Star Trek CCG Rulebook
Star Trek CCG Rulebook
Star Trek CCG Rulebook
Printed cards are for personal use only, and absolutely may not be bought or sold for profit under any circumstances.
Everyone associated with the Star Trek CCG supports and protects CBS/Paramount's intellectual property!
From 2003 to 2006, Decipher produced a brand new Star Trek card game, called simply the "Star Trek Customizable
Card Game (Second Edition)". This was a completely different game, and you should be careful when buying from
wholesalers to make sure that you are buying cards from the correct Star Trek CCG. The two games are commonly
referred to as "1E" and "2E", respectively. Like 1E, 2E is maintained today by the Continuing Committee, and you can
find more information about it at the Committee's website.
The Star Trek Customizable Card Game (First Edition) is a universe of over 4200 different cards, representing people,
places, events, equipment, missions, and more from Gene Roddenberry's Star Trek universe.
This game was published on physical cards by Decipher, Inc. from 1994 until 2003. You can still purchase many of the
cards Decipher produced at specialty gaming stores or online wholesalers.
Since 2009, the Star Trek CCG has been produced and organized by the volunteers of The Continuing Committee. The
Continuing Committee (CC) regularly releases new sets.
You may print copies of any and all cards on your home printer. Printed cards are legal in tournament play. (They must
be sleeved and backed by a physical card.) New players should consider printing one of the CC's virtual starter decks,
available on their website, for a quick way to jump into a game using a pre-constructed, competitive deck.
While even a single virtual starter deck is competitive in today's game, additional cards unlock more options and new
ways to play. Download, print, purchase, and trade cards in order to Expand Your Power in the Universe!
"You can't play a foolie without rules. Even Grups ought to know that."
—Miri
This rulebook explains the generally applicable rules of the Star Trek CCG (1E).
The companion to this rulebook is the Glossary. The Glossary is available at the CC's website, and includes many rulings
and clarifications related to specific cards and terms. If the rulebook and the Glossary ever conflict, the Glossary is
correct.
Keep in mind a few things as you begin:
Several special rules apply only to the Borg affiliation. Borg rules are explained throughout this rulebook in
sidebars like this one. For reference, there is also a Borg Rules Sheet, which puts all those sidebars together in one
place.
This rulebook follows Official Tournament Format, with Open format described in sidebars. The Glossary, which was
written when Open was the most popular format, follows Open format, and leaves OTF format to a separate
document. This can occasionally create the appearance of conflict between this rulebook and the Glossary where
none exists.
This is a comprehensive rulebook for the Star Trek CCG. It covers the basics, but it also delves into advanced
subjects and some pretty detailed minutiae. If you're a new player, that's a lot to take on, especially in one sitting.
You might want to try the Basic Rulebook instead. The Basic Rulebook is simply an abridged edition of the
Complete Rulebook, explaining the core gameplay but leaving out the more "fringe" parts of the game (like Sites
and infiltration) so you can jump in and start playing your first game faster.
And don't worry — once you've read the Basic Rulebook, you can quickly and easily digest the rest of the rules by
reading the Advanced Rulebook, which covers everything the Basic Rulebook left out.
Allow a couple hours to read the rules, and a few more to play your first game. What seems complicated in the
beginning becomes quite natural in subsequent games. This game aims to allow you to do virtually anything in the Star
Trek universe; it takes a little practice and patience to master its infinite possibilities.
You don't have to memorize what each card does. Usually, using written information and a handful of important icons,
the cards themselves explain what you can do with them.
A specific rule overrides a more general rule, and a card's specific text overrides an otherwise applicable rule.
Throughout the rulebook, sidebars contain in-depth discussion of certain topics. (Or, if you're feeling very daring,
expand them all by clicking here: .) If this is your first time reading the rules, ignore the sidebars, except for the green
"tips" sidebars, which are written for novices. Most other sidebars discuss complications and ambiguities in the rules,
and should be absorbed gradually over the course of many games.
The various rule documents, the rulesmaster, your local tournament directors, and the CC forums are always available
to answer your rules questions. If you want a definitive answer, you can always find it, usually from an enthusiastic
player.
That said, if you and your gaming partners need to resolve a rules dispute quickly, especially during a casual game, try
applying a little "Trek Sense": if this were an episode of Star Trek (or, if you're not familiar with Star Trek, the science
fiction of your choice), how do you and your gaming partner think the situation should resolve? Look at it in the friendly
spirit of Gene Roddenberry's vision of the future, then proceed with the game.
THE CARDS
ODO: I don't play cards.
QUARK: I'll teach you. It's a very simple game.
ODO: Let me put it another way. I don't want to play cards. And even if I did, I wouldn't
want to play with you.
QUARK: Afraid you'd lose?
—"The Ascent"
There are seventeen card types in the Star Trek CCG, some of which you'll use in every game, and others which you'll
rarely see. The following pages are a brief overview of the card types .
A card that says it is "played as" or "used as" another card type counts as both card types for all purposes. For
example, Alien Gambling Device (an Artifact that says "Use as Equipment") may be stolen by a B'Etor or
discarded to satisfy Rebel Encounter.
However, a card that "seeds like" a dilemma does not count as a Dilemma, and a card that is "moved like" equipment
or a ship does not count as an Equipment or Ship card.)
The cards feature many different icons. Some have built-in gameplay functions, which will be explained in this
rulebook. Other icons are only referenced by other cards; they are explained in the icon legend at the end of this
rulebook.
MISSIONS
Every player begins the game with exactly 6 missions. Missions represent locations within the cosmos. Each mission has
a span, representing the distance that must be traveled to visit or pass this location. Some missions are Planets,
where personnel and equipment can beam down to the surface. Others are Space missions, where everyone remains
aboard their ships.
A few missions are Dual-Icon — that is, they are both planet and space missions.
Most missions also define a goal, in which case they show which affiliations may attempt the mission, usually through
affiliation icons. They also have requirements, which state what skills are needed to accomplish the mission, and a point
box, specifying the number of points a player receives for completing the mission. If a player completes at least one
Planet mission, one Space mission, and scores 100 points, that player wins the game.
The requirements facing a mission's owner usually match the mission summary facing his or her opponent. The
mission summary is merely a convenience for the opponent in these cases. However, keep your eyes peeled: a small
number of missions are asymmetric missions, which have different requirements, affiliation icons, and even different
span depending on which side of the mission you're on.
Tip: Homeworlds
A few missions state in their lore that they are the homeworld for their affiliations. For example, the location of Alter
Records is Bajor, which, as the lore states, is the Bajoran homeworld. Homeworlds are used by many cards, and
including your affiliation's homeworld in your deck can be an excellent strategic move. "Homeworld" is a
characteristic.
Following is a list of all homeworlds in the game. You do not need to memorize it; it's just handy to have around:
Both players' missions are played together in a row called the "spaceline," representing locations in one quadrant of the
galaxy. If missions belong to different quadrants, each quadrant has a single, separate spaceline. All spacelines,
together, form the shared universe you and your opponent inhabit during the game.
DILEMMAS
A dilemma is a problem or obstacle personnel must face when attempting to complete a mission. They are your main
tools for preventing your opponent from solving missions and scoring points. They are placed under missions at the
beginning of the game, to be discovered later. Planet dilemmas can be encountered only at planet missions.
Space dilemmas can be encountered only at space missions. Dual dilemmas may be encountered at any mission.
ARTIFACTS
Artifacts represent rare and precious objects with special powers. They are discovered at Planet locations during
mission attempts, and can only be earned by completing the mission. Some are then kept as equipment, some play on
the table as events, and others are placed in your hand for later use.
You earn (or acquire) an Artifact when you complete the mission where it was found. You may only play or use the
gametext of an Artifact that you have earned (except when specifically permitted by another card, such as Ferengi
Commerce Operation, Secret Compartment, or a Special Download icon). You may not replay an Artifact that has
left play without earning it again.
Unlike other affiliations, the Borg do not score points by solving missions, but by completing Objectives. (See
Borg-Only Objectives.)
Tip: What's the Difference?
The difference between Events and Incidents is that incidents have more gametext, no lore, and are much harder to
nullify. Likewise, the difference between Incidents and Objectives is the concept they represent; they are otherwise
used in exactly the same manner.
The "real" reason there are three such similar card types is because Decipher launched the game with Events, but,
over the years, discovered that the Events gametext box was not big enough for some of the cards they wanted to
design. Incidents are also used in lieu of Events to avoid interacting with certain cards (such as Quinn).
DOORWAYS
Doorways represent a physical door or a passage to another time or place. They open up side decks, link different
spacelines together, allow special cards to be played, and more. Most doorways are seeded (they enter play before the
game begins), but many doorways can be played during your turn.
INTERRUPTS
Interrupts represent sudden developments or unexpected changes of fortune in the universe. Unlike other card
types, Interrupts can be played at any time between other actions — even during your opponent's turn! Interrupts
normally have a short-lived effect, and they are automatically discarded after use (unless the card says otherwise).
PERSONNEL
Personnel are your primary resource in the race to one hundred points. Personnel solve missions, face dilemmas, staff
ships, and fight battles. All personnel have an affiliation (see the list of affiliations). Cards from different affiliations do
not normally work together, so you will probably have cards from only one or two affiliations in your deck.
All personnel have attributes (STRENGTH, INTEGRITY, and CUNNING), a single classification (OFFICER, ENGINEER,
MEDICAL, SCIENCE, SECURITY, V.I.P., CIVILIAN, or ANIMAL), and one or more skills.
Many personnel also have characteristics, such as human, female, admiral, cook, bodyguard, and many more. For
example, Benjamin Sisko is a human, a male, the commander of Deep Space 9, the Emissary of the Prophets, a cook,
and a friend.
EQUIPMENT
Equipment cards represent portable tools and other devices. Your personnel carry Equipment to add skills, improve
attributes, or do things they otherwise would not be able to do. Like personnel, equipment often have characteristics.
SHIPS
Ships move your personnel and equipment around the universe. You also need ships to attempt space missions. Like
personnel, ships have affiliations and characteristics (such as class). They have attributes (RANGE, WEAPONS, and
SHIELDS), and some have special equipment (like Tractor Beam or Cloaking Device) or abilities (like the I.K.S. Pagh's
extra Tactic draw). Ships also have staffing requirements.
FACILITIES
Facilities are installations throughout the universe. Your ships, personnel, and equipment typically enter play at one of
your facilities. Facilities are usually well-shielded, and can extend their shields to friendly ships that dock at them.
There are three main types of facilities:
Outposts are operational bases on the frontiers of known space. Only the player who controls an outpost may use it,
and only Outposts have built-in repair functions.
Headquarters are the centers of government located on each affiliation's homeworld. If both players are playing the
same affiliation, they share control of its headquarters.
Stations represent all other facilities. Like Outposts, only the player who controls a Station may use it. Each Station card
specifies where it plays and what it can do.
Facilities are usually seeded, but some are built during the game.
SITES
Sites represent areas within facilities where personnel can report for duty, perform tasks, and interact. At present, sites
are used only on Nor-type stations.
Although usually seeded, Sites can be stocked in your draw deck. Playing one uses your normal card play.
TIME LOCATIONS
The Star Trek: Customizable Card Game is set in the latter half of the 24th Century. Time locations represent important
places in the past or future.
Time Locations are not part of the spaceline, but every time location is paired with a spaceline location named in its
lore. For example, Camp Khitomer states that it is located on 2293 Khitomer, so it is paired with the mission Khitomer
Research, which states that its location is 24th-Century Khitomer. A time location may only be played if its
corresponding spaceline location is in play.
Time locations are usually seeded before the game starts, but, if you do play one, it uses your normal card play. Getting
to and from Time Locations requires a special form of movement called Time Travel.
TACTICS
Tactics are side deck cards — they may play only through a Battle Bridge side deck, which requires a Battle Bridge
Door. Tactic cards increase your offensive and/or defensive abilities during ship battles, and double as damage markers,
doling out penalties to enemies who cannot withstand your firepower.
Tribbles and Troubles are side deck cards — they may play only through a Tribble side deck, which requires a
Storage Compartment Door. They are designed to impede (and irritate) your opponent by burying his or her operations
under piles of adorable, unstoppable tribbles. Tribble groups start small, then breed into larger and larger groups.
Troubles play on large groups of tribbles and add even more complications, making life very difficult for your opponent!
Tribble side decks are rarely used today, but Tribbles are also used for a Decipher game called Tribbles CCG. Almost
every tournament group will invite players to a couple hands of this quick, casual Uno-like game between rounds or
after the tournament is over. For more information about the Tribbles CCG, visit the CC website.
Q-ICON CARDS
Q-icon cards are side deck cards — they may be stocked only through a Q-Continuum side deck, which requires a Q-
Flash, and are drawn out through other cards, like Q: Enter the Supernova. Q's meddling creates all kinds of cosmic
chaos... for both players! icon cards have a normal card type, such as Event or Dilemma. For example, a Event is
still an Event, and may be nullified by Kevin Uxbridge.
BANNED CARDS
The Continuing Committee maintains an Official Ban List, updated on the first Monday of every month. Banned cards
may not be included in your deck.
In Open format, the only banned card is Raise the Stakes. Other cards may be stocked and played. You would be
well-advised to include many of the cards from the OTF ban list, since they are extremely powerful!
BUILDING YOUR DECK
Your Star Trek CCG game deck consists of a seed deck of up to 30 cards, plus a draw deck of at least 30 cards. Your seed
deck consists of the cards you play during the game setup, while your draw deck consists of the cards you will play
during the main game. You may also use any number of side decks, if you include the doorways to open them in your
seed deck.
A player using any Borg Use Only or -affiliation cards may not stock any non- -affiliation Personnel, Ships, or
Facilities in any part of his or her deck. There are no exceptions: a player under this restriction may not use former
Borg drones such as One (who is Non-Aligned), or even use a Mission card that happens to have a built-in non-
outpost. The Borg are a perfect organism, and the Collective has no tolerance for intermingling with those
creatures who are not part of its perfection.
SEED DECK
Your seed deck contains the cards you will use before the first turn. Your seed deck must include six Missions, will
probably include Dilemmas and Facilities, and might include Artifacts, Doorways, and other cards that state they may
be seeded. You may include as many copies of each card as you like, as long as the total size of your seed deck is no
larger than 30 cards.
A "typical" seed deck consists of 6 missions, 18-24 dilemmas, 1-2 facilities, a Q's Tent or Q's Tent: Civil War, 1-3
other doorways, and an assortment of objectives, incidents, and events. Some of the perennials in that last category
are Defend Homeworld, Assign Mission Specialists, Continuing Mission, and Tribunal of Q. New players are advised
to pad their dilemmas, rather than skimp on them; only a handful of experts have ever won a tournament with 12
dilemmas or fewer.
A seed card marked as "unique", such as Dead End, may technically be seeded more than once, but — like all unique
cards — only one copy may be in play at any given time. If a second copy of the same card played by the same
player is encountered, earned, or activated while the first is still in play, the second copy is immediately discarded.
No more than two copies of any single card may be seeded under Missions during the seed phase.
Your seed deck must include exactly 6 missions, but these 6 cards do not count toward the seed deck's 30-card limit. (In
game terms, they seed "for free.") Each of your missions must be at a different location. For example, Study Rare
Phenomenon and Attack at Rare Phenomenon have the same location ("Compression anomaly"). Therefore, you cannot
use both in your deck.
The Dilemma Seed Limit rule does not apply in Open format. Open format decks may seed any number of copies of
the same dilemma.
If a mission has the ❖ universal symbol, like Analyze Radiation, you may include multiple copies.
Your seed deck may include up to 6 Site cards, which also do not count toward the 30-card limit.
Tip: Sites Without A Nor
Sites only seed or play on Nors, such as Terok Nor. However, even if you do not have a Nor in your deck, you may
want to bring some Site cards. If your opponent seeds a Nor, you can put your sites on that! Otherwise, your sites
are placed out-of-play at the end of the Facility Phase.
If you think you might want to board an opponent's Nor, you should include at least one docking site that fits your
ships, in case your opponent doesn't include any -- and maybe an Ops or Ops: Mirror Universe, in case you want to
commandeer it!
DRAW DECK
Your draw deck may be of any size, as long as it contains at least 30 cards. You may put any card in your draw deck,
except Tactic, Tribble, Trouble, and Q-Icon cards. However, you should avoid cards that must be seeded
rather than played, such as Dilemmas and Artifacts, since you will normally have no way of using them if stocked
in your draw deck. You may include as many copies of each card as you like.
Most CCGs, like Magic: the Gathering, Pokemon, and Star Trek Second Edition, place a limit on how many copies of a
single card you can have in the deck. Not the Star Trek CCG! Many decks include 6, 10, or (in a handful of "stunt
decks") as many as 100 copies of certain cards, ensuring that even the most unlucky shuffle will still draw out a few
copies early in the game.
SIDE DECKS
Your side decks are optional additional decks separate from your seed deck and draw deck. Each side deck is shuffled
and placed face-down on the table. It must be opened by a Doorway card during the seed phase. Cards in your side
decks are not seed cards and do not count toward the 30-card seed limit. (However, the Doorway cards that open them
are seed cards and do count.) While you may have as many side decks in a game as you like, you may have only one
side deck of each type (one Battle Bridge side deck, one Q-Continuum side deck, one Q's Tent side deck, etc.).
Whenever you "draw" a card from a side deck, it is not defined as a card draw for purposes of cards affecting card
draws (for example, Subspace Schism). When a card just drawn from a side deck is played (for example, your current
tactic, a Q-icon card during a Q-Flash, or a Tribble or Trouble card), it is not defined as a card play for purposes of
cards affecting card plays (for example, 211th Rule of Acquisition or Goddess of Empathy).
You will quickly realize that most people who use Q's Tent side decks do not stock a single copy of Q's Tent in their
draw decks. This is counter-intuitive. At first glance, without more copies of Q's Tent, there is no way to get cards
out of the side deck, right? But this assumption is wrong.
Many cards allow players to download other cards into play, and many players rely on downloads early in the game
to get their ships and personnel on the table. A player can download from a Q's Tent to get a desired card into play.
Why not stock these cards in the draw deck, then, and save yourself the seed slot? Because players already know
they are going to get these cards into play early on, and do not want to risk wasting valuable card draws getting
them into their hands only to download them immediately. Q's Tent is like an offshore tax haven — you can get your
downloadable cards into play without risking the tax on your card draws — and they are a worthwhile investment
for most decks.
The Dyson Sphere Door dilemma side deck, which also makes little sense at first glance, is also based on
downloading, taking advantage of seeded cards like All Available Personnel and I'm Not Going To Fight You to get
their contents into play.
Unless the enabling doorway states otherwise, your side decks may be of any size.
THE SEED PHASES
"Ah, the game's afoot, eh?"
—General Chang
The Star Trek CCG begins with four seed phases, in which players establish the universe, followed by the play phase, in
which players take alternating turns until one player wins.
Tip: Cards
If you wish to play cards with the Alternate Universe icon during this game, you should seed a card during one of
the seed phases that allows you to play them.
There are five -enabling doorways as of this writing: Alternate Universe Door, Temporal Conduit, Dyson Sphere
Door, Space-Time Portal, and Temporal Micro-Wormhole.
You may also use the mission Seal Rift, the event Where No Man Has Gone Before, or the personnel Sigmund Freud.
You do not need an -enabling doorway to report personnel to Time Locations where they are "native". Thus, for
example, if you are playing an all- deck, you may seed Sherman's Planet and Agricultural Assessment, report all
your ships, personnel, and equipment there, and never be forced to play an doorway. However, the moment you
put a single non- in your deck, be it Ressikian Flute or T'Pol, you will need a doorway or some other means of
getting that card in play.
The icon originally meant "Alternate Universe", and is referred to as the "AU" icon. However, as the game evolved,
it came to encompass all cards from the past, from possible futures, and from various delusions (such as Barash's
illusion). A separate mechanic was eventually devised for the cards from the Star Trek's most iconic alternate
universe, the Mirror Universe, and so they generally do not have the icon.
The seed phases "set the stage" for your adventure, and offer a great deal of strategic opportunity. There are four seed
phases that must occur in sequence: the doorway phase, mission phase, dilemma phase, and the facility phase.
The only actions you may take during the seed phases are:
1. seeding cards;
2. carrying out game text that takes place immediately upon seeding a card (for example, rotating Rura Penthe
upon seeding Operate Dilithium Gulag); and
3. Special Downloads.
All other actions, including "at any time" actions, must wait until the play phase begins.
If a seeded card (such as Assign Mission Specialists or Ultimatum) permits a download, and it is not limited to the
play phase with a phrase like "in place of a card draw" or "once per game", then that download must occur
immediately. Cards downloaded in this way are stocked in your draw deck or side deck, not your seed deck. They are
not seed cards and do not count toward your 30-card seed limit.
Doorways, Missions, Dilemmas, and Facilities must be seeded in the corresponding phase. Other cards that seed (like
Establish Landing Protocols) must seed during the Facility Phase.
Cards seeded under a mission, and any card with a Hidden Agenda icon, always seed face-down. All other cards seed
face-up. Face-down cards are not considered "in play" until encountered or activated. You do not have to announce the
title of cards seeded face-down, but your opponent may count them, or require you to announce how many face-down
cards you have seeded, whenever he or she chooses.
A card with the Alternate Universe icon may only be seeded if a card (such as Alternate Universe Door; see sidebar)
expressly allows you to seed cards.
Determine by any mutually agreeable method (often a coin toss) which player will be the starting player. The starting
player will go first in each of the seed phases, and will have the first turn of the play phase. Then, shuffle any side
decks you have and proceed to the first seed phase. The game has now begun.
DOORWAY PHASE
"We exist in a universe which co-exists with a multitude of others in the same physical
space. At certain brief periods of time, an area of their space overlaps an area of ours."
—Mr. Spock
Both players simultaneously play their Doorways (and any other cards which are seeded this phase) on the table. Then,
starting with the player who will go first, each player announces the title of all cards he or she seeded face-up.
In Open format, instead of playing their cards simultaneously, players during the Doorway Phase alternate playing
cards one at a time, beginning with the starting player. Either player may say "pass" at any time, and, as soon as both
players pass, the phase immediately ends — even if either player still has cards they wish to seed in it.
MISSION PHASE
"In this galaxy, there's a mathematical probability of three million Earth-type planets.
And in all of the universe, three million, million galaxies like this."
—Dr. McCoy
In this phase, you and your opponent create one or more lines of Mission cards, called spacelines, representing different
quadrants of the galaxy. Each spaceline functions like a gameboard where your cards move and interact. Each card that
is part of a spaceline is a separate location.
Every Mission card states its native quadrant in its point box: Gamma Quadrant missions have the symbol, Delta
Quadrant missions , Mirror Quadrant missions , and Alpha Quadrant missions have no symbol. Missions without a
point box, like Nebula, are native to the Alpha Quadrant.
Both players shuffle their six missions and place them in a pile face-down. The starting player draws the top mission
from his or her pile and places it face up on the table, beginning the first spaceline. The second player then draws and
places his or her first mission.
A mission may be placed on either end of the appropriate spaceline. If it is the first mission in the quadrant, it is placed
on a new spaceline, separate from the others. Cards that specify they are inserted into the spaceline may be placed
anywhere in their native quadrant, including between two missions already seeded. This continues until both players
are finished.
Some cards specify that they are part of a region, such as the "Bajor region" or the "Neutral Zone region". These cards
must be next to each other, forming a single, contiguous region within the quadrant. The first location in a region is
placed normally. Subsequent locations within that region may be inserted into the spaceline at either end of the region.
Some cards, such as Gaps in Normal Space, Blade of Tkon, and Space, allow non-regional locations to be inserted
between regional locations. These inserted cards are not part of the region (unless specified on the card). Thus, a
ship that is at a Romulan Minefield in between Covert Installation and Iconia Investigation does not prevent an
opponent's crew from completing Patrol Neutral Zone.
If two players seed the same location in the same quadrant, it becomes a shared mission. The first version to appear is
seeded normally, but the second version is placed on top of the original, wherever it is on the spaceline, leaving half of
the original exposed. The two missions form only one location and may be completed only once. Each player uses only
their own mission card for gameplay purposes; players may not use the "opponent's end" of their opponents' mission
card at a shared mission. For example, if you seed Aftermath and then your opponent seeds Aftermath II, they are the
same location ("Lifeless Planet") in the same quadrant ( Delta). Place Aftermath II atop Aftermath; both players may
attempt it. If you solve it first, you get 35 points; if your opponent solves it first, he or she gets only 30 points.
Some missions, like Secret Salvage II, have other cards "built in" to them. Such missions are called "Mission II"s, and
are always two-sided. (As always, after you shuffle your mission pile, your opponent may cut the deck.) When you
seed a Mission II, you may choose which side faces up.
Mission II's are usually elaborations of a different mission card. A Mission II and its original function as the same
card (for most purposes) under The Colon Rule. Thus, Timicin scores 10 points for solving Test Mission II just as he
would at Test Mission.
Built-In Outpost: Mission II outposts do not prevent you from seeding another outpost of the same affiliation.
However, as always, you may not establish a second facility at the same location where you already have a built-in
Mission II outpost. Outpost-related cards work normally with Mission II outposts. If the outpost is destroyed, flip the
mission over to signify this. If the outpost is placed out-of-play, flip the mission over and place a token on it to
signify that it is out-of-play; the Mission II outpost may not be rebuilt for the rest of the game.
Finally, a card management issue: normally, docked ships and personnel at an outpost are placed face-up beneath
the outpost to show their presence there. Because there are already seed cards at the mission, this is impossible at
built-in outposts. Instead, place docked ships and personnel face-down in a pile directly in front of the outpost.
Built-In Wormhole: You may move in either direction between your own built-in Wormhole and a Wormhole Interrupt
you play at another mission (or any player's other built-in Wormhole). You may not use your opponent's built-in
Wormhole with a Wormhole Interrupt; you must use your own built-in Wormhole. However, you may use your
opponent's built-in Wormhole if the opposite end is also your built-in wormhole. If you move between two built-in
Wormholes, flip one (your choice if both yours; otherwise your own).
You may not discard a Space-Time Portal as the Wormhole Interrupt for use with a built-in wormhole (it may be
discarded only when paired with a Wormhole Interrupt).
Missions with the ❖ Universal symbol, like Survey Star System, may seed multiple times as multiple locations,
despite the fact that they have the same location text. This signifies the generic nature of ❖ Universal cards.
After the mission phase is over, your table may look something like this:
DILEMMA PHASE
Typically, you should seed dilemmas under your opponent's missions and artifacts under your own.
You may seed any number of cards beneath a mission, but only one copy of each. You may only seed one artifact per
mission.
It is sometimes advantageous to deliberately mis-seed as a bluff. For example, if your opponent seeds Empok Nor
and you have no dilemmas that may be encountered there, you may wish to mis-seed something in order to scare
him away for a turn or two. (Of course, this has repercussions: you will not be able to take control of the station. See
mis-seeds.)
Some cards, like Cryosatellite, Orb Negotiations, and The Nexus, provide specific exceptions to these rules. All other
cards seeded beneath missions are mis-seeds and will be removed from the game when revealed. If you seed more
than one artifact at a single Mission, all your artifacts there are mis-seeds.
Once both players have considered their dilemma phase strategies for a brief period, seeding proceeds. The Dilemma
Phase is divided into 4 stages:
1. Opponent's Missions: Both players place all cards they wish to seed under their opponent's (non-shared) missions in
front of each such mission, in the order they are to be encountered, creating a face-down stack of cards. (Cards on
bottom will be encountered first.) Once both players have placed all cards they wish to seed under opponent's missions,
all stacks are seeded by sliding the stack under their missions.
2. Shared Missions: Both players now create stacks in front of all shared missions. Once all stacks are created, players
alternate seeding cards. The player who owns the bottom seeded mission card seeds the bottom card (the one
encountered first) then his or her opponent places a card on top of that card. Repeat until all cards have been seeded,
then move on to the next shared mission.
3. Your Missions: Both players now create stacks in front of missions that they seeded. Once both players have placed all
cards they wish to seed under their own missions, all stacks are seeded by placing each stack on top of any existing
cards under the mission. These cards will therefore be encountered last.
4. Everything Else: Starting with the player who will go first, players alternate seeding any cards that may seed during
the dilemma phase but do not seed under missions. If you have no cards remaining to seed, you may pass. Once you
pass, you may not seed any more cards during this phase, and your opponent may seed their remaining cards
immediately.
In Open format, players alternate seeding every single seed card in this phase individually, in any order they choose.
This adds a small additional tactical dimension to this phase (for example, you may seed an artifact under your own
planet early in the phase in order to get your opponent to seed extra dilemmas under that mission, reducing the
amount of dilemma coverage on other missions, which was your real plan all along), but also makes the dilemma
phase significantly slower, which is irritating for many players and impossible under tournament conditions.
FACILITY PHASE
"Referring to the map on your screens, you will note, beyond the moving position of our
vessel, a line of Earth outpost stations. Constructed on asteroids, they monitor the
Neutral Zone established by treaty after the Earth-Romulan conflict a century ago."
—Mr. Spock
In this phase, you and your opponent establish the bases from which you will operate during the game. Beginning with
the starting player, players alternate seeding their facilities (or other cards that seed during this phase) one at a time. A
facility is seeded by placing it face-up in front of the location where it is being seeded. All facilities are located in
space, unless their gametext states they are played "on" a planet.
Reread that last sentence. Plenty of facilities — especially outposts — have pictures that make it look like they're on
a planet. But, for game purposes, they are in space. Only Headquarters and a handful of other facilities (for
example, Colony and Son'a Observatory) are actually on the planet. This has significant implications for Volcanic
Eruption, Breen CRM114, Thine Own Self, and others.
Like Missions, every Facility has a native quadrant: Delta Quadrant , Gamma Quadrant, Mirror Quadrant, or
Alpha Quadrant (no icon). Each facility must be seeded in its native quadrant.
Most Facilities state on their cards where they may be seeded — Nor enters play at a mission with affiliation icon;
Tower of Commerce enters play at Deliver Message (Ferenginar).
Make sure you don't accidentally seed a homeworld, only to learn at game time that you can't use it for an outpost.
Homeworlds do not call much attention to themselves (they merely state in lore that they are a homeworld for the
given affiliation) so it's easy to make this mistake.
Tip: "Outposts"
When a card refers to an "outpost", it only refers to outposts, and not to other kinds of facilities. You may use Assign
Mission Specialists or Attention All Hands to download only to an Outpost, not to a Headquarters or Station.
Most outposts say, "Seed one". You may seed only one copy of each such outpost. (You may seed other, different
outposts, and you may build more outposts during the game.) Outposts without this limitation may be seeded in
multiples.
You do not have to be playing an affiliation to seed an outpost for it. (Some old cards that suggest otherwise have
received errata.)
The exception is Outposts. Outposts may be seeded at any mission in their native quadrant with a matching affiliation
icon. Thus, a Federation Outpost may seed at any Alpha Quadrant mission with the Federation affiliation icon,
such as Investigate Dead Planet or Repair Mission. However, Outposts may never be seeded at the homeworld of any
affiliation. For example, you may not seed a Outpost at Deliver Message, because it is the Ferengi homeworld.
You may not seed (or build) a facility at a location where you already have one (unless permitted by a card that allows
them to "co-exist"). Your opponent may seed a facility where you already have one, and you may control two facilities at
one location during the game if one of them has been moved or commandeered.
SEEDING SITES
Along with facilities, you may seed up to 6 Sites during the facility phase. Each site may be added to any facility where
it is allowed to play (identified on the lower left corner of the Site card), no matter which player seeded that facility.
Sites are added to a facility in a line associated with that facility. Each site indicates which level of the facility it
belongs to (Ops Module, Promenade, Habitat Ring, Docking Ring, etc.), and the Sites from each level must be grouped
by level, in that order. When seeding or playing a Site on the table, you may insert it between other sites, as long as
you keep Sites from the same level adjacent to each other.
By default, sites are "unique per station". That is, each station is limited to one copy of each Site card. However, some
sites are ❖ universal and thus may exist in multiple on each station.
Your 6 Site cards seed "for free" (they do not count toward the 30-card limit in your seed deck). You may not seed
additional sites beyond the 6 free ones, even by using seed slots. You may stock Site cards in your draw deck and add
them to your facility during the game using your normal card play.
STARTING THE GAME
The facility phase continues until both players announce they have no more cards to seed by saying "pass." Once both
players have passed, the seed phases are complete. Show your opponent any seed cards you did not use, then place
them out-of-play. Both players shuffle their draw decks and place them face-down on the table, then draw seven
concealed cards to form a starting hand. Your table may look something like this:
Understanding what is and is not a valid response, how they affect the action-response cycle, and who gets to
respond when is often the hardest part of the game for beginners, and gives rise to many, many rules questions.
Ironically, it also one of the least important parts of the rules. Don't feel the need to get it exactly right in the first
few games. Accept what you just read above and take your best shot. When you're ready for it, after a few games,
come back and read the below clarification on valid responses.
Clarifications: Valid responses
A card can be used as a valid response to an action if that card specifically modifies the action it is responding to
(usually by name). For example, Hugh is a valid response to encountering the Borg Ship dilemma, because Hugh's
gametext specifically modifies the dilemma (by name) by preventing its effect. Temporal Rift is not a valid response
to encountering Borg Ship, because Temporal Rift does not mention Borg Ship, nor does it directly modify the
action of encountering the Borg Ship. As a player, you might want to escape the Borg Ship dilemma using a
Temporal Rift, but the fact that a card would be a useful response does not make it a valid response.
The cards are usually very clear about when they can be used as valid responses. If a card is not a valid response to
the current action, it cannot be used until after the current action has resolved. In our example above, you cannot
play Temporal Rift until after the battle with the Borg Ship has been resolved — by which time it's probably too late.
The only exception is cards which state that they suspend play. A card that suspends play (like The Guardian) may
interrupt any action.
When Responses Happen
Every action consists of an initiation followed by a resolution. During the initiation, the action is announced. If
necessary, relevant cards are played, targets are chosen, and costs are paid. Valid responses take place immediately
after the initiation. After all responses (if any) are resolved, the action proceeds to its resolution. During the
resolution, the action finally takes effect within the game. Lastly, "just" responses to the resolution may take place
(see "just" responses below).
Hidden Agendas as Responses
Hidden Agenda cards that are face-down on the table may be activated (flipped face-up) and used as a valid
response where applicable. When this occurs, they take immediate, retroactive effect, as though they were already
in play when the action they are responding to was initiated. This can make the initiated action illegal, in which
case the action is undone (as if it was never initiated; for example, a card played would be returned to hand).
However, in most cases, a Hidden Agenda card does not illegalize an action, but instead punishes a player for
taking it. There are few things more satisfying than flipping a Feedback Surge on your opponent who thinks he just
scored 25 points off Establish Gateway.
Group Actions and Valid Responses
Some actions are composed of a series of other actions. These are referred to as group actions, and the actions that
compose them are called sub-actions. Like all actions, they may not be interrupted, but each sub-action may be
responded to. For example, a mission attempt is a group action: it consists of a series of dilemma encounters (each
of which is a sub-action) and concludes in a mission solve sub-action (which may or may not succeed). The mission
attempt itself, the dilemma encounters, and the mission solve can all be validly responded to (for example, by
Adapt: Negate Obstruction, or Emergency Transporter Armbands to escape Firestorm, or Particle Fountain after a
successful solve), but no other action may take place until the mission attempt is complete. For example, no player
may play Fitting In during a mission attempt, not even to add a needed skill to the crew or Away Team attempting
the mission.
Alternating Actions
Normally, the action-response cycle alternates between the two players, starting with the player whose turn it is.
For example, on her turn, Alice always takes the first action. Then, Bob has the opportunity to take an action
(assuming it is legal during her turn, like playing an Interrupt). Then Alice takes another action. The same is true
within actions. Suppose Alice initates an action. Bob has the first opportunity to validly respond to that action. After
Bob's response (if any) is over, Alice may give a response to her own action. (For the purposes of determining
response precedence, the current action is the active sub-action, not any of the group actions the sub-action may be
a part of.)
"Just" Responses
Some cards specify that they are played or used "just" after an action is initiated or resolved (usually with a phrase
like "just initiated", "just played", "just completed", "just encountered", and so forth). These responses, which are
called "just" actions or "just" responses, automatically take precedence over all other responses, overriding the
normal alternation between players.
For example, if Bob downloads Maihar'du to a planet, it is normally Alice's turn to take an action (perhaps by
playing Remember the Alamo). However, if Bob has Crossover in play, he may use its gametext to download
Multidimensional Transport Device before Alice's action. The only way Alice can interrupt Bob's download is with a
card that suspends play (such as discarding Access Denied to download Fractal Encryption Code) or with a "just"
card of her own (such as Manheim's Dimensional Door). If she plays a "just" card of her own, Alice's "just" card takes
precedence over Bob's, because they have equal precedence and ties go to the player who did not initiate the
current action.
Any number of "just" responses may be taken in response to a given trigger. However, once a non-"just" response or
a new action has been taken, no more "just" responses may be made.
Responses to Responses
Making a valid response is a sub-action of its own, which means that it, too, can be responded to. This can
sometimes go on for a while. For example:
Alice announces that her Away Team is attacking Bob's Away Team, initiating an action called a personnel battle.
Bob's Away Team includes Anya, who has the "shape-shifter" characteristic, and a Klingon Disruptor. He also
happens to have Salia in his hand, so he plays In The Bag as a valid response. He announces that he will use In The
Bag to "morph" the Klingon Disruptor into Salia, exchanging the Salia in his hand with the Disruptor in play, and
that he will also download Strike Three, which Anya and Salia will use to stun a total of six opposing personnel (a
very powerful move). Bob's play of In The Bag is a new sub-action, though, which means Alice gets to respond. She
says, "Not so fast!"
As her response to Bob's response, Alice plays Howard Heirloom Candle, which will prevent Salia from morphing.
Bob responds to this sub-action by playing Amanda Rogers on Howard Heirloom Candle, nullifying it before it can
prevent Salia's morph.
Alice responds by playing Q2 on Amanda Rogers, nullifying it, restoring Howard Heirloom Candle, and blocking the
morph.
Bob doesn't have anything that can stop a Q2, but he does have The Line Must Be Drawn Here played face-down on
the table using its Hidden Agenda icon. So, as his response, he flips it face-up, activating it as his final valid
response.
Alice is satisfied, and makes no further response. Her Howard Heirloom Candle takes effect, successfully blocking
Salia's morph. Salia returns to Bob's hand, and the Klingon Disruptor remains in play. Alice loses 5 points from The
Line Must Be Drawn Here for playing Q2 against Bob's Amanda Rogers. Bob does not lose 5 points for playing
Amanda Rogers, however, because The Line Must Be Drawn Here was not in play when he played Amanda, and The
Line Must Be Drawn Here's retroactive effect only reaches back to Alice's play of Q2 (the action The Line Must Be
Drawn Here was responding to) and does not affect any prior actions. Strike Three also remains in play, and will be
resolved by stunning three opposing personnel immediately, unless someone suspends play to intervene. (For
example, Bob might decide to suspend play by using Anya's Special Download icon to fetch Salia, which would
allow him to use Strike Three to stun six personnel as he planned all along.)
Once this chain of actions and responses has been resolved, Alice or Bob could play another card that responds to
the start of battle (such as Smoke Bomb or Emergency Transporter Armbands). Once all responses have been made
and resolved, the actual battle begins.
PLAYING A CARD
YOUR NORMAL CARD PLAY
At the beginning of each turn, you have the option to play any single card from your hand to the table. This is referred
to as your "normal card play."
Your normal card play must take place before you take any further actions. If you begin executing orders before using
your card play, you forfeit your card play for the turn.
Interrupts and Doorways play at any time, so they do not need to use your normal card play. (See at any time.)
When a card expressly states that an action takes place at the "start" of your turn (such as a We Are Back card draw
or a White Deprivation battle), it must happen before your normal card play, and you do not forfeit your card play as
a result.
Most card types may play directly from your hand. However, personnel, ships, and equipment must report for duty to
enter play.
Some cards say that they play "for free", or allow other cards to play "for free". This means that they play normally, but
they do not count as your normal card play for the turn. You may play cards "for free" before or after your normal card
play (or both!), and there is no limit on the number of cards you may play "for free" during your turn. However, like your
normal card play, you must play all your "for free" cards before you begin executing orders.
Since you only get one normal card play per turn, most successful decks rely on finding ways to play 1-3 cards "for
free" on each turn. The easiest way to do this is with New Arrivals, a popular card that is particularly valuable for
new players.
ENTERING PLAY
"For nearly a century, we've waded ankle-deep in the ocean of space. Now it's finally time
to swim."
—Maxwell Forrest
To play a card, announce the title of the card and place it face-up on the table (or wherever the card directs). It has now
been played. Any player may examine the card. Any player may respond to it. Then, any immediate effects in the
gametext are played out and resolved. If the card's immediate effects do not discard the card played, it enters play.
Cards remain in play until they are nullified, discarded, killed, destroyed, or otherwise leave play.
Clarifications: Not Yet Played
Cards not yet played (or encountered) cannot generally be nullified, modified, or used. For example, if you use Alien
Probe to discover a Parallax Arguers in opponent's hand, you cannot use Plexing to nullify it until your opponent
actually plays it. Likewise, even if you discover Empathic Echo at a mission using Ocular Implants, Plexing cannot
nullify it until encountered.
Cards that have been played, but which have not finished entering play, can only be modified by direct responses.
Likewise, selected or shared features or skills on a personnel do not exist until they have finished entering play. For
example, the card Soong-type Android may not report to a site allowing a certain classification to report, because it
has no classification during the initiation of its card play.
Sometimes, a player is permitted or required to play a specific card in order to resolve an action. When this is the
case, use only the game text of the action; ignore the game text of the card being played as a cost.
For example, I Hate You can be nullified by playing Vulcan Nerve Pinch as a cost. If a player chooses to do so, then I
Hate You is nullified, but the gametext of Vulcan Nerve Pinch is ignored. Both cards are then discarded.
Cards which are played as a cost may be responded to normally, and, if the card played as a cost is nullified, the
original action resolves as if the card were not played; no other costs are paid.
For example, ❖ Nebula allows a player to initiate battle at its location, at the cost of a Scan card. When Scan is thus
played to initiate battle, its gametext is ignored (do not examine the cards beneath the mission). The opponent may
nullify the Scan (for example, with Quinn), causing Scan to be discarded and the battle to be cancelled. (However,
the player may immediately play another Scan from hand, if one is available.) By the same token, if you play a
Wormhole in conjunction with a face-up Relief Mission II in order to move to another location, and your opponent
nullifies the Wormhole, the Wormhole is discarded, but, because "no other costs are paid," Relief Mission II remains
face-up.
Interrupts are always discarded as soon as they are used, unless gametext states otherwise.
If a card is marked "unique", its owner may not have more than one copy in play at a time, and any additional copies its
owner plays, earns, encounters, or activates are immediately discarded. Ships, Personnel, and Facilities are unique by
default; Sites are "unique by station".
If a card is marked "not duplicatable", there may not be more than one copy in play anywhere in the game, and any
additional copies that enter play for any player are immediately discarded. Missions and Time Locations are non-
duplicatable by default. (Duplicated missions become shared missions.)
A very small number of cards are marked as ✶ enigmas. Their nature is mysterious or unexplained. For most purposes,
✶ enigmas are treated like uniques: each player may have one instance of an ✶ enigma in play (the persona rule
applies). However, ✶ enigmas are not unique, so they are immune to cards that specifically target uniques, such as The
Arsenal: Separated.
Otherwise, cards are presumptively ❖ universal, meaning there is no limit on the number of copies that can be in play
at the same time.
A non-seeded Alternate Universe card may play only if another card (typically an open doorway or time location)
allows it.
A card with the Hidden Agenda icon must be played face-down on the table. The player does not announce its title
or use its gametext at this time. It is not in play, and may not be examined by the opponent. The player who controls
the card may, at any time, activate the card by flipping it face-up. It enters play and takes immediate effect. If a
player seeds or plays a card as a hidden agenda (face-down) when it does not have a icon, that player forfeits the
game.
Clarifications: Showing your cards
If a card is brought into play other than by seeding it or playing it as a normal card play (for example, if it is
downloaded by A Change of Plans), an opponent may examine it to ensure that it is entering play legally. At the end
of the game, any player may require his or her opponent to show all face-down cards to verify that they were legal
cards.
KIRA: Captain, as a Major in the Bajoran Militia, I must officially protest Starfleet's
refusal to turn over this station to my government.
SISKO: Your protest is duly noted.
KIRA: Good. Now that that's over with... Kira Nerys, reporting for duty.
—"Call to Arms"
Your Personnel, Ship, and Equipment cards do not simply play on the table like other cards. Normally, they must play at
a usable, compatible outpost or headquarters in their native quadrant, or to a time location where they are native.
Announce the title of the card you are reporting and where you are reporting it, then place it there.
Some Borg personnel are counterparts, as stated in their lore. You may have only one counterpart in play at a
time. Like the Borg Queen, counterparts are not drones.
USABLE
A card is usable if you control it. In addition, some cards, like Ferengi Trading Post, state that they are usable by both
players.
COMPATIBLE
A card is compatible with another card if they both belong to the same affiliation. Cards from different affiliations are
compatible only if some other card (such as Treaty: Romulan/Klingon) permits them to "mix", "mix and cooperate" or
otherwise interact "regardless of affiliation".
For example, a Cardassian personnel like Jerax can report to a Cardassian Outpost (they are naturally compatible),
or a Ferengi Trading Post (which allows "mixing"), but not a Federation Outpost (they are incompatible).
Cards with the Non-Aligned or Neutral affiliations may mix and cooperate with cards of every other affiliation
(except Borg). This makes the affiliation extremely useful, since they are able to function both as their own
affiliation and as a support team for virtually every deck type in the game.
Equipment cards have no affiliation, and are compatible with all cards.
cards are compatible only with other — and, since players can't stock non- cards in their decks to begin
with, it's not easy to overcome this limitation.
NATIVE QUADRANT
A card's native quadrant is indicated by an icon on its right side. Cards that are native to the Delta Quadrant have the
icon, cards native to the Gamma Quadrant have the icon, cards native to the Mirror Quadrant have the icon, and
cards native to the Alpha Quadrant (the majority of cards in the game) have no quadrant icon. When reporting for duty,
both the card reporting and the facility it reports to must be in their native quadrants.
Equipment cards have no native quadrant, and may report to any quadrant.
REPORTING TO A TIME LOCATION
A card may report for duty at any time location where it is native (as defined by a listing on the Time Location). It may
report directly to the Time Location card (if a Planet location), to any of your ships there, or to any compatible,
usable facility there. No additional -enabling card is required to report native cards to a time location.
SPECIAL REPORTING
The above rules describe the game's built-in reporting rules. Some cards provide special reporting: additional reporting
options at specific locations. When a card provides special reporting, native quadrant restrictions do not apply. Thus,
you can use Assign Mission Specialists to download Narik and Amarie (who are Alpha Quadrant natives) to a Primary
Supply Depot (which is in the Gamma Quadrant), or report a Vulcan (even a Delta Quadrant Vulcan like Tuvok) to
Observe Ritual, even if you have no facility there.
Cards seeded under a mission (for example, personnel in a Cryosatellite) do not report for duty when earned, but
simply come under your control (or, if they are personnel your opponent seeded, they are captured).
When using a special reporting function on a Site or Station card, both the card reporting and the facility must be in
their native quadrants, just like with built-in reporting.
AFTER REPORTING
Once your card has "reported for duty", and your opponent has had the opportunity to inspect the card reported, you
may place it face-up underneath the facility (or face-down atop the time location), so that your opponent can no longer
see it. (See Looking At Cards.)
Unlike other cards, Ship, Personnel, and Facility cards are unique by default: you may normally have only one copy of
each ship, personnel, or facility in play at one time. Just as there is only one Jean-Luc Picard in the Star Trek universe,
you may only have one copy of Jean-Luc Picard in play at once.
When a mission, dilemma, or other card specifies a personnel as a requirement, you may not normally use a
different version of the same persona to meet the requirement. For example, Attend Mysterious Rendezvous can be
completed by any card with the exact card title Jean-Luc Picard. It could not be solved by Galen, even though Galen
is a different version of the Jean-Luc Picard persona. Nor would Galen count as the matching commander of the
U.S.S. Enterprise, since his lore does not call him the Enterprise commander, and the Enterprise lore does not name
him as one.
An "any" requirement can be met by any personnel with the given characteristic. For example, only the card titled
Pel could meet the Pel requirement on Tulaberry Wine Negotiations, but any card identified in title or lore as
"Quark" (including Deputy Quark, Mr. Quark, and Quark Son of Keldar) can meet the "any Quark" requirement.
In addition, if you have in play a version of any given persona, you may not bring another into play. A few personnel in
the game (and even some ships!) have several different cards representing them, each one showing a different side of
the subject's personality. For example, there is Benjamin Sisko, commander of Deep Space Nine... but there is also
Benjamin Sisko (Chain of Command), a young exec at the Battle of Wolf 359; Lt. Sisko, the time-travelling crewman on
Kirk's Enterprise; The Emissary, the central figure in Bajoran religion; and Dr. Noah, the holographic criminal
mastermind. All of these are different representations of the same persona, and you may not play another if you already
have one in play.
Tip: Be careful with personas
It is sometimes surprising that certain cards are not versions of the same persona. For example, Lt. (j.g.) Picard and
Admiral Picard are different personas, and you may have both in play at once. (This is because both are from
alternate realities and therefore are not "true" Picards.) To take a stranger example, Mr. Spock and Captain Spock are
versions of the "Mr. Spock" persona, but Spock and Ambassador Spock are versions of a different persona (the
"Spock" persona). Thus, you could have Captain Spock and Ambassador Spock in play at the same time. At first
glance, this seems very strange, perhaps even a mistake, but it is actually a careful decision by the design team
based on the meaning of the icon. Bottom line: never presume two cards are versions of the same persona,
especially if you are a Trekkie. Always check, or you'll miss out on some great and unexpected play opportunities.
You can identify whether a card shares the persona of another in three ways:
if the two cards have the exact same card title, letter-for-letter, they are the same persona (for example, the Miles
O'Brien from Star Trek: The Next Generation and the Miles O'Brien from Star Trek: Deep Space Nine)
if one card has the exact name of the other card written in bold in its lore, they are the same persona (e.g. Falcon and
Miles O'Brien)
if the two cards both have the same name written in bold in their lores, they are the same persona (e.g. Falcon and
Ensign O'Brien)
If a name in a personnel's lore is written in bold italics rather than plain bold, that personnel is not a version of the
named persona and is not prevented from entering play if a version of that persona is already in play. (For example,
First Officer Spock is not a version of the Mr. Spock persona.) Bold italics is used in lore to designate two very
different relationships between cards: opposite versions and impersonators. These two characteristics are explained
in greater detail below.
As always, if a card is specifically marked ❖ universal, then there is no limit on the number of copies and versions of
that persona you may have in play. ❖ Universal ships and personnel are typically representative of a genre. For
example, Linda Larson represents all young Starfleet engineers.
Holographic personnel and equipment, or holograms, are computer programs that must be "projected" into the real
world using photons and forcefields.
ACTIVATION AND DEACTIVATION
Holographic cards must always exist in one of two states: activated or deactivated (conceptually stored in memory).
They may exist activated if present with a holodeck (on cards like U.S.S. Galaxy), but they may exist deactivated aboard
any ship or facility. They may not exist anywhere else.
Clarification: Using Opponent's Holodecks; Captive Holograms
An opponent may allow your hologram to use that opponent's ships, holodecks, Holo-projectors, and other cards
that allow holograms to exist (even deactivated). This allows an opponent to capture your personnel, as long as
they can be immediately moved to that opponent's -enabled environment. (Otherwise, captured personnel
without Mobile Holo-Emitters are deactivated rather than captured, because they cannot be moved to the trap
card.)
If a card (like Holo-Projectors or Holographic Settlement) allows holograms to "exist," without specifying that they
be activated or deactivated, holograms present may exist in either state. Mobile Holo-Emitter also allows this.
Holograms may not report or voluntarily move any place where they cannot exist. Whenever a hologram would be
moved somewhere it cannot exist, it deactivates instead. If holograms are somewhere where they cannot exist, they are
immediately erased (discarded). (This can happen if, for example, holograms are present with Holo-Projectors when it is
nullified.)
While deactivated, personnel are disabled, and equipment may not be used in any way. If an activated hologram is
deactivated, it may not be reactivated during the same turn.
A hologram may report activated, if possible. Otherwise, a hologram reports deactivated; it may be activated (even
on the same turn) by any of your unstopped personnel present (even an activated hologram).
DEATH AND ERASURE
Any time a hologram is targeted to be killed or destroyed, it is deactivated instead (not erased).
HOLOGRAPHIC SAFETY PROTOCOLS
cards are normally restricted by Holographic Safety Protocols, which prevent them from killing "organics" (non-
cards) in personnel battle. They may stun organics, but may not mortally wound them. If, at the end of a personnel
battle, the total STRENGTH of the stronger force is derived entirely from holograms, they win the battle but may not kill
an opposing personnel as a casualty.
MULTI-AFFILIATION CARDS
A few cards have more than one affiliation icon. For example, The Emissary has both the and affiliation icons.
However, a card may have only one affiliation at a time. When a multi-affiliation card is played, you must decide its
current affiliation. All regular reporting restrictions apply (for example, you may not report Tallera to a Romulan
Outpost in mode). You may change the affiliation of a multi-affiliation card at any time (except during another
action). There is no limit on the number of times you may do this.
Clarifications: Ambiguities — Multi-affiliation cards
If not on board your ship or facility, you may change the affiliation of a multi-affiliation personnel, even if it causes
incompatibility. The newly-incompatible personnel simply leaves his or her current Away Team and forms a
separate one.
Until played, multi-affiliation cards count as all their affiliations (for cards like Diplomatic Contact).
A multi-affiliation personnel may not change affiliations to create an incompatability situation while at a site.
However, that personnel may walk away from his or her comrades to a different site, where there are no other non-
opposing personnel (or only compatible non-opposing personnel), and then may change affiliations.
You may not simultaneously change the affiliations of one or more Personnel cards, ships, and/or facilities; each
change is a separate game action. Thus, if the Sisters of Duras are aboard the Cha'Joh, both in mode, you may
not change either the Sisters of Duras or the Cha'Joh to mode without removing the Sisters first, because
changing either affiliation alone would make them incompatible.
If a single-affiliation personnel gains a new affiliation without losing his or her original affiliation, it functions as a
multi-affiliation card.
If a multi-affiliation personnel, whose features are dependent on their affiliation mode (such as Major Rakal) is
assimilated or made Non-Aligned (for example, by Memory Wipe), that personnel may still switch "modes" as a
game action, changing his or her features without changing the now-locked affiliation.
As always, a card is a copy of another if both have the same title and gametext. Prints of the same card with
different affiliation border colors, such as Prot and Prot (Identity Crisis) are copies.
If a multi-affiliation card is reported using an affiliation-specific benefit, it must report in that affiliation mode,
while following all applicable restrictions. For example, Dar can use Dominion War Efforts only if reported in
mode to a ship or facility. If you download him in mode to a ship or facility, you must discard Assign
Support Personnel.
However, you may never change a card's affiliation in such a way that it causes your personnel aboard your ship or
facility to become incompatible. For example, if you have Koral (The Next Generation) in Non-Aligned mode aboard
the H.M.S. Bounty in mode, surrounded by a crew of other personnel, you may not change Koral to mode, since
this would make him incompatible with his shipmates. Similarly, you may not change the H.M.S. Bounty to mode,
since this would make many of the crew incompatible with it.
DUAL-PERSONNEL CARDS
A few special personnel cards, such as Sons of Mogh and The Trois, have two individual personnel printed on the same
card. They count as two personnel, but the individuals on a dual-personnel card have a linked destiny: what happens to
one usually happens to the other.
Attributes, classifications, and icons on a dual-personnel card appear in the same order as the individual
personnels' skills are listed. For example, on Sons of Mogh, Kurn's skills, STRENGTH (8), staffing icon ( ), and
classification (OFFICER) are listed before Worf's skills, STRENGTH (10), staffing icon ( ), and classification
(SECURITY).
Dual-personnel cards are downloaded normally; if you download Seska (on Cullah and Seska) with Defend
Homeworld, Culluh automatically downloads, too. If a card allows the download of multiple personnel, all legal
targets on a dual-personnel card must count towards the limits of the download. For example, suppose you use
Ferengi Conference to download CIVILIANs with up to 11 . First, you download Jake and Nog. They are both
CIVILIANs and both count, using 6 of your . Then, you download Deanna Troi on The Trois, using 2 of your .
(Lwaxana is not a CIVILIAN, so her do not count.)
Clarifications: Random Selections and Dual-Personnel Cards
When a dual-personnel card is in a group that is facing a random selection, it is treated as though it were one
personnel (in order to maintain the randomness and effectiveness of the selection). If selected, the effects of the
random selection are applied to both personnel on the card. For example:
Armus - Skin of Evil, enhanced by All-Consuming Evil, randomly selects two personnel in the Away Team to die.
Shuffle all personnel in the Away Team and select two cards at random. All selected personnel die. (That is, if
one of the cards selected is dual-personnel, both personnel on the card are killed, even though this means
Armus kills three personnel instead of two.)
An Away Team consists of one dual-personnel card and one regular personnel card (a total of 2 cards and 3
personnel). Denevan Neural Parasites randomly selects "half the Away Team" (rounded up) to face death. The
dual-personnel card is treated as a single personnel during the random selection, so "half the Away Team"
equals 2 personnel / 2 = 1 card. That card is selected. All personnel on that card face death, and will die unless
protected by a phaser or disruptor. Because the random selection has ended, the dual-personnel card is now
treated as two personnel again — which means that, if selected, they will require two guns, not one, if they
want to escape with their lives.
Lineup selects four members of the Away Team at random. If a dual-personnel card is selected, both personnel
on the card are affected equally, both join the "lineup", and either can meet the INTEGRITY requirements.
Chula: The Chandra randomly selects one personnel, and a dual-personel card is drawn. Both are affected
equally, so the attribute numbers of either can be used to pass the dilemma.
Dual-personnel cards are treated as single personnel only during random selections, and only during the selection
(not the effect, which hits them both equally). In all other selections, a dual-personnel card is treated as two
separate personnel. For example:
Reluctant Informant targets lowest INTEGRITY member of the crew or Away Team. That happens to be Nog on
the card Jake and Nog. Nog is stopped. (Jake is then stopped because if either personnel on a dual-personnel
card is stopped, both are stopped.)
On a succesful probe, Chula: Crossroads forces a player to choose two personnel from his or her own Away
Team to be stopped. If that Away Team includes The Twin Mistresses of Evil, that player may choose to meet
the dilemma's requirements by stopping Demonica and Mallica. This contains the stop to one card, but counts
as stopping two personnel.
Include a dual-personnel card in all selections that are applicable to either personnel on it. It is thus possible for a
dual-personnel card (such as Beverly and Will) to be randomly selected as both the male and the female for a card
like Parallel Romance. (If one is selected but not the other, both are nevertheless stopped, because if either
personnel on a dual-personnel card is stopped, both are stopped.)
If either personnel on a dual-personnel card is: stopped, killed, captured, moved, removed from play, downloaded,
reported for free, or otherwise experiences some change in status or position (for example, is phased, "held by aliens",
or changes affiliation), then the same thing automatically happens to the other personnel on the card. One cannot
survive without the other, so they can never be separated.
If a personnel's lore contains a name written in bold italic text, the named personnel is either an opposite version of that
persona from the Mirror Universe, or an impersonator who is pretending to be that personnel.
It is easy to tell the two apart: impersonators have a diamond-shaped infiltration icon, and opposite versions have a
Mirror quadrant icon.
For example, O'Brien Founder (who has a infiltration icon) is an impersonator of the Miles O'Brien persona.
On the other hand, Smiley (who has no infiltration icon) is the Mirror Universe opposite of our man Miles.
Opposite versions and impersonators are not versions of the original persona, so players may have copies of both in
play at the same time. Impersonation matters during infiltration. Opposite versions have no built-in gameplay function,
but several cards, like Transporter Mixup, make use of them.
LEAVING PLAY
When a card leaves play (or is "discarded"), it is placed in its owner's discard pile. Cards in the discard pile are stacked
face-up, and their owner may examine them. If the discarded card was unique, its owner is now free to play another
copy during his or her turn (if he or she has one!). You may not discard cards unless a card or rule allows or requires it.
Dilemmas are placed out-of-play instead of being discarded (even when the dilemma specifies "discard dilemma"). Cards
put out-of-play are placed in a separate pile from the discard pile. They are now conceptually outside the game, and
cannot be retrieved by any means.
Open Format: Discard Dilemmas
In Open format, dilemmas are discarded in the discard pile, not placed out-of-play. In Open format, cards are only
placed out-of-play when specifically required by gametext.
If a card leaves play, other cards played on or under it also leave play in the same manner. For example, if a ship is
destroyed, all personnel aboard are killed and discarded to their owners' discard piles. If a ship affected by Cytherians
and Tactical Console is returned to hand by Space-Time Portal, all personnel aboard are returned to their owners'
hands, as are Tactical Console and Cytherians (which, as a dilemma, cannot normally be played again).
Your card may require you to choose a long-term target (other than the card it is played on). If the long-term target
leaves play, your card leaves play in the same manner. For example, if the male targeted by Assimilate Counterpart
returns to hand, so does Assimilate Counterpart.
Some cards have a bonus point box in their gametext — a black box with a specified number of points inside it:
A player scores points, both positive and negative, only from Borg-Only Objectives (these are not bonus
points), from other cards (these are bonus points), and from cards that specify they affect Borg players, like
Assimilate This! (these are also bonus points).
When a Borg player is confronted with any other card that offers positive or negative points, play out the card, but
ignore the points. If the card presents a choice, you must choose an option that is not related to points, if possible.
When you score points from non-mission card with a point box, place it in a bonus point area on your side of the table,
as a reminder of those points (unless the card remains on a target or otherwise specifies that it should remain in play).
Cards in your point area are not in your discard pile and are neither in play nor out-of-play.
If points are scored from a card without a point box (such as Lack of Preparation), that card is disposed of normally
when resolved, not placed in the bonus point area. You must keep track of these points by some other method.
When a mission has you discard cards, they must come from the team attempting the mission (not from your hand), at
the time the mission is solved. All other discards (for instance, from Static Warp Bubble) come from the hand, unless
otherwise specified.
"Captain, we've detected six more Hirogen ships. They're converging on us from all
directions."
—Chakotay
PLAYING A DOORWAY
Doorways, by default, may play at any time during your turn only.
However, if a Doorway specifically states it plays "at any time" (for example, Holodeck Door), then it may also play
during your opponent's turn.
PERSONA REPLACEMENT
At the start of each of your turns (before your normal card play), if you have one version of a ship or personnel persona
in play and another version of that persona in your hand, you may exchange them for free. (Facility personas, such as
Terok Nor and Deep Space Nine, may not be exchanged in this way.) Persona replacement does not count as a card play,
and it is not a reporting-for-duty action. All cards affecting the first version (for example, Framed for Murder) are
transferred to the version entering play, if applicable; inapplicable cards are returned to their owners' hands.
Cards like Clone Machine may allow you to put more than one copy of a unique card in play. This does not change
the rule that you may have only one version of a unique persona in play. If you have two Tom Parises in play, you
may not exchange either for a Captain Proton in our hand.
You may not replace the same persona more than once per turn in this fashion. You may not replace a card that you no
longer control or a card you do not own. If you replace a dual-personnel card, you must replace both personas
represented on that card. For example, you may only perform persona replacement on Sisters of Duras if you are able
to exchange it for both Lursa and B'Etor.
DOWNLOADING
Some cards allow you to download a card. When you download a target card, it does not need to be played from your
hand. You may search through your hand, your draw deck, and any open side decks for the target. Once found, play the
card to the table normally. Downloading does not count as your normal card play, but you must still follow all the
normal rules for playing a card, such as reporting restrictions. Then reshuffle any decks you looked through.
Clarifications: Invalid Downloads
A download is invalid if the target card cannot be found in the available cards, or if, once found, the target card is
required to be played but cannot be.
An invalid download is cancelled, and any target cards are returned to their sources, which are then shuffled. If a
single download action requires multiple target cards (such as the download on Montana Missile Complex), and any
of the targets cannot be found, the entire download is invalid.
If any resources were spent to initiate an invalidated download (such as a card draw for Officer Exchange Program,
a card play for Spacedoor, or a special download icon), those resources remain spent. If a download is invalid
because the target card could not be found, an opponent may look through the downloader's deck and all other
download sources to verify that the target is not there, and the same download may not be attempted again until
one of its downloading sources have been replenished (for example, the draw deck is replenished by Regenerate) or
reopened (for example, by nullifying a Revolving Door played on your Q's Tent).
A download action can be rendered illegal by the activation of a Hidden Agenda card that is a valid response
(such as Computer Crash). Like an invalid download, an illegal download is cancelled and target cards are returned
to their sources, which are shuffled. However, resources spent to initiate an illegal download do not remain spent
and can be used later. If you initiated the download by playing a card and selecting a function that requires a
download (for example, the second function of Bajoran Civil War), the card goes to your hand.
Clarifications: Downloading
There is no limit on the number of times you may download in a turn, as long as you have the cards to trigger them.
However, each download is a separate action, and you may not interrupt another action to start a download, except
when it suspends play or is a valid response.
Ordinarily, you must download a Hidden Agenda card face-down, and you may not immediately activate it (by
flipping it face-up and putting it "in play") unless activating it would be a valid response to the current action. By
contrast, if you Special Download
a Hidden Agenda card, you may and must immediately activate it.
As always, you must use your normal card play (and all free plays) before taking any other actions for the turn.
Many cards, like Study Protonebula, Quark's Isolinear Rods, and Assign Support Personnel require you to take an
action in order to trigger a download. These downloads can therefore only be used after you have played your cards
for the turn and started "giving orders."
Your discard pile is not a "side deck," so you may not download cards from your discard pile.
If a card requires downloads (for example, 22nd-Century Japan), but the required cards cannot be downloaded, the
card cannot be played.
If a card allows you to download a personnel, ship, or equipment and is not a Facility or Site and provides a specific
location for that download (for example, Assign Missions Specialists or Starry Night), then it is providing special
reporting: normal reporting restrictions like native quadrant and compatible facility do not apply.
By contrast, if a card allows you to download a ship, personnel, or equipment but does not provide a specific
location for the download (for example, Wall of Ships or Activate Subcommands), or if it is a Facility or Site (for
example, Son'a Observatory or Cargo Bay), these downloads are normal reports, and you must follow normal
reporting rules.
When downloading a Facility into play, you must meet all requirements for building that Facility at the location
where you are playing it. For example, you may not download Primary Supply Depot with Establish Dominion
Foothold, because that facility must be seeded, not built. You may instead download Remote Supply Depot, but
only if the location is a non-homeworld mission with a affiliation icon where you have no other facilities and you
have the required ENGINEER present to build it. This is, of course, just a restatement of what was already said in
the rules — you must follow the normal rules for playing a card when downloading, except when specifically
overruled by gametext.
Your opponent is always allowed to see a downloaded card to confirm that it was a legal, valid download, even if
downloading to hand or downloading a face-down Hidden Agenda card. The only exception is when cards
"download and seed" (as on Shore Leave): you do not need to immediately reveal those cards, but must do so after
the game if asked. If you illegally download and seed a card, you lose the game.
If you have a Zalkonian Storage Capsule in play, you may treat it as a side deck for the purposes of searching it for a
download target.
When a download goes "to hand", as with Quark's Isolinear Rods, the downloaded card is added to your hand instead of
entering play. If the download works "in place of one card draw", like Blood Oath, you may choose whether to play the
card immediately or take it into your hand. Otherwise, you must play the downloaded card immediately to the table.
A Facility card (or its attached Site card) may not provide downloads outside its native quadrant. (This is in addition to
all normal reporting restrictions.)
You may not download artifacts unless specifically permitted by a card.
General Quarters: The Personnel Download Limit
Personnel cannot be downloaded as easily as other cards. When you recruit specially-picked personnel (instead of
reporting personnel who are already "available" in your hand), you must locate, enlist, and reassign them to your forces
— all of which takes time and effort. For this reason, you may not download personnel into play more often than once
every turn.
Open Format: No Download Limit
In Open format, there are no rules limiting downloads. On the other hand, Shape-Shift Inhibitor is legal in Open
format.
For example, suppose you use Ferengi Conference to download Leeta and Lumba. Because you did this as a single
action, you are allowed to download both personnel at once. Leeta may then immediately use her Special Download
to download Dabo — Dabo is not a personnel. However, because of the personnel download limit, you must wait until
your opponent's turn to use Lumba's Special Download of Nilva — Nilva is a personnel, and you have already hit the
once-every-turn download limit for personnel this turn.
SPECIAL DOWNLOAD
A card with a Special Download icon allows you to suspend play at any point during the game (including during a
seed phase or an opponent's turn), interrupting other actions as necessary, while you download the target card and
immediately play it.
Special downloading is by far the easiest and most common way to suspend play. Refer back to the section on
actions for more on the significance of suspending play.
A special download may download anywhere at the target location (see "here"). One classic trick is to begin a
mission attempt with Starship Enterprise in orbit, encounter the first dilemma, then use the ship's to download a
personnel who can solve that dilemma directly to the planet, where that personnel immediately joins the Away Team
and the mission attempt.
Because special downloads provide a specific location for the download ("here"), they provide special reporting
to any ships, personnel, and equipment that are special-downloaded: normal reporting restrictions like native
quadrant and compatible facility do not apply
When you use a Special Download icon to download a Hidden Agenda card, you must play that card to the
table, then immediately activate it and follow its gametext (targeting something at the location of the special
download, if applicable). You may not use a special download to play a Hidden Agenda card face-down. This
rule is the exact opposite of the rule for non-special downloads, which require you to download Hidden Agenda
cards face-down.
A special download icon on a personnel card is a special skill, and can count for cards like Rascals which add,
remove, or count skills. However, an Special Download icon is not a skill dot, so it does not count for cards
like Hero Worship.
If a special download inserts a new card into the spaceline, the personnel downloading it must be adjacent to
the location where it is inserted. For example, The Emissary must be in or adjacent to the Bajor Region in order to
use his special download of Bajoran Wormhole, and must insert the wormhole into the spaceline between his
location and the location on his left or the one on his right.
If the target card is location-based, it must be downloaded to the location of the icon. For example, Arandis may
download Jamaharon to nullify a Horga'hn, because that effect is not location-specific. Arandis may also download
Jamaharon to relocate a male at her location to Risa. But she may not download Jamaharon to relocate a male at
another location to Risa.
Each icon on a particular card grants a Special Download only once per game, regardless of how many copies of that
card you have in play. Thus, Admiral Kirk (Life From Lifelessness) may download both The Genesis Effect and Khan!
during a game, but, if you later get another copy of Admiral Kirk into play (using Aid Clone Colony), he could not use
those spent downloads.
EXECUTING ORDERS
Once you have played all the cards you intend to play at the start of your turn, signify this by announcing that you are
now "giving orders". This is the part of your turn where you and your cards get stuff done.
MOVE
QUARK: 'Come to Quark's, Quark's is fun, come right now — don't walk, run!' Oh, I love
the part where my name rotates around.
KIRA: If all your little 'advertisements' aren't purged from our systems by the time I get
back from the Gamma Quadrant, I will come to Quark's. And, believe me... I will have
fun.
—"The Quickening"
During the game, your personnel will move throughout the universe. They may visit facilities, board starships, beam
down to planets, invade an opponent's ship, travel across the galaxy (or across time), or stop by the bar for a relaxing
hand of Tongo.
A crew is not an Away Team, and an Away Team is not a crew. Genetronic Replicator may save your Away Teams
facing Armus - Skin of Evil, but it is useless for your crews trying to survive against Ankari Spirits.
Your Away Teams are usually associated with the last ship or facility you control that they visited. This "association"
rule is only occasionally relevant, for cards like Memory Wipe and Alien Parasites. They only remain associated with
the ship or facility while that ship or facility is at their spaceline location; if it leaves, then the Away Team becomes
unassociated, and remains unassociated until they visit another ship or facility that you control. If your Away Team is
made up of personnel from multiple ships or facilities, you must designate which one of those ships or facilities will
be the one officially associated with the Away Team as soon as the merged Away Team is formed.
All your compatible personnel present automatically form one Away Team. If you have incompatible personnel
present, they automatically form as many separate Away Teams as necessary so that nobody is incompatible with
anybody else in an Away Team. Personnel who are compatible with multiple Away Teams present (such as
personnel) may join any compatible Away Team at that location.
This only applies to Away Teams, however. On your ship or facility, all your personnel present, compatible or
incompatible, form one crew. Incompatible personnel are simply placed under house arrest.
You may not ever move any of your cards into space unless specifically allowed to do so by a card (such as Airlock or
Anti-Matter Pod).
When your personnel move to a ship or space facility that you control, stack them face-up underneath the ship or
facility card. (If the facility has sites, stack the personnel face-down on top of the appropriate Site card.) These
personnel, collectively, form the crew of that ship or space facility.
When your personnel are on a planet (or in a planet facility) stack them face-down on the planet (or on the planet
facility). They now form a single Away Team. You may not divide your crews or Away Teams into separate groups, except
when permitted or required to do so by a card or another rule.
Later, we'll discuss dilemmas and mission attempts. In practice, dilemmas will frequently cause your crews and Away
Teams to become separated, by stopping, disabling, dividing, or putting in stasis your personnel. This is actually a
good thing: personnel who are the victim of early dilemmas like Blended form a separate team for the rest of the
mission attempt, which protects them when a team-wiping dilemma like Barclay's Protomorphosis Syndrome shows
up. It won't save you from V'Ger or Crytalline Entity, but it helps!
When your personnel are on an opponent's ship or facility, they still form an Away Team, but they also become intruders.
Intruders cannot attempt missions, but they can start personnel battles, and they are in a good position to commandeer
their hosts. Intruders are not necessarily hostile; indeed, cards like Open Diplomatic Relations and Ferengi Trading Post
positively invite friendly "intruders" to board opposing ships and facilities.
"You're nothing to him. He's not interested in your life form. He's just a scout, the first
of many."
—Q
The Borg have a single-minded focus on their current objective. They are concerned only with outside elements if
they interfere with that objective. Thus, Borg personnel may not form Away Teams unless permitted by another
card (for example, Assimilate Starship or Near-Warp Transport) or when counter-attacking.
Whenever your personnel move, whether by choice or by force, they may carry any number of Equipment cards with
them. Equipment is not carried by any specific personnel, but is carried (and used by) the entire team as a whole. (There
are a few exceptions, like Mobile Holo-Emitter and Data's Head, which are "worn" or "placed on" a single, specific
personnel.)
BEAM
"I signed aboard this ship to practice medicine, not to have my atoms scattered back and
forth across space by this gadget!"
—Dr. McCoy
In the Star Trek universe, all modern facilities and vessels are equipped with transporters, which are devices that allow
near-instant teleportation of personnel and equipment en masse. In the Star Trek CCG, using the transporters
("beaming") is the normal way to move your crews and Away Teams between ships, planets, and facilities. All Ships and
Facilities have transporters unless the card indicates otherwise.
Transporters can't beam through SHIELDS, so operating transporters implies that your ship or facility's SHIELDS are
dropped during the transport. This currently has few gameplay implications except for Dropping In, which can be
played in response to a beaming action. It also explains why you may beam over to an opponent's ship or facility if
it is unshielded.
As always, you may not deliberately place any personnel in a house arrest situation, so you may not beam one of
your personnel onto one of your own incompatible ships. If you are acting as an intruder on an opponent's ships or
facilities, of course, incompatibility is not only permitted but expected.
Special beaming cards such as Near-Warp Transport, Emergency Transporter Armbands, or Extradition do not
provide transporters and do not allow you to use your opponent's transporters. They do not overcome obstacles to
beaming, such as Atmospheric Ionization, Barclay Transporter Phobia, Katherine Pulaski's beaming restriction, or
being stopped. Special beaming cards simply allow you to use existing, functional transporters in unusual ways.
There is no limit to the number of times you can beam during your turn.
Any ship or facility that you control, even if it has no personnel onboard, may use its transporters to beam your
personnel to or from that ship or facility. You may beam to (or from) your other ships or facilities at the same location,
to (or from) your opponent's unshielded ship or facility at the same location, or, if your transporters are at a Planet
location, to (or from) the planet's surface.
You may only use your opponent's transporters at a usable facility or ship.
Tip: Boarding? Have a Plan!
Since you can't use most of your opponent's transporters, you should always have a plan for extraction before
boarding an opponent's ship or facility. Otherwise you may find your Away Team trapped on a docked ship at an
enemy outpost for the rest of the game!
WALK
STAFF A SHIP
"I've had my share of piloting experience. Actually only two lessons, and they were in a
shuttlecraft on the Holodeck, but I showed great intuition. Where's the helm?"
—The Doctor
In order to dock, undock, or move a ship, you must meet its staffing requirements. A ship's staffing requirements are
listed on the card, usually as icons representing Command ability ( ) or Staff ability ( ). A ship is staffed when:
A dual-personnel card has only one affiliation icon (even if multi-affiliation, it has only one affiliation at a time)
which may be used for staffing by either of the personnel, but not both. For example, Third and Fourth may
contribute one icon and one icon toward staffing a Borg Cube, but not two icons.
One personnel cannot supply more than one required staffing icon, even if the personnel has more than one of the
required icons. For example, a Borg Cube normally requires seven personnel to staff it, even if the Borg Queen or
Locutus of Borg is aboard.
A personnel may contribute only one staffing icon to staffing requirements, but may contribute any number of skills
and characteristics, even if already contributing a staffing icon. (There are no cards to which this rule is applicable
at this time.)
For staffing purposes only, a personnel with may substitute for a required .
Full staffing is required only for movement. Any ship which has at least one personnel of matching affiliation on board
can attempt a mission, initiate battle, or fire weapons, even if the ship is not fully staffed. Any ship, including an empty
one, may use its transporters.
"Close exterior hatches, depressurise the airlock. Detach umbilicals, clear all moorings."
—Kira Nerys
Your outposts allow your ships to dock and undock. Your ship must be compatible with your outpost to dock, but its
crew does not have to be.
Some cards, such as REM Fatigue Hallucinations, Incoming Message - Romulan, and Spacedock, require that a ship
"return to", "stop at", or otherwise visit a compatible outpost (or other space facility). Ships must be docked to meet
the conditions of this gametext; they may not simply be at the same location. (This is because, when those cards
were released, all cards at the facility's location were considered "docked.")
Docking and undocking are forms of ship movement that use no RANGE. To dock or undock from your outpost, your
ship must be staffed. Since it uses no RANGE, there is no limit on the number of times a ship may dock or undock in a
turn. Place docked ships beneath the facility card .
While docked, your ship gains SHIELDS equal to 50% of the facility's SHIELDS. Docked ships may not attempt missions
or fire WEAPONS (even to return fire when attacked). Docked ships are not destroyed if the facility is destroyed.
Outposts repair only docked ships.
When a ship is played to a facility that allows docking, it must enter play docked.
CARRIED SHIPS
Some cards, such as Engage Shuttle Operations, permit ships to be carried aboard other ships. Like docking and
undocking, launching and recovering a carried ship is a movement action that uses no RANGE, which requires the carried
ship to be fully staffed.
Game text that allows you to launch carried ships also (implicitly) allows you to recover such ships.
Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is
controlled by a different player.
Cards that may not target docked ships also may not target carried ships. Carried ships cannot be targeted in battle
(they are not present with opponents' ships).
If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a
ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your
landed U.S.S. Voyager, you must have a card such as Blue Alert to allow it to take off, using 2 RANGE.
Carried ships are present with the carrying ship, and with the crews of both ships.
If a carried ship is destroyed (for example, by Warp Core Breach), the carrying ship is damaged.
FLY A STARSHIP
A ship "warping" past a location cannot affect, and is not affected by, cards at that location (unless the card says it
affects ships passing by), even if an action suspends play at the moment the ship is passing the location. For
example, if play is suspended when a ship is passing the ❖Nebula mission and the opponent scores points while
play is suspended, that ship does not face a dilemma.
When moving a ship to the location of a usable space facility, your ship remains undocked unless you dock it by
placing it beneath the facility (or on top of an appropriate Site).
A ship does not have to move all of its RANGE on a turn. A ship can stop at each location as it moves, or it can "warp
past" locations without stopping there (but still using RANGE).
LAND & TAKE OFF
"Harry, vent all plasma from the nacelles, transfer available power to atmospheric
thrusters and stand by to commence landing sequence."
—Kathryn Janeway
Some ships are able to take off or land on Planets. Landing and taking off is a movement action that uses no range
(unless stated); thus, it requires full staffing.
Landed ships may not attack or be attacked by ships or Away Teams unless a card specifically allows it. Landed ships
may not be targeted by any card or effect that targets a ship (such as Loss of Orbital Stability), unless the card
specifically allows it to target a landed ship (such as Hirogen Hunt). However, cards may report and beam to (or from) a
landed ship as normal.
"Captain, if these sensors are working, we're over seventy thousand light years from
where we were. We're on the other side of the galaxy."
—Harry Kim
It is not legal to move between quadrants unless permitted or required by a card.
Any gametext which allows or requires a card to move directly from one location to another may potentially move
that card to a different quadrant. Examples of cards that could cause movement between quadrants include Iconian
Gateway, Wormhole, Where's Guinan?, and Mysterious Orb.
However, cards whose gametexts refer to the "spaceline" or to a distance (such as the "most distant planet") can
only cause movement within the current quadrant. Examples include The Traveler, Where No One Has Gone Before,
Female Love Interest, and Magic Carpet Ride OCD.
Typically, players use Bajoran Wormhole to move between the Alpha and Gamma Quadrants, and Bajoran
Wormhole: Mirror Universe to move between the Alpha and Mirror Quadrants. Mirror players also use Crossover and
Multidimensional Transport Device. The Caretaker's Array is useful for non- Delta Quadrant travel, while
Transwarp Network Gateway is typical for players. Other cards that frequently appear in decks that need
quadrant travel are Barzan Wormhole and the classic Wormhole.
TIME TRAVEL
"The Vulcan Science Directorate has determined that time travel is impossible."
—T'Pol
Time Travel is movement between a time location and a spaceline location, or between two time locations. It is not
legal unless expressly permitted or required by a card.
Tip: Time Travel Strategies
The five main cards used for time travel are (from most to least common): Temporal Conduit, Out of Time (especially
for decks, thanks to Daniels), Temporal Vortex, The Guardian of Forever, and finally Orb of Time (which is the
most flexible time travel device, but also the hardest to set up).
Some time travel-enabling cards, like Out Of Time, specify that they only permit time travel between a time
location and its corresponding spaceline location. The corresponding spaceline location is the card (usually a Mission
card) whose location (stated in its title or lore) matches the location stated in the time location's lore. For example,
playing Out Of Time allows you to move your temporal agent between Khitomer Conference (located on 2293
Khitomer) and Khitomer Research (the Mission card for present-day Khitomer), or between Montana Missle Complex
(located on 2063 Earth) and Espionage Mission (the Mission card for present-day Earth), but it would not allow you
to move between Montana Missile Complex and Khitomer Research (a time location and a non-corresponding
spaceline location), or between Montana Missile Complex and Khitomer Conference (two time locations).
It is possible for multiple time locations to exist at the same spaceline location. For example, a player (if he or she
were insane) might play Espionage Mission (Earth) with Montana Missle Complex (2063 Earth), Cetacean Institute
(1986 Earth), and 22nd-Century San Francisco (2154 Earth). If you want to travel between time locations at the
same spaceline location without having to pass through the spaceline location (for example, you want to go straight
from Cetacean Institute to Montanan Missle Complex without stopping at Espionage Mission), you will have to
carefully read the gametext of the card that is making your time travel possible. For instance, Orb of Time supports
this use, because it permits "time travel" without restriction. But Out Of Time only permits time travel "between a
time location and the corresponding spaceline location," which means it cannot support direct time travel between
two time locations.
Even if a time location's corresponding spaceline location is "destroyed", that Mission card remains the
corresponding spaceline location. For example, if Khitomer Research (location: present-day Khitomer) is destroyed
by a Supernova, your Ensign Jameson can still use Out Of Time to travel between that location and Camp Khitomer
(location: 2293 Khitomer).
ATTEMPT A MISSION
The mission. Whether it's exploration or relief, diplomacy or combat, the mission is at the heart of every Star Trek
episode — and the Star Trek CCG.
Of course, missions rarely go as planned. You'll beam down to do some Changeling Research with a research team, but
you'd better bring weapons and Security officers to keep them safe, or they might fall prey to a Berserk Changeling. It's
even more important in space, where a mission to Observe Stellar Rebirth could end in catastrophe for an entire
starship if they're not prepared for everything they might find. But, if you survive the dilemmas your opponent has left
for you and solve the mission, you're one step closer to winning the game.
In Open format, any player may attempt any mission as long as the attempting crew or Away Team meets the
affiliation requirements.
At a Planet mission, any single Away Team that is present on the planet's surface may begin a mission attempt. At a
Space mission, any single undocked ship may begin a mission attempt. (The ship must have at least one personnel
of matching affiliation aboard.)
To attempt (or solve) a Dual-Icon Mission like Deliver Cargo, you must have both an Away Team on the planet
and a crew in orbit, both of which must have at least one personnel who allows the attempt (for instance, by
matching one of the affiliation icons on the Mission).
During a mission attempt at a Dual-Icon Mission, Planet dilemmas are encountered by the Away Team only, and
Space dilemmas are encountered by the crew only. When Dual dilemmas or Q-icon cards are encountered,
the attempting player may choose which team encounters it. When a card like Kobayashi Maru Scenario targets
attempting personnel randomly, the attempting player chooses which team it targets. When a card like All Available
Personnel checks or restricts how many personnel are attempting the mission, it includes both teams unless
otherwise specified. (For example, Villagers With Torches uses the words "on planet," specifying the Away Team
only.)
Once all dilemmas are cleared, the two teams may combine their skills to meet the mission requirements.
To attempt a mission, you must have at least one personnel present whose affiliation matches one of the icons (or
meets alternate qualifications) given in the mission's affiliation box. All compatible personnel in the crew or Away Team
may assist that personnel, and may contribute skills and other attributes to the mission requirements. You do not need
to meet the mission's requirements in order to begin a mission attempt.
Some cards, like Quantum Torpedo or Homefront, may add further restrictions on beginning a mission attempt.
However, they do not affect a mission attempt once it is in progress.
The rules for mission attempts, mission scouting (by ), and Empok Nor commandeering are largely identical. For
simplicity's sake, all further references in this section to a "mission attempt" include scouting and Empok Nor
commandeering attempts, unless patently inapplicable.
Simply announce that you are beginning a mission attempt with your ship or Away Team. Mission attempts are a single
action, so, once the attempt has started, you will not be able to do anything else (except as a valid response or by
suspending play) until the entire mission attempt is completed.
If there are cards seeded under this mission, slide the bottom seed card out from under the mission, reveal it face-up,
and begin working through the mission's challenges! If there are no seed cards, you may try to solve the mission.
ENCOUNTERING DILEMMAS
Most cards seeded under a mission are probably Dilemmas, or are cards that function as Dilemmas. Either way, you're
in trouble!
Clarifications: "Combo" Dilemmas
There are a total of six "combo dilemmas" in the game. These rules apply only to them and may otherwise be
ignored.
A combo dilemma is a two-dilemma combination in one Dilemma card. (Example: Male's Love Interest & Plague
Ship) Encountering a combo dilemma is like encountering two separate dilemmas: if you meet the conditions of the
first half, you continue on to face the second half; if not, you place the card back under the mission and will have to
face the first half again. However, some combo dilemmas with conditions say "not repeatable" in the first half; this
phrase takes the place of "discard dilemma" and means that the first half is conceptually discarded after you face it;
when you or your opponent encounter that same exact card on another attempt, the first half of the combo is
skipped. If the first half has no conditions (for example, Male's Love Interest), it is always conceptually discarded
after it has its effect.
Cards that specifically affect the first half of a combo dilemma do not automatically affect the second half. For
example, if Male's Love Interest is discarded by Senior Staff Meeting or nullified by Kareen Brianon you still
encounter the Tarellian Plague Ship half of the card. Similarly, if, during an encounter with Alien Parasites & REM
Fatigue, you fail to overcome Alien Parasites and your opponent uses your personnel to re-attempt the mission,
they will begin by facing REM Fatigue Hallucinations. Any Mission Fatigue in play "stops" a personnel before each
dilemma, so one personnel will be "stopped" before each half of the combo.
You may not legally seed a combo dilemma at the same location as either of the original dilemma cards on which it
is based; the second one encountered would be a mis-seed. If the mis-seed is the first half of a combo dilemma,
place it "conceptually" out-of-play while you encounter the second half, then place it physically out-of-play once the
second half has been resolved.
Likewise, you cannot legally seed more than two of any dilemma, including a combo dilemma that includes it. For
example, if you seeded two copies of Radiactive Garbage Scow and an additional copy of Female's Love Interest &
Garbage Scow, that would count as three copies of Radioactive Garbage Scow, and your deck would be disqualified.
Gender is Irrelevant: Gender-related requirements or targets on dilemmas are ignored, unless the dilemma is
specifically identified as "Borg-related." If there is an alternative which is not gender-related, a Borg must use
that. Otherwise, the dilemma is discarded (it is not considered overcome). For example, must meet the first
requirement on Unexpected to avoid its conditional effect, but Matriarchal Society and Talosian Cage are discarded
without effect. The Borg Queen is female. All counterparts are male. Borg drones have no gender unless specifically
identified.
Classificiation is Irrelevant: Any cards which specifically require or change a "classification", such as Scottish Setter,
do not affect .
Bonus Points are Irrelevant: Because cannot score bonus points, any dilemma which shows bonus points must be
played out normally, but any bonus points scored are ignored. When overcome or cured, the dilemma is placed out-
of-play as normal (instead of the bonus point area). If a dilemma presents a choice between scoring bonus points
and some other option, a Borg player must select the option without bonus points.
Missions are Irrelevant: Because scout locations instead of attempting missions, all game text referring to a mission
attempt (such as Edo Probe's "Abandon mission attempt" or Dead End's "Mission may not be attempted") do not
affect . Ignore such text, and discard the dilemma if it is wholly inapplicable. However, the phrase "Mission
continues" is uniquely important in dilemma resolution (see conditional effects), and means "Scouting continues"
for Borg.
Clarifications: Reading and Responding to Dilemmas
Dilemmas are intended to be read by the encountering player. All references to "you", "your", and "your choice" refer
to the encountering player. "Opponent" or "opponent's choice" refer to the encountering player's opponent.
On a dilemma card with more than one effect, each effect should be encountered and resolved in sequence. For
example, Menthar Booby Trap first causes the effect of preventing the ship from moving, then causes the effect of
killing a member of the crew.
If a dilemma is "doubled" (for example, by Lore), all features of the dilemma are doubled, including requirements,
effects, and point values. However, some cards double only parts of a dilemma, like Howard Heirloom Candle,
which doubles effects only, and Shades of Gray: Brutality, which doubles requirements only.
Each dilemma encounter is a sub-action of the mission attempt (which is a group action). Like the mission attempt
itself, the encounter cannot be interrupted except by a valid response or a card which suspends play. Normally, you
may not respond to a dilemma until all potential targets for the dilemma have been chosen and the crew or Away
Team's ability to meet any requirements has been checked. (Only at this point is the dilemma considered "just
encountered" for cards like Beware of Q.)
Playing a card that nullifies certain dilemmas, such as Plexing, is a valid response to encountering such a dilemma.
Likewise, activating a card that enhances certain dilemmas, such as Shades of Gray: Anguish, is a valid response
to any player encountering one of those dilemmas.
After you flip a dilemma face-up during a mission attempt to reveal it, the crew or Away Team begin an encounter with
that dilemma.
Each dilemma has one or more effects, such as, "kills one personnel with SCIENCE (random selection)", "when
countdown expires, ship is destroyed", or "cannot get past". Effects may be automatic or may have conditions, which
cancel the effect if met.
Some effects are subject to triggers. If the trigger condition is not met, then the effect is nullified. For example,
Maman Picard has the automatic effect of sending your ship to the end of the spaceline, but the trigger for this
effect is "If this is a Federation ship...". If the attempting ship is not , this effect is nullified. Since there are no
remaining effects on the dilemma, it is removed.
Similarly, if an effect targets cards with a specific feature, and there are no cards present that have that feature, the
effect cannot be "triggered" and is nullified instead. For example, if you encounter Empathic Echo and there is no
one present with Empathy, it is removed; if you encounter Female Love Interest and there are no females in your
Away Team, it is removed.
Likewise, if an effect requires you to choose a target, and there is no valid target in play, the effect cannot be
triggered and is nullified instead. For example, if you encounter Conundrum and your opponent has no ships in play,
it is removed. If you encounter Hippocratic Oath but there are no planets on the spaceline, it is removed.
If multiple targets with different specific features are specified (for example, Dejaren targets one personnel and
one non- personnel), and only some are present, target those that are present.
Note that dilemma requirements are not "targeting" the required skills and attributes. You cannot ignore a dilemma's
requirements. For example, if you encounter Ferengi Ingenuity and you cannot overcome the requirement of
stopping a team member who has Computer Skill (because you have no Computer Skill present), then you fail the
mission attempt, all your personnel are stopped, and the dilemma is reseeded under the mission to be encountered
again.
Similarly, a specified number of personnel is not a "specific feature;" if a card like Armus: Roulette specifies that four
target personnel are to be selected, but only two personnel are present, it selects those two.
Some triggers have alternative effects. For example, Cybernetic Homing Device has an automatic effect ("opponent
may move ship up to printed range") with the trigger ("If android or non- Borg aboard"). If the trigger condition is
not met, that effect is nullified, but is replaced with a different effect (cannot get past without CUNNING > 36).
A dilemma is removed from the mission's seed cards once all its effects have been resolved and all conditions have
been met. Some removed dilemmas enter play, with long-term effects. However, most removed dilemmas are
discarded.
Clarifications: Cards with Alternate Removal Destinations
Some dilemmas, when removed, are not discarded, but instead are placed elsewhere, such as atop the mission, on
the attempting ship, or on table...often as a consequence of failing to meet the dilemma's conditions.
If, for any reason, the dilemma is not placed on a valid target, all subsequent text on the dilemma is ignored. For
example, if you encounter "God" and you prevent it from being placed on the mission (by having two personnel
present with INTEGRITY > 7), the dilemma is discarded and the mission continues – even if you do not have a ship
in orbit.
Remember that discarded dilemmas are not sent to your discard pile like other cards. Discarded dilemmas are
placed out-of-play.
AUTOMATIC EFFECTS
"You may win this war, Commander, but I promise you, when it is over, you will have lost
so many ships, so many lives, that your victory will taste as bitter as defeat."
—Founder Leader
Effects that have no requirements happen automatically. Examples include Artillery Attack, which automatically kills
some number of personnel, Murasaki Effect, which penalizes beaming at this location, Fractured Time, which reduces
your mission team to nine personnel, and the first effect of Armus: Energy Field, which stops (at least) one personnel.
(The second effect of Armus: Energy Field is conditional.)
When your mission team encounters an automatic effect, simply follow its gametext. If all of the effects you face in a
dilemma encounter are automatic effects, your mission team automatically removes it at the end of the encounter. (The
dilemma is discarded unless otherwise specified.) Thus, Chula: Crossroads is removed and discarded as soon as the
personnel targeted by it have been stopped. I'm Not Going To Fight You is removed as soon as its download is complete
and placed on the mission for a persistent effect. Chula: The Lights has both an automatic effect (returns a personnel to
hand) and a conditional effect (cannot get past without a certain amount of Cunning); it is not removed and discarded
until the condition is overcome.
CONDITIONAL EFFECTS
"If we can't find a way to stop them, they'll tear the ship apart."
—B'Elanna Torres
Many effects can be prevented if you overcome certain conditions. If you meet the conditions for all such effects on a
dilemma, the dilemma is removed and discarded. Examples include "God", which has a condition of two personnel who
each have INTEGRITY > 7, Ancient Computer, which has several skill requirements, and Dead End, which has a condition
of having at least 50 points. Conditions are often prefaced with the words "unless" or "to get past."
However, if you fail to meet the conditions of any of the active effects on a dilemma, the dilemma is not removed.
Failing to overcome a conditional effect has all of the following consequences:
Tip: A Few Examples
Basic Example: if you encounter Astral Eddy, check your crew. If they have Navigation, Physics, and 2 ENGINEER, the
dilemma is removed. Otherwise, they fail to overcome the dilemma. One crew member is killed, the mission
attempt fails, the ship and crew are stopped, and the dilemma is replaced under the mission to be encountered
again.
Advanced Example: if you encounter Spatial Rift, first resolve the automatic effect ("Two personnel (random
selection) are discarded unless their combined CUNNING > 14"). Then face the conditional effect ("To get past...")
with its conditions ("...requires Astrophysics and 2 ENGINEER). If you still have those requirements after potentially
losing your two personnel, the dilemma is removed; discard it and proceed with the mission. If not, you fail to
overcome the dilemma. It takes effect (you can't get past), the mission attempt fails, and all your involved ships and
personnel are stopped. Then the dilemma goes back under the mission to be encountered again (in full). Next time
you attempt it, you will probably lose two more personnel to the automatic effect before you get the chance to
meet the requirements and overcome it!
"Discard Dilemma": Alice has a condition of 2 Computer Skill and Biology. If that condition is not met, the personnel
with most Navigation is captured, the mission attempt fails, and the mission team is stopped (along with their ship,
if at a mission)... but Alice itself is removed and discarded, instead of being put back under the mission to be
encountered again.
"Mission Continues": Hunter Probe has the effect of (eventually) killing two personnel, which can be prevented by
meeting the condition of having 2 SECURITY and 2 Anthropology present. Normally, failing to meet this condition
would not only mark two personnel for death, but would also stop the mission attempt and mission team. However,
because the card says, "Mission continues," the dilemma is removed, and the mission attempt goes on. (The two
personnel then die at end of turn).
There are two main exceptions to these consequences for dilemma failure:
If a dilemma states, "Discard dilemma", then the dilemma is removed and discarded after it is encountered, even if the
mission team failed to overcome its conditions. The mission attempt still fails, and the mission team is still stopped, but
at least the dilemma will not be encountered again!
If a dilemma states, "Mission continues", then the dilemma is removed even if the mission team fails to pass it. The
mission attempt continues and the mission team is not stopped.
CURES
"By golly, Jim, I'm beginning to think I can cure a rainy day!"
—Dr. McCoy
Some dilemmas have an ongoing effect that can be cured by meeting a set of cure requirements – after the dilemma has
taken effect. First, the effect happens, which removes the dilemma from the mission's seed cards (it will not be
encountered again). Then, if the required skills are present, it is cured immediately, before the next dilemma is
encountered. If not, then the dilemma remains in play until cured or otherwise discarded. The cure requirements on a
dilemma apply to all its effects; once a dilemma's cure requirements are met, the entire dilemma is discarded. Curable
requirements are always marked with the word "cure."
Tip: Cure Examples
Basic Example: when encountered, Horta is removed from the mission's seed cards, placed atop the mission, and
kills a member of your Away Team. This kill repeats each turn, establishing an ongoing effect. It can be cured with 2
Leadership, 2 Mindmeld, and 2 Exobiology — but only after the first person has been killed (hopefully it didn't get
one of your Exobiologists!). If it can't be cured immediately, the mission continues, but the dilemma remains on the
planet until its cure requirements are met.
Multiple-Effect Example: when encountered, Menthar Booby Trap is automatically removed from the mission's seed
cards and placed on the attempting ship. Its first effect is that the ship cannot move, with a cure requirement of "2
ENGINEER aboard". This is followed by a second effect (killing a random crew member), unless the crew meets the
condition of having MEDICAL present. The mission team may cure the first effect with 2 ENGINEER, but only after it
has been placed on the ship and after any deaths that result from the dilemma's second effect.
Multiple-Condition Example: Ankari "Spirits" has a single effect — killing large numbers of your personnel — but two
conditions. The first requirement ("3 Honor and INTEGRITY > 35") is a normal dilemma condition; if the crew does
not meet this condition, they fail to overcome the dilemma. The dilemma is placed on the ship, two personnel are
killed (and an ongoing effect begins), the mission attempt fails, and the ship and crew are stopped. Now the
original condition goes away, and is replaced by a cure requirement ("Cure with 3 ENGINEER and Exobiology"). If it
can be met now, the dilemma is cured and placed out-of-play (but the dead people remain dead, and the ship and
crew are still stopped, because they failed to overcome its conditions). Otherwise, it remains on the ship until it is
cured by 3 ENGINEER and Exobiology. Since 3 Honor and INTEGRITY > 35 is not a cure requirement, it is irrelevant
after the initial encounter.
Nullification Example: Framed For Murder plays on a unique personnel present and prevents that personnel from
using skills or staffing icons. It has a nullifier: "Nullify with any personnel who has CUNNING>9 and Biology OR
Law." If you have a personnel who meets those conditions, the dilemma is immediately discarded, before your
opponent has the chance to place it on one of your personnel. Otherwise, the dilemma is placed on one of your
personnel and remains there until some personnel arrives who has CUNNING>9 and Biology or Law. Either way, the
mission continues.
Another Nullification Example: Do You Smell Something Burning? has the effect "stops half your Away Team" with the
nullifier "Nullify with a cook, ANIMAL, or Lure of the Nexus." If a cook or ANIMAL is present, the dilemma is
immediately discarded, before any personnel are stopped. If the player encountering the dilemma has Lure of the
Nexus available to play from hand or by download, he or she may do so, which also discards the dilemma before
any personnel are stopped. If those conditions cannot be met, the effect occurs. The mission continues with the
remaining unstopped Away Team members. (The "Mission continues" text at the end is redundant.)
Examples include Komar Possession, which stops personnel every turn until cured with 3 SECURITY, Emergent Life-
Form, which takes control of a ship's movement until it is cured or expires, and Nitrium Metal Parasites, which destroys
the host ship in two turns. Cure requirements are often harder to meet than normal requirements, because the effect
hits first. For example, Data Has Some Issues is cured with 3 ENGINEER, but first it stops a personnel present. If that
personnel happens to be one of your engineers, and you don't have any extra, too bad! You can't cure the dilemma this
turn, and people are going to start dying!
Failing to immediately meet a cure condition does not cause mission failure.
NULLIFIERS
"This is the nanovirus Axum designed to prevent the Borg from detecting those with the
genetic mutation. But I've modified it to nullify their cortical inhibitors instead."
—The Doctor
Some dilemmas state they can be nullified. Some form of the word "nullify" is always used. When a nullifier requirement
is met, the dilemma is discarded. A nullifier can be met either immediately when the dilemma is encountered and
before it takes effect (like a condition) or, if it has an ongoing effect, at any time after it takes effect (like a cure).
For example, Dial-Up stops some personnel, but has the nullifier "Nullify with 3 Computer Skill and Anthropology." An
Away Team facing this dilemma may check immediately for 3 Computer Skill and Anthropology, before stopping any
personnel. If the requirements are not present, mission continues, but the dilemma can still be discarded later
whenever 3 Computer Skill and Anthropology are present. The dilemma self-nullifies when its countdown timer
reaches zero.
DILEMMA BONUS POINTS
Some dilemmas, like Microvirus, have a bonus point box on them, but do not specify how to earn the points. These
points are scored by meeting the dilemma's requirements during the mission or curing the dilemma afterward. Instead
of being discarded or placed out-of-play, dilemmas you score from should be placed in your bonus point area.
You do not score the points if you fail the dilemma's requirements. For example, if you fail to meet the requirements of
Barclay's Protomorphosis Disease and your mission team dies, the dilemma is still removed and discarded, because it
says "Discard dilemma." But you don't score 10 bonus points from it, because you did not overcome it.
OTHER SEEDS
Besides Dilemmas (and cards that function as Dilemmas), you may encounter other cards beneath a mission.
Artifacts may be seeded at any planet mission, and several other cards (such as Search for Weapons and Cryosatellite)
will allow you to seed personnel or equipment beneath a mission. If you encounter one of these cards during a mission
attempt, place it face-up beneath the mission and continue to the next seed card. The player who solves this mission
will earn all these cards.
MIS-SEEDS
Any card revealed at a mission that cannot be legally encountered at that mission is immediately placed out-of-play (it
is not encountered).
Mis-seeds include (but are not limited to):
In rare situations, it is possible for a card seeded legally to become a mis-seed during the course of play. For
example, Cryosatellite allows you to seed three personnel under a mission. If you discard your own seeded
Cryosatellite during a mission attempt (for example, with a Pla-Net), those personnel become mis-seeds. These mis-
seeds are placed out-of-play as normal when encountered, but they do not affect your ability to solve the mission.
If a player encounters his or her own mis-seeded card at a Mission, that player cannot solve that mission (or any
Objective targeting that Mission) for the rest of the game. At Empok Nor, encountering your own mis-seed permanently
prevents you from taking initial control of the station (but you may commandeer later).
Once all seed cards under a mission have been encountered, and there are no dilemmas remaining beneath the
mission, check your remaining personnel present. If they meet the mission requirements, they solve the mission; slide
it a half-card length toward you to mark it complete. The completed mission remains on the table as a spaceline
location, but cannot be attempted again. (It can be scouted.)
Clarification: Individual Requirements
Some cards, like For The Cause and Cytoplasmic Life-form, manipulate individual mission requirements separately.
Each required skill (including classifications), total attribute level, characteristic (or combined characteristic), or
condition is considered a single requirement. For example:
Find Hidden Base has 7 requirements: 3 requirements of SECURITY (which can be satisfied by skills or
classifications or both), 2 requirements of Leadership, and 2 requirements of a hand weapon.
Patrol Neutral Zone has 2 requirements: 1 Leadership and the condition that there be no opposing ships in the
Neutral Zone Region.
Search For Rebels has 5 requirements: 2 requirements of SECURITY, 1 requirement of CUNNING > 30, 1
requirement of Professor Sisko (a characteristic), and 2 requirements of " leader." The latter is a combination
of two characteristics; both characteristics must be on the same personnel. For example, The Intendant counts
as one " leader", but Commander Leeta and Dorza do not. The "OR" wording means that not all these
requirements must actually be met to solve the mission.
If requirements overlap due to replacement, they are added. (If attribute requirements overlap, the larger is used.)
For example, if For The Cause is used to replace the OFFICER requirement on Intercept Maquis (with Leadership +
SECURITY + CUNNING > 30), the requirements change from OFFICER + SECURITY + CUNNING > 24 to Leadership +
SECURITY x2 + CUNNING>30.
A mission attempt using alternate requirements provided by an objective is exactly like any other mission attempt.
You do not need to have the requirements in the Away Team, and you score the point value of the underlying
mission when you complete it. The mission cannot then be completed with its normal requirements. In order to
gain any additional benefits from such an objective (such as Establish Trade Route's download of a Ferengi Trading
Post and equipment upon completing the mission), you must complete the targeted mission using the objective's
alternate requirements. If an objective allows a different affiliation to attempt a mission than the icons on the
Mission card, only that affiliation may use the requirements provided by the objective.
You must declare before the mission attempt begins which card's set of requirements you are attempting under. You
may not solve the mission using the other set(s) of requirements during this attempt.
Solving a mission is not optional. If your personnel meet the requirements at the end of the mission attempt, they
solve it.
You may choose which personnel to use to meet mission and dilemma requirements, and in which order. Any
"excess" personnel are not required to apply their skills, etc. toward meeting the requirements. Thus, a personnel
with Picard's Artificial Heart will not die when facing a dilemma with a STRENGTH requirement if you can satisfy
the requirement with other personnel in the Away Team, and Matthew Dougherty will not score points from Collect
Metaphasic Particles if his Treachery is not specified as contributing to the requirements.
Additional points provided by a Mission card's gametext (such as the additional points for discarding Youth
personnel at Conceal Unlikely Society) or an Objective explicitly affecting that Mission's point value (such as Launch
the Phoenix) are part of the points earned for solving the mission, not bonus points. Points provided by any other
card card, such as Assign Mission Specialists, are bonus points. This matters both for the official win conditions,
which limit the number of points that can come from bonuses, and players, who cannot score bonus points.
Once you have completed a mission, its points cannot normally be taken away from you. Even if a Mission is
destroyed by a card like Black Hole or Supernova, you retain the points scored from it. Only cards that explicitly
modify the point value of completed missions, such as I Tried To Warn You and Hero of the Empire, can do that.
Now, any gametext triggered by solving the mission is resolved. (For example, after solving Host Metaphasic Shield
Test, you may download Metaphasic Shields to any of your ships at that location.)
Then, artifacts are earned and other hidden seeds are resolved (the solver may decide the order in which they are
earned and resolved). If you earn personnel from a mission attempt, any personnel you seeded join your crew or Away
Team if compatible, form a separate Away Team if not, or are placed under house arrest if aboard a ship. Personnel
seeded by your opponent are captured. Earning seed cards is neither a card play nor a reporting-for-duty action.
(However, some Artifacts are played immediately when earned; these card plays do count as a free card play.)
Finally, you score the mission points, plus any bonus points you earned (for example, with Assign Mission Specialists)...
even if the personnel who earned those points have been moved away (for example, by Magic Carpet Ride OCD).
The mission attempt is now complete, and cards which respond to that (such as Particle Fountain) may be played.
MISSION FAILURE
During a mission attempt, a lot can go wrong, but your hardy crews and Away Teams will try to venture on through
great adversity. Only a few dire conditions can completely stop a mission attempt:
During a mission attempt at a Dual-Icon Mission, if either the crew or the Away Team fails the mission for any
reason, then both fail the attempt. Additionally, if either team is stopped (for example, by failing to overcome a
dilemma), both are stopped.
Failing a mission attempt does not automatically stop the ship, crew, or Away Team that is making the attempt. If
your Away Team clears out all dilemmas under Insurrection, but then doesn't have the STRENGTH to solve the
mission, they fail the mission, but the unstopped personnel can still beam up and fly away, or even beam down
reinforcements and attempt the mission again.
On the other hand, by far the most common cause of mission failure is failing to overcome a dilemma. Failing to
overcome a dilemma with conditions does automatically stop the Away Team or ship and crew that encountered it.
If, just after encountering a dilemma, but before it has its effect, the entire crew or Away Team escapes the mission
attempt, reseed the dilemma. For example, if you play Emergency Transporter Armbands in response to a Firestorm,
and you beam out your entire Away Team (instead of just part of it), reseed Firestorm to be faced by the next
attempting Away Team.
No one remains in the crew or Away Team. (This may be because they are dead, stopped, disabled, relocated elsewhere,
or removed by some other means.)
After a dilemma is encountered, it is reseeded under the mission to be encountered again.
After resolving all dilemmas, the crew or Away Team cannot meet the mission requirements with its remaining
personnel.
When a mission attempt fails, unstopped personnel (on an unstopped ship, if at a Space mission) may reattempt the
mission. This is a new mission attempt, not a continuation of the previous attempt.
"In their collective state, the Borg are utterly without mercy; driven
by one will alone: the will to conquer. They are beyond redemption,
beyond reason."
—Jean-Luc Picard
The Borg affiliation does not attempt the petty missions of lesser, imperfect species.
Instead, players complete Borg-Only Objectives, such as Establish Gateway,
Assimilate Homeworld, or Reassimilate Lost Drone. Borg-Only Objectives, not
missions, are how the Borg Collective climbs to 100 points. Points scored from
Objectives are regular points, not bonus points. (See Borg Points.)
IN GENERAL
Borg-Only Objectives function like other Objective cards. Follow the instructions
on the card. All probing takes place at the end of your turn, unless the specific card says
otherwise.
Borg may never probe for a Borg-Only Objective if they've battled at the target's
location since the end of their last turn (even if the target has since moved). The single-
minded Borg cannot adequately analyze an objective while also defending the hive.
Finally, Borg may have only one face-up Borg-Only Objective in play at a time,
referred to as the current objective. ( Borg players may still have any number of non-
Objectives in play.)
SCOUTING
Many Objectives state that, before the Borg can bring the full might of the Borg
Collective to bear and complete them, they must first scout a location. This means sending
a single crew or Away Team to gather relevant data while neutralizing any resistance.
Once scouting is complete, it is permanent. Even if your opponent seeds an extra dilemma
beneath a scouted mission using Beware of Q or kills the last Borg aboard his ship, you do
not have to complete scouting again.
You may not probe for an objective on the same turn that you completed scouting for that
objective. Objectives that require scouting are complex tasks, and the single-minded Borg
cannot even begin those tasks until the area has been pacified. (However, cards like Service
the Collective and Relentless can accelerate the Collective's processing power.)
Missions Are Irrelevant: Scouting Locations
Instead of solving missions, Borg use objectives like Assimilate Planet and Consume:
Technology to scout locations. Scouting functions much like a mission attempt: a Borg crew
or Away Team announces the start of a scouting attempt, then encounters seed cards, just
like during a mission attempt.
While this is a kind of "attempt," it is not a "mission attempt," and it will not culminate in
"solving the mission." Borg ignore any card text that refers specifically to "mission"
attempts or "solving" the mission, such as the first two sentences of Radioactive Garbage
Scow.
Exception: "Mission Continues"
If a planet is assimilated by the completion of an objective, the planet becomes part of the
Borg collective. All opposing personnel, equipment, and landed ships on the planet are
assimilated, becoming Borg under your control. All opponent's facilities at the location
are also assimilated, as are all opponent's cards aboard them. (You may report cards there,
but still must follow native quadrant restrictions.)
An assimilated planet cannot be attempted, its affiliation attempt icons are considered
irrelevant, and facilities requiring a matching icon can no longer be built there.
Scouting Ships
Scouting a ship is complete at the end of your turn if you have any active, unstopped Borg
aboard.
(Assimilate Starship may allow you to beam one Borg drone aboard as a scout. If so, you
must also have a way to beam through opponent's SHIELDS, such as Transport Drone.)
If your opponent attacks your Borg at that location, you may counter-attack during your
next turn by beaming any number of Borg aboard and initiating battle. Those Borg
are free to remain aboard.
Ship Assimilation
When the Borg assimilate a starship, the following transformations occur as the Borg
retrofit it:
Any ships carried aboard are assimilated. Personnel and equipment aboard are not. Any
cards played on or placed on the ship prior to assimilation (such as a Pride of the Fleet,
Cytherians, or a Pulse Disruptor damage marker) transfer to you.
BATTLE
"To all ships, this is Captain Sisko! Assume attack formation Delta Two! There's an old
saying: fortune favours the bold. Well... I guess we're about to find out."
—Benjamin Sisko
The final frontier is a dangerous place, and not everyone will want to be your friend. Your rivals may attack your
vessels, your outposts, your personnel, and even your planets. Whether in hand-to-hand ground battles or space-based
fleet actions, combat gives your enemies an opportunity not just to destroy you and your assets, but to capture your
personnel, paralyze your fleet, disrupt your operations, and even score points from your suffering. You must always be
prepared for it. You may even find it necessary to begin combat yourself in order to defend your interests — or your
honor.
INITIATING A BATTLE
Your ships, facilities, and Away Teams may initiate battle ("attack") as an action during your turn.
may never initiate battle unless permitted or required to by a card, usually an objective, (such as Eliminate
Starship or Conundrum), or as a counter-attack (see After the Battle).
After a battle is initiated but before a winner is determined, the opposing force is considered the "opponent" of your
cards in the battle, even if that card is self-controlled or under your control. In other words, cards like Ablative
Armor do not stop working while fighting the Planet Killer.
If a properly initiated battle (or "attack") is cancelled, prevented, or nullified (for example, with Magnetic North or
I'm a Doctor, Not a Doorstop), all cards involved have still participated in a battle and are stopped.
Reminder: Actions and Valid Responses
A battle is a single action composed of many sub-actions. Thus, once a battle has been declared (or initiated), no
player may take any other action until the battle has resolved... unless that action either suspends play or is a valid
response to the battle (or one of the battle's sub-actions).
For example, valid responses to battle actions could include playing Asteroid Sanctuary to escape a just-initated
battle, Weak Spot to reduce a ship's SHIELDS during the battle's Open Fire or Return Fire stage, or activating
Federation Flagship: Recovered (even if currently face-down) when your ship is destroyed during the battle's
Resolution stage.
On the other hand, once your opponent has declared an attack, it is normally too late to use Out Of Time to escape
by time travelling, even though the card states it may be used "at any time," because both the card play and the
time travel are new, separate actions, not valid responses to the battle action, and therefore may not be made until
the battle action is resolved. However, if you have Daniels in play anywhere at the location of the battle, you could
use his special download (if valid) to play Out Of Time from your deck or hand. Special downloading suspends
play, so Out Of Time would immediately play to the table, allowing your crew to escape the already-initiated battle.
Your personnel may attack any opposing personnel (or Rogue Borg) present with them. This is referred to as "personnel
battle" (sometimes "Away Team battle" or, if Rogue Borg Mercenaries are involved, "Rogue Borg battle"). Your ships and
space facilities with WEAPONS and your personnel of matching affiliation aboard may attack your opponent's ships and
facilities at the same location. This is referred to as "ship battle" or "space battle" (even if neither ships nor space are
involved).
Each of your ships, facilities, or Away Teams that wishes to initiate an attack must have a leader present. (A leader is a
personnel with OFFICER or Leadership.) Moreover, you may only initiate battle against cards you do not control. (For
example, you may not normally order your Klingon ship to attack your own Romulan ship.)
do not have leaders. Instead, forces initating an attack must have a personnel present.
Finally, you must obey affiliation attack restrictions:
A "mixed" force is subject to all the attack restrictions of its members. All cards in the force must be compatible. A
Romulan crew on a Non-Aligned ship is a Romulan force, may not be attacked by other Romulans, and
prevent their Non-Aligned ship from joining forces with with another Non-Aligned ship that includes
Ferengi crew. A Federation/ Klingon Away Team (enabled by Treaty: Federation/Klingon) is a Federation
force, and may not initiate battle (except against Borg). A Nor you control is "crewed" by all compatible personnel
aboard and has all their battle restrictions.
If a card specifically allows you to attack a specific affiliation (or faction), then you may attack any forces that
include that affiliation (or faction), even if other cards are working with them. For example, Admiral Leyton, who
allows present to attack , implicitly allows you to attack a mixed / force as well.
When a card, such as Emblem of the Empire, removes affiliation attack restrictions from a group of cards, they may
attack any affiliation, including their own. If cards from that group mix with other cards whose affiliation attack
restrictions have not been removed, the entire force is subject to the restrictions of the second group.
A card that allows a specific attack (e.g., Captain Kirk may initiate battle against non- ) does not permanently or
universally remove affiliation attack restrictions.
Most affiliations ( , , , , , , , , and ) have standard attack restrictions: they may attack opponents' cards
of any affiliation except their own. For example, your Starfleet-affiliation ships may attack your opponent's
Ferengi or Federation ships, but may not attack your opponent's Starfleet ships (or ships with Starfleet
personnel aboard).
, , , and have no attack restrictions. For example, your Klingon Away Teams may attack any opposing Away
Team, including another Klingon Away Team.
may initiate battle only against . Otherwise, may battle only during counter-attack, or when permitted or
required by a card.
PERSONNEL BATTLE
Personnel battles are fought between two opposing crews or Away Teams who are present with each other on a planet,
aboard a ship, on a station, or anywhere else your personnel may meet your opponents'.
Normally, personnel battles are waged between two groups of Personnel, who may be using Equipment (such as
Klingon Disruptor). However, a few exotic other cards can fight: a solitary Echo Papa 607 Attack Drone or a group
consisting of nothing but Rogue Borg Mercenaries and Crosis could also engage in personnel battle.
The battle proceeds in 6 stages:
1. Initiation: The attacking player announces the attack. He or she identifies which single crew or Away Team is
performing the attack and which single opposing crew or Away Team present they are targeting in the attack. The battle
has now been initiated.
2. Responses: Both players may now play or use cards that apply at the initiation of battle, such as Antique Machine
Gun, Bodyguards, D'k Tahg, or I Do Not Take Orders From You!.
3. Form Up: Cards that are not participating in the battle as combatants, including personnel who are disabled, stunned,
or mortally wounded, are set aside. Both players shuffle their remaining personnel (or cards which act as personnel), or
"combatants", then place them face-down on the table to form a "combat pile."
4. Combat: Both players simultaneously reveal the top combatant in their combat piles. These combatants are now
adversaries, and they fight. After applying relevant STRENGTH modifiers such as El-Aurian Phaser or Lower Decks,
compare their individual STRENGTH attributes:
If both cards in a combat pairing have special abilities, or if both players wish to respond to a combat pairing, the
player whose turn it is has the first opportunity to do so. For example, your Data has just engaged your opponent's
Fek'lhr who has '45 Dom Perignon present. You wish to play Android Headlock, while your opponent wishes to use
the ability on the '45 Dom Perignon. If it is your turn, you may play Android Headlock first (stunning Fhk'lhr, which
prevents him from using the '45 Dom). Otherwise, your opponent may use the '45 Dom Perignon first (stunning
Data instead).
In a personnel battle, both personnel on a dual-personnel card engage the same adversary, combining their
STRENGTH scores into one total after making any applicable adjustments to each personnel's STRENGTH. For
example, The Trois may each make use of a Starfleet Type II Phaser, for a total STRENGTH of (3+2) + (4+2) = 11
versus their adversary.
If one personnel's STRENGTH is greater than the other's, the higher-STRENGTH personnel may choose to stun his or her
adversary. (You may rotate stunned cards 90 degrees to signal their condition.)
If one personnel's STRENGTH is more than double the other's, that personnel may choose to stun or mortally wound his
or her adversary. (You may rotate mortally wounded cards 180 degrees to signify their condition.) However,
holograms may not mortally wound non- adversaries.
If both personnel have equal strength, neither can stun or mortally wound the other. Nothing happens.
Both players then reveal their next combatants. Repeat this step until one player's combat pile runs out.
5. Determine Winner: To determine the winner of the overall personnel battle, both players add the total STRENGTH of
all their unstunned, non-mortally-wounded combatants, including any combatants who still remain in the combat pile,
undrawn. Modifiers (such as Klingon Disruptor bonuses) are applied as usual.
The force with the higher total strength is the winner. The winner immediately selects a member of the opposing force
as a casualty. The casualty is randomly selected from among all members of the crew or Away Team, including the
stunned or disabled. However, personnel who are mortally wounded or in stasis cannot be selected.
If STRENGTH totals are equal, no one wins the battle. No casualty is selected.
6. Resolution: At the end of the personnel battle, all mortally wounded cards die. The casualty dies. Stunned cards
become unstunned. Survivors of the battle are stopped.
SHIP BATTLE
A "ship" or "space" battle is a battle between ships, facilities, or other cards with WEAPONS and/or SHIELDS (such as the
Borg Ship dilemma). Participants in Ship battles may use Tactics cards, which must be stocked in a Battle Bridge side
deck (which is opened by seeding Battle Bridge Door). Although Battle Bridge side decks are optional, some cards, like
Tactical Scan, assume that one or both players are using them.
A ship battle proceeds in 8 stages:
1. Declaration: The attacking player announces his or her attack, then identifies which of his or her ships and/or
facilities will be firing, and which enemy ship or facility they are targeting. An attacker can use any or all of his or her
compatible ships and facilities in the attack, but can only target one enemy ship or facility per battle. To attack multiple
targets on a single turn, an attacker must normally divide his or her force into separate attack forces to start multiple,
consecutive battles.
Clarifications: Multitargeting
Normally, each force in a space battle may target only one ship in the opposing force. However, whenever a self-
controlling card, such as Spaceborne Entity, is the target of a player's attack, it returns fire against all attacking
ships. Also, some cards, like Multiplexor Drone, allow a ship to target multiple opposing ships
If the multitargeting ship is in the attacking force, repeat the Open Fire step, with one engagement for each target.
In each engagement, add together the WEAPONS of only the ships attacking that target, plus the ATTACK bonus
from the current Tactic, then register a miss, a hit, or a direct hit on that target. Once all Open Fire engagements are
done, the defending force may Return Fire.
If the multitargeting ship is in the defending force, repeat the Return Fire step instead.
2. Initiation: If the player attacked wishes to return fire during this battle, he must now identify which of his or her ships
and/or facilities will be firing, and which attacking ship or facility they will target. Any of that player's ships and
facilities at that location may return fire, even if they were not targeted in the attack, as long as the ship or facility has
WEAPONS and at least one personnel of matching affiliation aboard. This declaration, or a declaration that the attacked
player will not return fire, formally initiates the battle.
If attacked, you should declare your wish to return fire even if you intend to escape the battle using a card like
Asteroid Sanctuary. Otherwise, you will not be able to return fire if your escape card is nullified (for example, by
Amanda Rogers).
3. Responses: Both players may now play or use cards that apply at the initiation of battle, such as Awaken or 34th Rule
of Acquisition, including cards that allow the player to draw extra Tactics cards, such as Attack Pattern Delta.
4. Tactics: Each player who has a Battle Bridge side deck may draw one or two Tactic cards from the top of that side
deck. (Players may look at each Tactic before deciding whether to draw the next.) A player who has thus drawn may
decide to play one (and only one) Tactic card face down on the table. If so, this card becomes his or her current tactic for
the remainder of the current battle. Any unused Tactic cards are placed face-up beneath the Battle Bridge side deck.
(Tactics cards are never discarded. Whenever the side deck is exhausted, face-up cards are shuffled and replaced face-
down, regenerating the side deck.)
Clarifications: Applying Tactics
Tactics are not part of your hand, and thus are not affected by cards like Alien Probe or Energy Vortex.
Facilities may use Tactics just like ships. However, a facility with no usable WEAPONS may not target an opponent's
card and thus cannot use the ATTACK bonus.
A card that attacks multiple targets in a single battle, such as a multiplexed ship, uses the same current tactic in
each engagment throughout the battle.
self-controlling cards do not use Tactics (except as damage markers).
Players without an open Battle Bridge Door or who have no remaining Tactic cards in their Battle Bridge side deck
may not select a current tactic.
Once both players have selected their current tactics (or chosen not to use a tactic during this battle), they are revealed
simultaneously by turning them face up.
Some cards, such as Captain Picard and Expert Pilot, allow downloading of a Tactic card. If you choose to use such a
download, you must do so instead of drawing Tactics, and you must use the downloaded Tactic as your current
tactic.
5. Open Fire: The attacker computes his or her ATTACK total by adding together the total WEAPONS power of all
attacking cards (including applicable attribute enhancements), plus the ATTACK bonus from his or her current tactic (if
any). The attack bonus is used only once, not once for each ship.
The defender computes his or her DEFENSE total by adding the SHIELDS of his or her single targeted ship or facility
(including applicable enhancements and, if docked, 50% of the facility's SHIELDS) plus the DEFENSE bonus from his or
her current tactic (if any).
If the ATTACK total is less than or equal to the DEFENSE total, the attack misses the target.
If the ATTACK total exceeds the DEFENSE total, the target suffers a hit.
If the ATTACK total is more than double the DEFENSE total, the target suffers a direct hit.
No damage is applied at this time.
6. Return Fire: If the defending player announced during the initiation of the battle that he or she would return fire, that
happens now. The defending player's force attacks the target he or she declared in Stage 2. The defending player
computes the ATTACK total of his or her force involved in returning fire (including the ATTACK bonus on his or her
current tactic), and the attacking player computes the DEFENSE total for the single ship or facility targeted by the
Return Fire. The target suffers a hit, direct hit, or miss as described above.
7. Damage: Apply damage caused by either or both players. If you scored a hit or direct hit on your opponent's ship or
facility, apply damage as follows:
If you are using a Battle Bridge side deck and have a current tactic, the amount of damage to your opponent is
determined by the text of your current tactic. Place the appropriate damage markers on your opponent's damaged card.
The correct number and type of damage markers is determined by the symbols on your current tactic: means that
you must use the current tactic as a damage marker. means you must draw a new Tactic card from your side deck to
place on the target as a damage marker. Most Tactics inflict two damage markers on a hit and four on a direct hit.
However, there are exceptions.
If you are using a Battle Bridge side deck, but do not have a current tactic, any opponent you damage suffers default
damage. Default damage is two cards from your Tactics deck for a hit ( ) or four cards for a direct hit ( ).
If you are not using a Battle Bridge side deck, apply a Rotation Damage Marker for a hit, or simply rotate the damaged
card 180 degrees to indicate damage. This is referred to as rotation damage. A ship with rotation damage has -50%
HULL integrity, its Cloaking Device is off-line, and, if printed RANGE is greater than 5, it is reduced to 5. For a direct hit,
apply two Rotation Damage Markers; the target suffers -100% HULL integrity and will be destroyed at the end of this
battle.
8. Resolution: At the end of the battle, discard your current tactic (if any) by placing it face-up underneath the Battle
Bridge side deck. (If a Battle Bridge side deck has no more face-down cards, the face-up cards are shuffled and placed
face-down in the side deck, regenerating it.) All ships or facilities with -100% HULL damage (or worse) are destroyed.
(Either player may now play cards that are valid responses to the destruction of that ship or facility, such as Escape
Pod.) Surviving ships, facilities, and crews involved in the battle are stopped.
The winner of a ship battle (for the purposes of cards like Data's Medals) is the player whose ships and facilities
sustained the least HULL damage. If both sides took equal HULL damage, there is no winner (or loser).
No ship or facility sustains more than 100% HULL damage. If more than 100% HULL damage is inflicted on a single
card, the points beyond 100% do not count toward winning the battle.
If you have a Battle Bridge side deck, but it has run out of Tactic cards, you may not deal further damage to your
opponent until some of your damage markers return to your side deck. You may never use rotation damage if you
have a Battle Bridge side deck.
If your multiplexed ship (or other attacking card) scores a hit or direct hit against two or more targets, and your
current tactic has a symbol, use that card as the damage marker for one of those targets (your choice), and treat
that symbol as for damage to each remaining target. All damage markers drawn from your side deck must be
placed on the hit targets randomly, without looking at the markers before placing them; choose a ship, draw and
place the markers for it, choose another ship, and so on.
Because ships and facilities destroyed in battle are not discarded until the end of the battle, you cannot retrieve any
damage markers from targets at -100% HULL integrity to use in separate engagements of the same battle.
Your damaged ships and facilities remain damaged, including all applicable penalties and damage markers, until
repaired. See Damage and Repairs.
Once a battle has resolved, all cards involved in the battle are stopped.
If a player is attacked, then, during his or her next turn, that player has the option to counter-attack against any or all
ships, Away Teams, facilities, crews, and other opposing cards controlled by the attacking player anywhere at the
location of the original attack, regardless of which cards participated in the original attack or what form it took. A
counter-attack is a new battle, not a "continuation" of the previous battle. During a counter-attack, affiliation attack
restrictions do not apply and leaders are not required. For example, if your Keldon attacks your opponent's Pagh
at Avert Solar Implosion, your opponent may respond next turn by attacking your completely separate Away Team
on the planet there by bringing a new crew into the system, beaming them down to the planet, and attacking.
DAMAGE
The rules for damage depend heavily on whether your opponent is using a Battle Bridge side deck (opened with Battle
Bridge Door). If your opponent is using a Battle Bridge side deck, any damage you sustain will take the form of Tactics
cards. This is known as "tactics damage." Otherwise (if your opponent is not using a Battle Bridge side deck), you will
follow simplified rules for damage called "rotation damage."
The two systems are described below:
TACTICS DAMAGE
Whenever any of your ships, facilities, or other cards are damaged, for any reason, your opponent must place Tactics
cards on them as damage markers. If the damage is the result of another Tactic (like during a ship battle), your opponent
must place ( ) or draw ( ) damage markers as indicated by the Tactic. In any case where damage is not indicated by
the card, your opponent deals default damage, which is two cards drawn from the side deck (or ).
Clarifications: Tactics Damage
All damage markers are cumulative: multiple damage markers, and even multiple copies of the same damage card,
inflict separate and cumulative penalties on the targeted ship or facility.
If, at any time, your opponent is supposed to draw a damage marker for you but cannot (because he or she doesn't
have any more cards in his or her Battle Bridge side deck), then you do not suffer that damage marker. If your
opponent is unable to place any damage markers after damaging you, then your ship or facility escapes completely
undamaged, and cards targeting damaged ships (for example, Children of Light and Your Place Is On The Bridge)
can't be used.
If you battle your own self-controlling card, any damage you inflict on the is drawn from your Battle Bridge
side deck (or rotational damage markers, if necessary). Any damage inflicted by the on your ships is drawn from
your opponent's Battle Bridge (or rotational damage markers.)
Intruders are included in all applicable random selections for casualties inflicted by Tactics cards.
The bottom (black) area of a Tactics card is known as the damage marker, and it indicates the results of the damage. As
soon as the marker is placed on the damaged ship, any immediate effects are played out, such as crew casualties,
systems going off-line, or downloads (for example, Engine Imbalance may be downloaded when Target Warp Field Coils
is drawn as a damage marker). Second, the ship or facility suffers any attribute damage indicated by the damage marker
(for example, Maximum Firepower's damage reduces the enemy vessel's SHIELDS by 2). Finally, HULL damage is added.
When a ship or facility's HULL is reduced to 0%, it is destroyed.
ROTATION DAMAGE
Whenever any of your ships, facilities, or other cards are damaged, you or your opponent must place a single Rotation
Damage Marker on them. These markers function the same way as Tactics.
If, for any reason, a Rotation Damage Marker is not available, you must instead rotate your damaged ship or facility 180
degrees to indicate its damage. If it has a cloaking device, that cloaking device is now off-line. If its RANGE is greater
than 5, its range is reduced to 5. HULL integrity is reduced by 50%. If a ship with rotation damage suffers any more
rotation damage, HULL integrity will fall to 0% and the ship will be destroyed.
If your opponent is using rotation damage, you are immune to any effects that would allow your opponent to or
your ships or facilities (such as Federation Flagship: Relaunched, HQ: Orbital Weapons Platform, or Breen CRM-114). No
player may use both rotation damage and tactics damage during the same game under any circumstances.
SYSTEMS OFF-LINE
PICARD: Computer. Stand by. Auto-destruct sequence omega. Recognise voice pattern
Jean-Luc Picard. Authorisation alpha alpha three zero five.
COMPUTER: Auto-destruct is off-line.
—Star Trek: Nemesis
When a damage marker or other card indicates that a system is off-line, the affected item may not be used in any way
as long as that damage marker is in play. When "attribute enhancements" go off-line, it affects all enhancements to the
specified attribute (such as Tactical Console for WEAPONS). If a core attribute, such as RANGE, goes off-line, it is
considered to be 0 RANGE and cannot be enhanced until repaired.
REPAIR
At the end of each of your turns, you may remove one damage marker (random selection) from each ship that has been
docked at an outpost (or other facility that performs repairs) for the full turn. As stated on the Rotation Damage Marker,
however, rotation damage is only repaired after two full turns docked at an outpost or other repair facility.
Damaged facilities may only be repaired by cards that specifically allow it (such as Defense Systems Upgrade).
Whenever a ship or facility is fully repaired (for example, by Spacedock), remove all damage markers immediately.
CLOAK
A card that specifically affects "cloaked" ships does not affect phased ships, and a card that specifically affects
"phased" ships does not affect cloaked ships.
Cards with the Phasing Cloak special equipment may phase or dephase, which is exactly the same as cloaking, except
phasing includes these additional effects:
CAPTURE
"In this room, you do not ask questions. I ask them, you answer. If I'm not satisfied with
those answers, you will die."
—Gul Madred
Some cards allow you to capture your opponents' personnel. Captives are disabled.
Upon capture, captives immediately relocate to one of the capturing player's crews or Away Teams at the same
location, if possible. That team immediately assumes custody and begins escorting the prisoner, who is considered held.
The Borg sometimes abduct personnel prior to assimilating them. This is considered different from capturing (so
an abducted personnel can't be Tortured), but functions identically: the abductee is escorted, moved like
equipment, and can be freed if left unattended.
Abduction may take place in the middle of a battle. If so, both the abductor and the abductee immediately cease
participating in the battle, and the abductor may immediately beam away to any valid location. Both cards are then
stopped.
An abducted personnel who is assimilated is no longer considered abducted.
Borg Rule: Personnel Assimilation
The Borg affiliation frequently practice assimilation, not capturing your personnel but actually transforming them
into new Borg enslaved by the collective mind. When a card states that a personnel is assimilated, that personnel
can no longer be rescued, becomes a new drone under the Borg player's control, and undergoes the following
transformations:
The Borg cannot assimilate Holograms. Such personnel are excluded from targeting and abducting for
assimilation as well. All other personnel are valid targets for assimilation.
Some cards allow the Borg to assimilate a personnel as a counterpart, instead of as a drone. Counterparts are
key members of the collective, and you may have no more than one counterpart in play at a time. (For this reason,
you may not target dual-personnel cards for counterpart assimilation, nor target anyone for counterpart
assimilation, if you already have a counterpart in play.) The assimilated counterpart is better than a drone in many
ways:
If a specific crew or Away Team performs a capture, such as with Ilon Tandro, the captive is relocated to that specific
team.
A trap card is only an indicator that the personnel underneath has been captured; the card itself is not considered
in play and cannot be nullified. For example, your opponent may nullify Mandarin Baliff with Q2 when he
encounters it and even after the captive has been selected, but only before placing the Baliff on the personnel as a
trap card.
Assuming custody is an action.
If you don't have any teams at the location, the card that caused the capture remains on the table as a trap card. Place
the captured personnel under it; she is now held. Once your crew or Away Team arrives, they may assume custody by
either being present with the prisoner or beaming her from the trap card to their ship. The trap card is now discarded.
An escorted prisoner may be moved like an Equipment card. Each crew or Away Team may escort any number of
captives. You may not initiate battle against personnel you have captured. If the ship or facility has a brig, the captive
may be placed there. (She is still held, but is no longer escorted, which affects a few cards like Suicidal Attack.)
Captives that are held (or Brainwashed) can only be rescued by a card that specifically rescues or releases captives (like
Prisoner Exchange). Captives that are left unattended, however, with neither a trap card nor an escort nor a Brig holding
them, are conceptually "tied up and left behind" and thus may be rescued by their owner's other personnel present,
without any special card. When a captive is rescued or released, all capture-related cards (like Impersonate Captive)
played on her are discarded.
COMMANDEER
"I am DaiMon Lurin, and I declare this ship to be a loss and open to claim according to
the Ferengi Salvage Code. You will cooperate with our salvage operations, or we will
begin executing your crew."
—Lurin
Some cards allow you to commandeer an opponent's ship (or facility). When you commandeer an opponent's card,
control transfers to you and the card's affiliation changes to the affiliation of one of the commandeering personnel
(your choice). It is yours to use for the remainder of the game as though it were your own card. Even if you leave it
unattended and your opponent beams an Away Team aboard, they can only regain control if another card allows it.
Clarifications: Commandeering
You may not commandeer cards that you already control. For example, your Luther Sloan may not change the
affiliation of your own Deep Space Nine to by commandeering it, although he may do so if your opponent
controls the station.
If you commandeer a ship but have no personnel present (for example, using A Fast Ship Would Be Nice), the ship's
affiliation does not change until your personnel arrive to take custody of the ship.
As always, may not commandeer unless a card allows it. (No such card exists; see ship assimilation above.)
Because Empok Nor seeds uncontrolled, any player may commandeer it.
You do not automatically gain control over any of your opponents' personnel or equipment aboard a ship or facility that
you have commandeered. Staffing requirements still apply to commandeered ships.
INFILTRATE
Your personnel who have a diamond-shaped infiltration icon may infiltrate your opponent's cards if
they are compatible with that affiliation (or faction). Such cards may join the opponent's side in one of two ways: by
reporting to your opponent's compatible facility, ship, or Away Team as if one of your opponent's cards (you may ignore
quadrant restrictions), or by joining an opponent's compatible crew or Away Team where present (even during your
opponent's turn).
Once an infiltrator has begun infiltrating, it gains the affiliation or faction icon shown in its infiltration diamond, and it
becomes an infiltrator. Thus, if you are using Bashir Founder, you could report him to your own Dominion facilities or
your opponent's Federation facilities. If your opponent has Treaty: Federation / Romulan in play, you could also
report to his or her Romulan facilities.
Your infiltrator is part of your opponent's crew or Away Team, but is still under your control. For example, your
opponent may not treat the infiltrator as "his personnel" to benefit from his hand weapons.
Your opponent may not treat your infiltrator as an intruder (for example, by attacking him). However, you may treat your
infiltrator as an intruder for the purposes of cards such as The Walls Have Ears.
Whenever any of the opponent's personnel present take any action, your infiltrator may choose whether or not to
participate (or contribute to ship staffing requirements). If he chooses to participate, he must participate fully; for
example, an infiltrator joining a mission attempt must contribute skills and requirements to all dilemmas and to
solving. He may move independently, moving and beaming like any normal personnel, but may not take any other
actions unless permitted specifically by a card. Your infiltrator may not take your equipment with him while infiltrating.
EXPOSURE
An infiltration mission can end in exposure, when your infiltrator's deception is "uncovered" by your opponent. You may
choose to expose your own infiltrator as a normal action during either player's turn. An infiltrator can also be exposed
by being present with any other version of the persona they are impersonating (including mirror opposites). Thus, if
Kira Founder is ever present with Kira, Colonel Kira, or The Intendant, she is immediately exposed. Finally, your
infiltrator can be exposed by returning to your own crew or Away Team.
If an infiltrator is ever in a position where he or she would be placed in an incompatibility situation while
infiltrating, that infiltrator's owner may freely choose exposure instead of house arrest.
Once exposed, the infiltrator reverts to its original affiliation. If aboard an opponent's ship or facility, the exposed
infiltrator becomes an intruder. He may infiltrate again once he has spent any length of time not being present with any
of that opponent's personnel.
REQUIRED ACTIONS
Some cards require that you take a specific action. For example, Samaritan Snare requires Federation to attempt it if
present. Cytherians and Conundrum require ships to move (and, in Conundrum's case, attack). When your cards are
being compelled by a required action, they may not take any other actions until the required action is complete. A
Federation ship at Samaritan Snare may not play Preparation before attempting. A Klingon ship under the influence of
Incoming Message - Klingon may not cloak, dock, or initiate battle, even to counter-attack. (However, it may return fire
if attacked.) If a ship is compelled by a required action, so is its crew: they may not leave by any means nor initiate
battle. Additional personnel and equipment may beam or report aboard by normal means, but, once aboard, they must
follow the same restrictions as the rest of the crew.
Clarification: Hazards and Shortcuts in Required Moves
For a moving-required action, ships must normally move at "normal speed" or "full speed," using all available RANGE
on the targeted ships, including any modifiers (such as a Plasmadyne Relay). They must do this even if it leads them
into a hazard, such as Gaps in Normal Space.
They may make use of immediate shortcuts, such as The Traveler's skills, Where No One Has Gone Before,
Wormholes, or Transwarp Network Gateways, but they may not take any less-direct shortcuts. For example, it is not
legal for a ship influenced by Cytherians to use Orb of Time to time travel to Sherman's Peak with the intent of time
travelling back to the final destination next turn (thus vastly shortening the distance traveled), because it is not a
direct shortcut.
Other than the fact that they are required, required actions are just like any other actions. Valid responses are allowed
(for example, playing Magnetic North when attacked). If a ship or personnel influenced by a required action is captured,
assimilated, or commandeered, the influence remains; the new controller must complete the action.
Meeting conditions to cure or nullify a card affecting a ship (such as Engine Imbalance) is not an action, so it is
allowed, even during a required action.
END OF TURN
When you are finished executing orders for the turn, announce that you are ending your turn. This section describes
several things that normally happen at the end of your turn. You may address them in any order, with the exception
that your end-of-turn card draw must be the very last thing you do.
COUNTDOWNS
Some cards have a Countdown Icon. When a Countdown Icon card that you own enters play, it has a conceptual
counter placed on it. At the end of each of your turns (not your opponents'), the counter counts down one turn. When
the counter reaches zero, it is immediately discarded.
Players commonly place a six-sided dice on countdown-icon cards to track how much longer it will remain in play.
Players without dice may turn countdown cards clockwise 90 degrees for each "tick."
PROBING
Occasionally, a card will instruct you to probe. This is a means for the game to generate semi-random outcomes.
Probing takes place at the end of your turn (unless otherwise specified). Simply reveal the top card of your draw deck,
called the probe card. (If your draw deck is empty, you may not probe.)
The card that allowed you to probe will have a list of various icons on it, along with gametext associated with each
icon. This is called the probe list.
In order to determine the outcome, identify the first icon on the probe list. If this icon appears anywhere on the probe
card (in gametext, as a staffing icon, etc.), replace the probe card atop your draw deck, then execute the appropriate
outcome for that icon. If the icon does not appear, proceed to the second item on the probe list, then the third, then the
fourth, and so on until you have identified an outcome. For example, if you probe with Secret Compartment and Wall of
Ships is revealed as your probe card, your outcome is "Success." Replace Wall of Ships atop your draw deck, download
two equipments or an artifact, and discard Secret Compartment.
A probe cannot have more than one outcome. If multiple icons from the probe list appear on the probe card, the
outcome is always the first match on the probe list. For example, if you are probing for Visit Cochrane Memorial,
and you reveal probe card gold-bordered Chakotay, the outcome is "Oooh," not "I thought it'd be bigger", because
(even though the icon is listed first on the card) is the first icon on the probe list, whereas is the seventh.
If none of the icons in the probe list appear on the probe card, and there is no "otherwise" clause, simply replace the
probe card atop your deck and continue with the game. (This is called probing with no outcome, and is common with
Objectives like Assimilate Planet.)
If multiple cards allow you to probe at the end of your turn, you must announce which ones you are using before you
probe. You then reveal only one probe card, using it to resolve all your probes, in any order.
If your draw deck is empty, you may not probe.
DRAW A CARD
When you have finished all other end-of-turn actions, you must draw a card from your draw deck. If you are unable to
draw a card from your draw deck (because a card requires you to "draw no cards this turn" or you have no cards in your
draw deck), simply inform your opponent that your turn is over.
All card draws must be from your draw deck. An action that is taken "in place of one card draw" may replace any
legal card draw (including draws during your turn). Each card draw is a separate action.
A card that states "draw no cards this turn" forbids all card draws for the rest of the turn, including extra draws.
However, if the first action you perform imposing a "draw no cards this turn" restriction triggers a "just" action or
valid response of drawing a card, the card draw occurs before the restriction takes effect.
Tip: You Need Extra Draws
Since you only get one card draw per turn, most successful decks rely on finding good ways to draw 1-3 extra cards
on each turn. The easiest way to do this is with New Arrivals, a popular card that is particularly valuable for new
players.
WINNING THE GAME
"As of this moment, we are all dead. We go into battle to reclaim our lives. This we do
gladly, for we are Jem'Hadar. Remember: victory is life!"
—First Omet'iklan
The game continues until one player wins the game by having at least 100 points. However:
In Open format, the first player to 100 points wins the game, period. There are no rules about completing a certain
number of planet and space missions in certain quadrants, and there are no limits on bonus points.
At Continuing Committee tournaments, time is called 75 minutes after the seed phases begin. The current player
may finish his or her turn, and the other player may take one final turn if that player did not go first. (This ensures
each player gets an equal number of turns.) At this point, if neither player has won the game, the player with the
most points is credited with a modified win, which, in tournament play, earns a lower power ranking than a normal,
full win.
In addition, in tournament play, either player may concede at any time, crediting his or her opponent with a full win
and an official final score of 100-0. Finally, in the event that a tournament game ends because both players ran out
of cards, the player with the most points is automatically awarded a final score of 100-0, regardless of the actual
score.
Each player who has not completed (or placed a Borg-Only Objective on) at least two missions, including one
Planet and one Space mission, must score an additional 40 points to win.
Each player who has not completed (or placed a Borg-Only Objective on) at least one Alpha Quadrant mission
must score an additional 40 points to win — unless neither player seeded any Alpha Quadrant missions, in which case
this penalty is not applied.
If, at any time, any player has more bonus points than non-bonus points, the excess bonus points do not count toward
winning.
If, at any time, both players' draw decks are empty, or if both players simultaneously achieve the victory conditions, the
player with the most points is the winner.
LIFE IN SPACE
"Out there, there are no saints, just people! Angry, scared, determined people who are
going to do whatever it takes to survive – whether it meets with Federation approval or
not!"
—Benjamin Sisko
The facilities, ships, personnel, and equipment you bring with you on your voyage into the galaxy are more than tools
— in many ways, they have a life of their own. This section explains how you can turn their quirks to your advantage —
and how things can backfire.
USING SKILLS
"Fix the replicators, Chief. My console's offline, Chief. I should've transferred to a cargo
drone. No people, no complaints."
—Miles O'Brien
Skills appear on all personnel cards, usually preceded by a skill dot. Most skills are regular skills, such as Physics,
Computer Skill, and Honor. (They are all one or two words long.) Regular skills are typically used in meeting
conditions for another action where present, such as curing a dilemma. Regular skills are most often used to meet
mission and dilemma requirements.
Some personnel have an undefined attribute. For example, Mortal Q's CUNNING is Q. Kivas Fajo has NO INTEGRITY.
Spot has an asterisk in place of STRENGTH. Undefined attributes are treated as zero. Undefined attributes cannot be
modified. For example, Kivas Fajo will be killed by Firestorm (because his INTEGRITY is treated as 0), and cannot
have his INTEGRITY raised by Kukalaka.
However, undefined attributes should not be confused with variable attributes. Some personnel, like Quark, have an
X in one of their attribute boxes, with a corresponding special skill such as "X=2 or 7." Each time you need to know
the value of a variable attribute (even when the card is in hand, such as for a Royale Casino dilemma), the controller
of the card may choose one of the listed values at that time. Whenever the special skill is unusable (for example,
because of Brain Drain or Hate Crime), the attribute is an undefined attribute, treated as zero.
When a ship has a regular skill as special equipment, it can be used as though possessed by a member of the ship's
crew. For example, the Acquisition on Dosi Trade Vessel may help solve Salvage Wrecked Ship, or allow a Small
Cloaking Device that is reporting aboard to report for free.
Clarifications: "First-Listed Skill"
Normally: MEDICAL x2
While aboard a ship affected by Tsiolkovsky Infection: no skill
If assimilated: MEDICAL x3
When present with a Science Kit: MEDICAL x3
After changing MEDICAL to Biology with Reflection Therapy: Biology
If affected by Rascals: Youth
If a personnel has no first-listed skill because it has been removed by a dilemma, he is not affected by subsequent
cards affecting the first-listed skill, and no other personnel has "the same first-listed skill" for purposes of a
dilemma such as The Clown: Playing Doctor.
Most skills are preceded by a red skill icon. However, the number of skills a personnel has is not necessarily the
same as the number of skill dots on the Personnel card. Skill dots are not gained or lost when skills are added or
removed by a card; Juliana Tainer has four regular skills and one special skill, but only two skill dots; and special
download skills have a icon instead of a dot. When a card such as Assimilate Counterpart refers to the number of
icons on a personnel, use the actual number of skill dots printed on the card.
Some personnel are so good at their skills that they have them in multiple. For instance, Mortimer Harren has
Astrophysics x2. Sarek has Diplomacy x3. Luther Sloan has SECURITY classification and SECURITY skill, which is
effectively SECURITY x2.
A single skill with a multiplier is still considered one skill. If Sarek loses his first-listed skill, he loses all 3 of his
Diplomacy, not just one of them. On the other hand, if Sarek uses Vulcan Mindmeld to gain Riva's diplomacy, Sarek
now has Diplomacy x5.
A personnel who has a skill with an integral multiplier also has the skill at all lower positive integral multipliers.
For example, Sarek has Diplomacy x3, so he also counts as a personnel with Diplomacy x2 and may pass Inside
Collaborators.
Normally, multiplied skills are regular skills. However, negative skills, such as Valeris's Diplomacy -3, are special
skills.
Borg Rule: Sharing Skills
"I heard all of you, your thoughts inside my head, as if they were my thoughts. And I
could see myself through your eyes."
—Chakotay
Some cards, such as Nine of Eleven (Interlink Drone) and the Borg Vinculum, allow your Borg to share skills. (Cards
that allow personnel to add skills from other personnel, such as Vulcan Mindmeld or Classic Communicator, do not
enable skill-sharing.) All regular skills are shared, including those that do not actually appear in skills boxes, such
as the selected skill of the Borg Queen and the classifications of assimilated personnel which have been converted
into skills.
As long as the conditions for skill-sharing are met, all Borg at the same location (sometimes referred to as a "hive")
share their skills. However, skills are only shared once, at their highest level.
For example, you have an Away Team on a planet consisting of two Borg:
Tachyon Astrophysics
Drone Navigation
Computer Skill
Heuristics
Honor
Drone
MEDICAL
...as well as a Borg ship orbiting the planet with the following crew:
Gibson OFFICER
(Assimilated) Navigation x2
[no skills,
Interlink
but allows
Drone
sharing]
OFFICER (Gibson)
MEDICAL (Heuristics)
Navigation x2 (Gibson)
Honor (Heuristics)
Astrophysics (Tachyon)
Computer Skill (Heuristics).
However, if the Heuristics Drone is killed, Tachyon Drone reverts to his printed skills only, because (according to the
text on Interlink Drone) he cannot skill-share without a Borg present. The Borg on the ship continue to skill-
share, but no longer have any of the skills from Heuristics Drone (who is dead) or Tachyon Drone (who is cut off).
Sharing skills is not optional. A Borg does not have shared skills until after it reports for duty. Skill-sharing does not
work between cloaked or phased ships. Special skills are not shared.
Clarifications: Classifications vs. Skills
Classifications sometimes appear as skills, and they are usually equivalent. For example, Overseer Odo has
classification OFFICER and the skill SECURITY. He may contribute his OFFICER classification to nullifying Maglock,
and may use his SECURITY skill to help against Kazon Bomb.
However, a few cards, like Crisis, specify that a requirement can be fulfilled only by a member of the correct
"classification". For those cards, only a card's classification counts. Overseer Odo can use a Medical Kit, because of
his OFFICER classification, but cannot report to Security Office or activate Body Armor, because both these cards
require SECURITY as a classifcation, not a skill.
All other skills are special skills, such as " If on Cha'Joh, it is RANGE +2." Special skills that provide general modifiers
like this are "always on." Other special skills, such as, " Once per game, may capture one personnel present," may
normally be used only as normal actions on your turn, although many special skills provide their own special timing.
Some cards allow you to select, add, or increase skills (for example: Frame of Mind, Fitting In, Ishka). You may only
select or modify regular skills.
Attributes (INTEGRITY, CUNNING, and STRENGTH) also appear on all personnel cards, and can be used like regular
skills.
LOADED SKILLS
A few regular skills and classifications include additional built-in powers, beyond their regular uses in solving missions
and overcoming dilemmas. They are:
OFFICER AND LEADERSHIP: "LEADER"
Any personnel with Leadership or OFFICER (as a skill or classification) is a leader. Leaders are needed to initiate
battle.
Clarifications: Leaders
Cards that only identify themselves as leaders in lore, such as Maques, are not "leaders", and may not make use of
Data's Medals or Emblem of the Alliance.
"Leader" is a characteristic; it is not the same as Leadership skill. Damar can help solve Clash at Chin'toka, but
cannot be targeted by Gorn Encounter.
"ANY INTELLIGENCE"
The terms "Intelligence" and "any Intelligence" (on cards like Damaged Reputation) refer to any of several skills: FCA,
Intelligence, Klingon Intelligence, Memory Omega, Obsidian Order, Section 31, V'Shar, and Tal Shiar. If a
card requires multiple Intelligence skills ("any 3 Intelligence") you may use any combination of Intelligence skills to
meet the requirement.
GURAMBA
"Guramba" is a Nausicaan word meaning "courage". Wherever your crew or Away Team has Guramba present, your
opponent must have two leaders present in order to initiate personnel battle. (Guramba has no effect on ship battle.)
TRANSPORTER SKILL
Personnel with Transporter Skill can beam large Tribble cards, even through SHIELDS, once per turn per skill level.
GETTING HURT
"The plasma was super-heated. It thermalised his lungs. Initialise the hyperbaric
sequencer!"
—Dr. Phlox
This section describes the many ways your personnel might be injured or otherwise prevented from carrying out their
duties. Examples are provided.
STOPPED
The most common "injury" in the game is getting "stopped." Stopped personnel are, conceptually, either completely
engaged in what they're doing, completely exhausted, or injured enough to be "out of the action" for the rest of the turn
while they recuperate.
Stopped personnel may do anything they're not specifically prohibited from doing. For example, a stopped
personnel may contribute skills or traits to Defiant Dedication Plaque, Navigate Plasma Storms, or Ketracel-White.
They can even share skills where allowed (for example, with Fitting In or Nine of Eleven). Stopped cards are
prohibited from participating in a mission attempt or dilemma encounter, but not entirely prevented from using
their skills and characteristics in other ways.
Stopped cards may also be targeted by other cards, as long as the card does not require them to take a prohibited
action. For example, you may relocate a "stopped" ship with Magic Carpet Ride OCD, because the ship is merely
being moved by the card, but you may not play Emergency Transporter Armbands on your stopped personnel,
because that card requires them to actively beam themselves, which they cannot do.
A minor rules quirk: as stated in the rules, if an entire crew or Away Team is stopped, their Equipment is also
stopped. However, if individual members of a crew or Away Team are stopped by a card that specifically stops only
selected personnel (for example, Lineup), their Equipment is not stopped — even if the selected personnel are the
only ones in the crew or Away Team.
KILLED OR DESTROYED
Cards that are killed or destroyed leave play normally, usually to the discard pile. All personnel aboard a ship or facility
when it is destroyed are killed, and all equipment and ships aboard are destroyed.
Ships that are only docked at a facility are not landed aboard the facility (just inside its SHIELD bubble), so they are
not destroyed if the facility is.
If a personnel who is disabled or in stasis is killed (or such a ship is destroyed), the disabled/stasis effect ends at
the moment of death. Thus, if Aamin Marritza dies in stasis, he scores his bonus points.
Examples: Armus - Skin of Evil, Vulcan Stone of Gol, V'Ger, Disruptor Overload
DISABLED
A disabled personnel is unconscious.
Examples: Hypospray, getting captured, deactivated holograms
Occasionally a card will state that a ship attribute or system is "disabled". This is a slight misnomer on some old
cards (like Vole Infestation). Treat disabled systems and special equipment as off-line and disabled attributes as
undefined attributes. The ship itself is not disabled.
Disabled personnel may not be used in any way. They may not take actions, use gametext or characteristics, or even
enable gametext on other cards that depend on the disabled personnel being in play. For example, if Lore is disabled,
you cannot use his skills to cure dilemmas, cannot use his Treachery for Recruit Mercenaries, and cannot prevent a ship
from being relocated at Paxan "Wormhole". However, disabled personnel may be moved and beamed like equipment
cards.
Disabled personnel are separated during mission attempts.
STASIS
Personnel or ships in stasis are in suspended animation, where they remain until released.
Examples: The Whale Probe, Vulcan "Death Grip"
Cards or rules that have a global effect on all ships and/or personnel in play, such as Anti-Time Anomaly and Stop
First Contact's timeline disruption, affect cards in stasis normally.
If personnel who are not in stasis are aboard a ship in stasis (for example, because a Cyber Drone was aboard when
the ship entered stasis), they cannot move the ship, or beam off using that ship's transporters.
Cards in stasis may not take actions, use gametext, or characteristics, and are considered in play for uniqueness only. In
this respect, they are just like disabled cards. However, unlike disabled cards, ships and personnel in stasis cannot be
attacked in battle and cannot be targeted by other cards. For example, no player may play Diplomatic Contact on Kai
Winn if she is in stasis. Cards already targeting ships or personnel in stasis are suspended until stasis ends. For
example, Federation Flagship: Renewed does not generate extra card draws while the Enterprise is in stasis, and REM
Fatigue Hallucinations does not count down.
Personnel in stasis are separated during mission attempts.
SEPARATED
During mission attempts, your personnel who are stopped, disabled, in stasis, or under house arrest are separated. Any
personnel who are stopped, disabled, placed in stasis, or house arrested during a mission attempt automatically and
immediately form a new "separated" crew or Away Team (or join it, if one already exists). Separated personnel
automatically rejoin the main team as soon as they are able (when unstopped, removed from stasis, etc.).
Because separated personnel are no longer part of the main mission team, this means they are no longer present: They
can no longer be targeted by dilemmas from the mission attempt (unless expressly specified, like on Crystalline Entity).
They are not considered to be "aboard" their ship, for the purposes of dilemmas. Furthermore, separated personnel
cannot contribute characteristics or skills toward overcoming, curing, or triggering dilemmas encountered during
mission attempts. They are completely sidelined.
All opposing personnel are considered "separated" from your mission attempts, as well. For example, if you encounter
Kazon Bomb during a mission attempt at Liberation, your opponent's Away Team will not suffer casualties, even if it is
on the planet's surface with your Away Team.
RELOCATED
Some cards can "relocate" ships and personnel in play. (Equivalent euphemisms are sometimes used, too, including
"hurled", "transported", and "towed".) Relocation is a form of forced movement. As such, it does not require full ship
staffing, and even stopped cards can be relocated.
QUARANTINED
When a card places a ship, facility, or planet under quarantine, personnel may board the ship or facility, or beam to the
planet, but none may leave. Example: Aphasia Device
If a dilemma (or a card that plays like a dilemma) instructs you to move or relocate a personnel (either as a
condition for passing the dilemma or as part of the results), it may require you to move them out of a quarantine.
This is legal. For example, Male Love Interest, Hippocratic Oath, Make Us Go, Tarellian Plague Ship, and Abandon
Ship! all override quarantines. (This applies only to dilemma relocations. Relocations from other cards, such as
Mysterious Orb, do not override quarantines.)
When a card is in play "for uniqueness only", the card is considered "in play" only insofar as its owner may not report
another copy of the same persona. For all other intents and purposes, they are considered not in play. For example, if
The Emissary is trapped in a Kobayashi Maru Scenario or placed in your point area with Duranja, Bajorans do not have
their INTEGRITY enhanced by his ability, but you cannot report another The Emissary or Benjamin Sisko.
NEMESIS DESTRUCTION
"From hell's heart, I stab at thee. For hate's sake, I spit my last breath at thee!"
—Khan
Nemesis icons identify a destructive relationship between personnel and/or ships. Two cards that have a nemesis
relationship will have icons of the same color but pointing in different directions.
For example, Kor and The Albino are nemeses. Kang and The Albino are also nemeses. But Kor
and Kang are allies, because their nemesis icons point the same direction. Kor and I.K.C. Chang
have no relationship, because their nemesis icons are different colors.
If two or more personnel or ships with opposing nemesis icons are present with each other at the end of any turn, the
player whose turn it is must choose one of them to be immediately killed (personnel) or destroyed (ships). This is not a
battle.
For example, if your Pralor Unit 3947 is on a planet with your opponent's Cravic Unit 122 at the end of your turn, you
must choose one of them to be discarded. If you have left your Pralor Unit 3947 aboard your Cravic Warship at the end
of your turn, you must choose one to be discarded. (If you choose to destroy the ship, all personnel aboard — including
Pralor Unit 3947 — will be killed.)
HOUSE ARREST
If your personnel who are mixing and cooperating become no longer compatible, they are in a house arrest situation.
(This typically happens because a card allowing different affiliations to cooperate, such as Treaty: Cardassian/Bajoran,
has been nullified, or when incompatible personnel are acquired from a Cryosatellite.) When this occurs on a ship or
facility, the personnel who are incompatible with the ship or facility they are aboard are placed under house arrest. If
this is not applicable (because they are at a Neutral Outpost, at a site on a Nor, aboard an opponent's ship, etc.), the
minority group is placed under house arrest. If on a planet, the incompatible personnel simply split into two separate
Away Teams.
Tip: Don't Worry About House Arrest
The House Arrest rule comes up extremely rarely. House Arrest is simply a worst-case rules fallback for when
nothing else in the compatibility rules fit. The main thing to remember about House Arrest is that you cannot make
it happen, so it almost never does. You are much better served by learning the compatibility rules really well, and
looking up this rule on the rare occasion that it makes a difference.
While under house arrest, personnel are treated as disabled. (During mission attempts, they are separated.) However,
they may freely walk and beam, and can thereby end the house arrest situation as soon as the opportunity presents
itself.
You may never voluntarily place your personnel in a house arrest situation. You may not report a Klingon to a
Romulan Outpost without a treaty, nor to a Neutral Outpost where you have Romulans present, without a treaty in
place. You may not beam your Romulan personnel aboard a Klingon ship, stop your Klingons and Romulans
at the same site, or switch the Sisters of Duras's affiliation to while they are aboard a ship.
CHARACTERISTICS
A few cards and rules, like Dramatis Personae and matching commanders, check to see whether a card is "named in
lore" of another. But this can raise questions: does William Samuels name Bok in lore, simply because he bombed
the freighter Bok'Nor? (No.)
A card names another card in lore only if the named card's title exactly matches the name given in lore, including
any capitalized modifiers (such as ranks, titles, and descriptors). Standard word form variations, such as declined or
possessive nouns, do not "break" a match, and the capitalization of articles ("a", "the") may be disregarded. For
example, I.K.C. K'elric names Captain Kang in lore (but not Kang), Bareil's lore names The Intendant and Els Renora's
lore names Jadzia Dax.
Context matters for determining whether the lore is naming the subject. Incidental uses of a word, like "One" in
Kovat's lore, do not count. Moreover, a card's lore may refer to its own subject by a different name. This can be used
to identify the card's as (for example) a matching commander; the lore of Jean-Luc Picard (Premiere) identifies the
card's subject, Jean-Luc Picard (Premiere), as a matching commander of U.S.S. Enterprise.
Automatic Characteristic: Origin
The "origin" of a ship describes which affiliation built it. A ship's origin is presumed to match its affiliation. For
example, virtually all ships, like the Kurdon, originated in the Ferengi Alliance, even if they don't explicitly say
so. However, B'Rel states in its lore that it is a "surplus Klingon bird-of-prey," which means its origin is .
The Rules Committee has seen fit to issue these explicit clarifications in the few cases where the above rules
are inadequate, incorrect, or ambiguous:
Origin is important for cards like Klingon Civil War and Ferengi Energy Weapon, which specify that a "Klingon ship"
or "Ferengi ship" must be involved. A ship is a Klingon ship if either its current affiliation or its origin is .
Therefore, B'Rel could use gain the ATTACK bonus from Ferengi Energy Weapon as a Ferengi ship, then score points
from Klingon Civil War as a Klingon ship.
Every ship has a class defined in its class box. The class box may suggest more than one characteristic. For
example, Cha'Joh's class ("Class D-12 Scout Vessel") identifies it as a scout ship that can be used with Scout
Encounter.
"Unknown Class" is not a distinct class. Ships like Fesarius and Bothan Vessel, which are "Unknown Class," are
always considered to be different classes.
When a ship's class box states that it is an "advanced" or "modified" version of another class, then that ship is
treated as a member of both classes. For example, I.K.C. Kla'Diyus's class ("Modified B'Rel Class") identifies it as a
B'Rel-class ship for the purposes of Duj Saq.
Automatic Characteristic: Species
Personnel are presumed to belong to the "usual species" that corresponds to their affiliation. cards are presumed
to be Klingon species, cards are presumed to be Cardassian species, , , , and cards are presumed to be
Human species, are presumed to be Changeling species, are presumed to be Kazon species, and so on.
Some cards explicitly state that the personnel represented on the card does not belong to the "usual species" for his
or her affiliation. For example, Jodmos's lore states his species is human. The Viceroy states his species is
Reman. This overrides the "usual species" presumption; the Viceroy's species is Reman and is not Romulan.
If lore states a native planet (for example, The Traveler is "from Tau Alpha C"), this indicates the species if no other
species is given.
Mixed-race personnel are members of all their native species. Deanna Troi is both human and Betazoid. She could
be targeted by Hate Crime as the only Betazoid member of an otherwise all-human Away Team, or, on a different
mission attempt, she could be targeted as the only human member of an otherwise all-Betazoid Away Team.
Any personnel who is Borg affiliation or who has a Borg subcommand icon ( ) is Borg species. Any
personnel who has a Ketracel-White icon is Jem'Hadar species. If they have another identifiable species, they are
mixed-race. For example, Five of Eleven (Cyber Drone) is both Borg and Klingon. Marika is both Borg and Bajoran.
Holographic personnel always have the species "hologram". This overrides all other card features, including
affiliation, appearance, subcommand icons, and lore. Holograms can only be holograms; they cannot be mixed-
race.
Exceptions: Species
The Rules Committee has seen fit to issue these explicit clarifications in the few cases where the above rules
are inadequate, incorrect, or ambiguous:
William T. Riker, Jean-Luc Picard, Captain Picard, Inge Eiger, and Hannah Bates are all Human.
Stefan deSeve is Human.
Tora Ziyal's species are Bajoran and Cardassian.
Hanok is Karemma.
Dathon is Tamarian.
Arandis is Risian.
On The Trois, Lwaxana's species is Betazoid, while Deanna's are Betazoid and Human.
Commander Data, Exocomp, and all Cravic Units and Pralor Units are species Android (but do not have the
characteristic "Soong-type Androids").
In rare cases where a card image shows that a personnel is obviously not a member of the appropriate "usual"
species (for example, Sirna Kolrami is clearly not Human), but the rules do not otherwise provide for its species,
then players must treat the personnel as "humanoid".
Humanoid is not a distinct species, and cannot be targeted by a card which targets a particular species by name
(such as Assimilate Species). Moreover, a humanoid is always the only member of its species. Therefore, a card like
Hate Crime can target anyone in a party of humanoids, and a player could use Seek Out New Life to download
multiple copies of Vekor.
Automatic Characteristic: Gender
If a personnel's gender (or lack of gender) is indicated somewhere on the card, it has that gender. This indicator may
be explicit ("male," "genderless") or implicit ("his," "Queen," "it"). Otherwise, if the personnel's gender is obvious from
its image, it has that gender. If all else fails, treat the personnel as male.
Male and female are opposite genders. Other genders, like cogenitor, have no opposite.
drones do not have gender, even if gender-specific pronouns are in their lore or gametext. An assimilated
drone becomes genderless. queens and counterparts have gender, as do former Borg and any other non-
-affiliation personnel who are members of the Borg species.
Clarifications: Characteristics
A card that identifies its subject as formerly having a characteristic still has that characteristic for gameplay
purposes. Thus, Bok, the "former Ferengi DaiMon", is a DaiMon. Likewise, a card who has a characteristic as part of a
disguise has that characteristic. Vedek Dax has the "vedek" characteristic; Selok is both Romulan species and Vulcan
species.
Context matters when determining whether a card has a characteristic; the mere appearance of a particular word on
a card does not necessarily confer a characteristic on the card. For example, the phrase "uses the same hull as the
Cardassian shuttlecraft" in the lore of Patrol Ship does not give it the characteristic "shuttlecraft." Likewise, Makbar
is not a human, even though her lore includes the word "human". The card must clearly state that the subject of the
card has the characteristic.
Similarly, the presence in lore of a word or phrase that is the name of a skill does not confer that skill on a
personnel. For example, Antaak (who "had a knack for diplomacy") does not have the skill Diplomacy, and
therefore he cannot overcome dilemmas or solve missions that require Diplomacy.
Information from outside a card may not normally be used to determine that card's characteristics. For example,
Mendak is not an admiral, because there is no indication on his card that he is an admiral, even though the lore on
Devoras states that he is one. Similarly, characteristics are not shared across similar cards. William T. Riker
(Premiere) is a cook, because his lore states that he is a cook. Will Riker, Riker Wil, and William T. Riker (First
Contact) are different aspects of the same character (or persona). They do not state in their lore that they are
"cooks", so therefore these cards are not cooks.
Finally, characteristics can not normally be inferred from the card image. Eric Pressman is not an admiral, even
though he is wearing admirals' pips in his image. A card's image may only be used to infer the gender or species of
a personnel, and only when they cannot be determined from other printed information on the card.
99% of characteristics are obvious and intuitive. For example, you don't need to know the rules to see, at a glance,
that Kurak is a female, a Klingon, and a scientist; nor does it take any knowledge of Star Trek to realize that a Mirror
Dagger counts as both a "blade weapon" and a "hand weapon".
For this reason, we reiterate our strong recommendation that you skip over the sidebars in this section (which are
very long), unless you have some particular issue you need to clarify. Beginners can skip this section altogether.
Norah Satie's lore states that she is an admiral, as does Admiral McCoy's card title, so they are both "admirals".
The title, lore, and class of Type 9 Shuttlecraft state that it is a shuttlecraft, as does the class of Quark's Treasure, so
both are "shuttlecraft".
In an unusual example, Krax's special skill provides him with the characteristic of "nagus" only if certain conditions are
met. He loses the characteristic if another nagus (such as Grand Nagus Zek) enters play.
romantic partner: A personnel is the romantic partner of another personnel if the lore on either card both names the
other (see named in lore sidebar) and states that they are or were "romantically involved". For example, Pel and Quark
are romantic partners of one another, but Pel and Deputy Quark are not. The following terms (even if preceded by "ex-")
are considered equivalent to the phrase "romantically involved": "husband", "wife", "mate", "married", "wedded", "bride",
"imzadi", "beloved", "mistress", "widow", "divorced". A personnel and their romantic partner are collectively called a
couple.
A few personnel, such as Rinnak Pire and Regent Worf, have special game text that allows them to act as, or assign
another personnel as, the matching commander of a ship.
A statement that a ship "transported" or was "used by" a personnel does not qualify that personnel as a matching
commander. Kivas Fajo is not a matching commander for Zibalian Transport, but he is matching commander of Jovis.
To gain matching commander benefits, the matching commander must not be disabled or in stasis.
Unless specified, a ship (or facility) can only gain benefits from one matching commander at a time.
If a card provides matching commander benefits specifically on ships, the benefits do not apply for facilities (or vice
versa). For example, Ready Room Door can download a matching commander to a ship, but not a facility.
Matching commanders for facilities are called "facility commanders".
matching commander: A personnel is a matching commander for a ship if either card both names the other in lore and
states that that personnel is (or was) the commander or captain of that ship. For example, Worf (First Contact) and
Kudak'Etan are both matching commanders for all ship cards with the title U.S.S. Defiant, but not Stolen Defiant. All
cards with the title "Benjamin Sisko" are matching commanders for U.S.S. Sao Paulo — but substitutes like Ben Sisko
and The Emissary are not. Many cards provide benefits to a ship or facility with a matching commander aboard.
Dathon is a matching commander for Tama. The phrase "Dathon, speaking first" in Tama's lore is Tamarian for
"Commanded by Dathon."
The Intendant "commands Terok Nor in the Mirror Universe". This lore identifies her as facility commander of Mirror
Terok Nor, not the Terok Nor native to the Alpha Quadrant.
STRANGE ENCOUNTERS
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under
your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both
subtle and gross. But it's not for the timid."
—Q
There are some strange things in the galaxy. Most of it can be catalogued, documented, analyzed. But there are a few
entities out there whose operation is unlike anything else in our seemingly simple universe. They require somewhat
deeper explanation.
SELF-CONTROLLING CARDS
"They say there's no devil, Jim, but there is. Right out of hell, I saw it... miles long, with a
maw that could swallow a dozen starships."
—Commodore Decker
Cards with the Self-Controlling icon move, operate, and attack on their own. After entering play, they are under the
control of neither player. At the end of every turn (both players'), each card in play acts according to its gametext.
attack all relevant targets at a location simultaneously. "Multiplexing" (multiple simultaneous targeting) is
described in the section on ship combat. However, it is not possible to attack multiple ships controlled by different
players at the same time. When a card is attacking multiple players, it must be done as two separate battles. The
player whose turn it is chooses which happens first.
When a card moves, it moves its full available RANGE toward the far end of the spaceline. (Exact ties are settled by
the owner.) A card requires 1 RANGE to move off the spaceline and leave play.
When a attacks, it attacks all eligible targets at that location at once. (For a detailed explanation, see Multiplexing
& Multiple Targets.)
Any affiliation, including , may initiate battle against cards. ( must obey their usual restrictions.) cards
automatically return fire against every ship and facility involved in the attack, but not bystanders. cards do not use
either player's Tactic cards in battle. However, if your ships take a hit and your opponent has a Battle Bridge side deck,
he or she inflicts default damage on your damaged ships. Otherwise, you suffer rotation damage.
cards are not considered ships for the purposes of cards that affect ships (such as Q-Net, Plasma Fire, Isabella, or
Wormhole).
PLANETARY DESTRUCTION
"I have confirmed the location of Praxis, sir, but... I cannot confirm the existence of
Praxis."
—Dmitri Valtane
Cards such as Unstable Matrix and Redirect Energy Ribbon may cause a mission to be "converted to space". When
this occurs, the mission's icon becomes Space. If any player has completed (or placed a Borg-Only Objective
on) that mission, that player has now completed a space mission for the purposes of cards like The Big Picture or the
game's win conditions.
However, all cards on the planet or played on the planet are destroyed and discarded. This includes any personnel,
landed ships, facilities, Events, or other cards there, including cards like The Guardian of Forever or Hotel Royale which
specifically play on the planet. However, cards which merely play at the mission or the location generally (like Venus
Drug and Dal'rok) remain.
TRIBBLES
"They do nothing but consume food and breed. If you feed that thing more than the
smallest morsel, in a few hours you'll have ten tribbles, then a hundred, then a
thousand."
—Worf
Cards from the Tribbles CCG have no Trek-related gametext. They are not legal in the Star Trek CCG for this reason.
At this writing, the only legal Tribbles and Troubles cards are those found in booster packs from 2000's The Trouble
with Tribbles expansion.
The "Go", "Poison", and "Discard" symbols in the upper-left corner of each legal Tribble card are for use in the
Tribbles CCG and should be ignored.
Tribbles and Troubles are non-cumulative; multiple copies of the same tribble card in the same place does not
multiply their effect, and only one copy of any given Tribble card may have an effect on any given turn. For
example, if you have seven copies of 10 Tribbles present at a single location, Klingons present are INTEGRITY -1,
not INTEGRITY -7.
Moreover, because the effect on 1 Tribble is "once every turn", you may only use it once every turn, regardless of
how many copies you have in play. For example, if you have one copy of 1 Tribble in each of seven different
locations, only one of them may stop one personnel at one of those locations.
Tribble cards may be played only from a Tribble side deck (opened with Storage Compartment Door). Each card
represents some number of tribbles. Small tribble cards (1 Tribble and 10 Tribbles) cards may report anywhere. Large
tribble cards (100 Tribbles and greater) may only be bred from your tribble cards already in play (not your opponent's),
and may only report where their "parents" are present. Each of the different tribble cards inflict annoyances of
increasing scope, described in their gametexts.
Worse still, the Storage Compartment Door may disgorge Trouble cards, like ...On The Bridge, which compound the
tribble troubles exponentially. Trouble cards may play on any tribble group at any time, but portions of its gametext
will not "activate" until the listed "minimum" number of tribbles is present. Whenever tribbles within the group are
moved, the Trouble card may move with them, at the owner's discretion. A Trouble is discarded if there are no tribbles
present.
The main tribble mitigation strategy is to move them somewhere else. Small tribble cards may be carried (and beamed)
by either player's personnel, like equipment. However, each personnel may carry only a single small tribble card, and,
when they drop it, they are stopped. Large tribble cards may be beamed by any personnel with Transporter Skill. Each
personnel may beam up to one large Tribble card for each multiple of Transporter Skill that they have, then are
stopped. (Thus, Burrows could beam any one large tribble card, Charles Tucker III could beam two large tribble cards,
and Emory Erickson could beam three. All would be stopped after.) You may beam tribbles anywhere that you would
normally be allowed to beam a generic personnel, including an opponent's ship if their shields are down (or you can
beam through them).
"...Botany Bay? Botany Bay! ...oh, no. We've got to get out of here—now!"
—Commander Chekov
Cards with the Botany Bay icon represent an unpleasant surprise for players who try to uncover what is better left
buried. If a player examines a dilemma with the icon any time other than during a mission or scouting attempt (for
example, by using Ocular Implants to peek at it), place it on the mission where it was seeded. That player may not
attempt or scout this mission until another mission has been completed (or scouted) by either player, then re-seed the
dilemma at the same mission.
If multiple dilemmas are to be simultaneously re-seeded in this way, re-seed them so that they are encountered in
the original order.
ARCHER: According to some theories, everything that exists in our universe should also
exist there.
HOSHI: Another Terran Empire? Another Starfleet?
—"In A Mirror Darkly, Part I"
Cards from the Mirror Quadrant are not just native to a different spaceline; they are from a mirror universe, similar to
our own but far more savage.
Some locations in the Mirror Quadrant, such as Mirror Bajor, correspond to locations in the Alpha Quadrant (like
Bajor): they have exactly the same location text, just in the opposite universe.
Cards from the Mirror Quadrant are often written from the perspective of the mirror universe, so Mirror Quadrant
cards that refer to specific locations mean the Mirror Quadrant versions of those locations. (All other references to
locations refer only to the Alpha Quadrant version unless otherwise stated.)
For example, Imperial Palace may seed on 22nd-Century Japan ( 2155 Earth), but may not seed on 22nd-Century San
Francisco (Alpha Quadrant 2155 Earth). Likewise, The City of B'Hala may seed under Alpha Bajor, but not Mirror Bajor.
For the same reason, Homeworld-related effects do not apply to cards from the opposite universe. For example,
Commander Leeta's homeworld is Mirror Bajor; she is not protected by Strategema at Alpha Bajor.
MISCELLANEOUS RULES
"You are now subjects of the Klingon Empire. You'll find there are many rules and
regulations. They will be posted. Violation of the smallest of them will be punished by
death."
—Captain Kor
There are a few other rules you should know when you start playing.
RANDOM SELECTION
When gametext specifies that a card is to be chosen by random selection, shuffle together all eligible cards, hold them
so the faces of the cards cannot be seen, and let your opponent draw a card, at random, from this group.
The "subject" of a given card's gametext is usually indicated by a word such as "you," "opponent" or "owner." ("You" or
"your" refers to the person playing the card or encountering the dilemma.) It may also be implied by game text
instructing the person who played the card to take specific actions. If no player is specified or implied, then the
subject of the game text is the player whom it affects. If it affects both players equally, the subject is the person
who played or encountered the card. Examples:
Temporal Rift: "Ship ... must reappear here after two of your full turns." The subject is the person who played
the interrupt.
Hyper-Aging: "Away Team... dies at the end of your third full turn." The subject is the player encountering the
dilemma.
Warp Core Breach: "Ship explodes at end of owner's next turn." The subject is the owner of the ship.
Telepathic Alien Kidnappers: "At end of each turn, guess a card type..." The subject is the person who played
the card, who is instructed to guess a card type.
Plasma Fire: "Fire damages ship at end of next turn." The subject is the owner of the ship.
A "full turn" is one complete turn of one player, from beginning to end. It does not include the current turn.
A card comes under your control as soon as you declare that you are playing, seeding, or downloading it. (This is
the first part of the initiation step of the action.)
For example, if Calloway is in your hand, she is not "yours," does not benefit from Lower Decks, and thus will not
automatically win Royale Casino: Craps. However, if Continuing Mission is in play, and you later declare that you are
playing Calloway, she immediately gains , which allows her to then report for free using Attention All Hands.
The word "your" is often used as shorthand to refer to cards you control. For example: Each of your Treachery personnel is
CUNNING +2. This gametext affects the CUNNING of each Treachery personnel you control.
Similarly, the word "opponent's" is used as shorthand for cards your opponent controls.
You are the owner of each card you begin the game with. You remain the owner of a card for the entire game.
During a game, your opponent may take control of some of your cards (through commandeering, Brainwash, Alien
Parasites, etc.). Such a card is no longer "yours." (It becomes your opponent's.) However, you still own it, and therefore
you still "have it in play." For example, if your opponent assimilates your unique Jean-Luc Picard, you may not play
another Jean-Luc Picard, because you still have the first one in play. At the end of the game, all cards are returned to
their owners.
An Away Team that is aboard a landed ship or in a planet facility, such as Terraforming Station, is not present on the
planet's surface. The Away Team must first exit the ship or facility. An Away Team cannot attempt a mission
unless on the surface.
Ships and facilities are present with all other ships and facilities (both players') at the same location (except carried
ships), with other cards at the location like The Nexus, and with any site at which they are docked. They are not present
with one another's crews. Planet facilities and landed ships are present with the planet.
A seeded card is not "present" with any other cards until encountered. For example, Madam Guinan may nullify
Frame of Mind if she is in the mission team, or after the attempt if she is present with the affected personnel, but
may not nullify it when examined by Ocular Implants.
An artifact just earned is not present unless it joins the crew or Away Team. Thus, an Orb of Prophecy and Change is
present with the Away Team when earned, but a Mysterious Orb or Horga'hn is not.
"Here" means "anywhere at this location." Whether in open space, aboard a ship or facility, or (at planet locations) on the
surface, all ships, personnel, facilities, equipment, events, and any other cards that are at the location are "here". For
example, Venus Drug affects all females, in orbit or on the planet, including opponents' females.
Exception: Sites and Facilities Mean Themselves
If a site or facility says "here", it means present with that site or facility. Cargo Bay can only download personnel to
the Cargo Bay site, not anywhere else at the same spaceline location. Cards that play on sites and facilities follow
the same restriction: Process Ore requires unopposed OFFICER or ENGINEER at Ore Processing Unit, not just at the
spaceline location.
Similarly, "there" means "anywhere at that spaceline location." For example, your Greed personnel don't have to be on
the surface to use Bribery's first function at a planet mission.
TIES
In general, the player who controls a card breaks ties for that card. For example, if you play Arbiter of Succession and
there is a tie for strongest two Klingons, you determine who battles.
Since just-encountered dilemmas are not controlled by either player, the opponent of the player encountering the
dilemma breaks the tie. Thus, if you encounter Archer, and your crew has a tie for highest total attributes, your
opponent chooses the victim.
When a card, such as The Nexus, a card, or The Whale Probe is supposed to travel toward the spaceline's far end
(or "long end"), that destination is not changed after it is initially determined. For example, if the far end is the left
end, it remains the left end when the card traveling there passes the halfway point, or if the spaceline is
rearranged.
Clarification: Targets
The target of an effect includes every card, every deck (or hand), and every player that is altered by the effect.
A deck (or hand) is only targeted if the entire deck (or hand) is directly altered, not just individual cards within it. For
example, Regenerate targets your draw deck or discard pile, but Orb of Prophecy and Change only targets the top
card of your draw deck. Alien Probe targets both players' hands, but Chula: The Lights only targets the personnel
returned to hand (not the hand itself).
A player is altered if he or she is permitted or required to take an action (or score points) that would not be
permitted under normal rules. This is a continuous effect (as explained in the clarification on timing) and thus
cannot be multiplied using extra copies of the same card.
Further examples:
The target of Science Kit is "all of your OFFICER-classification personnel" present. (Result: multiple Science Kits
do not cause OFFICERs to gain extra levels of SCIENCE skill.)
The target of Woteln's special ability is "opponent's span" at the mission he is at. (Result: mutliple Wotelns at
the same location do not increase opponent's span by +4, +6, etc.)
The target of Taar's special ability is copies of Ferengi Attack in the same quadrant. (Result: multiple copies of
Taar in the same quadrant do not triple or quadruple Ferengi Attack there.)
The target of Canar is both the female personnel it is played on and the male personnel it specifies.
The target of the objective Process Ore is the player, who gains the ability to "process ore" each turn. (Result:
multiple copies of Process Ore played on different Ore Processing Facilities do not grant the ability to process
ore multiple times each turn.)
Fajo's Gallery and The Traveler: Transcendence target the player. (Result: multiple copies do not generate extra
card draws.)
Colony targets the player who is scoring points. (Result: if you have multiple Colonies in play, you must choose
one to score points from each turn.)
Telepathic Alien Kidnappers targets both the player who is guessing and the card that he or she guesses.
(Result: multiple copies do not allow multiple guesses.)
The target of Young Jem'Hadar's special ability is both the Young Jem'Hadar himself and the card he is being
exchanged for. (Result: multiple Young Jem'Hadars may be exchanged in a turn.)
Clarification: Timing
Effects only take place at the same time if they are continuous, or are part of the same action.
For example, Transwarp Conduit allows a ship to move double RANGE for a single turn. The effect lasts for the
entire turn, so it is continuous. Since Transwarp Conduit is not cumulative, playing it twice on the same ship in the
same turn will still only allow it to move double range (not triple or quadruple).
Suppose two of your ships both have War Games placed on them, and they are both at the same spaceline location.
If your opponent's ship moves to that location, both dilemmas are discarded. Because they are discarded as part of
the same action (the resolution of the move action), your opponent scores only 5 bonus points (instead of 10).
On the other hand, during a personnel battle, a player could play multiple copies of Android Headlock in rapid
succession, killing one personnel after another, because each engagement is a separate action within the larger
action of the battle. A player could even use multiple copies of Antique Machine Gun in response to the start of a
personnel battle, because each use of each copy is a separate response to the start of the battle — and therefore a
separate action.
Clarification: Effects
An effect is any material change in the game. Examples include modifying skills, attributes, or mission or dilemma
requirements; killing a personnel; damaging a ship; generating card draws (or forcing discards); and scoring points.
In the Star Trek: CCG, most cards are not cumulative. For example, you may play a copy of Space Boomer on Travis
Mayweather and a second copy on Daniel Leonard. However, because two copies of Space Boomer do not have the
same effect on the same target at the same time, if you put them both aboard Columbia, its RANGE would only be +3
(instead of +6).
Originally, all cards in the Star Trek: CCG were cumulative by default, so all cards that were not cumulative had to be
marked. This rule changed in 1999, but the now-redundant "Not cumulative" gametext remains on many pre-1999
cards.
By contrast, some cards are marked cumulative. For example, if your Away Team has three Romulan Disruptors, every
personnel in the Away Team is STRENGTH +6 (instead of +2), because it is marked cumulative.
All damage markers are cumulative by default. All other cards are not cumulative unless specifically marked.
LOOKING AT CARDS
You have the right to see and thoroughly inspect most of your opponent's cards if they are in play.
However, you may see and inspect your opponent's Personnel and Equipment only when they are played, when
permitted or required by a card (such as an "opponent's choice" dilemma), or when necessary to verify that your
opponent is complying with the rules. Furthermore, you may not see or inspect Ships that are docked, cloaked, or
phased (the same exceptions apply).
You have the right to verify the legality of any action your opponent takes. For example, if your opponent tries to
move a ship, you may ask him or her to prove the crew meets staffing requirements. Or, if your opponent encounters
a dilemma that randomly kills a personnel with Diplomacy, you may ask your opponent to prove that he or she has
included all the Diplomacy personnel in his or her mission team in the selection.
Your opponent does not need to show the entirety of every card, but only the portion relevant to the action he or
she is taking. For example, if proving staffing, your opponent needs only show the necessary staffing icons. If
proving that all Diplomacy are in a selection, your opponent only needs to show skill boxes.
If you have a card in hand that may play on your opponent only under certain conditions, you may require your
opponent to reveal to you whether he meets those conditions. (However, you must reveal the card.) For example, if
you have Dal'Rok in hand, you may reveal it to your opponent, then require your opponent to reveal the location of
his or her Orb Fragment (if any), then decide whether or not to play Dal'Rok.
If your opponent fails to do something required because he or she is unable to meet the requirement, you have the
right to verify that. For example, if your opponent tries to use The Trois of Wolf, but then finds that Wolf isn't in
his or her hand, deck, Q's Tent, or Zalkonian Storage Capsule, you may search through all those sources to verify it.
When a card grants you opponent's choice to choose one of your opponent's personnel, you may inspect all cards
present in their entirety. For example, if your opponent falls victim to Antedean Assassins, you may fully inspect all
personnel (not just those with Anthropology and Empathy) in your opponent's crew or Away Team.
You have a right to know the number of cards in your opponent's hand.
You may see and inspect your own cards in play at all times (including Hidden Agendas), and you may look through
the cards in your discard pile (without rearranging them). You may not see cards in your draw deck or side decks, nor
may you count the number of cards remaining in them.
Any player may count the number of seed cards remaining under a given mission at all times.
"RELATED"
A card is "related" to a term if the card uses that term in its title, lore, icon, or gametext.
For example, Q2 nullifies "Q-related" dilemmas. "Q-related" cards include Q Gets the Point (title), Helpless (lore), Risky
Business (icon), and I Tried To Warn You (gametext). Likewise, Hoshi Sato nullifies any "female-related" dilemma. This
includes Female's Love Interest (title), No Mention of Crime (lore), and Talosian Cage (gametext).
Exception: Gender-related, Capturing-related, and Infiltration-related
EQUIVALENTS
"Outpost Phase" is an obsolete term for the "Facility Phase." They are equivalent.
"DS9" is equivalent to "Deep Space 9". Thus, Quark's Bar may seed on Deep Space 9.
"I.K.C." is equivalent to "I.K.S." Thus, Kargan is matching commander of both the I.K.C. Pagh and I.K.S. Pagh.
"Alien" species is equivalent to "humanoid" species.
"Terran" species is equivalent to "human" species.
A "vice-admiral" is equivalent to an admiral, a "vice-chairman" is equivalent to a chairman, a "vice-president" is
equivalent to a president, and so forth.
Gendered characteristics are equivalent to their opposite-gendered counterparts. (For example, an "empress" is
equivalent to an "emperor.")
For facilities, "build" is equivalent to "play".
A card that functions "like" or "as" another card type in a particular context is not equivalent to that card type. However,
when a card functions "like" or "as" another card type generally (such as when the card says it "plays as," "seeds like," or
is "used as" a different card type), it is equivalent to both card types.
Clarification: "Like" or "As" Examples
Cards used as another type generally (equivalent): an Artifact that "plays as an event," like Stone of Gol, is both an
Artifact and equivalent to an Event. It can be nullified by Kevin Uxbridge. An Artifact that is "used as equipment"
may be targeted by Vorgon Raiders (as an artifact), stolen by a Procurement Drone (as an equipment), discarded to
satisfy Rebel Encounter, or (if re-earned with Reclamation) reported in any way that an Equipment card may be
reported.
(Of course, Artifacts must still always be earned legally before use.)
Cards used as another type in a "particular context" (not equivalent): Satan's Robot, an Equipment card that
"participates in battle like a personnel," is an Equipment card and is not equivalent to a Personnel. It may never be
targeted by Sniper (which targets personnel) and is still vulnerable to Disruptor Overload (which targets
equipment).
Likewise, Calamarain may not be targeted by Hail.
Mobile Holo-Emitter specifically states that it does not count as an Equipment card when worn, which overrides this
general rule.
If a stopped personnel (or a hologram without holo-projectors) is beamed down with an Away Team and helps
attempt a mission, and it is discovered during the mission attempt, simply remove the card from the Away Team
and put it back on the ship where it came from.
Any cards that cannot legally be in play are removed from play immediately upon discovery. For example, if you
discover that you have both Chakotay and Captain Chakotay in play at the same time without an enabling card
(which they can't be, because they are versions of the same unique persona), immediately discard one of the illegal
Chakotays. In general, discard the last one played. However, any actions that Chakotay has taken previously (such as
overcoming Founder Secret or helping solve Investigate Disturbance) cannot be undone; these remain.
If you forget to tick down a countdown or remove a damage marker at the end of your turn, simply tick it down to
where it should be whenever you discover it.
This rule presumes the good faith of both players. If a player is seen to have deliberately or negligently violated the
rules, sanctions may be imposed. At official events, all questions, fixes, and penalties are settled by the Tournament
Director, pursuant to the Organized Play Guide and the Code of Conduct.
Above all, keep having fun after an accidental rules violation. That's the spirit of Star Trek.
CLOSING
The Star Trek CCG was developed by Tom Braunlich, Rollie Tesh, and Warren Holland. As they wrote in the end of the
original rulebook more than twenty years ago, and we say again today...
We hope you enjoy the endless possibilities in our universe.
See you on the spaceline.
ICON LEGEND
ICONS WITH BUILT-IN RULES
- Alternate Universe: Cards with this icon are from parallel realities, other time periods, illusions, or even dreams.
They may not enter our universe unless cards are specifically permitted by a card (or if they report to their native
Time Location). See Entering Play.
- Hologram: Cards with this icon are holograms. They are "deactivated" (disabled) unless present with a holodeck or
holoprojectors. See Holographic Personnel and Equipment.
- Borg Use Only: These cards may only be used in Borg decks. See Building Your Deck.
- Hidden Agenda: These cards are played face-down, then flipped and activated during a turn. See Entering Play and
Playing "At Any Time".
- Self-Controlling Card: These cards move, operate, and attack on their own. See Self-Controlling Cards.
- Botany Bay: These dilemmas prevent you from attempting a mission if you peek at them too early. See Botany Bay
Cards.
- Nemesis Arrows: Cards with opposed Nemesis arrows of the same color must destroy each other if they
encounter each other. See Nemesis Destruction
- Infiltration Icons: Permits cards to infiltrate an opponent's personnel of the correct affiliation. See Infiltration.
- Countdown Icon: Cards with this icon "count down" at the end of each turn, and are discarded when the count
reaches zero. See Countdown Tickdown.
- Planet: Refers to a planet, or a dilemma that may seed only at a planet location.
- Space: Refers to a space location, or a dilemma that may seed only at a space location.
- Dual: Designates a dilemma that may seed at either a planet or space location. Also called "Space/Planet."
- Skill Dot: Indicates a regular or special skill. See Using Skills.
- Special Download: Cards with this icon may suspend play to download the named card. See Special Download.
- Damage: Draw: Instructs a player to draw a Tactic card from their Battle Bridge Side Deck (if any) and place it on a
target as damage. See DAMAGE.
- Damage: Place: Instructs a player to place this card on a target as damage. See DAMAGE.
Staffing
- Staff Ability: These personnel can meet staffing requirements on ships. Staffing Requirements.
- Command Ability: These personnel can meet or staffing requirements on ships. See Staffing Requirements.
- Borg Subcommands: These staffing icons represent Communication, Defense, and Navigation for the
Borg affiliation. They are used in lieu of and Stars for ships.
Quadrants
- Delta Quadrant: This card is native to the Delta Quadrant. Also appears on missions. See Mission Phase and
Reporting for Duty.
- Gamma Quadrant: This card is native to the Gamma Quadrant. Also appears on missions. See Mission Phase and
Reporting for Duty.
- Mirror Quadrant: This card is native to the Mirror Quadrant. Also appears on missions. See Mission Phase and
Reporting for Duty.
Affiliations
There is an organization within the Federation affiliation which is also called "Starfleet," but this organization is
not part of the Starfleet affiliation, and members of it cannot use Starfleet-related gametext. For example,
Calloway cannot use Starfleet Phaser Pistol.
The reason for this is that, historically, the Federation grew directly out of the original Starfleet, and the
original Starfleet was folded into the Federation as its military and exploratory arm.
- Vulcan: Before they joined the Federation, the Vulcan species explored the galaxy on its own
- Neutral: Neutral facilities and some ANIMAL personnel
- Non-Aligned: Everyone else
- 22nd Century: Cards with this icon are from the 22nd Century (the time frame of Star Trek: Enterprise).
- Original Series: Cards with this icon are from the time period of the original Star Trek series, approximately 2250-
2270.
- Classic Films: Cards with this icon are from the time period of the classic Star Trek films, approximately 2270-2300.
- The Next Generation: Cards with this icon are from the time period and milieu of Star Trek: The Next Generation,
approximately 2364-2371. No card in the game actually has this icon, but it can be added to hundreds of cards using
Continuing Mission, then exploited with cards like Seek Out New Life and Attention All Hands.
- Deep Space Nine: Cards with this icon are from the time period and milieu of Star Trek: Deep Space Nine,
approximately 2370-2377. No card in the game actually has this icon, but it can be added to hundreds of cards using
Reshape the Quadrant, then exploited with cards like New Frontiers and Gagh Tek Or?.
- Enterprise-E: Indicates personnel with the special training necessary to staff the U.S.S. Enterprise-E.
Factions
Factions are not affiliations, but some cards refer to them in a similar fashion.
- Maquis: Indicates an association with the Maquis, a rebel group battling for independence in the disputed territory
between Federation and Cardassian space.
- Alliance: Indicates an association with the Klingon-Cardassian Alliance (KCA), the dominant power in the present-
day Mirror Universe.
- Terran Empire: Indicates an association with the Terran Empire, the dominant power in the 23rd Century
Mirror Universe, and later the Terran Rebellion, the contemporary revolt against the Alliance.
Other
- Referee: Referee cards are designed to counter certain powerful cards or strategies. They are readily accessed with
Q the Referee and Tribunal of Q.
- Rule of Acquisition: The Rules of Acquisition are Ferengi scriptures that ground their profit-oriented philosophy.
- Warp Core: These cards are designed to "power" your deck, usually providing free plays or card draws at the price of
following certain restrictions on your deck design. They are normally found in decks.
- Reactor Core: These cards are designed to "power" your deck, usually providing free plays or card draws at the price
of following certain restrictions on your deck design. They are normally found in decks.
- Ketracel-White: Indicates a dependence on the drug Ketracel-White, common for Jem'Hadar soldiers.
- Orb Experience: Personnel with this icon have had an encounter with one of the Bajoran Tears of the Prophets (or
"Orbs").
- Punishment: These cards relate to punishments and torment, usually for captives.
- Crime: These cards relate to criminal activity.
- Pursuit: These cards relate to pursuit.
- Barash's Illusion: Indicates that the card was part of the illusion generated by Barash, a lonely, abandoned alien
boy who wanted William T. Riker to be his friend.
- Optical Compact Disc: Indicates that this personnel can staff Zefram Cochrane's first warp-capable vessel, the
Phoenix.
Expansion Icons
This is collectors' information. It is extremely rare for expansion icons to have gameplay relevance.
Decipher Era (Physical Cards; 1994 - 2006)
- Premiere: The original set of 363 Next Generation cards, released 1994. Icon is errata not present on original cards.
- Alternate Universe: 122 cards, first expansion set, released 1995. Icon is errata not present on original cards.
- Q-Continuum: 121 cards, released 1996. Icon is errata not present on original cards.
- Introductory 2-Player Game: 21 cards, released 1997. Icon is errata not present on original cards.
- First Anthology: 6 cards, released 1997. Icon is errata not present on original cards.
- Fajo Collection: Special collection of especially novel 18 cards, released 1997.
- First Contact: 130 cards about the new movie Star Trek: First Contact, released 1997. Introduced and many major
rules changes, ending what is called the "PAQ" (Premiere/AU/Q-Continuum) period of the game.
- Premium: Premium cards that have released as promotions at various times throughout the game's history.
- Deep Space 9: 276 cards, released 1998
- The Dominion: 130 cards, released 1999
- Blaze of Glory: 130 cards, released 1999
- Rules of Acquisition: 130 cards, released 1999
- The Trouble with Tribbles: 141 cards, released 2000
- Mirror, Mirror: 131 cards, released 2000
- Voyager: 201 cards, released 2001
- The Borg: 131 cards, released 2001
- Holodeck Adventures: 141 cards, released 2001
- The Motion Pictures: 134 cards, released 2002
- All Good Things: 41 cards, released 2003
- Enterprise Collection: 18 cards, released 2006. Icon is errata not present on original cards. (Originals had .)
Continuing Committee Era (Virtual Cards; 2008 - present)
- Referee Reprints: 31 cards, released 2008, reprinting all cards from the Decipher Era.
- Identity Crisis: 25 cards, released 2009, providing alternate-color versions of all multi-affiliation cards that didn't
receive this treatment during the Decipher Era
- Virtual Premium: Virtual premium cards that were released as promotions at various times during the CC era
- Chain of Command: 15 cards, released 2009
- Life from Lifelessness: 54 cards, released 2010, marking the first full Virtual expansion and the end of the game's
Dark Age
- Homefront I: 36 cards, released 2010, featuring reprints of all homeworld and headquarters cards
- Straight and Steady: 57 cards, released 2010
- BaH!: 36 cards, released 2011, reprinting all Tactics cards
- Shades of Gray: 55 cards, released 2011
- Homefront II: 54 cards, released 2011
- Resistance is Futile: 18 cards, released 2011
- The Next Generation: 102 cards, released 2012, introducing the new Block Format
- The Next Generation: Supplemental: 45 cards, released 2012, consisting of reprints needed for the TNG Block
- Homefront III: 36 cards, released 2012
- Engage: 54 cards, released 2012
- The Sky's The Limit: 55 cards, released 2013
- Homefront IV: 27 cards, released 2013
- Emissary: 81 cards, released 2013, commencing Deep Space Nine block
- Emissary: Supplemental: 80 cards, released 2013, containing reprints for DS9 Block
- Homefront V: 18 cards, released 2013, containing Site reprints
- Warp Pack: Emissary: 6 cards, released 2014
- The Maquis: 54 cards, released 2014
- Twentieth Anniversary Collection: 18 cards, released 2014
- The Gamma Quadrant: 54 cards, released 2015
Q
- Homefront VI: 48 cards, released 2015
- Crossover: 80 cards, released 2015, commencing Mirror Block
- Crossover: Supplemental: 80 cards, released 2015, containing reprints for Mirror Block
- Through The Looking Glass: 54 cards, released 2016
- Star Trek 50: 18 cards, released 2016, celebrating Star Trek's 50th anniversary
- The Terran Empire: 64 cards, released 2016
- Broken Bow: 90 cards, released 2017, commencing Enterprise Block
- Live Long and Prosper: 66 cards, released 2017, launching the new Vulcan affiliation
- Cold Front: 54 cards, released 2018
- Metamorphosis: 65 cards, released 2018
- Coming of Age: 9 new cards, 18 reprints, released 2018
- Enterprise Collection Remastered: 18 reprints, released 2018
- The Gift: 9 cards, released 2018
- Equilibrium: 11 cards, released 2018
- The Cage: 63 cards, released 2019
- Q Who?: 16 cards and 2 reprints, released 2020
- The Neutral Zone: 55 cards, released 2020
- A Private Little War: 63 cards, released 2020
- Dogs of War: 54 cards, released 2021