy immediately most ships it meets (via Direct Hit). The Borg Ship is a dilemma, and not a ship ever. The only exception is that it is treated *like* a ship with respect to its battle. You may not play battle related interrupts on it (unless they say they can be played on the Borg Ship), because it only acts as a ship in battle, and does not become a ship. Its SHIELDS of 24 indicate that you will need total WEAPONS of 25 or greater to damage it. Damaging it a second time or attacking with WEAPONS of 49 or higher will destroy it (and allow you to garner the 45 points). The Borg Ship does not attack cloaked ships, but it will attack them when they uncloak (reversal). There are two situations where you will be able to attack a Borg Ship: a. It moves into your space (and attacks you) at the end of your opponent's turn, assuming you weren't immediately destroyed, you'll be able to attack it on your turn (because you didn't meet any of the three attack prerequisites, and thus you can attack it). Federation forces are allowed to attack a Borg Ship in this situation, because they are continuing the battle (see section III.4, Battle). b. You bring in the I.K.C. T'Ong, Enterprise-C or T'Pau. To make this work with the Enterprise-C or T'Pau, you'll need to get personnel aboard either via a Devidian Door, beaming from a planet or Outpost, etc. Again, you didn't fulfill any of the attack prerequisites, so it doesn't attack you, but you can attack it (though without modifiers like Nutational/Metaphasic Shields, Devidian Doored Plasmadyne Relays, an outpost, or Bynars, you'll be immediately destroyed without even scratching the Borg Ship). Note that these ships can pop up, and then attack the Borg Ship with other ships at the location (as is described in scenario a). In any of these cases, the Borg Ship retaliates against all ships which attacked it (though ships which didn't are left alone, even if they weren't attacked by the Borg Ship this turn). Where No One Has Gone Before has no effect on the Borg Ship both because it is self-controlling and because it is not a ship. Hugh nullifies the *attack* of the Borg Ship, not the Borg Ship itself. The Borg Ship stays on the table, it is just that it won't attack during this turn (unless somebody decides to attack it). The Borg Ship always moves only one mission towards and off the far end, even if that mission has no span (e.g., Q's Planet) or a variable span (e.g., FGC-47 Research). Conundrum: When your ship is being affected by a Conundrum, you must chase and attack (you need not destroy, only attack) one of your opponent's ship. If his only ship is cloaked, you will have to go there and "hover" at its location, doing nothing but waiting. Remember, though, that you can only cloak/uncloak once per turn, so he won't be able to uncloak, do something, and cloak again, all in one turn. If he ever brings another ship into play, you can choose to go after it instead. If at any time there is no opposing ship in play, the Conundrum is nullified. Conundrum is a required moving (and sometimes non-moving) action, and is subject to all rules pertaining to that (see section II.2 Timing) Cytherians: Think of it like this: Cytherians give your ship and crew a new "mission." The ship basically is on a single-minded assignment to go to the end of the spaceline and isn't supposed to do anything else, although things can happen to it on its way. Cytherians is a required moving action, and is subject to all rules pertaining to that (see section II.2, Timing). The ship scores the bonus points only when it actually reaches the end of the line. The ship can be affected by cards it encounters on the spaceline in its journey -- including Wormholes, Gaps in Normal Space, Q-Net, etc. The object of Cytherians is to get to the far end of the spaceline. How you get there (normal movement, Wormholes, Lakanta, Where No One...) is unimportant. If the location that the ship was heading for changes (e.g., by Q), then you score points (and cure the dilemma) by reaching the side of the spaceline (not necessarily the same mission) that you were originally headed for. You can score points by using Q to move the location your ship is on to that end of the spaceline. When deciding what end of the spaceline is the far end, add up all of the spaceline locations (missions and Gaps in Normal Space, Q-Nets don't count), and determine which end is farther away. If they are equidistant (due to the use of the Space card or a Gaps in Normal Space), you should randomly designate one end to be the far end. Quantum Singularity Lifeforms: Any newly arriving ENGINEER of any affiliation from any player may overcome the dilemma if they choose to do so. Anyone may play the Emergency Transporter Armbands to release *all* ships caught in stasis. The listed conditions are just like the conditions of any dilemma: when they are met, the entire dilemma is nullified. Radioactive Garbage Scow: If present at (towed to) a planet mission, the mission may not be attempted. Multiple Radioactive Garbage Scows can be towed to the same mission, but they each have to be towed individually. Tarellian Plague Ship: An OFFICER with a Medical Kit may beam over to overcome this dilemma. Both must beam over. Only one MEDICAL needs to beam over ("volunteers" is a singular verb). Tsiolkovsky Infection: A skill like "Diplomacy x3" would be entirely lost if it were the first listed skill. It would not be "downgraded" to Diplomacy x2. Classifications in the classification box are not lost by the Tsiolkovsky Infection. If the personnel has a classification in their skill box (such as Vekor's MEDICAL), then it may be lost as usual, as it is the first-listed skill. If multiple skills are listed following a single bullet (¥), such as on Major Rakal or Juliana Tainer, they are treated as individual skills; only the first one is lost. Two-Dimensional Creatures: The Empaths are disabled. They are cured by either moving them to another ship or by meeting the requirements of the dilemma (which will discard the dilemma). IV.5D Planet/Space dilemmas Coalescent Organism: Coalescent Organism has no cure, short of letting the afflicted personnel die in isolation. It can affect *anyone* who is at the same location at the end of the turn, no matter who owns the personnel. When a personnel is afflicted with the CO, the CO is played on that personnel, so it would be fairly easy to "strand" that personnel so he wouldn't pass it on to other personnel. A personnel affected by Coalescent Organism can be used normally until they die. Frame of Mind: A personnel loses all of their affiliation icons when they become Non-Aligned. A Hologram which deactivates does not lose Frame of Mind (ie, it sticks with the Holo when it reactivates), but if its ship is destroyed and the Hologram is killed (and then is revived by something like Res-Q) the Frame of Mind is gone. You may not choose redundant skills for Frame of Mind (e.g., Barbering and Barbering). Outpost Raid: Outpost Raid means you must have STRENGTH>81 if you are attempting a mission *at a location where you have an outpost*, whether you are doing it from a planet, from a ship, or from the outpost itself. If attempted at a planet mission, people "left behind" at the outpost (not in the Away Team beaming down to the planet) would not be susceptible to the effects of the dilemma. The personnel at risk to the effects of a dilemma are always those in the Away Team involved. Hugh does not nullify this dilemma. Hugh only nullifies the attacks of the Borg Ship or Rogue Borg. He does not nullify all "Borg-Related dilemmas". Q: Treat Q as if he had conditions "2 Leadership and INTEGRITY>60". When the locations on the spaceline are rearranged all cards at that location are moved as one unit. This includes dilemmas/artifacts underneath, personnel, events, equipment, and outposts, on top, and ships at that location. Since most Event cards played on the spaceline are "on top" of the mission locations, then as above, they would move with that mission card. Exceptions are Q-Net and Gaps in Normal Space (and any other such cards which are not on "top" of Missions but instead are their own locations or played "between" them), which thus can be relocated at will. You may not place two Q-Nets side-by-side when you rearrange the spaceline as a Q-Net is not a spaceline location, and, as such, the second Q-Net would be between a spaceline location and a Q-Net which is not a legal position for the card. The same applies to Gaps in Normal Space (though it does form a spaceline location), because it must be played between two mission cards, not a mission and a Gaps. Yuta: Yuta is a DNA-based dilemma, and, thus, Holograms, Exocomps, and Androids are immune to it. Modifications to attributes are factored in when determining the Yuta number of a personnel. Since it has been so frequently asked I will provide a comprehensive (or as close as I can get without it being 30 some pages long) Yuta list. This is provided as a player resource, and is not permissible in tournaments (ie, you can't check in the middle of a game, when your opponent runs across a Yuta to decide what number to call). FEDERATION 16: Sarek Richard Galen 14: Leah Brahms Sirna Kolrami 13: T'Pan Norah Satie Admiral McCoy 12: Lwaxana Troi Hannah Bates Beverly Picard Kareel Odan Alynna Nechayev Montgomery Scott Spock 11: Jean-Luc Picard Beverly Crusher Riva Neela Daren Ben Maxwell Fleet Admiral Shanthi Deanna Troi Keiko O'Brien (13 with Miles O'Brien) Rachel Garrett T'Shanik Major Rakal (Fed mode) 10: Admiral Picard Sonya Gomez Katherine Pulaski Ian Andrew Troi Mendon Mordock Satelk Geordi La Forge Dr. La Forge 9: Commander Troi Robin Lefler Wesley Crusher (13 with Lakanta, 11 with Robin Lefler, 15 with both) Tam Elbrun Jack Crusher Mirasta Yale Sakkath Toby Russell Reginald Barclay Thomas Riker Soren Shelby Alyssa Ogawa Taitt Calloway Giusti 8: William T. Riker K'Ehleyr Alexander Rozhenko Linda Larson Sito Jaxa Richard Castillo Dr. Selar Lt. (j.g.) Picard Jenna D'Sora McKnight 7: Christopher Hobson Vash Rager Gibson Tasha Yar Morgan Bateson Stefan DeSeve (Fed mode) Ensign Tuvok 6: Ro Laren Taurik Darian Wallace Eric Pressman Simon Tarses Nikolai Rozhenko 5: Mot the Barber Tasha Yar - Alternate (note that self-given bonuses are included) 4: Worf Commander Data 3: Mr. Homn KLINGONS 10: K'mpec 8: K'mtar (13 with Alexander Rozhenko) Kahless Ba'el Koroth Quark Son of Keldar (11 with Grilka) 7: Kahlest Governor Worf Torin Kurak Kitrik K'Tal 6: Korris Kurn K'Nera K'Vada Gowron Vagh L'Kor 5: Nu'Daq Konmel Toral Toq Vekma Mogh 4: Divok Dukath B'iJik Klag Gi'ral 3: B'Etor Kle'eg Gorath K'ChiQ Kell Morag Kargan Batrell Kromm 2: Lursa Duras Torak J'Ddan 0: Targ -1: Ja'Rod (4 with Toral) -3: Koral ROMULANS 11: D'Tan (self-given bonuses included) 8: Sirol Bochra Major Rakal (Rommie mode) Stefan DeSeve (Rommie mode) 7: Taris Neral Tokath Selok Sela Dr. Telek R'Mor 6: Toreth Varel Pardek N'Vek 5: Movar Commander Tomalak Tarus 4: Takket Mirok Tomalak Mendak Palteth 3: Parem Taul Tallus Tebok 2: Alidar Jarok Telak Taibak Thei Jaron 1: Galathon CARDASSIAN 9: Garak FERENGI 8: Quark Son of Keldar (11 with Grilka) NON-ALIGNED 17: Lakanta 14: Paul Manheim (18 with Jenice Manheim) 13: Ira Graves 12: Kova Tholl Amarie 11: Madam Guinan Kareen Brianon Dathon Timicin Maques 10: Jenice Manheim John Doe Dr. Reyga 9: Devinoni Ral Tarmin Samuel Clemens Garak Bok 8: Nick Locarno Ocett 7: Galen Dr. Farek Etana Jol 6: Ajur Gorta 5: Evek Baran 4: Berlinghoff Rasmussen Ves Alkar Jo'Bril Thomas Paris 3: Madred Vekor Narik 2: Roga Danar Ishara Yar 0: Mortal Q (the CUNNING may not be modified) -1: Boratus -2: Mickey D. -5: Zon Modifiers list: Above was the base Yuta number list (with self-given bonuses given where indicated). Take that number and modify it, by adding or subtracting any of the following, to get the personnel's current Yuta number: Federation/Klingon/Romulan PADD: Add +2 to Yuta number Phaser/Disruptor/Tasha-Yar Alternate's ability: Subtract 2 from Yuta # Lower Decks: Universal personnel's Yuta Number is +2 Frame of Mind: Personnel's Yuta number becomes 3 Yellow Alert: Add +1 to Yuta number Brain Drain/Devidian Foragers/Eyes in the Dark/Klingon Right of Vengeance/Ophidian Cane (with Devidian Foragers)/Varon-T Disruptor/Rascals: Various changes (read the cards for more info). I really don't want to compile lists for all these cards right about now (maybe some other time). Your best off memorizing the attribute values of the personnel you're planning on (or considering) eliminating with Yuta (there shouldn't be more than 2 or 3 per game, so memorizing when they report isn't that hard), and modify their attributes (and thus Yuta number) accordingly. Admiral McCoy: Other MEDICAL have Yuta # +3 Kahlest: Klingons with Honor are Yuta # -2 Targ: Non-Targ Klingons are Yuta #-1 Jenice Manheim: One Male's Yuta # +2 D'Tan: Romulans without Treachery have Yuta # +1 Interphasic Plasma Creatures: Add +2 to Yuta # Bendii Syndrome: Subtract 2 from Yuta # Note that almost all of these apply only if the card that gives the bonus is present (whether or not the personnel need be present is easily discernible from the card). Also note that attribute bonuses (and thus Yuta number changes) that apply only to a specific personnel are listed next to that personnel's base Yuta number. IV.6 Doorways General: Doorways that play from your hand play like an interrupt and do not count as your card play. There are three states a doorway that plays on the table can be in, open, inactive, and closed, but it is in play in any case. Open: One of three states of a doorway card. When a doorway card is open, cards with that icon may come into play/be accessed unhindered. For example, when your Alternate Universe Door is open, you may play AU-icon personnel, ships, etc. Closed: When a Doorway is closed no further cards from that side deck or which use the open door as a prerequisite for play (as an icon, like the AU icon) may be played or accessed. Any cards which have already passed through the doorway (a card passes through the door and enter the STCCG universe when it is seeded or played) are unaffected by the closing of the door. Such a doorway is still considered in-play. Inactive: This phrase (found only on Mortal Q) means that no cards may be accessed from that doorway, and it is considered closed for all intents and purposes, except for its treatment with regards to cards that play on a closed doorway Any doorway (including a Q's Tent) played from your hand can be played at any time and does not count as your card play, similar to an interrupt, but only during your turn. It must follow all normal timing rules. Controlling an opponent's ship and crew (e.g., Alien Parasites) does not allow you to play a doorway not normally legal on your opponent's turn. You may be controlling their ship, but it is still their turn. Alternate Universe Door: When the doorway is open, AU cards can come through and be put in play. Having already come through the Door, they do not suddenly have to leave if the Door gets closed behind them -- they are already here. When the Door is closed, no more AU cards can come through until it is reopened. An AU door that is seeded at the beginning of the game is always open unless another card changes its state. It cannot be played on the table (to allow AU cards to come in) later in the game. You cannot play Revolving Door on an AU door played from hand. When played from your hand, you may play it at any time an interrupt would be legal, during your own turn only. However, the Doorway is not an interrupt, and therefore cannot, for example, be nullified by Amanda Rogers. It does not count as your card play for the turn. An Alternate Universe Doorway can nullify a Temporal Rift at any time during the Rift's effect. This is contrary to most rulings that do not allow you to affect Rift-ed cards. AU dilemmas and AU artifacts need an open door to "come into play" when they are seeded. If the doorway is closed when the cards are discovered, they still have their normal effect. However, if an AU artifact goes to your hand (to be played later), you do need an open AU Door to play them back to the table. Devidian Door: The intent of this card was to simulate an effect happening before a cause. The effect is that a new card gets played (seemingly out of nowhere), and the next turn, the Devidian Door causing the effect gets played. From a story line perspective, imagine it this way. You're on the bridge of your ship in the middle of a crisis. Suddenly, out of nowhere, Picard appears and helps you solve the dilemma that you're in. You now know that, at some point in the future, you're going to have to send Picard backwards in time so that he can help you overcome the dilemma you were just in. If you fail to send that person back in time (show the Devidian Door), you have corrupted the space/time continuum and you lose the game. You literally can play a card "to anywhere." Some examples: 1) "Can I play the card onto one of my own ships, escape pods, or outposts, wherever they are located? Yes. This is the primary function of the card. 2) "Can I play the card directly to any planet location?" Yes. It can arrive alone, or can join an Away Team there. It would not be affected by cards that hinder beaming, etc. 3) "Can I play the card to augment my forces where an Away Team battle is already in progress?" Yes, but you could not do it during the battle itself (as per the timing rules). 4) "Can I play the card to a mission location where my Away Team has just revealed a dilemma which I cannot overcome without the help of someone from the Devidian Door?" No. You cannot play a card in response to a dilemma (as per the timing rules). Also note that it is illegal to play the card between dilemmas. Even though doorways play "like an interrupt" and Devidian Door can be played "at any time", only actual interrupt cards may be played between dilemmas. 5) "Can I play the card to a space location?" Yes, but playing the card to a space location would of course mean it is left floating in space and so a personnel would be killed. Androids, Exocomps, and Equipment can survive in space (without being on a ship or outpost). In that case, they would be considered to be "floating around" and may be rescued by one of your own ships with Transporter Skill aboard. They would not be able to participate in a mission from such a position, however. The same would apply to "Gaps in Normal Space" on the spaceline. 6) "Can I play the card underneath a mission, like a seed card?" Yes, you can seed a personnel or equipment card. When it is discovered, it is considered an improperly seeded card and is placed out of play unless you have some way of making it properly seeded, such as a Cryosatellite at that location. 7) "Can I play the card on a dilemma like the Borg ship or the Radioactive Garbage Scow?" Yes, but it will have no effect. You could also play it on Birth of Junior if you wanted, but the card would have no effect. Note that such a card would still be "in play". 8) "Can I play the card down on the table (not on the spaceline) next to my events?" Yes, but they would just sit there and do nothing, and at the current time there is not any way I know of to retrieve them. Note that such a card is still considered to be "in play". 9) "Can I play the card onto one of my opponent's ships, outposts etc.?" Yes, but that personnel would be immediately captured. 10) "Can I play the card onto my opponent's draw deck, discard pile, or hand?" Yes, but that would essentially mean that you are "giving" them that card to play as their own card (returning it to you at the end of the game). One reason to put a card in your opponent's draw deck would be to prevent him from ending the game next turn by drawing his last card; a desperate measure that might work in some circumstances. 11) "Can I play the card onto my own hand, discard pile, or draw deck?" Yes, you can play them to all of these places legally. They act just like they got there in the normal way. There wouldn't be much point in playing a card from your hand to your hand, but you could do it if you really wanted to. 12) "Can I play the card on the Kitchen table in the next room?" No, it has to be played somewhere within the scope of the game. Placing the card in the fish tank is not within the scope of the game. These are some of the main examples of what you can do with the Devidian Door. Decipher intentionally left this card rather vague in order to "push the envelope" and allow maximum player creativity. If you try something new with the Devidian Door and wonder if it is legal or how it should be allowed to play out, just use common sense, bearing in mind both the "story line" of time travel it represents and what rules currently exist to handle what you are trying to do. You have to live with the result within the current rule structure. If necessary, we might post some limitations on what can be done, but for now, let your creativity go! "Showing" the Devidian Door on your next turn may occur at any time on your turn, and is a game action. If the game ends on or before your next turn, you still must show the card. If you cannot, you automatically lose the game. You may play the personnel or equipment on your opponent's turn. You must have an open Alternate Universe door to do this. If the AU Door is closed afterwards, that will not affect your ability to show the Devidian Door. Just after saying "Devidian Door" you may play the Ophidian Cane to allow three Personnel and/or Equipment cards through the door. If your Ophidian Cane is nullified, you are not required to send any cards through the Devidian Door or to show the Door on your next turn. Energy Vortex cannot cancel the "showing" of a Devidian Door. Manheim's Dimensional Door: When the card play is suspended, another card may now be played. If that card itself is suspended, the player who suspended it may now play a card. This series can go on for a long time. It is suggested that you take the suspended cards and put them in a stack since they are not in your hand or in play. Then, when the cards are finally allowed to resolve, you may resolve them in order from the top of the stack to the bottom. If a card is played that would cancel one of the card plays, it launches its own set of effects that are resolved in last-to-first order (as canceling cards usually are). You may not nullify a card while it is suspended, as it is not a valid target for a nullifier (it has not been played yet). Example: I play K'chiQ. You show a K'chiQ from your hand, so mine is suspended. You play Palor Toff. I show a Palor Toff from my hand and yours is suspended. I play Q's Tent. You show a Q's Tent from your hand, and mine is suspended. You play Q's Tent (the same you showed earlier). I show no Q's Tent (since my original one has been set aside), so the actions start to resolve. Your Q's Tent resolves, and you pull out "Wrong Door". Now, I attempt to resolve my Q's Tent, but you play Wrong Door. I play Amanda Rogers to nullify your Wrong Door. My Q's Tent resolves and I get a Countermanda. You attempt to resolve Palor Toff. I play Countermanda, suspend your Palor Toff, and take three cards out of your discard pile. Your Palor Toff resolves and you get a card out of your discard pile. My K'chiQ finally resolves. If a card play is made illegal, then the illegal card may be pulled back into the owner's hand. Example: I play K'chiQ. You show a K'chiQ from your hand, so mine is suspended. You play Revolving Door on my Alternate Universe Door. My K'chiQ attempts to resolve, but because the AU Door is closed, I can no longer report her for duty. She returns to my hand. MDD circumvents all numeric limits on playing cards, whether they be blanket (like the one card play per turn rule) or card-specific (e.g., Q's Tent). Any card played via a Manheim's Dimensional Door does not count as having been played, regardless of when it was played, for such limits. Example: I play Q's Tent (counting as my one for the turn). You show a Q's Tent from your hand, and play a Soong-Type Android. I show a Soong-Type Android, and play another Q's Tent (it's a free play, because it was played via MDD). You show your original Tent (a card can be shown more than once), and play a Gaps in Normal Space. I have no Gaps in Normal Space so the cards resolve from last to first. Note that these limits are the only aspect of cards ignored. Normal card play restrictions (like the T'Ong's reporting at the end of the spaceline, personnel playing at an outpost, and Mirasta Yale being accessible only if seeded) are still in effect, and cards still have their effects (including detrimental ones, like not drawing a card if you use a Tent via MDD). Here's a more complex example of how MDD works: I play Q's Tent. You show Q's Tent, and play Madam Guinan. I show Madam Guinan, and play another Q's Tent. You show your Q's Tent again, and play a Kivas Fajo. I show Kivas Fajo and play a Red Alert. You show Red Alert, and play Dr. Telek R'Mor. I don't have R'Mor in my hand, so cards start to resolve. R'Mor enters play, and then the Red Alert comes in. You decide to nullify RA before it hits the table with a Kevin Uxbridge. I Q2 it, and you Amanda my Q2. Red Alert is nullified. Next, Kivas Fajo comes into play. You draw 3 cards. My Q's Tent comes into play, and I choose to take a The Devil out of my Q's Tent and use it to nullify your Horga'hn. You play an Amanda, and I counter with a Q2. You show a Q2, and play Nick Locarno. The Horga'hn is discarded. I next get to resolve my Q's Tent, but you Wrong Door it. I show a Wrong Door and play another Q's Tent. I don't have an Amanda to nullify the Wrong Door so the first Q's Tent is discarded, but the next one resolves. You show a Q's Tent, and play a Palor Toff to bring the Wrong door back into your hand. I don't have a Palor to show, so the Wrong Door enters your hand. You then play the Wrong Door to nullify the most recently played Q's Tent. After this, Madam Guinan resolves. Finally, the original Q's Tent enters play (this one does count as your one tent per turn, because it wasn't played via MDD). I tent for and play a Brain Drain on Marouk, and Madam Guinan nullifies it. Q-Flash: A Q-Flash is not considered a dilemma, and as such isn't discarded by such cards as Senior Staff Meeting and Q. You will need at least two Q-Flash cards to successfully use the side deck. One will be seeded on the Q Continuum side deck. Any others will be seeded under missions, similar to dilemmas, or put in your draw deck. There is no way to encounter your own Q-Continuum (Q-Flash side deck). If you encounter a Q-Flash you have seeded, you encounter your opponent's Q-Continuum, as stated on the card. If he doesn't have one, the Q-Flash is ignored. A seeded Q-Flash is not a dilemma. It is a doorway that is similar to a dilemma. Therefore, cards that nullify or discard dilemmas (such as the Q dilemma or Q2) do not affect this card. Though they are not seeded, Q-Icon cards are dilemmas, events, and interrupts, and can therefore be nullified in the normal ways (by Q2, Kevin Uxbridge, and Amanda Rogers, respectively). Duplicate Q-Flashes or individual QC cards are discarded as per the standard duplication rules. Q-Icon cards (with the exception of Q's Planet) can ONLY be placed in your Q-Continuum, and nowhere else. If you run out of Q-Continuum side deck cards, the Q-Flash is over. You do not reshuffle your side deck. If the entire crew or Away Team is killed, relocated, or captured, do not draw any remaining Q-Continuum cards. Unless otherwise specified, a Q-Continuum dilemma does not stop the crew or Away Team. A Q-Flash is resolved in the following way: a. Check to see if the Q-Flash doorway is open and active b. Discard all cards that last "until any Q-Flash" (whether or not the Q-Flash is open and active) c. Only applicable if the Q-Flash is open and active: Draw and resolve one Q-Continuum side deck card per personnel in Crew or Away Team (draw them one at a time) until either you have resolved them all or you run out of side deck cards. Discard duplicates. d. Discard the Q-Flash that was encountered, you are not stopped unless a specific QC side deck card stopped you (check the Q-Continuum Chart for more information). Q's Tent: To make proper use of the tent, you will need at least two Q's Tent cards to successfully use the side deck. One will be seeded on the side deck. Then you can put as many as you like in your draw deck, and you can play them when they get into your hand. You do not lose your card play if this card is nullified. That is a consequence of the affects of the card, and not of the card. A nullified Q's Tent does, however, still count as having been played for the purposes of the one-per-turn limit. You may place any card except a Q-Icon card in your tent, but if it is a card that must be seeded to have an effect (e.g., dilemmas, artifacts, Mirasta Yales, etc.) you must find a way to seed it to properly utilize it (e.g., you may not play it from your hand, you must find some way, like Q's Planet, to seed it). You may not stock duplicates in your Q's Tent. The "no cards for remainder of turn" clause includes cards drawn from Kivas Fajo *after* the tent has been played, Masaka Transformations, your normal card draw, an extra draw given from a Traveler, etc. It does not include cards taken from your deck (rather than drawn) via something like a Betazoid Gift Box. IV.7 Events Alien Probe: This card can now be used in conjunction with Telepathic Alien Kidnappers, as long as you allow your opponent to shuffle and conceal his hand before you make the selection (but after you guess a card type). Anti-Time Anomaly: "In play" (check the errata list) on this card does not include personnel physically touching the table due to cards such as Alien Probe, Cryosatellite or Zalkonian Storage Capsule, or because you happen to have your hand lying on the table. All personnel, means all personnel cards even if they're Holograms (though they will reactivate after being "killed" by an Anti-Time Anomaly), Exocomps or Androids. Rogue Borg are not personnel, and, as such, are not affected by this card. Atmospheric Ionization: Up to 3 people can beam once, up or down, every turn (i.e. 2 down and 1 up or any such combination). Barber Pole: No, the lack of an effect is not a misprint. This card plays on the table, and has an as-yet unknown effect. Baryon Buildup: A ship with its range reduced to 0 is not destroyed, but simply cannot move. Brainwash: A brainwashed captive is still considered a captive (and thus is subject to cards like Interrogation, and is still considered "in play" for the purposes of uniqueness). If Brainwash is nullified without the personnel being rescued, that personnel reverts to being "just a captive". Brainwashed personnel retain their original affiliation status (e.g., Brainwashed Federation personnel are still Federation personnel), and you should treat them as though a Treaty were in play between it and your other personnel if they are of different affiliations (thus, they can interact at will, and share such things as Equipment cards). A Brainwashed personnel of an affiliation other than one you are playing can act as an Espionage card against that affiliation, in that you may attempt missions of that affiliation with them (since you meet the prerequisite of having one personnel of appropriate affiliation). Calamarain: This card is not a ship card, and therefore is not affected by cards that affect ships (Q-Nets, etc). The player who played the Calamarain moves it, as if it were one of his own ships (in whatever direction he wants). This card is discarded after either use (damaging a ship or killing Mortal Q). Calamarain cannot damage a cloaked ship. You need not kill Mortal Q or damage the first ship you run across with the Calamarain. Your target is optional. Since you may not destroy a ship, you cannot play it on an already-damaged ship (as this would cause its destruction). Captain's Log: You must strictly follow the rule listed on the card, which says that a ship gets benefits if any of "...your personnel are aboard a ship he or she 'captained' or 'commanded' (as referenced on ship card lore)..." This strict definition makes it reasonably easy to determine this benefit, whereas Personnel lore and players' knowledge are too murky and debatable. Below is a comprehensive list covering all personnel and ships in the game or mentioned thus far: Enterprise -- None (1) Yamato -- Donald Varley (3) Phoenix -- Benjamin Maxwell Sutherland -- Data Hood -- Robert DeSoto (3) Enterprise-C -- Rachel Garrett Future Enterprise -- Admiral Riker (3) Stargazer -- Jean-Luc Picard Bortas -- Gowron (4) Buruk -- None (2) Pagh -- Kargan Hegh'ta -- Kurn Qu'Vat -- None (2) Vorn -- None (2) T'Ong -- K'Temok (3) Maht-H'a -- Nu'Daq Haakona -- Taris Devoras -- Mendak Khazara -- Toreth (4) Decius -- Tomalak (6) Terix -- Sirol Mercenary Ship -- Baran Gomtuu -- Tam Elbrun Tama -- Dathon (5) Zalkonian Vessel -- Sunad (3) Notes: (1) See the explanation below about why Picard is not listed. (2) Although the Buruk, Qu'Vat and Vorn mention Gowron, Torak and Duras, the ruling is that these are too different from the main criteria for C.Log benefits. (3) Robert DeSoto, Donald Varley, Admiral Riker, K'Temok and Sunad are not yet in the game, but are likely to appear in a later expansion set. (4) "Gowron's Flagship" and "Commander Toreth's warbird" are deemed to be "close enough" to the main criteria for C.Log benefits. (5) "Dathon, speaking first." as indicated in the A.U. Rule Notes, is Tamarian for "commanded by Dathon." (6) Tomalak's eligibility is also a bit confusing. Trust us on this one for now. There are many reasons Decipher chose not to include the Picard/Enterprise combo, even though they knew some fans might object. First, we all know that Picard commanded the Enterprise, but at various times so did Geordi, Beverly, Data, Riker, Deanna, and Captain Jellico! Also, the intent of the designers was to have players "bring together" ship and captain combinations they wouldn't normally play with, like Data on the Sutherland, Maxwell on the Phoenix, etc. Chances are, if you have Picard and the Enterprise in your deck, you're going to get them together anyway! For all these reasons, the card is defined as it is. Discommendation: A dual-affiliation personnel who becomes non-aligned, loses all affiliations, not just their current one. Losing -5 points is not synonymous with gaining 5 points. The score change on this card is -5. Distortion Field: You can play two Distortion Fields on the same planet. If the two were played on separate turns, no personnel can beam down to that planet (without the aid of special cards or skills like Transporter Skill, or Pattern Enhancers). Doppelganger: This card reads "if a unique personnel moves to the same location as its duplicate, the duplicate is discarded." "Unique personnel" and "duplicate" refer to two personnel cards, one owned by you and one by your opponent. For example, suppose we both had Worf in play and my Worf moved to the same spaceline location of your Worf, your Worf would be discarded, because: "If a unique personnel (my Worf) moves to the same location as its duplicate (your Worf), the duplicate (your Worf) is discarded." Personas of the same personnel are not affected by Doppelganger. For example, if your Jean-Luc Picard moves to the same location as my Galen, neither is discarded, as they are separate entities. Playing a personnel to the same location does not constitute moving them, and, as such, both copies of the personnel stay in play (until one or the other moves into the location of his duplicate). Doppelganger affects all players. Engage Shuttle Operations: Some uses for Engage Shuttle Operations are: a) A shuttle can be an escape craft. If you know your ship will be destroyed at the end of your turn, you can load everybody onto a shuttle and leave the ship. This wouldn't work during a battle or dilemma, only when you would logically have plenty of time to react. b) Shuttles can fly down to planets, bypassing Atmospheric Ionization, Distortion Fields, and Particle Scattering Fields, etc. Runabouts are not considered shuttles, so the only two cards presently affected are the Type VI Shuttlecraft and the Yridian Shuttle. This is an error on some of the AU rules sheets. Only a card whose class is Shuttlecraft is affected by ESO. A shuttle landed on a planet would be immune to "Loss of Orbital Stability." You may not board landed shuttles. They may be attacked from space (as the two ships are still at the same spaceline location), as long as all other battle prerequisites are met. You may not engage in an Away Team battle with a shuttlecraft. Gaps in Normal Space: This card creates a new spaceline location (which is considered to be a "space" location). Thus, it can be moved to, rearranged by Q, have Tetryon Field played on it, be destroyed by Kevin Uxbridge: Convergence, etc. The card specifically says that is is played between "two mission cards", not "between a mission card and another Gap card," so two Gaps cards cannot be played next to each other. If destroyed by Kevin Uxbridge, the Gaps in Normal Space card is discarded, and the "gap" in the spaceline is closed up. If there were any other Event cards played on the Gaps, then these Events disappear with the Gaps. If there were any ships located there, including Escape Pods, Borg Ships, and other such things, the player who played Kevin would choose to which neighboring spaceline location these ships would be relocated. Ships that stop at a Gaps location may perform actions (like battling) at the Gap as if it were a "normal" spaceline location. Genetronic Replicator: You need two *unaffected* MEDICAL present at the time of a dilemma's effect for this Event to work. If a MEDICAL personnel is "hit" by the dilemma, they may not contribute their MEDICAL to help work the Replicator. Dilemmas that affect all personnel, such as Barclay's Protomorphosis Disease, could not be prevented with a Genetronic Replicator unless the two MEDICAL are unaffected by the dilemma (e.g., they're Holograms or Androids). Holo-Projectors: Does not allow your holographic personnel to be used at an outpost. Immortal Again: You may not play this card to discard Calamarain if a Mortal Q is not in play (because the discarding of the Calamarain is merely a side-effect of the discarding of the Mortal Q). This card only works if Mortal Q is currently in play, but you may play it if he is discarded and replayed (either a different version or a Res-Qed one). The original copy need not still be in play, and discarding Mortal Q through other means does not prevent you from playing this card assuming he's in play at that time. Interrogation: The way the scoring works is fairly simple. If the opponent says there are "five" lights, it means he gives in to the interrogation. You add 10 points to your score, and return the personnel. If the opponent says something besides "five" (we recommend saying "four", as in the episode, but any other reply gets the same result), it means the personnel is bravely resisting for another turn, and you add only one point to your score. In either case, these points are permanently yours. For example, in the following sequence the eventual score of a "10" does not wipe out previous "1" scores earned. Turn 1: "Four" -- points scored: 1 Turn 2: "Four" -- points scored: 2 Turn 3: "Five" -- points scored: 10, and personnel returned to outpost Total points for interrogator: 12. If the Interrogated personnel is rescued (i.e., using Rescue Captives or other such cards in the future), you still keep the points you earned until that time. You can Interrogate several captives at a time, but there must be an Interrogation card played on each one. When you return the captive to outpost, you return it to the opponent's outpost of your choice. Intruder Force Field: If your opponent plays 3 Rogue Borg, all are effective (not just one). The card simply states that three or more Rogue Borg must be played in order to be effective (the third Rogue Borg releases the other two from the force field). The 3 Rogue Borg requirement does not apply to Rogue Borg Mercenaries's beamed down from a Lore Returns controlled ship to an outpost or planet. Lore Returns: When Lore Returns comes into play, he "commandeers" the ship (page 32), making it a ship under the control of the player and able to move around and attack (regardless of how many RBM's you have aboard, you only need one to fly or attack). It then is a pirated ship and behaves like a normal ship. You normally cannot beam aboard an opponent's ship, so you could not beam aboard a ship under Lore Returns. The card says, "... *your* Rogue Borg..." Therefore, you cannot play it where your opponent has taken over your ship with his Rogue Borg. The "commandeered" ship is still subject to modifiers to ship attributes affecting either it specifically (like a Plasmadyne Relay) or all of your ships (like Bynars). Treat the "commandeered" ship as though it is "your" ship and the Rogue Borg as though they were "your" personnel. The Rogue Borg may do anything that "your" personnel could normally do with respect to battle. Thus, they cannot beam aboard an opponent's ship or outpost and attack, but they could beam down to a planet and engage in Away Team battle's (as is specified on the card). Masaka Transformations: If you have obtained an artifact that is placed on the bottom of your deck due to Masaka, you may still play that artifact once it gets back into your hand. Mot's Advice: Mot's Advice can be played on a personnel who already has Barbering, they gain an additional Barbering (Mot would have Barbering x2!). Neural Servo Device: As a guide, treat the personnel exactly as if they were your own personnel with regards to attempting missions, hitting Q-Flashes, etc. The only exception is that you may not beam them aboard one of your ships or outposts and you may not beam your personnel aboard their ship or outpost. Plasma Fire: The ship gets damaged by the Plasma Fire at the end of each of your turns, beginning at the end of your next turn. "Damage" here means normal ship damage, like battle damage. Thus, normally if it is not extinguished the ship will be destroyed in 2 turns (but this can be circumvented by repairing the ship, etc.). Q-Net: Q2 cannot nullify this card, as it is an event not a dilemma. Q-Net is not a spaceline location. Raise the Stakes: Nullifying this card "lowers" the stakes (ie, the agreement that the winner gets one card from loser's deck is nullified. Note that if multiple RtS are on the table, that only this Raise the Stakes' effect is nullified, not the effects of the others). Red Alert: Once the Red Alert! card is in play, a group of cards played under a Red Alert! count as your normal card play during any turn. If you want to play an Event, you can't play any Red Alert! cards that turn too. This also applies during the turn on which you play the Red Alert!. In other words, playing the Red Alert! itself is your one card play for that turn. Note that these card play restrictions can be bypassed by using cards like Parallax Arguers and Manheim's Dimensional Door. Revolving Door: If a Revolving Door is placed over a side deck, no cards can come out of that side deck, by any means, including via Q's Planet. Rishon Uxbridge: Rishon may not be played on another Rishon. Spacedock: A Spacedock does allow you to repair ships at a Neutral Outpost. Static Warp Bubble: Only cards in your hand may be discarded with this card. If you have no cards in your hand, you do not need to discard a card. Note that there is no carryover discard effect (ie, if there were no cards to discard this turn, you do not "hold" that discard until a card is available). Supernova: You must have the Tox Uthat on the table (you may not use your opponent's cards as conditions for your own cards). There is currently no way to undo the effects of a Supernova. Kevin Uxbridge can only nullify this card when it is played. Telepathic Alien Kidnappers: This card can now be used in conjunction with Alien Probe, as long as you allow your opponent to shuffle and conceal his hand before you make the selection (but after you guess a card type). The opponent must show you the card you just guessed. The card is guessed at the end of each of your opponent's turns, just before their card draw. TAK specifies a "type" of card. Card "types" include Event, Interrupt, Mission, Dilemma, Personnel, Ship, Equipment, Outpost, Station, Artifact, and Doorway. The Charbydis: "If Charybdis destroyed, anyone present may acquire artifact" means that if an Away Team completes a mission, but is forced to leave an artifact behind because they do not have Archaeology, then any team, from either player, may later go and retrieve that artifact, whether they completed the mission or not. This not only includes artifacts that can be recovered once The Charybdis is destroyed, but also any Team with Archaeology that goes to that location while the card is still in play. The Mask of Korgano: You may not exchange or gain any icons other than an AU icon. "Normal" means from this universe (ie, with no AU icon), not with no icons. The Traveler: Transcendence: All Static Warp Bubble's, yours and your opponent's, are nullified by this card. Any further SWB's played are immediately nullified, as long as the Traveler is still in play. Treat the added card draw as though it were part of your normal card draw (ie, your normal card draw becomes two cards). It is not a separate and distinct draw. Thermal Deflectors: It nullifies *all* copies of the listed cards, not just your opponent's. Transfiguration: May be played only after John Doe has used his special skill. "Present" on this card means at the same spaceline location. Treaties: The rulebook says on page 30, "When a treaty card is in play, the personnel, ships, outposts, etc. can all be shared by the player as if they were one affiliation." While a treaty is in play, personnel from one affiliation may report for duty at the other affiliation's outpost and may use their ships, equipment, etc. Thus, they can share the outpost. You do not have to have a personnel on the ship that matches the affiliation of the ship in order to move it. Even when you have a treaty in effect, you may not attempt a mission without a personnel who matches one of the mission's affiliation icons (that is the purpose of the Espionage cards). If a mixed crew under treaty is aboard a non-aligned ship and the treaty is broken, the affiliation with the fewest personnel present is put under house arrest. (See page 30, Treaties). In the event of a tie, determine randomly. If a treaty is broken when you have a mixed Away Team on a planet, the personnel split into two appropriate Away Teams, and may be transported back as normal (ie, no special dispensation is granted). Personnel under house arrest may not perform any actions until they are deposited at the nearest outpost or ship of appropriate affiliation. You may not beam personnel under House Arrest to a planet (even if there is an Away Team of appropriate affiliation there). Wartime Conditions: Since the "Wartime Conditions" card refers to declaring war against "the attacking ship's affiliation", it will not work against a non-aligned ship, which by definition does not have its own affiliation. If you are attacked by the opponent's Federation ship (such as with Attack Authorization), you may play Wartime Conditions and allow the Federation to attack the Federation at will! You may play this card any time after the initial attack. It doesn't have to be played immediately after the attack. You can have more than one of these cards in play at a time, say one against the Romulans and one against the Klingons. This card applies to both players while in play. When played, it nullifies a corresponding treaty if one exists. If nullified by Kevin Uxbridge, its effects no longer apply. IV.8 Interrupts Amanda Rogers: If Amanda nullifies one end of a Wormhole, both parts of the Wormhole are nullified if another Wormhole isn't immediately played (basically, two ends of a Wormhole must be successfully played or all parts are discarded). "Just played" means before another action is resolved (ie, if your opponent plays Brain Drain on you, you must nullify it immediately. You cannot, say, attempt a mission, and then nullify it, as another action has been performed between the play of the interrupt and the Amanda Rogers). Anti-Matter Spread: The card affects all your opponents' ships. You can play it for the *benefit* of the Borg Ship, lowering the opposing ships' WEAPONS. Arbiter of Succession: Modifiers to STRENGTH (such as Disruptors) count for the purposes of deciding who the strongest leaders are, and who dies. If the modified STRENGTH totals are equal then the Arbiter is discarded. "At one location" means present in the same crew or Away Team. You may not have Klingons from different ships battle each other, unless you first bring them together. Only one copy of this card can be in play at any one time (as per normal "not duplicatable" rules). Asteroid Sanctuary: This card may interrupt a battle, after the battle has been initiated, but before a winner is determined. Auto-Destruct Sequence: Playing this card is an action, and, as such, it may not be played during a battle. If you play this card on a ship which you control via something like Alien Parasites, it will not self-destruct until the end of *your* turn, not when you relinquish control back to your opponent, as it is still his turn. Brain Drain: When played on Interphasic Plasma Creatures, it lowers the STRENGTH of all the affected player's personnel by 4. This is a permanent effect (or at least until the IPC is destroyed). You may choose the target of a Brain Drain (your opponent must let you examine all of his personnel). Countermanda: Amanda Rogers is the only card that can nullify Countermanda, as per the Colon Rule. This card nullifies only one Telepathic Alien Kidnappers card each time it is played. Countermanda "suspends" Res-Q or Palor Toff while you remove the cards from the discard pile. After Countermanda resolves, the Res-Q or Palor Toff proceeds as normal. If no cards remain in the discard pile when the Palor or Res-Q resolves, then it is discarded for no effect. Data Laughing: Can be played on an attached Data's Head. Dead in Bed: This card kills one personnel in stasis (your choice). This does not include disabled personnel, even though they are treated as though they are in stasis. Destroy Radioactive Garbage Scow: The -10 points applies only to the point value of the uncompleted mission. Thus, a 30-point mission would now be worth 20. If the mission has already been completed, no points are lost. Although it is legal to tow multiple Scows to a particular mission, and play DRGS on each one, the mission's points can only be reduced once as DRGS is not cumulative. This card will kill all personnel on an outpost (the radiation quickly overwhelms the outpost's SHIELDS; unlike a ship, the outpost cannot move out of the blast radius). Distortion of Space/Time Continuum: Treat the affected ship/Away Team as though the turn had just begun for them in that they are unstopped and may immediately (ie, before any other actions can be performed) make any other action normally legal. This includes battle, movement, mission attempting, cloaking or uncloaking, etc. This card may be played on an unstopped ship or outpost (to allow a ship to move when it expends all its range, for example). An Away Team need not have beamed from a ship to utilize this card. You may use this on any Away Team whether or not a ship is even present. This card allows a ship and Away Team to make *another* move, and thus may only be used if that ship or Away Team has already performed a game action during the current turn. In other words, normally you may not use it to move one of your own ships during another player's turn. However, if you are somehow able to move a ship during your opponent's turn (e.g., with Alien Parasites), then Distortion of Space/Time Continuum may be used to perform an additional action in this case. Emergency Transporter Armbands: "Any time" here refers to the ability to use it at any time since it is an interrupt (such as during your opponent's turn), but it does not allow you to overcome any particular obstacles to beaming (such as Atmospheric Ionization, being stopped, etc). With the exception of Firestorm, this card may not be used to "escape" a dilemma that has already been revealed. You may not play this card on stopped personnel. Because of the timing of becoming unstopped (it happens automatically at the start of the very next turn), you may play this card on your opponent's turn to beam your personnel off of a planet (to avoid an Away Team battle, for example). This card does not override the rule that you cannot beam to a cloaked ship. Energy Vortex: This card may not be used to stop a Devidian Door, since the door is "shown" not played. If the player does not have another card which they can play, then nothing happens, they just can't play the Vortex-ed card. Full Planet Scan: See Scan. Howard Heirloom Candle: If played when Anaphasic Organism or Empathic Echo is encountered, the dilemma affects two personnel. Incoming Message: Attack Authorization: This card is a required non-moving action and is subject to all of the special rules pertaining to that. Incoming Message - X affiliation: The Incoming Message - X affiliation (where X is either Federation, Romulan, or Klingon) cards are required moving actions and are subject to all of the special rules pertaining to that. You must move at your normal full speed to the outpost, even if this would endanger your ship (such as making it stop on a Gaps in Normal Space). If you do not have the proper outpost in play, this card is nullified. Isabella: "Nebula" locations include: FGC-47 RESEARCH (FGC-47 Nebula) STUDY NEBULA (Gamma Erandi) SURVEY MISSION (Mar Oscura nebula) PAXAN "WORMHOLE" (Ngame Nebula) and the universal NEBULA location Kevin Uxbridge: Kevin may be played to nullify any event or any card played as an event on the table or to nullify an event as it is being played. Kevin Uxbridge: Convergence: Kevin Uxbridge: Convergence does not nullify artifacts (or other card types) played as events. KU: C would destroy all events at the location where it is played, including Rishon Uxbridge, but it would not destroy the Event which Rishon was protecting. Events "on the spaceline" are physically placed on the spaceline (or on a ship). Nutational Shields (for example) is played "on the table" in your play area (see the diagram on page 14 of the rulebook). Cards like Atmospheric Ionization and Distortion Fields, however, are played on a planet location, and are therefore on the spaceline. Klingon Death Yell: You can play a Death Yell if you have no other Klingons on the table (e.g., the target of the card was your last Klingon). This card may be played on an opponent's Klingon. You only gain 5 points for a Klingon, regardless of how much Honor that Klingon may have. La Forge Maneuver: The target ship does get a retaliation strike, as per normal battle rules. Near-Warp Transport: You may use this card to transport through a Q-Net, but it does not allow you to overcome any "normal" obstacles to beaming. You cannot beam from an Outpost with this card. Parallax Arguers: This card has three uses: 1) If anything was "cool", it may be played for 5 points. If the players disagree that an action was cool, they may argue the point... 2) ...so, the second function of the card may be used and an event may be immediately played. This function can only be used in an argument over "coolness." 3) Or, the card can cancel another Parallax Arguers and raise the X value on the card. Both players must agree that an action was "cool" for condition 1) to be satisfied. You may decide the coolness of an action in one of two ways: 1) Declare the last action cool and see if your opponent agrees. If yes, you may play the PA for 5 points, if no, you may play it for an event. You need not play it for either if you disagree with your opponent's coolness appraisal. 2) Play the PA for 5 points, declaring it cool. If your opponent agrees, you score 5 points, if not, then the card returns to your hand and you have the opportunity to play it for an event. This is not obligatory. You must state whether or not you agree that the last action was cool. You cannot refuse to answer (doing so would constitute a disagreement, actually). Parallax Arguers nullification does not work like normal nullification does. When a Parallax Arguers is played to nullify another Parallax Arguers the targeted PA is immediately discarded (for no effect), unless the nullifying Arguers is nullified by a non-PA source (e.g., Amanda Rogers or Plexing). Here's an example: I play Parallax Arguers (you agree it's cool, so it's worth 5) You play PA to nullify my PA. I play a PA to nullify your nullifying PA. You play a second PA. I play a third PA. Under normal circumstances, my third PA would nullify my opponent's second, allowing my second to enter play, and it would nullify my opponent's first, allowing the original Arguers to enter play (for a net point gain of 45 points). However, with the special PA nullification rules, the original Arguers was discarded when the nullifying Arguers was played (since it was not nullified by a non-PA source). The second Arguers is nullified immediately when the third is played, etc. In this scenario, the only points gained would be from my third PA (which would yield 25 points). Now, try that last scenario with a twist: When I play the third PA, you respond with an Amanda Rogers. I have no Q2s in my hand, so the Amanda resolves, and my third PA is discarded. Your second one is reinstated, and you score 20 points. You can nullify your own Arguers but no points are gained because you are adding 5 to an undefined variable (your opponent's Arguers points). Particle Fountain: This card may only be played on planet missions *you* completed. Phaser Burns: This card may be played more than once per battle. Q2: If this card nullifies the Q dilemma, the dilemma is simply discarded. This is not the same as "overcoming" the Q dilemma, which would allow you to remove the other dilemmas. Q-related dilemma means any dilemma with Q's name in the title or to Q-icon dilemmas. This currently includes Go Back Whence Thou Camest, Guilty - Provisionally, His Honor, The High Sheriff of Nottingham, Mandarin Baliff, Pla-Net, Q, and Q's Vicious Animal Things. Rogue Borg Mercenaries: The general idea behind Rogue Borg is that you stock a whole bunch of these guys in your deck and save them as they come up in your hand until you have, say, 5 or 6. Five Rogue Borg, for example, combine to have an attack strength of 25 points. If Crosis is in this group, the total is doubled to 50 points (see his card). When you are ready, you can play them as Interrupts, in a group, right onto the bridge of one of the opponent's occupied ships (technically, you play them one at a time so your opponent can respond, but normally he won't). When you are finished playing Rogue Borg they immediately battle the ship's crew, just like in a normal "Away Team vs. Away Team Battle" on a planet, and they continue battling the crew automatically at the start of every player's turn (both your and your opponent's turns). As in all battles, the loser of the battle will discard one personnel by random selection. If his crew is strong enough to defeat your Rogue Borg group, one Rogue Borg will be killed, but they will stay to continue the attack until they are all killed off. You may "reinforce" them with more Rogue Borg at any time. In any case, his crew members will be "stopped" for this turn and all subsequent turns in which the battle continues, because all battles "stop" their participants. The opponent may beam "reinforcements" to the crew of the besieged ship. The card "Hugh" is another defense against the Rogue Borg. While the ship is under siege by the Rogue Borg, it cannot be moved by the remnants of its crew because they are not in control and are stopped anyway by the battle. Note, however, that the ship which the Rogue Borg are on is not stopped by the battle, and that personnel that beam aboard the RBM affected ship can move it (if they can meet the staffing requirements), attempt missions with it, engage in battles (they can also choose to continue the battle with the RBMs by attacking them. Note that in this case Federation battle restrictions are not in effect, as they are merely continuing, and not initiating, a battle), etc. The RBM's will not attack them when they move aboard (they only attack at the start of every turn), but (assuming they're still aboard) they will be attacked (with everybody else) at the start of the next turn. If the Rogue Borg wipe out or "chase off" the ship's crew, they win control of the ship. However, they cannot yet use it. They can only stay aboard the ship and try to repel an attempt by your opponent to recapture it. If you play the Event card Lore Returns, Lore will allow you to use this Rogue Borg crew to pilot the ship up and down the spaceline, attacking the opponent's ships (just as if it was one of your own ships). You will also be able to beam down and attack your opponent's Away Teams. Rogue Borg do not need a leader to participate in battle and they are assumed to meet all staffing requirements of the ship. Rogue Borg may not be played on a cloaked ship. If nothing but deactivated Holograms remain aboard a ship, the Rogue Borg discard them and complete their take over of the ship. Note that the Holographic personnel will reactivate at the start of every turn, and that as long as at least one personnel (holographic or otherwise) remains aboard the Rogue Borg cannot complete their assimilation of the ship. Thus (since you may decide the order of actions occurring at the beginning of the turn), three Holographic personnel, essentially, grant you immunity from a Borg takeover. A battle with three Holograms will proceed this way: Rogue Borg attack on your turn (lose 1 Hologram). Rogue Borg Then attack on opponent's turn (lose 1 Hologram). At the start of your turn, you may reactivate the two deactivated holograms prior to resolving the RBM battle, so that there will always be at least one personnel aboard, and the Rogue Borg may never discard the deactivated Holograms and take over the ship. Scan: No ships or other cards are required to be in play for the Scan or Full Planet Scan to work. Security Sacrifice: Yuta counts as random selection. Seize Wesley: You cannot play this interrupt while your opponent is encountering the Ktarian Game dilemma; you must wait until after it is clear that he does not have CUNNING>30 or an android present. Senior Staff Meeting: No actions may occur between the playing of this card and the revelation of the first dilemma. If the first seeded card is a mis-seed, the mis-seeded card is ignored (for the purposes of discarding the first dilemma). Senior Staff Meeting says that the first dilemma encountered is discarded. Since you didn't encounter a dilemma, the SSM doesn't "use up" its effect on it. Discarding a mis-seed is not an action, so no interrupts can be played between the discarding of the mis-seed and looking at the next seeded card. You may play this card on your opponent's ship if it meets all the prerequisites. This card will not discard a Q-Flash or other card seeded *like* a dilemma. If a Q-Flash is encountered first, then it is resolved prior to the SSM nullifying the first dilemma card (however, if the first dilemma encountered is a Q-dilemma, it is discarded along with the SSM). Subspace Interference: Nullifies Incoming Message - Romulan/Federation/Klingon/The Continuum, despite the lack of a colon and an inexact name match. It also nullifies any Incoming Message cards (like IM: Attack Authorization) that follow the colon rule. Subspace Schism: You can only Schism a card drawn at the end of the turn. Thus, it can nullify your basic card draw, but not Kivas cards, both parts of Traveller draws, BGB cards, Maska Transformation draws, etc. Temporal Rift: Cards may not be played on a ship caught in a Temporal Rift. A card in a Temporal Rift is not in play, so cards like Anti-Time Anomaly cannot affect it. Countdown effects, such as a Plasma Fire, also do not "tick down" while a ship is in a Temporal Rift. This card may not be used to "escape" a battle, because it is an action, which resolves after any other actions have resolved. The Juggler: You only reshuffle the cards in your deck. You do not shuffle cards from your discard pile back in the deck. Thine Own Self: This card can affect Holograms, and they are treated like normal personnel with respect to this card while the ship is still at that location. If the ship leaves, however, the Holographic personnel are deactivated and returned to the ship (similar to what happens with Love Interests. Vorgon Raiders: The "stolen" artifact returns to the opponent after the game is over. You can only steal artifacts "in play or just played." Artifacts that simply have an immediate effect, such as Betazoid Gift Box and Blade of Tkon, are not "played." You may not steal a Cryosatellite as it is not played and is discarded immediately upon mission completion. You cannot play this card on your opponent's Ajur and Boratus. Vulcan Mindmeld: Example of use: if Sarek is present with Riva and Worf, Sarek could meld with Riva (or Worf, your choice) and add the skills in Riva's skill box (Diplomacy x2) for a total of Diplomacy x5 this turn. Vulcan Mindmeld doesn't "select" skills but rather adds them, so the modifiers stay. The mindmeld thus allows you to temporarily "duplicate" the skills of any of the people present in the Away Team, and you have the choice of which one. Each of the mindmeld capable people at that location can do this, and they may Mindmeld with different personnel. Mindmeld cannot be used to "respond" to a dilemma, since playing Mindmeld is an action, just like any other. Your Mindmeld personnel may only gain one- or two-word skills (such as Physics or Stellar Cartography), not special skills that are explained in a sentence (such as "May nullify Male's Love Interest where present."). Unlike most skill granting cards, Vulcan Mindmeld does not ignore modifiers (for example, if Sarek mindmelded with Picard, he would have Diplomacy x5). They do not gain the other personnel's primary classification, although they do gain classifications that appear in the skill box. A mindmeld personnel can meld with another mindmeld personnel that has already melded this turn, but they will only gain the skills listed in the skill box. You cannot "chain mindmeld". Vulcan Nerve Pinch: You may play more than one of these per battle. Wormhole: Usage of a Wormhole expends none of the target ship's range (and the Wormhole must be played before the ship starts to use its range and move), and does not force a ship to stop at its destination (e.g., it may continue moving immediately upon resolution of the Wormhole transport). Thus, if your opponent Wormholes your ship onto the location of a Borg Ship, you are *not* automatically attacked if your Range is sufficient to keep going to an adjacent mission, because it is the same as flying by a Borg Ship normally. IV.9 Equipment General: A personnel can be affected by multiple skill granting Equipment cards at the same time, but only so long as they possess the necessary classification (in the classification box). You may not use skill-granting Equipment cards in a chain (say, use a Tricorder to give your ENGINEER-Classification personnel SCIENCE, as a skill, and then use a Medical Tricorder to give the original ENGINEERs MEDICAL). If the personnel using an Equipment card are all annihilated, then the Equipment card sits where it is, until someone retrieves it. It is not discarded. Anti-Matter Pod: You must stop to drop off or pick up an Anti-Matter Pod (you may only pick up your Pod, not your opponent's). You don't need to have 3 Navigation to carry an AMP around safely. The Anti-Matter Pod only damages ship which stop at the location (after having moved), not those that report there. Echo Papa 607 Killer Drone: The STRENGTH goes up by 10 after each battle. We apologize for the poor wording here. The rise in STRENGTH happens only in separate battles, not in successive rounds of the same overall battle. Like any other piece of Equipment, the EP 607 requires you to have someone there to use it. It may not work alone. The EP 607 contributes its STRENGTH only in battles. Treaties: Anybody, anytime, can move or beam Equipment around, because they are "things". It's just that in game terms only certain affiliations can actually use that Equipment as stated on the individual cards. So, for instance, a Romulan Away Team cannot use Klingon Disruptors without a treaty. If there is a treaty, then both affiliations can use the Equipment, because under a Treaty the allied affiliations share their cards "as if they were one affiliation" (page 30). IV.10 Personnel Dual-Affiliation Personnel: A personnel with two (or more) affiliation icons by his/her name is considered to be a member of both affiliations. They may count as either for the purposes of outpost seeding, and may be played as either. To keep track of affiliations, simply tell your opponent which affiliation the dual-affiliation personnel is using when you first report it for duty, and then tell the opponent each time you wish to switch its affiliation. This change is an action that may be performed at any time, subject to timing rules. Note that, whatever mode it is in, the dual-affiliation personnel behaves like a normal personnel of the affiliation you have selected. If you are using Stefan DeSeve as Romulan, he cannot go aboard a Federation ship or "mix" with Federation personnel (i.e. in an Away Team) unless you have a treaty (or unless you switch him to Federation first). Race: When a card refers to race (like Klingon) it means a personnel of that affiliation, a dual-affiliation personnel who has Klingon as one of its affiliations, or a personnel with that race in their lore. However, if a card refers to a specific affiliation (like an Espionage card), then only a personnel of that affiliation can utilize it. For example, Worf is considered a Klingon for the purposes of race-specific cards (like I am Not a Merry Man), but not for the purposes of things like Espionage cards. Unknown Icons: Icons whose purpose is not stated (such as the Barash and TOS icons) have no effect until their purpose is defined. When the abilities of the icon are stated they will "kick in" and take effect. IV.10.A Holograms, Exocomps, and Androids A hologram, Exocomp, or android (HEA) is a personnel and should be treated as such. In general, apply the same rules to other personnel that you apply to HEA's. Although there are some similarities between the types, they are all separate kinds of personnel. Cards that affect Exocomps do not affect androids. Cards that affect holograms do not affect Exocomps, and so on. They are typically affected by dilemmas the same as anything else. This is a broad topic, open to many rulings and interpretations. Several arguments can be made for why Data should be affected by this, and Holo's shouldn't be affected by that, and so on. Admittedly, some do make sense. But the last thing Decipher wants to do is list every dilemma and list why or why not they affect something. Most of the rulings we make would be based on what might have happened on the show if Data would have been exposed to virus X. The fact is, nobody knows what would have happened to Data in that situation, so it's open to much debate. Also, we want to rely as little as possible on the show itself to provide rulings so that people who don't know every episode backwards and forwards can still know if a dilemma works on an android. What follows are some general rules for applying dilemmas to HEA's: 1) They can be "infected" and "killed" by diseases, unless specifically excepted (such as by Barclay's). This keeps them consistent with normal personnel. There is some precedent for this in the show -- Data was infected by the Tsiolkovsky Infection, for instance. We don't know what effect the Tarellian Plague might have had on him, but, to stay consistent, we'll assume it could have killed him. 2) They are NOT affected by dilemmas that affect aging or their species as a whole. Examples of this would be Hyper-Aging, Rascals, and Barclay's Protomorphosis Disease, Coalescent Organism, and Yuta. 3) They CAN trigger Alien Parasites. This is also a consistency ruling, but one might theorize that they carry a "soil sample" back to the ship that contains the infectious organisms. 4) Holographic personnel are treated slightly different in regards to being killed. As per the rules, if "killed," they are merely de-activated and returned to the ship to be activated on your next turn. If separated from the ship or the planet the ship is orbiting (assuming Holo-Projectors are in play), the Holo is also de-activated and returned to the ship. Cards that could "separate" the ship from the Holo include Love Interests and Go Back Whence Thou Camest. 5) Mindmeld -- Androids and Exocomps may be Mindmelded with. They have a mind and if Spock could mindmeld with the Horta (a silicon creature), it makes sense he can Mindmeld with an android if it has a mind. No to Holograms, who do not have a physical mind to meld with. 6) Performing actions -- Just like any other personnel, holograms do not need any "supervision" to attempt missions or perform other actions such as staffing ships. They make very effective "red shirts"! 7) Ships without Holodecks and Outposts -- Ships without Holodecks and Outposts can carry Holographic personnel aboard, but they may not be utilized until they are aboard a ship or Away Team with a Holodeck or its equivalent (Holo-Projectors). 8) Death -- When a holo is "killed", the holo is actually deactivated. It will re-activate, on the ship, at the beginning of your next turn. This happens automatically, and no other personnel are necessary to reactivate a Hologram (it is assumed that the "Bobs" of the ship will perform this act). If, for instance, you initiate an Away Team battle and one of your holo's is killed, it will not be re-activated until the start of your next turn. So, your opponent could attack you on his turn while you do not have that holo. If a holo is ever not at the same location as the ship it is being projected from, the holo is de-activated and returned to the ship. Love Interests and Cardassian Trap, for instance can separate a holo from its ship. Currently, the only way to permanently "kill" a holo is to destroy the ship it is on or the ship it beamed from (if the holo is on a planet). 10) Androids and Exocomps (as well as Equipment cards) can survive in the vacuum of space (if they are, say, Devidian Doored there), though they may not perform actions (such as mission attempts) until retrieved by a ship with Transporter Skill. Such an Android or Exocomp could construct an Outpost at that location. 11) Holograms may not beam over to a dilemma (like a Tarellian Plague Ship) as the dilemma has no Holodeck, and thus the Hologram would be deactivated. Holo-Projectors does not allow you to beam to opponent's ships or dilemmas. Other than all of the above rules, holographic personnel, Exocomps, and androids should be treated exactly like normal personnel with regards to all cards. IV.10.B Federation Commander Data: Is to be treated as a completely "normal" personnel, in that it is not a Hologram, Exocomp, or Android of any sort. Ensign Tuvok: "Nebula" locations include: FGC-47 RESEARCH (FGC-47 Nebula) STUDY NEBULA (Gamma Erandi) SURVEY MISSION (Mar Oscura nebula) PAXAN "WORMHOLE" (Ngame Nebula) and the universal NEBULA location Exocomps: Exocomps are Androgynous (neither male nor female) and are immune to gender-specific cards. Juliana Tainer: Dr. Tainer is unaware that she is an android. She becomes aware if she is in a situation which either requires an android and no other androids are present, or treats androids differently from normal personnel. Once she becomes aware, she can use her full CUNNING and STRENGTH but is stopped until the end of that turn. Juliana Tainer can be reported as an android not counting as your card play by using Cybernetics skill (but not her own Cybernetics skill), because Cybernetics skill treats androids differently than it does "normal" personnel. Lal: You can choose classifications that appear in the skill box when reporting. You may choose redundant skills for Lal (like "Diplomacy + Diplomacy", but only if there are two separate personnel with the skill), but normal skill multipliers are ignored (thus, she couldn't have "Diplomacy x3 and Honor x2"). Mirasta Yale: When your Away Team encounters a seeded Mirasta Yale, she immediately joins that Away Team (assuming it is of appropriate affiliation), even though the mission is not yet completed. If Mirasta Yale is uncovered by one of your Away Teams of inappropriate affiliation, then she forms her own separate Away Team and does not participate in the mission attempt. If your opponent uncovers your Mirasta Yale, she is taken captive. Mordock: The moment you get any points from Mordock, the second part of his skill kicks in -- if you ever battle, those points are lost. You lose points if you battled at any point during the game regardless of whether or not Mordock was in play. If Mordock is killed or captured, or he loses his skill, you do retain the points but can still lose them if you ever battle. "If you ever battle" refers to participating in any battle with your opponent or another force (such as Rogue Borg or the Borg Ship), whether you retaliate or not. Mot the Barber: Sorry, subspace interference is preventing the reception of this message ;-). Mr. Homm: With Mr. Homm in play, Empaths can be played in his crew or Away Team, and do not need to be reported at an outpost first. Paul Rice: Once per turn, Paul may nullify one Echo Papa present (it is optional). Paul Rice does not nullify your own Echo Papas. Soren: Soren is androgynous (even though she showed female tendencies) and is immune to gender-specific cards. Tasha Yar - Alternate: Her special ability means that she and other Federation and Non-Aligned personnel present with her get the usual +2 bonus as if there was a Starfleet Type II Phaser card present. You can play Phaser Burns with Tasha's intrinsic Phaser as justification. She is not a target for cards which affect Equipment (like Disruptor Overload), as that does not fit her card type. IV.10.C Klingons Gi'Ral: You must have an appropriate treaty to build the Colony without solving a mission. Ba'El only scores double points at a Colony built at an unsolved planet mission with Tokath. Kahlest: Kahlest's ability works on herself as well as others. Essentially, she has a STRENGTH of 6. K'ChiQ: Discard both K'chiQs if they are present together. K'chiQ may pick as her skill classifications that are seen in any personnel's skill box (currently includes OFFICER, SCIENCE, MEDICAL, SECURITY, and ENGINEER). K'chiQ's first listed skill is the ability to choose and change a skill (the chosen skill appears second). If affected by something like Tsiolkovsky Infection, she still keeps her chosen skill, but loses the ability to change it (until cured). Targ: All cards which modify STRENGTH do have their effect on the requirements of cards such as Malfunctioning Door, which requires STRENGTH > 27 in four Away Team members. If you use the Targ bonus here, the Targ doesn't have to be one of the four personnel involved in lifting the door. The Targ is a personnel and is fully affected by cards that affect males, such as Male Love Interest and Parallel Romance. Only nullifies one Rogue Borg per turn. Toral: Toral's Leadership x1/2 is a strict mathematical interpretation. It is similar to 0.5 Leadership. Any card or rule that requires "Leadership" requires one full Leadership. Therefore, Toral cannot solve a mission that requires Leadership, and does not count as a leader in battle (which requires Leadership). If another personnel with Leadership x1/2 (like Ja'Rod) were present, then you would have a leader. IV.10.D Romulans Dr. Telek R'Mor: Dr. R'Mor still counts as your card play if he is played directly onto a ship (his ability is like an intrinsic Devidian Door, but the two are not the same). D'Tan: D'Tan's ability works on himself as well as on others. Essentially, he has an INTEGRITY of 8. IV.10.E Non-Aligned Ajur/Boratus: Their ability does not disrupt the seed order (randomly choose the cards that are discarded without shuffling them up, use a die or something). Seed cards means cards (like Artifacts, Q-Flashes, and Dilemmas) seeded under the mission, not the mission itself or any outposts there (even though they are seed cards). Misseeds are treated the same as any other seed cards for the purposes of discarding (ie, misseeds may remain as 3 of the seed cards or they may be discarded). They don't receive special treatment of any kind. "...if alone with Archaeology on a planet..." means that if Ajur or Boratus is in an Away Team with a personnel possessing Archaeology (or a multiple of it) and no one else, they may use their special ability. Data's Body: This personnel is unusable but movable (like an Equipment card) until you attach Data's Head. When Data's Head and Data's Body are present together, you may declare them attached (or detached) as desired during your turn (changing the status is a game action). You must keep your opponent informed of the status. When attached, Data's Head is no longer an artifact; instead the two cards together are considered a single Personnel card. The CUNNING and skills of Data's Head are added to the CUNNING and skills of Data's Body when the two are combined into a single entity. Any applicable bonuses to the Head's attributes or skills (like those granted from Data Laughing) affect the Data's Body/Head personnel card. Data's Body may be played as a normal personnel OR he may report for duty during the seed phase (as listed on the card). It is not required that you seed Data's Body (and he can be seeded in a Cryosatellite rather than reported if you so desire). Dathon: Tamarian-related dilemmas are Shaka, When the Walls Fell and El-Adrel Creature. John Doe: John Doe may only prevent a death if he is unaffected by the killing dilemma himself (thus, he couldn't save someone from a Barclay's Protomorphosis Disease). Mickey D.: He automatically wins the game for you if he is in your Away Team attempting the mission, not if he is in your hand. Your opponent may not score points off of your Royale Casino dilemmas if he is present at the same planet mission, and neither may you score points using his since an opponent's Mickey D. is not "present" in the same Away Team. Mortal Q: You do not overcome the Q dilemma when you discard it. Mortal Q only deactivates your Q-Continuum when he comes into play. If you Brainwash him or otherwise gain control of him from your opponent, then your Q-Continuum stays active, and your opponent's remains closed. Paul Manheim: If you double the effect of Manheim's Dimensional Door, you may play two cards for every one card shown. Samuel Clemens: When Samuel Clemens "leaves play" he goes into your point pile. Tarmin: You don't reshuffle the cards in the side deck after looking at it. Thomas Paris: You may not convert back to Treachery, and the conversion is a game action. Timicin: Timicin is discarded if at any time your score is 60 or above. You can play him after crossing the 60 point threshold, but he will be immediately discarded. IV.10.F Cardassian Non-Aligned Cardassians: It is unknown if personae of reprints of these characters will be made, with the new versions being Cardassian affiliation. Battle Restrictions: Aside from the generic battle restrictions listed in the rulebook (like not being able to attack your own affiliation), Cardassians are, for now, considered to have no battle restrictions. Garak: Yuta counts as random selection. IV.10.G Ferengi Non-Aligned Ferengi: It is unknown if personae or reprints of these characters will be made, with the new versions being Ferengi affiliation. Battle Restrictions: Aside from the generic battle restrictions listed in the rulebook (like not being able to attack your own affiliation), Ferengi are, for now, considered to have no battle restrictions. IV.10.H Borg General: The Borg affiliation is set to debut with Locutus of Borg in the Fajo Collection. IV.11 Ships Alternate Universe Ships: For each Alternate Universe icon in a ship's staffing requirements box, you must have one Alternate Universe personnel present. A personnel cannot meet more than one staffing requirement (ie, AU personnel with command ability can meet either a command requirement or an AU requirement, but not both). IV.11.A Ship Equipment Cloaking Devices: A cloaked ship may not: participate in battle use a Tractor Beam load or unload characters and equipment, either by beaming or by docking at an outpost attempt a mission cloak and decloak in the same turn come into play cloaked cloak or decloak without personnel on board In general, a cloaked ship is immune to "external" interrupts and events. If an interrupt or event is "caused" by the action of some outside force, then the ship is immune to it. If the interrupt or event is an "internal" event that could logically happen to a cloaked ship, it does have its effect. For example, a Plasma Fire can happen aboard a ship whether it is cloaked or not, and thus this card can be played on a cloaked ship. Other examples of "natural effects" are Temporal Rifts, Wormholes and Warp Core Breaches. On the other hand, a Scan card doesn't make sense to play since a cloaked ship cannot be scanned, by definition. Your opponent initiates a scan -- it is not a natural phenomenon. Cards such as Isabella or Rogue Borg Mercenaries are other examples. They requires some outside force to act upon a ship. This distinction is usually obvious from the card. The obvious exceptions to this rule are cards that specifically target cloaked ships, such as Tachyon Detection Grid or La Forge Maneuver. Long-Range Scan Shielding: This ability (found on the Mercenary Ship) means that the ship is immune to the card Long-Range Scan. Tractor Beams: Tractor Beams have no inherent abilities (like towing ships). They are only used in conjunction with other cards. IV.11.B Federation U.S.S. Enterprise-C: The U.S.S. Enterprise-C does not enter play with any personnel aboard. You must bring it into play damaged (even if you bring it into play at the location of an outpost), you may not bring it into play by normal means. U.S.S. Stargazer: No special card is required to take the Stargazer back into your hand. IV.11.C Klingon IKC T'Ong: The personnel come from your hand. You must report it at either end of the spaceline, you may not bring it into play by normal means. IV.11.D Romulan T'Pau: The T'Pau does not report with any personnel aboard. The ability to report it at Qualor II is optional. IV.11.E Non-Aligned Edo Vessel: Any method (coin flip, die roll, etc) will work for determining the 50/50 chance. Some people like to "flip" the card itself, with the result that if it lands face up it is "in the universe" and thus attackable, while if it lands face down it is not attackable. Gomtuu: Gomtuu's WEAPONS mean: If the target ship has SHIELDS 9 or higher, Gomtuu can't affect it. If the target has SHIELDS less than 9, then Gomtuu can use its unusual weapon. Instead of "shooting" the target ship, it "hurls" (moves) the target ship the equivalent distance down the spaceline of 9 span (in either direction, Gomtuu's choice). The targeted ship might end up 3 locations away. This unusual effect symbolically imitates what happened in the episode. The target ship, after it is moved, is undamaged. Gomtuu says, "... UP TO 9 span." This means if you wanted to hurl it less than the maximum distance away possible, you could. When the target ship is "hurled" away during a battle like this, it still does get its chance to shoot a retaliation shot, as it would in any battle, and can hit Gomtuu with the strength of its WEAPONS. A Q-Net "catches" the "hurl" of Gomtuu. When the ship is hurled away, it is out of control, and thus having the 2 diplomacy aboard wouldn't be effective since they would have no opportunity to do anything before the ship bounces on the net! If you fling the ship over and past a Subspace Warp Rift (or a similar card), then the ship would be damaged, as it did not stop. Weapon enhancers (such as Captain's Log, Data's Head, etc) allow Gomtuu to "hurl" a ship with greater SHIELDS, but does not affect the distance hurled. For instance, with Data's Head aboard, Gomtuu could hurl a ship with SHIELDS<11 up to 9 Span. Empathy x2 is a staffing requirement, not a special ability of the ship. One personnel can contribute both Empathy for the purposes of staffing the Gomtuu. Gomtuu should be treated as a normal ship in all ways, such as in relation to damage, repair, Plasma Fires, etc. Zalkonian Vessel: The Non-Aligned icons in the staffing requirements box mean that you must have 2 Non-Aligned personnel aboard to staff it (the normal "a personnel can only meet one staffing requirement" rule is in effect). The ability to kill an un-transfigured John Doe at the same spaceline location is not optional. The Zalkonian Vessel will kill all John Doe's (yours and your opponent's) present at the same spaceline location. IV.11.F Cardassian There are currently no Cardassian ships. IV.11.G Ferengi There are currently no Ferengi ships. IV.11.H Borg There are currently no Borg affiliation ships. The Borg Ship dilemma is not a Borg affiliation ship. IV.12 Q-Icon Cards IV.12.A Major Rakal's Q-Continuum Card Facts MAJOR RAKAL'S Q-CONTINUUM CARD FACTS This is a text version of the table posted on my website. The format is: CARD NAME (Card Type, bonus points): Game Text Nullifiers: xx, yy, zz Card Interpretation (expanded game text) For more information on the use of Q-icon cards in Q-Continuum side decks, see my Romulan Review #25. ALDEBARAN SERPENT (Event): Unless the number of personnel in this crew or Away Team > lowest attribute present, place on mission. After experiencing any remaining Q icon cards in this Q-Flash, crew or Away Team is "stopped" and you must attempt a different mission before attempting this one again. Nullifiers: Q-Flash, Kevin Uxbridge, KU:Convergence Count personnel in crew/AT and locate lowest attribute number. Compare. * Personnel count > lowest attribute: discard Event and continue Q-Flash. Example: 6 personnel, lowest attribute INTEGRITY=3D4. * Personnel count less than or equal to lowest attribute: place Event on mission and continue Q-Flash. When finished, crew/AT is stopped. After attempting another mission, discard Event. Example: 3 personnel, lowest attribute STRENGTH=3, then you have to have 3 or more personnel to avoid suffering the wrath of this card. AMANDA'S PARENTS (Event): Plays on table until any Q-Flash. Each time you play an Amanda Rogers card (except to nullify a Q icon card), opponent may take that Amanda Rogers (and any two other cards) from your discard pile and place all three out-of-play. Nullifiers: Q-Flash, Kevin Uxbridge Play on table. Opponent may place cards out-of-play as specified if you play Amanda Rogers to nullify a normal Interrupt. Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. ARE THESE TRULY YOUR FRIENDS, BROTHER? (Interrupt): If you have more cards in your discard pile than personnel in this crew or Away Team, examine one card in your discard pile (random selection). If it has a point box with a number, give it to your opponent who immediately scores those points. Otherwise, place it out-of-play. (May not be nullified.) Nullifiers: none Count personnel in crew/AT. Count cards in your discard pile (all discards not out-of-play, including dilemmas). Compare. * If number of personnel is greater than or equal to discard pile, discard Interrupt and continue Q-Flash. * If discard pile greater, select one randomly. Give to opponent who places in bonus point area if it has point box with a number (e.g., Gift of the Tormentor, Null Space, Punishment Zone, Mirasta Yale). If not, place out-of-play (e.g., Royale Casino: Blackjack (not a single number), Parallax Arguers (X not a number)). Discard Interrupt. DOOR-NET (Q Event): Plays on one of your Doorway cards in play (your choice) until any Q-Flash. Doorway is now closed. May be nullified by Alternate Universe Door OR by showing 2 Diplomacy from your hand during your turn. Nullifiers: Q-Flash, Kevin Uxbridge, KU:Convergence (if doorway is on spaceline), AU Door, show 2 Diplomacy from hand during your turn Choose one of your doorways to be closed by Event (place on doorway). Whatever that doorway allows to happen, cannot happen. E.g., no cards may come out of a side deck; no AU cards may come into play; no Manheim Effect may occur. Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. DR. Q, MEDICINE ENTITY (Interrupt): Diagnosis: One of your Event cards on the spaceline (opponent's choice) is the problem. Treatment: Opponent must move the "problem card" to a different appropriate spaceline location. Nullifiers: Q-Flash, Amanda Rogers If you have no Event cards on the spaceline, discard Interrupt and continue Q-Flash. If you do have any Event cards on the spaceline, opponent gets to choose one and move it. Discard Interrupt. FRIGID (Event): Plays on table. The next time you play an Interrupt card during opponent's turn, opponent may place this event on any one of your SECURITY personnel in play. Personnel is in stasis until any Q-Flash, then discard event. May be nullified by Fire Sculptor. Nullifiers: Q-Flash, Kevin Uxbridge, KU:Convergence after placed on a personnel, Fire Sculptor Play on table. If you play an Interrupt during opponent's turn, he chooses either to place on one of your SECURITY personnel and put it in stasis, or to discard the Event. Once it is placed on the personnel, discard when either player encounters a Q-Flash or plays one from hand, or when nullified. As long you play no interrupts during opponent's turn, discard only if nullified (not at a Q-Flash). GIFT OF THE TORMENTOR (Interrupt, 100 pts):If your current score is zero, score bonus points. Otherwise, place this card in your discard pile. (May be nullified only by Countermanda.) Nullifiers: Countermanda If your score is exactly zero, place in bonus point area to score 100 points. Negative score (e.g., -1 from The Higher...The Fewer) is not zero. If your score is not exactly zero, place card in YOUR discard pile (not your opponent's). GO BACK WHENCE THOU CAMEST (Dilemma): Unless 10 < INTEGRITY < 50, at the end of your turn opponent may immediately relocate any one of your ships at this location to one of your outposts. Nullifiers: Q-Flash, Q2 Count INTEGRITY in crew/AT. If total is greater than 10, AND it is less than 50, discard Dilemma and continue Q-Flash. Otherwise, opponent may relocate one of your ships as specified. Discard dilemma after relocation. GUILTY - PROVISIONALLY (Dilemma): Q chooses one personnel present (random selection). Personnel killed unless you say "guilty - provisionally," in which case opponent may cancel the next battle you initiate. Nullifiers: Q-Flash, Q2 Randomly select one personnel, who is killed unless you agree to let opponent cancel the next battle you initiate. Discard Dilemma regardless of outcome. HIS HONOR, THE HIGH SHERIFF OF NOTTINGHAM (Dilemma, -5 pt): If any of your personnel are held captive, you must either lose points OR return a captive to this location. If, just after return, opponent shows SECURITY from hand, opponent captures two of your personnel present (random selection). (Immune to Q-Flash and Q2.) Nullifiers: none If none of your personnel are held captive, discard Dilemma and continue Q-Flash. If any held captive, make choice: * Leave all captive, place dilemma in bonus point area for -5. OR, * Choose a captive to be returned to this location and discard dilemma. If opponent immediately shows 2 SECURITY from hand, he takes two random personnel captive. If not, no captives are taken. INCOMING MESSAGE - THE CONTINUUM (Interrupt): Opponent may end this Q-Flash now (you experience no more Q icon cards this Q-Flash) and immediately re-seed Q-Flash doorway under any other mission. Nullifiers: Q-Flash, Amanda Rogers Opponent makes choice: * End this Q-Flash and reseed the Q-Flash doorway under another mission (bottom of stack). Discard Interrupt. OR, * Continue with this Q-Flash and discard the Q-Flash doorway. Discard Interrupt. INTO THE BREACH (Event): Plays on table until any Q-Flash. While in play, nullifies all Warp Core Breach cards and immediately repairs all damaged ships in play, except Borg Ship. (Not duplicatable.) Nullifiers: Q-Flash, Kevin Uxbridge Play on table. Nullifies Warp Core Breaches and repairs damaged ships as specified. Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. No more than one may be in play at any time. If another would come into play, it must be discarded immediately. JEALOUS AMANDA (Event): Plays on table. The next time any Away Team encounters a Love Interest, Parallel Romance or Alien Groupie, your opponent may override that card's normal result by relocating the affected personnel to any planet location. Discard event. (Not duplicatable.) Nullifiers: Q-Flash, Kevin Uxbridge Play on table. If any Away Team (either player) encounters one of the listed cards, your opponent may relocate affected personnel to any planet. E.g., instead of sending Love Interest to furthest planet, may relocate back to original planet. Discard Event after first such an encounter (whether opponent relocated personnel or not), or if nullified first. No more than one may be in play at any time. If another would come into play, it must be discarded immediately. LEMON-AID (Interrupt, 5 pt): If you are at least 20 points ahead of your opponent, graciously give this card to opponent, who scores bonus points. (May not be nullified.) Nullifiers: none Are you at least 20 points ahead of your opponent? If so, give Interrupt to opponent, who places in his bonus point area for +5. Otherwise, discard Interrupt. MANDARIN BAILIFF (Dilemma, X pt): Opponent takes one personnel present (random selection) into custody (as a captive) unless you "post bail" by transferring X points to opponent, where X the number of * [red dot] icons in that personnel's skill box. Nullifiers: Q-Flash, Q2 Select random personnel. Count red dot icons in skill box (X) and make choice: * Give personnel up to opponent as captive (discard Dilemma), OR * Post bail and keep personnel. You are -X points, opponent is +X points. E.g., for Jean-Luc Picard, you are -6, opponent is +6. Opponent places Dilemma in his bonus point area. Note point changes on slips of paper and place in each player's bonus point area. MILITARY PRIVILEGE (Event): Plays on table until any Q-Flash. All Federation and Non-Aligned personnel in play with OFFICER classification are now CIVILIAN instead, and vice versa. Nullifiers: Q-Flash, Kevin Uxbridge Play on table. All Federation and Non-Aligned OFFICER classifications, of both players, become CIVILIANS. All Fed and NA CIVILIAN classifications become OFFICERS. Affects classifications only, not OFFICER or CIVILIAN in a skill box. (Even if no OFFICERS or CIVILIANS are currently in play, the Event goes into play and would affect a personnel played later.) Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. PENALTY BOX (Event): If any Penalty Box already in play, put its occupant out-of-play and replace with new victim (random selection). Discard event. Otherwise, place on table and put one personnel present (random selection) here. (If nullified, return occupant to owner's hand.) Nullifiers: Q-Flash, Kevin Uxbridge Select a random victim. Is there a Penalty Box in play already (either player)? * No: Play Event on table and place victim in Box. * Yes: Place current victim out-of-play. Place new victim in existing Box. Discard new Penalty Box Event card. If nullified, discard Event and return any occupant to owner's hand (will have to replay). Victim is not a "captive" and may not be rescued with Rescue Captives, or Interrogated, etc. PLA-NET (Dilemma, -5 pt): Immediately choose whether or not to nullify the next seed card at this location. If you choose to nullify, lose points. Otherwise, if that seed card turns out to be a dilemma and it "stops," disables or puts in stasis any of your personnel, lose points. Nullifiers: Q-Flash, Q2 If you wish to nullify this dilemma, you must do it immediately, not after making your choice. Immediately make a choice whether or not you wish to nullify the next seed card you will encounter under this mission, without looking at it first: * You choose to nullify the seed card. Remove that seed card and place it in its owner's discard pile. Place Pla-Net Event card in your bonus area for -5 points. OR, * You choose not to nullify the seed card. Set Pla-Net card aside and complete this Q-Flash. If and when you continue with this mission attempt, if the next card is a dilemma, and it affects your personnel as specified, put Pla-Net card in your bonus point area for -5 points. If it is not a dilemma, or does not affect your personnel as specified, discard Pla-Net card. SCOTTISH SETTER (Event): Unless ANIMAL present, play on one personnel present (random selection) until any Q-Flash. That personnel's classification changes to ANIMAL. May be nullified by Amanda Rogers. Nullifiers: Q-Flash, Kevin Uxbridge, KU:Convergence, Amanda Rogers If ANIMAL present in crew/AT, discard Event and continue Q-Flash. If no ANIMAL present, randomly select one personnel and place Event on it. Personnel's classification is changed to ANIMAL. There is no effect on a classification name appearing in the skills box. Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. SUBSECTION Q, PARAGRAPH 10 (Interrupt): Every player with more than ten cards in hand loses 1 point for each card in excess of ten. (May not be nullified.) Nullifiers: none Count cards in each player's hand. That player scores -1 for each card over 10. E.g., 5 cards in hand, no change in score. 12 cards in hand scores -2. Note lost points on slips of paper and place in each player's bonus point area. Discard Interrupt. THE HIGHER, THE Q-ER (Interrupt): Unless CIVILIAN present, crew or Away Team must experience Q additional Q icon cards, where Q = the number of personnel present with a Command star icon. Nullifiers: Q-Flash, Amanda Rogers If CIVILIAN present in crew/AT, discard Interrupt and continue Q-Flash. If no CIVILIAN present, count Command star icons in crew/AT. Add this many Q-icon cards (from your opponent's Q Continuum) to the current Q-Flash. E.g., 5 personnel in your AT when you encountered this Q-Flash, this Interrupt is the 3rd Q-icon card, and there are 4 Command star icons in your AT. You must experience 6 more Q-icon cards after this one. Discard Interrupt. THE ISSUE IS PATRIOTISM (Interrupt): You must immediately initiate a battle at one location that has opposing ships or Away Teams (if any). "Stopped" cards are "unstopped"" long enough to battle. No leaders are required and no affiliation restrictions apply. (Immune to Q-Flash.) Nullifiers: Amanda Rogers If no location on the spaceline has opposing ships or opposing Away Teams, discard Interrupt and continue Q-Flash. If at least one location has opposing forces, choose a location and initiate a battle. Resolve battle according to normal rules for ship damage/destruction or loss of personnel, without regard to presence of battle leaders. All cards involved are stopped when done. Discard Interrupt. If crew/AT encountering Q-Flash is stopped, end Q-Flash (no more cards encountered). THE NAKED TRUTH (Interrupt): Opponent may report for duty Mortal Q (or any other unique personnel card) from opponent's hand to your crew or Away Team. That personnel is used as your own and is "stopped." (Opponent may not report same personnel more than once per game in this manner.) Nullifiers: Q-Flash, Amanda Rogers Opponent may play Mortal Q or other unique personnel from his hand directly to your crew/AT that encountered the Q-Flash. The personnel is stopped for the remainder of this turn. You use the personnel as if it were your own for the rest of the game. Mortal Q's game text applies to you (i.e., your Q Continuum is now inactive). If the personnel is the wrong affiliation, place under house arrest. Discard Interrupt whether a personnel was reported or not. TIJUANA CRASS (Event): Plays on table. (May not be nullified.) While in play, any points derived from Ressikan Flute count for all players AND opponent's Data Laughing cards are converted to Event cards to be played on table when used. Nullifiers: none Play on table. Has two effects: * If either player has a Ressikan Flute in play, the owner's Flute points count for the other player also. E.g., Ressikan Flute owner has 4 personnel with Music. Both players have +20 points. * If your opponent plays a Data Laughing card, it is now an Event instead of an Interrupt. It plays on the table and may be nullified by Kevin Uxbridge and not by Amanda Rogers. It has one of the following effects while in play: 1) Nullifies any Calamarain in play and prevents anyone from playing Calamarain; OR 2) Doubles Data's Head permanently; OR 3) Retakes any ship controlled by Lore Returns. TRUST ME (Event): Plays on table until any Q-Flash. Each time you play an Amanda Rogers card (except to nullify a Q icon card), opponent may place two non-Artifact cards from outside the game into opponent's own discard pile. Nullifiers: Q-Flash, Kevin Uxbridge Play on table. Each time you play an Amanda Rogers to nullify a regular (not Q-icon) Interrupt, opponent may take two of his cards (anything but artifacts) from "outside the game" (i.e., not part of his current 60-card deck or current side decks) and put them in his discard pile, where he may retrieve them and use them by normal legal means. Discard when nullified, or when either player encounters a Q-Flash or plays one from hand. WESLEY GETS THE POINT (Interrupt, 1 pt): If you have Wesley Crusher present or on any planet, he scores bonus point and dies. Nullifiers: Q-Flash, Amanda Rogers If Wesley Crusher is in this crew/AT, or if you have him in play on any planet, discard Wesley and place Interrupt in your bonus point area. If Wesley is not present or on a planet, discard Interrupt and continue Q-Flash. WHERE'S GUINAN? (Interrupt): If Guinan or Madam Guinan is in your crew or Away Team, relocate each El-Aurian present to any planet of your opponent's choice. (May be nullified only by Guinan if she has not already nullified a card this turn.) Nullifiers: Guinan If neither Guinan nor Madame Guinan is in the crew/AT, discard Interrupt and continue Q-Flash. If either is present, your opponent chooses a planet to relocate each El-Aurian to. Each El-Aurian may be relocated to a different planet. El-Aurians are identified by card text or lore. Discard Interrupt after relocation. YOU WILL IN TIME (Event): If you began this mission attempt with only one personnel, opponent may name one of your unique personnel in play. That personnel is in stasis. On every turn, opponent may make a request of you; if you comply, remove personnel from stasis. (May not be nullified.) Nullifiers: none If you started this mission attempt with more than one personnel, discard Event (even if there is only one personnel left at this time) and continue Q-Flash. If you began with only one personnel, opponent may name one of your unique personnel in play at any location (not just in this crew/AT). Place Event on that personnel, which is now in stasis. On every turn of both players, opponent may make a request of you. If you comply with request, remove personnel from stasis and discard Event. If no request is made or if you do not comply, personnel remains in stasis. IV.12.B Q-Dilemmas Go Back Whence Thou Camest: The outpost and ship do not need to be of appropriate affiliation. Guilty - Provisionally: You may only cancel a new battle, not successive rounds of an existing one. Mandarin Baliff: The number of skills or words behind a red dot is not important. IV.12.C Q-Events Door-Net: This card may be placed on any doorway in play whether or not it is open, closed, or inactive. Into the Breach: This card will not affect a ship destroyed by a direct hit. You Will in Time: The request must be game-related. IV.12.D Q-Interrupts Dr. Q, Medicine Entity: This card may also affect event cards on ships, personnel, or any other cards present at a spaceline location. You may not move an artifact played as an event, but you can move a Q-Event.