Showing Your Cards When Personnel etc. report to an outpost, the cards are placed face up on the table where your opponent can see them. Once they board a ship, they are placed out of sight under the ship (of course, the owner can see them at any time). From this point on, the only time a player must let an opponent see these cards is:
Classification And Skills: Super Personnel
Most Romulan and Klingon ships have cloaking devices. You turn on a cloaking device by turning over the ship card face down. To de-cloak, turn the ship card back over (after which it acts normally). A player may only cloak or de-cloak a particular ship once per turn. An advantage of cloaking a ship is that it is invisible to other ships and cannot be attacked, yet it maintains its movement range. (Note: An opponent can look at the range of a cloaked ship to verify movement.) A disadvantage is that a cloaked ship cannot attack another ship and no beaming can occur until the ship is de-cloaked. The Meaning Of Capture, Cumulative, Etc.
Treaty Cards
Holograms are realistic re-creations of living beings and things using holographic, transporter and replicator technology. As such, holographic characters exist in computer memory, but have physical form and strength when projected. Holographic characters look amazingly like other Personnel cards (although they function somewhat differently). You can identify a holographic re-creation by means of a yellow, reconstructed molecule icon like the one shown here. Holographic characters can be carried aboard any ship. When they board, they are symbolically loaded into the ship's computer memory. However, such cards need technology (like a holodeck or holoprojector) to interact with the real world. Ships with holodecks can use holographic characters to accomplish space missions or act as a member of the ship's crew, but they cannot beam down to a planet without a holoprojector. Holoprojectors are special Event cards that allow holographic re-creations to be projected to a planet surface where a character can become a member of an Away Team. Holographic characters have skills and participate in Away Team activities just like any other personnel (which means they can also be stopped) but they cannot be killed. If a holoprojector card is destroyed (or the ship departs), holographic characters are immediately deactivated and returned to the ship. If a new holoprojector is brought into play, such cards can be reactivated. If a ship controlling them is destroyed, holographic re-creations are also destroyed. Most holographic characters have a universal icon next to their name so you can have as many duplicates in play as you wish. Some holographic characters are non-aligned, some have affiliations (i.e., the programs are proprietary to one affiliation). Many have very special skills. You will see more holographic re-creations in future editions and expansion sets. Special Cards: A Few SamplesRogue Borg A player may save these nasty Interrupt cards in his hand and unleash them in mass attack. A lone Rogue Borg card has an attack strength of only 1. But, they get stronger in numbers! Two Rogue Borgs have a strength of 2 each, totaling 4. Three have a strength of 3 each, totaling 9, etc. A Crosis card enhances this power, doubling combined strength. For example, four Rogue Borg plus one Crosis have a strength of 50 (5 each = 25, times 2 = 50), enough to win most battles. Rogue Borg are beamed directly from your hand to battle the entire crew of any occupied ship (empty ships are immune). The battle works like an Away Team battle. Afterwords, the entire crew is stopped and the surviving Borg remain on the ship. The Borg battle automatically at the start of every players' turn. Sometimes both sides bring in reinforcements. If the Borg wipe out a crew, they can do nothing but secure a ship by remaining aboard. However, if you have the Event card Lore Returns in play, Lore helps them commandeer the ship. The Borg then act similar to personnel (no longer interrupts) under your control moving the pirated ship up and down the spaceline on your turn wreaking havoc. Supernovas: The Explosion Of A Nearby StarSupernovas devastate a spaceline location. A player must first have acquired the Tox Uthat artifact and played it to the table as an event. On a later turn, play the supernova as an event from your hand, face up, over any Mission card (which stays underneath for span reference). Everything else there is vaporized (ships, personnel, dilemmas, artifacts, even outpost are discarded). Thereafter, ships may move across or stop at that location (span is unchanged). Some cards "de-nova" the explosion, and reinstitute the mission underneath. The Tox Uthat can also be played as an interrupt to stop a supernova. Other cards delay supernovas. A supernova does not cancel points for an already-scored mission. Raise The Stakes Below you will find a few advanced rule modifications. Of course, both players must agree on these rules or any house rules before playing.
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