1E Star Trek CCG Glossary v1-9-1 - May 2013

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Star Trek ™ Customizable Card Game™ GLOSSARY  Version 1.9.1 May 2013 This document is comprehensive; it contains all Star Trek Customizable Card Game rules and rulings as of November 2011. We recommend that you discard all rules documents (booklets, supplements, FAQs and Current Rulings) dated prior to November 2011 and refer to this Glossary for all rules questions. Periodic updates to the Rulebook and Glossary will be published in a separate Current Rulings document. Supplemental rules documents available on the Continuing Committee website include the Dilemma Resolution Guide (application of the dilemma resolution rules to each dilemma). Many players find these optional documents to be useful references. In addition, the Official Tournament Guide includes full details of tournament scoring. How to use the Glossary  You do not need to read this document from cover to cover. Instead, use it as you would a dictionary, to learn as you go. For example, if you have a gameplay question about a card (or card combination), look up the card title(s) first; if you don’t find your answer there, look up the concept or gameplay term you are questioning (battle, capturing, card play, affiliation, skills, downloading, probing, etc.). In many cases, we have included cross-references in boldface type to help you find your way. Entries are arranged alphabetically, ignoring apostrophes and quotation marks and treating hyphens, dashes and colons as spaces (e.g., the entry for Q-Flash is sorted as “Q Flash” and appears before Qapla’!, while K’chiQ is sorted as “KchiQ” and appears after Kahless). Entries for card titles starting with “The” are sorted under the second word of the title (e.g., the entry for The Emissary is in the E’s, not the T’s). Universal Borg drones are listed by their designations (e.g., Interlink Drone, not Nine of Eleven); unique drones are listed by their card titles (e.g., Seven of Nine). Some Glossary entries provide revised game text or lore for cards. In most cases, these revisions merely make the proper gameplay of a card more clear, or implement a rule or ruling directly on the card itself. In other cases, the game text revisions represent gameplay changes relative to earlier versions of the cards, in order to correct a wording error, address a gameplay concern, or correct some other problem. All such revised cards are listed in  Appendix A.  A few cards have been reprinted (1995  “beta” printing of the Premiere set, black- border printings of preview cards, reprints in preconstructed decks, foil versions, and  Voyager versions with new lore and images) to use the revised wordings. Other cards will use the newer wordings in any future printings. In either case, the game text provided here defines the correct gameplay for all versions of the clarified cards as of November 2011. Other cards have received very slight wording changes, primarily for consistency (for example, changing “All attributes +3” to “Attributes all +3”) or to correct typographical errors. Such changes do not change a card’s gameplay or understandability, and are not included in this Glossary. Text in square or angle brackets represents an icon. Icon abbreviations are listed in  Appendix B. GLOSSARY 1 Tribble See once per turn. 10 and 01  See dual-personnel card, gender. 10/20 rule See Warp Speed. 22 nd century icon [22] This icon marks a card as being from the 22 nd century. It has no build in gameplay function and will be referenced by other cards in the future. 30/30 rule  Your seed deck may contain no more than 30 seed cards (not counting missions and sites, which seed for free) and your draw deck may contain no fewer than 30 cards. 35th Rule of Acquisition   You may not use this event for a download or card draw at the end of your first turn. Playing a 35th Rule card nullifies all 34th Rule cards already in play, and vice versa. A 35th Rule card in play does not prevent the play of a 34th Rule card (or vice versa). See turn. ’45 Dom Perignon Discarding this equipment to replace a ship is not a valid response to any other action (such as battle) and does not suspend play. You may replace a ship with one of different affiliation only if the class name is identical and any personnel aboard are compatible with the new ship (you may not place them under house arrest). You may not replace one “UNKNOWN CLASS” ship with another (e.g., Mercenary Ship with Fesarius). See ship class, exchanging cards. 62nd Rule of Acquisition This event is nullified if you play or have played Scan or Full Planet Scan on any mission, or if you begin an attempt of the mission on which it is played with <3 or >7 personnel.  Attempts of other missions have no effect on this event. 75th Rule of Acquisition See helps. 1962 Roger Maris Baseball Card  You may not trade this artifact for another unless you are immediately able to play that artifact as your own (this does not count as your normal card play). Traded artifacts are returned to their owners at the end of the game. See in play.  A Fast Ship Would B e Nice When encountering this dilemma, you may not substitute a ship for the victim if your opponent is playing Borg. See commandeering.  Abandon Ship!  For this dilemma, you may choose which of your personnel will fulfill the staffing requirements. A [Cmd] personnel may fill a [Stf] requirement. In addition to printed staffing requirements (if any), a ship requires at least one matching personnel aboard to be staffed.  You may not rescue or capture the abandoned personnel during a mission or scouting attempt or during your opponent’s turn. See damage, attribute modifiers, capturing, quarantine , ship staffing. abduction  Cards such as Assimilate Counterpart, the Talon Drone (Three of Nineteen), or Reassimilate Lost Drone may allow your Borg to abduct a personnel. If this occurs during personal combat, both combatants cease to participate in the battle and may immediately beam away (if possible), but are still “stopped.” The abducted personnel is escorted by your Borg present and may be moved around like equipment. If the abducted personnel is ever unescorted, your opponent can rescue them with his own personnel present.  Abducted personnel are disabled, and do not participate in battles. They are not captives and are not affected by cards that affect captives, such as Rescue Captives.  An abducted personnel who becomes assimilated is no longer considered abducted. aboard  See present.  Access Denied  See Ferengi Ingenuity. acquired See artifact. actions  An action is one operation that you perform in the game. Examples of actions include playing, drawing, or discarding one card, moving a ship from one location to another (possibly passing other locations on the way), moving personnel by beaming or other means, using a personnel’s special skill (except automatic modifiers), battle (from initiation until a winner has been determined and damage or deaths have been resolved), and attempting or scouting a mission.  Applying automatic modifiers (e.g.,

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Star Trek ™ Customizable Card Game™ GLOSSARY 

 Version 1.9.1 – May 2013

This document is comprehensive; itcontains all Star Trek  Customizable CardGame rules and rulings as of November2011. We recommend that you discard allrules documents (booklets, supplements,FAQs and Current Rulings) dated prior toNovember 2011 and refer to this Glossary

for all rules questions.

Periodic updates to the Rulebook andGlossary will be published in a separateCurrent Rulings document. Supplementalrules documents available on theContinuing Committee website include theDilemma Resolution Guide (application of the dilemma resolution rules to eachdilemma). Many players find these optionaldocuments to be useful references. Inaddition, the Official Tournament Guideincludes full details of tournament scoring.

How to use the Glossary  – You do not need to read this document from cover to

cover. Instead, use it as you would adictionary, to learn as you go. For example,if you have a gameplay question about acard (or card combination), look up thecard title(s) first; if you don’t find youranswer there, look up the concept orgameplay term you are questioning (battle,capturing, card play, affiliation, skills,downloading, probing, etc.). In many cases,we have included cross-references inboldface type to help you find your way.

Entries are arranged alphabetically, ignoringapostrophes and quotation marks andtreating hyphens, dashes and colons asspaces (e.g., the entry for Q-Flash is sorted

as “Q Flash” and  appears before Qapla’!,while K’chiQ is sorted  as “KchiQ” andappears after Kahless).

Entries for card titles starting with “The” are sorted under the second word of thetitle (e.g., the entry for The Emissary is inthe E’s, not the T’s). 

Universal Borg drones are listed by theirdesignations (e.g., Interlink Drone, not Nineof Eleven); unique drones are listed by theircard titles (e.g., Seven of Nine).

Some Glossary entries provide revisedgame text or lore for cards. In most cases,these revisions merely make the propergameplay of a card more clear, orimplement a rule or ruling directly on thecard itself. In other cases, the game textrevisions represent gameplay changesrelative to earlier versions of the cards, inorder to correct a wording error, address agameplay concern, or correct some otherproblem. All such revised cards are listed in

 Appendix A.

 A few cards have been reprinted (1995 “beta”  printing of the Premiere set, black-border printings of preview cards, reprintsin preconstructed decks, foil versions, and

 Voyager versions with new lore andimages) to use the revised wordings. Othercards will use the newer wordings in anyfuture printings. In either case, the gametext provided here defines the correctgameplay for all versions of the clarifiedcards as of November 2011.

Other cards have received very slightwording changes, primarily for consistency(for example, changing “All attributes +3” to “Attributes all  +3”) or to correcttypographical errors. Such changes do notchange a card’s gameplay orunderstandability, and are not included inthis Glossary.

Text in square or angle brackets representsan icon. Icon abbreviations are listed in

 Appendix B.

GLOSSARY 

1 Tribble – See once per turn.

10 and 01  – See dual-personnel card,gender.

10/20 rule – See Warp Speed.

22nd century icon [22] – This icon marksa card as being from the 22nd century. Ithas no build in gameplay function and willbe referenced by other cards in the future.

30/30 rule  – Your seed deck  maycontain no more than 30 seed cards (notcounting missions and sites, which seed forfree) and your draw deck may contain no

fewer than 30 cards.

35th Rule of Acquisition –  You may notuse this event for a download or card drawat the end of your first turn. Playing a 35thRule card nullifies all 34th Rule cardsalready in play, and vice versa. A 35th Rulecard in play does not prevent the play of a34th Rule card (or vice versa). See turn.

’45 Dom Perignon – Discarding thisequipment to replace a ship is not a validresponse to any other action (such asbattle) and does not suspend play. You mayreplace a ship with one of differentaffiliation only if the class name is identicaland  any personnel aboard are compatiblewith the new ship (you may not place themunder house arrest). You may not replaceone “UNKNOWN CLASS”  ship with another(e.g., Mercenary Ship with Fesarius). Seeship class, exchanging cards.

62nd Rule of Acquisition – This event isnullified if you play or have played Scan orFull Planet Scan on any mission, or if youbegin an attempt of the mission on which itis played with <3 or >7 personnel.

 Attempts of other missions have no effecton this event.

75th Rule of Acquisition – See helps.

1962 Roger Maris Baseball Card  – Youmay not trade this artifact for anotheunless you are immediately able to playthat artifact as your own (this does nocount as your normal card play). Traded

artifacts are returned to their owners at theend of the game. See in play.

 A Fast Ship Would Be Nice – Whenencountering this dilemma, you may notsubstitute a ship for the victim if youropponent is playing Borg. Seecommandeering.

 Abandon Ship!  – For this dilemma, youmay choose which of your personnel wilfulfill the staffing requirements. A [Cmd]personnel may fill a [Stf] requirement. Inaddition to printed staffing requirements (iany), a ship requires at least onematching personnel aboard to be staffed.

 You may not rescue or capture theabandoned personnel during a mission oscouting attempt or during your opponent’sturn. See damage, attribute modifierscapturing, quarantine, ship staffing.

abduction – Cards such as AssimilateCounterpart, the Talon Drone (Three of Nineteen), or Reassimilate Lost Drone mayallow your Borg to abduct  a personnel. Ithis occurs during personal combat, bothcombatants cease to participate in thebattle and may immediately beam away (ipossible), but are still “stopped.”  Theabducted personnel is escorted  by youBorg present and may be moved around

like equipment. If the abducted personnel isever unescorted, your opponent can rescuethem with his own personnel present

 Abducted personnel are disabled, and donot participate in battles. They are notcaptives and are not affected by cards thataffect captives, such as Rescue Captives

 An abducted personnel who becomeassimilated is no longer consideredabducted.

aboard – See present.

 Access Denied  – See FerengIngenuity.

acquired – See artifact.

actions – An action is one operation thayou perform in the game. Examples oactions include playing, drawing, odiscarding one  card, moving a ship fromone location to another (possibly passingother locations on the way), movingpersonnel by beaming or other meansusing a personnel’s special skill (excepautomatic modifiers), battle (from initiationuntil a winner has been determined anddamage or deaths have been resolved)and attempting or scouting a mission

 Applying automatic modifiers (e.g.

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 “your personnel are STRENGTH +2 wherepresent”) and checking conditions (e.g.,battle affiliation restrictions) are notactions.

actions  – group  – An action may causeother actions to occur within itself. Forexample, a personnel battle includes sub-actions of creating a combat pile, individualpersonal combat engagements, determiningthe winner of the battle, and discardingkilled cards. An action in place of yournormal card play, in place of a card draw,etc. may also consist of several sub-actions(such as playing multiple cards under Red

 Alert!). This is called a group action , anduntil it has finished, neither player mayinitiate any other actions except actionsthat suspend play, or responses to thegroup action or a sub-action. Validresponses may be made to each sub-actionof a group action. For example, when aship is reporting with crew, a player maychoose to play an Energy Vortex on theship, or on a specific personnel beingreported. Likewise, you may play AndroidHeadlock or use Hypospray’s text in

response to a specific combat pairing.

actions  – interrupting  – You may notinterrupt an action by another action,unless the second action:•  is a valid response to the first action or

one of its sub-actions; or•  explicitly “suspends play” (according to

a card text or rule).For example, you may make validresponses to the encounter of specificdilemmas during a mission attempt, but youmay not play interrupts between dilemmaencounters. See actions  – step 2:responses.

actions  – sequence of steps  – Everyaction has three steps that must occur inorder:1.  Initiation (declaring the use of a

multifunction card, meeting conditions,choosing targets, and paying costs).

2.  Optional responses (attempts to cancelor modify the action).

3.  Results (gameplay consequences of the action).

These steps are described in more detail inthe following sections.

actions  – step 1: initiation  – Initiatingan action may include any or all of thefollowing, in this order:

•  declaring the use of a multi-functioncard (e.g., you may play Going to theTop to return a personnel to hand OR to download a personnel; you maydiscard a Space-Time Portal from thetable for one of five possible results);

•  meeting conditions of rules and gametext (e.g., battle affiliation restrictions;an open Alternate Universe Door toplay an [AU] card; game text such as

 “plays at start of  battle”); •  choosing targets (e.g., selecting a

player to draw cards with Kivas Fajo  – Collector, an outpost at which toreport a personnel; choosing a ship to

attack, or a drone to download fromyour draw deck with the Borg Queen’sskill); and

•  paying costs required by rules or gametext (e.g., using your normal card playto report a personnel card; forfeiting acard draw to initiate a download;using a special download icon).

Once you begin to choose targets for anaction, you must complete the initiation of that action (if legal). For example, if youstart looking through your draw deck for atarget card to download with the Ops text,you may not decide to abort the downloadby not selecting a target; if you have anyvalid target card available, you must selectone and complete the download. Seeshowing your cards.

Dilemma encounters  – The initiation of adilemma encounter is complete (i.e, it hasbeen “just encountered” and may be responded to) once any targets for thedilemma have been chosen and you havechecked to see if the crew or Away Teamcan meet the dilemma’s conditions (if any).

If the dilemma requires a trigger orspecifies targets with specific featureswhich are not present, the dilemma willhave no effect, but the initiation is stillcomplete. (See dilemma resolution.)

For example, your Away Team encountersNausicaans. The target must be selectedand you must check the Away Team’s total STRENGTH to see if it is greater than 44before you may nullify the dilemma withInterphase Generator or your opponentmay respond by replacing the dilemma witha QFlash (using Beware of Q).

Some cards, such as Mission Fatigue and

Cyrus Redblock, add a sub-action todilemmas, randomly selecting a personneltobe “stopped” or killed before thedilemma’s own game text is resolved. Thedilemma has been “just encountered” andmay be responded to after you completeinitiation of this sub-action (choosing atarget to be  “stopped” or killed). If theopponent responds by swapping thedilemma for a Q-Flash, the personnel is not

 “stopped” or killed because no results areobtained from the dilemma.

actions  – step 2: responses  – After anaction has been initiated and before itsresults begin, optional responses are

allowed. A valid response must specificallyrelate to (modify, cancel, nullify, orprevent) the action.

For example, if you initiate a personnelbattle at a site, any action that says it

 “plays at start  of battle,” occurs “duringbattle,” “cancels (or prevents) a personnelbattle,” plays when an  adversary is “justengaged,” etc. would be a valid response.Smoke Bomb and Phaser Burns are validresponses to personnel battle. Going to theTop is not  a valid response to personnelbattle; although returning a personnel to

hand or downloading one could affect theoutcome of the battle, Going to theTop does not specifically say that it isrelated to battle. Likewise, Hugh is a validresponse to the attack of a Borg Shipdilemma just encountered, because inullifies that attack. Playing Temporal Rifon the ship and returning the ship to youhand by discarding a Space-Time Portal arenot valid responses to encountering a BorgShip (or any other dilemma).

 A card play or other action that may occuat any time (e.g., playing an Interrupt cardrevealing a hidden agenda) is not a validresponse to an action unless it specificallyrelates to that action. For example, a cardmay not be played via “Devidian Door” toan Away Team during a mission attempt obattle. A card which says it suspends playmay be played at any time (not just duringthe response step of an action), and maytemporarily suspend any  action, whetherelated or not. (The suspending action maybe responded to normally, and after it iscomplete, the suspended action resumes.Using a special download icon also

suspends play. Thus, a personnel’s speciadownload icon may be used to download acard during a mission attempt or battleand Launch Portal may be used todownload and launch a shuttle duringbattle. See downloading.

More than one valid response may be madeto an action. For example, if I play PaloToff, you may respond first withCountermanda to place three cards out oplay, and then with Amanda Rogers tonullify Palor Toff. Interrupts and skills tha

 “prevent” an action may be used as aresponse to that action. If the action thusprevented is a card play, it nullifies tha

card play. For example, if I play You DirtyRat on Anya to morph her into a rat, youmay respond with Howard Heirloom Candleto prevent her from morphing andnullify You Dirty Rat. (See battle.)

When all responses are over, or if neitheplayer chooses to respond, the action hasits result. If a properly initiated card play isnullified, any costs paid are not recoveredbut all results of the card play are canceledFor example, you play Q’s Tent and I nullifyit with Wrong Door. You cannot playanother Q’s Tent this turn (a cost of playingthe card), but you do not lose the ability todraw cards this turn (part of the results o

the Q’s Tent). 

Responses modifying targets or conditions – If a hidden agenda is activated as aresponse to an action, all of its effects areretroactive to the start of the initiation othe action, as if the hidden agenda hadalready been revealed before the actionwas initiated. Thus, if the hidden agendainvalidates a condition for an action, theaction becomes illegal. If the action was acard play, the card returns to your hand.

For example, you initiate the play o Activate Subcommands, and I respond by

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activating Computer Crash. Since ActivateSubcommands requires a download, it isnow illegal and returns to your hand. If acondition for an action becomes invalidbefore the action resolves, for any reasonother than the activation of a hiddenagenda (e.g., through the play of anothercard in a Manheim effect “hiccup”), it hasno effect on the initiation. For example, if you initiate the play of K’chiQ, and I closeyour Alternate Universe Door with aRevolving Door during a  “hiccup,” you canstill play K’chiQ because the condition wasmet during the initiation and is not re-checked. If a target of an action becomesinvalid after the action is initiated, then theaction is “played out” without results. If theaction is a card play, that card is discarded.For example, if you target an outpost toplay K’chiQ, and I then destroy the outpostwith a Supernova during a Manheim

 “hiccup,” you must discard K’chiQ. 

actions  – step 3: results  – When anaction begins to have its results, thistypically causes one or more other actionsto occur. For example, the result of playing

Kivas Fajo  – Collector is that the targetplayer must draw three cards. Each of thethree card draws is an action with its ownthree steps, and each may be responded to(e.g., with Subspace Schism). However, nomore responses to the original action (thecard play) are allowed between thoseactions, because Kivas Fajo  –  Collector’soptional responses step is past and it iscurrently having its result. When you play acard that is discarded after use (e.g., mostinterrupts), it is discarded after  it has itsresults.

actions – taking turns – Players alternateinitiating actions. You may initiate the first

action of your turn. After your action hashad its result or is cancelled, then youropponent may initiate the next action, andso on. Whenever it is your turn to initiatean action, if you do not wish to do so youmay “pass.” You must allow your opponentample time to initiate an action or “pass.”  When an action you initiated is in itsoptional responses step, your opponent hasthe first opportunity to initiate a response;when that response is complete you mayinitiate a response, and so on. Wheneverboth players pass consecutively during theoptional responses step of an action, thataction proceeds to its result. In the rarecase where both players initiate an

action at the same time (e.g., revealingadversaries for a combat pairing), and bothplayers wish to respond to that action, theplayer whose turn it is may initiate aresponse first; players then alternateactions as usual. For example, if bothplayers wish to make a response to acombat pairing (such as playingan interrupt or using a personnel’s “stun” skill), the player whose turn it is mayrespond first. You cannot initiate any action(including using your personnel’s skillswhich are not automatic modifiers)during your opponent’s turn except:•  you may make valid responses;

•  you may play interrupts (betweenother actions or as valid responses);and

•  you may play a card or use game textthat specifies it may be used “at anytime” or   “every turn,” that

 “suspends play,” or that in someother way indicates that the actionmay be taken on the opponent’s turn. See skills – using.

actions  –  “just”  – Some actions may beinitiated only just after some other action orcondition has occurred, before anythingelse can intervene (except another “just” action). These are typically indicated by theword  “just” in game text. It may be aresponse to another action (e.g., “justinitiated,” “just played”), or it may be a newaction that follows the result of the otheraction (e.g., “just  completed,” “justreported”). An action may be responded toor followed by any number of applicable

 “just” actions.  “Just” actions always takeplace before non-  “just” actions. This mayallow or require you to initiate an actionwhen it would otherwise be your

opponent’s turn to do so. For example, youinitiate a planet mission attempt and solvethe mission. Although it is normally youropponent’s turn to initiate the next action,you may first play Particle Fountain(“play...on just completed planet mission”). 

actions – required – Required actions areusually indicated by “must” or “must do nothing but.” There are two types of required actions, moving and non-moving.

Moving required actions  include Cytherians(you must travel to the end of thespaceline), Incoming Messages (you mustreturn to an outpost), and Conundrum (you

must target and “chase” a ship). Additionalpersonnel and equipment may be broughtaboard the ship by beaming, reporting(e.g., to a Borg Cube), or any other methodthat does not require the ship and crew totake an action such as docking. Personneland equipment may not be removed fromthe ship by any means. The only otheractions the ship and crew may perform aremoving ( “Ship must do nothing but…” means “ship and crew must do nothingbut…”) and meeting conditions tocure/nullify cards affecting the ship. It maynot cloak, phase, or initiate battle, includinga counter-attack (though it may return fireif attacked). The crew may not initiate

battle against an intruder, but may defendthemselves if attacked. Destinations of arequired action (outposts, spacelinelocations, ships to attack, etc…) must be onthe same spaceline as the moving ship.When a moving required action states thata ship must travel at “normal speed” or “fullspeed,” it means you must use all of itsavailable RANGE each turn (assuming thatthe ship is staffed to move), including anyautomatic modifiers such as aPlasmadyne Relay aboard, even if this willplace the shp at a hazard such as Gaps inNormal Space. You may stop atintermediate locations. You may use

Lakanta’s or The Traveller’s skills, WhereNo One Has Gone Before, WormholesTranswarp Network Gateways, or othesuch means to shorten the travel. You arenot required to do so. The ship can beaffected by cards played on it oencountered on the spaceline, such asWormholes, Gaps In Normal Space, etc.

Non-moving required actions includeSamaritan Snare (you must attempt themission, if Federation) and Conundrumafter you reach the targeted ship (you musattack the ship). If a ship is targeted by anon-moving required action, you musperform that action as soon as possibletypically as your next action. Responses tothat action (e.g., battle-related cards oSenior Staff Meeting) may be played. Whenyour cards are required to take more thanone action, you may choose the order inwhich to take those actions. For example, iyour Federation ship affected by Cytheriansis at Samaritan Snare, you may choosewhether to move the ship (if you haveavailable RANGE) or attempt the mission asyour next action.

 A ship under the influence of a requiredaction remains under that influence after itis commandeered or assimilated; the newcontroller must complete the action.

 Activate Subcommands  – This evenmay download a drone which has all threesubcommand icons (e.g., Seven of Nine) asany one of the three subcommands. Youmust also download two other drones othe other two subcommands.

 Activate Tractor Beam  – The firsfunction of this interrupt allows you to towone ship for the extent of your available

RANGE on the current turn; the interrupt isthen discarded. When played for thesecond function, the interrupt remains onthe ship to add the Tractor Beampermanently. You may play two copies othis interrupt on a ship, one to add aTractor Beam and one to tow a ship. Seetowing.

active – An active  personnel is one whichis not  “stopped,” not disabled, and not instasis.

 Adapt: Modulate Shields  – Seeimmune, Remodulation.

 Adapt: Negate Obstruction  – ErratumNullifies a dilemma (except a Qrelated dilemma) just encountered byyour [Com] Borg if your Borgencountered that dilemma (or a copy)on a previous turn. 

 A dilemma may be nullified by this interruponly  just after it is encountered in a Borgscouting attempt. You must play anothecopy of the interrupt each time youencounter another copy of a dilemma thatyou wish to adapt to. See Q-relateddilemma.

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 Add Distinctiveness – For this incident,seed cards (which must be placed out-of-play) include missions, dilemmas, artifacts,and any other card which is only seedable(has no normal “play” function). Seeoutside the game.

 Any non-Borg personnel or ships obtainedfrom an expansion pack with this incidentare considered assimilated as drones (seeassimilation  – personnel) before youreport them for duty. You may report suchcards immediately (ships to any spacelinelocation or your Borg Outpost; personnel toany of your ships or outposts or to aplanet) without regard to [AU] icons ornative quadrant. If you place them inyour hand to play later, you must obey allnormal reporting requirements. If youobtain Jean-Luc Picard from anexpansion pack using this incident, you maynot play him immediately if you haveLocutus of Borg in play, but may laterperform a persona exchange with the twocards.

adjacent – Two spaceline locations are

adjacent to each other if there is no otherlocation between them (even if a cardwhich does not form a location, such as Q-Net, is between them.)

 Admiral Riker  –  This personnel’s special download requires him to be aboard yourmatching facility. The Reflections foilversion requiring a compatible facility is amisprint (not errata).

affiliation  – There are 15 affiliations:Bajoran, Borg, Cardassian, Dominion,Federation, Ferengi, Hirogen, Kazon,Klingon, Neutral, Non-Aligned, Romulan,Starfleet, Vidiian and Vulcan. Each affiliation

has a distinct border color (but seeCaptain Proton cards) and a uniqueaffiliation icon in the upper left corner of each Personnel or Ship card (lower leftcorner of each Facility card). A few cardsare multi-affiliation. (Equipment andSite cards have no affiliation.)

Cards from different affiliations are notnormally compatible, except Non-Alignedand Neutral cards which are compatiblewith any affiliation except Borg. Specialcards such as treaties, Emblem of the

 Alliance, and Temporal Micro-Wormholemay make two or more affiliationscompatible, allowing them to mix and work 

together.

affiliation and ship origin – Some cards,such as tactics, affect “Klingon ships,”  

 “Romulan ships,” etc. These cards apply to ships currently holding that affiliation aswell as ships that “originated” with thataffiliation. A  ship’ s class or lore mayindicate that its origin is different from itsaffiliation. For example, the B’Rel , aFerengi-affiliation ship identified in its loreas a “Klingon Bird-of-Prey,” is both a Klingon ship and a Ferengi ship. TheCha’Joh   is a multi-affiliation [Rom][Klg]ship of Klingon origin (“Bird-of-Prey”); thus,

it is a Klingon ship regardless of its currentaffiliation mode, but a Romulan ship only inRomulan affiliation mode. A Romulan shipcommandeered by Klingons is both aRomulan ship and a Klingon ship. TheNaprem  (K’Vort-class “Bird-of-Prey”) is of  Klingon origin; the Stolen Attack Ship (“Jem’Hadar attack ship”) is of Dominion origin.

affiliation and species – Cards that affect “Klingons”, “Romulans,” etc. apply topersonnel of that affiliation as well as thatspecies (including hybrids). Thus, Worf,K’Ehleyr, and Quark Son of Keldar (inKlingon mode) all are Klingons for KlingonDeath Yell. Ba’el and Simon Tarses areRomulans for D’Tan’s INTEGRITY enhancement. Miles O’Brien (FajoCollection) will not work with Garak (ineither mode), Dukat, or Evek.

 A “non-Klingon”  personnel is neitherKlingon by species nor Klingon affiliation.Espionage cards and cards that refer toan affiliation by its icon (such as Kira Nerys)refer only to affiliation, not to species.

affiliation attack restrictions  – Seebattle.

affiliation icon  – A round icon in theupper left corner of a Personnel or Shipcard or lower left corner of a Facility card,indicating the card’s affiliation. Also, arectangular icon on a Mission cardindicating which affiliations canattempt the mission.

 Airlock  – Either player may use the text of this doorway if his personnel is present withan appropriate target, but only on each of his own turns. An opposing personnel

must have lower STRENGTH or CUNNINGthan the personnel tossing him out. A Rogue Borg must have lower STRENGTH.See battle – non-battle cards.

 Ajur  – Erratum, replace the special skillwith:  Once per game, if alone with  Archaeology on a planet, may peek at all but 3 seed cards here (opponent’s choice.) See alone.

 Ajur and Boratus – These personnel mayuse their special skill to peek at only cardsthat are seeded face down under themission, and only if there more than three.See alone, once per game, mis-seeds.

 Alien Abduction – Erratum:Most CUNNING Away Team member (owner’s choice if tie) is held by aliens until mission completed OR 3 Leadership present.

 Alien Parasites – This entry covers boththe original Alien Parasites dilemma and theversion included in the combo dilemma

 Alien Parasites & REM Fatigue, whetherencountered on a planet or in space. Whenyou encounter this dilemma and fail tomeet its conditions, the mission or scouting

attempt immediately ends. At a planemission, beam the Away Team back to theship or facility with which they areassociated, if any (if not, they remain onthe planet surface) or have them reboardtheir landed ship without transporters. At aspace mission, the crew remains aboardtheir ship. Your opponent then chooseswhether or not to take control of theship/facility and the crew or Away Team. Ihe chooses to take control, your turn issuspended (you may not initiate actionsexcept as normally allowed during youopponent’s turn) while he temporarilycontrols the ship or facility (if any), the

 Away Team or crew which encountered thedilemma, and any other personnel aboardthat ship or facility. (If any personneaboard are already “stopped,”  they remainso unless your opponent plays a card that

 “unstops”  them, such as Distortion oSpace/Time Continuum; they then join therest of the crew.) He does not control anyother ship or facility at the location or anypersonnel who were previously “stoppedon the planet. He may not take any actionsthat would normally occur only during his

turn, except those using your ship and crewwhich he controls. Your opponent may takelegal actions (see control for limitationswith the ship and crew until they become

 “stopped” (he may not then take any actionto “unstop” them) OR he cannot take anyfurther meaningful actions with them (e.g.he may not simply beam them up anddown endlessly) OR he chooses not to takeany further actions with them. Then controreturns to you and your suspended turnresumes. If the ship and crew are noalready “stopped”  (or if your opponenchose not to take control), the personnewho originally encountered the dilemma(and the ship, if encountered at a space

mission) are now “stopped” by their failureto overcome it. The dilemma is replacedunder the mission to be encountered on thenext mission or scouting attempt.

If your opponent’s Borg scout fails to overcome this dilemma, you must follow alBorg  Away Team and battle restrictionsand the Borg may not attempt missions

 You may use the controlled Borg to scoufor your own current objective if you areplaying Borg. If you are playing Borg andcontrol a non-Borg ship and crew, they mayattempt and solve a mission, but neitheplayer scores the mission points.

 Alien Probe – See Telepathic AlienKidnappers, Battle Bridge side deckTribble side deck.

 All Threes  – To play this interrupt, youmust have at least six cards in your drawdeck to reveal. Reveal the first three cardsand the next three cards from the top oyour draw deck in two sets, which you maynot rearrange. See any, in play.

 Alliance Interceptor – See interceptor

alone  –  A personnel “is alone” if there areno other personnel (belonging to any

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player) present. A personnel is “alone with” a personnel, or a characteristic which thatpersonnel has, if that personnel orcharacteristic is the only other personnelpresent.

Example: Ajur is “alone with Archaeology” if the only other personnel present has

 Archaeology.

 Alternate Universe Door  – A seededcopy of this doorway allows your [AU]-iconcards to enter play. See  AlternateUniverse icon. You may not play ordownload this doorway to the table for thispurpose. You may play this doorway tonullify a Temporal Rift only during your ownturn (unless downloaded by discarding aSpace- Time Portal). This use is a cardplay that returns to your hand rather thandiscarding (not “showing a card”) and maybe affected by Energy Vortex.

 Alternate Universe icon [AU] – You maynormally seed or play cards with this icononly if you have an open Doorway or othercard which allows such cards to enter play,

such as  Alternate Universe Door,Space-Time Portal, or the Seal Riftmission. (Using “Devidian Door” to reporta card also requires such a Doorway card atthe time the reporting function is used.)Time locations also allow certain cards

 “native to the timeline” to report therewithout such a Doorway card. If the cardallowing your [AU] cards to play is closed ordiscarded, you may not play additional [AU]cards until it is re-opened or replaced. [AU]cards already in play or already seeded areunaffected by closed or discardeddoorways. If the doorway is closed (or hasbeen discarded) when a legally seeded [AU]card is encountered, the [AU] card still has

its normal effect. However, if an earned[AU] artifact goes to your hand, you do need an open doorway to play it later.

 Altonian Brain Teaser – On this dilemma,the phrase “if their CUNNING <15” means

 “if   that personnel’s CUNNING <15.” If the affected personnel’s CUNNING is less than15, any bonus points (positive or negative)scored at that location are not lost orcancelled, but are not counted in your finalscore for the game, whether scored beforeor after the dilemma was encountered. Seepoints, Balancing Act, In the Zone,dual-personnel cards.

The points from Cytherians are affected byan Altonian Brain Teaser only at the far endof the spaceline where the points arescored, not at the location where theCytherians was encountered.

 Amanda Rogers – Erratum:Nullifies any one Interrupt card just  played OR any other card just played as an Interrupt card. (Immune to  Amanda Rogers.) [0] 

 An Artifact or Doorway card is “played asan Interrupt card” only if its text specificallysays so. For example, Space-Time Portal

may be discarded from the table to “play asa second Wormhole interrupt.” See cardtypes.

 Amanda’s Parents – This Q-icon event appeared in two slightlydifferent versions in the original print run.The correct gameplay is indicated here:Plays on table until any Q-Flash. Each time you play an Amanda Rogers card (except to nullify a [Q] icon card), opponent may take that Amanda Rogers (and any two other cards) from your discard pile and place all three out-of-play.

 Ambush Ship – See WEAPONS.

 Anastasia Komananov  – To use herspecial skill, this personnel must have beenaboard the opponent’s ship (like aninfiltrator) since the start of the opponent’slast turn.

 Ancestral Vision  – Erratum: Seeds or  plays on a [DQ] planet. End of each turn, if your Honor personnel who has 

INTEGRITY>7 is present, draw an extra card. (May not be nullified if Chakotay present.)  

android  –  “Android” is a species. Theterm includes any personnel identified in itstitle or lore as an android (such as anySoong-type android), Exocomps, andCommander Data. Androids are affectednormally by all  cards unless otherwisespecified.

 ANIMAL  – This classification has severalimportant differences from otherclassifications. ANIMAL may not be selectedas a skill or classification. In addition,

 ANIMALs may not•  attempt missions alone;•  meet ship staffing requirements,

including the matching affiliationrequirement;

•  enable the use of hand weapons orinitiate battles;

•  commandeer, or apply their affiliationto a commandeered ship or facility;

•  use their classification to staff a KurlanNaiskos; or

•  be assimilated or targeted forassimilation.

 A personnel of this classification remains ananimal even if its classification is removedor changed, and is subject to all the normal

restrictions on ANIMALs. Otherwise, ANIMALs are affected normally by all cards.

 Ankari “Spirits”  – Revised Text:Delete the word “murderous” from the lore.(This dilemma is no longer affected byCyrus Redblock.)

another  – See other. 

 Anti-Matter Spread  – The phrase “opposing  ships’ WEAPONS” on thisinterrupt refers to ships that are opposingthe ships of the player playing the card.

 You may not play it on behalf of the BorgShip dilemma to reduce the WEAPONS oyour opponent’s ships being attacked bythe dilemma. The reduction of WEAPONSfor personnel with CUNNING<8 applies onlyto Ship cards, including Borg-affiliationships. The reduction of WEAPONS to 16applies only to the Borg Ship dilemma.

 Anti-Time Anomaly – Revised text:Plays on table. Kills literally ALL personnel in  play (both players’ cards)at the end of your third full turn,unless anti-time anomaly destroyedfirst. 

This event kills all personnel (not RogueBorg interrupts) on or off the spaceline inall quadrants, at timeline locations, in aPenalty Box, being held by aliens, in stasisetc. (Holographic personnel deactivate asusual instead of being killed.) The onlypersonnel who are protected are those whoare timetraveling into the future (i.e., in aTemporal Rift or Time Travel Pod) at thetime the Anti-Time Anomaly resolves. Seein play.

any – If a card refers to a specific Star Trecharacter using the word “any” (e.g., “anyMiles”), it refers to any Personnel cardrepresenting the specified characterincluding [AU], [MQ], and [Holo] personne(but not impersonators). Thus, both ChieO’Brien and  Smiley are “any Miles;” andboth Montgomery Scott and Mr. Scott are

 “any Scotty;” but Odo Founder is not “anyOdo.”  

 “Any Enterprise ” is any ship with “Enterprise ”   in its card title. “Any Nor” isany station identified in its title or lore as aNor (including Deep Space 9).

For other card types, “any” (or “a”, “an”, o “one”) refers to a card with thacharacteristic. For example, “any disruptorincludes Varon-T Disruptor, KlingonDisruptor Rifle, and Breen CRM114, while

 “Any Emblem card” includes Emblem of theEmpire and Emblem of the Alliance (but nocards displaying the icons representingthose emblems).

When a card refers to a specific card titlewith a modifier such as “any”, it refers onlyto a card of that exact title (or a member ofthat card title group). For exampleInvestigate Coup requires Tomalak and

cannot be solved by Ambassador Tomalak.

any Intelligence  – A card with arequirement of “any Intelligence” may bemet using one of several skills. These skillsinclude FCA, Intelligence, KlingonIntelligence, Memory Omega, ObsidianOrder, Section 31, and Tal Shiar. If a cardrequires multiple Intelligence skills (“any 3Intelligence”) you may use any combinationof Intelligence skills to meet therequirement. A card requiring simply

 “Intelligence” must be met by that skill. 

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anywhere  – When a card allows apersonnel or tribble to report, beam, orrelocate to “anywhere,” it must be aboard aship or facility, or on a planet surface. Youmay not report, beam, or relocatepersonnel or tribbles off the spaceline ortimeline (such as to a Penalty Box) or intospace.

 Aphasia Device –See quarantine.

acquired – See artifact.

 Arachnia  – See Borg (Borg-affiliationships).

 Arbiter of Succession – The two Klingonstargeted by this interrupt may belong to thesame player.

 Arne Darvin  – This personnel does notallow you to draw a card for his own reportaboard K-7.

 Art of Diplomacy, The  – This incidentallows your personnel to use 2 Treachery asif it were 1 Diplomacy (either one personnel

with Treachery x2, or two personnel, eachwith Treachery). For example, twopersonnel who have Treachery and anotherwho has Treachery x2 can provide 2Diplomacy (if any are mission specialists,this counts as using their skill to meet amission requirement for the Assign MissionSpecialists objective). A personnel may notuse their skill as Treachery and Diplomacyat the same time. You do not have todeclare in advance how you are usingthe 2 Treachery; when a requirement forDiplomacy arises, you may meet thatrequirement by showing 2 Treachery onqualifying personnel in the crew or AwayTeam.

artifact – A card type representing a rareobject with special powers. Artifacts mustbe seeded during the dilemma phase,under planet missions only, unless a cardallows or requires seeding at a spacemission, and you may seed only one artifactunder each mission unless otherwisespecified (see mis-seeds).

 A seeded artifact is earned  when themission is completed, not when the artifactis encountered. (The Borg must completean objective that allowed scouting alocation before the Survey Drone canacquire  any artifacts seeded at that

location.) “Earned” is synonymous with “acquired.” Cards seeded like artifacts areearned or acquired in the same way asartifacts. See scouting.

 Artifacts cannot be used until they havebeen earned, for example:•  by completing the mission (or, with

the Survey Drone, a Borg objectivewhich allowed scouting that location);

•  with a card such as The Charybdis orHQ: Return Orb to Bajor; or

•  with a card that allows an artifact tobe earned without seeding, such asReclamation or Starry Night.

 An artifact may be downloaded only  by acard that specifically downloads artifacts(e.g. Secret Compartment) or that has aspecial download icon for a named artifact(e.g., James Tiberius Kirk for TantalusField). For example, Bareil may not download a Varon-T Disruptor. When acard specifically downloads an artifact, thatartifact is earned.

If an artifact leaves play, it cannot bebrought back into play unless it is earnedagain (for example, by re-seeding under Q’sPlanet and completing that mission, or withone of the cards listed above). SeeMasaka Transformations.

 An artifact that is “used as equipment” joins your crew or Away Team when earned;some artifacts are placed in your hand toplay later; and others are resolvedimmediately, according to their game text.

When you acquire multiple artifacts orcards seeded like artifacts at a singlemission, you may generally resolve them in

any order you choose. For example, if youacquire your opponent’s Magic Carpet RideOCD and your own Varon-T Disruptor, youmay choose to have the Varon-T Disruptor

 join your Away Team before your opponentmay relocate your ship and Away Team.However, if two copies of a non-duplicatable card are earned, the first oneencountered is acquired and the secondcopy is discarded. For example, if both youand your opponent seed a copy of RessikanFlute under a mission, you acquire only thefirst copy encountered and discard thesecond. (This also applies if you acquireanother instance of a persona which youalready have in play, or a Borg counterpart

when you already have a counterpart inyour collective.)

 Artificial Intelligence, The  – Thispersonnel’s   “NO STRENGTH” is anundefined attribute.

 Assign Mission Specialists – Errata andclarifications:

Seeds or plays on table. You may download to one of your outposts up to two different mission specialists (personnel whose only skill is a regular skill) that you do not already have in play. Also, while in play, each 

of your mission specialists scores 5  points whenever they use their skill to meet a mission requirement. You may voluntarily discard objective at start of any of your turns. (Unique.) 

This objective has two effects. First, itallows a one-time download of two missionspecialists to an outpost (not to any othertype of facility). If you choose to use theoptional download, you must do soimmediately upon seeding or playing theobjective. (The mission specialists are notseed cards.) If you wish to play another

 Assign Mission Specialists later to download

two more specialists, you must first discardthe one in play at the start of your turn.(See unique and universal.)

If the download of the mission specialists isprevented by the activation of  ComputeCrash, the objective remains in play on thetable for its second function. The downloadopportunity is permanently lost.

Second, while you have any  Assign MissionSpecialists card in play, any  missionspecialists you have in play (regardless of whether downloaded or played normally)score 5 points when using their skill tocomplete a mission. You decide which oyour personnel present use their skills tomeet mission requirements. Multiple copiesof the same mission specialist may noscore points for the same mission, even imultiples of that skill are required. Seecumulative.

For example, the mission Reported Activityrequires Navigation + Honor x2. It is solvedby the following Away Team: missionspecialists B’iJik (Navigation), Konme

(Navigation), Kahless (Honor x2), and twocopies of Batrell (Honor), plus non-missionspecialist Governor Worf (Honor x2 plusother skills). A maximum of 15 extra pointsmay be scored (5 by Kahless, 5 by onecopy of Batrell, and 5 by either B’iJik oKonmel, but not both). Kahless is noforced to meet the entire Honor x2 byhimself, nor is Governor Worf required touse his Honor at all.

 A skill with a multiplier, such as Honor x2is one skill.  Any  special skill, including aspecial download, disqualifies a personnefrom being a mission specialist. Foexample, Tarus (Stellar Cartography) and

Kahless (Honor x2) are both missionspecialists. John Doe, whose only skill is aspecial skill, and Madam Guinan, who hastwo skills (one regular and one special), arenot mission specialists.

 You cannot create a mission specialist byremoving skills from a multi-skilledpersonnel (e.g., with Tsiolkovsky Infection)If a card replaces  a mission specialist’ssingle skill with another regular skill (e.g.Reflection Therapy), that personnel remainsa mission specialist. If a personnel losesmission specialist status due to a card suchas a Medical Kit or Mot’s Advice, he regainsit if separated from the kit or if the card is

nullified.

 Assign Support Personnel – A skill witha multiplier, such as Honor x2, is one skill

 Any  special skill, including a speciadownload, disqualifies a personnel frombeing a support personnel for thisobjective. See Major Rakal.

If a multi-affiliation personnel has differenskill sets for each affiliation, the skill set fothe affiliation selected for reportingdetermines support personnel status. Foexample, Stefan de Seve is a suppor

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personnel if reported in Romulan mode, butnot in Federation mode.

 Assimilate Counterpart – Participating inany battle at the location of the targetprevents you from probing to completethis objective, even if the target is nolonger at the location of that battle. Simplyplacing an unabducted target on an

 Assimilation Table (e.g., by relocating himthere with Mysterious Orb) is not sufficientto allow you to probe. You must first battleand abduct the target as stated. Seedrone, showing your cards.

 Assimilate Homeworld – If the target of this objective is destroyed (e.g., by aSupernova), discard the objective (and anyStop First Contact or Build InterplexingBeacon suspending it) immediately. Seemirror universe.

 Assimilate Planet – Revised text:Plays on table. Target an unassimilated, non-homeworld planet mission with a point box showing at least 35 points. Your Borg may scount 

that planet. After scouting complete, if you have Borg at that location, you may probe: [Com], [Def]: Assimilated.Place on planet. May download one Objective card. [25] See point box. 

 Assimilate Species  – See humanoid,assimilation  – personnel, showing your cards.

 Assimilate Starship – Revised text:Plays on table. Target an opponent’s ship. Your Borg may scout that ship.(Whenever no active Borg aboard target during your turn, you may beam one scout aboard.) After 

scouting complete, if your Borg have Computer Skill aboard that ship, you may probe: [Com], [Def]: Assimilated.Place on planet. May download one Objective card. [25]  See active,showing your cards.

assimilated counterpart  – Seeassimilation  – personnel, counterpart,He Will Make An Excellent Drone.

assimilation  – You may assimilate planetsor your opponent’s personnel and ships byusing Objective and other cards that allowassimilation. You may assimilate only cardswhich you do not already control, and only

if a card or rule allows it. Assimilated cardsundergo specific transformations detailed inthe following sections.

assimilation  – facility  – Seeassimilation  – planet.

assimilation  – personnel  – When yourBorg assimilate an opposing personnel, itbecomes a Borg drone  under your control(however, your opponent must still obeythe persona rule and may not reportanother instance of a non-universalpersona) and it undergoes the followingtransformations:

•  Its affiliation changes to [Borg].•  Its gender becomes irrelevant to the

Borg.•  Its classification (if any) becomes its

first listed regular skill.•  If it already has any subcommand

icons, it retains them, and any othernormal staffing icons are lost.

•  If it has no subcommand icons, itsprinted staffing ability changes to asubcommand icon, as follows:

Old Staffing New Icon

Other

 A drone will never have more than onecopy of each subcommand icon. Forexample, if [NA][Fed] Seven of Nine isassimilated as a drone, her [Stf] icon is lostrather than converted.

•  Its attributes adapt to service thecollective based on its subcommandicons, as follows:

Iconsets… 

 Attributeto..

 Value

INTEGRITY 7

CUNNING 7

STRENGTH 7

 Any attribute not set by a subcommandicon is set to 5.

Borg do not assimilate (or target forassimilation) ANIMALs or holographicrecreations. Such personnel are excludedfrom any selections for abduction orassimilation.  All  other personnel, includingandroids, changelings, and your opponent’sBorg, may be assimilated normally unless

otherwise specified by a card. For example,if your opponent has The Kazon Collectivein play, his Kazon are immune toassimilation. In addition to droneassimilation, you may assimilate a malepersonnel as a counterpart  by completingthe Assimilate Counterpart objective. Whenthis occurs, the counterpart undergoes thesame transformations as a drone, with thefollowing exceptions:•  He retains his gender for Borg-related

cards only. For example, a counterpartis not affected by Male’s Love Interest. 

•  His staffing ability adapts to servicethe Collective by changing to all threesubcommand icons: [Com][Nav][Def].

•  His INTEGRITY and CUNNING remainthe same, and his STRENGTH is +3 (if he was already a counterpart, allattributes remain the same).

•  His previous affiliation remainsrelevant for all cards requiring amatching counterpart, such as

 Assimilate Homeworld or Service theCollective. If he is multi-affiliation, allof his affiliation icons may be used forthis purpose.

 Your Collective is limited to one counterpart(or personnel targeted as such) at a time.

While any personnel is targeted to becomea counterpart, that personnel may not beassimilated as a drone and is excluded fromall such selections. Dual-personnel cardsmay not be targeted for assimilation as acounterpart. A counterpart may beconverted to a drone with He Will Makean Excellent Drone.

 Any cards already played or placed on thepersonnel before assimilation remain in play(you do not recheck the conditions otargets for playing that card).

The Borg overlays from the EnhancedPremiere product do not allow assimilationof cards and cannot be placed on non-Borgcards to allow them to be stocked in yourdeck. They may be sleeved with Personnelcards you assimilated as a memory aid fothe transformations.

assimilation  – ship – When your Borgassimilate an opposing ship, you takecontrol of that ship (but your opponenmust obey the persona rule) and iundergoes the following transformations:

•  Its affiliation changes to [Borg].•  Borg staffing requirements do no

change.•  Non-Borg staffing requirements adap

to service the Collective:

OldRequirement

NewRequirement

[Cmd] [Com/Blue]

[Stf] [Nav/Green]

Other icon [Def/Red]

 Any other non-Icon staffing requirementsare irrelevant

 Any carried ships aboard are assimilated(but personnel and equipment aboard arenot). Any cards played on or placed on theship prior to assimilation (such as a KurlanNaiskos) come under your control.

assimilation  – planet  – When youassimilate a planet, any opposingpersonnel, equipment, and landed ships onthat planet are assimilated. Any opposingfacilities at that location, all personnel andequipment in or aboard a facility, and alships docked at a facility are alsoassimilated. Personnel and equipmenaboard a docked or landed ship are noassimilated. The affiliation of an assimilated

facility changes to [Borg], and you mayreport cards to it in accord with normalnative quadrant reporting rules.

If your Survey Drone, Sixteen of Nineteenis on the planet when it is assimilated, itmay acquire any seeded artifacts. If notany artifacts (or cards seeded like artifacts)are placed face up on the planet and maybe later acquired by your Survey Drone oby any non- [Borg] personnel present.Mission attempts may not be made atassimilated planets, and the missionaffiliation icons become irrelevant (facilities

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requiring a matching affiliation icon may nolonger be built there).

 Asteroid Sanctuary – This interrupt is avalid response to the initiation of a shipbattle. It cancels the battle (but all cardsinvolved are still “stopped”). See actions – step 2: responses. It may not target adocked ship.

at any time  – This phrase indicates thatan action may be used during any phase of either player’s turn (except start-of-turn orend-of-turn), between other actions or as avalid response. It may not interrupt otherunrelated actions. See actions  – step 2:responses.

 Atmospheric Ionization – Erratum: Add (Unique.) to this event’s game text. 

This event allows up to 3 personnel tobeam, up or down, every turn (e.g., 2 downand 1 up or any other combination).

 ATTACK bonus  – A feature of  Tacticcards. In a ship battle, the ATTACK bonus

on your current tactic (if any) is added tothe total WEAPONS of your ships firing tocalculate your ATTACK total. The ATTACK bonus is not an attribute enhancement.See battle – ship.

attempt – Non-Borg affiliations may makemission attempts and commandeeringattempts. Borg may make scoutingattempts.

attribute  – A feature of Personnel, Ship,and Facility cards. Personnel have threeattributes  – INTEGRITY, CUNNING, andSTRENGTH. Ships have three attributes  – RANGE, WEAPONS, and SHIELDS. Facilities

may have WEAPONS and/or SHIELDS. Seeattribute enhancements, attributemodifiers, undefined attribute,variable attribute. 

attribute enhancements – Attributeenhancements refer only to positivechanges in the attributes of a ship orpersonnel. SHIELD extension from a facilityand ATTACK and DEFENSE bonuses are notattribute enhancements; thus, Shipwreck and Weak Spot do not affect a facility’sability to extend its SHIELDS around ships.See attribute modifiers, battle – ship.

The attributes of ships with a restriction

box such as the Keldon Advanced are notenhanced by the presence of the requiredskill or characteristic aboard (in this case,Obsidian Order); rather, they are reduced if the required skill or characteristic is not aboard.

attribute modifiers  – If more than onecard modifies an attribute of a ship orpersonnel, add or subtract first, thenmultiply. (The order in which the cardswere played is irrelevant.) For example, if you have both a Plasmadyne Relay (RANGEand SHIELDS +2) and a Kurlan Naiskos (allattributes x3) on the U.S.S. Enterprise (9-8-

9), which also has Strafing Run on it as adamage marker (all attributes  –1), itsattributes would be:

RANGE and SHIELDS: (9 + 2 – 1) x 3 = 30WEAPONS: (8 – 1) x 3 = 21.

However, if a card or rule changes  anattribute to a specific value (rather thanadding or subtracting), treat it as if thechanged value were printed on the card.For example, if Data (8-12-12) is affectedby Frame of Mind (sets attributes to 3-3-3)and has a phaser (STRENGTH +2), hisSTRENGTH will be 5.

Rotation damage to a ship, which reducesits RANGE to 5, is a rule that sets a valuerather than modifying it.

When resolving dilemmas, determiningSTRENGTH in battle, etc., always apply anyrelevant modifiers to cards in play.Modifiers do not affect cards in your hand(e.g., for Royale Casino dilemmas). Seeautomatic modifiers.

 An attribute is considered reduced  (forcards such as Abandon Ship! or U.S.S.Enterprise- B) if it is affected by a card thatsays it is reduced (e.g., Baryon Buildup), is

 –X (Vole Infestation), or is “disabled” (“Pup”), even if it is also affected by a cardthat enhances that attribute by the sameamount (Plasmadyne Relay). Also, theRANGE of a ship that has rotation damageapplied is reduced. A ship that “cannotmove” (Menthar Booby Trap) does not haveits RANGE reduced. Attributes may not bereduced to less than 0. An undefinedattribute may not be modified.

automatic modifiers  – Any modifier

which simply states that it occurs, without aword such as “may” to indicate that it isoptional, is automatic and mandatory. Forexample, “While on your ship, RANGE is+1” is an automatic  modifier, whereas “if on a ship, may reduce RANGE or WEAPONSby 2 until end of turn” is optional.

 Away Team and crew  – When yourpersonnel are aboard a ship or spacefacility that you control, they are a crew. In all other situations , they are an AwayTeam. When aboard a ship or facilitycontrolled by your opponent, they are alsointruders. (Equipment cards may becarried by crews or Away Teams, but an

 Away Team or crew must contain at leastone personnel.)

 Your opponent may not look at the cards inyour Away Team or crew, except whennecessary for verification. See showing your cards.

Borg-affiliation personnel may not form Away Teams unless counter-attacking orallowed by game text. Holographicpersonnel and equipment may exist onlyon ships or facilities, unless a card such asMobile Holo- Emitter or Holo-projectorsallows them to exist on a planet surface.

Cards referring to an Away Team normallydo not include crew. For example, aGenetronic Replicator prevents deaths onlyin your Away Team, not in your crew. (Afew [S/P] dilemmas which incorrectly refeeither to a ship’s crew or to an Away Teamhave been revised to include both.)

 All your compatible personnel aboard oneship or facility (at one site, if a Nor), or onone planet (outside a facility or landed shipform a single Away Team or crew, exceppersonnel who are “stopped,” disabled, oin stasis, who form a separate group duringyour turn. When a dilemma “stops” some oyour personnel, they temporarily form aseparate Away Team or crew which doesnot participate in the mission attempt. Seedilemma resolution.

 Any such separate groups automaticallyrejoin with other compatible Away Teamsor crews present when your turn ends.

 An Away Team can be associated with onlyone ship or space facility at a time. If youbeam Away Teams from multiple ships or

facilities to the same planet, you mustdesignate which single ship or facility thenew combined Away Team will beassociated with. An Away Team remainsassociated with the ship it beamed (odisembarked) from until they board anotheof your ships or space facilities, becomeassociated with another ship by joining thaship’s Away Team, or are separated by thedeparture of the ship or the Away Teamfrom that location (including the ship timetraveling into the future via Temporal Rift)For example, if you play Memory Wipe onyour ship, beam an Away Team to a planet,and move the ship to another locationthose personnel revert to their norma

affiliations.

 Away Team battle  – This phrase (o “Away  Team or Rogue Borg battle”) on acard is synonymous with “personnel battle,which may include Away Teams, crewsand/or Rogue Borg.

Bajoran – An affiliation and a speciesSee affiliation and species.

Bajoran Civil War – Both downloadedpersonnel must be ❖, whether they are

OFFICER, SECURITY, or Resistancepersonnel. See Computer Crash.

Bajoran Interceptor – See interceptor.

Bajoran Raider – See report with crew

Bajoran Resistance Cell – Erratum:Seeds or plays on table. Once eachturn, your [Baj] Resistance personnemay report for free to your [Baj]facility or ship or to any planet. Also,your Bajoran espionage cards may nobe nullified. Once each turn, you maydownload a Bajoran espionage card toone of your unsolved missions (limione per mission), then draw two cards

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if you have at least two [Baj] Resistance personnel in play. 

 A Resistance personnel is one withResistance skill. See Espionage cards.

Bajoran Shrine –  “Using a disruptor at anadjacent site,” which can destroy this site, means that a personnel is present therewith a disruptor which he can legally use(see equipment). For example, a Klingoncould destroy the site if he is carrying aKlingon Disruptor, but not a RomulanDisruptor. The disruptor does not have tobe used in battle, nor does destroying theShrine count as a battle.

The “other Bajoran” who must be presentfor the Prylar, Vedek, or Kai to conductservices may be any other BajoranPersonnel card, including another Prylar,

 Vedek, or Kai (even a copy of the first one).

Bajoran Wormhole – Whenever you playor download this doorway to the AlphaQuadrant, you must  use its text todownload another copy to the Gamma

Quadrant (creating that spaceline if thereare no missions there yet). The AlphaQuadrant Bajoran Wormhole card must beplaced or inserted adjacent to a BajorRegion location if any are on the spaceline.If not, the doorway may be insertedanywhere on the spaceline that is notwithin another region, creating a BajorRegion. If one end of the BajoranWormhole is destroyed, the other end isdiscarded also. See doorways,wormholes – movement through.

*Bajoran Wormhole: Mirror Universe – Revised text:  The [DS9] icon has beenremoved from this card’s text.

When you seed or play this doorway, youare not required to download BajoranWormhole, but if you fail to do so, thedownload opportunity is lost. Only oneplayer may download Bajoran Wormhole;the player who seeded or played BajoranWormhole: Mirror Universe gets the firstopportunity to do so. This doorway is not discarded if the Bajoran Wormhole isdestroyed. See between, card titles.

Balancing Act – The point loss for thisdilemma is not scored at any specificlocation and thus is not affected by AltonionBrain Teaser. To see if you are affected by

this dilemma, count all your missions withpoint boxes in all quadrants. A dual-iconmission is both [S] and [P] and is countedtwice. A mission location destroyed by aSupernova is not counted at all. Examples:

5[P] –1[S] or 5[S] –1[P] = 4. You losepoints.4[P] –2[S] or 4[S] –2[P] = 2. No point loss.1[S][P] + 4[S] + 1[P] = 5[S] –2[P] = 3. Youlose points.

banned cards  – The only card bannedfrom tournament play is Raise the Stakes.

 All other issued cards, in all border colors,

including foils, are allowed in tournamentplay.

Barash icon [Bar]  – This icon, found oncards such as Admiral Picard, is used by theBarash Personnel card and a few othercards.

Barclay Transporter Phobia  – Thisinterrupt plays as a response to theinitiation of transport. The affectedpersonnel refuses all beaming, including thetransport just initiated. Place the interrupton the affected personnel as a marker.

Bareil  – This personnel cannot downloadan artifact used as equipment.

Bareil of Borg – See counterpart.

*Baryon Buildup – Erratum:Plays on ship. RANGE is reduced by 2.(Cumulative.) Nullified if ship is empty and docked at your facility at the beginning of your turn.  Seecumulative, facility.

Barzan Wormhole – Erratum:Seeds (in any phase) or plays in Gamma or Delta Quadrant (limit one).Inserts into spaceline; creates a location (span 2). Any ship may move between Wormhole Negotiations and here, then is “stopped.” OR Once each turn, plays to relocate Barzan Wormhole to a new location in Gamma or Delta Quadrant; discard doorway. See between, Supernova. 

Bashir Founder  – This personnel cannotuse his special download while aboard acloaked or phased ship. See cloaking andphasing, WEAPONS.

battle – A conflict you initiate during theexecuting orders segment of your turn. Twotypes of battles can occur: ship battles

(which may also involve facilities orcards) and personnel battles (which mayalso involve Rogue Borg). (“Personnelbattle”  is synonymous with “Away Teambattle” or   “Away Team or Rogue Borgbattle.”) The following rules are common toboth types of battles:

•   You may initiate battle only duringyour own turn.

•   You may attack only cards which youdo not control, unless a card or rule

requires or allows you to attack yourown cards. (The Borg Ship dilemmaand Rogue Borg are considered self- controlled .) You may attack anopponent’s ship or facility even if you have intruders aboard.

•   You may attack only cards which arepresent with your cards (forpersonnel battle) or at the samelocation (for ship battle). Personneland Rogue Borg are present togetherif they are on the same planet, ship,facility, or site. Ships, space facilities,

and dilemmas may attack otherships or facilities in space, or planet

facilities, at the same location. Landedships may not attack or be attackedunless a card specifically allows it.

•  Each of your non-[Borg] shipsfacilities, or Away Teams that wishesto initiate an attack must have aleader present (if playing [Borg], eachmust have a [Def] personnel preseninstead). A  leader  is any personnewith Leadership skill or any OFFICEREach ship or facility must also have atleast one personnel of  matchingaffiliation aboard (which may or maynot be the leader). If the facility is aNor, the leader and matchingpersonnel must be in Ops.

•  No other actions can occur during abattle unless they are a valid responseor suspend play, or a card specificallyallows them. For example, you cannobeam personnel off your ship during abattle without a card such asEmergency Transporter Armbands.

•  When a battle is over, all cardsinvolved in the battle are  “stopped.If a properly initiated battle (o

 “attack”) is cancelled, prevented, o

nullified (e.g., with Hugh or I’m aDoctor, Not a Doorstop), all cardsinvolved have still participated in abattle and are “stopped.”  

•  If your opponent attacks you, duringyour next turn you may initiate one omore counter-attacks  against any oall of your opponent’s ships, AwayTeams, facilities, crews (if you have away to beam through the SHIELDS)etc. which are still at the location othe opponent’s attack, regardless othe form of the original attack. (Youmay bring additional forces to thelocation.) When you counter-attackno leader or [Def] personnel is

required and no affiliation restrictionsapply. Your opponent, on his nexturn, may then initiate his owncounterattack, and so on. Counterattacking is always optional. Acounter-attack is a new battle, not a

 “continuation” of the previous battle.

Non-battle cards  – Cards that kill personneor damage and destroy ships do noconstitute a battle unless they specify thathey include a battle or attack involvingyour opponent’s personnel or ships, oRogue Borg or the Borg Ship dilemma. Foexample, destroying a ship with Romulan

 Ambush or a Nemesis icon is not a ship

battle; tossing a personnel out an Airlock isnot a personnel battle. A dilemma such asEl- Adrel Creature, which “attacks”  youpersonnel, is not a battle.

battle – affiliation restrictions – Mostaffiliations have restrictions on whom theymay attack. Normally, an affiliation mayattack any affiliation other than their ownThere are exceptions:• Klingon, Kazon, Non -Aligned, and Neutral forces may also attack their own affiliations• Federation forces cannot attack any affiliation (except Borg).• Borg forces may not initiate battle except

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when allowed or required by a card. Whenallowed to initiate battle, they may attack any affiliation including opposing Borg.

 A mixed force is subject to all the attack restrictions of its members. For example, amixed Away Team of Federation and Non-

 Aligned personnel, or a Federation crewaboard a Non-Aligned ship, is a Federationforce, and may not initiate a battle (exceptagainst Borg). A Romulan crew aboard aNon-Aligned ship is a Romulan force, andmay not be attacked by other Romulans.

( dilemmas and Rogue Borg interruptsare always able to initiate battle.) Aboard aNor you control, your affiliation battlerestrictions are determined by all yourpersonnel aboard who are compatible withthe station’s affiliation.

If a card allows you to attack a specificaffiliation, then you may attack any forcesthat include that affiliation, even if othercards are working with them. For example,

 Admiral Leyton allows you to attack aDominion/Cardassian force. 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 thatgroup mix with other cards whose affiliationattack restrictions have not been removed,the entire force is subject to the restrictionsof the second group. A card that allows aspecific attack (e.g., Captain Kirk  mayinitiate battle against non-[Fed]) does notremove affiliation attack restrictions.

battle  – personnel  – Personnel battlesmay also include Rogue Borg. Throughoutthis section, “personnel” should be taken tomean  “personnel or Rogue Borg.” SeeRogue Borg Mercenaries. Special rules

also apply to holographic personnel.

1. Announce your attack. Identify whichone of your Away Teams or crews isattacking and which one of your opponent’s

 Away Teams or crews they are attacking.(The group that you attack may includepersonnel which are disabled, though theydo not engage in personal combat, but notthose in stasis.) The battle has now beeninitiated.

2. You and your opponent may now useany cards that apply at the start of battle.These responses to the battle initiationmay include an interrupt such as Vulcan

Nerve Pinch or equipment that may reportto a just-initiated battle such as D’k Tahg. See Emergency Transporter Armbands.

3. Shuffle your personnel (not including anywhich are disabled, stunned, or mortallywounded) and place them face down toform a “combat pile.” Your opponent does likewise.

4. You and your opponent thensimultaneously turn over the top card of your combat piles, and these twoadversaries engage in personal combat.Compare their individual STRENGTH

attributes (applying relevant modifierssuch as phasers or Lower Decks):•  If one personnel’s STRENGTH is

greater than the other’s, the higher-STRENGTH personnel may choose tostun  his adversary (temporarily rotatethe adversary card 90 degrees).

•  If one personnel’s STRENGTH is more than double the other’s, that personnel may choose to mortally wound  hisadversary (temporarily rotate theadversary card 180 degrees).

•  If the two combatants have equalSTRENGTH, neither may stun ormortally wound the other.

Repeat this step until one player’s combat pile runs out. Any cards remaining in theother player’s combat pile are then turned face up.

If both cards in a combat pairing have astun effect, or if both players wish to makea response to a combat pairing, the playerwhose turn it is has the first opportunity todo so. For example, your Data just engagedyour opponent’s Fek’lhr who has  ‘45 Dom

Perignon present. You wish to play AndroidHeadlock, while your opponent wishes touse the ability of the ‘45 Dom Perignon. If itis your turn, you may play AndroidHeadlock first.

5. To determine the winner of the overallpersonnel battle, compare your totalremaining STRENGTH to your opponent’s (or the Rogue Borg’s) total remaining STRENGTH (applying relevant modifiers).Stunned and mortally wounded cards donot add their own STRENGTH to thetotal, but may still modify other cards (e.g.,a stunned Shakaar Edon still makes otherBajorans stronger). The force with the

higher total is the winner, and immediatelykills one opposing personnel (randomselection from among those not mortallywounded, but including those who arestunned or disabled). If the STRENGTHtotals are equal, no one wins or loses theoverall battle.

6. After the personnel battle is over,mortally wounded cards die (discarded),stunned cards recover from being stunned,and all survivors of the battle are

 “stopped.”  

battle  – ship  – Ship battles may also

include facilities or dilemmas. These

rules apply whether Battle Bridge sidedecks are being used by zero, one, or bothplayers .

1. Announce your attack, then identifywhich of your ships and/or facilities will befiring and which enemy ship or facility theyare targeting. You can use any or all of your compatible ships/facilities at thatlocation, but can target only one  enemyship or facility per battle. (Borg Shipdilemmas and Borg-affiliation ships with aMultiplexor Drone aboard are allowed tofire WEAPONS against two or moretargets in the same battle. See battle – 

ship – multiple targets.)

If the card you are targeting had been “stopped,” it is  “unstopped” for this battleEach of your ships or facilities that will befiring WEAPONS must have WEAPONS>0be “unstopped,” undocked, uncloaked, and unphased, and have a leader and apersonnel of matching affiliation aboard.

2. If your opponent wishes to return fireduring this battle, he must also nowidentify which one of your ships orfacilities (involved in the initial attack) hewill be targeting, and which of his shipsand/or facilities there will be returning fireagainst that target. Each of your opponent’ships and facilities that returns fire musalso have WEAPONS>0, be  “unstopped,undocked, uncloaked, and unphased, andhave a personnel of matching affiliationaboard (but no leader is required). Thebattle has now been initiated.

3. You and your opponent may now useany cards that apply at the start of thebattle. These responses to the battle

initiation may include cards which will allowyou to draw extra Tactic cards in the nexstep, such as Battle Bridge Door or Attack Pattern Delta.

4. Each player who has a Battle Bridge sidedeck may do the following:

•  draw up to two Tactic cards (or moreif allowed by a card played in step 3from the top of his side deck (he maylook at each one before decidingwhether or not to draw the next);

•  choose one  of those Tactic cards(regardless of how many ships arefiring) to play face down on the table

as his current tactic (optional); and•  place his unplayed Tactic card(s) face

up underneath his side deck. (UsedTactic cards never go to your discardpile. Instead, whenever one of them is

•  discarded or otherwise leaves thetable, place it face up underneath youside deck. When your Battle Bridgeside deck runs out of face-down Tacticards, shuffle the face-up cards andplace them face down againunderneath your seeded Battle bridgedoor.)

 Any current tactics played on the table arethen revealed at the same time.

If you choose to use a special downloadicon for a Tactic card, you must do so atthe time you would normally draw Tacticcards, and you must use the downloadedtactic as your current tactic.

 You may use a current tactic even if youronly card participating in the battle is afacility. ATTACK and DEFENSE bonuseswork normally; if the facility has no usableWEAPONS, it cannot target an opponent’scard and thus cannot use the ATTACKbonus.

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5. Compute your ATTACK total by addingtogether the total WEAPONS power of allyour attacking cards (counting all applicableattribute enhancements from othercards) plus the ATTACK bonus from yourcurrent tactic (if any). (The ATTACK bonusis added only once, not once for each ship.)

 Your opponent computes his DEFENSEtotal by adding the SHIELDS of histargeted ship or facility (counting allapplicable enhancements) to the 50%facility SHIELDS extension (if the target isa docked ship) plus the DEFENSE bonusfrom his current tactic (if any).

Now compare the two totals to see if youscore a hit (but damage is not applieduntil after your opponent’s return fire, if  any).•  If your ATTACK total is greater than

your opponent’s DEFENSE total, youscore a hit .

•  If your ATTACK total is more thandouble your opponent’s DEFENSEtotal, you score a direct hit .

•  If your ATTACK total is less than or

equal to your opponent’s DEFENSEtotal, the target is not hit.

6. If your opponent announced during theinitiation of the battle that he would returnfire, he does so now. He computes his

 ATTACK total (including his currenttactic’s ATTACK bonus) and you computeyour DEFENSE total (including yourcurrent tactic’s DEFENSE bonus). Your ship may suffer a hit or direct hit asdescribed above.

7. Apply any damage caused by either orboth players. If you scored a hit or directhit on your opponent’s ship or facility,

indicate the damage as follows:

•  If you are not  using a Battle Bridgeside deck, apply rotation damage  – rotate the target 180 degrees toindicate that it is damaged, with theseeffects: RANGE is reduced to 5 (if it isalready less than 5, it remains thesame), Cloaking Device is off line andHULL integrity is reduced by 50%. (If it is damaged again before beingrepaired, reducing the HULL integrityto 0, it is destroyed.) If you scored adirect hit, HULL integrity is reduced by100% and the target is thusimmediately destroyed.

•  If you are using a Battle Bridge sidedeck, the amount  of damage to youropponent is determined by symbols onyour current tactic, and the kinds  of damage are marked by one or more of your Tactic cards (which are referredto as damage markers ).

This symbol on your current tacticmeans you place this card on thetarget as a damage marker.

This symbol on your current tacticmeans you draw a new Tactic card

from your side deck to place on thetarget as a damage marker.

•  If you are using a Battle Bridge sidedeck, but you chose not to play acurrent tactic in this battle (or it wasnullified), your opponent suffersdefault damage . Default damage is

two cards from your side deck ( )

for a hit, or four cards ( )for a direct hit.

If your side deck is completely out of Tactic cards, you will be unable to furtherdamage your opponent until some of yourdamage markers return to your side deck.See damage for further details.

The player whose ships and/or facilitiessustain the least HULL integrity loss(maximum of 100% loss per ship orfacility) during that battle is the winner. (If the HULL integrity losses are equal, thereis no winner or loser.)

8. At the end of the battle, discard your

current tactic (face-up under your BattleBridge side deck) unless it was used as adamage marker. Destroyed ships andfacilities (and all cards aboard them) arediscarded and all surviving ships, facilities,and crews involved in that battle are

 “stopped.” Ships which had been dockedat a destroyed facility are not destroyed(unless landed on Docking Pads).

battle – ship – multiple targets – 

dilemmas and Borg-affiliation ships witha Multiplexor Drone aboard are allowed tofire WEAPONS against two or more targetsin the same battle. This expands the fire (orreturn fire) portion of the battle into two or

more engagements. Each engagement hasonly one target, but it is possible to havemultiple cards firing upon that target.

Compute separate ATTACK and DEFENSEtotals for each engagement, repeatedlyusing the appropriate bonuses from eachplayer’s current tactic each time. In otherwords, each player is limited to one currenttactic for the battle, but it will apply to eachengagement.

If your multiplexed Borg ship 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 forone of those targets (your choice) and treat

that symbol as for damage to eachremaining target. All damage markersdrawn from your side deck must be placedon the hit targets randomly, without lookingat the markers before placing them; choosea ship, draw and place the markers for it,choose another ship, and so on.

Because ships and facilities destroyed inbattle are not discarded until the end of thebattle, you cannot retrieve any damage

markers from targets at -100% HULLintegrity to use in separate engagements othe same battle.

Battle Bridge Door – The second functionof this doorway enhances the WEAPONS of only those ships and facilities involved inthe battle, and only for the duration of thatbattle.

Battle Bridge side deck   – This sidedeck  is made up of  Tactic cards whichincrease your offensive and/or defensivecapabilities during ship battle and alsoindicate damage affecting your opponent’sships and facilities.

 You can have as many Tactic cards in yourside deck as you like, even duplicates. Theside deck is activated during the doorwayseed phase by a Battle Bridge Door cardplaced face up on top of the side deck. Seebattle – ship.

 Your Tactic cards are not part of your handand thus are not affected by cards such as

 Alien Probe and Energy Vortex. Your used

Tactic cards do not go to your discard pile.Instead, whenever one of them is discardedor otherwise leaves the table, place it faceup underneath your side deck. When youside deck runs out of face-down Tacticcards, shuffle the face-up cards and placethem face down again underneath youseeded Battle Bridge Door.

beaming – Beaming uses transporters totransfer personnel, equipment, and tribblesover short distances. All ships and facilitieshave their own transporters unless the cardindicates otherwise. To beam to or from aship or facility, its SHIELDS must beconceptually dropped by a player, or a card

or rule must specifically allow dropping obeaming through the SHIELDSTransporters and SHIELDS may beoperated by the player who controls a shipor by any player who is allowed to use afacility. (You need not have a Personnecard aboard a ship or facility in order to useits transporters.) For example, you maynormally beam cards to or from youropponent’s headquarters, but not  to ofrom your opponent’s ship or outpost whichis protected by SHIELDS. If SHIELDS=0 oare disabled or off line, you may beamfreely.

 You may beam cards between two ships

and/or facilities that you control or areallowed to use, or between a ship or facilityand a planet surface. The starting andending point of the transport must be atthe same location and a ship or facilitymust be compatible with any personnebeaming aboard, unless you are invadingan opponent’s ship or facility that you arenot allowed to use. (Equipment cards haveno affiliation.) You may not use thetransporters of one ship or facility totransport cards directly between a planetand another ship or facility withoutransporters. You may not beam any card

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into space unless a card specifically allowsyou to do so.

Because dropping a large space station’s SHIELDS to permit beaming is risky, youare not allowed to beam cards (excepttribbles) to, from, or within a Nor unless acard allows it. Thus, you cannot normallybeam from a ship docked at the Nor to theplanet it orbits, between two docked ships,or between a docked ship and an undockedone. (If a card allows you to beam aboard aNor, personnel need not be compatible withthe Nor.)

To beam cards, announce the beaming,remove the cards from the ship, facility, orplanet, and move them to their destination,placing them under a ship or facility or ontop of a planet. All cards in a group beamsimultaneously unless you specifyotherwise.

There is no limit to the number of timesyou can beam during your turn.

Special beaming cards such as Near-Warp

Transport or Emergency Transporter Armbands, or dilemmas such as Extradition,do not overcome obstacles to beaming,such as Atmospheric Ionization, KatherinePulaski’s beaming restriction, BarclayTransporter Phobia, or being “stopped,” and do not provide transporters, allow youto use your opponent’s transporters, orallow beaming from a Nor unless specified.

between – When a card allows a ship orpersonnel to move between  one locationand another, it may move in eitherdirection. For example, Bajoran Wormhole:Mirror Universe allows a ship to move

 “between here and a  Bajoran Wormhole.” 

The ship may move either from or to theBajoran Wormhole.

Beware of Q  – When you seed thisobjective (and have a Q-Continuum sidedeck ), you must declare which functionyou are seeding the card for. If you wish touse the first two functions, you must havetwo copies in play. The first function doesnot require a Q-Continuum side deck or aseeded Q-Flash. It allows seeding of Q-icondilemmas only (not other Q-icon cardtypes). Using this objective to replace adilemma with a Q-Flash is a valid responseto the initiation of the dilemma encounter.See actions  – step 1: initiation. If you

replace a dilemma with a Q-Flash at alocation where you seeded another Q-Flash,the second one revealed is discarded as amis-seed. The second function of thisobjective can be used to replace a dilemmaseeded at Empok Nor. If a mission hasalready been solved (or a Borg objectiveallowing it to be scouted has beencompleted), seeding a Q-Flash under itdoes not allow it to be solved again, ortargeted with another Borg objective.See encountered, Q-icon cards,scouting locations.

Beyond the Subatomic  – Erratum:Name a card type. Reveal cards from top of your draw deck until you reveal a card of selected type; take it into hand, remove the other revealed cards from the game. (If you exhaust draw deck first, you lose the game.)  

If the last card in your deck is the card typeyou named when you played this interrupt,you do not lose the game.

Big Picture, The – Once you have solved(or scouted) both a space mission and aplanet mission (either before or after TheBig Picture is played), this event no longeraffects you. See victory conditions.

Birth of “Junior”  – Revised text:Place on ship. End of each turn, RANGE reduced by 1; if reduced to 0, ship destroyed. Nullify with 3 ENGINEER.

 A ship whose RANGE is disabled by “Pup”  has not  been reduced to 0 by Birth of 

 “Junior,” and thus is not destroyed.

Black Hole  – This doorway may only beplayed between two of the missions named❖ Space, not other universal [S] missions.

This doorway will pull in all cards (includingships) at the adjacent location even if a Q-Net is between the Black Hole and theadjacent location. If it pulls in the lastlocation on either end of the spaceline, itstops alternating and continues to pull inlocations from the remaining side. Cardsthat can close a doorway (e.g., RevolvingDoor) suspend the Black Hole’s game textand are not pulled in.

When a ship in a Temporal Rift (or Time

Travel Pod) is located at a spacelinelocation that is pulled into a Black Hole, theship is not immediately discarded, becausethe ship is time traveling and thus not atthat location “in the present”; the card onlyindicates where it will eventually reappear.Move the ship to the Black Hole locationitself until it reappears.

Blended  –  This dilemma’s requirement of  “any Scotty” refers to any representation of the Montgomery Scott character.

Blood Oath – Erratum:Plays on a non-Borg personnel who has INTEGRITY<8 and no Honor. Adds 

[Nem, L, Red] icon beginning at start of your next turn. OR Plays on table.While you have two [Nem, R, Red]  personnel present together, all [Nem, L, Red] personnel lose their first- listed skill and, in place of your normal card draw, you may download to that location I.K.C. Ning’tao, I.K.C. Lukara, I.K.C. Gr’oth, Bat’leth, Blood Oath or one [Nem, R, Red] personnel.

Blood Screening – On this event, “poolingskills” refers to two or more personnel combining their skills together for adilemma, mission, etc.

Bok  – See characteristics, Non-Aligned

bonus point area  – When you scorepoints from any non-mission card with apoint box, that card (unless it remains ona target or otherwise specifies that it staysin play to score the points) is placed in abonus point area near your discard pile, asa reminder of those points, even if the cardsays to discard it.This is not part of youdiscard pile and is unaffected by cards suchas Res-Q or Fire Sculptor. Cards in thebonus point area are no longer in playunless otherwise specified. For example, ia unique captive is placed in the point areausing Relics of the Chase, its owner mayreport another copy of that personnel. Ipoints are scored from a card without apoint box (such as Lack of Preparation)that card is discarded when resolved, noplaced in the point area. You must keeptrack of such points by another method.

bonus points – See points, bonus poinarea,  Altonian Brain Teaser, IntermixRatio.

Boratus  – Erratum, replace the speciaskill with: Once per game, if alone with Archaeology on a planet, may peek aall but 3 seed cards here (opponent’schoice.) See alone.

Borg – There are a number of importantdifferences between the Borg and otheraffiliations. An overview is presented here.

 Although “Borg” is considered both an affiliation and a species, unless otherwisespecified, throughout this section, the term

 “Borg” refers to cards of [Borg] affiliation.

The Collective and Hive  – All of your Borg

affiliation cards in play make up your Borgcollective . All of your Borg-affiliation cardsat one spaceline location (or time location),whether in space, on a planet, aboard aship or facility, etc., make up a Borg hive .

Borg Personnel   – Most Borg Personnecards represent drones. A drone’s loreidentifies it as such and lists its species oforigin (or  “Biological Distinctiveness”). TheBorg Queen, assimilated counterpartsuch as Locutus of Borg, and former Borgof non- [Borg] affiliations are not drones. ABorg is considered to be both Borg speciesand its species of origin.

Gender is irrelevant to the Borg. Borgaffiliation cards are not affected by genderelated game text on non-Borg-relatedcards (e.g., Love Interests, MatriarchaSociety, Arachnia).

Borg personnel have no classifications,though several of the personnel typesappear as skills. Regular skills (includingthe Borg Queen’s selected skill) may beshared throughout a Borg hive using theInterlink Drone’s skill or the Borg Vinculum(See skill-sharing.) Your Borg may alsoshare CUNNING using the Unity Drone’skill.

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 Each Borg personnel has an icon identifyingwhich subcommand  ([Com]Communication, [Nav] Navigation, or [Def]Defense) it is assigned to within the Borgcollective. Subcommand icons are usedprimarily to staff Borg ships, but also haveother uses indicated by cards. Some Borg,such as the Borg Queen, have more thanone subcommand icon, but may eachcontribute only one icon at a time to meetship staffing requirements unlessotherwise specified. See Seven of Nine.

Borg-Affiliation Ships  – Each Borg ship hasa bonus point box. These bonus points donot contribute to a Borg player’s score, butare earned by your non-Borg opponentwhenever he destroys your Borg ship inbattle (and only in battle).

Borg-affiliation ships are not affected byPlasma Fire, Warp Core Breach, Isabella,Into The Breach, Hugh, or the secondfunction of Anti-Matter Spread. (They areaffected normally by the first function of 

 Anti-Matter Spread, like any other ship.)

Cooperation  – Borg don’t mix or cooperate with cards of other affiliations (they are notcompatible with them). A player using[Borg]- affiliation cards may not stock  any non-[Borg]- affiliation personnel, ships, orfacilities in their game deck or any sidedecks, including former Borg such as One,or a Mission II with a built-in non-Borgoutpost (even if they do not use thatfunction of the card). If a player has [Borg]and non-[Borg] cards present together(The Naked Truth, Frame of Mind, etc.),normal house arrest rules apply. (A cardbearing the “Borg Use Only” [BO] icon in itstitle bar can be stocked in your deck and

used only when playing the Borg affiliation.)See playing Borg.

Objectives  – Unlike other affiliations, Borgnever attempt missions. Instead, a Borgplayer uses Objective cards to accomplishgoals such as destroying a ship, scouting aspace location, or assimilating a planet.Some Borg objectives score points; othersconfer different benefits, such as disruptingthe timeline (see Stop First Contact).

When you are playing Borg and you havean uncompleted [BO] (Borg Use Only)Objective card face up in play, this isdefined as your current objective . You are

limited to one [BO] current objective at atime. You may have any number of non-[BO] objectives in play at a time. (You mayalso have other [BO] cards such asincidents in play.)

When you play (or activate) a [BO]Objective card, you must immediatelytarget an appropriate location, ship,personnel, etc., as specified by theobjective. Objectives may target solved orunsolved mission locations. The objectivethen allows your Borg to scout the ship orlocation, initiate battle, abduct a target, etc.See scouting, scouting locations,

scouting ships. Your Borg must complete scouting (if anobjective involves scouting) and meet anyother listed requirements (such as havingBorg present at the location) before youmay probe (usually at the end of your nextturn) to determine your current objective’soutcome and score its points, if any. Seeprobing.

Scoring points   – A Borg player scorespoints, both positive and negative, only from [BO] cards and cards which specifythat they affect Borg. When you or yourBorg are confronted with any other cardwhich is point-related, play out the card butignore the points. If that card presents achoice, you must choose an option which isnot point-related, if possible. Points youscore from completing [BO] objectives are non-bonus points. Any other points youscore are bonus points (for example, pointsfrom the [BO] Add Distinctiveness incidentor the negative points from Balancing Act).

 Assimilation  – You may assimilate planetsor your opponent’s personnel and ships by

using Objective and other cards that allowassimilation. (Also see abduction.)

Borg Away Team Restrictions  – Your Borgmay not form Away Teams (either on aplanet or on an opponent’s ship or facility)except when counter-attacking or whenallowed by your current objective oranother card (e.g., Emergency Transporter

 Armbands, Near-Warp Transport, IconianGateway, Devidian Door).

Borg Battle Restrictions  – Your Borg maynot initiate battle except when counter-attacking or when allowed or required byyour current objective (e.g., Assimilate

Counterpart, Eliminate Starship) or anothercard (e.g., Conundrum, The Issue IsPatriotism). When allowed to initiate battle,they may attack any affiliation, includingBorg.

Other Borg Restrictions  – Borg do notcommandeer (they assimilate instead), anddo not use hand weapons for any purpose.

Borg-affiliation ships – See Borg.

❖  Borg Cube, Locutus’ Borg Cube,

Queen’s Borg Cube – Revised text:Your equipment and Borg personnel may report aboard.

These ships allow reporting of anyequipment aboard (not just [BO]).Personnel may report to this ship using itsgame text even while affected by a movingrequired action. See actions – required.

Borg Nanoprobes – This Equipment cardis not a hand weapon. A “Species 8472-related dilemma” is one that mentionsSpecies 8472 in its lore. See drone.

❖ Borg Outpost – Revised text:

Seed one at any [S] mission with no affiliation icons OR build at such a 

mission (or at an assimilated planet)where you have a Borg ENGINEER[SD] Transwarp Network Gateway  

Borg Queen – See enigma icon, uniqueand universal, skills – modifying, skill-sharing.

Borg Scout Vessel  – See report withcrew.

Borg Ship  – This card gains a selfcontrolling icon and the followingerratum:

Place at furthest spaceline end. End oevery turn:   Attacks all ships, thenmoves. Worth points if destroyed inbattle. [15[RANGE 8] [WEAPONS 24] [SHIELDS 24] 

Borg subcommand icons – See Borg.

Borg Tactical Cube – This ship is a “Borg cube” (for cards such as Commandeer Shipor Harness Particle 010) but may not bedownloaded by Retask (which downloads

the ship named❖

Borg Cube).

Borg Use Only icon [BO]  – A cardbearing this icon in its title bar can bestocked in your deck and used only whenplaying Borg.

Borg Vinculum – See skill-sharing.

bottom seed card  – The bottom seedcard at a mission is the card on the bottomof the mission stack (the first card youwould encounter if attempting the mission).

Brain Drain – See showing your cards.

Brainwash – This event does not change acaptive’s affiliation, but makes icompatible with your personnel andremoves all  affiliation based restrictions onusing the Brainwashed personnel as youown. (See capturing.) Examples:

•  Galen will work with the Federation iBrainwashed, or with a BrainwashedFederation personnel (even if noBrainwashed himself).

•   A Brainwashed captive in your crew o Away Team does not add affiliationbased attack restrictions (e.g., aBrainwashed Federation captive winot prevent your Klingons from

initiating battle).•   A non-Borg captive Brainwashed by

the Borg is not assimilated and thusmay not share skills or scout, but mayattempt missions of his affiliation (theBorg may not join the mission attempand the Borg player may not score themission points). The captive’s skillsmay be used for other purposes, suchas using SCIENCE to enhanceSHIELDS with Metaphasic Shields.

•   A Borg captive, Brainwashed by a nonBorg captor, will work with thataffiliation, but may not join missionattempts. The captive’s skills may be

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used in other ways, such as usingTransporter Skill to nullify an Anti-Matter Pod. A Brainwashed TalonDrone could assimilate an opposingpersonnel stunned in battle (it wouldimmediately be placed under housearrest or would become a separate

 Away Team).

Breen CRM114  – This Equipment cardmay report wherever your Breen or armsdealer is present, and only  where yourBreen or arms dealer is present, even whenreporting by using another card (e.g.,Devidian Door, Security Office). A Breen orarms dealer need not be present to acquirea Breen CRM114 seeded at Search forWeapons.

Using this disruptor to damage a planetfacility or landed ship is a special kind of attack (battle), requiring a leader in the

 Away Team and subject to all normal attack restrictions. The attack automaticallysucceeds; place one damage marker onthe target from your Battle Bridge sidedeck  (no damage is applied if  you aren’t

using the side deck). Cards involved in theattack are “stopped” and your opponent isallowed to counter-attack there normally.See once per turn.

B’Rel – See affiliation and ship origin.

brig – See capturing.

Brunt’s Shuttle – See report with crew.

Build Interplexing Beacon  – See StopFirst Contact.

Bynars Weapon Enhancement  – Erratum:

Plays on ship. Ship is WEAPONS +2.(Cumulative.)  

Caithlin Dar – See Release This Pain.

Calamarain – This event’s owner moves itin the same way as he would move a ship,but it is not a ship, is not affected by cardsthat affect ships, such as Q-Nets orWormholes, and cannot move through theBajoran Wormhole. Discard the event aftereither use (damaging a ship or killing MortalQ). Calamarain cannot damage a cloaked orphased ship. See cloaking and phasing,Explore Interstellar Matter.

This event may not cause damage that willdestroy a ship. When used with a BattleBridge side deck, it causes default damage .Draw the two damage markers from yourside deck, one at a time, and place eachone on the ship unless it would destroy thatship (in which case discard that damagemarker instead).

cancel – Act of preventing an action (suchas a card play or a battle) from having itsresult. Any costs paid to initiate that actionremain paid. When you cancel an actionthat was limited to once per turn, that

action may not be initiated again duringthat turn. See nullify.

cannot be stopped  –See missionattempt.

Captain Kirk  –  This personnel’s specialskill, “May initiate battle against non-[Fed],” allows only his ship to initiate battle. Yourother Federation ships (or ships with anyFederation crew) present may notparticipate in that battle. (He may also leadan Away Team or crew in personnel battle.)See battle – affiliation restrictions.

Captain Proton cards – Several cards inthe Holodeck Adventures set representpeople and things from Tom Paris’ holoprogram based on the 1930s sci-fiserial, The Adventures of Captain Proton .Like the world of Captain Proton itself,these cards are entirely in black-and-white.

 Any icons appearing on them should betreated as normal, color versions of thoseicons. Thus, Captain Proton is treated as anormal, Non- Aligned personnel; also, if youare probing for Omega Directive and reveal

him as your probe card, his specialdownload icon triggers the  “Threateliminated” outcome. 

Captain’s Log – Errata:Plays on table. Each of your ships with its matching commander aboard is SHIELDS and WEAPONS +3.(Captain’s Order.)  

See matching commander. 

Captain’s Order – In addition to the cardsmarked with this phrase, Captain’s Log,Lower Decks, Yellow Alert, and Senior Staff Meeting are also Captain’s Order cards. You

need not have Ready Room Door orCommander’s Office (which list thisdefinition) in play for these cards to beCaptain’s Orders and downloadable byJames T. Kirk. Red Alert is not a Captain’sOrder.

captives – Personnel who are “held” by a dilemma are not captives. See capturing.

capturing  – Some cards and rules allowyou to capture your opponent’s personnel(never a personnel you control). Captivesare disabled (unless a card such asBrainwash specifies otherwise). Thecaptives are escorted by your personnel as

follows:•  Upon capture, captives are

immediately relocated to one of yourcrews or Away Teams at that location,if possible (to the specific crew or

 Away Team making the capture, if any, such as when using Ilon Tandroor Captured).

•  Otherwise, the capturing card remainsin play and serves as a temporary

 “trap” to hold the captives on yourside of that location until yourpersonnel can arrive to take them intocustody. (If there is a planet at thatlocation, the trap is on the planet.)

•   Your ship with transporters (in spaceor your Away Team (on a planet) cansubsequently take custody of thecaptives if present with the trap, thendiscard the trap card.

Each of your crews and Away Teams mayescort any number of captives, and maymove them like Equipment cards.

 At any given time a captive can be in one othree conditions: (1) held  by a trap, in aBrig, or by escorting personnel, (2Brainwashed , or (3) left unattended . Youmay change the captive’s condition duringyour turn.

 A trap card placed on a captive is not inplay; it is a marker of captive status andcan no longer be nullified. For example, youmay nullify Mandarin Bailiff with Q2 or QFlash when it is encountered (after thecaptive is selected but before placing thecard on it as a trap), but not later.

 You may not initiate battle againspersonnel you have captured, unless a card

allows or requires it. See WhiteDeprivation.

 All captured cards are returned to theiowner at the end of the game.

Brigs  – Some cards allow you to add a Brigto a ship or facility. While you control theship or facility, you may move capturedpersonnel into and out of the Brig duringyour turn (while in the Brig they are heldbut not escorted ). If your opponencommandeers or assimilates the ship ofacility, his personnel may subsequentlyrelease any of his other personnel heldcaptive in the Brig (if present).

Rescue  – Captives that are held orBrainwashed may be rescued only by usinga card that specifically rescues or releasescaptives (such as Rescue Captives, HisHonor The High Sheriff of Nottingham, oPrisoner Exchange).

Unattended captives, however, areconceptually “tied up and left behind” and thus may be rescued by their owner’s otherpersonnel present, without any speciacard.

Whenever a captive is rescued or releasedall capturing-related cards played on

that captive are discarded.

capturing-related card  – This phraseused on Prepare the Prisoner, includes anycard that:•  captures personnel or prevents thei

capture;•  specifically affects captives or allows

them to be used in any way; has aneffect when a captive is taken oescorted; or

•  downloads, nullifies, or modifiesanother capturing-related card(specified by title).

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Examples of capturing-related cards includeThine Own Self, Ilon Tandro, Wolf,Brainwash, Rescue Captives, ImpersonateCaptive, Holding Cell Door, Fajo’s Gallery,Gul Madred, and Madred.

card draw  – A  card draw  refers to anycard drawn from your draw deck (or fromyour discard pile, if using Carlos’ skill; butnot from a side deck ), either as theplayer’s end-of-turn draw(s) or through theuse of a card that specifies that you “drawcards,” such as Kivas Fajo  – Collector.(Cards chosen from your deck using aBetazoid Gift Box are not  “drawn.”) Eachcard draw is a separate action.

 An action that is “in place of one card draw”  may replace any card draw. Unless theaction is explicitly restricted to once perturn, you may replace as many card drawsas you are entitled to. For example,downloads with the Borg Queen’s specialskill may replace any or all of the three carddraws from Kivas Fajo  – Collector. Thereplacement action must be performed atthe time you would normally make that

card draw.

 You may perform as many actions as youlike each turn that have the restriction

 “draw no  cards this turn” (e.g., playing aQ’s Tent, downloading with Ops). You maynot then draw any more cards for theremainder of the turn, by any means(normal card draw, Kivas Fajo  – Collector,Masaka Transformations, etc.), or use anability (such as the Borg Queen’s specialskill) that allows you to perform an action inplace of a card draw.

However, if the first action you performimposing a restriction of “draw no cards this 

turn” triggers a “just” action or validresponse of drawing a card, the “just” action or valid response occurs before therestriction takes effect. See turn, actions –  “just.”  

card play – A card play refers to any cardplayed by any means (normal card play forthe turn, normal interrupt or doorway play,a card played “for free,” downloaded intoplay, Devidian Door, etc.), except those

 “drawn” from a side deck (such as a Tacticcard drawn from a Battle Bridge side deck).Card plays are of two types: Personnel,Ship, Equipment, and Tribble cards report(for duty), while all other card types are

simply “played.” See entries for specificcard types for details of playing that cardtype.

 Your normal card play is defined as the onecard play you are allowed each turn by rule.

 Although optional, this must take placebefore executing orders. Interrupts anddoorways do not use up (or count as) yournormal card play. All other playable cardtypes use your normal card play unlessotherwise specified, or unless brought intoplay via a mechanism such asdownloading or as the direct result of playing an interrupt or doorway (such as

Barzan Wormhole). If you are allowed toreport a card using ongoing game text of acard that remains in play, such asCaretaker’s Array, then that report usesyour normal card play (unless otherwisespecified).

Cards are always played face up, unlessthey have a hidden agenda icon. Exceptwhen playing a hidden agenda card,announce the name of the card when youput it into play.

 Your opponent may examine any card thatyou play face up at the time of play, butnot later unless allowed by a rule or card.(See showing your cards.)

 An action that is “in place of your normalcard play” must be performed when youwould make your normal card play. Such anaction may be a group action with severalsubactions; interrupts may not be playedbetween those sub-actions. See actions – group.

Only one such “replacement” action may be performed each turn. For example, two

Spacedoors will not allow you to downloadtwo ships.

card titles  – Cards (other than Personneland Ship cards) are grouped together interms of their interactions with other cardsby their card titles. A card title groupconsists of a card with a basic card title,plus one or more cards with the same basiccard title followed by a colon or dash andan additional phrase. (Cards such as “HQ:” cards also form a card title group, eventhough there is no card named “HQ”.)

When a card refers to a specific card titlewithout a modifier such as “any”, it refers

only to a card of that basic card title of acard title group (e.g. nullifies it, downloadsit, is immune to it, plays on it), it applies toall cards in that card title group. Examples:•  Calamarain is immune to both Kevin

Uxbridge and Kevin Uxbridge:Convergence.

•  Incoming Message: Attack  Authorization and Incoming Message – Federation are both nullified bySubspace Interference.

•  Bajoran Wormhole and BajoranWormhole: Mirror Universe may bothbe downloaded by Ultimatum or TheEmissary.

If one card title includes another, but theyare not differentiated by a colon ordash, those cards do not form a card titlegroup. Examples:•  Neela cannot download Bajoran

Phaser Rifle.•  Long-Range Scan cannot be used to

initiate battle at Nebula.

card types – The current card types are Artifact, Doorway, Dilemma, Equipment,Event, Facility, Incident, Interrupt, Mission,Objective, Personnel, Ship, Site, Tactic,Time Location, Tribble, and Trouble.

The following are not separate card types:cards of different affiliations; OutpostStation, and Headquarters (all are Facilitycards); Q-icon cards (a Q-icon dilemma is aDilemma card, etc.); Mission II (Missioncards); and Combo dilemmas (Dilemmacards).

 A card that says it is “played as” or “usedas” another card type counts as both cardtypes for all purposes. (But a card that

 “seeds like” a dilemma does not count as adilemma, and a card that is “moved likeequipment or a ship does not count as anEquipment or Ship card.) For example, anartifact that plays as an Event card can benullified by Kevin Uxbridge: Convergence

 An artifact that is used as an Equipmencard may be stolen by a ProcuremenDrone, discarded to satisfy RebeEncounter, or (if reclaimed from discardpile with Reclamation) reported in any waythat an Equipment card may be reported.

 Artifacts must still be earned legally beforeuse.

Cardassian  – An affiliation and a

species. See affiliation and species.

Caretaker’s Array – Erratum:Seeds at Ocampa planet (limit onehere). Each player may seed a nonBorg [DQ] ship here. OR Plays onceeach turn to relocate your ship in theBadlands Region to Caretaker’s ArrayOR Plays at any time, for free, if a shipis about to be destroyed by NavigatePlasma Storms. Instead relocate shipto Ocampa planet or owner’s hand. 

This incident allows a ship to relocate herefrom any  Badlands Region location in anyquadrant.

Cargo Bay - You begin a cargo run (asdescribed on this site) when one or more ofyour personnel aboard a facility pick up oneor more Equipment cards aboard thafacility and carry them directly aboard youship at the same location. You mustannounce the run and show your opponenwhich personnel and equipment areinvolved (but you do not have to specifynow which personnel, equipment, or CargoBay you will use to complete it). When thaship arrives at a different facility anynumber of turns later, any of those samepersonnel who has been a member of theship’s crew since the run was announced

may carry any of those equipment cardsdirectly to the Cargo Bay to complete thecargo run.

 You may not begin or complete a cargo runby beaming a crew member withequipment between universes with aMultidimensional Transport Device, or bybeaming them aboard a ship with InvasiveTransporters and then to Cargo Bay. Youmay not complete a cargo run begun byyour opponent (e.g, if you take control othe ship with Neural Servo Device).

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 Your ship can take any path from thestarting facility to the ending facility, givingyou credit for each mission passed (exceptstarting and ending locations). You maycount each mission only once per cargorun. See passing locations.

While you may have multiple ships makingcargo runs concurrently, a single ship’screw can complete only one at a time,earning card draws or Latinum downloadsfor only one piece of equipment. To deliverany additional equipment, a crew mustbegin a new cargo run. See report.

Cargo Rendezvous – Revised text:ENGINEER + Physics + INTEGRITY>30 OR Greed + Treachery + CUNNING>32 

cargo run – See Cargo Bay.

Carlos –  This personnel’s special skill hasno effect on probing or any other functionthat involves the draw deck, other thandrawing cards.

carried ships  – One ship may not be

carried aboard another ship unless a card,such as Engage Shuttle Operations or BorgSphere, allows it. If the “mother ship” isdestroyed, any ship it carries is alsodestroyed. If a carried ship is destroyed,the “mother ship” is damaged.

Game text that allows you to launch carriedships also allows you to load or recoversuch ships. For example, Engage ShuttleOperations allows you to launch shuttlecraftfrom, and re-load them aboard, your shipswith Tractor Beam and ENGINEER.Launching and loading require full staffing(see movement).

Personnel aboard a carried ship are alsopart of the crew of the carrying ship, or areintruders if the carrying ship is controlled bya different player.

Cards that may not target docked shipsalso may not target carried ships.

If you launch a carried ship into space froma landed ship, it counts as both launchingand taking off; reloading a ship aboard alanded ship counts as both reloading andlanding. For example, to launch the DeltaFlyer from your landed U.S.S. Voyager, youmust have a card such as Blue Alert toallow it to take off, using 2 RANGE.

Cha’Joh – See multi-affiliation cards,affiliation and ship origin.

Chamber of Ministers – The text “A Normay coexist here” on this facility overridesthe normal rule that you may not establishmore than one facility at a location.However, Chamber of Ministers is notrequired in order to seed Deep Space9/Terok Nor at Bajor. “A  Nor” is a referenceto the type of station (allowing Deep Space9 or Terok Nor to seed there), not to thecard named “Nor,” which may not beestablished at a Bajor region location.

This facility can play (but not seed) on theMirror Universe Bajor. No cards may reportthere because the facility is not in its nativequadrant.

chameloid – See shape-shifter.

changeling  – A species. All changelingsare shape-shifters. (But not all shape-shifters are changelings.)

characteristics  –  Cards have game-relevant features called characteristics (e.g.human, female, admiral, leader,shuttlecraft, Jem’Hadar ship, disruptor,Interrupt, Starfleet). Some characteristics(species, gender, ship origin) aredetermined from a combination of affiliation, appearance (card image), andlore. Others are defined by a rule or cardtext, based on skills or other features of thecard (e.g. a leader is any personnel withOFFICER or Leadership; an Interrupt is anycard with the Interrupt card type or thatspecifies it is used as an Interrupt).

However, many characteristics, especiallyranks and titles, are printed on the cards,usually in the card title, ship class, or lore.For example:•  The characteristic “admiral” is found in

 Admiral McCoy’s card title and NorahSatie’s lore. 

•  The characteristic “Nagus” is found inKrax’s special skill. 

•  The characteristic “shuttlecraft” isfound in the class of Quark’s Treasureand Romulan Shuttle, and in the loreof Type 18 Shuttlepod.

•  The characteristic “Jem’Hadar ship” isfound in the card title of Jem’Hadar

 Attack Ship and the lore of Stolen

 Attack Ship.•  The characteristic “disruptor” is found

in the title of Romulan Disruptor Rifleand the lore of Breen CRM114.

•  The characteristic “Son’a” is found inthe title of Son’a Shuttle and the loreof Ru’afo. 

Context determines whether a card actuallyhas the characteristic or not  – the keyquestion is “does the card say it is or hasthis characteristic?” For example, thephrase “Uses the same hull as theCardassian shuttlecraft” in the lore of PatrolShip does not make this ship a shuttlecraft.

 A card may be identified in its card title or

lore as currently or formerly having acharacteristic. A position with the prefix

 “vice” counts as that position; for example, Alynna Nechayev (“Vice- Admiral”) counts asan Admiral for Going to the Top or Office of the President. Bok (“former FerengiDaiMon”) is enhanced by Calandra. 

Information on other cards may not beused to define a characteristic for a card(except for matching commander, whichmay use information from either thepersonnel or ship lore). Thus Alidar Jarok (“Conscientious admiral…”) may report forfree to the Office of the Procounsul, but not

Mendak, who is not identified in his cardtitle or lore as an admiral (although theDevoras identifies him as Admiral Mendak.)

The presence in lore of a word or phrasethat is the name of a skill is not acharacteristic and does not confer that skilon a personnel. For example, Jaron(“former member of the Tal Shiar”) doesnot have Tal Shiar skill and is not a “TaShiar” personnel (e.g. for ContinuingCommittee).

Characterize Neutrino Emissions – Youmay seed any number of  different  Orbartifacts (no duplicates) under this missionregardless of whether the artifacts maynormally be seeded in space, in place of thesingle artifact normally allowed at amission.

Chief O’Brien – See once per turn.

Children of Light  – This incident allowsyou to capture your opponent’s [Holopersonnel present with your  Iden (oaboard a damaged ship at his location).

Chinese Finger Puzzle – Revised text:If android present, crew or AwayTeam is stopped until end of turn andandroids are stopped for X full turns,where X = number of androids present. Discard dilemma. 

Chula: The Abyss  – If more than oneQuark’s Bar is in play, the playeencountering this dilemma chooses whichone to relocate his personnel to.

Chula: The Chandra – For a personnel tocontinue past this dilemma, at least oneattribute number must match the same 

attribute on the randomly selectedpersonnel (e.g., INTEGRITY must matchINTEGRITY). Apply all relevant attributemodifiers. See dual-personnel cards.

Chula: The Way Home  – If more thanone Quark’s Bar is in play, the opponent othe player encountering this dilemmachooses which one to relocate thepersonnel to.

Chula: Trickery – For this dilemma, youropponent “recites [the personnel’sattribute numbers” by reading the printedattributes off the card, in orde(INTEGRITY, CUNNING, STRENGTH)

without applying modifiers. Attributes odual-personnel cards are not addedtogether, but are read as printed, forexample, 3+3, 8+8, 5+5.

Clan People – Revised text:To get past, must have Kai Opaka present OR CUNNING>38 from up tofive Away Team members.

clarifications – See revised text.

class – See ship class.

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Classic Communicator – The skill addedby a personnel with this Equipment card isretained only while that personnel ispresent with the communicator and thepersonnel from whom the skill was addedremains at the same location, or until youre-select the skill. See skills – modifying.

Because this card is not cumulative, youmay not use two copies to add two skills tothe same personnel, but you may use twocopies to add a skill (the same or different)to two different personnel (even in thesame crew or Away Team).

Classic Films icon [CF]  – This icon(formerly known as the Excelsior icon)appears on personnel and ships from the

 “Classic Films” era of the late 23rd century.It is used as a special ship staffing iconand for other purposes defined on variouscards.

Classic Medical Tricorder  – ThisEquipment card works like the ClassicTricorder.

Classic Tricorder – When this Equipmentcard enters play, select which skill the [OS]ENGINEER- and SCIENCE-classificationpersonnel present add. They retain that skilluntil they are no longer present with thetricorder, or until you re-select the skilladded by that tricorder (see skills  – modifying). If more personnel of appropriate classification join the crew or

 Away Team, they add the same skill alreadyselected.

Because this card is not cumulative, youmay not use two copies to add two skills tothe same personnel. If you combine twopersonnel groups, each with a skill added

from a Classic Tricorder, choose onetricorder to add its selected skill to allapplicable personnel.

classification –  A personnel’s classificationis found only in their classification box. A personnel type such as MEDICAL in theskills box is a skill, not a classification. A card referring to “MEDICAL-classificationpersonnel” refers only  to personnel whohave MEDICAL in their classification box.Borg personnel have no classification. Seeskills.

Cloaked Mission – Revised text:This mission’s location is Romulus System:

Romulus.

cloaking and phasing – General rules: A ship, facility, planet or personnel may cloak or phase only if game text allows (usuallythe Cloaking Device or Phasing Cloak special equipment.) To cloak or phase acard, flip it face down; to decloak ordephase, flip it face up. A card may onlyperform one cloaking, decloaking, phasing,or dephasing action each turn, only duringyour turn, and only if it is not “stopped.” A card may not be cloaked and phased at thesame time. A card may not enter playcloaked or phased.

Unless a card specifically allows otherwise,the following rules apply to cloaked cards:

•  When any opponent plays a card oruses an ability, it may not target yourcloaked cards.

•   A cloaked card may not be attacked orboarded.

•  Cloaked cards may not initiate battle,or attempt or scout missions.

•  Cloaked cards are not considered tobe opposing, present, “here,” orotherwise at the location forrequirements or abilities.

•  When your personnel cloaks, you maychoose to cloak any equipmentpresent you control.

•  Cloaked ships are affected normally bycards that affect all cards of its type(e.g. Q-Net will affect a cloaked ship),and count for requirements that check for the presence of its card type (e.g.Navigate Plasma Storms) A cloakedcard may not be attacked or boarded.

•  Personnel and landed ships on board acloaked ship, facility, or planet are not

themselves considered cloaked.•  Cards on or aboard a cloaked ship,facility, or planet are not considered tobe “here,” at the location, or opposingfor requirements and abilitiesoriginating outside the cloaked card.(e.g. Captain Chakotay’s attributebonus does not apply to [Maq]personnel on other ships if they arecloaked; a cloaked Borg ship may notprobe for objectives.)

•  Personnel may not walk or beamon/off a cloaked ship or facility.

•  Ships may not dock/undock, orland/take off from a cloaked ship,facility, or planet.

Unless a card specifically allows otherwise,the following rules apply tophased cards:•  When any player plays a card or uses

an ability, it may not target yourphased cards.

•   A phased card may not be attacked orboarded.

•  Phased cards may not initiate battle,or attempt or scout missions.

•  Phased cards are not considered to beopposing, present, “here,” orotherwise at the location forrequirements or abilities.

•  When your personnel phases, you

may choose to phase any equipmentpresent you control.

•  Phased ships may not move except byusing RANGE. Phased personnel maynot move except by beaming.

•   A phased ship may not land or dock. If a landed or docked ship phases, itimmediately undocks/takes off.

•  Phased cards are unaffected by mostcards and effects in play. This includesbeneficial effects (e.g. a phased ship isunaffected by QNet, but is also unableto use Bajoran Wormhole.) Exceptionsare: the span on missions, timelinedisruption, and cards that affect all

cards in play (e.g. Anti-Time Anomaly).

•  Cards on or aboard a phased shipfacility, or planet are not consideredphased.

•  Cards on or aboard a phased shipfacility, or planet may not be attackedor targeted by cards that are not on oaboard the same card. (e.g. ATantalus Field played on a phased shipcan target personnel aboard the sameship, but not other ships.)

•  Cards on or aboard a phased shipfacility, or planet are not considered tobe “here,” at the location, or opposingfor requirements and abilitiesoriginating outside the phased card(e.g. Captain Chakotay’s attributebonus does not apply to [Maqpersonnel on other ships if they arephased.)

•  Personnel may not walk or beamon/off a phased ship or facility.

•  Ships may not dock/undock, oland/take off from a phased shipfacility, or planet.

cloaking device – When engaged, thisspecial equipment makes a ship invisibleand invulnerable to attack. See cloakingand phasing.

Clone Machine  – This incident does noallow you to have more than one version oa persona in play at one time. Duapersonnel cards may not be “cloned” usingthis card. Boreth is the premiere missionInvestigate Disturbance. Mariposa is the AGood Things mission Aid Clone Colony.

Clown: Playing Doctor, The – See skills – First-listed skill.

Coalescent Organism – This dilemma canbe passed on to anyone who is present athe end of the turn, regardless oownership. The dilemma is played on theselected personnel. Discard it if thepersonnel dies alone or from some othecause.

collective  –   All of one player’s [Borgaffiliation cards in play.

Colony – The Away Team must be “in” thisfacility to score points.

combo dilemma – A combo dilemma is atwo dilemma combination in one Dilemma

card. (See card type.) Encountering acombo dilemma is like encountering twoseparate dilemmas: if you meet theconditions of the first half, you continue onto face the second half; if not, you placethe card back under the mission and wilhave to face the first half again. Howeversome combo dilemmas with conditions say

 “not repeatable” in the first half; this phrasetakes the place of “discard  dilemma” andmeans that the first half is conceptuallydiscarded after you face it; when you oyour opponent encounter that same exaccard on another attempt, the first half of 

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the combo is skipped. If the first half hasno conditions (e.g., Male’s Love Interest), itis always conceptually discarded after it hasits effect. See dilemma resolution.

Cards that specifically affect the first half of a combo dilemma do not automaticallyaffect the second half. For example, if Male’s Love Interest is replaced by Bewareof Q, overridden by Jealous Amanda,discarded by Senior Staff Meeting, ornullified by Kareen Brianon, you stillencounter the Tarellian Plague Ship half of the card. Similarly, if you fail to overcome

 Alien Parasites and your opponent usesyour personnel to re-attempt the mission,they will begin by facing REM FatigueHallucinations. However, Mission Fatigue

 “stops” a personnel before each subsequentdilemma, so one personnel will be

 “stopped” before each half of the combo.  You may not legally seed a combo dilemmaat the same location as either of theoriginal dilemma cards on which it is based;the second one encountered would be amisseed. (See copy.) If the mis-seed isthe first half of a combo dilemma, place it

 “conceptually” out-of-play while youencounter the second half, then place itphysically out- of-play (instead of discardingit) once the second half has been resolved.

Commandeer Ship – The personnel whocommandeers a ship with this objectivemay meet any three staffing iconrequirements, whether he has those iconsor not. For example, Christopher Hobsonmay commandeer the Decius and meet itsentire staffing icon requirement of [Cmd][Stf][AU].

commandeering – When your opponentfirst establishes a facility or reports a ship,

he controls it. (It is also controlled by theaffiliation printed on the card.) You maysubsequently commandeer that facility orship using a card that allowscommandeering. For example, you maycommandeer a Nor by having any of yourComputer Skill personnel unopposed at itsOps site, as stated in the Ops text (a Norwithout an Ops site may not becommandeered). You may commandeer aship using a card such as CommandeerShip or Outgunned.

When you commandeer a ship or facility, itcomes under your control, and its affiliationchanges to match the affiliation of one of 

the non-ANIMAL commandeering personnel(your choice) in the Away Team (e.g., Opsor Commandeer Ship) or crew(s) (e.g.,Outgunned). If you have no personnel atthe location (e.g., A Fast Ship Would BeNice), the ship’s affiliation does not changeuntil your personnel arrive to take custodyof the ship. You do not take control of anyopposing personnel or equipment aboardunless otherwise specified by the cardallowing you to commandeer.

 You continue to maintain control of thefacility or ship, even if you have nopersonnel aboard. However, your opponent

may retake control by bringing unopposedComputer Skill to Ops, or by using a ship-commandeering card. You maycommandeer only cards which you do notcontrol (including a Nor or ship that yourBorg opponent assimilated from you), andonly if a card allows it. (Borg may notcommandeer a ship or facility; instead, theymust use a card that allows them toassimilate it.) See facility  – Control of facilities, Empok Nor, docking, actions – required.

Commander Data - This personnel is anandroid.

compatible  – Your cards of differentaffiliations may mix and work together onlyif they are compatible .•  Cards with the same affiliation icon are

compatible with each other.•  Non-Aligned and Neutral cards are

compatible with all  affiliations exceptBorg.

•  Borg cards are not compatible withany other affiliation.

•  If a card allows cards of different

affiliations to “mix” (or “mix andcooperate”), it makes those cardscompatible with each other.

Some cards that make different affiliationscompatible are Treaty cards, Brainwash,Ferengi Trading Post (only while aboard),Temporal Micro-Wormhole, and MemoryWipe (seeded). Compatible personnel maymix in the same crew or Away Team andboard compatible ships and facilities.Personnel and ships may report tocompatible facilities. However, you muststill have a personnel of  matchingaffiliation when required by a card or rule.

Example: If you have a Treaty:

Romulan/Cardassian in play, your Romulan,Cardassian, and Non-Aligned cards arecompatible with your Cardassian Outpost,with Central Command, and with aCardassian Nor, but your Klingon cards arenot. Only your Cardassian cards match thefacilities.•   Your Romulan and Non-Aligned cards

mayreport to your Cardassian Outpost,to Central Command, or to aCardassian Nor (but may not bedownloaded using the Ops text, whichrequires a matching affiliation).

•   Your Romulan and Non-Alignedpersonnel may supply staffing iconsfor your [Car] ship, if at least one

[Car] personnel is aboard (see shipstaffing).

•   You may attempt a mission using amixed Romulan/Cardassian/Non-

 Aligned crew or Away Team as long asat least one personnel matches one of the mission’s affiliation icons.

•   Your Romulan forces may assist yourCardassian forces in battle, but yourKlingon forces may not.

If a card allowing compatibility is nullified ordestroyed, incompatible personnel aboard aship or facility are placed under housearrest. If a mixed Away Team is on a

planet, the incompatible personnel form aseparate Away Team and cannot return tothe ship. The text does not work withmeans the cards are incompatible.

Compromised Mission  – You mayattempt this mission with a crewcontaining a personnel of the affiliationmatching an icon on the end facing you.

Computer Crash – You may activate thishidden agenda event as a response to anattempt to play a Q’s Tent or a cardrequiring downloading (e.g., ActivateSubcommands), or an attempt to downloada card (e.g., by using the Borg Queen’s skilor any special download icon), but noduring the seed phase. The Q’s Tent ocard requiring downloading becomes anillegal card play and returns to the owner’shand; an attempted download is simplyaborted (and does not use up anyresource). See actions – step 2:responses.

If you initiate the play of a multi-functioncard such as Bajoran Civil War, and select a

function that requires a download, it maybe responded to by the activation of thisevent. The card returns to your hand; youmay then play it for its other function, buyou are not required to do so.

 A card may allow but not requiredownloading, and thus may be playeddespite Computer Crash. For example, iComputer Crash is activated in response toan attempted download with Assign MissionSpecialists, the download is prevented, buthe card remains in play.

 You may not suspend the activation of thisevent by using a special download icon.

Construct Depot – This mission may nobe attempted or scouted by the opponent

 You may not download a Remote SupplyDepot if you already have a facility at thismission location.

Construct Starship  – This objectiveallows you to download a facility only if ihas text allowing it to play (or be built). Foexample, Husnock Outpost cannot bedownloaded because it may only beseeded.

Containment Field – If this incident isdiscarded or placed beneath the draw deck 

using Q the Referee, any cards stacked onit are likewise discarded or placed beneaththeir owners’ draw decks. See DevidianDoor .

 Activating this incident will nullify a DestroyRadioactive Garbage Scow that is already inplay on a mission. The mission’s point valueis restored (even if it has already beensolved) and the owner of the DestroyRadioactive Garbage Scow places theinterrupt in his bonus point area to score  –10 points.

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control  – Some cards allow you to takecontrol of an opponent’s cards permanently(by capturing, commandeering,assimilating, or stealing) or temporarily. (Allcontrolled cards are returned to theirowners at the end of the game.)

If you control your opponent’s ship, anycards  “played on” or “placed on” the ship(such as Kurlan Naiskos or Cytherians)come under your control also. Cards thatare aboard the ship (personnel, equipment,carried ships) do not come under yourcontrol unless specifically stated by the cardor rule giving you control. If you controlyour opponent’s personnel, any cards

 “played on” or “placed  on” the personnel(such as Ocular Implants or Mobile Holo-emitter) come under your control.

Treaties, ship enhancement cards, etc.apply to the controlled cards only whenthey normally apply to your cards (or allcards). For example, if you control theU.S.S. Enterprise owned by your opponent,it receives an attribute bonus from yourWall of Ships, and its attributes are not

reduced by a Virus dilemma placed on youropponent’s U.S.S. Yamato .

Temporary control  – When you temporarilycontrol a ship and crew with a card such as Alien Parasites or Neural Servo Device,treat the ship and personnel as if they wereyour own with regard to attemptingmissions, encountering dilemmas and Q-Flashes, scoring points, playing cards thatplay on “your ship” (such as Auto-DestructSequence), etc. The only exception is thatyou may not bring the personnel aboardone of your ships or facilities and you maynot bring your personnel aboard their ship.

 You may use only “legal moves” – e.g., the

ship and crew must still obey affiliationattack restrictions and Borg Away Teamrestrictions, may attempt only missions of appropriate affiliation, etc. Within thoseconstraints, you may move the ship,abandon personnel on planets, engage inbattle, attempt missions (if you solve amission, you score its points unless playingBorg), etc.

Conundrum – Erratum:Unless INTEGRITY>40, this ship must do nothing but chase (at normal speed) and attack one of your opponent’s ships on this spaceline (your choice). Discard dilemma.

When you fail to overcome this dilemma,your ship and crew are “stopped”  and youmust immediately target one of youropponent’s ships. (If there is no validtarget, the dilemma is immediatelydiscarded without effect and your cards arenot “stopped.”) 

Once “unstopped,” the ship and crew must chase and attack that target. This is arequired action  (see actions – required),and must be carried out alone; your otherships at the location may not join thebattle.

Cloaked, phased, or landed ships, or shipsin a Temporal Rift or Time Travel Pod areinvalid targets. You may change targets atany time. If the selected target at any timebecomes invalid or leaves play, you musttarget a different ship. If at any time thereare no valid targets in play, the dilemma isdiscarded. Once you have attacked a targetship, the dilemma is “cured” and discarded. 

conversion rules – See Second Edition  cards. 

converted card indicator – This grey barat the bottom left corner of a card indicatesthat the card was converted from abackwards compatible Second Edition card.

cooperate – See mix.

copy – A copy (or duplicate ) of a card isdefined by its card title and, for personneland ships, its game text. Different images,copyright dates, lore, expansion icons,affiliation border colors, or property logosdo not affect whether cards are copies.

Personnel and ships: Two Personnel or Shipcards are copies of each other if their cardtitles and game text are the same (takinginto account revised titles and game text of reprinted cards). Examples of copies:•   Alyssa Ogawa (First Contact) is a copy

of Alyssa Ogawa (Trouble WithTribbles starter deck reprint with atribble in the card image). AlyssaOgawa (Premiere) is not a copy of thiscard because her game text is ifferent(they are two versions of the samepersona).

•  Quark Son of Keldar (First Anthologypreview) is a copy of Quark Son of Keldar (Blaze of Glory reprint) despite

a minor rewording of his game textand the Blaze of Glory expansion icon.

•  Tasha Yar - Alternate (AlternateUniverse) is a copy of Tasha Yar  – 

 Alternate (Reflections foil). Her specialskill was changed by errata.

•  Lwaxanna Troi (Premiere alphaprinting) is a copy of Lwaxana Troi(Premiere beta printing).

•  B’Elanna Torres (blue Federationborder) is a copy of B’Elanna Torres(gold Non-Aligned border). See multi-affiliation cards.

Other cards:  Other than personnel andships, two cards are copies of each other if 

their card titles are the same (taking intoaccount revised titles of reprinted cards).

 Also, each half of a combo dilemma isconsidered a copy of the original dilemmaon which it was based (the “card title” included in its game text). Examples of copies:•  Radioactive Garbage Scow (Premiere)

is a copy of Radioactive Garbage Scow(Voyager) and of the RadioactiveGarbage Scow half of Female’s LoveInterest & Garbage Scow. You maynot seed more than one of theseunder one mission; your Borg could

 Adapt to any of them afteencountering any version.

•  Medical Kit (Premiere) is a copy oMedical Kit (Voyager). You may nouse a copy of each to add twoMEDICAL skills to your OFFICER.

•  Ready Room Door (First Contact) is acopy of Ready Room Door (Voyager)

 You may not play both during oneturn.

•  ❖ Klingon Outpost (Trouble With

Tribbles starter deck reprint) is a copyof the Outpost card titled “Klingon(Premiere). The card titles of mosoutposts have been revised. You mayseed only one.

corresponding  – The correspondingspaceline location for a time location is themission with the same location in its loreFor example, the mission Agricultura

 Assessment (Sherman’s Planetcorresponds to the time location Sherman’Peak (2267 Sherman’s Planet). Acorresponding location or region in an

 “opposite quadrant” is a location or region with the same name. For example, Bajor in

the normal universe (Alpha Quadrant)corresponds to Bajor in the mirror universe(Mirror Quadrant).

Council of Warriors  – This objectivemay not be nullified once it is relocated toyour point area. Bringing a non-Klingonpersonnel into play by persona exchangeearning a Cryosatellite, or switching theaffiliation of a multi-affiliation personnel isnot  “playing a non- Klingon personnel.” Seecard play, report, affiliation andspecies.

countdown icon [1][2][3][4][X]  – Whenyour card with a countdown icon enters

play (is played face up, activated, oencountered), it has a countdown totaequal to the number of the icon, or thenumerical value of X of the icon (regardlessof when it is played or activated or whoencounters it.) At the end of each of theowner’s turns, the card counts down(subtracts one from the countdown total.)When the countdown total reaches zero(0), the card nullifies itself and is discardedFor example, your card with a countdownof [3] nullifies itself the third time you enda turn.  A convenient way to keep track oyour countdown icons is to either turn thecard 90 degrees, or place a counter on thecard, at the end of each of your turns.

counter-attack  – See battle.

Countermanda – This interrupt is not an “Amanda Rogers card.” See card titles,discard pile.

counterpart – A counterpart is a Borgpersonnel with “assimilated counterpart” inhis lore, or a personnel assimilated with theobjective Assimilate Counterpart. An

 “assimilated counterpart” may be used as a “matching counterpart” for the objective  Assimilate Homeworld. However, when acard requires that a counterpart match the

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affiliation of a homeworld, it must alsomatch the homeworld’s universe. Seemirror universe.

 A counterpart may not be downloaded oraffected by cards that specify drones.

 Your collective is limited to one counterpartin play at a time. Thus, if you have onecounterpart in play, you may not play orassimilate another, and if you acquireanother one (e.g., from a Cryosatellite),the second one must be discarded. A counterpart may be converted to a dronewith He Will Make an Excellent Drone.

The assimilated counterparts are native tothe Alpha or Gamma Quadrant and may notreport to a Borg Outpost in any quadrant(see facility, native quadrant).

 An assimilated counterpart’s skill that enhances their ship’s WEAPONS and SHIELDS +4 against their former affiliationworks against any force that includes thataffiliation. For example, Locutus of Borg’sskill would enhance his ship against a Non-

 Aligned ship with some Federation crew or

a mixed fleet of Federation and other shipsunder treaty.

counting cards  – At any time, you maycount the cards in your own hand. You mayrequest that your opponent count his ownhand and tell you the correct count. Youmay also count the seed cards under amission and check their orientation todetermine the owners.

Covert Installation – Revised text (lore):Neutral Zone Region • Devora 

crew – See Away Team and crew.

Crew Reassignment – The ship to whicha personnel may report using this eventmust have the icon as one of its staffingicons. For example, [AU] personnel withoutan [OS] icon may not report to StarshipEnterprise (Trouble With Tribbles) usingCrew Reassignment. See ship staffing.

crime icon [Crime]  – This icon marks acard as being related to criminal activity. Ithas no built in gameplay function and willbe referenced by other cards in the future.

Crisis – Because the ship at the location isnot actually attempting the mission, theship and crew are not “stopped” if this

dilemma is not overcome. Only theattempting Away Team is “stopped.”  

Crosis – See Rogue Borg Mercenaries.

Crossover  – When this incident allowsyour [MQ] personnel to ignore their [MQ]icon when reporting, treat them as if theyhave no quadrant icon (i.e., as if native tothe Alpha Quadrant). Thus they may reportto a native Alpha Quadrant facility, or (if [AU][OS]) to Sherman’s Peak. 

The incident is discarded only when you

report a Multidimensional Transport Deviceas your normal card play and thendownload one of the listed personnel tothat Device.

If you report Ezri without this incident inplay, and immediately use her specialdownload for Crossover, you cannot thenuse Crossover to download a Multi-Dimensional Transporter Device to Ezribecause it is no longer “just  after” shereported. See actions –  “just” .

Cryosatellite – Revised text:Seed at a space location. May seed one additional artifact and up to 3 [AU] personnel here. They are earned when Cryosatellite earned; then discard Cryosatellite.

 All cards seeded with this artifact count asseed cards. They are seeded one at a time,not as a group. See personnel – seeded.

Crystalline Entity – This dilemma is anexception to the normal rule that dilemmasaffect only the personnel in the crew that

encounters the dilemma. It “kills all life on ship,” including tribbles, intruders, and personnel who are “stopped,” disabled,etc., and not participating in the mission orscouting attempt. (However, it does not killpersonnel in stasis.)

If this dilemma is encountered after DNA Clues with Lore in play, 6 MEDICAL and 2SCIENCE are required to pass the dilemma.See dilemma resolution.

cumulative  – If a card is cumulative ,multiple copies of the card can have thesame effect on the same target(s) at thesame time. Damage markers (Tactic cards)

are cumulative, as are cards specificallymarked "cumulative." All other cards arenot cumulative .

While you may have multiple copies of anoncumulative card in play, they cannothave the same effect on the same targetsat the same time. Also, multiple copies of anon-cumulative card “played” or “placed” on the same card  may not have the sameeffect at the same time, even on differenttargets. Targets  may include cards (e.g.,personnel, ships) or a player. An action(such as beaming, ship movement, a battle,or a mission attempt) is not a target.Examples of effects include modifying skills,

attributes, or mission or dilemmarequirements; killing a personnel; damaginga ship; and generating benefits (such ascard draws or points) for a player.For purposes of cumulativity only, all end-of-turn actions (or start-of-turn actions) areconsidered to occur “at the same time.”  Multiple responses to a single action (suchas a battle) generally resolve one at a time,and thus are not restricted by cumulativityrules (unless they generate a continuingeffect). Cards that may be played or haveeffects "once per (each, every) turn" arecovered by the "once per turn" rule.•  Examples:

•  HQ: War Room: Multiple copies maynot enhance the attributes of thesame personnel at the same time.

•  Science Kit: Multiple copies may noadd multiple SCIENCE skills to thesame personnel at the same time.

•  Reflection Therapy: Multiple copiesmay not replace multiple skills on onepersonnel at the same time.

•  Process Ore, Colony: You may noprocess ore at more than one Nor orscore points at more than one Colony(start-of-turn actions) each turn. (Theplayer is the target.)

•  Telepathic Alien Kidnappers, TheTraveler: Transcendence: Multiplecopies of each card do not allow youto “guess” multiple cards or drawmultiple extra cards (end-of-turnactions) each turn.

•  Transwarp Conduit: This cardgenerates a continuing effect (for therest of the turn). A second copyplayed on the same ship while the firsis still in effect will not quadruple itsRANGE.

•   Automated Security System, Dal’Rok

Establish Tractor Lock: If multiplecopies are played or placed on thesame Ops, mission, or ship, only onecopy of each card can kill a personneeach turn or immobilize a ship, even idifferent targets are present.

•  Fajo’s Gallery: Multiple copies will nogenerate additional card draws whenyou capture a unique personnel.

•  REM Fatigue Hallucinations: If twocopies on the same group of personneare cured at the same time, only onewill score points.

•  Personnel: Multiple copies of the samepersonnel (whether universal ounique) may not score points fo

Colony, Ressikan Flute, or AssignMission Specialists, or extra points fomissions such as Establish Settlemenor A Good Day to Live, at the sametime. (But they may be used to meemission or dilemma requirements.)

•  Romulan Disruptor: This card ismarked  “cumulative.” Each personnepresent with three disruptors will beSTRENGTH +6.

•   Android Headlock, Antique MachineGun, Barclay Transporter Phobia: Theeffects of multiple copies of each othese cards occur as separate actions(not at the same time) and havedifferent targets, and are thus no

restricted by cumulativity rules.•   Alas Poor Drone, Cybernetic

Expertise, Borg Nanoprobes: Althoughthese cards are not restricted bycumulativity, they have  “once peturn” effects that are governed bythat rule.

current objective  – See Borgobjective.

Cyber Drone (Five of Eleven) – Thispersonnel’s special skill only prevents Borg personnel from entering stasis, and cannot

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release them from stasis once established.For example, a Cyber Drone in a group of Borg relocated to an unsolved Qualor IIRendezvous would prevent them fromentering stasis, but it cannot release them if brought there after the relocation.

It does not prevent ships from being placedin stasis (e.g., by the Quantum SingularityLifeforms dilemma), though it can preventthe Borg personnel aboard from enteringstasis.

Cybernetics  – This skill no longer has abuilt-in function, but is utilized by theincident Cybernetics Expertise.

Conundrum – Erratum:Seeds or plays on table. Once each turn, your android may report for free if Cybernetics present and may report to your personnel who has Cybernetics x2. Also, once each turn, you may exchange a card from hand for an android in your discard pile.

Cyrus Redblock  – This personnel’s special 

skill includes dilemmas with variants suchas  “murdered” and “murderous” in title orlore (but not synonyms such as

 “assassinated”). See actions  – step 1:initiation.

Cytherians – This dilemma represents amoving required action . When it isencountered, the mission or scoutingattempt immediately ends. If MissionDebriefing is in play, the crew is “stopped” before they can use any remaining RANGEto move that turn. The dilemma does notrelocate your ship; you must use normalship movement to move to the far end of the spaceline. Once the far end of the

spaceline is identified (i.e., right or leftend), that destination does not changeeven if the spaceline is rearranged with Q.See actions – required, ties.

Cytoplasmic Life-form  – For thisdilemma, “different personnel” may includemultiple copies of a personnel. Forexample, a mission with requirements of Computer Skill x2 + Navigation wouldrequire three personnel to complete, andcould be solved with three copies of SamLavelle. A “skill requirement”  includes skillsthat are personnel types, such asMEDICAL.

Dabo – While you may have a copy of thisincident in play on each of two Quark’sBars, you may not get probe results usingboth copies at the end of a turn. Seecumulative, probing, Writ of  Accountability.

Dal’Rok  – This dilemma is an exception tothe rule that dilemmas affect only thepersonnel in the encountering crew or

 Away Team. Even at first encounter, all personnel at the location (including theopponent’s) must be checked for lowesttotal attributes. The total attributes>150

required to nullify the dilemma must be inone crew or Away Team. See ties.

damage  – When you are using a BattleBridge side deck , any damage to youropponent’s ships or facilities, whether froma hit in battle, dilemmas, or other causes, isindicated by damage markers, which areTactic cards from your side deck. Thedamage results appear at the bottom of each Tactic card. See battle – ship.

Some damage results are immediate andhave a one-time effect (such as killing acrew member or downloading a Warp CoreBreach). Other damage results have anongoing effect (such as reduced attributesor off-line transporters) as long as thatdamage marker is in play. Most damagemarkers also specify a reduction to HULLintegrity. When a ship’s or facility’s HULLintegrity is reduced to 0%, it is destroyed.Multiple copies of the same damage markerare cumulative, including reductions toattributes and HULL integrity.

If your side deck is ever completely out of 

Tactic cards (because they are all in play asdamage markers), you will be unable tofurther damage your opponent until someof your damage markers return to your sidedeck. You may not mix damage markersand rotation damage on your opponent’sship.

Rotation damage  –If you are not using aBattle Bridge side deck, any damage toyour opponent’s ship (from a hit in battle orfrom a card such as a dilemma) is indicatedby rotating the target 180 degrees toindicate that it is damaged, with theseeffects: RANGE is reduced to 5 (if it isalready less than 5, it remains the same),

Cloaking Device is off line, and HULLintegrity is reduced by 50%. If you scored adirect hit in battle, HULL integrity isreduced by 100% and the target is thusimmediately destroyed. If a ship withrotation damage is damaged again before itis repaired, the additional HULL integrityreduction of 50% also destroys the ship.

 A ship is damaged (for dilemmas such as Abandon Ship!) if it has any damagemarkers on it (even if there is no HULLdamage), or has received rotation damage.Reduction of attributes from other causes isnot “damage.”  You may never substituterotation damage for damage markersymbols (e.g., Breen CRM114, HQ: Orbital

Weapons Platform). To use such symbolsyou must have a Battle Bridge side deck.

Off line  – When a damage result indicatesthat something is off line , the affected itemmay not be used in any way as long as thatdamage marker is in play. Attributeenhancements being off line affects allenhancements to the specified attribute.Default damage  – When you are using aBattle Bridge side deck, sometimes youropponent’s ship or facility will be damaged when you do not have a current tactic(such as when encountering a dilemma orduring a battle in which you choose not to

play a current tactic). Whenever thisoccurs, the default damage is two cardsfrom your side deck, or four cards for adirect hit. (Default damage should not beconfused with “card  rotation” damagewhich applies only when you are not usinga Battle Bridge side deck.)

Order of damage results  – In most casesthe sequence in which you apply damageresults will not matter. Occasionally theorder may be significant. In these casescarry out immediate damage results firsand check the HULL reduction last.

For example, suppose the HULL integrity of your opponent’s ship has already been reduced by 80% when it is damaged again,and the two damage markers from youside deck each specify one casualty andHULL - 30%. If your opponent wants toplay an Escape Pod, he must suffer bothcasualties first, so the Escape Pod savesonly the remaining crew. See repair.

Data’s Body – This personnel counts as aseed card if “reported” at your outpos

during the seed phase. When your Data’sBody is present with your Data’s Head, youmay declare them to be attached (odetached) as desired during your turn. Seedisabled. When attached, Data’s Head isno longer treated as an artifact (andthus is immune to Disruptor Overload, forexample); instead, the two cards togetheare used as a single Personnel card. If thecombination is discarded, the two cards areno longer attached and Data’s Head is gaintreated as an artifact. Like any otheartifact, Data’s Head must be earnedbefore use.

Data’s Head – See Data’s Body.

Data’s Medals  – See battle  –personnel, battle – ship. 

Dathon – This personnel is the matchingcommander of the Tama. See Tamarianrelated.

David Marcus  –  This personnel’s speciaskill allows you to ignore the text “If notplaying [Fed]” on The Genesis Device iyou place it on a planet you seeded.

D’deridex Advanced  – This ship isconsidered D’deridex-class for any card tharequires that class of ship, such as Romulan

 Ambush, unless otherwise specified. Seeattribute enhancement, skills – using.

deactivated  – See holographicpersonnel and equipment.

Dead End – This dilemma is discarded onlyif the player first encountering it overcomesit by having at least 50 points. Otherwise, iis placed atop the mission and remainsthere permanently (unless nullified byDropping In); you may re-attempt themission if you have more than 50 pointsbut this does not nullify or discard the

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dilemma. Although it will “stop”  a Borgscout on initial encounter, it does notprevent later scouting.

Dead in Bed – You choose the personnelin stasis to be killed when you play thisinterrupt.

Deanna Troi (First Contact)  – Thispersonnel must be part of the “stopped” 

 Away Team to “unstop” them. For example,if two other personnel in her Away Teamare “stopped” by Parallel Romance, theybecome a separate Away Team. She maynot “unstop” them because she is not partof that Away Team. See once per game.

death – See discarding.

deck  – There are two parts to every gamedeck: the seed deck and the draw deck .In addition, you may have one or moreoptional side decks.

Deep Space 9 – Deep Space 9 and Terok Nor are two versions of the sameconceptual station, which is not

duplicatable (see unique and universal).Thus, if a player seeds Deep Space 9 duringthe dilemma phase, his opponent may notseed Terok Nor during the facility phase; itis instead placed out-of-play. SeeChamber of Ministers.

This station has no matchingcommander, which are defined only forships.

Deep Space Station K-7  – Like allstations, this station has no built-inreporting, docking, or repair functions. Nosites may play here. However, because thisstation is at a time location, compatible

personnel and equipment native to thetimeline may report aboard the stationusing the time location’s reporting function.

default damage – See damage.

Defend Homeworld  – When thisobjective allows a download of personneland ships in response to battle, it is to aspecific destination (“download there”) andthus the cards may report anywhere at thelocation (e.g., personnel may report aboardships), ignoring quadrants. However, aSECURITY personnel downloaded with theobjective’s final function must be reportedto a facility or other place where that

personnel may normally report, because nodestination is specified. See downloading.

If a facility or site provides the place for thedownloaded SECURITY personnel toreport, both the personnel and facilitymust be in their native quadrant. You maynot download cards with this objectivewhen your opponent attacks your Non-

 Aligned ship at your homeworld, even if there are crew members aboard matchingthe homeworld’s affiliation. The specificcard that is attacked (the ship) must matchthe homeworld and its universe (seemirror universe).

The “compatible ships, leaders, [and]SECURITY personnel” that you maydownload with this objective when yourcard is attacked at a homeworld must becompatible with the card that was attacked(and with each other, if they are mixing).

 An attack by a Borg Ship dilemma or RogueBorg, which are self-controlled, will notallow the download. Your opponent mustattack your card with his ships orpersonnel.

DEFENSE bonus  – A feature of  Tacticcards. In a ship battle, the DEFENSE bonuson your current tactic (if any) is added tothe SHIELDS of your ship that is being firedupon (plus any SHIELDS extension from afacility where the ship is docked), tocalculate your DEFENSE total. TheDEFENSE bonus is not  an attributeenhancement. See battle – ship.

Dejaren  – See dilemma resolution  – Targets.

Deliver Supplies  – The freighter ortransport used to solve this mission mustbe in orbit with Transporter Skill aboard.See dual-icon missions.

Delta Quadrant  –   A “Delta quadrantmission”   is one with a Delta Quadrant Δ icon in its point box.

Delta Quadrant icon Δ [DQ] – Personnel,ships, and facilities with this icon are nativeto the Delta Quadrant. See nativequadrant.

Delta Quadrant Spatial Scission  – Revised text:

Replace the last line of game text with: “…turn, and you may play a personnel ordraw a card.”  

Denevan Neural Parasites  – See dualpersonnel cards.

destroy – See nullify.

Destroy Radioactive Garbage Scow  –  You may not reduce the same mission’spoints more than once with multiple copiesof this interrupt. See cumulative. Thepoints are not bonus points because themission’s value is reduced. If the missionhas already been completed, no points are

lost. See Containment Field.

Devidian Door – Although this doorway isnever “played,” it has an [AU] icon and represents the use of an [AU] effect. Thus,you must have an open doorway (e.g.,

 Alternate Universe Door or Space-TimePortal) which allows the play of [AU] cardsin order to play a personnel or equipmentcard with a Devidian Door. (The use of the[AU] function counts toward your limit of one [AU] card per turn allowed by a Space-Time Portal, so you may not report an [AU]card using only the Spoce-Time Portal.) If the doorway is closed afterwards, you may

still show the Devidian Door on your nexturn. “Showing” the Devidian Door cannobe affected by an Energy Vortex.

 You may show the Devidian Door at anytime during your next turn. If the gameends on or before your next turn, you musimmediately show the doorway from youhand. If you do not show the door whenrequired, or must skip that turn because oContainment Field, you automaticallylose the game with a 0( –100) score. Iyou report multiple cards by saying

 “Devidian Door,” you must show the same number of Devidian Doors from yourhand during your next turn.

 You may not play a card by “Devidian Doorwhen playing in a restricted environmentwhere this doorway is not a legal card.See anywhere, Ophidian CanePersistence of Memory, report.

Deyos – Using this personnel’s special skilto draw a card is a “just” action; it must beused immediately after the non-YouthJem’Hadar enters play at his location, even

if that Jem’Hadar enters play as a subaction of a group action (e.g., multiplereports under Red Alert). See actions  –group, actions –  “just”, card draw.

different – A card is different from anothecard if they are neither copies of eachother, nor versions of the same personaTwo copies of a ❖ mission represen

different locations, and, if applicabledifferent planets.

dilemma – A type of card hidden beneathMission cards, which create hiddenchallenges to be dealt with whenattempting missions. Dilemmas must be

seeded during the dilemma seed phaseThere are three types: planet [P], space[S], and space/planet [S/P]. See combodilemma.

Dilemmas are encountered and resolvedone at a time during a mission or scoutingattempt. Each dilemma describes whahappens when your crew or Away Teamencounters it. It may list certain skillsattributes, equipment, or otherequirements to overcome, cure, or nullifythe dilemma; specific types of personnelthat it affects; and various results such asdamaging or destroying a ship o

 “stopping,”  disabling, or killing personnel

Some dilemmas have bonus points thayou score when you overcome thedilemma. See dilemma resolutiondilemma timing.

dilemma resolution – This section appliesto dilemmas seeded under a mission (oEmpok Nor), including Q-icon dilemmasseeded as [S/P] dilemmas (e.g., Hide andSeek, or with Beware of Q). It does noapply to Q-icon dilemmas encounteredduring a Q-Flash. Unless otherwisespecified, all references in these sections toa “mission attempt” include scouting ocommandeering attempts. An overview

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explaining how to apply the rules in thissection can be found under dilemmaresolution – summary. Also see thesupplemental Dilemma Resolution Guide forapplication of the rules to specificdilemmas.

Dilemmas are encountered and resolvedone at a time. (Some special rules apply tocombo dilemmas.) When you attempt amission, slide out the bottom seed cardunder the mission, turn it over, and read it.(Dilemmas are meant to be read by theencountering player. See your.)

Each dilemma may have one or more of these features, described in more detailbelow: a trigger , targets , a nullifier ,conditions , and/or a cure . Nullifiers,conditions, and cures are collectivelyreferred to as requirements . For example,

 Ancient Computer, Isolinear Puzzle,and Phased Matter all include requirementsfor ENGINEER (conditions, nullifier, andcure, respectively). However, No LooseEnds targets ENGINEERS but does notrequire that skill.

 A requirement such as STRENGTH>40refers to the total STRENGTH of the AwayTeam or crew. When requirements ortargets include attributes, apply anyrelevant attribute modifiers, such as LowerDecks, phasers, The Emissary, etc. A requirement for a personnel type, such asMEDICAL, may be met by either a skill or aclassification, unless otherwise specified. A requirement for multiples of a skill, such as

 “2 Navigation”, may be met by two personnel with Navigation or by onepersonnel with Navigation x2. (However, arequirement for “a personnel with 2Navigation” must be met by a single

personnel.)

If a card “doubles a dilemma’s effects”  (Howard Heirloom Candle), it doubles onlythe results, e.g., kills two personnel insteadof one. If a card “doubles a dilemma” (Taar, Lore), it doubles all features of thedilemma (requirements, results, pointvalues). If a dilemma is affected by a cardthat adds or subtracts requirements andanother that doubles requirements, add orsubtract first, then double. A requirementmay not be reduced below zero.

Only personnel in the crew or Away Teamattempting the mission may trigger, be

targeted by, overcome, nullify, or cure adilemma during the mission attempt .Personnel who are “stopped,” disabled, in stasis, intruders, etc. are not affected bydilemma text targeting “crew,” “entirecrew,”   “all crew,” “Away Team,” or “entire

 Away Team”  (which refer only to the crewor Away Team facing the dilemma). If adilemma  “stops,”  disables, or places instasis part of the crew or Away Team, theyare no longer participating in the attemptand thus may not affect or be affected bysubsequent dilemmas. If personnel areplaced or “held” with a dilemma atop a mission, “held by aliens,” etc., they may not 

use (or share) their skills or attributes.

Only dilemmas using broader terms such as “all life on ship” or “personnel at thislocation” can affect personnel not involvedin a mission attempt, when the dilemma isencountered. Dilemmas that enter play andhave continuing effects may affect otherpersonnel, even the opponent’s, after themission attempt is over. See CrystallineEntity, Dal’Rok, present,  “stopped.”  

If a dilemma states that it “damages” your ship, apply default damage of two damagemarkers (if your opponent is using a BattleBridge side deck) or “rotation” damage (if he is not).

Triggers  – A trigger is an element that mustbe present (or a situation that must exist)for the dilemma to have any effect. This isstated at the beginning of the dilemma andis often preceded by the word “if”. If thetrigger is not present, discard the dilemmaimmediately without effect (unless it has an

 “otherwise” clause with an alternate effect).Examples:

 “If the Traveler: Transcendence is affectingyou…”   “If this is a Federation Ship…”   “‘Stops’ SECURITY androids and OFFICER  androids, if any present. Otherwise, killsone non-android Away Team member…”  

Targets  – The targets of a dilemma includethe cards it affects (e.g., personnel selectedto die), a personnel, ship, or facility that thedilemma is placed on, or a targetdestination for a relocation. Targets may bechosen by random selection, opponent’schoice, or owner’s choice. When a dilemmaspecifies a superlative such as  “strongest,” 

 “most CUNNING,” or “highest total

attributes,” and there is a tie, the opponentof the player encountering the dilemmagets to choose. If no personnel remain tobe targeted by a dilemma just encountered,because you used game text that allowsyou to remove them, replace that dilemmaunder the mission (the mission attemptends). For example, Elim Garak (“May avoidany random selection”) encounters Armus – Skin of Evil. If you choose to have ElimGarak avoid the random selection, there isno one left to be targeted by Armus, and itis replaced under the mission. Another cardthat might remove all personnel before youcan resolve a dilemma is Flight of theIntruder.

However, if a dilemma targets cards withspecific features (e.g., a personnel withEmpathy, a male, a non-Cardassian), andthere are no cards present with thosefeatures, discard the dilemma immediatelywithout effect, as when a trigger is notpresent. (This does not include personnelwith specific features which are required asa condition for overcoming the dilemma.See Conditions below.) If two targets withdifferent specific features are specified(e.g., one [Holo] personnel and one non-[Holo] personnel), and only one is present,target that one. A specified number of 

personnel is not a  “specific feature;” if acard specifies that two target personnel areto be selected but only one personnel ispresent, it selects that one. Also discard thedilemma if there is no ship or facility toplace the dilemma on, or no destination foa relocation (e.g., “furthest  planet” whenthere is no other planet on the spaceline).

Nullifiers  – A dilemma may list skills,attributes, other characteristics, personnel,equipment, an action, or a card play thacan nullify the dilemma. Also, another cardmay state that it nullifies a dilemma. (Someform of  the word “nullify” is always  usedconditions and cures are not nullifiers.Nullifying a dilemma is a valid response tothe initiation of the dilemma encounter. Seeactions  – step 1: initiation. If thenullifier is present (or a nullifier card isplayed) when the dilemma is encounteredthe dilemma is discarded and has no effectSome dilemmas that enter play or have alasting effect on a personnel or ship mayalso be nullified after the initial encounter.(Such a nullifier acts similar to a cure.) A dilemma with a countdown icon self

nullifies after the specified number of turnsof the player who seeded it, and isdiscarded at that time. Examples:

 “Nullify dilemma with Shelby OR 4 SECURITY.”  

 “To nullify, evacuate ship at your outposuntil end of turn.”  

 “Nullify with Plexing.”   “Nullifies Tamarian-related dilemmas wherepresent.” [Dathon] 

Conditions  – One or more skills, personnel,equipment, attribute totals, or othercharacteristics that must be present toavoid the ill effects of a dilemma, oftenindicated by  “unless” or requirements “to

get past” the dilemma. A few dilemmashave conditions that apply to the playerather than the Away Team (see lasexample). Examples:

 “Unless SECURITY and MEDICAL present... “To get past requires Empathy, Diplomacy, Morn or any Scotty.”  

 “To get past, most CUNNING MEDICAL present must help aliens (relocated withdilemma...)” [Note: the MEDICAL is not considered a target for purposes odilemma resolution.]

 “Unless you have at least 50 points...”  

Not all uses of “unless” identify conditionsIf a dilemma has a delayed effect “unless

the required skills, etc. are present by aspecified time, that is a cure, notconditions. See the last example undeCure. If your Away Team or crew can meetthe conditions of a dilemma, theyautomatically overcome and discard it. Youcannot choose not to overcome a dilemmawith conditions. See meetingrequirements.

Cures  – One or more skills, personnel,equipment, or other characteristics that, if present, will cancel a dilemma’s ongoing or delayed effect. Diseases most commonlyhave cures. An action, such as playing a

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card or returning a ship to the outpost, canalso be a cure. When the requirements fora cure are met, the dilemma is discarded.Examples:”Cure with 2 MEDICAL and Biology.”  ”Cure with Emergency Transporter

 Armbands, Timepod Ring, or newENGINEER arriving.”  ”[Ship] is destroyed at the end of yoursecond full turn unless 2 SCIENCE OR 2ENGINEER aboard by that time.”  

When a dilemma has an effect that can becured, that effect happens; then, if therequired skills are still present, it is curedimmediately, before proceeding to the nextdilemma. This is different from a dilemmawith a nullifier, which is discarded beforetaking effect.

“Stopping”  –  A dilemma only “stops” the Away Team or ship and crew if it hasconditions and you fail to overcome thoseconditions. (See  “stopped” .) A dilemmawithout conditions never “stops” your cardsunless it explicitly says it does. If not

 “stopped,” the remaining Away Team or

crew must continue the mission attempt.

Entering play  – Any dilemma with a long-term effect  “enters play.” The dilemmamay state that it is played on table orplaced on a personnel, ship, facility,mission, or the spaceline; or it may beimplied that it enters play as a marker foran ongoing effect. A dilemma that entersplay may have a continuous effect or onethat occurs at the start (or end) of eachturn of the player encountering it or everyturn of both players. Such a dilemma willbe discarded when it is nullified, cured,expired, or otherwise destroyed. Forexample, when a dilemma is placed on a

personnel, it will be discarded if thepersonnel is discarded for any reason.Examples of dilemmas that enter play areBorg Ship, Harvester Virus, Nitrium MetalParasites, Rascals, Hyper-Aging, LetheanTelepathic Attack, and Interphasic PlasmaCreatures.

Discarding   – A dilemma is discardedwithout effect if a required trigger or atarget with specific features is not present,or if it is nullified.

If a dilemma has conditions, and you donot overcome it, replace the dilemma underthe mission to be encountered again, unless

it enters play or says “discard dilemma” or  “mission continues.” When you overcomethe dilemma, discard it. For example, if youdo not overcome the following dilemmas:

 Ancient Computer is replaced under themission; Gravitic Mine (“Discard dilemma”)and Garanian Bolites (“Mission continues”)are discarded; Lethean Telepathic Attack isplaced on a personnel; Interphasic PlasmaCreatures plays on the table.

If a dilemma has no conditions, it isdiscarded after you follow its instructions(unless it enters play), whether it has any

effect or not. Examples include MamanPicard, Ooby Dooby, and Shot in the Back.

Choices   – Some dilemmas require theplayer to make a choice between ways toresolve the dilemma. Once you make yourchoice, carry out that part of the game textand ignore the other choice. Examples:

 “Abandon mission attempt until any playerhas completed a different mission OR continue but lose points if you fail thisturn.”  

 “One Away Team member is killed OR beam up that personnel at a penalty.”  Dilemmas with choices do not generallyhave conditions. See Tarellian PlagueShip.

Point boxes   – A dilemma may have apositive or negative bonus point box. Thepoints are scored when you overcome itsconditions (e.g., Chalnoth), when you cureit (e.g., Hyper-Aging), or according to thedilemma’s instructions (e.g., Cytherians,Borg Ship, Edo Probe). Place the dilemmain your bonus point area, even if says todiscard it. (Discard the dilemma if you are

playing Borg.) You do not score bonuspoints for a dilemma that is nullified ordiscarded for lack of a trigger or targets, orwhen you fail to meet its conditionsor cure it.

Scouting vs. mission attempts  – Dilemmatext such as “mission continues” or “abortmission”  refers to both mission andscouting attempts (for the Borg, they mean

 “scouting the mission continues” and “abortscouting of the mission”). However,dilemma text referring to  “missionattempts,” “attempting a mission,” or 

 “solving a mission” does not  includescouting attempts.

dilemma resolution  – summary  – Resolve a dilemma by checking its featuresin the following order.

1. If a required trigger is not present (andthere is no “otherwise” clause), OR if the dilemma specifies targets with specificfeatures, and no such target is present,discard the dilemma without further effect,and continue the mission attempt.

2. If the dilemma has conditions , check tosee if the crew or Away Team meets theconditions.•  If you meet the conditions, discard the

dilemma (place in your bonus pointarea if it has a point box). The crew or

 Away Team must proceed with themission attempt.

•  If you do not meet the conditions,carry out the dilemma’s instructions.The Away Team or ship and crew are

 “stopped”  and the mission attemptends (unless the dilemma says

 “mission continues”). Unless thedilemma says “Discard  dilemma” or

 “mission continues,” or it enters play(placed on a mission, ship, personnel,or the spaceline), replace it under the

mission, face down under the stack, tobe encountered again.

3. If the dilemma does not have conditions,carry out the dilemma’s instructions. The ship and crew or Away Team are not

 “stopped” (unless the dilemma explicitly  “stops” one or more cards), and remaining personnel must continue the missionattempt. Discard the dilemma unless itenters play (place in your bonus point areaif it has a point box).

4. If you nullify the dilemma with skills,personnel, etc. present, or by playing acard or taking a specified action, discard itwithout further effect, and continue themission attempt.

5. If the dilemma has a cure , first it takeseffect. Then, if the skills still remain in thecrew or Away Team to cure it, discard thedilemma (place in your bonus point area if it has a point box) before proceeding withthe mission attempt. Any temporary effectssuch as disabling are cancelled when youdiscard the dilemma.

Note: this summary assumes that youropponent does not make any responses tothe dilemma encounter (such as replacing itwith a Q-Flash using Beware of Q). Adilemma may be responded to only afteany targets for the dilemma have beenchosen (or a trigger/target has been foundto be absent) and you have checked to seeif the crew or Away Team can meet thedilemma’s conditions (if any). See actions – step 1: initiation.

dilemma timing – A mission, scouting, orcommandeering attempt is a single action,with sub-actions of encountering seed cards

(and for a mission attempt, completing(solving) the mission). An attempt may nobe interrupted except by valid responsesand actions that suspend play. See actions – interrupting.

 You may make valid responses to theencounter of specific dilemmas during theattempt or to the results of a dilemma. Forexample, Eyes in the Dark is a validresponse to any dilemma, Q2 to any Q-related dilemma, and Howard HeirloomCandle to Anaphasic Organism, EmpathicEcho, or Coalescent Organism; Strike Threeis a valid response to a battle initiated bythe Cardassians downloaded with Sleepe

Trap. A dilemma may also be interrupted bya card or action that “suspends play.” Seeactions – step 2: responses.

Diplomatic Conference – Revised text:One V.I.P. from each of three aligned affiliations + one Non-Aligned V.I.P. 

This mission creates a temporary “all-waytreaty” on the planet surface, but onlyduring the mission attempt (it does noextend to other actions, such as building aColony with Gi’ral and Tokath). Form you

 Away Team with personnel from anyaffiliations (at least one personnel’

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affiliation must match one of the missionicons) and attempt the mission normally.The three V.I.P.s of different alignedaffiliations may be from any threeaffiliations, not just the affiliations whoseicons appear on the mission.

direct hit – If your ATTACK total is morethan twice your opponent’s DEFENSE total,you score a direct hit  on the target ship.See battle – ship , damage.

disabled – A disabled personnel isconceptually unconscious. Personnel maybe disabled by a card (e.g., Hypospray,Ktarian Game) or by a rule (e.g., captivesare disabled unless Brainwashed). Theyremain disabled until the card or effect iscured or nullified. Also, holographicpersonnel who are deactivated are treatedas if disabled.

Disabled personnel may not be used in anyway (including game text, attributes, icons,lore, skills, traits such as gender, species,or matching commander status, etc.), maynot enable game text requiring that

personnel to be in play, and may notperform any actions. They may be beamedor moved in the same way as Equipmentcards (but are not treated as equipment inany other way).

For example, a disabled Treacherypersonnel does not allow you to downloadpersonnel there with Recruit Mercenaries; adisabled android aboard a ship at Paxan

 “Wormhole” cannot prevent that ship frombeing relocated; and a disabled Data doesnot allow you to choose for All Threes. Seepresent. (If a personnel worth bonuspoints when killed, such as Aamin Marritza,is killed while disabled, the disabling effect

ends when he is killed and the points arescored.)

When a crew or Away Team that includesdisabled personnel is attacked in personnelbattle, the disabled personnel do notengage adversaries, but may be randomlyselected to die at the end of the battle.Though similar in some ways to personnelin stasis, disabled personnel are notaffected by cards that specifically affectpersonnel in stasis.

 A ship attribute that is “disabled” (e.g., by  “Pup”) is an undefined attribute. Whenspecial equipment is disabled (e.g., by

 Vole Infestation), it is “off line” and notusable for any purpose (see damage). A disabled attribute or special equipmentdoes not disable the ship itself.

discard pile  – You may not rearrange orlook  through cards in any player’s discardpile unless a card allows you to. Forexample, Palor Toff  – Alien Trader allowsyou to look through (but not rearrange)your discard pile to choose a target card.

 You must discard face up, and any time youretrieve a card from your discard pile(except for seed cards to be placed under a

mission such as Q’s Planet, or with Hideand Seek), you must show it to youropponent.

When you play a card which allows you to “exchange” it for a card in your discard pile (e.g., Palor Toff  – Alien Trader, Res-Q), thetwo cards trade places: the card from thediscard pile goes into your hand, and thecard you played takes the position of thatcard in the discard pile. Selecting the targetcard is part of the results step of the action.(Only the discard pile itself is targeted inthe initiation step.) For example, youinitiate the play of Res-Q without namingan intended target; your opponent mayrespond with Countermanda, removingthree cards from your discard pilebefore you look through the pile and selecta card to exchange for.

Unless otherwise specified, all discardedcards (except those which enter play fromcertain side decks) go to the originalowner’s discard pile. (Cards with pointboxes for which you score the pointsdiscard to your bonus point area.)

 A discarded artifact may not be reused,even if returned to your hand, unless youre-earn it. When a card is discarded, alleffects on that card end and are notreactivated if the card is retrieved andreplayed. For example, if a personnelaffected by Frame of Mind is killed anddiscarded, he is no longer affected byFrame of Mind if he is replayed. (But onceper game text may not be used again.)

discarding  – You may not discard cardsfrom your hand or from the table unless acard or rule allows or requires you to do so.Discarded cards normally go to the owner’s

discard pile, unless a point box or othercard allows or requires you to discard it toyour bonus point area, under The NextEmanation, or elsewhere. (Also see sidedecks.)

When multiple discards result from thesame action (e.g., you discard a destroyedship and all cards aboard; you discard yourentire hand using Handshake), place thecards in your discard pile one at a time(allowing your opponent to see them), inthe order you choose.

When a mission allows or requires you todiscard a card as part of its requirements,

or for extra points, that card must comefrom the crew or Away Team attemptingthe mission, not from your hand, at thetime the mission is solved. All otherdiscards (e.g., for Static Warp Bubble)come from the hand unless otherwisespecified. A single discard cannot satisfytwo discard requirements. For example,the required discard for Static Warp Bubblecannot also be used to reopen a Spacedoor.

Cards that have a long-term effect onone or more personnel, such as Barclay’sTransporter Phobia or Brain Drain, are

 “played on” the affected personnel, even if 

the card text does not say so explicitly. Thecard functions as a reminder of the effectand will only be discarded if nullified, curedor expired, or if the personnel is discarded.

 A personnel who is “discarded” according tothe text of a dilemma or other card is notconsidered to die or be killed unless thecard causing the discard specifically says so( Yuta is an exception). See in play.

Discommendation  – See battle  –personnel, battle – ship.

Disrupt Alliance – See card titles.

Disruptor Overload – Errata:Plays on any ship or Away TeamWhere present, destroys oneEquipment card or one card used as anEquipment card (random selection).

This interrupt is not a valid response to theplay of an Equipment card.

Distortion Field – Errata:Plays crosswise face up on any planetlocation. Once each turn, flip card

over. While face up, prevents albeaming down/up here. (Unique.)

This event must be flipped during the turnon which you play it.

Distortion of Space/Time Continuum –Erratum:Plays on any ship. “Unstops” ship,crew and  ship’s Away Teams andrestores any of this  turn’s RANGEalready used by that ship. See  AwayTeam and crew.

Dixon Hill  –  This personnel’s skill allowsyou to ignore the requirements of a mission

only when solving it. Ignoring requirementsis not the same as meeting requirementsFor example, if his Away Team encountersLack of Preparation and would not havebeen able to meet  the requirements at thestart of that mission attempt, they losepoints and are “stopped.”  

Dixon Hill’s Business Card  – InFederation Standard, this interrupt/evenwould read:

Interrupt: If any personnel (except a Borg)was just killed and there were no otherpersonnel present, select any otherpersonnel controlled by the same player.

That personnel is captured.

Event: Plays on table. The opponent’s next personnel to report for duty must beuniversal or a holographic re-creation. Thenplace this card out-of-play. (Event is notduplicatable.)

If you play this card as an interrupt whenone of your own personnel was killed, theselected personnel is captured by youopponent. See reporting for dutycapturing.

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DNA Clues – Once this dilemma is placedon the mission and the choice is madeeither to continue or to “stop” (if possible),the altered MEDICAL requirements forfurther dilemmas encountered at thatlocation affect both players. The DNA Cluesdilemma is not encountered again, so nofuture Away Team or crew can alter thoserequirements. The dilemma remains on themission even after it is solved. TheMEDICAL requirements may be reduced tozero.

do not count toward winning  – Seepoints.

docked ship  – The following cards maynot  target a docked ship (or a carriedship): Asteroid Sanctuary, Loss of OrbitalStability, Near-Warp Transport, TemporalRift, Wormhole (on a ship as it undocks orlaunches), and Temporal Wake (to force itto follow another time-traveling ship). Allother cards that target a ship may targetdocked or carried ships (if applicable)unless otherwise specified on the card. Seedocking.

docking – You must indicate which of yourships are docked (placed under an outpost,or on top of docking site at a Nor) andwhich are undocked (placed on thespaceline). When a space facility allows aship to report there, the ship must reportdocked. Docking or undocking is a form of movement and requires the ship to bestaffed. Docked ships are protected byextension of 50% of the facility’s SHIELDS,but may not attempt missions or fireWEAPONS. Docked ships are not damagedor destroyed when the facility is destroyed(unless landed on Docking Pads). Certaincards may not be played on a docked

ship. Any card or rule that requires a shipto “return to” a space facility implies that itmust dock at that facility. For example, aship must dock at an outpost to be repairedby a Spacedock there or to cure REMFatigue Hallucinations. You may not undock a ship docked at an opponent’s facility(even a commandeered ship) unlessspecific game text allows it (e.g.,Croden’s Key, Docking Ports). Whencompatibility with a facility is required todock a ship, only the ship itself must becompatible with the facility; incompatiblecrew members aboard do not preventdocking. Such personnel cannot board anoutpost from the ship, but they may board

a Nor.

Docking Pads – Errata:This site is located on the Habitat Ring.No other cards (such as Establish LandingProtocols) are needed to enable ships withno staffing requirements to land (dock) andtake off (undock) at this site. The site itself allows the ship to land and take off. A shipdocked at the Docking Pads site is bothdocked and landed, and is subject to therules applying to landed ships.

While a docked ship is normally notaffected when the facility is destroyed, a

ship docked at Docking Pads is actually “aboard” the Nor and thus would bedestroyed along with the facility anddiscarded.

Doctor, The  – This personnel is not aversion of the E.M.H. Program persona andcannot be downloaded by Beverly Crusher.

does not use – See equipment.

does not work with  – A card that “doesnot work with” a particular group(affiliation, species, specific skills) cannotmix or cooperate with cards of that groupin any way, in the same way that cards of incompatible affiliations cannot work together without a treaty (seecompatible). For example:•  Lore “Does not work with [Fed]

affiliation.”   He doesn’t mix with [Fed]personnel, cannot board a [Fed] ship,and cannot report to or board a [Fed]facility.

•  Miles O’Brien “does not work with Cardassians.” He doesn’t mix orcooperate with personnel of 

Cardassian species or affiliation, evenunder treaty. If he is aboard your ship,it cannot assist another of your shipsin battle if it has Cardassians aboard.

If a personnel is inadvertently placed in asituation where he is mixing with cards thathe  “cannot work with,” he will form aseparate Away Team or (on your ship orfacility) be placed under house arrest. Forexample, Solkar “does not work withpersonnel who have Treachery.” If youropponent boarded your ship and playedReflection Therapy on one of your crew togive him Treachery, Solkar would be placedunder house arrest. You may not

deliberately place your personnel in such asituation.

 “Does not work with” restrictions that are completely affiliation-based are overcomeby any card that allows cards to mix

 “regardless  of affiliation,” such asBrainwash and Temporal Micro-Wormhole.

Dominion – An affiliation.

Dominion War Efforts  – See multi-affiliation cards.

doorway  – A card type representing aphysical door or a passage to another time

or place in the space/time continuum. A seedable Doorway card must be seededduring the doorway phase, unlessotherwise specified. Playable doorway cardsdo not use your normal card play and mayplay whenever an Interrupt card play islegal, but only during your own turn , unlessits text explicitly states that it suspendsplay or may play at any time.

There is no limit to the number of Doorwaycards you may play per turn, unless statedotherwise on a card.

Doorways that remain in play may be “closed” (made inactive) by other cards. Acard that closes a Doorway card (such asDoor-Net or Revolving Door) may be playedon a doorway that is already closed. Whena doorway is closed, its ongoing game texrelated to its  “doorway functions” is noactive. For example, no cards may be takenfrom a closed side deck, a closed ReadyRoom Door does not protect an event fromnullification; a doorway with a countdownicon stops counting down (the countdownresumes if the doorway is reopened). Gametext relating to how the doorway is played(e.g., creating a spaceline location and itsspan) or nullified, terms such as “Noduplicatable,” “Unique,” or “Limit one,”  and icons such as [AU] or [Ref] that are notpart of the game text are not affectedThus, while a ship may not pass throughthe Bajoran Wormhole if either end isclosed, it may still stop at the location andrequires 1 RANGE to move to the location

 Also, another Bajoran Wormhole may nobe played in either quadrant if the existingone is closed.

Doppelganger – With this event in play, itwo copies of a unique Personnel card arein play at two different locations, and onemoves to the location of the other, thenon-moving one is discarded. If the twocards are always at the same location (evenif they are moving simultaneously), no oneis discarded. Reporting, beaming from aplanet to a ship, or moving from one site toanother is not “moving to a location.”  

 A “duplicate” is equivalent to a copy. Otherinstances of the same persona (even withthe same card title) are not duplicates. Forexample, Jean-Luc Picard (Premiere) is nota duplicate of Jean-Luc Picard (Firs

Contact) or Galen.

double turn  – When a card allows youtake double turns, you take one completeturn from beginning to end, then anothecomplete turn from beginning to end (noone turn with two card plays, two end-ofturn card draws, etc.). A double turn countsas two of your full turns.

doubling  – When numerical values, suchas attributes or point boxes, aresimultaneously modified by a card that addsor subtracts and another card that doubles(or triples) that value, add or subtract firstthen multiply. See skills – modifying.

downloading  – When you download atarget card , you first look through any or alof four places: your hand, draw deckZalkonian Storage Capsule, and Q’s Tent (iopen). (If there is more than one possibletarget card for the download, you do notname a specific target before looking foand choosing one.)

When you choose the target card you mustshow it to your opponent (even if it has ahidden agenda icon), then you mustimmediately play or report the card, unlesthe card allowing the download:

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•  requires or allows you to download tohand (e.g., Quark’s Isolinear Rods, 1stRule of Acquisition); or

•  works “in place of one card draw” (e.g., Blood Oath, Borg Queen), inwhich case you may either play thecard or place it in your hand (however,you may not download from your handto your hand).

If you are required to play the card butcannot, the download is invalid.

 An artifact may be downloaded only by acard that says it downloads artifacts, or thatnames a specific artifact.

Other rules for downloading are as follows:•   A card or rule may allow or require a

download from another source, suchas your discard pile (ExamineSingularity) or from a side deck (Storage Compartment Door; also seeTactic).

•  Downloading does not count as yournormal  card play(unless so specified),and is not considered a card draw. If 

the card is played or reported forduty, this card play is subject to allnormal responses, such asnullification. It is “played from” thesource it was downloaded from, e.g.,

 “played from your hand” or “playedfrom your draw deck.”  

•  If a card says “download in place of one card draw,” you may use this ability each time you are allowed todraw a card.

•  If the downloaded card has a hiddenagenda icon, you may not activate itas part of the download (unless it is avalid response, or was downloaded bya special download icon).

•   Although some downloads areoptional, others require  you todownload a certain target card (orgroup of target cards). If you cannotdo everything required, the entiredownload is invalid. To verify that youcould not carry out the download, youropponent is allowed to look throughyour hand, draw deck, ZalkonianStorage Capsule, and Q’s Tent (if open), or any other source specifiedfor the download.

•   Attempting a download usuallyrequires the expenditure of someresource such as playing a card, usinga special icon, or forfeiting a card

draw. That resource remains usedeven if the download is invalid.

•  If you attempt a download using aresource such as your card draw andthe download is invalid because notarget card is available, you may notattempt to use that download againunless a downloading source isreplenished (discard pile regeneratedinto the draw deck) or reopened (aclosed Q’s Tent).

•  If any player looks through your drawdeck or any side deck during adownload, you must reshuffle itafterwards.

•  If you can download multiple cards toa specific destination, you mustdownload all cards to the samedestination.

•   A download does not suspend play,except for special downloads  andcards that specify that they suspendplay.

•  Downloads allowed by a specialdownload icon _ have specialrequirements. See downloading  – special download.

When a card is downloaded into play, youmust obey all normal requirements forplaying that card, whether stated in therules or the card’s game text. 

Downloading Ships, Personnel, and Equipment : When the text of a facility orsite allows you to download and report aShip, Personnel, or Equipment card, boththe facility and the downloaded card mustbe in their native quadrant and all otherapplicable requirements for reporting (suchas a doorway that allows [AU] cards toreport) must be met. For example:

• 

Ops allows you to download amatching SECURITY-classificationpersonnel to Security Office; thatpersonnel (and the Nor) must be itsnative quadrant.

•  Empok Nor, when commandeered,allows each player to  “download tostation any number of differentcompatible Site and Equipment cards.” 

 You must obey the site restrictions fordownloading equipment (e.g.,MEDICAL-related equipment toInfirmary).

When a card other than  a facility or siteallows you to download a Ship, Personnel,

or Equipment card, but does not specify where you may report it, you must obey allnormal reporting requirements and reportthe card to a place that card could normallyreport (e.g., to a compatible facility and/oran appropriate site, in its native quadrant).For example, Defend Homeworld allows youdownload a SECURITY personnel, but doesnot specify a destination. You must reportthe personnel someplace it could normallyreport. In most cases this will be acompatible facility in its native quadrant;however, a Borg player could download aSECURITY Borg aboard a Borg Cube (whichallows reporting aboard), and adownloaded Luther Sloan could report

anywhere, as specified by his skills.

When a card other than  a facility or siteallows you to download and report a Ship,Personnel, or Equipment card to a specific destination  (such as “download to here,” 

 “to this location,”   “to one of your ships,” “toan outpost,” etc.), you must report the cardwhere specified; normal reportingrequirements related to where you play thecard (e.g., a facility, appropriate site, nativequadrant) do not apply. A specialdownload [SD] icon also implies a specificdestination (“here”). For example: 

•   Assign Mission Specialists allows youto download two mission specialists

 “to one of  your outposts.” Neither thepersonnel nor the outpost needs to bein its native quadrant.

•  Recruit Mercenaries allows you todownload certain Treachery personne

 “to where you have Treacherypresent,” whether they are aboard afacility or ship or on a planet, in anyquadrant.

•   Anya has a special download icon foSalia. You may report Salia anywhereat Anya’s location, aboard a facility oship or on a planet surface, in anyquadrant. You must still obey anyreporting restrictions on thedownloaded card, such as an [AUcard requiring an open doorway thaallows such cards to report, andpersonnel played aboard your ship ofacility must be compatible with thaship or facility (and any other cardsaboard).

If a card allows you to download apersonnel or equipment card during a

mission attempt, it cannot join the attempunless downloaded by a special downloadicon at the mission location.

Downloading Facilities : When a card allowsyou to download a facility to a location, youmust meet all normal requirements fobuilding (playing) the facility, unlessspecifically  overridden by the card textThese requirements include a nonhomeworld, matching affiliation mission fooutposts, no other facility controlled by youat the location, and any play requirementsin the facility’s game text (such as anappropriate ENGINEER for building anoutpost). Examples:

•   You may not download Primary SupplyDepot with Establish DominionFoothold, because that outpost mayonly be seeded, not built. You maydownload Remote Supply Depot onlyto a non-homeworld, [Dom] missionwhere you have no other facility andwhere you have a DominionENGINEER.

•  Subjugate Planet specifically statesthat you may download RemoteSupply Depot to the non-homeworldnon-[Dom] planet mission targeted bythe objective. This overrides thematching affiliation requirement, bunot the requirement for a Dominion

ENGINEER.

Downloading Sites : When a card allows thedownload of a Site card to a facility, the sitemust be allowed to exist on that facility. Forexample, you may not download Garak’sTailor Shop to Empok Nor, because that siteplays only on Terok Nor or DS9.

Downloading Dilemmas: Dilemmas may nobe downloaded into play unless thedownloading card specifically allows i(generally by allowing the downloaded cardto be used as another card type, such asinterrupt or event). If a card allows you to

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 “download and seed” a card, it is placedunder the mission as the last-seeded card(to be encountered next).

downloading  – special download  – A card with a special download icon [DL]allows you to suspend any action at anytime (even during your opponent’s turn)while you download the specified targetcard and immediately play it. If the card isplayed at (or to affect something at) oneparticular spaceline or timeline location, thespecial download icon must be at thatlocation. (If it is not possible to play thecard according to these rules, then thetarget card may not be downloaded.) Forexample, Arandis may download Jamaharonat any time to nullify a Horga’hn (becausethat artifact is not specific to any location),but may download it to relocate a male toRisa only if she is at his location. Seesuspends play.

When you use a special download icon todownload a hidden agenda card, youmust play that card to the table, thenimmediately activate it and follow its game

text (targeting something at the location of the special download icon if applicable).

 A card with this icon allows a specialdownload only once per game, no matterhow many copies of that card you useduring the game. On a Personnel card, thisicon is defined as a special skill.

Dr. Farek  – See Non-Aligned.

Dr. McCoy (The Motion Pictures) – Thispersonnel’s special skill allows you to look  through your discard pile (withoutrearranging it) until you find the topmostpersonnel (it need not be the topmost

card).

Dr. Q, Medicine Entity  – This Q-iconinterrupt may affect Event cards on ships,personnel, or any other cards present at aspaceline location.

Dr. Reyga – See Non-Aligned.

Dr. Soong  – This personnel may “reprogram”  only those androids whichhave variable features chosen when itreported for duty. He may replace theclassification and/or gender of the ❖ 

Soong-type Android, and may replace oneor both of Lal’s two selected skills with

regular skills present with her at the timeof reprogramming. He may reprogramandroids belonging to either player, butonly once during each of his owner’s turns.See skills – modifying.

Dr. Soong’s “nemesis” is Lore. Seenemesis icon.

draw – See card draw.

draw deck  – Your draw deck may be of any size, as long as it contains at least 30cards. You may put any card in your drawdeck (except Tactic, Tribble, Trouble,

and Q-icon cards), although you shouldavoid cards that must be seeded  ratherthan played  – such as dilemmas  – becausenormally there is no way to use them inyour draw deck. You may include as manycopies of each card as you like.

draw no cards this turn  – See carddraw.

drone –  A Borg drone has “Drone” as partof its Identification. All personnel your Borgassimilate are drones unless assimilated asa counterpart using the AssimilateCounterpart objective. The Borg Queen,counterparts, and non-[Borg]-affiliationpersonnel who are Borg or former Borg arenot drones and may not be downloaded oraffected by cards that specify drones. A Borg drone has no gender and may not betargeted with Assimilate Counterpart orany card that specifically targets a male orfemale personnel.

Drought Tree  – This event is discardedand its points are lost if the mission it isplayed on is destroyed.

D’Tan – This personnel’s special skill workson himself as well as on others, giving himan INTEGRITY of 8.

dual-affiliation – See multi-affiliation.

dual-icon missions  – Dilemmas of alltypes, and Q-Flashes, may be seeded at adual-icon mission. To begin or continue amission or scouting attempt, or to solvesuch a mission (even using alternaterequirements provided by an objective suchas Subjugate Planet), you must have both acrew on a ship in orbit and an Away Teamon the planet (each group must have a

personnel whose affiliation matches one of the mission’s icons). If either the crew orthe Away Team is “stopped,”  disabled,killed, or otherwise removed, the attemptimmediately ends. (If either group is

 “stopped,” the other group is also “stopped.”) 

Space dilemmas affect the ship and crew.Planet dilemmas affect the Away Team.When a Space/Planet dilemma (or a Q-iconcard) is encountered, the player attemptingthe mission chooses whether it applies tothe crew or to the Away Team. (When a Q-Flash is encountered, X = the number of personnel in the crew and Away Team

combined.)See scouting locations, missionattempt.

dual-personnel cards – A dual-personnelcard, such as Sons of Mogh, is one card that includes two personnel . Classifications,staffing icons, and attributes on a dualpersonnel card appear in the same order asthe individual personnel’s skills are listed.For example, on Sons of Mogh, Kurn’sskills, classification (OFFICER), andSTRENGTH (8) are listed before Worf’s. 

If either personnel on the card is stoppedkilled, captured, moved (including tosomewhere not in play such as handdiscard, etc.), changes affiliation, ootherwise has its status or position changed(e.g. phased, "held by aliens", etc.), thenthe same happens to the other personnelSee Q-Type Android. Random selections  – To make a randomselection from a group including one omore dual-personnel cards, select theappropriate number of cards (as if all weresingle personnel) and apply the results toall personnel selected. Examples:•   Armus – Skin of Evil randomly selects

one personnel to die. Select one cardboth personnel will die.

•  Denevan Neural Parasites randomlyselects “half the Away Team.” If you

 Away Team contains six personnecards, your opponent will select threecards . All are killed, regardless of thetotal number of personnel affected(Two phasers or disruptors arerequired to protect both personnel ona dual card.)

•  If a dual-personnel card is randomly

selected for Chula: The Chandra, alpersonnel with at least one attributenumber matching either  of the duapersonnel would continue. (If a singlepersonnel is randomly selected, adual-personnel card will follow him ieither of the dual personnel has anattribute that matches.)

If a card targets a personnel of a specificgender, include a male/female dualpersonnel card in the selection regardlessof gender. For example, if Beverly and Wilare in the Away Team encountering ParalleRomance, include the card in the selectionsof both the male and the female. If Will is

selected as the male to be  “stopped,Beverly is also “stopped,” regardless of whois selected as the female to be “stopped.”  

Opponent’s or owner’s choice  – When aselection is made by choice, select theappropriate number of  personnel , whichmay include one individual on a dualpersonnel card. The result of the selectionwill then affect the other personnel on thecard as well. Examples:•  Outpost Raid allows your opponent to

choose two personnel to be killed. Hemay select Lursa (on Sisters of Durasand Tomalak. B’Etor will also be killedalong with Lursa and Tomalak.

•  Mercenary Ship requires [Stf][Stf] fostaffing. For the Abandon Shipdilemma, you may choose Beverly (onBeverly and Will) and Narik to staff itSince Beverly must remain on the shipto staff it, Will remains also.

•  With Extradition, your SECURITYpersonnel capture both personnel on adual-personnel card if their STRENGTHexceeds that of either individual.

•   You select Lursa (on Sisters of Durasto be controlled by a Ceti Eel. B’Etor isalso controlled by the same Ceti Eecard.

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Specific criteria  – If a dilemma targets apersonnel who meets specific criteria, suchas the “most CUNNING” or “lowest STRENGTH,” examine the relevant attributeof each individual on a dual-personnel card.If either individual meets the criteria, bothpersonnel are affected by the dilemma. Forexample, if the “most CUNNING” personnelin your Away Team is Nog (on Jake andNog), then both Jake and Nog are

 “stopped” by Altonian Brain Teaser. (Theypool their CUNNING for the “If theirCUNNING <15” clause.)

Reporting and downloading  – If one of thepersonnel on a dual-personnel card can bereported for free (e.g., an android withCybernetics present), the other individual isalso reported for free. If a card allows thedownload of only one personnel, you maydownload a dual personnel as long as oneof them is a legal target (e.g., a SECURITY personnel with Defend Homeworld). If acard allows the download of more than onepersonnel, all legal targets on a dual-personnel card must be counted towardsthe total cost, limits, and/or count of the

download.

Costs and benefits  – If you pay a cost forreporting or downloading a dual-personnelcard, you pay that cost only for theindividual(s) to whom the costs apply. SeeFerengi Conference. If you gain a benefit(such as scoring points) based on thefeatures of an individual personnel, you getthat benefit only for the individual(s) on thecard with those features. See No WayOut.

Personnel battle  – Both individuals on thecard jointly engage a single adversary,combining their STRENGTH values together

to determine the outcome of the personalcombat.

 Assimilation  – Dual-personnel cards maynot be targeted for assimilation as acounterpart. If one individual is assimilatedas a drone, the other is also assimilated.Each individual’s staffing icons andattributes are adjusted separately. Seeassimilation  – personnel.

Personas  – Some dual-personnel cardscontain versions of single-card personas.For example, you may not have Sisters of Duras in play at the same time as Lursaand/or B’Etor.  Persona replacement must

include both individuals.

Dukat of Borg – See counterpart.

duplicate – See copy.

duplicatable  – See unique anduniversal.

Duranja – See in play.

each turn – See turn.

earned – See artifact.

Earring of Li Nalas, The  – This artifactmust have been brought into play prior tocompleting Rescue Prisoners in order todouble its point box. The doubling effectremains even if the Earring leaves play. Seeonce in play.

E.C.H., The – This personnel can downloadany card with “Maneuver” in the title. Seeany, card titles.

Echo Papa 607 Killer Drone – ThisEquipment card does not engageadversaries in personal combat. It is usedonly at the end of a personnel battle toincrease your total STRENGTH. It cannotcontribute STRENGTH for other purposes(overcoming dilemmas or solving missions).It is not a hand weapon. The STRENGTHgoes up by 10 after each separatepersonnel battle.

Edo Probe – Revised text: Abandon mission attempt until any  player completes a different mission OR continue but lose points if you do not solve mission this turn. 

Because this dilemma has no conditions,the  Away Team or crew is not “stopped” and the dilemma should not be returnedunder the mission. Place it on top of themission to serve as a marker until thedilemma is resolved, then discard it.

Edo Vessel  – Any time this ship is firedupon (even by return fire), there is a 50/50chance that the attack is nullified. You maydetermine the 50/50 chance by anyagreeable, random method (e.g., cointoss).

Eli Hollander  –  This personnel is “any

Data,”  but is not a version of the Datapersona.

Elim Garak  – This personnel is removedfrom the selection pool before any randomselection is made. Even if he is the onlypersonnel present, it is still considered arandom selection, which he can avoid, if acard specifies a random selection. Seemission attempt, dilemma resolution – targets.

The personal combat phase of a personnelbattle is not considered a random selection,so he cannot avoid personal combat andmay be stunned or mortally wounded in

battle. He may avoid the random selectionfor death at the end of the battle if he isnot stunned or disabled.

Eliminate Starship – See showing yourcards.

Emblem of the Empire  – This incidentgives immunity to Navigate Plasma Stormsto your [TE] facilities and [TE] ships. Itremoves affiliation attack restrictions onlyfrom [TE] cards and the four personnellisted, not from other cards that they mixwith. For example, while Benjamin Siskohas no affiliation attack restrictions, he

cannot initiate ship battle while aboard theU.S.S. Defiant , because the ship is subjecto normal Federation attack restrictions.

E.M.H. Program  – Although thisholographic personnel may bedownloaded to an outpost, he will bedeactivated until taken aboard a ship ofacility with a holodeck. If downloadedto a ship with a holodeck during a missionattempt, he joins the crew attempting thatmission, even during a dilemma. A MobileHolo-Emitter or Holo-projectors does notovercome his restriction box. See Doctor,The.

Emergency Transporter Armbands  –Errata:Beam your Personnel up or down aany time, except during a dilemma(unless specifically permitted). May beused during battle before the winneis determined.

With the exception of Firestorm, thisinterrupt may not be used to escape adilemma. Beaming your personnel “up o

down”  includes beaming them betweenships or between a ship and facility at thesame location (including a landed ship).

 You may play this interrupt at any poinfrom the initiation of a personnel battle upto the point of determining the winnereither before or between combat pairings

 You may not interrupt a combat pairing. Iyou remove all your personnel from apersonnel battle with this interrupt beforeany personal combat takes place, the battleis cancelled and there is no winner or loserbut all participants are “stopped.”  

 You may play this interrupt to beampersonnel to or from the ship after the

initiation of a ship battle and before theactual attack, between the attack and thereturn fire, or after damage is assigned andbefore the ship is destroyed.

Emissary, The  – See affiliation andspecies, in play, report, Ops.

Emperor’s New Cloak, The  – Seestealing.

Empok Nor  – This facility allows bothplayers to seed dilemmas that are “relatedto Empok  Nor” (i.e. have “Empok Nor” intheir lore or gametext) underneath theFacility card, which must then be

encountered and resolved before the facilitycan be commandeered. To do so, simplyannounce that your Away Team in Ops ismaking a “commandeering attempt,then encounter and resolve the dilemmasas you would for a mission or scoutingattempt. Once there are no longer anydilemmas to be encountered, the attempends, and any player’s Away Team maysubsequently commandeer Empok Nonormally with a Computer Skill personneunopposed in Ops. (The actuacommandeering is a separate action fromthe commandeering attempt , which doesnot require Computer Skill.)

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  You may deliberately mis-seed cards thatare not Empok Nor dilemmas under thisfacility as a bluff. When discovered, suchmis-seeds are placed out of play as usual.However, if you reveal your own mis-seeded card when making acommandeering attempt, you maynot commandeer Empok Nor as long as itremains uncontrolled. (If your opponentcommandeers it, you may thencommandeer it from him.)

 “No reporting aboard” means that you maynot use the text of any site cards to reportcards aboard. Another card’s text may allowa card to report aboard. For example,Luther Sloan  “may report anywhere,” including to a site on an uncommandeeredEmpok Nor. The game text on all Site cardson Empok Nor is inactive until it iscommandeered, other than the Opstext allowing commandeering, docking sitetext allowing docking and undocking, andany text related to the placement of thesites (including the module locations andthe Commander’s Office placement

restriction). (However, a card that plays ona site, such as Weapons Locker, may beplayed on an uncommandeered Empok Norsite.) All non-Borg affiliations arecompatible with the Neutraluncommandeered station.

When this station is first commandeeredand flipped over, each player maydownload to the station any number of different compatible Site and Equipmentcards. The commandeering player performsall of his downloads first, then theopponent. While the downloaded cardsmust all be different for each player, bothplayers could download copies of the same

card (but not the same unique site). Thesedownloads are all results of the action of commandeering the station. Thus, aComputer Crash will cancel all downloadsattempted at that time. Even though Empok Nor seeds uncontrolled, for purposes of seeding or building other facilities there,you remain its owner, and may not seed orbuild another facility at the same location(unless Empok Nor is commandeeredby your opponent).

empty ship  – An empty ship  has nopersonnel or Rogue Borg aboard. Seeoccupied ship.

encountered  – Seed cards areencountered  only during a mission,scouting, or commandeering attempt. A card is not encountered when looked atoutside of a mission, scouting, orcommandeering attempt, such as with aScan card or Ocular Implants. Dilemmasthat enter play, such as Cytherians, BorgShip, Coalescent Organism, and FriendlyFire, are not considered encountered whenthey affect you later on the spaceline. Seeactions – step 1: initiation.

Normally, an artifact is moved to the back of the seed stack when encountered. It is

not earned until the mission is completed,unless a card allows it.

 A mis-seed is not encountered whenrevealed. For example, a [P] dilemmamisseeded at a [S] mission may not bereplaced by a Q-Flash with Beware of Q,and does not use up the effect of a SeniorStaff Meeting if it is the first dilemmarevealed. Also, an Orb artifact mis-seededat a [S] mission could not be earned withHQ: Return Orb to Bajor. A dilemma is notconsidered to be encountered if it is aunique dilemma which is discarded becauseanother copy is already in play (e.g., DeadEnd). See unique and universal.

end of spaceline – See spaceline.

end of turn – See turn.

End Transmission  – This card gains acountdown icon of [1], and the followingerratum:Play on table. Immediately end your turn. (Unique). 

 You may repeatedly postpone the sameend-of-turn actions by playing additionalcopies of this interrupt on successive turns.Because the effects of multiple copies arenot happening at the same time, this is notaffected by the cumulative rules.

energy dampener  –   A type of ship’sspecial equipment. It has no built-infunctions but is used by the Breen Energy-Weapon Dampener card.

Energy Vortex  – You may play thisinterrupt to prevent the play (but not theactivation) of a hidden agenda card. Thus,you will not know the identity of the card

whose play you prevent. It may not beplayed to stop the “showing” of a DevidianDoor or when a card is downloaded orplayed from any place except the hand. Seedownloading, Battle Bridge side deck,Tribble side deck .

The replacement card may be a copy of theoriginal. The replacement card play may inturn be interrupted by another Energy

 Vortex; in that case, the original card maynow be played.

If you have any card in your hand that youmay legally play, you must  play it. Forexample, if your only card is Kevin

Uxbridge, you must play it if there is anylegal target event in play. But if you havealready used your normal card play thisturn and play a Doorway card whichyour opponent interrupts with Energy

 Vortex, you may not play an Event cardinstead. If you have no legal card to play,you must allow your opponent to verify itby looking through your hand. Seeverification.

Engage Cloak   – When a cloaked orphased ship placed on this objective isabout to decloak and is returned to itsformer location, it decloaks after  it makes

any of the allowed movements. No otheactions may be performed between themovements or between the last movemenand decloaking. See cloaking andphasing.

The objective does not itself allow you todecloak or dephase a ship on youopponent’s turn (but does have its effect ianother card allows or requires the ship todecloak at that time).

The movements allowed for each full turnon the objective are separate movementsof up to the ship’s RANGE. For example, aship with RANGE 8 which stays on EngageCloak for three full turns may make threeseparate movements of up to RANGE 8each (not a single movement of RANGE24). A ship on Engage Cloak is not on thespaceline. It may be targeted by any cardwhich may normally target a cloaked shipand which does not require the ship to bepresent or at the same location withanything else. For example, it may betargeted by Tachyon Detection Grid but noby La Forge Maneuver. If the ship’s origina

location is destroyed by a Black Hole, upondecloaking the ship must be returned to theBlack Hole location.

 Any effect which would remove a ship fromEngage Cloak also decloaks (or dephasesthe ship before it is placed at a location.

Engage Shuttle Operations – This eventallows shuttles to be loaded and carriedaboard, and launched from, a ship withTractor Beam and an ENGINEER aboardLaunching a shuttle from the ship uses noRANGE. Landing on or taking off from aplanet requires the full movement RANGEof the shuttle (including any modifiers)

Launching, loading, landing, and taking ofrequire full staffing. See movementcharacteristics, carried ships.

Engage Shuttle Operations: Dominion –  Jem’Hadar attack ships, which may becarried aboard another ship using thisevent, include Dominion ships with “attackship” in the ship name or class. Any cardwhich affects Engage ShuttleOperations by name (such as LaunchPortal) also affects this card. See cardtitles, characteristics.

enhancements – See attributeenhancements.

enigma icon✶  – This symbol represents

things whose nature is mysterious orunexplained, such as the Borg Queen andFontaine. Each player may have only onecopy of each enigma card (or the samepersona) in play at any time. Howeversuch cards are neither unique nor universaland thus are not affected by cards thaspecifically affect unique or universal cards.

Ensign Tuvok  – Revised text:Once per game, may cancel ship battleat same nebula.  See nebula, battle  –ship. 

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 Equinox Doctor – This personnel’s “NO INTEGRITY” is an undefined attribute.

equipment  – A card type, representingdevices such as phasers, tricorders, andplasmadyne relays which enhance theperformance of your Away Team, crew, orship. (A Ship card’s special equipment islisted in game text and is not related to theEquipment card type.) Most Equipmentcards are not carried by a specificpersonnel, but “belong to” the entire crewor Away Team (see Away Team andcrew), and are “stopped” by the samecircumstances that “stop” personnel cards.(A  few Equipment cards are “worn” or

 “placed on” a personnel. See Data’s Head,Mobile Holo-emitter.) If an entire AwayTeam is killed, the equipment remains, butmay not be taken or used by the opponentunless a card allows it. (See stealing.)

Equipment can “work” unattended unlessits text requires the presence of personnel.For example, you may discard ’45 DomPerignon to replace a ship without any

personnel present, and a Plasmadyne Relayenhances the SHIELDS of an empty ship.

Because Equipment cards have no affiliationicons, they may be reported and carried in

 Away Teams or aboard ships (even byBorg) without regard to compatibility. Thus,a Bajoran Phaser may be reported to aFederation Outpost and carried byFederation Away Team. However, to use equipment that is restricted to the use of aspecific affiliation/species, the Away Teamor crew must contain at least one memberof that affiliation or species. (Seeaffiliation and species, ProcurementDrone.) Once any requirements to use the

equipment are met, it enhances all personnel specified by the card (e.g., “eachof your personnel present”), not just theaffiliations required to use the card.Thus, Cardassian Disruptor (“Cardassianand Non- Aligned use only”) enhances the STRENGTH of all personnel of any affiliationin an Away Team or crew containing anyCardassian by affiliation or species OR anyNon- Aligned personnel. Bat’leth, on theother hand, has no restrictions on who may

 “use” it (e.g., anyone could discard it forpoints at Kressari Rendezvous), but itenhances only  Klingons (by afifiliation orspecies) in the Away Team or crew.

 “Using” affiliation/species-specificequipment means deriving any benefit fromit, including its stated game text purposes(e.g., enhancing STRENGTH), overcoming adilemma (Zaldan), solving a mission(Samaritan Snare), or increasing its points(Kressari Rendezvous). Borg-affiliationpersonnel do not use hand weapons in anyway, even if stolen. A personnel whoserestriction box states that he “does not use” a type of equipment may be in the same

 Away Team with it but may not enable itsuse and is not affected by it. For example,Odo’s STRENGTH is not enhanced by handweapons in his Away Team.

If an Equipment card, such as a Tricorder,grants a skill to personnel of a particularclassification, only that classification (not askill) will allow the equipment to function,and only a skill is granted (not aclassification). Borg may not gain skills fromsuch equipment, because they have noclassifications, but they could use aTricorder to pass Alien Labyrinth.

 An Equipment card is “related to” apersonnel type if it has that personneltype in its game text. For example, anEngineering Tricorder is both MEDICAL-related and ENGINEER-related; aPlasmadyne Relay is not related toany personnel type. See movement.

equipment  – ship  – See specialequipment.

erase – See holographic personnel andequipment.

errata – See revised text. 

Espionage cards  – These events allowyou to attempt a mission with personnel of a different affiliation from that printed onthe Mission card. (Normally, a personnel of matching affiliation must be in the crewor Away Team.) They do not override cardsthat prevent you from attempting or solvingan opponent’s mission, such as Treaty:Federation/Romulan/ Klingon. Theaffiliation reference does not includespecies (see affiliation and species).

 A “Bajoran espionage card” is one thatallows Bajorans to attempt anotheraffiliation’s missions. For example,Espionage: Bajoran on Cardassian is a

Bajoran espionage card, while Espionage:Cardassian on Bajoran is a Cardassianespionage card.

Espionage Mission – Revised lore:Sector 001 Region • Earth 

 You may attempt this mission if •  you play an Espionage: [your

affiliation] on Federation card onthe mission (e.g. Espionage:Klingon on Federation allows your[Klg] Away Team to attempt themission); or

  you have Selok in your AwayTeam; or

•  an objective specifically allowsyou to attempt it (e.g., HQ:Secure Homeworld allows your[Fed] Away Team to attempt it);or

•  a card allows you to add youraffiliation icon to the mission(e.g., Bribery adds a [Fer] iconwhich allows your [Fer] AwayTeam to attempt it).

Establish Gateway – Revised text:Seeds or plays on table. Target a space mission with a point box, if not yet scouted. Your Borg may scout that 

location. After scouting complete, iyou have Borg at that location, youmay probe: [Com], [Nav]: Sectorcleared. Place on location. Downloadto here one Transwarp NetworkGateway (if possible). May downloadone Objective card. [25] 

Establish Tractor Lock  – A cloaked ophased ship may not be targeted with thisobjective. Phasing an already-targeted shipbreaks the tractor lock and discards theobjective; cloaking an already-targeted shipdoes not. See cloaking and phasing.

Establish Trade Route – See missionattempt.

Evek  – See Non-Aligned.

event – A card type representing an eventhat took place in the Star Trek universe. Imay play on and affect another card, omay play on the table to have a widespreadeffect on various aspects of the gameWhile most events have a lasting effect onthe game (unless the card is nullified o

destroyed), a few say to discard them afteuse. A seedable event may be seededduring any seed phase unless otherwisespecified. Playing an Event card uses younormal card play.

every turn – See turn.

exchanging cards – When a card in playis exchanged for another card (e.g.persona replacement, one Foundemorphing into another, Young Jem’Hadaexchanged for a universal Jem’Hadar) oreplaced (discarded) by a downloaded cardany cards already played on, placed on, oaboard the card that is leaving play transfe

to the replacement card unless their resultsare now inapplicable. You do not re-checkthe conditions (or targets for playing acard) for such cards. For example, youwould discard Adapt: Modulate Shields froman Equipment card that morphed into aFounder using In the Bag, or discardReflection Therapy if the skill it wasreplacing did not exist on a new version ofa persona just exchanged. Howeverdamage can apply to both a Borg Shipdilemma and a Borg Cube, so any damagewould transfer when Retask is played; andwhen a ship is transformed by  ‘45 DomPerignon, its crew transfers to the newship.

When a card in play is exchanged for a cardin hand (either by persona replacement owith a card that allows such an exchangesuch as In the Bag), the new card is noreporting for duty. When a card in play isdiscarded  and replaced by a carddownloaded into play (e.g., TransporteMixup), the downloaded card is  reportingfor duty.

executing orders  – Following the cardplay segment of your turn, you mayoptionally execute orders, performing

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actions such as movement or a missionattempt, using your cards already in play.

Using game text such as “cycling” a [Ref] card with Q the Referee is alsoexecuting orders. There is no limit on thenumber of orders you may execute in oneturn.

Executing orders includes (but is not limitedto) the following actions during your turn:•  Moving personnel and equipment (see

movement, beaming, walking)•  Staffing and moving ships (see ship

staffing, movement)•   Attempting missions (see mission

attempt)•  Scouting locations or ships (if playing

Borg)•  Commandeering facilities or ships•  Initiating battle

 Actions that are permitted at any timemay be performed during your card playsegment or your executing orders segment.

 Actions that you take during youropponent’s turn are not executing orders.

Exocomp – See android, gender.

Explore Gamma Quadrant  – SeeGamma Quadrant.

Explore Interstellar Matter  – If youhave more than one copy of this mission onthe table when you play Calamarain, youropponent may start your Calamarain at anyone of those missions. See for free.

Extradition  – You may take only onepersonnel captive with this dilemma,regardless of the number of SECURITY personnel you beam onto the ship. The

captive must have lower STRENGTH thanthe total  of the SECURITY personnel. Seedual-personnel cards.

The dilemma does not allow a download of the SECURITY personnel, providetransporters or allow you to use youropponent’s transporters, or allow beamingfrom a Nor. For example, the Cardassiansdownloaded to a planet or site with apreceding Sleeper Trap may not be used totake a captive with Extradition.

Eyes In The Dark  – This interrupt addsthe regular skills and attributes to the crewor Away Team as a whole, not to a single

personnel. For example, if Kova Tholl isselected from the opponent’s ship, your crew’s total INTEGRITY is +8, total CUNNING is +6, and total STRENGTH is+2, plus one Diplomacy skill is added to thecrew’s pool of skills. 

Ezri – See Crossover.

facility  – A card type representinginstallations throughout the galaxy. Thereare three kinds of facilities: outposts,headquarters, and stations. (These are notconsidered separate card types.)

•   Your outpost  represents a remotespace facility where your personnel,ships, and equipment may report forduty, and where ships may dock andbe repaired.

•   A  headquarters  represents anaffiliation’s center of government onits homeworld, where both players’ personnel, ships, and equipment mayreport for duty.

•   A  station  represents any one of avariety of installations such as miningstations, colonies, etc. The Cardassian-origin mining facilities of the samedesign as Deep Space 9 are referredto collectively as “Nors” and arealways used in conjunction withanother card type, sites. Stations donot allow reporting, docking, or repairsunless specified by game text on thestation or its sites.

Card references to the “outpost phase” mean the facility phase. However, cardreferences to the outposts (or stations)themselves do not  include other facilities.For example, a Spacedock may be played

only  on an outpost, not on a station orheadquarters.

Seeding and building facilities  – Seedablefacilities seed during the facility seedphase unless otherwise specified (e.g.,Deep Space 9). Most outposts state  “seedone” in game text, allowing each player toseed only one copy of that Outpost card. A few just say  “seed,” allowing you to seedmultiple copies. Additional copies may bebuilt during the play phase if the game textallows it, using your normal card play. Thegame text of each headquarters (and somestations) specifies that it is not duplicatable .

 A station that is not so labelled may be

seeded or built in multiple. (See uniqueand universal.)

 You may seed facilities (and build stationsand headquarters) of any affiliationregardless of the affiliation(s) you areplaying. All outposts that read “Seed one if playing [affiliation] OR  build...” havereceived errata and now read “Seed one OR build...” You may build an outpost whereyou have a compatible ENGINEER of thespecified affiliation or species at a suitablemission location. (See affiliation andspecies.)

Facilities may seed only in their native

quadrant (but may be built during the playphase in any quadrant, if appropriate). Youmay seed or build an outpost only at amission (either [P] or [S], belonging toeither player) with a matching affiliationicon (unless the outpost’s text specifiesotherwise, such as the Neutral Outpost).

 You may not seed or build any outpost atany homeworld mission, regardless of affiliation icon, unless a card or rulespecifies otherwise (e.g., a Borg Outpostmay be built at an assimilated planet, evena homeworld). A headquarters may be

seeded or built only  on the specifiedhomeworld.

Stations may be established only at thelocations specified on the cards. You maynot seed or build any facility at a locationwhere you already have a facility, unlessone allows another to “co-exist” there (e.g.Chamber of Ministers). (However, you couldhave two facilities at a location as a resulof moving or commandeering one.)

Most facilities (including all outposts) areconceptually located “in space,” even whenseeded or built at a planet location. (A few,such as headquarters, specify that they areseeded or built on a planet .) Only spacefacilities allow ships to dock.

Using facilities  – You may not use youropponent’s outposts (or operate their SHIELDS, transporters, holodecks, or otherfeatures), unless a card allows it. Bothplayers may use headquarters and stations,regardless of ownership, unless otherwisespecified. Your cards must be compatiblewith a facility (except a Nor) to report to

dock at, or enter the facility. They mayreport to or dock at any Nor according tothe text of its site cards. They may board aNor and exit from any facility even ifincompatible with the facility. (Seebeaming.)

Whenever you have personnel or shipsaboard (or docked at) a facility, stack themon top of the appropriate site (for a Nor) ounderneath the Facility card (for any othefacility). Stack personnel aboard a shipdocked at an outpost underneath the Shipcard; stack personnel aboard the outpositself between the Ship card and theOutpost card. For personnel to use a plane

facility (such as by scoring points at aColony), you must indicate that they are

 “in” the facility by stacking the Away Teamunder the Facility card, rather than on topof the Mission card.

 All facilities have transporters, unlessotherwise specified. However, you may notbeam cards (except tribbles) to, from, owithin a Nor unless a card allows it. Seebeaming.

 All outposts allow ships to dock. Othespace facilities allow docking only ispecified in their text (or the text of adocking site). When docked at a space

facility, a ship is protected by the extensionof 50% of the facility’s SHIELDS (thenumber is added to the docked ship’sDEFENSE total; the facility’s SHIELDS arenot reduced), but may not attempt missionsor fire its WEAPONS, even in retaliationShips cannot dock at a planet facility andreceive no protection from its SHIELDS.Damaged ships may be repaired by dockingat an outpost or Docking Pylons site for aperiod of time. See repair. No othefacilities can make repairs unless specifiedin their game text.

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Control of facilities  – When you seed orbuild a facility, you control it, and  it isunder the control of the affiliation whoseicon is printed on the card, regardless of the affiliations you are playing or treaties ineffect. (Empok Nor seeds uncontrolled.)Thus, Deep Space 9 is under Bajorancontrol when you seed it, even if you areplaying Federation (with or without atreaty).

When you commandeer a Nor, it is underthe control of the commandeeringaffiliation. For example, if you commandeeryour opponent’s Deep Space 9 with yourRomulan Away Team, its affiliation changesto Romulan, as though it were printed onthe card. (Though it is flipped to the Terok Nor side, its affiliation is not  Cardassian.)See Ore Processing Unit.

Reporting cards for duty  – When a facility(or its site) allows you to report a card forduty, you may do so only if that card and the facility are both in their nativequadrant. Equipment cards are native toall quadrants and thus may report to any

appropriate facility that is in its nativequadrant. You may report any compatiblecards to your outpost. Ships report docked.Headquarters cards allow both players toreport any compatible cards and to use thegame text on the headquarters card.Reporting is not  restricted to the cardslisted on a Headquarters card, such asCardassian Guls and Legates, which mayreport for free. (See characteristics.)Ships report in orbit of the planet.

 You may report cards to sites only inaccordance with the text of the Station andSite cards (matching affiliation,compatible, or “regardless of affiliation”; if 

not specified, compatibility is not required).Each site lists in its game text what kinds of cards may report to that site (personnelclassifications, types of equipment, staffingrequirements for ships). Ships reportdocked at an appropriate docking site.Reporting cards to any site is allowed only if that Nor has at least one docking site.Stations without sites (such as Colony andDeep Space Station K-7) do not allowcards to report unless the station itself has text explicitly allowing reporting.

Battle  – Facilities participate in battle andare damaged or destroyed in the samemanner as ships. See battle  – ship,

damage. When a facility is destroyed, allpersonnel aboard or  “in” the facility arekilled. Ships docked at the facility are not destroyed (except those landed on DockingPads).

facility phase – See seed phases.

Fair Play – Revised text:Seeds or plays on table; may not be nullified. No player may solve an opponent’s unique  mission unless its  point box shows at least4 0 points OR both players have a copy of it in play.

 Activating this hidden agenda event is avalid response to solving a mission, a sub-action of the mission attempt. After the lastseed card has been resolved, check conditions (having a matching affiliationpersonnel and the mission requirementspresent) for solving the mission, after whichyour opponent may respond by activatingFair Play, which prevents solving themission. It is not a valid response to theinitiation of a mission attempt, because itdoes not specifically modify a missionattempt. See actions  – step 2:responses.

 You may not solve your opponent’s unique mission without a point box (e.g., Q’sPlanet). Espionage cards or other cardsthat allow you to attempt missions of otheraffiliations will not  allow you to solve anopponent’s unique mission if this event is inplay.

Fajo’s Gallery – The card draws allowedby this event are a “just” action that mustbe performed immediately after the actionoccurs which allows the card draws. See

actions –  “just”. 

far end of spaceline, farthest planet,etc. – When a dilemma is to be placed ator move toward the far end or long end of the spaceline, once determined (see ties)the far end or long end does not change.That is, if the far end is the left end, itremains the left end even if the spaceline isrearranged.

Federation – An affiliation.

❖ Federation Outpost – See outpost.

Feedback Surge  – This incident causes

your opponent to lose 10 points for eachseed card he discards using the listedcards, whether you reseed them or not.

Ferengi  – An affiliation and a species.See affiliation and species.

Ferengi Bug – See Telepathic AlienKidnappers.

Ferengi Conference – If you download adual-personnel card with this objective,only the [Skill] icons of Ferengi CIVILIANson the card count toward the maximum of 11. For example, if you download TheTrois, only Deanna’s [Skill] icons count, but

if you download Jake and Nog, all their[Skill] icons count.

Ferengi Financial Data Net  –  “Unique”  means  “non-universal” (not “the only copyin play). For example, this event allows youto draw a card for each copy of Quark youhave in play.

Ferengi Ingenuity  – When affected by Access Denied, this dilemma reads asfollows: “If one personnel present has 3Computer Skill, discard dilemma.Otherwise, to get past, place on 2 most

CUNNING Computer Skill personnel presen(“stopped” during countdown).”  

Ferengi Trading Post – Both players mayuse this outpost regardless of ownership

 Your cards (including ships) may report andmix aboard (i.e., they are compatible witheach other and with the outpost), boardand disembark from your own ships, dockand undock, and beam to and from theoutpost.

FGC-47 Research  – The minimum spanfor this mission is 0.

Fifth  – This personnel cannot return tohand a [BO] objective which has beencompleted and relocated. See in play.

Firestorm – Errata:Kills all Away Team members with INTEGRITY<5 unless thermadeflectors present (but Away Teammay escape using EmergencyTransporter Armbands). Discard dilemma.

The original text on this dilemma referringto Thermal Deflectors is redundant; thaevent specifies that it nullifies Firestorm.

For Cardassia!  – You may play multiplecopies of this objective on multiple legatesIf they all help complete HQ: SecureHomeworld, you may discard eachobjective; only one may place cards out-ofplay to score points, while the rest mayeach download two Cardassians withHonor. See helps.

for free – A card that plays (or reports) fofree  does not count as your normal cardplay. It must be played during the card play

segment of your turn, unless otherwisespecified.

for uniqueness only – See in play.

force – A group of cards belonging to oneplayer which may participate in a battle. Inpersonnel battle, a force may be an AwayTeam or crew. In ship battle, a force mayconsist of one or more ships and/ofacilities, including their crews (or you

 Away Team in your planet facility).

 A force may include one or more affiliationswhich can restrict it from initiating battle orprevent it from being attacked. Fo

example, any force which includes at leasone Federation-affiliation card, such as aNon- Aligned ship with a mixed Non-

 Aligned/Federation crew, is a Federationforce and may not initiate battle exceptagainst Borg. A Klingon ship with a mixedKlingon/Romulan crew is both a Klingonforce and a Romulan force. It may noinitiate battle against Romulans or beattacked by the opponent’s Romulan force.

Forced Labor Camp - This objectiverefers to two planet locations: Cardassia IV(Rescue Prisoners) and Ligos VII (DistressMission). See mission attempt.

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 Founder – See characteristics. 

Fractal Encryption Code  – A shipaffected by this interrupt may move by ameans that does not require use of RANGE(e.g., Wormholes, time travel).

Frame of Mind – Revised text:One personnel present (random selection) now becomes Non-Aligned with attributes of 3-3-3 and only two skills (opponent’s choice). Cure with 3 Empathy present. 

The personnel affected by this dilemmaloses affiliation (as with Memory Wipe).

 All skills are lost and any two regular skillsin the game may be selected. See timelinedisruption, skills –modifying.

Frank Hollander – This personnel is “anyData,” but is not a version of the Data persona.

Friendly Fire – This dilemma is discardedimmediately if its conditions (2 Leadership

and 2 SECURITY) are met whenencountered. It is not placed on the missionto count down. See dilemma resolution.

When placed on Empok Nor, it preventsboth commandeering attempts (dilemmaencounters) and actual commandeering.

Full Planet Scan – Revised text:Glance at all seed cards located under one planet mission for twenty seconds.

full speed – See actions – required.

full turn – See turn.

game deck  – See deck .

game text – Gameplay information in thelarge text block at or near the bottom of each card (or on each end of a Missioncard). See mission.

Gamma Quadrant –  A “Gamma Quadrantmission” is a mission with a GammaQuadrant Γ icon in its point box. 

Gamma Quadrant icon Γ [GQ]  – Personnel, ships, and facilities with this iconare native to the Gamma Quadrant. Seenative quadrant.

Gaps In Normal Space  – This eventcreates a spaceline location of unspecifiedtype. If the event is nullified (discarded),the “gap” in the spaceline is closed. Anycards played directly on the event are alsodiscarded. Any ships or other cards at thatspaceline location are relocated to oneadjacent spaceline location by the playerwho nullified the event.

Garak  – Errata:May replace anyone present randomly selected to die.

Garak Has Some Issues – The personnel

affected by this dilemma is “stopped” only until the beginning of the next turn, asusual.

Gegis – This personnel’s special skill makesall your [Holo] and [Fer] personnel at hislocation compatible.

gender – Gender may be male, female, orneuter (which includes androgynous, suchas Soren). Borg drones have no gender,even if gender-specific pronouns are usedin their lore. Whenever a personnel’sgender is not indicated by the card’s image,game text, title, or lore, that personnel isconsidered to be male.

General Korrd – See Release This Pain.

Genesis Device, The – Once placed atopa mission, this artifact is no longer beingused as an Equipment card, may not bedestroyed by Disruptor Overload, stolen,etc., and may not be removed from themission like equipment. It cannot be usedto alter the point value of a mission that isalready solved. See playing an

affiliation, point box.

Genetronic Replicator  – This eventaffects only Away Teams, not crews. (See Away Team and crew.) Thus, it canprevent the death of your personnel aboardan opponent’s ship, but not aboard yourown ship. The 2 MEDICAL required toprevent deaths must be present in the

 Away Team with the personnel selected todie (e.g., in the combat group for apersonnel battle, or in the Away Teamfacing a dilemma), and must notthemselves be stunned, disabled, mortallywounded, or otherwise selected to die. Forexample, Genetronic Replicator cannot save

anyone from Barclay’s ProtomorphosisDisease because all MEDICAL present aretargeted to die. See battle – personnel.

Personnel are not “stopped” by the use of this event, although they may be “stopped” by the action or card that would havecaused their deaths (e.g., battle, failing toovercome a dilemma).

George and Gracie – Gracie’s special skill works while this dual-personnel card ison planet at Espionage Mission (Earth) or atany time location identified as Earth (unlessits text says otherwise, such as CetaceanInstitute). See ANIMAL.

Gift of the Tormentor  – You cannotencounter this Q-icon interrupt from yourown Q-Continuum side deck . See Q-icon cards.

Because it specifies that it is placed in adiscard pile, this card overrides the rule toreplace it face up beneath your Q-Continuum side deck.

Gi’ral – This personnel must be madecompatible with Tokath to build a Colonywith him.

Going To The Top – In order to downloada personnel with this interrupt, thepersonnel card must be identified by one othe listed characteristics in its card title olore. Thus, Kahless may be downloaded(“Installed as a  ceremonial Emperor...”)but not Gowron, whose lore does not statethat he is a chancellor. The downloadedpersonnel must be compatible with the two[Cmd] personnel.

Gomtuu – This ship’s WEAPONS are an undefined attribute. In a ship battle thaincludes Gomtuu, determine your ATTACKtotal normally, with Gomtuu contributing 0Regardless of whether you score a hitdetermine at this time (before damage isapplied) whether Gomtuu is able to  “hurlthe target; it may do so only if the target’SHIELDS (not  the DEFENSE total) are lesthan 9. If so, “hurl” the ship after anydamage for a hit or direct hit is applied.

 “Hurling” a ship does not in itself damagethe target. Gomtuu cannot target or “hurl”any facility. See battle – ship.

Empathy x2 is a staffing requirement, not a

special ability of the ship.

Gowron of Borg – See counterpart.

Grebnedlog  – If this personnel capturesan ENGINEER who received that skill froman Equipment card, the Equipment card isnot relocated along with the captive.

group actions – See actions – group.

Guardian of Forever, The – To use thisdoorway to “return here from there,” aleast one of the personnel returning fromthe time location must have originally timetraveled to that time location from planet

Gateway using The Guardian of ForeverThey may perform other actions (includingother forms of time travel) between theoriginal time travel and the return. To drawcards, your Archaeology or Anthropologypersonnel must time travel to, and returnfrom, a time location using the Guardian.

Guest Quarters –  “Not cumulative” on thissite means that if you have two GuesQuarters sites in play, you may not use thetext of both sites to replace one card drawwith a double draw. If you are entitled totwo card draws during a turn, you couldreplace each of them with the double drawfrom one of the two Guest Quarters sites.

Guramba – A Nausicaan skill from a wordmeaning “courage.” Wherever your crew or

 Away Team has Guramba, your opponentmust have two leaders present (Borg musthave two [Def] personnel instead) in ordeto initiate a personnel  battle (unlesscounterattacking). Guramba has no effecon ship battle.

Hail – Although the ship targeted by thisinterrupt is not “stopped” (e.g., it mayinitiate battle or attempt a mission), it maynot move this turn. See passinglocations.

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 hand weapon – A hand weapon is anyEquipment card (or card “used as equipment”) which is identified in its title or lore as a phaser, disruptor, blade weapon,or weapon (if it is clear from the lore, gametext, and/or image that it is used as a handweapon). Echo Papa 607 Killer Droneand Borg Nanobrobes are not handweapons.

Handshake  – When you play this incidentfor its first function, the number of cardsyou have in hand includes the Handshakecard.

Harness Particle 010  – This objectivedoes not work with Service the Collective orPopulation 9 Billion – All Borg, because itdoes not target a mission (it targets anOmega Particle). However, because theobjective allows scouting of the location,your Borg may acquire any artifact or cardseeded like an artifact if the Survey Droneis present when you complete HarnessParticle 010. See doubling.

Hate Crime – See species.

Hawk  – See nebula.

He Will Make An Excellent Drone – Converting a counterpart to a drone withthis interrupt (either a Borg pre-assimilatedcounterpart or your opponent’s personnelthat you assimilated as a counterpart)transforms the counterpart as if he werebeing assimilated as a drone. That is, itretains its existing three subcommand iconsand its attributes become 7-7-7. Seeassimilation  – personnel.

headquarters  – A kind of  facility. See

here.

helps – A personnel helps solve a missionor helps complete an objective if he activelycontributes a skill, attribute, orcharacteristic required by the mission orobjective. Just being in the Away Team orcrew is not “helping.”  

here –  An ability that takes place “here” (or “there”) can be anywhere at that spacelineor timeline location (on the planet, aboard aship in orbit, on a facility), with twoexceptions:•  On a site card (or a card that plays on

a site), “here” means at that specific

site only.•  On a facility, personnel and equipment

that play “here” must play inside thatfacility. (Other cards may playanywhere at that location.)

Hero of the Empire – The mission pointadjustments from this objective apply to allmissions completed during that game, eventhose completed before the timelinedisruption. Because the mission points arechanged, the adjustments are non-bonuspoints. See objective, mission.

hidden agenda [HA]  – Cards with thisicon represent secret objectives or otherclandestine strategies. When you seed orplay such a card, announce it as a hiddenagenda card and place it face down on thetable, normally without showing it to youropponent (if downloaded or played for free,e.g., using Q the Referee, the card must beshown for verification purposes). Thiscounts as your turn during that seed phase,or as your normal card play, as appropriate.While face down, it is not in play, itsidentity is concealed, and it is immune togeneral-use cards (e.g., Kevin Uxbridge).

 You may activate a hidden agenda card byturning it face up at any time, betweenother actions or as a valid response toanother action (see actions  – step 2:responses).

 Activating a hidden agenda does not suspend play. (A seeded hidden agendamay not be activated until after the playphase begins.) This immediately activatesthe card’s game text. If there are anyconditions specified by the card, you must

meet them at this time (if you cannot, youmust immediately turn the card face downagain). Once activated, the card remainsface up.

When you use a special download [SD] iconto download a hidden agenda card, youmust play that card to the table, thenimmediately activate it and follow its gametext (targeting something at the location of the special download icon if applicable).

If you seed or play a card as a hiddenagenda when it does not bear a hiddenagenda icon, you lose the game. Uponrequest, you must show any such cards at

the end of the game to verify their status.If a card such as The Line Must Be DrawnHere or Mirror Image is activated inresponse to the play of one of the cardsaffected by it, it takes effect immediately inreference to that card play. For example, if you activate The Line Must Be Drawn Herein response to your opponent playing KevinUxbridge, he loses 5 points for playing thatcard (even if is then nullified).

Hidden Fighter  – This interruptdownloads a ship to your Away Team on aplanet surface (outside a facility or landedship).

Hide and Seek   – This Q-icondilemma/event can be used in threedifferent ways:

1.  Seed it directly under a mission like anormal dilemma.

2.  Seed it face down on the table as ahidden agenda event.

3.  Stock one or more copies in your Q-Continuum side deck ; wheneveryour opponent faces one, you decidewhether it is a dilemma or an event(the latter is played face up on table).

The first two uses do not require you tohave a Q-Continuum side deck or a seededQ-Flash doorway.

If you encounter one copy of this cardseeded under a mission as a dilemma, andanother copy during a Q-Flash encounteredunder the same mission, both cards havetheir effect. A second copy would bediscarded only if both were seeded undethe mission, or if both were encounteredduring a single Q-Flash. See Q-icon cards.

The universal personnel which triggersdiscarding of the dilemma is “stopped.”  When your opponent overcomes his own Qdilemma, you activate this card seeded asan event after he discards the remainingdilemmas, which may be among those youseed under the mission.

Hippocratic Oath – This dilemma may notrelocate across quadrants except when the

 Aid Fugitives mission is in play (in whichcase, it must  relocate there). Seemovement between quadrants. If thereis no other planet on the spaceline where

this dilemma is encountered (and AidFugitives is not in play), discard thedilemma for lack of a target planet.

To pass this dilemma, the most CUNNINGMEDICAL personnel must be able torelocate to another planet and still haveMEDICAL skill after relocating. If he isunable to meet these conditions (e.g., aholographic personnel without a MobileHolo-Emitter, or a Borg which has MEDICAskill through skillsharing), or if there is noMEDICAL present, the Away Team or crewis “stopped” and the dilemma is replacedunder the mission. (You may not choose torelocate a MEDICAL of lower CUNNING.) I

the most CUNNING MEDICAL is an OFFICERenhanced by a Medical Kit, the Medical Kimust relocate with him. See quarantine.

Hirogen – An affiliation and a speciesSee affiliation and species.

Hirogen Hunt – Erratum:Seeds or plays on table. In place oyour normal card draw, you maydownload Rituals of the Hunt, HirogenHunt, or any [Hir] ship. Also, onceeach turn, you may report an AlphaHirogen (or any [Hir] card that namesin its lore an Alpha-Hirogen youalready have in play) for free. OR

Plays on your [Hir] ship; itstransporters may be used to beamthrough SHIELDS of any damaged shiphere (even if landed). 

His Honor, The High Sheriff ONottingham  – When you choose thesecond option on this Q-icon dilemma(“return a captive to this  location”), youselect one of your personnel held captive byyour opponent to be returned to thelocation of your crew or Away Team whichencountered the dilemma. The dilemmahas no effect on any of your opponent’s 

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personnel whom you are holding captive.See capturing.

hit  – If your ATTACK total is more thanyour opponent’s DEFENSE total, you score ahit on the target ship. “If you hit” means “if you score a hit or direct hit.” See battle – ship.

hive –  All of one player’s [Borg] affiliationcards at one location, whether in space, ona planet, aboard a ship or facility, etc.

holodeck  – A type of special equipment,found on ships and a few facilities, whichpermits holographic personnel andequipment to be used aboard.

Holodeck Door – Erratum:Seeds (during facility phase) or plays on your ship (limit one per ship) or outpost, or on any headquarters. Adds Holodeck, and your compatible [Holo] cards may report aboard. OR Plays once each turn to download a Holoprogram or any [Holo] or [Barash] card; place doorway out-of- 

 play. OR Plays at any time to prevent the deactivation of any one [Holo]  personnel; discard doorway. 

This doorway in play on a facility allowsyour compatible [Holo] cards to reportaboard regardless of quadrant.

holographic personnel and equipment – Holographic [Holo] personnel andequipment can only exist aboard ships andfacilities unless a card such as Holo-projectors allows it to exist elsewhere;they are deactivated if the ship or facilitythey are aboard does not have a Holodeck they are allowed to use. (A deactivated

personnel is disabled; a deactivatedEquipment card may not be used in anyway.)

However, a hologram who iswearing a Mobile Holo-Emitter does notneed a Holodeck and is not confined toships and facilities. If their Emitter isremoved when they are not aboard a shipor facility (or on a planet with Holo-projectors), they are erased (discarded).

 A hologram is deactivated when reported,and may be activated on the same or asubsequent turn (if aboard a ship or facilitywith a Holodeck, or wearing a Mobile Holo-

Emitter) by any of your “unstopped” personnel present (even another activehologram). If your hologram is laterdeactivated, it may be reactivated in thesame way during one of your subsequentturns (not on the same turn it deactivates).

•  Death and Destruction : When aholographic personnel would normallybe killed (or a holographic Equipmentcard would be destroyed), whether bybattle or by a card, they are insteaddeactivated. (A hologram that is

 “discarded” or “erased” goes to thediscard pile.) If a ship or facility is

destroyed, any holographic cardsaboard are discarded.

•  Dilemmas : If a dilemma (or othercard, such as Escape Pod or PenaltyBox) requires a hologram to leave aship, facility, or planet with Holo-projectors, without immediatelyboarding another ship or facility, theyinstead deactivate (unless they arewearing a Mobile Holo-Emitter).

•  Battle : “Holographic safety protocols”  normally prevent holograms fromkilling other personnel. They may stun(but not mortally wound) non-holographic adversaries. If totalSTRENGTH at the end of a battle isentirely derived from holograms, theymay win the battle but may not kill anopposing personnel.

•   Assimilation : Borg do not assimilate(or target for assimilation) holographicpersonnel. Exclude holographicpersonnel from any selections forabduction or assimilation.

•  Capturing : A hologram without aMobile Holo-emitter may be capturedif it can be relocated to the opponent’s

crew aboard a ship or facility at thesame location; otherwise it deactivatesbecause the trap card would remove itfrom the ship. (A hologram with aMobile Holo-emitter is capturednormally.) See capturing.

Except as noted above, holographicpersonnel should be treated exactly likenormal personnel. They do not require any

 “supervision” from other personnel when staffing ships, attempting missions, etc.Regardless of their appearance or lore, thegameplay species of all holographicpersonnel is “hologram.” Thus, Sumek maynot use a Vulcan Nerve Pinch, nor may

Data if a [Holo] icon has been added to himby Holoprogram: 221B Baker Street.

Holograms may use game text relating toaffiliation. For example, when in [Hir]mode, Iden may use a Hirogen Talon.

Holoprogram: 221B Baker Street  – When a personnel is placed on this incident,your copies do not have a [Holo] icon untilthey are in play; you may not report themas [Holo] personnel (e.g., to a ship with aHolodeck Door).

Holoprogram: The Office of Dixon Hill – If your opponent chooses the first option

when you use this incident to request “theitem,” and you cannot legally play the card(or choose not to), you may not draw acard.

Holo-projectors – Errata:Plays on a planet mission. [Holo]cards may exist on this planet.

This event, like a Holodeck, allows [Holo]cards to be active on a planet surface orinside any facility or landed ship on thatplanet. It affects both players’ [Holo] cards.If the event is nullified while [Holo] cardsare on the planet without a Mobile Holo-

Emitter, they are erased. See holographicpersonnel and equipment.

Holosuite – This site allows only personnenative to the quadrant to report.

Home Away From Home  – Seeinfiltration icon.

Homefront  – This incident has no effecon headquarters game text allowingseeding or playing of the headquarters oco-existence with another facility, or onnormal reporting to the headquarters. Aplayer without 4 SECURITY on the planet isprevented only from using text allowingfree card plays and The Great Link’s texkeeping Ketracel-White from countingdown.

 A SECURITY personnel downloaded withthis incident may not report for free usingthe text of a headquarters or other card

 Your normal card play is an explicit cost othe download. The personnel must matchboth the affiliation and universe of thehomeworld. See mirror universe.

homeworld  – Most affiliations have theiown homeworld, as indicated in the lore othe relevant Mission cards:

 Alter Records –  “Bajor … Bajoran homeworld”  Orb Negotiations –  “Cardassia Prime … Cardassian homeworld”  Intelligence Operation –  “Founders’  homeworld ... Dominion homeworld”  Espionage Mission –  “Earth … Federation homeworld”  Deliver Message –  “Ferenginar ... Ferengi homeworld”  Expose Covert Supply –  “Qo’noS … Klingon homeworld”  

Cloaked Mission –  “Romulus … Romulan homeworld”  Disrupt Alliance –  “Mirror Universe … Bajor …Bajoran homeworld”  

The affiliation “matching a homeworld(e.g., for HQ: Secure Homeworld) is theaffiliation to whom the homeworld belongsnot the affiliation(s) whose icons may beprinted on the mission. To match ahomeworld affiliation, a personnel or shipmust also match that homeworld’universe. See mirror universe.

Only affiliations have homeworlds, and themission must specify that it is the

 “(affiliation) homeworld.” Species do nohave homeworlds.

No outposts may be seeded or built on anyhomeworld. Other facilities may beestablished there if the location meets therequirements of the Facility card.

Horga’hn  – When you earn this artifactyou may take another turn immediatelyfollowing your current turn.  You “use” theHorga’hn (for purposes of cards such asTemporal Narcosis and Writ o

 Accountability) each time you choose to

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take a double turn. You are not requiredto take double turns.

house arrest  – Your personnel may mixonly if they are compatible. If you havepersonnel of different affiliations togetheraboard your ship or facility, and the treatyor other card that is making themcompatible is nullified, the personnel whoare incompatible with the ship or facility areplaced under house arrest . If all arecompatible with the ship or facility, or atthe same site on a Nor, or aboard youropponent’s ship or facility, the minoritygroup is placed under house arrest.(Incompatible personnel on a planetsurface split into two Away Teams instead.)They remain under house arrest until theyare transferred to a planet or to yourcompatible ship or facility, or they walk toanother site.

Personnel under house arrest may not staff a ship, attempt missions, participate inbattle, etc. (See present.) You place underhouse arrest only cards you control  – neveryour opponent’s intruders, captives, etc. 

House arrest may also occur when youacquire an incompatible personnel aboard aship (e.g., from a Cryosatellite or TheNaked Truth). However, you may notvoluntarily place your personnel in a housearrest situation. For example, without atreaty, you may not report a Klingon to aRomulan Outpost or Romulan headquarters(or to a Neutral Outpost where you haveRomulans present), beam your Klingonsaboard your Romulan ship, allow yourKlingons and Romulans to stop at the samesite, report Dr. Telek R’Mor aboard your Klingon ship, or switch Major Rakal’saffiliation to Federation while she is aboarda Romulan ship. See treaties.

HQ: Defensive Measures  – For thisobjective, “attempting” to seed a copy of amission means seeding a copy. Forexample, if both you and your opponentseeded ❖ Patrol Neutral Zone, he may

attempt your copy. (Duplicated uniquemissions which are stacked are alwaysconsidered “your mission.”) 

HQ: Ferengi Credit Exchange  – Thisincident has three separate options: “score2 points,”   “draw one card,” and “place anyone card from discard pile beneath drawdeck.” You may choose only one option foreach Latinum discarded.

HQ: Orbital Weapons Platform – Thisincident may “fire upon” a target even if you do not have damage markers to placeon it (you may not apply rotation damageinstead), and may still exclude the targetfrom battle. It may “fire upon” an opposingship that was not participating in theattack; that ship becomes involved in thebattle (and is therefore  “stopped” afterward).

HQ: Return Orb to Bajor  – TheMysterious Orb may be earned uponencounter by the [Orb] personnel affected

by this objective, but it may not be “returned to Bajor” for the card draw orpoints, because it cannot be “present” withthat personnel on Bajor. Seeencountered, present, stealing.

HQ: Secure Homeworld – See missionattempt.

HTSBEG – Holographic Tal Shiar Barberingand Engineering Guild. Covert intelligenceagency jointly operated by Romulans,Bolians, and disguised quantum singularitylifeforms. Rumored to have infiltratedSector 001 Headquarters and to havesignificant influence on expansion plans inthe quadrant. Recently scored a major coupby gaining control of communications andintelligence.

Hugh – This interrupt nullifies the attack of the Borg Ship dilemma (for the rest of theturn), not the Borg Ship dilemma itself. Allcards targeted by the cancelled attack are

 “stopped.” See battle.

HULL integrity  – If a ship, facility, or

dilemma has its HULL integrity reduced to0, it is destroyed. See damage.

human  – See species, timelinedisruption.

humanoid  – Humanoid (and theequivalent “alien”) is not a distinct species,and cannot be targeted by a card withtargets a particular species by name. Anyhumanoid is the only member of its species.

Hunter Gangs – See zero, dilemmaresolution – Targets .

Husnock Outpost  – You may seed more

than one of these outposts at separatemissions, but you may not build anyadditional ones during the game.

Hyper-Aging – See quarantine.

I Do Not Take Orders From You! – Thisinterrupt cannot be used to kill Rogue Borg.

I.K.C. and I.K.S. – I.K.S. is considered tobe equivalent to I.K.C. For example, Karganis the matching commander of both I.K.C.Pagh and I.K.S. Pagh, and the I.K.S.Maht-H’a may persona replace I.K.C.Maht-H’a. 

I.K.C. Bortas – Revised lore:Flagship commanded by Gowron during the Klingon Civil War of 2367-68.

I.K.C. T’Ong – This ship can report to anyspaceline end, in any quadrant. It mayreport to a facility only if located at aspaceline end. The report with up to threepersonnel is not  a report with crewaction (full staffing is not required, and noequipment may report).

icons  – In this Glossary, icons arerepresented by text in square brackets.Icon abbreviations are listed in Appendix B.

icons in game text – Game text may usean icon to refer to a trait of another cardsuch as a [Fed] personnel or a [Ref] cardSuch a reference always refers to an icon inits normal location on a card, not to an iconwithin game text. For example, Q theReferee allows a [Ref] card to play for freemeaning any card identified by the [Ref]icon in its title bar (or with the icon addedby Q the Referee). Saavik and ChulaCrossroads are not [Ref] cards, eventhough they have the [Ref] icon in theigame text.

Iconia Investigation – Revised lore:Neutral Zone Region • Iconia 

immune – If a card is immune  to anothecard, it may not be affected by that card inany way. For example:•   An Event card that is “immune to

Kevin Uxbridge” may not be nullifiedby Kevin Uxbridge.

•  When Adapt: Modulate Shields isplayed on a Vidiian Harvester, youBorg may not be stunned or mortally

wounded using that weapon, and imay not be be used to harvest theiorgans with Organ Theft.

Impersonate Captive – See skills – modifying.

impersonator  – See personainfiltration icon.

implant card – This phrase, used on Assimilation Table, refers to any card withthe word “implant” in the title, such asOptical Implants.

Impose Order  – After this mission has

been solved, non-Borg players can “stealits points back and forth from each other(slide the Mission card toward whomevestole the points last).

Impressive Trophies – See selections,showing your cards.

in orbit  – A ship is in orbit  or orbiting aplanet when it is in space, undocked, at aplanet location. A docked ship is noconsidered to be in orbit even if the facilityis orbiting a planet.

in place of a card draw  – See carddraw.

in place of normal card play - See cardplay.

in play –  A card is “in play” if it •  has been played or seeded face up; or•  has been exchanged for a card already

in play; or•  has been activated by turning it face

up (hidden agendas); or•  has been encountered like a dilemma

or during a Q-Flash; or•  has been earned or acquired like an

artifact (unless placed in the hand folater play);

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 AND it has not left play.

 A card in play may leave play by beingdiscarded (to the discard pile, bonuspoint area, The Next Emanation, etc.),placed out-of- play, re-seeded (e.g., withQ-Type Android), relocated as a marker(e.g., a completed objective such as

 Assimilate Homeworld), or returned to aplayer’s hand, draw deck, or side deck; it isthen no longer “in play.” (A card such asJem’Hadar Shrouding may also specify thatcertain cards are not in play.) Any cardsplaced on (or under) or played on (oraboard) that card are treated likewise(except cards which are exchanged  for acard in hand or replaced by another card,and cards which are protected from Borgtimeline disruption; see exchangingcards, Stop First Contact).

Thus, a Personnel card is “in play” whether reported for duty, exchanged for anotherpersona version, or recovered from anearned Cryosatellite. The personnel aboarda Cryosatellite are not “in play” until the  Cryosatellite is earned and the personnel

come aboard the ship. Personnel who arecaptured, in a Penalty Box, under TheNexus,  “held” by a dilemma, or “lost” toThine Own Self, are still in play.

Game text may say that a Personnel cardplaced in the point area is in play for uniqueness only  – if non-universal, you maynot report another copy of that personnel(or another version of that persona). Cardsin stasis or in a Temporal Rift or TimeTravel Pod are also considered in play foruniqueness only. The skills and otherfeatures of such cards may not be used.For example, Kai Opaka placed in yourbonus point area with Duranja does not

prevent Orb artifacts from being nullified;while in a Temporal Rift, 10 and 01 cannotnullify Computer Crash and The Emissarydoes not enhance the INTEGRITY of Bajorans in play. However, you may notplay another copy of Kai Opaka, 10 and 01,or The Emissary (or any other versionof the Benjamin Sisko persona) under theseconditions.

When a personnel or ship leaves play, allprevious effects on that card are cancelled(except use of a once per game function).If the same card is reported again, treat itas if it were a new copy of the card beingreported. For example, replayed cards are

 “unstopped,” a ship is undamaged and anyRANGE used this turn is restored, apersonnel is no longer affected by Frame of Mind, and one who has already “walked” this turn can walk again. When an effectdepends on another card “in play” or whenanother term not specifying  “present,” 

 “with,” or “location” is used, it may benefitfrom either player’s card (unless “your”  or “opponent’s” is specified, as withRessikan Flute or Flaxian Assassin).Examples:•   Your opponent’s Kareen Brianon

enhances your Ira Graves’ skills. 

•   Your K’nera scores points if eitherplayer’s Korris or Konmel is killed inbattle.

•  Disabled cards and cards in play foruniqueness only cannot trigger sucheffects.

In the Zone  – For this incident, thepoints you score during a turn are the nettotal of positive and negative points scored.The points that do not count towardwinning are the last positive points scoredduring a turn in which you score more than50 points. For example:•   You complete a mission for 45 points.

Later that same turn, you complete aCytherians dilemma for 15 points, fora total of 60 points. 10 of the 15Cytherians points do not count towardwinning.

•  Reversing the previous example, youcomplete a Cytherians dilemma andthen solve a 45-point mission on thesame turn. 10 of the mission points donot count toward winning.

•  Continuing the second example, youthen score -5 points from The

Higher... The Fewer in the same turn. You now have a net total of 55 points;5 of the mission points do not counttoward winning.

The effects of In the Zone, IntermixRatio, and  Altonian Brain Teaser areindependent; each one could affect thesame points. If you are affected by morethan one of these cards, evaluate yourpoints that count toward winning for eachcard separately; the lowest total is yourcurrent “points that count toward winning.” Example: •   You are affected by both Intermix

Ratio and In the Zone. You solve a

mission for 30 points and earn aRessikan Flute with 9 Music personnelin play. Your actual score is 75. For Inthe Zone, 25 Ressikan Flute points donot count toward winning, for a

 “winning score” of 50. For IntermixRatio, 15 points do not count towardswinning, for a  “winning score” of 60.In the Zone thus limits you to 50points counting toward winning.

•  Next turn you score 15 bonus pointsfor a total score of 90. For In theZone, 25 points still do not counttoward winning, for a  “winning score” of 65. For Intermix Ratio, 30 bonuspoints do not count toward winning,

for a “winning score” of 60. NowIntermix Ratio is the card that limitsyour score to 60 points towardwinning.

incident – A card type similar to an Eventcard. It may play on and affect anothercard, or may play on the table to have awidespread effect on various aspects of thegame. Most incidents have a lasting effect(unless the card is nullified or discardedaccording to its game text). A seedableincident may be seeded during any seedphase unless otherwise specified. Playing

an Incident card uses your normal cardplay.

Incoming Message – Federation, etc. –See outpost.

Incoming Message: Attack Authorization – If you use this interrupto attack your own ship when using a BattleBridge side deck, you may draw and use acurrent tactic. The single current tacticapplies to both the attacking and defendingships. However, if either of your ships isdamaged, damage is applied as usual fromyour opponent’s Battle Bridge side deck (orotation damage if he has no side deck)See battle – ship.

infiltration icon <Fed> <Klg> <Rom><Baj> <Dom> – Your personnel who has adiamond shaped infiltration icon mayinfiltrate your opponent’s cards, if youopponent is playing that affiliation, in oneof two ways:•  It may report to your opponent’s side

of the table, to a compatible facility(regardless of quadrant); or

• 

It may report for duty normally, andinfiltrate later in the game, duringeither player’s turn, if present with anopponent’s crew or Away Teamcompatible with that affiliation.

If your opponent is not playing thaaffiliation, you may not infiltrate his cardswith that personnel. See playing anaffiliation.

When your personnel starts infiltrating, itsaffiliation changes to match that of theinfiltration icon and it becomes aninfiltrator .•  The infiltrator is part of you

opponent’s crew or Away Team, but isstill under your control. For exampleyour opponent may not treat theinfiltrator as “his personnel” to benefifrom his hand weapons. (Youinfiltrator may not take youequipment into your opponent’s AwayTeam.)

•   Your opponent may not treat youInfiltrator as an intruder (e.g., hiscards cannot initiate battle againsyour infiltrator, and vice versa)However, you may treat youinfiltrator as an intruder for cards suchas The Walls Have Ears.

•  Whenever any of the opponent’s

personnel present take any action(e.g., beam, attempt a mission, initiatea personnel battle), your infiltratomay choose whether or not toparticipate (or to contribute to shipstaffing requirements). He may alsomove independently, during youopponent’s turn, by beaming, walkingetc. He may control the opponent’stransporters and SHIELDS longenough to move or beam himself tofrom, or between your opponent’sships, facilities, etc. He may not takeany other actions unless specificallyallowed by a card.

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  Your infiltrator stops infiltrating if he is “exposed” during either player’s turn, either voluntarily; by a card such as Caught Red-Handed; by being present with any true ormirror version of the persona he or she isimpersonating; or by returning to your owncrew or Away Team. When exposed, thatpersonnel reverts to its previous affiliationand is no longer an infiltrator; if aboard theopponent’s ship or facility, he becomes an intruder. He cannot infiltrate again untilafter being away from (not present with) allof the opponent’s personnel. 

If an incompatibility situation arises whereyour infiltrator would be placed underhouse arrest by your opponent, theinfiltrator may choose to be exposedinstead.

infiltrator  –   A personnel with aninfiltration icon is not an infiltrator unlesshe is actually infiltrating the opponent’scards. A personnel who is infiltrating cannotoppose the opponent’s cards unless allowedby a card. Mirror versions of personnel are

not impersonators or infiltrators. Seepersona – Mirror versions .

insert into spaceline – When a card isallowed to be inserted into the spaceline, itmay be placed at either end of thespaceline or between two cards already onthe spaceline.

Intercept Maquis – See WEAPONS.

interceptor  – Some ships of this classhave a variable RANGE. For example,Bajoran and Alliance Interceptors haveRANGE 5+X, where X=4 if moving within aregion. When you move one of these ships

from a location in a region of space toanother location in the same region,without “flying past” any location that is not

part of the region (e.g., an inserted ❖ 

Space), your maximum available RANGE is9 (less any RANGE already used that turn).

 At all other times (including when the shipis not moving), your maximum RANGE is 5,less the RANGE used that turn.

Thus, when moving from KressariRendezvous (Cardassia Region, span 2) toEstablish Station (no region, span 5), yourRANGE is 5 and will be exhausted by themove. When moving in the other direction,your RANGE is also 5, and at the end of the

move your remaining RANGE is 3. If youthen make a separate move from KressariRendezvous to the adjacent OrbNegotiations (Cardassia Region, span 4),your RANGE at the start of the move will be7 (9 - 2 used), and at the end yourremaining RANGE will be 3 (for furthermoving within the region). RebelInterceptor work the same way exceptRANGE is 6+X and X=3 if moving within aregion.

Some interceptors also have the ability totake off or land once each turn. If anothercard allows the ship to land or take off, it

does not use up the one landing or takeoff per turn allowed by the ship’s own gametext. For example, if Establish LandingProtocols is in play, the ship may land ortake off once per turn using its own text,and land or take off once more per turnusing the event’s text (and using 1 RANGE).

Interlink Drone (Nine of Eleven) – Thispersonnel enables skill-sharing within ahive.

Intermix Ratio  – Erratum:This card has the [Ref] icon.

This event prevents bonus points in excessof your non-bonus points from countingtoward a winning score (but does notcancel them). See points, In the Zone.Example: You have 20 non-bonus pointsand 80 bonus points. 80:20 is greater thana 1:1 ratio, so the excess 60 bonus pointsdo not count toward winning. A total of 40points (20 non-bonus + 20 bonus) counttoward winning. However, if youencountered the Dead End dilemma, youwould pass it, because you actually have

100 points. If you score another 30 non-bonus points, you now have 50 non-bonuspoints and 80 bonus points. The excess isnow only 30 points, and 50 of the bonuspoints count toward winning, so you winwith 100 points.

 Your bonus point total is the total of yourpositive and negative bonus points; e.g., if you have 45 bonus points and then lose 10points to Edo Probe, your bonus point totalis 35. If your bonus point total is negative,you have no “excess bonus points” and theratio will be negative (less than 1:1), soIntermix Ratio has no effect on your score.

Interrogation  – You do not lose anypoints already scored with this event if theinterrogated personnel is rescued. Forexample, if on three successive turns youropponent answers “Four,” “Four,” and

 “Five,”  you score a total of 12 points(1+1+10) and then return the captive toyour opponent’s outpost. See Madred,outpost.

interrupt  – A card type which generallyhas a temporary impact on the game, andis then discarded (though a few remain inplay permanently or until a countdownhas expired). An interrupt does not useyour normal card play. You may play as

many interrupts as you like, during eitherplayer’s turn, and at any time betweenother actions.

Some Interrupt cards specify that theyrespond directly to another action, allowingthem to literally “interrupt” that action (for example, to nullify it). See actions – interrupting.

Into the Breach – Because all damage isresolved as a group, this Q-icon event willnot repair a ship that has received enoughdamage to destroy it. It does not affect[Borg] ships or the Borg Ship dilemma.

intruder – Your personnel aboard a ship orfacility controlled by your opponent is bothan Away Team member and an intruderRogue Borg interrupts aboard any ship ofacility are also intruders (unless LoreReturns makes them its crew). Intruderscannot attempt or scout missions.

Intruder Alert!  – ErratumThis card has the [Ref] icon.

 Activating this incident is not a validresponse to the play of Rogue Borg. Seehidden agenda, Intruder Force Fieldprotecting cards.

Intruder Force Field – When this event “reverses Telepathic Alien Kidnappers affecting you,” interpret your opponent’s Telepathic Alien Kidnappers as though youhad played it. That is, you  now guess acard type at the end of each of  your  turnsand point to a card in your opponent’hand. Only one copy may affect Telepathic

 Alien Kidnappers each turn (the copyplayed by the opponent of the player using

Telepathic Alien Kidnappers). Seecumulative.

This event disables Rogue Borg unlessthere are at least three aboard your shipThis effect may be extended to personneintruders with Intruder Alert!

invalid card plays – See actions – step2: responses.

Invasive Beam-In – See landed ship,Transporter Skill.

invasive transporters –  A type of ship’s special equipment. It has no built-in

functions, but is activated by the InvasiveBeam-in card.

Investigate Incursion  – This mission isworth extra points if an appropriate Borgrelated card is at that spaceline locationwhen the mission is solved. See reporwith crew.

Investigate Legend  – An outpost at thislocation is in space and thus is not cloakedSee points, cloaking and phasing.

The 2 Youth discarded to solve this missioncan be part of the 3 Youth used to fulfill thefirst part of the mission requirements.

 You may score a maximum of 15 pointsfrom Assign Mission Specialists, even if yousolve with five different Youth missionspecialists. Discarding a personnel carddoes not use its skill.

Investigate Shattered Space  – Revisedlore: Neutral Zone Region • NearNeutral Zone

Investigate Time Continuum  – Tocomplete this mission using the Time TravePod, you must play it as an interrupt on themission and discard it.

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Isabella  –This interrupt does not affect[Borg] ships. The ship is destroyed at theend of the next turn of the player whoplays the interrupt. See nebula.

Ishka – See skills – modifying.

Isolytic Burst – When this tactic is yourcurrent tactic and you hit your target, thecurrent tactic is placed as the first damagemarker. It kills one personnel with itsdamage text, plus an additional personnelaccording to its game text. Additionalcopies placed as damage markers take onlyone casualty.

Issue is Patriotism, The – This Q-iconinterrupt forces you to initiate a battle only if opposing ships or Away Teams arealready present together at any location; if not, discard the interrupt without effect.

 You are not required or allowed to move aship or personnel to another location inorder to initiate battle. “Opposing AwayTeams” may include any two groups of opposing personnel, whether crew or AwayTeam.

Issue Secret Orders  – This objectiverequires the owner of the ship and crew touse them to move to and attempt thetargeted mission. The infiltrator’s ownerdoes not control the ship and crew. Seeactions – required.

The opponent must attempt the missiontargeted by this objective “if possible.” That means the mission must be attemptable bythe opponent’s affiliation and must nothave been made unattemptable (e.g., withI Tried To Warn You).

In general, the entire crew must participate

in the attempt. However, affiliatedpersonnel cannot be forced to beam toQualor II Rendezous; since they would beplaced in stasis upon beamdown, it is notpossible for those personnel to attempt thismission.

Jake and Nog  – This dual-personnelcard cannot probe for Visit CochraneMemorial because it contains only onehuman with ENGINEER x1/2. The other

 “half   ENGINEER” is Ferengi species.However, they could build a FerengiTrading Post if in Ferengi mode, becausetogether they have one Ferengi-affiliationENGINEER skill. See skills.

James T. Kirk  – See Captain’s Order,helps.

Ja’rod – See skills.

Jean-Luc Picard (First Contact) – Thispersonnel is not Borg.

Jem’Hadar – See ketracel-white icon.

Jem’Hadar Warship – This ship may notcarry any other ship unless a cardspecifically allows it (such as EngageShuttle Operations: Dominion).

Juggler, The   – Erratum:This card has the [Ref] icon.

Juliana Tainer  – This personnel isunaware that she is an android. Shebecomes aware if she is in a situation whicheither requires an android (and no otherandroids are present) or treats androidsdifferently from regular personnel. Onceshe becomes aware, she can use her fullCUNNING and STRENGTH but is “stopped” for the rest of that turn. Cards that affectandroids affect her (making her aware)even if she is unaware that she is anandroid. For example, she becomes Non-

 Aligned when Lore’s Fingernail is in play.

 “just”  – See actions –  “just” .

 just encountered – See actions – step1: initiation.

 just initiated – See actions – step 1:initiation.

 just played  –   A card has been “just

played”  when the card play has beeninitiated, but before it has its results. Seeactions – step 1: initiation.

Kahlest  –  This personnel’s special skillworks on herself as well as on others,giving her a STRENGTH of 6.

Kai Winn – See characteristics.

Kal-Toh – See verification.

Kazon – An affiliation and a species.

The Kazon affiliation is composed of different sects, such as Kazon-Nistrim and

Kazon-Ogla. The sects represent factions of the affiliation, not different species, e.g.Culluh and Karden belong to different sects,but are both Kazon species, while Seska (inKazon affiliation mode) is a member of theKazon-Nistrim sect but Cardassian species.See battle  – affiliation restrictions,affiliation and species.

Kazon Collective, The – Erratum:Seeds or plays on table. Your Kazon affiliation is immune to assimilation.Once each turn, if you have a Maje in  play, you may report another Kazon of his sect for free. OR Plays on your Kazon Warship. Your [Kaz] Personnel 

and Ship cards (except other Warships) may report aboard.

Kazon Warship – Erratum:[Kaz] ships (except Warships) may be carried and launched aboard. 

K’chiQ  – This personnel cannot select askill when recovered from a Cryosatellite,because she is not reporting for duty. Atthe start of your next turn you may changeher “no skill” to any regular skill. Seereport.

Keldon Advanced – See attribute

enhancement, skills – using.

Ketracel-White – This Equipment cardprevents the White Deprivation incidenfrom affecting [KW] personnel. It has acountdown icon [3] which counts downonly if any [KW] personnel are present withthe equipment (even if White Deprivation isnot in play). If no [KW] personnel arepresent, all Ketracel- White cards stay atheir current count. Unless rationed  by a

 Vorta, all Ketracel-White cards present withany number of [KW] personnel count downat the end of each of your turns.

For example, three Ketracel-White cardswill all count down at the end of your turn,whether you have one [KW] personnelpresent or ten. At the end of thecountdown, a Ketracel-White card selfnullifies and is discarded.

Rationing : If your Vorta is present withmultiple Ketracel-White cards and at leastone [KW personnel at the end of your turnhe may  “ration” them so only one countsdown. Select one card to count down (turn

it 90 degrees).

The rest stay at their current count. Youmay select a different card each turnleaving one countdown for each card

 “unused” so the card is not discarded. Iyou let any card count down for threeturns, it self-nullifies and is discarded asusual.

Resetting : Primary Supply Depot andRemote Supply Depot both “resetcountdowns of Ketracel-White aboard. Youmust carry or beam unexpired cards fromyour ship to the outpost to reset thecountdowns. While aboard the outpost

they count down normally at the end oyour turn (if a [KW] personnel is presentbut immediately reset.

ketracel-white icon [KW] – This icon ona personnel card indicates a dependenceupon the isogenic enzyme known as “thewhite.” If  any player has WhiteDeprivation in play, your [KW] personnewill battle and die at the start of each oyour turns according to that incident’game text, unless prevented by KetracelWhite cards present.

Kevin Uxbridge – Errata:Nullifies any one Event card in play

(except for Treaty cards) OR any othecard played as an Event card(Immune to Amanda Rogers.) [0] 

This interrupt may be played as a responseto the play or activation of an event.

Kevin Uxbridge: Convergence – Thisinterrupt nullifies all unprotected events athe spaceline location where it is playedIt may be nullified by Q2. See card titlescard types.

keywords – Some cards have text in theilore or title that are referenced by othe

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cards. Admiral, General, Cook, Nurse, andBodyguard (for personnel), and Murder(for dilemmas) are all examples of keywords. These words should beconsidered part of the card’s game text,and are similar to other traits andicons. Keywords are referenced by othercards, they have no built in function.Personnel who are disabled or in stasiscannot use their keywords. Stoppedpersonnel maintain keywords and may usethem if applicable. See stopped. 

Khan  – See any, does not work with,playing an affiliation.

Khitomer Research  – Errata, affiliationicons: [Rom] [Klg]  

killed – See discarding.

Kira Nerys – This personnel’s fourth skill is Navigation x2 and she is a former memberof the Shakaar resistance cell. TheReflections foil version is misprinted(“Navigation” and  “Skakaar”). 

Kivas Fajo –  “NO INTEGRITY” on this personnel is an undefined attribute. An “unduplicated artifact” is one that is not duplicated anywhere in play. An artifact justearned is not present unless it joins thecrew or Away Team. Making “parallel use of  opponent’s Palor Toff” means that eachtime your opponent plays Palor Toff  – AlienTrader, you must also use that card’s gametext, if possible (i.e., you must retrieve anon-Personnel card from your own discardpile). A Countermanda suspending youropponent’s Palor Toff does not affect yourdiscard pile.

Klaestron Outpost  – This outpost does

not provide a built-in treaty, nor does itrequire a treaty for use. Like all multi-affiliation cards, you must declare itsaffiliation when seeded or played (at amission bearing that affiliation icon), andmay switch the affiliation as a gameaction during play. At any time, personnelaboard and ships docked at the outpostmust be compatible with the outpost’scurrent affiliation.

Klim Dokachin – Erratum:Plays on table. Opponent loses their regular card draw if they played a unique personnel this turn. 

Klingon  – An affiliation and a species.See affiliation and species, battle  – affiliation restrictions.

Klingon/Cardassian Alliance icon[KCA]  – This icon indicates members of the dominant mirror universe power in the24th century. It is a special staffing icon,and also has other uses defined by cards.

Klingon Civil War  – Points scored withthis event are based on the printed valuesof WEAPONS and SHIELDS on the Shipcards destroyed. No modifiers are applied.

Klingon Death Yell  – Either player mayplay this interrupt when any Klingon withHonor dies, subject to normal timing rules.

 You do not need to actually yell to scorethe points.

❖ Klingon Outpost – See outpost.

Klingon Painstik  – If this interrupt isplayed to prevent a unique personnel frombeing reported for duty again, it prevents

reporting of any instance of that persona.Because persona replacement  andmorphing of one Founder into another arenot reporting for duty, this interrupt will notprevent such exchanges from taking place.

Kobayashi Maru Scenario  – Erratum:Seeds or plays on a mission; adds Computer Skill to mission requirements. At the start of each mission attempt here, one attempting  personnel (random selection) is  placed beneath incident (“in play” for uniqueness only). When a player solves this mission, all of their compatible personnel beneath this 

incident join the solving crew or Away Team (any other personnel are discarded).

Kova Tholl  – Retaliation against anopponent’s attack  ay include returning fire (see battle  – ship), attempting to killopposing personnel (e.g., by playing PhaserBurns or choosing to mortally wound anadversary; see battle  – personnel), andcounter-attacking  on your next turn (seebattle). If you return fire or attempt to killopposing personnel during the battle, youmay not score Kova Tholl’s points. Onceyou score the points, you may not counter-attack.

Kressari Rendezvous – See discarding.

Kurlan Naiskos – This artifact requires theoriginal seven personnel types (OFFICER,ENGINEER, SCIENCE, MEDICAL, SECURITY,CIVILIAN, and V.I.P.). See attributemodifiers.

La Forge Maneuver –  “If the next actionis an attack against that ship” refers to thenext action of the player who played this

interrupt (or to an attack by a dilemma).If your opponent takes an actionimmediately after you play La ForgeManeuver on his ship, it does not cancel La

Forge Maneuver’s effect. 

Lack of Preparation  – On this dilemma, “Non-Borg” and “Borg” refer to the player,who is  “playing a non-Borg affiliation” or

 “playing Borg affiliation.” For a Borg player,the three required subcommand icons maybe provided by one or more personnel. Forexample, the Borg Queen can overcomethis dilemma. See playing Borg.

To get past this dilemma, the non-Borgplayer must have been able to meet themission requirements when the current 

mission attempt began (not when themission was first attempted).

Lal – See report, skills – modifying.

landed ships – A ship may not land unlessallowed by its own text (e.g., VulcanLander) or that of another card (e.g.Engage Shuttle Operations, EstablishLanding Protocols). Landing and taking ofuse RANGE only if specified by the cardallowing it to land. For example, the VulcanLander uses 1 RANGE to land or take off;the Bajoran Interceptor uses none. Seecarried ships.

Unless a card (such as OrbitaBombardment or Breen CRM114) explicitlyallows it, a landed ship may not attack obe attacked by a ship in orbit, and also maynot attack or be attacked by an AwayTeam. A landed ship may not be targetedby any card that targets a ship, unless thecard specifically allows it to target a landedship. Thus, landed ships are immune tocards such as Temporal Rift, Loss of OrbitaStability, Wormholes, Warp Core Breach

Magic Carpet Ride OCD, Rogue BorgMercenaries, etc.

Cards may beam to and from a landed shipeven if a card (such as InvasiveTransporters or Transport Drone) irequired to enable the transport. Suchcards do not target a ship but simply allowbeaming through SHIELDS. Cards mayreport aboard a landed ship (if reporting isallowed by card text).

Lansor  – When this personnel reports (ois seeded face up at an outpost in WarpSpeed play), you may download Marikaand/or P’Chan if each is not already in

play. You must discard Lansor at the endof any player’s turn unless both Marika andP’Chan are in play. Either player’s Marika oP’Chan in play prevents a download andkeeps Lansor from being discardedMarika’s and P’Chan’s skills and restrictionswork similarly.

Latinum Payoff  – Revised text:Plays if Greed aboard your ship whenit destroys another ship in battle(once per destroyed ship). X=3 foeach OFFICER aboard destroyed ship.

launching ships – See carried ships.

Launch Portal – This doorway allows youto launch any carried ships at the timeyou play the doorway, even without EngageShuttle Operations in play. It may downloadEngage Shuttle Operations: Dominion. Seecard titles, characteristics. It does noallow you to break a quarantine.

When this doorway is played during a spacemission attempt to launch some or all othe crew on a different ship, the ship withthe larger crew must continue the missionattempt (owner’s choice if tied), if possible.

leader – A leader for battle (or for a card

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referring to a leader) is any personnel withLeadership skill or with OFFICER skill orclassification; or any personnel allowed by acard to act as a leader (e.g., Prepare

 Assault Teams). Being a leader does notconfer Leadership skill on a personnel. A personnel such as Lon Suder who is allowedto initiate battle is not a leader.

The Borg affiliation may not use a leaderinstead of a [Def] personnel to initiatebattle. However, for cards that specificallyrequire a leader, the Borg must use aleader as defined above.

leaving play – See in play.

Line Must Be Drawn Here, The – Seehidden agenda.

Li’seria – See Son’a ships.

Live Long and Prosper – If this interruptreturns to your hand a personnel whoscores points upon dying (e.g., AaminMarritza), you do not score the points.

location  – There are two kinds of locations: spaceline locations (e.g., missionsand Bajoran Wormhole) and timelinelocations (e.g., Montana Missile Complex).Site cards are not “locations” for gameplaypurposes. A card that refers specifically tospaceline locations (e.g., The Traveler)does not include time locations, and viceversa. Locations may be planet [P], space[S], or “unspecified type” (created by cardssuch as Bajoran Wormhole, Black Hole,Gaps in Normal Space, or Supernova).

Cards may be “at the same location,” whether in space, aboard one or moreships, facilities, or sites, on a planet, in an

Escape Pod, etc. (Cards seeded face downcannot affect or be affected by other cardsat the same location until encountered orearned, or unless a card explicitly allowsinteraction with a seeded card.) Unlessotherwise specified, this definition includesboth  players’ ships and personnel, and notreaties are required for cards to be “at thesame location.” See  present, here.Examples:•  Zalkonian Vessel will kill either player’s

John Doe.•   Ves Alkar can gain Diplomacy from an

opponent’s female Empath.•  The two leaders for Arbiter of 

Succession may belong to either or

both players.

Locutus’ Borg Cube – See Borg Cube.

Locutus of Borg – See counterpart.

Lon Suder – This personnel’s special skill allows him to initiate a personnel battle inplace of a leader.

long-term effects  – A long-term effect(on a personnel or ship) is one that lastsuntil the end of the turn or longer, or untilcured or nullified. Examples are Brain Drainand REM Fatigue Hallucinations. The death

of a personnel is not considered a long-term effect. See discarding.

Long-Range Scan Shielding – A type of ship’s special equipment which renders aship immune to Long-Range Scan.

lore  – This text, appearing on many cardtypes, presents background informationabout the characters, ships, and otherelements of the Star Trek universe. Loresometimes contains terms that are relevantto gameplay, such as persona identification,matching commander information, species,ranks and titles, etc. However, mention inthe lore of a term which is the name of askill (such as Tal Shiar) does not confer thatskill on a personnel and doesnot satisfy arequirement for that skill. See skills  – using, characteristics.

Lore  – When either player has thispersonnel is in play, the STRENGTH of every Rogue Borg in play is doubled, and allnumerical features of all CrystallineEntity dilemmas seeded or encountered byeither player are doubled (see dilemma

resolution). Two Lores in play do not quadruple Rogue Borg and CrystallineEntities. However, Lore and Crosis mayeach double the STRENGTH of the sameRogue Borg. See Rogue BorgMercenaries, cumulative.

Lore’s nemesis is Dr. Soong, Data (First Contact), and/or Data and Geordi(dualpersonnel card). See nemesis icon.

Lore Returns – When you play this eventon a ship, your Rogue Borg take control of (commandeer) that ship. They may move itand initiate battles regardless of staffing orleader requirements. The use of the name

 “Lore” in the game text is a reference tothe event itself, not to the Lore personnelcard.

Lore’s Fingernail – This event allows anyandroid to report for duty as Non-Aligned.For example, with Lore’s Fingernail in playyou may report Data to an outpost afterEarth has been assimilated. See losesaffiliation, Stop First Contact, JulianaTainer.

lose the game – You may lose the gameaccording to card text (e.g. Writ of 

 Accountability, Devidian Door, Beyond theSubatomic) or if you seed or play a card as

a hidden agenda when it does not havethat icon. In each case (in a tournament),you receive a score of 0 ( –100); youropponent receives a score of 2 (+100). If both players lose a game in this manner(e.g., one fails to show a Devidian Door andthe other loses to Writ of Accountability),the game is scored as a true tie.

loses affiliation  – This phrase on a card(such as Memory Wipe) means thatconceptually the card’s affiliation icon(s) arereplaced by the [NA] icon.

losing battle – See battle – personnelbattle – ship.

Loss of Orbital Stability  – A  landedship or docked ship is immune to thisinterrupt. See in orbit.

Lumba – This personnel is male (he justappears female). See skills – modifying.

Madam Pulaski – This personnel’s speciaskill gives you additional points for eachunique mission you solve which was seededby both players (i.e., both players seeded acopy of the same mission), not all uniquemissions seeded by either player. She musbe in play when the mission is solved (buneed not be present).

Madred – This personnel does not haveObsidian Order skill. See lore, skills  –using, Non-Aligned.

This personnel may add 1 to Interrogationor Torture only when Madred and thecaptive are both aboard the same outpostIf he adds 1 to Interrogation, you score 2

points each time your opponent resistsinterrogation, and 11 points if he compliesand you return the captive to him. If headds 1 to Torture, your opponent loses 1extra point each turn (the point box reads –7; if Madred “adds 1” for each of the threeturns of the countdown, your opponenloses a total of 10 points).

Magic Carpet Ride OCD  – This artifacmay relocate a docked (but not landed)ship at its location. If the ship is docked atits opponent’s Nor, its crew disembarked onthe Nor are an Away Team and subject torelocation with the ship. Any Away Teamsassociated with the ship are relocated to

the planet surface at the new location. See Away Team and crew.

The owner of this artifact must use itsgame text immediately upon either playeearning or acquiring the artifact. If there isno ship at the location to relocate, or if hechooses not to do so, the artifact isdiscarded.

maH nlv – Erratum:Seeds on table. Your [22] Klingonsmay report where you have a [OS]Klingon (or vice-versa). Your [22] and[OS] Klingons may use 2 Treachery asif it were 1 Honor. OR Plays on your

crew or Away Team of at least three[22] Klingons. Replace those Klingons(place out-of-play) by downloading anequal number of [OS] or [22] Klingon personnel.

Major Rakal – Errata (lore):Physically altered, the half-Betazoid, halfhuman  Deanna Troi   was coerced toassume the identity of a Tal Shiar major inthe 2369 M’ret defection plot. 

This personnel retains her [AU] icon. Her

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attribute adjustments in Federation modeare a special skill. See  Assign SupportPersonnel.

Makbar – See dilemma resolution.

Make It So  – This incident does not restore a ship’s RANGE when it “unstops” the ship and crew.

Make Us Go – The ENGINEER who passesthis dilemma is relocated from the ship orplanet (even though at the same location).He may not use or share skills. Seequarantine. If the dilemma is cured, theENGINEER returns to the crew or AwayTeam that cures it (not necessarily towhere it was encountered).

Mandarin Bailiff  –  You may “post bail” forthis Q-icon dilemma by transferring pointsto your opponent even if your score is zeroor less. This will give you a negative score.

 “Transferring points” means that you lose points, while your opponent gains points.

Manheim’s Dimensional Door  – When

this doorway allows a card to be playedduring a  “temporal hiccup,” that card mayitself be suspended and allow another cardto be played, and so on. It is suggestedthat you take the suspended cards and putthem in a stack. When no more temporalhiccups occur, resolve the suspended cardsin order from the top of the stack to thebottom. Each card play may be respondedto normally, and a card may be played thataffects an earlier, suspended card play. Seeactions – step 2: responses.

Example:1.  I play K’chiQ. You show a K’chiQ from 

hand; mine is suspended.

2.   You play Palor Toff. I show a PalorToff; yours is suspended.

3.  I play Q’s Tent. You show a Q’s Tent;mine is suspended.

4.   You play Q’s Tent (the same one you showed earlier). I show no Q’s Tent(my original one has been set asideand is not in my hand), so the cardplays start to resolve.

5.   Y our Q’s Tent resolves; you retrieveWrong Door from your Tent.

6.  I attempt to resolve my Q’s Tent, butyou respond with Wrong Door. I play

 Amanda Rogers to nullify your WrongDoor. My Q’s Tent resolves and Iretrieve a Countermanda.

7.   You attempt to resolve Palor Toff. Iplay Countermanda, suspend yourPalor Toff, and take three cards out of your discard pile. Your Palor Toff resolves; if no card remains toretrieve, simply discard Palor Toff.

8.  My K’chiQ resolves and reports forduty.

Treat this doorway as if it read, “...whenever any player has a card in handmatching one just played face up  byopponent...” Thus, you may not use theManheim effect when a hidden agenda is

played (because it must be played facedown, and is immune to “general use cards”) or activated (because it was not 

 “just played”). A “matching” card is a copy.

Marika – See Lansor.

Martia – See shape-shifter.

Martok  – Revised text:[SD] D’k Tahg  

Masaka Transformations – If you haveearned an artifact that is placed on thebottom of your draw deck due to thisevent, you may still play that artifact if youlater draw it back into your hand. You mustbe able to verify that the copy you draw isthe same copy that you placed under yourdeck.

Mask of Korgano, The  – Playing thisevent on a unique personnel does not allowyou to bring another copy of that personnel(or any other instance of the samepersona) into play at the same time. Thepresence or absence of an [AU] icon does

not affect the underlying persona.

Ma’sud  – This personnel may downloadCeti Eel to the adversary he just stunnedonly if your Khan is present, and only to anon-[Holo], non-android personnel, asrequired by Ceti Eel’s text. 

matching affiliation – Two cards are of matching  affiliation if their affiliationicons are the same. For example, if youhave a Romulan/Cardassian treaty in play,your Cardassians match your Nor, but yourRomulan and Non-Aligned cards do not(they are, however, compatible). If a siterefers to a matching personnel, it means

matching the affiliation of that facility. Seeloses affiliation.

When a Nor or ship is commandeered andits affiliation changes to match one of thecommandeering personnel, treat it asthough the new affiliation icon were printedon the card. For example, if youcommandeer your opponent’s CardassianTerok Nor with a Romulan Away Team, itnow conceptually has a Romulan icon; yourRomulan cards now match the station’saffiliation, while your opponent’s Cardassiancards do not.

 A personnel matches a mission’s affiliation

if he has one of the affiliation icons printedon the card (or added conceptually by acard such as Bribery or Arandis). A personnel matches a homeworld’s affiliation if he is of the affiliation that belongs to thathomeworld. For example, Cloaked Mission(Romulus) is the Romulan homeworld, buthas a [Klg] affiliation icon. Gowron matchesthe mission’s affiliation (icon), whileTomalak matches the homeworld’saffiliation.

matching commander  – A personnel isthe matching commander for a ship if eitherthe ship lore or the personnel lore states

that the personnel is  or was  thecommander or captain of the ship. (Also, afew personnel, such as Rinnak Pire andRegent Worf, have special game text thaallows them to act as, or assign anothepersonnel as, the matching commander oa ship.) For example, Jean-Luc Picard(Premiere) and Admiral Picard are bothmatching commanders for the U.S.S.Enterprise , while Jean-Luc Picard (FirstContact) is the matching commander fothe U.S.S. Enterprise-E . Both Jean-LucPicards are matching commanders for theU.S.S. Stargazer .

When specified in the ship’s lore, only the named personnel is the matchingcommander; another version of the personawith a different name, or an instance of adifferent persona, cannot serve as thematching commander. When specified inthe personnel lore, no other versions othat persona (even with the same namecan serve as matching commander fora ship, and a ship must be specified byname (not by class). For example, TheEmissary is not the matching commande

for the U.S.S. Defiant ; Commander Data isnot the matching commander for the U.S.SSutherland ; Jean-Luc Picard (Premiere) isnot the matching commander for the U.S.SEnterprise-E ; Tomalak is not the matchingcommander of the D’deridex. 

 A statement that a ship “transported” owas “used by” a personnel does not qualifythat personnel as the ship’s matchingcommander. For example, Kivas Fajo andGowron are not matching commanders foZibalian Transport  or I.K.C. Burukrespectively.

Unless otherwise specified (e.g., Cha’Joh), 

each ship can benefit from only onematching commander at a time. Foexample, the U.S.S. Enterprise  does nogain +4 RANGE from Defiant DedicationPlaque with both Jean-Luc Picard(Premiere) and Admiral Picard aboard.

The matching commander must not bedisabled, in stasis, etc. (See present.)Matching commanders are defined only forships; facilities get no benefits for acommander mentioned in the personnel orfacility lore.

Most matching commanders may be easilydetermined directly from the ship and/or

personnel lore, following the rules givenabove. Two need clarification:

I.K.C. Bortas has revised lore (Gowron isits matching commander).

Tama : “Dathon, speaking first” is Tamarian for “commanded by Dathon.”  

Matthew Dougherty – See helps.

meeting requirements  – You choosewhich personnel to use to meet mission anddilemma requirements, and in which order

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 Any “excess” personnel are not required toapply their skills, etc. toward meeting therequirements. Thus, a personnel withPicard’s Artificial Heart will not die whenfacing a dilemma with a STRENGTHrequirement if you can satisfy therequirement with other personnel in the

 Away Team.

Memory Wipe – Erratum:Seeds on table; your opponent’s cards may mix regardless of affiliation. OR Plays on a non- [Bor] ship; ship, crew, and ship’s Away Teams lose affiliation and become [NA]. 

This event implements a special playenvironment when playing Starter Deck IIvs. Starter Deck II. You and your opponentmust each seed the card and may notnullify it. This allows each player’s cards of  different affiliations to mix without havingto use one or more Treaty cards. It mayalso be used in the normal playenvironment for either function, but youropponent is not required to use it andeither player is free to nullify it. See  Away

Team and crew, loses affiliation, StopFirst Contact, multi-affiliation cards.

Mendak   – See Going to the Top,facility, characteristics.

Menthar Booby Trap – Errata:Place on ship; it cannot move. Unless MEDICAL present, one crew member killed (random selection). Discard with 2 ENGINEER aboard.

Metaphasic Shields – Erratum:Plays on your ship. SHIELDS +2 for each SCIENCE-classification personnel aboard. 

Mickey D.  – This personnel automaticallywins a Royale Casino side game for you if he is in your Away Team attempting themission (not if he is in your hand).

Mila – This personnel cannot download anartifact used as equipment.

Mimetic Simbiot  – Erratum:To get past requires 3 MEDICAL OR INTEGRITY>30. Then, choose two  personnel (random selection). One of those personnel dies (your choice).

Mining Survey  – If you add an affiliation

icon to this mission (e.g., a [Fer] icon withBribery), you may attempt it with thataffiliation without controlling a Nor with OreProcessing Unit there.

Miracle Worker – This skill includesTransporter Skill.

Mirasta Yale – This personnel may not bereported normally, by downloading, byDevidian Door, etc. She may only  bebrought into play by seeding like a dilemmaunder Malcor III (the mission First Contact).Unlike a personnel seeded like an artifact,she enters play immediately when

encountered by an Away Team during amission or scouting attempt, even thoughthe mission is not solved, joining the AwayTeam, forming a separate Away Team, orbeing captured as appropriate (seepersonnel – seeded).

Mirror Image – Erratum:This card has the [Ref] icon.

When this hidden agenda event is activatedin response to the play of one of the targetcards, the target card immediately takeseffect for all players. For example, if KivasFajo – Collector is played and Mirror Imageis activated in response, each player mustchoose someone to draw 3 cards. If theyboth choose the same  player, that playermust draw 6 cards. Revealing this event isnot a valid response to your opponentencountering Thought Fire. See actions  – step 2: responses.

This event is a successful probe for an [Ev]or [HA] icon, even though the icons appearreversed.

Mirror Quadrant – The Mirror Quadrant iscomposed of missions with the MirrorQuadrant M icon in their point box. Thesemissions are also identified in their lore asbelonging to the mirror universe.

Mirror Quadrant icon [MQ] – Personnel,ships, and facilities with this icon are nativeto the Mirror Quadrant. See nativequadrant.

mirror universe – The mirror universe isrepresented by the Mirror Quadrant. (Thenormal universe is represented by the

 Alpha, Gamma, and Delta Quadrants.) Ingeneral, the Mirror Quadrant functions

exactly like other quadrants (for example,to report a card to a facility or its site, boththe card and the facility must be native tothe quadrant; cards that allow travelbetween “normal” quadrants also allowtravel to and from the Mirror Quadrant).

Cards that are physically in one universe(on a spaceline) do not normally affectcards in the opposite universe. Forexample, closing Bajoran Wormhole: MirrorUniverse does not affect movement throughthe Bajoran Wormhole between the Alphaand Gamma Quadrants.

However, when game text refers to cards

matching the affiliation of a homeworld (orvice versa), it applies only to cards that alsomatch the universe of the homeworld . Forexample, HQ: War Room on the mirroruniverse Bajor will enhance the attributes of your [MQ] Bajorans, but not your AlphaQuadrant Bajorans (regardless of whichquadrant the personnel are located in);Homefront on mirror-universe Bajor willallow you to download only [MQ][Baj]SECURITY personnel; downloading cardswith Defend Homeworld depends on your[MQ][Baj] card being attacked at mirror-universe Bajor; and Assimilate Homeworld

requires a counterpart matching thehomeworld's universe and affiliation.

 Also, if an Assimilate Homeworld objectiveis completed on Bajor in the mirrouniverse, mirror-universe Bajorans may noreport to any outpost for the rest of thegame, but normal universe Bajorans are noaffected and may still report to outposts inthe normal universe.

Borg timeline disruption does not affeccards native to the mirror universe. SeeStop First Contact, Hero of the Empire

Some cards refer to “opposite quadrant;the Alpha Quadrant is the opposite of theMirror Quadrant, and vice versa. Seecorresponding.

mis-seeds  – If you seed, under onemission:•  more than one copy of the same

dilemma (or card seeded like adilemma): the first has its normaeffect, the second is a mis-seed.

•  more than one artifact (whethe

duplicates or not): all your artifactsthere are mis-seeds.•  more than one copy of a card seeded

like an artifact (such as personnel aRescue Prisoners): all copies are misseeds. (Personnel may not be seededin duplicate, even if they have auniversal icon.)

If you and your opponent each seed anartifact, or a copy of the same card, undeone mission, each has its normal effec(unless it is not duplicatable; see uniqueand universal).

When a mis-seed is revealed during a

mission, scouting, or commandeeringattempt, it is placed out-of-play. Misseeds are not encountered; for examplea mis-seeded dilemma may not be replacedwith a Q-Flash using Beware of Q.

 You may deliberately mis-seed cards under A mission as a bluff. When discovered, suchmis-seeds are placed out-of-play as usual.However, if you reveal your own misseeded card under any mission, you maynot solve that mission (or complete anyobjective targeting it) for the rest of thegame. (If you reveal your own mis-seededcard under Empok Nor, you may nocommandeer that Empok Nor while it is

uncontrolled.) Revealing your opponent’smis-seeds, or your opponent revealing youmis-seeds, does not affect your ability tosolve a mission or commandeer Empok Nor

Mis-seeds include (but are not limited to)non seed cards (such as Equipment cardsplaced under a mission as a bluff, multiplecopies of the same card seeded under onemission by a single player, multiple artifactsseeded under one mission by a singleplayer, space dilemmas seeded undeplanet missions (and vice versa), andpersonnel with no game text allowing them

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to seed (such as Mirasta Yale under amission other than First Contact).

If cards you seeded legally become mis-seeds later in the game, they will not affectyour ability to complete a mission. Forexample, using a Pla-Net to discard aCryosatellite will not make any personnelseeded with the artifact prevent you fromcompleting the mission (but you may notearn the personnel).

mission  – A card type representing alocation in space, in the present time of theStar Trek universe, where missions andobjectives can be accomplished and battlesmay take place. There are three kinds of missions: space [S], planet [P], and dual-icon missions [S][P].

During the mission seed phase, missionsare laid out in one or more spacelinesrepresenting different quadrants of thegalaxy.  A mission’s quadrant may bedetermined from its point box (if any).Gamma, Delta, and Mirror Quadrantmissions have a Γ, Δ, or M symbol in

their point boxes. Missions with no symbol(or no point box) are Alpha Quadrantmissions. All missions may be seeded onlyon the appropriate spaceline. Missionswithout point boxes (including Q’s Planet)may not be seeded (or played) in anyquadrant except Alpha. Missions (and otherspaceline locations) may not be movedbetween quadrants by cards that relocatelocations.

 A mission’s lore may indicate that it belongsto a specific region of space (locations inthe same region must be seeded adjacentto each other).

 You may seed multiple copies of missionswith the universal ❖ icon, but only one

copy of a unique mission (without theicon); if a unique mission is a duplicate of one your opponent has seeded, stack yourmission on top of his to form a singlelocation.

Mission cards are designed with relevantinformation facing both players. A summaryof the mission faces your opponent;complete information faces you. Sometimesthe information facing your opponent isintentionally different from the informationfacing you. Unless otherwise specified by acard, each player is affected by the

following only on the end of the missionfacing him: mission requirements, specialinstructions (italic game text), affiliationicons (or other indication of who mayattempt a mission), point box, and span.Thus, Construct Depot may not beattempted or scouted by the opponent,because the opponent’s end has noaffiliation icons or text enabling an attempt,and no point box. Any information notnormally included in the opponent’s missionsummary, including quadrant icons, [S] and[P] icons, and the mission name and lore(including regions) apply to both players.

Icons (or game text) at each end of theMission card indicate which affiliation(s) orother groups can attempt the mission.Game text also lists the requirements(skills, attributes, and other features) youmust meet to complete (solve) the mission.(If there are no such icons or game text, orno requirements, that mission cannot beattempted.)

Game text in italic type on a mission cardrepresents special instructions for use of the mission (not requirements for solvingthe mission). Unless the text specifies whenit takes effect (e.g., “when missionsolved”), it is always in effect. For example,no ship-to-ship beaming is allowed at anytime at Quash Conspiracy, before or afterthe mission is solved.  All  special missiontext applies even when the mission isattempted and solved with alternaterequirements (e.g., SubjugatePlanet). See Reunion, mission attempt.

 You may not reduce a mission’s point valueto less than zero (e.g., with The Sheliak and Hero of the Empire). A mission without

a point box has no point value (it isundefined) and thus is not affected bycards that change mission point values.

mission II – (The following rules apply tostandard constructed-deck play. Somespecial rules, described in the Warp Speedrules supplement, apply to Warp Speedsealed deck format play.)

Each of these double-sided Mission cardshas a built-in wormhole or outpost. (Seecard type.) They seed normally, and youmay choose which side to have face-upinitially. However, when you are using oneor more double-sided missions, you must

notify your opponent, and after you shuffleyour mission stack he or she is allowed tosee whether a double-sided card is on topand choose whether or not to cut the stack.See Borg – Cooperation .

Each Mission II represents the samelocation as the corresponding originalmission. For example, Secret Salvage andSecret Salvage II both occur at Wolf 359.Thus, you may not include both versions inyour mission selection and if one playerseeds Secret Salvage and the other seedsSecret Salvage II, they must overlap eachother because they are duplicates of Wolf 359. If you solve such a mission, you score

the points on your Mission card. Cards thatspecifically work with the original missionwork with the corresponding Mission II; forexample, Timicin scores 10 points if hehelps solve either Test Mission orTest Mission II. (“Typhon Expanse” and

 “Beta  Stromgren” are corrections of misspellings on the original missions, andare the same locations as “TyphoneExpanse” and “Beta Stromgen.”) 

Built-in Outpost: Mission II outposts do notprevent you from seeding other outposts of the same affiliation. For example, you could

seed one Secret Salvage II, one ExploreBlack Cluster II, and one Klingon Outpostcard. However, you may not establish aregular outpost at a location where youhave a faceup built-in outpost or vice-versaCards that work with regular outposts, suchas Spacedoor, work normally with built-inMission II outposts. If the outpost isdestroyed, any cards in play on the outpostare discarded when the mission is flippedover.

If a built-in outpost must be placed out-ofplay (e.g., a Federation outpost when theBorg disrupt the timeline), the missionshould be flipped to the back side, placingthe outpost conceptually out-of-play (it maynot be rebuilt for the remainder of thegame).

To show that a ship is docked or thatpersonnel are aboard a built-in outpostplace those cards so that the missionpartially overlaps both the seed cards andyour cards aboard or docked at the outpost

Built-in Wormhole:  You may move in either

direction between your [Wmh] mission anda non-[Wmh] mission where you play aWormhole interrupt. You may not movebetween your opponent’s [Wmh] missionand a non-[Wmh] mission. If youopponent nullifies your Wormhole interruptyour ship does not move through thewormhole and you do not flip the [Wmhmission. You may not discard a Space-TimePortal as the Wormhole interrupt (it may bediscarded only as the second Wormholeinterrupt of a pair).

If you move between two of your own[Wmh] missions, flip only one of them(your choice). If you move between you

[Wmh] mission and your opponent’s [Wmhmission, flip only your own mission.

Converting to Space –  When a card allowsyou to convert a planet mission to a spacemission, the following things:

  The icon is replaced with aicon (or, if a dual mission, theicon is removed.)

  If you completed (or scouted) themission, then you havecompleted (or scouted) a spacemission.

   All cards on the planet aredestroyed.

 Any card which has been played or placed

on the planet is destroyed if its conditionsfor being played or placed there include anyof:

  on a planet  on a planet mission  on a planet location  on that planet by name (fo

example, Hotel Royale which“plays on Theta VIII.”)  

Cards which play on a mission or locationbut do not require it to be a planet (i.eDal’rok or Venus Drug) remain. 

mission attempt – Completing missions isthe primary method of scoring points for all

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affiliations except Borg. You attempt  amission by bringing one or more personnelto the mission location and encounteringand resolving any dilemmas which may bepresent. If the personnel remaining after alldilemmas have been resolved have theskills, attributes, and other featuresrequired by the mission (or if you bringmore personnel for another attempt), theycomplete (or “solve”) the mission and scoreits points. A mission may be solved onlyonce per game.

For a mission to be attemptable, it musthave mission requirements (either printedor added by an objective such as EstablishTrade Route), plus one or more affiliationicons (either printed or added by a cardsuch as Bribery) or game text indicatingwho may attempt the mission (e.g., “Anycrew may attempt mission”), on the end of the Mission card facing you. Thus, you maynot attempt ❖Space or ❖Nebula from

either side, or Construct Depot from theopponent’s side. 

 Artifacts seeded at an unattemptable

mission may not be acquired.

To begin or continue a mission attempt, orto complete the mission, at least one crewor Away Team member must match one of the mission’s affiliation icons (if any); other(nonmatching) personnel in the crew or

 Away Team can assist in the attempt.(Dual-icon missions require a matchingpersonnel in both the crew and the AwayTeam. Also, to attempt a space mission, atleast one crew member must match theship’s affiliation. The ship does not have tobe staffed for movement or match themission’s affiliation.) If you lose all matching personnel during the mission

attempt, the mission attempt ends.(However, if you remove all matchingpersonnel during a dilemma encounter witha card that suspends play, such as Flight of the Intruder, but other non-matchingpersonnel remain, the dilemma resolvesnormally with the remaining personnelbefore the attempt ends.)

If an Objective card requires a crew or Away Team of a specific affiliation toattempt or solve a mission, the crew or

 Away Team must include at least onemember of that affiliation (but may includeother affiliations unless otherwisespecified). For example, Establish Dominion

Foothold requires you to solve the missionwith “your Dominion personnel.” A  mixed

 Away Team of Cardassian, Non-Aligned,and Dominion personnel may solve themission. Either player may attempt amission with appropriate personnel,regardless of who placed the card on thespaceline. Mission attempts may be madeat scouted or unscouted locations, but maynot be made at assimilated planets.

Planet missions can be attempted by an Away Team on the planet’s surface (outsidea facility or landed ship). Space missionscan be attempted by the entire active crew

of one undocked ship. (Dual-iconmissions require both a ship with crew inorbit and an Away Team on the planet.)

 A mission attempt is a single action whichmay not be interrupted except by validresponses or actions that suspend play. Seeactions – interrupting. A mission attemptlasts from the time you announce you areattempting the mission until one of thefollowing occurs:•  The entire crew or Away Team is

 “stopped” .•  No one remains in the crew or Away

Team.•   A dilemma prevents the mission

attempt from continuing (e.g.,Radioactive Garbage Scow).

•   All dilemmas are resolved but the crewor Away Team does not meet therequirements to solve the mission.(They are not  “stopped” unlessMission Debriefing is in play.)

•  The mission is solved.

Once the mission attempt is ended by oneof these circumstances (except by solving

the mission), you may reattempt themission on the same turn with “unstopped” personnel (and an “unstopped” ship for aspace mission). This constitutes a new mission attempt, not a “continuation” of theattempt.

While your personnel are attempting amission, if a dilemma is replaced under thatmission, the mission attempt immediatelyends. (Example: your Away Team includingBenjamin Sisko, Bold Captain attempts HuntFor DNA Program and fails to pass ScientificMethod. Since the mission is worth 40 ormore points, Scientific Method does notstop Benjamin Sisko. The dilemma is

returned under the mission, ending themission attempt. Sisko remains unstopped(unless Mission Debriefing is in play) andcould choose to reattempt the mission(encountering Scientific Method again)).

 All Mission cards state what skills and otherrequirements are necessary to complete themission. For example, if a planet missionrequires Computer Skill x2, at least twopersonnel with Computer Skill (or onepersonnel with Computer Skill x2) must bepresent in the Away Team for you tocomplete the mission. However, therequirements for completing  the missionneed not be present in order for the crew

or Away Team to attempt  the mission(encounter dilemmas). (When a missionrequires or allows you to discard cards aspart of completing the mission, thosecards must come from the crew or AwayTeam attempting the mission, not fromyour hand.) See meeting requirements.

When you meet the requirements forsolving a mission, you first score anymission points, then resolve any specialgame text on that mission (or on anyobjectives targeting it), then earn andresolve any artifacts or cards seeded likeartifacts. Equipment and artifacts that say

 “use as equipment” join your crew or AwayTeam; personnel that you seeded joinyour crew or Away Team (if compatible;otherwise they are under house arrest orform a separate Away Team); andpersonnel that your opponent seeded arecaptured. (See capturing. If scoring themission points brings your score to victoryconditions, the game ends immediately andyou do not resolve any artifacts.)

 A mission attempt may not be voluntarilyaborted, either between dilemmas or beforesolving, unless specifically allowed by acard such as Mr. Garak. If you resolve aldilemmas and Q-Flashes and the remainingcrew or Away Team meets the missionrequirements, they must solve the mission(for example, they may not wait until amission specialist joins the Away Team ocrew for bonus points).

Once you complete a mission, its points areyours to keep. Cards which affect a ission’spoints or attemptability (e.g., Supernova,Mordock, The Sheliak, Assimilate Planet) donot affect your score if they occur after the

mission is completed (unless otherwisespecified, as with I Tried to Warn You oHero of the Empire).

 Alternate mission requirements  – A missionattempt using alternate requirementsprovided by an objective is exactly like anyother mission attempt. You do not need tohave the requirements in the Away Team(i.e., you can redshirt), and you score thepoint value of the underlying mission whenyou complete it. The mission cannot thenbe completed with its normal requirements.In order to gain any additional benefitsfrom such an objective (such as EstablishTrade Route’s download of a Fereng

Trading Post and equipment uponcompleting the mission), you muscomplete the targeted mission usingthe objective’s alternate requirements. If an objective allows a different affiliationto attempt a mission than the icons on theMission card, only that affiliation may usethe requirements provided by the objective

mission attempt  – example  – Thefollowing example shows how to attempt aplanet mission with dilemmas and artifactspresent. (A space mission is attempted in asimilar fashion, with an entire ship’s crewinstead of an Away Team. See dual-iconmission.)

Select and beam your Away Team to theplanet, or have them disembark from yourlanded ship or exit from a planet facility. (Aa space mission, select one ship and crewto attempt the mission; undock and/odecloak or dephase the ship, if necessary.)

 Announce that you are attempting themission.

Slide out the bottom seed card under themission and turn it over. Look only at thebottom card. (If you encounter an artifacor a card seeded like an artifact, move it to

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the top of the seed card stack, sliding it justbeneath the Mission card. Artifacts are notearned until the mission is completed.) If more than one copy of any card, seeded bythe same player, is encountered under onemission, any copy after the first is placedout-of-play as a misseed.

Read the first Dilemma card aloud.(Dilemmas are intended to be read by theplayer encountering them.)

Resolve the dilemma following theinstructions under dilemma resolution.Failing to overcome a dilemma that hasconditions immediately “stops” your 

 Away Team and ends that mission attempt. A dilemma without conditions does not “stop”  your crew or Away Team  – theymust continue the mission attempt unlessotherwise specified.•  Personnel who die and ships or

equipment that are destroyed areplaced in your discard pile.(Holographic personnel andequipment are not killed ordestroyed; they are deactivated 

instead.)•  Personnel may be chosen for death orother effects by random selection,opponent’s  choice, or owner’s choice.See ties.

•  In addition to dilemmas, you mayencounter a Q-Flash doorway seededlike a dilemma. When you do, yourcrew or Away Team must collectivelyface a number of cards from youropponent’s Q-Continuum side deck equal to the number of personnelpresent.

Repeat this step for each dilemma (or Q-Flash) in turn until no more remain. Each

dilemma must be resolved in turn beforethe mission can be completed.

Once you have resolved all the dilemmasunder a mission, if your remaining

 “unstopped”  personnel can meet themission requirements, you score themission points and earn any artifactspresent. To score the mission and mark itcomplete, slide the Mission card towardyourself about one-half card length.

The completed mission remains on thetable as a spaceline location, but it cannotbe attempted or scored again.

 Your “unstopped” Away Team is free tobeam back up to the ship and continue if desired. (Failing to complete the missiondoes not “stop” the Away Team.) 

mission continues – See dilemmaresolution.

Mission Debriefing – This event “stops”  personnel after any mission attempt,whether successful or not. For example, if your Away Team resolves all dilemmas butcannot complete the mission, that missionattempt ends (unsuccessfully), and the

 Away Team is  “stopped” if this event is in

play. Additional personnel brought to themission may complete the mission (andthen will also be  “stopped”), but the

 “stopped” personnel from the previousattempt may not assist them.

Mission Fatigue – While this dilemma is inplay atop the mission, treat eachsubsequent dilemma or Q-Flashencountered as if it had the following textbefore  its actual text: “   ‘Stops’ onepersonnel (random selection); cannot getpast unless any other personnel remain.” (A Q-Flash will “stop” only one personnel, notone for each Q-icon card encountered.) Inother words, the randomly selectedpersonnel is not “stopped” until the dilemma is revealed and encountered, butyou must have at least one personnel leftto face the actual dilemma text.

Personnel are “stopped” normally (untilstart of next turn), not for the duration of the countdown. The subsequent dilemma isresponsible for “stopping” the personnel,not the Mission Fatigue dilemma. Seeactions – step 1: initiation, combo 

dilemma.

mission requirements – alternate – Seemission attempt.

mission specialist – See Assign MissionSpecialists.

mix  – This term is interchangeable withmix and cooperate . When a card allowscards of different affiliations to mix , thosecards are compatible.

Mobile Holo-Emitter  – This Equipmentcard may be placed on a deactivated(disabled) holographic personnel. It is

still being “worn”  even if the hologram isdeactivated. “While worn, does not countas an Equipment card” means it cannot betargeted as an Equipment card (e.g., it isimmune to Disruptor Overload, CommonThief, stealing, etc.).

Mona Lisa  – You are directly responsiblefor destroying this artifact if you play acard, such as Disruptor Overload, PlasmaFire, or Loss of Orbital Stability, with theintent of destroying the artifact or the shipit is on; or if you attack or return fireagainst a ship it is on, destroying that shipand the artifact. Playing a spaceline hazard,such as Subspace Warp Rift, which your

opponent is not required to cross, doesnot count. If an outside force that neitherplayer controls (such as a Borg Ship or aSubspace Warp Rift) destroys the ship, thenno points are lost.

Montana Missile Complex – Seeding aPhoenix  from outside the game beneaththis time location is mandatory. If you donot have a Phoenix  to seed, you may notplay the time location.

 “Once Phoenix  has taken off or Vulcan Lander has landed here, nullifies Stop FirstContact” means that all Stop First Contact

objectives are nullified for the rest of thegame (similar to the once in play rule).

The Phoenix  that takes off to nullify StopFirst Contact must be the one seeded undethe time location, not a played copy.

Mordock  – If you participate in any battleat any time during the game (before oafter you score points with Mordock), youlose any bonus points already scored withthis personnel’s skill, and you may noscore any further points from his skill. Youhave participated in a battle if you attack oare attacked by your opponent or anotheforce (such as Rogue Borg or the Borg Shipdilemma), whether you return fire or not. IfMordock is killed, captured, loses his skilletc., you keep the bonus points scored aslong as you do not battle (but the pointsare still lost if you battle after he is killed).

Mortal Q  –  This personnel’s CUNNING o “Q”  is an undefined attribute. It is noaffected by the value of “Q” defined by ArQ-ologist or The Higher... The Q-er. Seeskills, once in play.

mortally wounded – See stunned andmortally wounded.

most cunning, strongest, highest totalattributes, etc. – See ties.

movement  – There are two kinds omovement:•  Normal movement  – often indicated by

the word “move.” This is the defaultype of movement when a card doesnot specify otherwise. “Stopped” cardscannot perform normal movement.

Normal ship movement  includes using

RANGE, landing, taking off, launchingloading, docking, undocking, timetravel (Orb of Time, first function oTemporal Vortex), and use of cardssuch as Wormholes, TranswarpNetwork Gateways, and BajoranWormhole. Normal movement requiresfull ship staffing.

Normal personnel movement  includebeaming, walking between sitesboarding and disembarking from adocked, landed, or carried shipentering and exiting from a planefacility, time travel, and placing apersonnel on an Assimilation Table.

•  Relocation  – identified by the word “relocate” (Mysterious Orb, secondfunction of Temporal Vortex) or by aeuphemism such as “hurl” (Gomtuu)

 “transport” (Maman  Picard), or “musfollow” (Temporal Wake). Relocationdoes not require full ship staffing, and

 “stopped” cards may be relocated. 

 You may move a card any number of timesduring your turn (except by walking).

Whenever a card or rule allows or requiresyour personnel to move (e.g., Security

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Office, Emergency Transporter Armbands,walking between sites), they may carryEquipment cards with them. You may nottransfer any card into space unless a cardspecifically allows you to do so (e.g.,

 Airlock, Anti-Matter Pod).

 Your staffed ship can move along your sideof the spaceline in either direction. Thedistance your ship can move on one turn islimited by its RANGE. You determine howfar it can travel by adding up the spannumbers on each Mission card the shipmoves to (or passes), not counting thelocation where it begins. For example, threeconsecutive missions A, B, and C on aspaceline have spans of 2, 4, and 3. A shipstarting at mission A will use 7 RANGE toreach mission C, and 6 RANGE to returnfrom C to A.

 A ship does not have to move all of itsRANGE on a turn. A ship can stop at eachlocation as it moves, or it can “warp past”  locations without stopping there (but stillusing RANGE). A ship flying by a locationcannot affect, and is not affected by, cards

at that location (unless the card says itaffects ships passing by), even if an actionsuspends play at the moment the ship ispassing the location. For example, if play issuspended when a ship is passing the❖Nebula mission and the opponent scores

points while play is suspended, that shipdoes not face a dilemma.

 You may move any number of ships onyour turn, but they must move one at atime (not as a “fleet”). See movementbetween quadrants.

movement between quadrants  – Anygame text which allows or requires a card

to move directly from one location toanother may potentially relocate or allowthat card to move to a different quadrant.Examples of cards that can work acrossquadrants include Bajoran Wormhole,Mysterious Orb, Iconian Gateway,Transwarp Network Gateway, Go Back Whence Thou Camest, Where’s Guinan?,and Wormhole.

However, if game text uses the wordspaceline or a reference to distance (e.g.,nearest or farthest location, or a span) inthis context, the movement is restricted tothe current spaceline. In other words, “toany other spaceline location” means “to any

other location on this spaceline,” “farthestplanet”   means “farthest planet on thisspaceline,” etc. Examples of cards that arelimited in this way include The Traveler,Where No One Has Gone Before, MagicCarpet Ride OCD, Dr. Q, Medicine Entity,Gomtuu, and Love Interest dilemmas. SeeHippocratic Oath.

movement between time location andspaceline – See time travel.

Mr. Scott (The Motion Pictures) – Thispersonnel’s special skill allows him to meet 

two staffing requirements: one using astaffing icon found on his card ([Cmd],[AU], or [CF]), and any  other staffingrequirement (whether he has that icon ornot).

multi-affiliation cards  – Multi-affiliationcards have two or more affiliation icons.Their skills and other features may differaccording to their current affiliation “mode.” Declare the affiliation of a multi-affiliationcard when you seed or play it face-up(personnel or ship affiliation must becompatible with the facility where itreports; an outpost’s affiliation must matchan affiliation icon on the mission) or whenyou earn it (if seeded under a mission).

 A multi-affiliation card (including a dual-personnel card) may use only oneaffiliation at a time, but you may change itsaffiliation at any time (between othergame actions), any number of times duringthe course of the game. For example, Lursaon the Sisters of Duras cannot be [Klg]while B’ Etor is [Rom]; if Major Rakalencounters Zaldan while in [Fed] mode, she

cannot change to [Rom] mode during themission attempt.

When a multi-affiliation personnel is aboardyour ship or facility, you may not changethe affiliation of either the Personnel cardor the ship/facility if it would cause thatpersonnel to be placed under housearrest. You must remove the personnelfrom the ship/facility before changing itsaffiliation. You may notsimultaneously change the affiliations of one or more Personnel cards, ships, and/orfacilities; each change is a separate gameaction. Thus, if the Sisters of Duras areaboard the Cha’Joh, both in Romulan mode,

you may not change either the Sisters of Duras or the Cha’Joh to Klingon modewithout removing the Sisters first.

If a multi-affiliation personnel, whosefeatures are dependent on their affiliationmode, is assimilated or made Non-Aligned(e.g., by Memory Wipe), they may stillswitch “modes” as a game action.

In the Voyager and later expansion sets,dual-affiliation cards are printed with twodifferent border colors, one for eachaffiliation. The affiliation icon matching theborder color appears on the left in eachcase. A card with one border color is a

copy of the same card title with the otherborder color, and they have identicalgameplay.

If a report or download requires apersonnel’s affiliation to match a ship orfacility, you must report or download thepersonnel in matching affiliation mode(without creating a house arrestsituation). For example, to use DominionWar Efforts to download Dar withoutdiscarding  Assign Support Personnel,you must download him in [Dom] mode toa [Dom] ship or facility. If you download

him in [Hir] mode to a [Hir] ship or facilityyou must discard Assign Support Personnel

Multidimensional Transport Device  –This equipment may be beamed along withthe personnel it is affecting, or left behindSee corresponding, mirror universe.

multiple targets – See battle – ship.

Multiplexor Drone (Nine of Seventeen) – This personnel’s skill allows its ship to fireWEAPONS against multiple targets during abattle, if a current objective or other card(e.g., Gowron of Borg) allows targeting omultiple ships, or if returning fire ocounter-attacking. For example, if youopponent attacked any of your forces onthe previous turn, and he has two ships andan outpost at the location of that attackyour Borg Cube with a Multiplexor Droneand two other [Def] Borg aboard mayattack both ships and the outpost with 24WEAPONS against each  of the threetargets. See battle  – ship  – multipletargets.

must do nothing but – See actions – required.

Mutation – This interrupt is discarded afteyou shuffle the top two cards of youdiscard pile into your draw deck or discarda card to draw two. See actions – step 3results.

Mysterious Orb  – See HQ: Return Orbto Bajor, anywhere,  AssimilateCounterpart.

Naomi Wildman – This personnel doublesthe first-listed skill of other personnel only iit a regular skill. See skills, skills  –

modifying.

Naprem  – See affiliation and shiporigin.

native quadrant  – All personnel, shipsand facilities are native to the AlphaQuadrant, except those that have a gammaΓ, delta Δ, or mirror M icon. See reportfacility.

native to this timeline  – See timelocation.

Navigate Plasma Storms  – Thisobjective’s probe result applies to each

Badlands Region where there is a shipThus, for example, a facility in the mirroBadlands Region is not affected by a flareup or maelstrom unless there is a shipthere. A cloaked ship (but not a phasedship) in the Badlands triggers probing forand may be damaged or destroyed by, thisobjective. See cloaking and phasing.

Near-Warp Transport – You may use thisinterrupt to transport through a Q-Net, buit does not allow you to overcome anyobstacles to beaming. It may not target adocked ship.

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nearest planet, etc. – See ties.

nebula – A location is a nebula if it has theword “nebula” in its card title or lore. 

❖Nebula – This mission may seed only in

the Alpha Quadrant and is not attemptable(it has no mission requirements).

If you play Scan to initiate a ship battle atthis mission location, you do not also get to

scan a mission’s seed cards. 

Dilemmas may be seeded under thismission.

If you have an undocked, uncloaked,unphased ship at the location with any crewaboard (not disabled, in stasis, or underhouse arrest) when your opponent scorespoints, that ship and crew must face thenext dilemma under the mission. If youhave more than one ship at the location,you choose which ship will face thedilemma. Docked ships, empty ships, andships moving past the mission (even if points are scored while play is suspended)

are not affected. This is not a missionattempt, does not require  “unstopped” personnel, full staffing, or a personnelmatching the ship’s affiliation, and does notallow acquisition of artifacts seeded underthe mission. See movement.

Needs of the Many, The  – A Tactic card just placed as a damage marker is “aboutto destroy your ship” if that marker willreduce the HULL integrity to 0 or less. A dilemma is  “about to destroy your ship” if your opponent is not using a Battle Bridgeside deck and the dilemma damages analready-damaged ship a second time (or a

dilemma is destroying it in battle); or if 

its direct effect is to destroy the ship ratherthan damage it (e.g., Cosmic StringFragment).

nemesis icon [Nem]  – Nemesis iconsidentify a relationship between personneland/or ships that lead to the destruction of one of the pair. Two cards that have anemesis relationship will have icons of thesame color but pointing in differentdirections.

If two or more personnel or ships withopposing nemesis icons are present witheach other at the end of a player’s turn,that player must choose one of them to be

immediately killed (personnel) or destroyed(ships), regardless of ownership. (If anemesis ship is cloaked or phased, it is notaffected by  – and cannot affect  – anexternal nemesis.) This is not a battle.

For example, if your Pralor Unit 3947 is ona planet with your opponent’s Cravic Unit122 at the end of your turn, you mustchoose one of them to be discarded. If youhave left your Pralor Unit 3947 aboard yourCravic Warship at the end of your turn, youmust choose one to be discarded. (If youchoose to destroy the ship, all personnel

aboard  – including Pralor Unit 3947  – willbe killed.)

Neural Servo Device – See control.

Neutral – An affiliation consisting of onlya few cards (not a full affiliation). Whilesimilar to Non-Aligned, neutral cards areneither an aligned affiliation nor Non-

 Aligned.

❖Neutral Outpost – Errata:

Seed one at any  [S] mission OR buildat any [S] mission where you have anyENGINEER. Does not repair ships. Seerepair.

Next Emanation, The – This card gains acountdown icon of [2], and the followingerratum:Seeds or plays on table. Opponent’s non- ❖ personnel discarded from play 

are placed under here instead of in discard pile.

Next Generation icon  –  A card with this icon is related to the Star 

Trek: The Next Generation television series(including the Star Trek: Generations  movie). It has no built in gameplay functionand will be referenced on other cards. 

Nexus, The  – This doorway destroys allships present when it is placed on the farend of the spaceline; when it moves to anew location at the end of every turn; andwhenever a ship moves to or appears at itslocation. See appears, far end of spaceline.

 A player may relocate their personnel fromunder The Nexus either while it is on thespaceline or after it is placed on table.

Personnel under The Nexus are in play andmay use skills when appropriate, but maynot initiate personnel battle.

Personnel under The Nexus are notconsidered present with each other.They cannot battle each other, or enable oruse any text that requires them to bepresent with another personnel.

If The Nexus is returned to the spaceline,or is played without being encounteredduring a mission attempt, its end-of-turnmovement is towards the far end of thespaceline.

Nightmare – This incident is not nullified if the number of cards in hand is momentarilyreduced below the number of stored cardsduring the resolution of a card such asMasaka Transformations.

NO  – Indicates an undefined attribute,as in “NO INTEGRITY.”  

No Way Out – This incident does not forceyou to initiate battle. If your personnel areinvolved in a battle while it is in play,mortally wounding or stunning is notoptional. If you use this incident to place a

dual-personnel card in your point areayou score points only for the INTEGRITY oeach individual on the card who has Honox2. For example, if Sons of Mogh are killedin battle, you score points only for Worf.See in play.

Non-Aligned – An affiliation. Non-Aligned(and Neutral) cards are compatible with(may mix and work with) cards of anyaffiliation (except Borg). Thus, personneand ships of all affiliations may report foduty at Non-Aligned or Neutral outpostsbut incompatible personnel or ships maynot mix aboard or dock at the outpost atthe same time. Non-Aligned and Neutracards may initiate battle against anyaffiliation, including their own. In all otherespects, the Non-Aligned and Neutralaffiliations work exactly like otheaffiliations.

 All Non-Aligned personnel of Cardassian orFerengi species remain Non-Aligned byaffiliation.

non-Federation, non-[Fed]  – A non

[Fed] Away Team, crew, or force is onethat contains no [Fed] cards.

Nor – Generic term for a Cardassian-originmining station, a type of facility.

Nor, control of  – See facility.

normal card play – See card play.

normal speed – See actions – required.

not duplicatable  – See unique anduniversal.

not repeatable – See combo dilemma.

nullify – To nullify a card is to cancel anddiscard it. If a card is nullified before itresolves, the nullified card has no results.

 “Destroy” on a card means the same as  “nullify” (except in the context of physical destruction such as battle, Black Hole, orSupernova). See actions – step 2:responses.

The effect of a card can be nullified withoutthe card itself being nullified. For example,Hugh nullifies the attack of a Borg Shipdilemma, not the dilemma itself.

 “May be nullified by...” – A card containing

this phrase may be nullified by the cardlisted, as well as any other applicablenullifying cards. For example, Frigid is a Qicon event which  “may be nullified by FireSculptor.” It may also be nullified by KevinUxbridge or by Q-Flash.

 “May be nullified only by...” – A cardcontaining this phrase cannot be nullified byany cards other than the one listed. Foexample, interrupts may normally benullified by Amanda Rogers. However, theQ-icon interrupt, Gift of the Tormentor

 “may be nullified only by Countermanda,

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so it is immune to Amanda Rogers (and Q-Flash).

 “May not be nullified.” – A card containingthis phrase may not be nullified by any card(unless another card specifically states thatit nullifies that card by name). For example,Hide and Seek, when used as a Q-iconevent, “may not be nullified.” It cannot benullified by Kevin Uxbridge, Mercy Kill, Q-Flash, or any other card that may normallynullify events or Q-icon cards.

Nutational Shields  – Erratum:Plays on your ship. SHIELDS +2 for each ENGINEER-classification personnel aboard. 

Obelisk of Masaka – Erratum:Seeds or plays on table. Each time a card provides multiple card draws, only one may be converted to a download. Also, to move or initiate battle, each ship with one or more staffing icons (and each Interceptor) requires at least two crew members aboard. Once each turn (unless opponent has The Mask of Korgano in 

 play), you may download Masaka Transformations targeting yourself, then discard incident.

 You may use this incident to downloadMasaka Transformations only during yourown turn. It does not allow you to convertcard draws to downloads; it limits thenumber of card draws you may convert todownloads using another card with such afunction, such as the Borg Queen.

objective – A card type representing anassignment or task to perform, which mayscore points or provide other benefits. Itmay play on the table, or play on and affect

another card. A seedable objective mayseed during any seed phase unlessotherwise specified.

Playing an Objective card uses your normalcard play.

 An objective may require you to target(select) a ship, planet, personnel, etc. If thetarget of the objective is removed from playor becomes an invalid target, the Objectivecard is immediately discarded. Otherwise,the objective remains in play until nullified,discarded, or relocated according to itsgame text. Once an objective is completedor resolved and is relocated somewhere to

mark this (e.g., Establish Gateway, Hero of the Empire), it may no longer be nullified.Points for an objective with a point box arescored when the objective is successfullycompleted. Performing other listed resultsof the objective are additional results andhave no effect on scoring the points.

 A  Borg player is limited to one Borg UseOnly [BO] current objective at a time. Anyplayer may have any number of non-[BO]objectives in play at a time.

Observe Ritual – This mission is not ahomeworld.

Obsidian Order – See skills – using.

occupied ship  – Your ship is occupied  if you have any crew aboard. See emptyship.

Ocett – See Non-Aligned.

Odo – See equipment.

off line – See damage.

Omega Particle  – This event may playonly  on your outpost, even if downloadedwith Harness Particle 010.

on planet  – Cards which are in a planetfacility or aboard a ship landed on a planetare also “on planet.”  

on table –  A card that “seeds on table” or  “plays on table” is placed in a special areaon the table away from the spaceline. Cardson the spaceline are not considered to be

 “on table.”  

once each (every) turn – See once perturn.

once in play – When a card has an effect “once in play,” that effect continues for therest of the game, even after the card is nolonger in play (unless another cardspecifically cancels the effect). For example,Mortal Q’s restriction  box says, “Once inplay, your Q-Continuum is inactive.” Even if Mortal Q is killed, your Q-Continuumremains inactive for the rest of thegame. However, if you nullify (discard) yourMortal Q with Immortal Again, your Q-Continuum is reactivated, as stated onImmortal Again. See rest of game.

once per game  – When a card has aneffect that may be used “once per game” (including special downloads), you may usethat card’s effect only once during a game,no matter how many copies of that cardyou have in play during that game (evenuniversal cards). For example, you maydownload Reflection Therapy only once pergame with Suna’s skill, even if you playmultiple copies of Suna. You and youropponent may each use such text once pergame if you each control a copy of thatcard. If the same “once per game” skill isincluded on different cards, you may usethe skill once for each card; for example,

you may use the ability to destroy seedcards once per game for Ajur and once pergame for Boratus.

 “Twice per game” and “thrice per game” work similarly – you may use such an effectonly two or three times per game,regardless of how many copies of the cardyou have in play.

once per turn  – A card whose effect islimited to use “once per turn,” “once eachturn,” or  “once every turn” can be usedonly once during a turn regardless of thenumber of copies of that card you have in

play, except for cards with a universal ❖

icon and cumulative cards. Each copy of a❖ or cumulative card may use a “once pe

turn” effect once during a turn.

One  – This personnel shares skills fromother Borg present (but they do not sharehis skills). See skill-sharing.

He has built-in transporters, as stated in hislore, and needs no ship or facility

transporters to beam. Like all personnel, hemay carry equipment when beaming.

Oof! – Erratum:This card has the [Ref] icon, and thefollowing erratumNullifies Fightin’ Words. OR Place each Amanda Rogers, Kevin Uxbridge, andQ2 in  opponent’s point area out o play; opponent loses 5 points for each(Immune to Amanda Rogers.)  

Open Diplomatic Relations  – Eachseeded copy of this objective allows you toseed one treaty during the doorway seedphase.

Operate Wormhole Relays – Seewormholes – movement through.

Ophidian Cane – This artifact is played asa response to saying “Devidian Door,allowing three Personnel and/or Equipmencards to be reported to the samedestination.

opponent’s choice – See selections.

opposing  – An opposing  personnel, shipor facility is one controlled by youopponent and which is not cloaked, phaseddisabled, or in stasis. See unopposed

Patrol Neutral Zone.

opposite  – See persona, mirrouniverse.

Ops – The affiliation of a personnel or shipdownloaded to any site using this site’s textmust match the affiliation of the Nor. Atreaty makes cards compatible but nomatching affiliation. You are norequired to have a personnel in Ops inorder to download a card to any site. Onlythe destination site must be unopposed.

 A “card which may play there” is one whichis allowed to play there by the text of the

destination site (e.g., Security Office, “SECURITY -classification personnel andhand weapons may report here”), or by itsown text (e.g., Weapons Locker “plays on... Security Office”). If an additional card isrequired to allow the card to play there, imay not be downloaded (even if theadditional card is present). For exampleyou may not download a non-SECURITYBajoran to Security Office even if TheEmissary is there; you may not download aBreen CRM114 to the Security Office even ia Breen or arms dealer is there.

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Orb Negotiations  – You may seed anynumber of  different  Orb artifacts (noduplicates) under this mission, in place of the single artifact normally allowed at amission.

Orb of Prophecy and Change – On thisartifact, “Insert it anywhere within yourdraw deck” refers to the top card of yourdraw deck that you just looked at, not theOrb itself.

orbiting – See in orbit.

Ore Processing Unit  – If youcommandeer your opponent’s DS9 withKlingons, it is under Klingon control. Youmay process ore (using the Process Oreobjective) even if you have Bajorans aboardand a Klingon/Bajoran treaty in play, butonly with a [Klg] ENGINEER or SECURITY personnel at this site. Seecommandeering, facility – Control of facilities .

Organ Theft – See immune.

Original Series icon [OS]  – This iconappears on Personnel, Ship, Facility,Equipment, and other cards from theoriginal Star Trek  series, as well as a fewcards from Star Trek: Deep Space Nine™ . Itis used as a special staffing icon and forother purposes defined by game text.

other  – Refers to any appropriate targetthat is not the physical card referenced. 

out-of-play  – When directed to place acard out-of-play , place it in a pile separatefrom the discard pile. A card placed out-of-play may not be returned to the game byany means (except by reversal of a Black 

Hole). Discarded cards are not out-of-play(although they are not in play, either).When you place any card out-of-play(including unused seed cards), you mustfirst show it to your opponent.

outpost  – A kind of facility. Outposts arespace facilities. If you have no outpost inplay, no player may play a card requiringyou to return a personnel or ship to youroutpost, nor may you choose an effect on acard that would require an outpost.

The Bajoran, Cardassian, Federation,Ferengi, Klaestron, Klingon, andRomulan Outposts have errata:

Seed one OR build where you have a (affiliation/species) ENGINEER.

The card titles of the Bajoran, Borg,Cardassian, Federation, Ferengi,Husnock, Klaestron, Klingon, Neutral, andRomulan outposts have been errated toexplicitly include the word “Outpost” and

the ❖ icon. The Primary Supply Depot and

Remote Supply Depot are revised to havethe❖ icon.

outpost – built-in – See Mission II.

Outpost Raid –  “If at your outpost” meansif you encounter this dilemma at a locationwhere you have an outpost, whether it is aplanet or space mission. “Outpost” does not include other types of facilities. Personnelaboard the outpost are not affected by thedilemma.

outside the game  – A card brought infrom outside the game may not be one of your cards currently out-of-play or a copyof one of those cards. Any cards added toyour deck from outside the game (e.g.,Phoenix  seeded under Montana MissileComplex or the contents of a First Contactexpansion pack added by AddDistinctiveness) must be removed at theend of the game, and your deck restored toits original condition.

overlays – Borg – See assimilation  – personnel.

owner – The owner of a card is the playerwho originally stocked that card in theirgame deck. All cards temporarily controlledby the opponent (e.g., captured,

commandeered, assimilated, stolen) arereturned to their owner at the end of thegame.

Palor Toff  – Alien Trader – See discardpile.

Panel Overload  – You may use only onecopy of this incident to kill a Computer Skillpersonnel each time your opponent plays aScan or Full Planet Scan. See cumulative.

Parallax Arguers  – This interrupt hasmultiple functions. During initiation of thecard play, you must declare which functionof the interrupt you are using and meet any

conditions for using that function. If you donot meet the conditions for that function, itis an invalid card play and the card returnsto your hand. See actions  – step 1:initiation.

The condition for using the first function of the card is that “that [the previous gameaction] was cool.” This means that you say it was cool , and your opponent does not disagree with you . (He does not have toactively agree.)

The condition for using the second functionof  the card is that “you just argued” overthe coolness of the last game action. This

means that you said it was cool , and youropponent disagreed . No other “arguments” count for this card.

Here’s how to play Parallax Arguers (PA ) forthe first two functions:

1.  Just after a game action is completed,say  “That was cool,” and attempt toplay PA. If your opponent does notdisagree, carry out the results of thefirst function: place the PA in yourbonus point area, with X=5. If youropponent disagrees, return the PA to

your hand; it was an invalid cardplay(the condition was not met).

2.   You now meet the conditions for thesecond function. If you want to usethat function , say, “We just argued,and play the PA. Carry out the resultsof the second function: play an Evencard from your hand, and place the PAin your bonus point area with X=0. Iyou do not want to use this functionyou don’t have to. 

3.  Here’s how the third function(nullifying another PA) works:

i.  I play a PA (for coolness). X=5but...

ii.   You respond by playing a PA tonullify my PA. Mine is discardedfor yours, X=10, but...

iii.  I respond by playing another PAto nullify yours. Yours is nowdiscarded; for mine, X=15.

In other words, if we play a chain of PAseach one nullifies the previous one, and the

last player to play a PA scores a total of 5points for each PA in the chain. All PAsexcept the last, unnullified one arediscarded. The last one goes in its owner’sbonus point area. Unless nullified, thisinterrupt is placed in your bonus point arearegardless of its use, even if its point valueis 0. (X=5, 0, or “opponent’s Arguers points+ 5.”) Thus, it may not be retrieved andreused after using it to play an event.

Particle Fountain  – You may play thisinterrupt only on a mission that youcompleted.

particle scattering device  – A type o

ship’s special equipment. It has no builtin function, but is activated by the ParticleScattering Field card.

passing locations – To “pass” or “fly bya location (e.g., for Cargo Bay, SubspaceWarp Rift, or Hail), your ship must move toit from one location and away from it to adifferent one, all using span numbers. Theship is not considered to pass a mission if imoves away from it back in the direction itcame from (e.g., picking up someonestranded at the end of the spaceline), or iit moves to or from the mission withouusing span numbers (e.g., Wormhole).

Patrol Neutral Zone – Revised lore:Neutral Zone Region • Nebula 

There are “no opposing ships in NeutraZone”  if your opponent has no opposingships (including landed and docked shipsat any location that is part of the NeutraZone (see regions of space). Seeunopposed, cloaking and phasing.

Paul Rice – This personnel may nullify oneEcho Papa 607 Killer Drone per turn.

P’Chan – See Lansor.

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Penalty Box – This Q-icon event is not acapturing-related card.

Persistence of Memory – This artifact “reverses” the effect of one of a number of  cards. The following entries are the officialdefinitions of “reverse” for the cardsaffected by Persistence of Memory:

Horga’hn – Artifact allows opponent to takedouble turns from now on. (Notcumulative.)

Thought Maker  – Look at your draw deck for ten seconds and rearrange as desired.

Mona Lisa  – If destroyed, the opponent of the player directly causing the destruction(if any) loses points. (Not duplicatable.)

Static Warp Bubble – You must discard onecard before ending each turn. (Notcumulative.)

Kivas Fajo – Collector – Opponent choosesany player to immediately draw three newcards from the top of their draw deck.

Discard event after use.

The Traveler: Transcendence  – Thatplayer’s opponent must draw one extracard at the end of each turn. Also, while inplay, nullifies Static Warp Bubble. (Notcumulative.)

Devidian Door – Allows you to send a card “to  the future.” Whether or not youcurrently have a Devidian Door in yourhand, at any time say  “Devidian Door” andtake (from anywhere in play) one of yourPersonnel or Equipment cards to your hand.However, any time during your next turn,you must show opponent a Devidian Door

from your hand and place it out-of-play, oryou lose the game. (Note that you playPersistence of Memory on the  “DevidianDoor” announcement, not when the Doorway card is shown.)

Black Hole  – Remains a location with spanof 1. Every four full turns, inserts one new❖Space location from outside the game

(regardless of out-of-play restrictions). Alternates, first inserting one on your left,then on your right, and so on. (Notduplicatable.)

Supernova – Remove from mission (discardevent). Everything previously destroyed

there remains destroyed except Missioncard (which is restored and may beattempted unless already solved).

 Anti-Time Anomaly  – Regenerates literally ALL personnel from discard piles (bothplayers’ cards) at the end of your third fullturn, unless anti-time anomaly destroyedfirst. Players take turns placing theirpersonnel anywhere personnel can normallyexist in play (regardless of uniqueness andreporting restrictions).

persona – Two Personnel or Ship cards areinstances of the same persona if they are

duplicates (copies); or if they have theexact same card title; or if one has theother’s name in boldface type in its lore; orif they both have the same persona namein boldface type in their lore. The presenceor absence of [AU] icons does notdetermine whether two cards are instancesof the same persona.

 You may not have more than one instanceof the same non-universal persona in playat the same time, including cards whichhave been captured, commandeered,assimilated, or are otherwise controlled byyour opponent, unless a card specificallyallows it. You may have multiple instancesof a universal persona in play. See uniqueand universal.

 You and your opponent may each have acopy of the same non-universal persona inplay. Examples: Jean-Luc Picard (Premiere),Jean-Luc Picard (First Contact), Locutus of Borg, and Galen are all instances (differentversions) of the same persona (the “Jean-Luc Picard”  persona). You may have onlyone of them in play at a time. Admiral

Picard and Lt. (j.g.) Picard are instances of different personas (one from Barash’sillusion, and one from an alternatetimeline). You may have Jean-LucPicard and Admiral Picard (for example) inplay at the same time.

Starship Enterprise (The Trouble WithTribbles) and Starship Enterprise  (TheMotion Pictures) are two instances of thesame ship persona; you may have only onein play at a time. U.S.S. Enterprise  andFuture Enterprise are instances of differentpersonas; you may have both in play at onetime.

 You may have any number of copies of ❖ Linda Larson in play at the same time; theyare all instances of the Linda Larsonpersona. Only one copy may probe (onceper game) for Visit Cochrane Memorial if It’s Only a Game is in play. You may also

have any number of copies of ❖  Starship 

Constitution  (The Trouble With Tribbles)and ❖  Starship Constitution  (The Motion

Pictures) in play at one time.

Two nonidentical instances of the samepersona are not duplicates (e.g., forDoppelganger) or copies, and may not besubstituted for matching commanders,mission requirements, etc., if they do not

meet other applicable criteria (same name,matching commander lore, etc.). Forexample, The Emissary is not the matchingcommander for the U.S.S. Defiant , whichstates that Benjamin Sisko is itscommander.

Some cards, such as Delta Quadrant SpatialScission and Clone Machine, allow you tohave more than one copy of a uniquepersonnel (or ship) in play, but do not allowyou to have more than one version  of aunique persona in play. For example, if youhave two copies of Tom Paris in play, you

may not exchange one for a Captain Protonfrom your hand.

Treat non-duplicatable facilities in the sameway, i.e., you may not have more than oneinstance of a non-duplicatable station

 “persona” (such as Deep Space 9 and TerokNor) in play at the same time.

The persona rule does not apply to othecard types such as events or interrupts. Seecard titles.

Persona replacement  – When you have oneversion of a personnel or ship persona inplay and a second version of that samepersona in your hand, you may exchangethem at the start of your turn for free(Facilities may not be exchanged.) All cardsaboard or played/placed on the first version(e.g., Orb Experience, Framed For Murder)and any rotation damage, are transferred tothe second version, if applicable. Thosecards not applicable return to their ownershands. You may not replace the samepersona more than once at the start of aturn. Replacing a persona is not a card play

or reporting for duty. See exchangingcards, in play.

Persona replacements involving dualpersonnel cards must exchange versionsof both personas on that card. For exampleyou must replace Sisters of Duras with bothLursa and B’Etor (or vice versa). 

To replace one version of a persona withanother, the first version must have beenoriginally played under, and still be underyour control (not your opponent’s). Thusyou may not replace your personnel or shipwhich has been captured, commandeeredabducted, or assimilated; and you may no

replace a Jean-Luc Picard you assimilatedfrom your opponent with your Locutus oBorg. (You can still play your Locutus ofBorg, because you did not play Jean-LucPicard.) See Add Distinctiveness.

Impersonators  – A personnel who has abold italic  “persona name” in its lore, anda diamond-shaped infiltration icon, is animpersonator , not a true version of thatpersona. An impersonator may not beexchanged for any version of that personaand may not be substituted for a matchingcommander, mission requirement, odilemma condition, cure, or nullifier. Seespecies.

Mirror versions  – A personnel who has abold italic  “persona name” in its lore, anda mirror quadrant icon, is a mirror versionnot a true version of that persona. You mayhave both in play at the same time. Regulaversion(s) of a persona are called theopposites  of the mirror version, and viceversa. For example, the mirror universepersonnel Mr. Quark is the opposite versionof Quark, Lumba, and Quark Son of Keldarand he does not qualify as Quark unless thereference is to “any Quark.”  

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 A mirror version may not be exchanged fora regular version of that persona and maynot be substituted for a matchingcommander, mission requirement, ordilemma condition, cure, or nullifier (unlessthe requirement is for “any [name]”). 

personnel – A card type representing acharacter from the Star Trek universe.Personnel have eight differentclassifications and three attributes  – INTEGRITY, CUNNING, and STRENGTH.These classifications and attributes, alongwith skills listed on the cards (e.g.,Navigation or Stellar Cartography), are usedto overcome dilemmas and completemissions. Personnel also may have iconsindicating such features as ship staffingability, origination in an alternateuniverse or timeline, Orb experience, ormembership in the Maquis. (Borg have noclassifications, and have specialsubcommand icons.)

personnel  – seeded  – Some game textallows you to seed Personnel cards under amission (e.g., Cryosatellite, Rescue

Prisoners, Tora Ziyal, Q-Type Android).Such cards are seeded face-down, likeartifacts, and are earned when the missionis solved or a Borg objective targeting themission is completed (if the Survey Drone ispresent). (Mirasta Yale is an exception;she seeds like a dilemma and is earnedwhen encountered.) Seeded personnel thatyou own join your crew or Away Team, if compatible; otherwise they are placedunder house arrest (on a ship) or forma a separate Away Team (on a planet).Seeded personnel owned by your opponentbecome your captives. See capturing,misseeds.

personnel movement – See movement.

personnel type  –The eight personneltypes are OFFICER, ENGINEER, MEDICAL,SCIENCE, SECURITY, V.I.P., CIVILIAN, and

 ANIMAL. All personnel types appear asclassifications; some also appear asskills. If a card requires a personnel typewithout specifying either a classification ora skill, either will satisfy the requirement.

Phased Matter – Revised text: Away Team is split into two Away Teams (owner’s your choice). Only the smaller team may beam up Larger team is phased and cannot beam until 

cured by ENGINEER and SCIENCE  present in another Away Team on  planet.

If you split the Away Team encounteringthis dilemma into two groups of equal size,designate one the “larger” group. If there is only one personnel in the Away Team, yourtwo “groups” contain one and zeropersonnel. The smaller Away Team mustcontinue the mission attempt (if possible).

Like phased ships, phased personnel areboth invisible and untouchable. They arenot affected by external phenomena (e.g.,

The Sheliak), and may not affect non-phased cards (e.g., engage in battle withnon-phased cards, attempt or scoutmissions), but remain vulnerable to globaleffects caused by changes in the timeline(e.g., Anti-Time Anomaly, Stop FirstContact). See cloaking and phasing,Thine Own Self .

Phased personnel are initially unaffected bya Supernova, but will be killed uponexposure to space (except Borg orandroids).

Phaser Burns – Errata:If you have phasers or disruptors  present during an Away Team a  personnel battle, before a winner is determined randomly select two opposing personnel stunned cards to die.

phasing – See cloaking and phasing.

phasing cloak  – This special equipmentallows a ship and its crew to go “out of phase” with the universe. The ship is both

invisible and untouchable, and thus can flythrough planets and other navigationalobstructions. While phased, the shipreceives a RANGE enhancement asindicated on the card providing the phasingability. See cloaking and phasing.

Phoenix – This ship must be undocked tobe in orbit of a planet and worth bonuspoints. If reported in space, it is consideredconceptually to have already taken off andso cannot take off again if landed. “NO WEAPONS” is an undefined attribute.See Montana Missile Complex.

Picard Maneuver – Erratum:

If you initiated ship battle with your matching commander aboard your ship, it appears to be in two places at once and has a 50/50 chance to avoid all damage this battle.

Picard’s Artificial Heart  – This Q-iconartifact can be stocked only in your Q-Continuum side deck . When youropponent encounters it, immediately seed itunder the mission where encountered.Whenever the mission is completed (orscouted), you  –  the card’s owner – alwaystake it into your hand. See meetingrequirements.

Plain, Simple Garak  – This personnel’s special skill allows you to perform apersona replacement at any time, ratherthan only at the start of your turn. He maybe replaced only by another true version of the Elim Garak persona. (The [AU] Garak and [MQ] Security Chief Garak are not trueversions of the Elim Garak persona.)

planet facility – A planet facility is anyheadquarters or station which says that itseeds or plays on a planet (whether itnames a specific planet or not).  All  otherfacilities, including all outposts, are spacefacilities.

Plans of the Obsidian Order and TaShiar – The personnel with Obsidian Ordeor Tal Shiar skill must be at the missionlocation where you play your Espionagecard for free. You do not need such apersonnel in play to use the other functionsof these objectives.

Plasma Fire – The ship is damaged by thisevent at the end of each of the turns othe ship’s owner, beginning at the end othe owner’s next turn. 

play phase  – After the seed phases areover, shuffle your draw deck and place iface down on the table. Draw seven cardsto form your starting hand. (There is nolimit to the number of cards you may holdin your hand during the game.)

The starting player (chosen before the seedphases began) takes the first turn, thenplayers alternate turns until one playescores 100 points, or until both playersdraw decks run out. See winning thegame.

played as – See card types.

playing an affiliation (non-Borg) – Youare  “playing [affiliation]” or are an

 “(affiliation  name) player” if you haveplayed, seeded faceup, or seeded facedown and acquired, any personnel, ship, ofacility of that affiliation, or used a multiaffiliation card you seeded or played in thataffiliation mode at any time during thegame, regardless of whether any suchcards are still in play. Your opponent’s cards that you control with Brainwash, CetiEel, etc., or that have been reported to youby The Naked Truth, do not cause you to

be  “playing that affiliation.” See playingBorg.

playing Borg  – You are playing Borg (oare a  “Borg player”) if you stock any[Borg]-affiliation personnel, ships, ofacilities (or any [Borg Only] cards) in yougame deck or in any side deck, even if youhave not seeded or played them. If playingBorg, you may not stock any non-[Borg]affiliation cards. You are not playing Borg iyou stock non-[Borg]-affiliation Borgpersonnel such as One or Icheb.

point box  – A point box on a card maycontain a number (a point value) or a

variable such as X or 10X. “A point box” isany point box regardless of its contents. “Apoint box with a number” is one with just anumber and no variable.

When a card refers to a mission point box “showing at least 40 points,” it means the actual number printed on the card, nowhat the mission may be worth. Thus, thepoint box on Quest for the Sword alwaysshows 40 points, even after The Sheliakarrives and makes the mission worth 0points. Likewise, Reunion’s point box neveshows any points, although it may be worth15 or 40 points.

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 points  –  “Scoring points” refers to anychange in a player’s score, either gaining orlosing points. A card with a negative pointvalue reduces your score by those points,possibly resulting in a negative score. Forexample, if your score is 0 and you score adilemma with a –10 point value, your scoreis  –10. Points scored from Mission cardsand [Borg Only] Objective cards are non- bonus  points. Positive or negative pointsfrom any other source are bonus points .When points are transferred betweenplayers, the changes in score are treatedindependently. For example, if you nullify apoint loss from Mandarin Bailiff withBribery, your opponent still gains points. If you are playing Borg and cannot gainbonus points, your non-Borg opponent willstill lose them.

If a card, such as Intermix Ratio or Inthe Zone, says that certain points “do notcount toward winning,” those points are notcounted in your final score for the game(whether you win or lose), either fordetermining a winner and loser or for

calculating differential. The points are notlost or cancelled, and still count for otherpurposes, such as passing Dead End.

pooling skills – See Blood Screening.

Post Garrison  – See cloaking andphasing.

Prefix Code Transmission  – You mayplay this interrupt on your ship if it is firingon a multi-affiliation ship that has anaffiliation icon matching yours, even if thetarget is not currently in that mode.

Prepare Assault Teams – Activating this

objective is a valid response to the initiationof personnel battle, activating all its text.

 You may download a weapon or useSECURITY as a leader even if you do notsplit your Away Team. If you split yourpersonnel, each assault team must have atleast one personnel card in it; it may notconsist solely of Equipment cards. If youinitiated the battle, your assault team thatyou choose to participate in the battle mustcontain a leader (unless counterattacking).Prepare the Prisoner  – See capturing-related.

present  – Your personnel and equipmentare present together (or “with” each other)

if they are in the same crew or Away Team.Personnel who are “stopped,” disabled, instasis, or under house arrest form aseparate crew or Away Team during yourturn. (See Away Team and crew.)

 Your personnel and equipment in aseparate crew or Away Team may notcontribute skills or enhance others to battle,to solve missions, or to overcome, nullify,or cure dilemmas or Q-icon cards during amission attempt. They may not trigger orbe targeted by dilemmas or Q-icon cardsencountered by the attempting Away Teamor crew.

 Your personnel are present with youropponent’s personnel if they are on thesame planet (but outside a facility or landedship), or on the same ship, facility, or site.

 You may not benefit from your opponent’s personnel who are present with yours,unless a card affects “all” of a type of personnel present, but they may beadversely affected. Examples:•   Your Kahlest increases the STRENGTH

of your Klingons with Honor during apersonnel battle or mission attemptonly if she is participating in the battleor mission attempt.

•   Your K’mtar’s attributes are enhancedonly by your Alexander Rozhenko inthe same Away Team or crew.

•   An android in stasis or under housearrest will not trigger, or be “stopped” by, Chinese Finger Puzzle.

•   Your opponent’s personnel may passon a Coalescent Organism to one of your personnel on the same planet.

•   Your opponent’s Targ enhances STRENGTH of “all non-Targ Klingons...where present,” including your 

Klingons.

If a dilemma “holds” or otherwise separates part of a crew or Away Team (for example,

 Alien Abduction), your other personnel maybe considered “present” for purposes of curing that dilemma, even during themission attempt.

 “Aboard” (a ship or facility) is used interchangeably with “present” for manyspace dilemmas and other cards. Forexample, dilemmas which affect personnel

 “aboard”  during a mission, scouting, orcommandeering attempt affect only thecrew participating in the attempt. Personnel

on a ship or facility who are intruders,disabled, or under house arrest may beaffected later by dilemmas that enter playor by other cards that affect personnel

 “aboard,” but they may not contribute traitsor skills for staffing ships, for curing ornullifying dilemmas that have longtermeffects, or for such cards as Paxan

 “Wormhole,” Defiant Dedication Plaque,Kurlan Naiskos, or Navigate Plasma Storms.See “stopped.”  

 Your personnel (and equipment) arepresent with other cards (e.g., event,interrupt, or doorway cards, seeded cardsoutside the context of a mission attempt,

dilemmas that enter play) if they are on aship or space facility at the space locationwhere the card is played or seeded (orwhere the card is moving down thespaceline); on the planet surface (outside afacility or landed ship) where the card isplayed or seeded; on a ship, facility, or siteon which the card is played; or present witha personnel on which the card is played.

 A seeded card may not be nullified by apersonnel “present” until it is encounteredin a mission attempt. Examples:•   A personnel wearing Ocular Implants

may look at a seed card under a

planet mission if he is on the planetsurface, and under a space mission ifaboard a ship or facility at thelocation.

•  Guinan may nullify Frame of Mind ishe is in the encountering Away Teamor crew, or (after the mission attemptif she is present with the affectedpersonnel. She may nullify The WhaleProbe if she is in the encountering

 Away Team or, after it enters play, ishe is aboard a ship or space facility aits location.

•  The human ENGINEER who enablesprobing for Visit Cochrane Memoriamust be on the planet surface, not in alanded ship or facility.

•  Borg Nanoprobes can nullify YouGalaxy Is impure on the planet surfaceor aboard a ship at its location.

•  John Doe can nullify an Espionagecard on either a planet or spacemission.

Two ships or facilities are present with eachother if they are either in space at the samelocation or on the same planet. A ship is

present at a site if it is docked at that site. A ship is present at a mission if it is at themission location. It is present for a missionattempt or dilemma encounter only if thecrew of that ship is attempting the mission.(Quantum Singularity Lifeforms is anexception.)

 An artifact just earned is not present (e.g.for Kivas Fajo or HQ: Return Orb to Bajor)unless it joins the crew or Away TeamThus an Orb of Prophecy and Change ispresent with the Away Team when earnedbut a Mysterious Orb or Horga’hn is not. See  Away Team and crew, here, inplay, location, “stopped.”  

preventing stops  – See missionattempt. 

prevents  – See actions  – step 2responses.

Primary Supply Depot  – ErratumThis facility is now universal.

This outpost may be seeded at any nonhomeworld Gamma Quadrant missionregardless of affiliation icons. It may not bebuilt later. See repair, Ketracel-White. 

probing – Probing is a feature of some

Objective and other cards which uses cardicons to determine a randomized outcome.When a card requires or allows you toprobe, you do so at the end of your turn(just before your card draw) by revealingand examining the top card of your drawdeck, called the probe card . (If your drawdeck is empty, you may not probe.)

•  Start with the first icon in theobjective’s probe list. If that iconappears anywhere  on the probe card(in game text, as a staffing icon, etc.)first replace the probe card on youdraw deck and then execute the

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appropriate outcome for that icon.(Thus, if the outcome allows you todownload a card from your draw deck,the probe card will be shuffled into thedeck before you take your end-of-turncard draw.) If not, look for the secondicon in the probe list, then the third,and so on. Always examine the iconsin the probe list  from top to bottom,and execute only the first appropriateoutcome. The position of the icon onthe probe card is irrelevant.

•  If none of the icons in the probe listappear on the probe card, but theword “Otherwise”  appears at the endof the probe list, replace the probecard on your draw deck and executethat outcome.

•  If there are no icon matches and no “Otherwise” in the probe list, simplyreplace the probe card. This is definedas probing with no outcome .

Some probe outcomes “complete” the objective (e.g., the last outcome on

Navigate Plasma Storms) and tell you todiscard it or relocate it as a marker. Otheroutcomes allow the objective to remain inplay (e.g., both of the outcomes onPromenade Shops). You may continueprobing on successive turns until theobjective is nullified, discarded, orcompleted. As an example, Visit CochraneMemorial has the following text:

[Fed], [Obj]: “Oooh.”  Draw one card.[Ev], [Int]: “Aaaaah.” Play one card.[Fajo], [Eq]: “Wow!” Download one card.[NA], [Door]: “I thought it’d be bigger.”  Discard one card.

The probe list consists of the icons. Theoutcomes are “Draw one card,” “Play one card,” and so on. If either the [Fed] or[Obj] icon appears anywhere on the probecard, replace the probe card on your drawdeck and then execute the outcome “Drawone card.”  (You will draw the probe card.)This is the appropriate outcome, even if another icon, such as [NA], also appears onthe probe card and regardless of the orderin which those icons appear. For example, if the probe card is Chakotay (either the gold-bordered or blue-bordered version), youexecute the “Draw one  card” outcome forhis [Fed] icon.

 All outcomes allow you to continue to probeon each turn that you have an unopposedhuman ENGINEER present.

If two or more cards allow or require you toprobe, announce all of them at once andreveal only one probe card (using it toresolve the probes in any order you wish).However, cards which instruct you to

 “immediately  probe” are resolvedindividually, without waiting for the end of your turn.

If a Borg objective involves scouting a shipor location, you may probe only after

scouting is complete, and not at the endof the same turn you completed scouting.

 Also, you may not probe to complete anyBorg objective (except one that says

 “immediately probe”) if your Borg cardsparticipated in any battles at the location of the objective’s target during your currentturn or during your opponent’s previousturn.

If a card has received errata that gives it anew icon, treat that card as if the icon wereprinted on it for purposes of probing. Forexample, Tasha Yar – Alternate is asuccessful probe for Under Fire. SeeCaptain Proton cards, Mirror Image.

Process Ore – See Ore Processing Unit.

Procurement Drone (One of Eleven)  – This drone may steal any equipment cardfor the Borg to use, regardless of thatequipment’s affiliation restrictions.However, the Borg never use handweapons. See stealing.

Proficiency Drone – See Seven of Nine.

Protect Shipment – See WEAPONS.

protecting cards – When a card, such asReady Room Door or Intruder Alert,downloads and protects another card fromnullification, the card is placed to protectthe downloaded card only after theopponent declines or fails to nullify thatevent. A hidden agenda card may not beprotected until after it has been activated.

Protouniverse  – If you nullify thisinterrupt, the “Subspace Seaweed” dilemmais discarded also.

punishment icon [Pun]  – A card withthis icon is capture related. More cards willreference this icon in the future.

 “Pup”  – See disabled, Birth of “Junior.”  

pursuit icon [Purs]  – This icon marks acard as being related to pursuit of variousobjects or vessels. It has no built ingameplay function and will be referencedby other cards in the future.

Q – Revised text:Unless 2 Leadership and INTEGRITY>60, stops crew or Away Team. Discard dilemma.

Q-Continuum side deck   – This sidedeck is made up of cards identified by the[Q] icon. You can have as many Q-iconcards in your side deck as you like, evenduplicates. The side deck is activatedduring the doorway seed phase by a Q-Flash doorway seeded face up on top of theside deck.

Seed more Q-Flash doorways like dilemmasunder any mission (no more than one permission) to cause your opponent to facethe cards in your Q-Continuum. (AdditionalQ-Flash doorways may be stocked in your

draw deck or Q’s Tent for nullifying Q-iconcards or for seeding during the game usingthe objective Beware of Q.)

When your opponent encounters a Q-Flashunder a mission, his crew or Away Teammust collectively face a number of cardsfrom your Q-Continuum side deck equal tothe number of personnel present. (Seedual-icon mission.) Draw and resolve Qicon cards one at a time. If the same Qicon card occurs more than once during agiven Q-Flash, discard any duplicateswithout drawing more cards to replacethem. (If you encounter one copy of aQ-icon dilemma seeded under a missionusing Beware of Q, and another copyduring a Q-Flash at the same mission, bothcards have their effect.) When you havefinished resolving the required number ocards, discard the Q-Flash doorway.

 Your used Q-icon cards from your side deckdo not go to your discard pile if you have aQ-Continuum side deck. Instead, wheneveone of them is discarded or otherwiseleaves the table, place it face up

underneath your side deck. When your sidedeck runs out of facedown Q-icon cardsshuffle the face-up cards and place themface down again underneath your seededQ-Flash doorway. (Q-icon cards that comeinto play from any source other than youQ-Continuum side deck, such as Q-icondilemmas seeded under a mission withBeware of Q, are discarded normally afteuse, even if you also have a side deck.)

If an entire crew or Away Team is killed,captured, relocated, or otherwise unable tocontinue a Q-Flash, do not draw anyremaining Q-icon cards. Unless otherwisespecified, a Q-icon dilemma encountered

during a Q-Flash does not “stop” a crew or  Away Team that cannot meet itsrequirements.

 You never  encounter your own QContinuum side deck. If you encounter a QFlash, regardless of who seeded it, youencounter your opponent’s Q-Continuum. Iyour opponent does not have a QContinuum side deck (or if its doorway isclosed), discard that Q-Flash.

Q-Flash  – This doorway seeds like  adilemma; it is not used as a dilemma and isnot affected by cards that affect dilemmasSee card types, Q-Continuum side

deck .

Q-icon cards  – Cards identified by thespecial [Q] icon, representing actions of Qor one of the other Q entities, come intoplay only through a special Q-Continuumside deck , unless a card’s text allows themto be used in another way (e.g., Q’s PlanetHide and Seek, Beware of Q). (If so, you donot need a Q-Continuum side deck, or anyseeded Q-Flash doorways, to use thesecards.)

 Although labeled as interrupts, events,

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dilemmas, and other card types, theycannot normally be used the same way asother cards of those types. The objectivecard Beware of Q allows Q-icon dilemmas(but not other Q-icon card types) to seed asnormal [S/P] dilemmas. Q-icon cards canbe nullified in the normal ways (dilemmasby Q2, events by Kevin Uxbridge, andinterrupts by Amanda Rogers) unlessotherwise specified. See nullify.

 A Q-icon card that contains the phrase “until any Q-Flash” has its effect only untilthe next Q-Flash card is played from a handor encountered by any crew or Away Team,then is discarded.

Q-Net – This event affects only Ship cards.It has no effect on The Sheliak, the BorgShip dilemma, Calamarain, The Nexus, etc.See adjacent.

Q-related dilemma  –  The phrase “Q-related dilemma” (on Q2 and Adapt: NegateObstruction) refers to regular Dilemmacards with Q’s name in the title, such as theQ dilemma, Q’s Vicious Animal Things, and

Q Gets the Point, and to any Q-iconDilemma card. A Q-Flash doorway is not aQ-related dilemma.

Q the Referee – Revised text:Delete the second sentence as irrelevant,as these cards now all have the [Ref] icon.

When you use this incident to play a [Ref]card with a Hidden Agenda icon for free,you must show the card to your opponentto verify its [Ref] status before playing itface down on the table. Activating thisincident does not suspend play and is not avalid response to any action. You mayactivate it only between other actions. The

incident must already be face up before youmay suspend play to download another[Ref] card. See icons in game text.

Q-Type Android  – When your Personnelcard is seeded by your opponent under Q’sPlanet with the second function of this Q-icon dilemma, it is no longer in play untilearned when the mission is solved. Seepersonnel – seeded.

If two copies of the same personnelare seeded there, the second oneencountered will be a mis-seed and placedout-of-play (if revealed by your opponent,he cannot solve the mission).

If a Borg is altered by this dilemma, theirbiological distinctiveness or speciesbecomes android and their STRENGTH is+4 (but they are still Borg). A holographicpersonnel who is altered by this dilemmaremains “hologram  species;” it is now ahologram of an android with increasedSTRENGTH. If a dual-personnelcard containing an android and anon-android is selected for the firstfunction, the species of both personnel arealtered. The android becomes human andthe non-android becomes an android.

Q2 – Erratum:Nullifies any Amanda Rogers OR Kevin Uxbridge just played, OR nullifies any Q-related dilemma. [0]  See Q-related dilemma.

Qapla’! – In Federation Standard, the title,lore, and game text of this interrupt wouldread:

SUCCESS!When threatened, fight. When in doubt,surprise them. Brute strength is not themost important asset in a fight. Real poweris in the heart. A Klingon does not run awayfrom his battles.If an opponent attacks you, during thatbattle your Klingons with Honor addINTEGRITY to STRENGTH. (Notcumulative.)

Q’s Fantasy Women – Errata:EVENTThis Q-icon card is an EVENT (as indicatedby the game text “Discard event”), not a DILEMMA. See helps.

Q’s Planet  – This Q-icon mission is notseeded at the beginning of the game, butcomes into play later. (See Q-icon cards.)

 You may stock it either in your Q-Continuum side deck  or in your Q’sTent. When your opponent encounters thiscard from your Q-Continuum, youimmediately insert it anywhere in the

 Alpha Quadrant spaceline, regardless of where it is encountered and even if thereare no missions yet on that spaceline.

Starting with your opponent, both playerstake turns placing seed cards under themission (up to 3 each). You may not “pass” during the seeding until you have no cards

left to seed. You may place seed cards onlyface down under the mission and all normalseeding and mis-seed rules apply.

If stocked in your Q’s Tent, Q’s Planet maybe retrieved normally by playing a Q’s Tentfrom hand (or by a card that allows it to bedownloaded). You may insert it into the

 Alpha Quadrant spaceline as your normalcard play (or play immediately if downloaded). Players then place seed cardsas described above. While it may not benullified by a counter-card (such as Q-Flash), Q’s Planet may be destroyed by aSupernova or Black Hole. Once destroyed,its game text requiring an additional 40

points to win is no longer in effect. Seenullify.

Treat this mission like a unique mission incase of duplication. If you attempt to play acopy of  Q’s Planet when your opponent’scopy is already on the spaceline, place yourcopy on top of the one already in play. It istreated by both players as “their” missionfor all purposes, including Fair Play. Seeseed phases.

Like any unique mission, Q’s Planet can besolved only once per game. If it isdestroyed after being solved, any copy

subsequently played by any player entersplay already solved, and no cards may beseeded there.

Q’s Tent  – This doorway requires you tochoose a target card to take into your handas part of initiating the card play. Announcethe play of  Q’s Tent (without naming atarget card), look through your Q’s Tenside deck and choose a card, and show ito your opponent, who may then respondby nullifying the Q’s Tent or revealing aComputer Crash. See actions  – step 1initiation.

 After you play this doorway, you may nodraw any cards for the remainder of theturn. See card draw.

Q’s Tent side deck  – This side deckallows you to stock up to 13 different cards(no duplicates) which you can accessduring play. You may stock any card in youQ’s Tent side deck except a Q-icon card(unless allowed by the card), or a TacticTribble, or Trouble card.

Cards that must normally be seeded (e.g.,missions, dilemmas, and artifacts) can beplaced in your Q’s Tent, but you will not be able to use them unless a card allows i(Q’s Planet, Hide and Seek, Starry Nightetc.). The side deck is activated during thedoorway seed phase by a Q’s Tent doorwayplaced face up on top of the side deck.

There are three ways to retrieve cards fromQ’ s Tent:

•   You may stock additional Q’s Tendoorways in your draw deck. You maythen play a Q’s Tent doorway fromyour hand at any time during you

turn (subject to normal timing rulesto take a card from your Q’s Tent sidedeck (either randomly or selectivelyas described on the card) into youhand. You may then play the cardnormally from your hand, wheneveyou may legally play that card. Youmay not play a Q’s Tent from youhand if your Q’s Tent side deck isempty.

•   You may use a card that allowdownloading to access cards stockedin your Tent.

•  Some cards specifically allow you totake cards from Q’s Tent (e.g., Q’sPlanet, Hide and Seek).

If the seeded Q’s Tent doorway is closedyou may not retrieve cards from Q’s Tenunless a card explicitly allows you to accessa closed Tent.

quadrant rule – See report.

Quantum Drone (Six of Eleven)  –Erratum:When on your ship, may download an  Alternate Universe Door in place oone card draw. 

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Quantum Fissure  – A cloaked or phasedship present does not keep you frompassing this dilemma. See cloaking andphasing.

Quantum Singularity Lifeforms  – Anyship of Romulan affiliation or origin at themission location will trigger this dilemma(not just the ship attempting the mission).Only ships and personnel at the locationwhen the dilemma is encountered(including personnel aboard a facility at thelocation) are placed in stasis; ships andpersonnel arriving later do not enterstasis. Any player may bring in a newENGINEER or play Emergency Transporter

 Armbands to cure the dilemma and releaseall ships and personnel from stasis. Seeaffiliation and ship origin.

Quantum Slipstream Drive  –   “FullRANGE”, which must be available in orderto use this event, includes a ship’s printedRANGE plus enhancements. The ship musthave nothing reducing its RANGE and musthave used no RANGE yet this turn.

quarantine – When a card places a ship,facility, or planet under quarantine,personnel may board the ship or facility, orbeam to the planet, but none may leaveexcept in the following circumstances:

If a dilemma instructs you to move orrelocate a personnel (either as a conditionfor passing the dilemma or as part of theresults), it requires you to move them outof a quarantine. For example, LoveInterests, Hippocratic Oath, Make Us Go,Tarellian Plague Ship, and Abandon Ship!all override quarantines. Other card types,such as Mysterious Orb, do not  overridequarantines.

Quark’s Bar – See report.

Quark’s Isolinear Rods – This incidentnullifies cards preventing you from playinga Q’s Tent only  when you are actuallyplaying one. For example, it will not nullifya Revolving Door on your Q’s Tent sidedeck when you are trying to download acard from there.

Quash Conspiracy – This mission’s special text “No ship-to-ship beaming” does not restrict beaming to and from an outpost ora dilemma (Tarellian Plague Ship).

Queen’s Borg Cube – See Borg Cube.

Quinn – You may play up to three copiesof this interrupt per game. Each copy isplaced in your bonus point area (if successfully played) or in your discard pile(if nullified) after use. That is, one Quinndoes not nullify three cards. See once pergame.

Radioactive Garbage Scow – Erratum:Place on spaceline here. Mission cannot be attempted where present.Ship with Tractor Beam and 2 ENGINEER can tow scow.

When this dilemma is encountered andplaced on the spaceline, the missionattempt ends immediately. (It does notaffect Borg scouting.) The ship and crew(or Away Team, when encountered on aplanet in the Female’s Love Interest & Garbage Scow combo dilemma) are not

 “stopped,” because the dilemma has noconditions.

Rager – See helps.

Raise the Stakes  – This event is bannedfrom tournament play.

random selection – See selections.

ranks and titles – See characteristics,matching commander.

rationing – See Ketracel-White.

Reaction Control Thrusters – When youmove a facility with this event, any dockedships are carried along (this is not normalship movement), while undocked ships

are left behind.

Reactor Overload – For this incident, youhave  “processed ore to draw two cards” if you create two card draws during one turnusing the Process Ore objective, even if youconvert one or more of those draws todownloads or other actions.

There are no conditions for placing thisincident on a ship or facility for the secondfunction. The incident is “used” and returnsto hand even if there are no androids,[Holo] personnel, etc. aboard to affect.

Ready Room Door – You may dispose of 

this doorway in any of the three wayslisted, whether it was used to download amatching commander or a Captain’sOrder. See protecting cards.

 You may download another matchingcommander to a ship that already has oneaboard (though the ship may not benefitfrom more than one, such as with Captain’sLog).

Reassimilate Lost Drone  – Once youachieve a successful probe for the first iconin this objective’s probe list [Def], andabduct the target, you ignore that probeicon in subsequent probes. Only the

second outcome is relevant once the targethas been abducted.

Rebel Interceptor – See interceptor.

Receptacle Stones  – When youencounter a dilemma with this artifact inplay, apply the dilemma first to your ownship, then to the opponent’s ship, as if ithad just encountered it at that ship’s ownspaceline location. Both [S] and [S/P]dilemmas encountered at a space missionaffect the opponent’s ship. 

Recruit Mercenaries  – The negativepoints for this event are scored (“paid”) athe location where you download themercenaries. See Altonian Brain Teaser.

Red Alert! – Revised text:Plays on table. In place of your normacard play, you may report for duty anynumber of Ship, Personnel, andEquipment cards.

Interrupts may not be played between theindividual cards reported, but each cardplay may be responded to appropriatelySee card play, actions – group, actions –  “just” .

reduced attribute  – See attributemodifiers.

referee icon [Ref] – This icon is used byQ the Referee.

Reflection Therapy – This objective canchange a regular skill that does not actuallyappear in a skills box, but was added by anEquipment card, Mot’s Advice, etc. If the 

personnel is separated from the Equipmentcard, or Mot’s Advice is nullified, discard theReflection Therapy objective, because thetarget skill no longer exists.

The new skill may be selected only at thex1 level. If the replaced skill is at the x2level, the entire skill is replaced. Foexample, you may change Honor x2 toTreachery. See present, Assign MissionSpecialists, skills – modifying.

Refuse Immigration – See WEAPONS.

Regenerate  – If seed cards such asdilemmas or artifacts are shuffled into you

deck using this event, you may not use odiscard them unless a card specificallyallows it. See discard pile, discarding.

The Regenerate card is discarded after thedeck regeneration is complete.

Regent Worf   – When this personneassigns a new matching commander to aship, this supersedes the ship’s previousmatching commander, if it had one. (Theassigned personnel must match the ship’saffiliation.)

The assignment remains in effect until hereassigns it, even if Regent Worf is no

longer aboard that ship or leaves play.

Matching commander assignments are fospecific copies of a Personnel card and aShip card; they do not extend to othecopies of a universal ship or personnel.

Reginald Barclay (The Borg) – Thispersonnel scores bonus points only formissions you solve while he is in play.

regions of space  – Certain missionlocations are known to be in the sameregion of space (as defined in the missionlore). Also, other cards may form locations

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that belong to a region (e.g., the AlphaQuadrant end of the Bajoran Wormholecreates a location in the Bajor Region).

Whenever a regional card is being added tothe spaceline, it must be placed (orinserted) next to another location in thesame region, if possible. Some cards, suchas ❖Space, Gaps in Normal Space, Blade of 

Tkon, and the Q dilemma, allow non-regional locations to be inserted betweenregional locations. Such inserted cards arenot considered to be part of the region(unless specified on the card). Thus, forexample, a ship is “in the Neutral  Zone” only when it is actually at one of theNeutral Zone mission locations listed below.

The following regions of space are definedfor pre-Deep Space Nine cards: the NeutralZone Region, consisting of  CovertInstallation, Iconia Investigation,Investigate “Shattered  Space,”  andPatrol Neutral Zone; and Sector001 Region, consisting of EspionageMission (Earth) and Reunion (Mars).These missions have errata defining their

regional status.

Beginning with the Deep Space Nineexpansion, regional missions are clearlyidentified in the lore as regional (e.g., AlterRecords, “Bajor Region • Bajor”). The following additional regions now exist: theBajor Region, the Cardassia Region, theBadlands Region, the Demilitarized Zone,theMirror Universe • Bajor Region, theMirror Universe • Badlands Region, theNekrit Expanse Region, and the Briar PatchRegion.

related  – See equipment (for MEDICALrelated, etc.), Empok Nor-related, Q-

related, etc.

Release This Pain  – St. John Talbot,General Korrd, and Caithlin Dar (unless theyare also controlled by Release This Pain),cannot work with others controlled by thisincident if incompatible with them.

Relics of the Chase – Erratum:Seeds or plays on table. Once per battle, your Hirogen may capture an opposing personnel he just stunned. Also, once each turn, your Hirogen using a Hirogen Talon may place in  point area one opponent's personnel he just killed in personnel battle (or, if 

he is an Alpha-Hirogen, one captive he is escorting); score points equal to that personnel's highest printed attribute. See bonus point area.

relocation – See movement, movementbetween quadrants, time travel.

REM Fatigue Hallucinations – Entire crew or Away Team dies in three of your full turns unless 3 MEDICAL present OR ship returns to outpost first.

This dilemma affects only the crew or Away

Team that attempted the mission andencountered the dilemma. It will not affectother personnel who later join the AwayTeam, or other crew members if the AwayTeam beams back to a ship.

Either cure (returning to and docking at anoutpost, or bringing 3 MEDICAL to theaffected personnel) earns the 5 pointbonus. Returning to another type of facilitydoes not count.

Remodulation – Errata:Nullifies Adapt: Modulate Shields. OR “Remodulates” your hand. Discard one or two cards and draw an equal number from the bottom of your draw deck.

Remote Supply Depot  – Erratum:This facility is now universal.

This outpost may be built at any missionwith a Dominion affiliation icon in eitherquadrant. It may not be seeded. Seerepair, Ketracel-White.

repair – If your ship’s damage is indicatedby your opponent’s damage markers, youmay remove one damage marker (randomselection) at the end of each of your turnsthat ship remains docked at an outpost thatmakes repairs or a Docking Pylons site forthe full turn.

Whenever a ship or facility is fully repairedby a card such as Defense System Upgrade,Exocomp, or Spacedock, remove all of itsdamage markers. Damage markers are alsoremoved if the ship or facility leaves playfor any reason (for example, being returnedto hand or placed out-of-play).

If your ship’s damage is indicated by card rotation (because your opponent is notusing a Battle Bridge side deck), you mayrepair it by docking at an outpost thatmakes repairs or a Docking Pylons site fortwo of your full turns. Any outpost canmake repairs unless its text says it doesnot. A Spacedock played on a facility allowsimmediate repair of ships that dock there,even if the facility itself does not allowrepairs. Facilities may be repaired onlyby a card that allows it, such as DefenseSystem Upgrade.

replacing cards  –  See exchangingcards.

report  – Personnel, Ship, and Equipmentcards must normally report for duty  to acompatible outpost, headquarters, site, orother place that allows reporting (i.e.,personnel may not normally be reporteddirectly aboard a ship or to a planet). Placethe card face up at the facility or site andannounce the card name, then stack thecard under the facility or on top of thesite. Small Tribble cards may report “anywhere.”  You may not report any card(except a ship) into space.

When a facility or its site  allows you toreport a card for duty, you may do so onlyif that card and the facility are both in theinative quadrant. (Equipment cards arenative to all quadrants and thus may reportto any appropriate facility that is in itsnative quadrant.) For example, your Mornmay not report to Quark’s Bar or downloadto Cargo Bay on Mirror Terok Nor. Alsowhen a site allows you to report (odownload) cards, you may do so only if thatNor also has at least one docking site.

If the card allowing a card to report foduty is not  a facility or site (such as TheEmissary or Devidian Door), the card mayreport to any quadrant (even if it happensto be reporting aboard a facility) unlessotherwise specified by the game text; and adocking site is not required on the NorThus, you may  report cards outside theinative quadrant using cards such as AssignMission Specialists, Assign SupporPersonnel, Spacedoor, Space-Time Porta(report with crew function), Sleeper TrapBorg Cube, Temporal Micro-Wormhole, andBarzan Wormhole. (However, if a card

requires that a card match the affiliation oa homeworld , it must also match thehomeworld’s universe . See mirroruniverse.)

 A ship, even if landable, always reports inspace (usually docked) unless a cardspecifically allows or requires it to reportlanded. For example, you may not report aRebel Interceptor landed, but a RomulanShuttle downloaded with Hidden Fightemust report landed (“Downloads ... to you

 Away Team on a planet”). 

Reporting a card is synonymous withplaying a card. Any personnel, ship, o

Equipment card  “played” by any means(e.g., normal card play, Devidian Doordownloading into play) is  “reporting foduty.” Any action that may or must takeplace upon reporting takes place atthe time of play.

Personnel seeded under a mission (e.g.with a Cryosatellite, under RescuePrisoners, Mirasta Yale) have alreadyconceptually reported for duty. Thus, theydo not report for duty when acquired, busimply join your crew or Away Team (iyour opponent seeded them, you capturethem). See personnel – seeded.

 Actions dependent on reporting cannot takeplace. Persona replacement is not a cardplay or reporting for duty, but an exchangefor a personnel who already reported foduty. See exchanging cards.

Selected or shared features or skills do notexist until you have reported the personnefor duty. For example, the card Soong-type

 Android may not report to a site allowing acertain classification to report, because ihas no classification before reporting; skillsare not shared by drones being reported toa hive with skill-sharing enabled, until afte

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they have been reported. See skills  – modifying. See showing your cards.

report with crew – When a card allows aship to report with crew , you may reportthe ship with any number of compatiblePersonnel and/or Equipment cards from your hand aboard (you may not downloadthe cards unless specified). You must reportat least enough personnel to meet thestaffing requirements. Each card is reportedas a separate sub-action of the report with crew group action, and may be respondedto appropriately. See action – group.

Reporting with crew replaces your normal card play, except for the reports allowedby Space-Time Portal, Sphere Encounter,and Barzan Wormhole. You may not replacean additional card play, such as oneallowed by Delta Quadrant Spatial Scission.

When a ship’s text allows it to report with crew, you may not use that text incombination with game text allowing theship to report in some other way. Forexample, if you download Bajoran Raider

with Hidden Fighter, it may not report withcrew.

If game text does not use the phrase report with crew , it is not a report with crew action, even if it allows you to report a shipwith specified personnel aboard (e.g., I.K.C.T’Ong, Retask).

Reported Activity – Revised text:Navigation + Honor x2 OR Navigation + ENGINEER x2 

reporting for duty – See report.

required action  – See action  – 

required.

re-selecting skills  – See skills  – modifying.

Res-Q – See discard pile.

rescue – See capturing.

Resistance Is Futile  – See HarnessParticle 010.

responses – See actions – step 2:responses.

Ressikan Flute – This artifact is worth a

variable number of points (it does not scorepoints each turn), depending on thenumber of personnel with Music skill youhave in play (not the number of Musicskills). For example, if you have fourpersonnel with Music skill in play when youearn the Flute, it is worth 20 points. If youreport another Music personnel for duty, itis worth 25 points. If two of thosepersonnel are killed, it will be worth only 15points.

Two copies of a universal personnel withMusic cannot both affect the value of theFlute at the same time. See cumulative.

rest of game – When a card has an effectthat lasts for “rest of game,” the effectcontinues even after the card is no longerin play (unless another card specificallycancels the effect). For example, Tomalak of Borg says, “For rest of game, all yourships have Cloaking Device.”  Your shipscontinue to have Cloaking Deviceseven if he leaves play. See once in play.

restriction box – Some personnel havelimitations listed just above their skills in anarea called a “restriction box.” These arenot skills and are not affected by cards thataffect skills.

retaliation – See Kova Tholl.

Retask –  When this event is played, anydamage (either rotation damage or damagemarkers) on the Borg Ship dilemma istransferred to the Borg Cube. Seeexchanging cards.

Replacement of a Borg Ship dilemma with adownloaded universal ❖ Borg Cube and the

seven specified drones is not a reportwith crew action; you may not  reportadditional Borg (or Equipment cards) withthe seven drones.

return to a facility – See docking.

return to hand – Cards that are returnedto hand always return to their owner’shand. See in play.

Reunion – Revised lore:Sector 001 Region • Utopia Planitia,Mars Station

If you solve this mission with the alternate

requirements of Subjugate Planet, its pointvalue (and therefore the STRENGTHrequirement of the objective) still dependson whether you have Miracle Worker,Cantankerousness, and/or Spock present inthe Away Team.•  If none are present: 0 points,

STRENGTH>0 required.•  If one is present: 15 points,

STRENGTH>30 required.•  If all three are present: 40 points,

STRENGTH>80 required.See point box, mission attempt.

reveal  – When a card such as All Threestells you to reveal  cards, both players are

allowed to see the cards.

reverse  – When a card is reversed , thatcard has its game text conceptuallychanged to work in an opposite way. Toensure consistent gameplay, an officialdefinition is established in each case. SeeIntruder Force Field, Persistence of Memory.

revised text  – Cards with revised gametext or lore (both errata and clarifications)are listed in Appendix A. See eachindividual entry for the actual revision. Also,see the Conversion Rules for a list of 

Second Edition  Compatible cards withrevised text.

Revolving Door – See doorway.

Rituals of the Hunt – This incident is notdiscarded until after a capture is fullyresolved, including any “just” actiontriggered by the capture. Thus, you maynot use Hirogen Hunt’s text to convert aFajo’s Gallery card draw to a download toimmediately play another Rituals of theHunt, because the incident is unique. Seeactions –  “just” .

Roger Maris Baseball Card – See 1962Roger Maris Baseball Card.

Rogue Borg Mercenaries – This interrupmay be played in multiples. The STRENGTHof each individual Rogue Borg depends onthe number that are present together. Forexample, two Rogue Borg have aSTRENGTH of 2 each; five have aSTRENGTH of 5 each.

If Crosis is in the group, he counts as a

Rogue Borg and doubles the STRENGTH oeach one in the group. In this group of five(four Rogue Borg Mercenaries plus Crosis)each Rogue Borg’s STRENGTH is 10. Ieither player has the Personnel card Lore inplay, each Rogue Borg’s STRENGTH is also doubled. (In this example, each would havea STRENGTH of 20.)

The term “Rogue Borg” includes bothRogue Borg Mercenaries and Crosis. Theterm  “Rogue Borg Mercenaries” includeonly copies of the Rogue Borg MercenariesInterrupt card. Rogue Borg can play as aresponse to another Rogue Borg play, or asa response to the initiation of an automatic

Rogue Borg battle at start of turn. Each othese Rogue Borg may be responded toindividually (e.g., by Amanda Rogers). Oncethe player has  “passed” (finished playingRogue Borg), the entire group of RogueBorg may be responded to (e.g., by Hugh)If not canceled, the result will then beginwith the attack of the Rogue Borg in anormal personnel battle. Rogue Borg canbe played at other times in a new action. Iplayed where the player has previouslyplayed Rogue Borg, the new ones will battleby themselves before joining with thoseother Rogue Borg at the end of the turn.If the entire crew is killed, surviving RogueBorg remain on the ship, but cannot use

the ship unless the event Lore Returns iplayed.

Rogue Borg Mercenaries and Crosis areconsidered “rogue” and not part of anyBorg collective. Thus, they affect Borgaffiliation cards normally.

Romulan – An affiliation and a speciesSee affiliation and species.

Romulan Ambush – The captive that youtake with this interrupt is selected andrelocated to your ship before the ship isdestroyed. If the crew is saved with a card

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that plays during the destruction (such asEscape Pod), the captive is not saved. Seebattle – non-battle cards.

Royale Casino: Blackjack  – See RoyaleCasino side games.

Royale Casino: Craps – If you can’t showa Personnel card for this dilemma, youropponent wins the points. See RoyaleCasino side games.

Royale Casino: Slots – If Mickey D. is inthe Away Team that encounters thisdilemma, he wins 5 points. See RoyaleCasino side games.

Royale Casino side games  – Theattribute numbers on the Personnel cards inyour hand, used in the Royale Casinodilemma “side games,” are not affected byattribute modifiers such as Lower Decks orPADDs. See variable attribute, MickeyD.

Saavik  – See icons in game text.

Sabotage Drone (Six of Seventeen)  – While this personnel’s special skill of reducing a ship’s RANGE or WEAPONS maybe used during the opponent’s turn (“Onceevery turn...”), it may not interrupt amission attempt.

Thus, you may not use a Sabotage Dronedownloaded to the opponent’s ship with Undetected Beam-In to reduce the ship’s RANGE before encountering Abandon Ship!See actions – interrupting.

Saltah’na Clock  – While affiliation attack restrictions do not apply (i.e., anyaffiliation, including Borg, is required to

initiate battle), this artifact does not allowor require you to attack your own cards.The requirement to initiate battle is a non-moving required action. See actions  – required.

 Any personnel aboard the affected ship orfacility (whether crew or intruders) must,on their owner’s turn, initiate either a shipbattle or a personnel battle, depending onwhat is possible and/or appropriate. Forexample, if the Clock is on a ship with botha crew and intruders aboard, the crew, onits owner’s turn, must initiate either apersonnel battle against the intruders, or aship battle against an opponent’s ship or

facility at its location (owner’s choice). Onthe opponent’s turn, his intruders mustinitiate a personnel battle against the crew.

Salvage Starship – Searching youropponent’s discard pile for a ship is optional and has no effect on scoring the points forthis objective. See objectives, specialequipment.

Samaritan Snare – On this mission, thephrase “Federation must attempt mission if  present” includes any ship and crew 

containing Federation cards, even if theship itself is of a different affiliation. Afterthe mission attempt has ended (even if unsuccessful), they are free to move away(even on a later turn), but are required toreattempt the mission (if unsolved) eachtime they stop (or undock from a facility) atthe location. See actions  – required,Treaty: Federation/Romulan/Klingon.

same – Copies of a card are not the samecard.

Samuel Clemens’ Pocketwatch – Thisartifact allows you to perform now oneaction which must  happen on your nextturn (any action that is scheduled tohappen, or which you are required toperform by a card or rule). It does notallow you to perform an optional action,such as playing a card. Examples:

•  Drawing a card: You may take yournext turn’s mandatory end-of-turncard draw now. You may not thendraw a card at the end of your nextturn.

• 

Showing a Devidian Door: You arerequired to show the Door during yournext turn, so you can use SCP to showit immediately.

•  Countdown icons: Your card with acountdown icon must count down atthe end of your turn, so you can useSCP to make it count down once now.It will then not count down at the endof your next turn.

•  Time effects without a countdown icon(e.g., Temporal Rift, diseases): If theeffect is scheduled to resolve on yournext turn, you can use SCP to force itto resolve now. You may not “remove” a turn unless the effect is scheduled to

resolve on your next turn, because(unlike a countdown icon) nothing isscheduled to happen on your nextturn.

•  Cytherians: If your ship is affected bya moving required action such asCytherians, you will be required tomove it next turn. You may use SCP tomove it now and may not move itagain next turn.

•  Borg Ship dilemma and The Sheliak:These cards must move down thespaceline at the end of your next turn,so you may give them an extra movethis turn with SCP. They will not moveat the end of your next turn, but they

will  still move on your opponent’s intervening turn.

Scan – Revised text:Glance at all seed cards located under one space mission for twenty seconds.

Science Lab – See bottom seed card.

Scorched Hand – Erratum:This card has the [Ref] icon. See countingcards.

scoring points – See points.

scoring tournaments – See the officialtournament guide.

Scout Encounter  – If you download ascout ship (see characteristics) whenyour opponent encounters this dilemmayou must also download at least onecompatible universal crew member. (This isnot a report with crew action.)

The downloaded ship may initiate battle (ithe ship has a leader, a matchingpersonnel, and no affiliation restrictions)move away (if the ship is staffed fomovement), or do nothing. A landable shipmay “move away” by landing on thesurface of a planet at the same location bumay not move to another location and thenland. The ship and crew may not performany other actions until your turn unless acard specifically allows it.

scouting locations  – Unlike otheaffiliations, Borg never attempt missionsInstead, they use Objective cards to scoulocations. Scouting conceptually representsovercoming resistance (encountering

dilemmas and Q-Flashes) and gatheringdata.

Before you may scout a location, you mushave an activated current objective thaspecifically allows you to scout thalocation. A dual-icon mission may betargeted as either a space or a planelocation, but only one Borg objective maybe completed at any one mission location(either single or dual-icon).

Begin scouting the location as you wouldbegin a mission attempt with non-Borg:select and beam your Away Team (of anysize) to a planet, or select a ship and crew

at a space mission (both at a dual-iconmission), then announce that you arescouting the location. (While an objectivethat allows you to scout a planet locationallows you to form Away Teams for thapurpose, you may also use an Away Teamalready on the planet by other legal meanse.g., Emergency Transporter Armbandsand they may be joined by more of yourBorg.)

Borg encounter and resolve dilemmas andQ-Flashes in the same way that non-Borgdo during mission attempts (see dilemmaresolution), subject to a few additionarules:

•  When your Borg are confronted with adilemma or Q-icon card which is pointrelated (and does not specify that iaffects Borg), play out the card buignore the points. (Discard thedilemma when you are done with irather than placing it in your bonuspoint area.) If that card presents achoice, you must choose an optionwhich is not point-related, if possible.

•  Discard gender-related dilemmas suchas Love Interests or MatriarchaSociety.

•   Any cards which specifically require ochange classifications, such as Scottish

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Setter, do not affect Borg. However, adilemma which specifies a personneltype, such as OFFICER, withoutspecifying classification or skill, will affect the Borg normally.

•  Dilemma text such as “Abandonmission attempt...” or  “Mission maynot be attempted” does not affectBorg. Ignore such text, and discardthe dilemma if it is wholly inapplicable.However, “Mission  continues” means

 “Scouting continues” for Borg.

When Borg are scouting a location, anyartifacts encountered there are moved tothe back of the seed stack as usual. TheBorg must complete an objective thatallowed scouting of that location before theSurvey Drone can acquire any artifact(s)present. (Picard’s Artificial Heart is acquiredby its owner upon completion of  scouting .

 At a dual-icon mission, space-permissibleartifacts may be acquired upon completionof a space objective; planet artifacts maybe acquired only after completion of aplanet objective.) If you have no SurveyDrone on the planet (or aboard a ship at a

space location) when you complete theobjective, the artifacts are placed face upon the mission and may be acquired laterby your Survey Drone or by any non-[Borg]personnel present. (However, the SurveyDrone may not beam down to a planetwithout a card allowing him to do so. Oncethe objective is complete, it no longerallows scouts to beam to the planet.) Cardsseeded like artifacts (e.g., seededpersonnel) are acquired in the same way asartifacts.

Like mission attempts, a scouting attempt isone action that may not be interrupted(except by valid responses to dilemmas or

Q-icon cards and by actions that suspendplay), and may not be aborted unless theentire Away Team or crew is “stopped” orremoved from the location.

 After a scouting attempt is over (whetherscouting is complete or not), your

 “unstopped” Borg are free to beam back upto the ship if desired, or remain to acquireartifacts, if any, when the objective iscompleted. If an objective requires that youhave Borg or a counterpart  “there” or “atthat location” to probe, they need not be onthe planet.

Scouting a location is complete when your

turn ends if you have scouted it at leastonce, and no dilemmas or Q-Flashes remainto be encountered, even if no Borg remainor if they are  “stopped” by the lastdilemma. (A dilemma that has entered play,such as Friendly Fire or Cytherians, nolonger remains to be encountered, and sodoes not prevent scouting from beingcomplete.) Completion of scouting ispermanent. Addition of a seed card (suchas a Q-Flash, using Beware of Q) afterscouting is complete has no effect on thatstatus.

 Your Borg must complete scouting beforeyou may probe to determine your currentobjective’s outcome. You may not probe on the same turn in which you completedscouting (except with Service theCollective).

 You also may not probe if your Borgparticipated in any battles at the targetedlocation during your current turn or duringyour opponent’s previous turn. Probingtakes place at the end of your turn.

When an objective calls for scouting amission location, you must scout even if there are no dilemmas remaining when youbegin scouting (because none were seeded,or your opponent cleared them during amission attempt). In other words, you mustbring one scout to a planet mission, orbring a ship and crew to a space mission,and announce that you are scouting thatlocation. When that turn ends, scouting iscomplete.

When an objective requires you to target amission “if not yet scouted,” it must be a 

mission which neither you nor your Borgopponent has completed scouting. Theabsence of dilemmas for other reasons(such as a non-Borg opponent attemptingthe mission) does not mean the mission hasbeen scouted. If your opponent completesscouting a mission after you have targetedit, it does not discard your objective.

 An objective that allows you to scout alocation requires you to complete scoutingfor that objective  in order to probe tocomplete it. For example, if you scout amission with Establish Gateway and resolveall dilemmas, then switch to anotherobjective by downloading A Change of 

Plans in place of your normal card draw atthe end of your turn, scouting is completeat the end of that turn for EstablishGateway, but not for the new objective.

 You must scout the mission again beforescouting is complete for the new objective.

scouting ships  – An Objective card maydirect your Borg to scout a ship. Scouting aship conceptually represents overcomingresistance and gathering data. Before youmay scout a ship, you must have anactivated current objective targeting theship.

Begin scouting an enemy ship by beaming

over a single scout. (If you already haveone or more Borg aboard the ship fromUndetected Beam-In, Borg Servo, counter-attacking, etc., they may scout the ship.)

 You must have a drone who allows you tobeam through your opponent’s SHIELDS.Until the objective is completed ordiscarded, if at any point you do not havean active Borg aboard the ship, you maybeam another single scout aboard duringyour turn.

If your opponent attacks your scout duringhis turn, you may counter-attack duringyour next turn with any number of Borg (if 

the ship remains at the location of theattack). Those Borg are free to remain onthe enemy ship. Scouting an enemy ship iscomplete at the end of your turn if youhave any active Borg aboard that ship

 Your Borg must complete scouting beforeyou may probe to determine your currenobjective’s outcome. You may not probe onthe same turn you completed scouting, or iyour Borg participated in any battles at thelocation of the targeted ship during youcurrent turn or during your opponent’previous turn. Once scouting is completeyou do not have to complete scouting again(with another delay before probing) if youscout is killed before you can probe (thoughyou must meet the requirements of theobjective, such as having Computer Skilaboard). Probing takes place at the end oyour turn.

Seal Rift – This mission allows [AU] cardsto report there without requiring an

 Alternate Universe Door or other doorwayallowing [AU] cards to play.

Search For Weapons  –  This mission’s

special text (“May seed hand weaponshere”) does not allow you to seed the Varon-T Disruptor in addition to anotheartifact. While the Varon-T Disruptor is ahand weapon, the mission text does nooverride the “one artifact per mission” rule.

Search for Rebels – See card titles,Caretaker’s Array, Navigate PlasmaStorm.

Seat of Starfleet  –  ErratumSeeds or plays on 2154 Earth. [SF] personnel may attempt [FEDmissions. Once per turn, one [SF] personnel may report for free here. 

Second Edition  cards - Second Editioncards which have a “First EditionCompatible” indicator (a colored bar) in thelower left corner may be used with FirsEdition rules. A few rules are required foconversion of new features and skills whenmixing Second Edition  and First Editioncards. These rules may be found in theseparate rules document “First EditionConversion Rules.” First Edition cardsmay not be mixed with Second Editioncards for use with Second Edition rules. 

Secret Agent Julian Bashir  – This

personnel prevents all  your personnewhere he is present (including himself)from being captured.

Secure Station – See WEAPONS.

Security Office – See movement.

seed deck  – Your seed deck may includeseveral types of seed cards.

•  It may include up to 30 of thefollowing: Dilemma and Artifact cardsplus any other cards which are allowedor required by game text to be

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seeded, such as certain Facility,Doorway, Objective, Incident, andEvent cards. (If you seed any cardthat is not a seed card, it is a mis-seed.)

•  It may include up to six Site cards,which seed for free (i.e., in addition tothe 30 cards in the first category).

•  It must  include exactly six Missioncards, which also seed for free. Eachof your six missions must be different,except for those that are universal(their card title begins with theuniversal❖ symbol).

 Your mission and site cards which seed forfree must be kept separate from your 30

 “counted” seed cards throughout the seed phases. Site cards included in the “seed for free” portion of your seed deck may not be mis-seeded under a mission as a bluff ormisrepresented as possible seeds duringthe dilemma phase, but may only  beseeded on a Nor or placed out-of-play atthe end of the seed phases. If you choose

to include sites in your 30 “counted” seedcards, they may only  be mis-seeded as abluff or placed out-of-play.

Moving Site cards between the  “seed forfree”   and “counted” portions of your seeddeck is an illegal change to your deck. Allcards that you seed (or “place during the seed phase”) are counted as seed cards unless a card or rule specifically states thatthey seed for free. Thus, the personnelseeded with a Cryosatellite, the doorwaysthat activate your side decks (but not thecontents of the side decks), Data’s Body,etc., all count toward your maximum of 30.When a seeded card allows a download

during the seed phase (e.g., Assign MissionSpecialists, Ultimatum), the downloadedcards are not seed cards; they come fromyour draw deck or Q’s Tent. See countingcards.

seed phases – There are four seed phasesthat must occur in sequence: the doorwayphase, mission phase, dilemma phase, andfacility phase (called the “outpost phase” on some cards).

During each phase, players take turnsseeding cards on the table. The startingplayer goes first in each phase. Each time itis your turn, you may either seed a card or

say “pass.” As soon as both players passconsecutively, that phase ends (even if youwanted to seed more cards in that phase).Before the seed phases begin, shuffle anyside decks you have.

Doorway Phase  – You and your opponenttake turns placing seedable doorways (suchas the Alternate Universe Door), and anyother cards that may or must seed duringthis phase (such as Open DiplomaticRelations), on the table, on top of  sidedecks, or elsewhere, as specified by thecard’s game text. See  Alternate Universeicon.

Mission Phase  – You and your opponentcreate from one to four lines of Missioncards, called spacelines. Each spacelinerepresents a different quadrant  of thegalaxy. The spacelines function like agameboard where your other cards willmove and interact. Shuffle your six missionsand place them face down in a temporarypile; your opponent does likewise. If youare the starting player, draw the topmission from your pile and place it face upon the table. Take turns with youropponent placing each successive missionface up on either end (your choice) of thespaceline appropriate for that mission. A mission’s quadrant and spaceline may bedetermined from its point box (if any).Gamma, Delta, and Mirror Quadrantmissions have a Γ, Δ, or M symbol in theirpoint boxes. Missions with no symbol are

 Alpha Quadrant missions. You maynot pass until you have no missions left toseed. (A mission that says it may beinserted in the spaceline may be placedanywhere within or on the end of thespaceline.) See regions of space.

Missions without the universal ❖ symbol in

their title are unique and not duplicatable.When you attempt to seed a non-universalmission that is already represented on thespaceline, place your copy on top of theone already seeded (leaving half of youropponent’s copy exposed). The mission is treated by both players as “their” missionfor all purposes; each player ignores the

 “opponent’s end” of the cards. (The completed spaceline will have one fewermission.) The mission may only becompleted once. See unique anduniversal.

Dilemma Phase  – You and your opponentseed dilemmas and artifacts face downunder missions. If you are the startingplayer, insert one card of your choice facedown beneath any mission, then take turnsuntil you and your opponent consecutivelypass. Whenever you seed a card beneath amission, that card always goes on thebottom of any other cards already stackedthere. (Thus, when you attempt a missionduring the play phase, you will slide out thebottom card  – the last one seeded  – andencounter it first.) The rules for seedingcards during this phase are as follows:

•  Planet dilemmas and artifacts seed

under any mission with a planet icon.

•  Space dilemmas seed under anymission with a space icon.

•  Space/planet dilemmas seed underany mission.

•   You may not seed more than one copyof any card under the same mission.

•   You may seed as many differentdilemmas as you like under eachmission, but only one artifact (unless acard states otherwise, such as

Cryosatellite or Orb Negotiations). Iyou illegally seed two or more artifactat the same location, all  of youartifacts there are considered misseeded.

•  Some game text allows you to seedPersonnel or Equipment cards beneathmissions. Such cards are seededfacedown, like artifacts, and areearned when you solve the mission(except Mirasta Yale).

•   You may seed Q-icon dilemmas undemissions only  when you havepreviously seeded the Objective cardBeware of Q, or if the card’s text saysit may be seeded (such as Hide andSeek).

 Any cards seeded under missions othethan described above are mis-seeds andare placed out-of-play when revealed.

Facility Phase  – After the dilemma phase iscompleted, you and your opponent taketurns establishing seedable outposts

headquarters, and stations (and any relatedsites) in their native quadrant. Place eachof your Facility cards face up in front of amission on your side of the spaceline.

Facilities  – See facility for rules on seedingdifferent types of facilities (number,location).

Sites  – You may seed up to six sites duringthe facility phase. Each site may be addedto any appropriate station, as indicated onthe lower left of the Site card, no mattewhich player seeded that station. (The sixsites seed for free. You may not seedadditional sites as part of your 30 seed

cards.) Sites must be arranged in themodules specified on each site card.

While you are not required to seed or playany specific sites on a Nor, all reporting,docking, repair, and other functions areenabled by site text (not the Nor itself)

 Also, reporting to any site is allowed only ithat Nor also has at least one docking site.

Other Seeding Rules •  Some cards have text that specifies

that they seed during a differenphase than usual for the card type.

•   A few Event, Objective, Incident, andother cards have game text which

allows them to seed. Unless theyspecify a particular phase (or require afacility or other card already seeded)you may seed such cards during anyseed phase.

•  Cards seeded under a mission andcards with a hidden agenda iconalways seed face down. All other cardsseed face up.

•  When a card seeded face-up allows animmediate download during the seedphase, the downloaded cards comefrom your draw deck or Q’s Tent (theyare not seed cards).

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•  Regardless of which phase it is orwhich type of card is being seeded,you and your opponent always taketurns seeding or passing. For example,during the mission phase youropponent might seed a mission, thenyou might seed an objective, thenyour opponent might seed his nextmission. You may not  seed multiplecards at once (e.g., a group of dilemmas, multiple sites at a Nor, or aCryosatellite and its contents).

•  The only actions you may take duringthe seed phases are seeding cards andcarrying out game text that takesplace immediately upon seeding a cardface-up, such as downloading BajoranWormhole with Ultimatum or anEmblem card with Disrupt Alliance.

 You may not activate a hidden agendaor use “play phase” game text such aseffects that suspend play or mayhappen “at any time” or  “each turn.”  

•   After all the seed phases are over,show any unused seed cards to youropponent and then place them out-of-play.

seeds or plays  – Cards with this phrasemay be seeded during any part of the seedphase (unless they belong to a specificphase, such as doorways) or may bestocked in your draw deck to play normally.

 Alternate seeding cards normally,regardless of the seed phase or cardtype being seeded. Cards with a hiddenagenda [HA] icon must  be seeded facedown and cannot be activated until afterthe seed phase. All other “seeds or plays” cards must seed face up.

Seismic Quake – See zero.

Seize Wesley – This interrupt may not beplayed as a response to your opponentencountering the Ktarian Game dilemma.The ship must be “under the influence” of the dilemma, which occurs only if theremaining crew (after one is disabled) doesnot have CUNNING>30 or an android tocure the dilemma.

selections  – Many dilemmas and othercards require one or more cards to beselected from a crew or Away Team, fromother cards in play, or from your hand.Selections may be random, opponent’schoice, or owner’s choice. 

Random selection : When game textspecifies that a card is to be chosen byrandom selection , shuffle together alleligible cards, hold them so the faces of thecards cannot be seen, and let youropponent draw a single card, at random,from this group.

Opponent’s choice : When game text or arule states that a card is selected byopponent’s  choice , your opponent mayexamine all of your cards in the group fully(look at each entire card) before makingthe selection, even if only some of themmeet specified criteria. For example, when

you encounter Impressive Trophies, youropponent may examine all the cards in yourcrew or Away Team before choosing acaptive meeting either of the listedcriteria. See showing your cards, ties.

If a selection method is not specified by thecard or by a rule, it is the choice of theplayer who played the card or whoencountered the dilemma or Q-icon card.For example, when you play Brain Drain(“Removes all skills and CUNNING from anyone personnel...”), you choose thepersonnel. When you encounter theTarellian Plague Ship dilemma (which killsyour crew “unless MEDICAL ‘beams over’  (discarded) to Tarellians),” you select which MEDICAL to discard. See dual-personnelcards.

self-controlling icon  –  A card with the

icon represents a vessel or entity that isnot controlled by either player. Cards with

the icon will act and move “on theirown” according to the following rules. 

Each player may have only one card

active on the spaceline at any time. When acard is encountered or played, if the

owning player already owns a card thatis currently active on the spaceline, he orshe must discad one such card (their

choice). A dilemma is placed on thespaceline at the location where it wasencountered (unless otherwise specified.)

 At the end of every turn, each card inplay acts according to its game text. When

a card has game text that involves anattack, it attacks all eligible targets present

at that location. When a card moves, itwill move its RANGE towards the far end of 

the spaceline (unless otherwise specified onthe card.) If there is a tie for the far end,the opponent of the owner of the card

chooses the direction. A card requires 1

RANGE to move off the spaceline. cardsare discarded when they leave thespaceline.

 Any non- player may initiate battle

against any card. players may onlybattle according to normal Borg restrictions.

When battling a card, players use

standard attack and damage rules. cardsdo not use either player’s Tactic cards;thus, your ships and facilities it hits suffer

default damage (two damage markers for ahit, four for a direct hit) if your opponent isusing a Battle Bridge side deck, or cardrotation damage if they are not.

If you have “unstopped” ships at the

location of a card during your turn, theymay attack the card. It will return fireagainst all ships (and facilities) thatattacked it, but not other targets that werenot involved in the attack. The battle isconducted according to normal ship battle

rules, with the exception that thedilemma fires on multiple targets (seebattle – ship – multiple targets). Hits, direct

hits, and damage to the card are calculatedand applied as if it were a ship

When a card is attacking both player’scards, it does so as two separate battlesThe player whose turn it is chooses whichhappens first

cards are not ships and are not affectedby cards that affect ships (such asCalamarain, Q-Net, Wormholes, etc.) or by

Plasma Fire, Warp Core Breach, IsabellaInto the Breach, or the first function o Anti-Matter Spread

Senior Staff Meeting – This interrupt isplayed “just before” a mission attemptonce played, neither you nor your opponenmay take any other action before theattempt begins (except valid responsessuch as Amanda Rogers). If nullified, youmust still begin the mission attempt andmay not play another Senior Staff Meeting.

The first attempt of a mission made by any player is “the initial attempt” of that issionIf your opponent has already attempted the

mission, you may not play this interrupt foryour first attempt.

If the first seeded card is a Q-Flash, then iis not discarded and has its normal effect.However, if a Q-icon dilemma isencountered within the Q-Flash, it isdiscarded as “the first dilemmaencountered.” If no dilemma is encounteredduring the initial mission attempt (e.g., youencounter only a Q-Flash and no Q-icondilemmas are faced), then no results areobtained from the interrupt. It does nocarry over to another attempt. Mis-seedsare not encountered.

If the first dilemma encountered is acombo dilemma, only the first part of thecombo is conceptually discarded. The crewmust immediately face the second part.

Sense the Borg – Errata:Plays if a Borg ship, Borg personnel,Borg Ship dilemma or Rogue Borg jusentered play. Download to hand WeakSpot OR Hugh OR BorgNeuroprocessor OR Ready Room Door.

Seska – See Kazon.

Seven of Nine (The Borg)  – This

personnel may apply one, two, or all threeof its subcommand icons (OR its [Borgicon) toward staffing a Borg ship. See Activate Subcommands, drone.

Seven of Nine (Voyager)  – This[NA][Fed] personnel is both human andBorg species. She is not a drone. Seeaffiliation and species, assimilation  –personnel, Lack of Preparationspecies.

shape-shifter  – This characteristiincludes all changelings, and any othepersonnel identified in their lore as having

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shape-shifting ability (e.g., allasamorphsand chameloids).  “Shape-shifter” is not aspecies.

Sheliak, The – This dilemma is not a Shipcard and is not affected by cards that affectships (Q-Nets, etc).

 “Mission then = zero points” applies only toan uncompleted mission. If you havealready scored the mission points, you donot lose them when The Sheliak arrives atthe mission.

It has no effect on what the point box of the mission shows. The mission is worth 0points.

Only outposts, stations, and Away Teamsare destroyed (not headquarters or ships).

Sherlock Holmes – You must have fewercards in hand than your opponent to usethis personnel’s special skill. If you chooseto use the special skill, you must continuedrawing cards until your hand equalsopponent’s (or your draw deck is

exhausted).

SHIELDS  – See attributes, battle  – ship.

ship – A card type. Ships carry personneland equipment to mission locations andengage in battle. Ships have threeattributes  – RANGE, WEAPONS, andSHIELDS  – which determine how far theymay move each turn, as well as theiroffensive and defensive capabilities. Someships also have special equipment, suchas a Tractor Beam or Cloaking Device,and/or special game text, such as a specialdownload or “El-Aurians may report

aboard.”  

ship attribute enhancements – Seeattribute enhancements.

ship class – A characteristic identified ina ship’s class box (directly under the card image). “UNKNOWN CLASS” is not a distinct ship class.

ship equipment  – See specialequipment.

ship movement – See movement.

ship origin  – See affiliation and ship

origin.

ship staffing  – Staffing requirements foreach ship are listed on the card, usually asicons. (Non-icon staffing requirementsinclude specific skills, such as Empathy x2,a species of personnel, such as a Vulcan, ora characteristic, such as “Think Tank  personnel”.) Any compatible personnelcan be used to meet a ship’s listed crew requirements, but at least one crewmember of matching affiliation must beon board. (If a ship lists no specific staffingrequirements, any one personnel of matching affiliation can fly it.) Staffing

icon requirements must be met bypersonnel. For example, you may not usethe [OS] icon on a Classic Tricorder to staff a Starship Constitution.

Normal staffing icons  include commandability [Cmd], staff ability [Stf], and Borgsubcommand [Com] [Nav] [Def] icons. A personnel with a [Cmd] icon can substitutefor a [Stf] icon for ship staffing only (not forother purposes that specify a [Stf] icon,such as a dilemma). Other staffing iconsmay not substitute for [Cmd] or [Stf] icons.

Special staffing icons include any icon usedto staff a ship, except the normal staffingicons listed above and affiliation icons (e.g,the [NA] icons on Zalkonian Vessel).Current special staffing icons include: [AU][CF] [EE] [OCD] [OS] [KW] [KCA] [TE][Maq].

One personnel cannot supply more thanone staffing icon requirement, even if thepersonnel has more than one of therequired icons, unless a card textspecifically allows it (such as Seven of 

Nine). Therefore, a Borg Cube normallyrequires seven personnel to staff it, even if the Queen or Locutus is aboard.

 A dual-personnel card has only oneaffiliation icon, which may be used forstaffing by either of the personnel. Forexample, Third and Fourth may contributeone [Com] icon and one [Borg] icon towardstaffing a Borg Cube.

Ships must be fully staffed:• to perform normal movement;• for any other card or rule that specifies it,such as the report with crew rule.

Other ship functions do not require fullstaffing. A ship must have at least onepersonnel of matching affiliation aboardfor normal movement or to attempt amission, initiate battle, or fire WEAPONS.

If a ship loses one of its required crew, itwill be stalled (unable to move) untilappropriate reinforcements can be broughtaboard. A stalled ship is not “stopped” andcan still beam Away Teams, attack anddefend itself, or attempt the mission at itslocation.

ship types – See characteristics.

Shipwreck   – See attributeenhancements.

showing your cards – When playing anycard face up, you must announce the card’sname and show that card to youropponent. Afterwards, your opponent mayonly see your Personnel and Equipmentcards when necessary, such as duringpersonnel battle, for an “opponent’s choice” selection or when you must prove you havea particular skill, staffing icon, etc. He maysee your ships only when they areundocked, uncloaked, and unphased, orwhen you must verify attributes and

staffing requirements for battle, movementetc. See facilities.

 A card requires revealing your cards if isays so explicitly (e.g., Long-Range Scanor an “opponent’s choice” dilemma) or if itallows the opponent to target one of agroup of cards in a non-random manne(e.g., Brain Drain, Assimilate Counterpartor Eliminate Starship).

When required to reveal your cards, youneed only reveal those portions of the cardsnecessary for the situation. For examplewhen a card is played that allows theopponent to target a personnel nonrandomly, you need reveal only the namesand locations of the personnel; to verifythat you can overcome a dilemma, only therelevant skills, attributes, etc. However, if acard allows “opponent’s  choice” opersonnel to be affected (including, fodilemmas only, a tie for “most CUNNING,”  etc.), he may look at the entire card. Seeselections, ties.

 Although a hidden agenda card is played

face down, you must show it to youopponent if you download it or if you wishto play it for free (for example, using Q theReferee).

If the conditions for playing a card in yourhand depend upon your opponent’s cards, you may ask them to reveal whether theymeet those conditions. (You must show thecard which requires that information.Examples:

•  If you have Thine Own Self in handyou may ask your opponent how manypersonnel are in their Away Team.

•  If you have a Dal’Rok in hand, you

may ask your opponent to reveal thelocation of their Orb Fragment in play.

•  If you have Outgunned in hand, youmay ask your opponent to reveal thetotal SHIELDS of their only undockedship at a location.

side deck  – Side decks are optionalcustomized decks of cards separate fromand in addition to, your normal game deckEach side deck is shuffled and placed facedown on the table, then activated o

 “opened” during the doorway seed phaseby a Doorway card. This Doorway card iplaced face up on top of the side deck andcounts as one of your seed cards (the face

down cards in the side deck are not seedcards and do not count toward the 30/30rule). The five types of side decks are theQ-Continuum, Q’s Tent, Battle BridgeTribble side deck, and Dilemma sidedecks. You may use any or all of these sidedecks in the same game, but you may haveonly one side deck of each type in play.

Discarded cards from your Q-Continuumside deck , Battle Bridge side deck , andTribble side deck  do not go to youdiscard pile, but instead are discarded byplacing them face up under the side deck(When face-up cards are encountered in

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one of those side decks, shuffle the face-upcards and place them face down under theseeded doorway.)

 You may not look through the cards in anyside deck unless a card allows you to. Forexample, playing a Q’s Tent doorway allows you to look through your Q’s Tent tochoose a target card.

Whenever you “draw” a card from a sidedeck, it is not defined as a card draw forpurposes of cards affecting card draws(e.g., Subspace Schism). When a card justdrawn from a side deck is played (e.g.,your current tactic, a Q-icon card during aQ-Flash, or a Tribble or Trouble card), it isnot defined as a card play for purposes of cards affecting card plays (e.g., 211th Ruleof Acquistion, Goddess of Empathy).

side game  – See Royale Casino sidegames.

Sigmund Freud – [AU] personnel andequipment may report to this personnelonly if another card allows [AU] cards to

enter play.

Sisko 197 Subroutine – See your.

Sisters of Duras  – Because thesepersonnel do not work with Klingons whohave Honor, you may not give either of them the skill of Honor with ReflectionTherapy. See dual- personnel cards,multi-affiliation cards.

site – A card type representing rooms andother areas inside a Nor where personnelcan report for duty, walk around, performvarious tasks, and engage in hand-to-handcombat with enemy personnel; and docking

areas where ships can report for duty andbe repaired. Each Site card states what kindof cards may report there, such aspersonnel of a specific classification,equipment that is  “related” to a specificpersonnel type, or ships with a certainnumber of staffing icons.

 Your seed deck may include up to six sites,which seed for free during the facility seedphase (even if the Nor seeded in an earlierphase). Any site may play during the playphase, using your normal card play.

 All sites added to each station are arrangedside-by-side in a straight line next to that

station. Each site indicates which level of the station it belongs to (Ops Module,Promenade, Habitat Ring, or Docking Ring),and the sites must be kept together on thetable in this order (from left to right). Whenplacing a site on the table, you may insert itbetween other sites, as long as you obeythis grouping system.

By default, sites are “unique per station.” That is, each station is limited to one of each kind of site card. However, some sitesare ❖  universal and thus may exist in

multiple on each station.

skill-sharing – Some cards, such as theInterlink Drone and the Borg Vinculum,allow your Borg to share skills. (Cards thatallow personnel to add  skills from otherpersonnel, such as Vulcan Mindmeld orClassic Communicator, do not enable skill-sharing.) All regular skills are shared,including those that do not actually appearin skills boxes, such as the selected skill of the Borg Queen and the classifications of assimilated personnel which have beenconverted into skills. Sharing skills is notoptional.

Example: you have an Away Team on aplanet consisting of two Borg:•  Bio-med Drone, [Com], Biology,

MEDICAL•  Tactical Drone, [Def], SECURITY 

and you have a Borg ship orbiting thatplanet with the following crew:

•  Borg Queen, [Com][Nav][Def],Empathy as “selected” skill 

•  Gibson (assimilated), [Def], OFFICER,Navigation x2

• 

 Astrogation Drone, [Nav], Navigation,Computer Skill•  Guard Drone, [Nav], MEDICAL,

Computer Skill•  Interlink Drone, [Com], No regular

skills but enables sharing in same hive.

Identify the highest individual level of eachdifferent regular  skill among all of theseBorg. (Special skills may not be shared.) Inthis example, these skills are Biology,MEDICAL, SECURITY, Empathy, OFFICER,Navigation x2, and Computer Skill. Thus,each of these seven Borg has every one of these skills (not just the [Com] Borg).

Now suppose the Bio-med Drone is killed.Because there is no longer a [Com] Borg onthe planet, only the five crew members onthe ship share skills (they each haveEmpathy, OFFICER, Navigation x2,Computer Skill, and MEDICAL).

 A Borg does not have shared skills untilafter it reports for duty. Skill-sharing doesnot work between cloaked or phased ships.

skills – A  skill  is anything that appears inthe skills box of a personnel card, includingpersonnel types such as ENGINEER. (Thepersonnel type that appears in theclassification box is not a skill.) “All skills”  

refers to everything in a personnel’s skillsbox, including skills conceptually added byanother card. See skills  – modifying,skills – using.

Regular skills  are one- or two-word skills,such as Physics or Stellar Cartography.

Special skills  are usually explained in asentence with a period at the end, such as

 “Orb artifacts may not be nullified.”  Specialdownload skills, preceded by the specialdownload icon _, and skills with negativemodifiers, such as Mortal Q’s Leadership -1,are also defined as special skills.

When a personnel is assimilated, theirclassification becomes their first-listed skill(unless that personnel type already appearsas a skill, in which case that skill’s level is increased by one).

First-listed skill  –  A personnel’s “first-listedskill” is the first skill printed in the skill box (whether a regular or special skill); or thatskill as transformed by another card; or (if assimilated) its former classification. Whena first-listed skill is “lost” (e.g., to adilemma), the skill becomes conceptuallyblank or “no skill” (the second skill does no

 “slide over” to become a new first-listedskill).

For example, Seskal is an OFFICERclassification personnel with SCIENCE,Stellar Cartography, and Anthropologyskills. His “first-listed skill” is: •  Normally: SCIENCE•   After assimilation: OFFICER •  When present with a Science Kit

SCIENCE x2•   After changing SCIENCE to Biology

with Reflection Therapy: Biology•   After being selected for Rascals: Youth•  While aboard a ship affected by

Tsiolkovsky Infection: no skill

If a personnel has no first-listed skibecause it has been removed by adilemma, he is not affected by subsequentcards affecting the first-listed skill, and noother personnel has  “the same first-listedskill” for purposes a dilemma such as TheClown: Playing Doctor.

Most skills are preceded by a red [Skill] •icon. However, the number of skills apersonnel has is not necessarily the same

as the number of skill dots on the Personnecard. Skill dots are not gained or lost whenskills are added or removed by a cardJuliana Tainer has four regular skills andone special skill, but only two skill dots; andspecial download skills have a triangulaicon instead of a dot. When a cardsuch as Assimilate Counterpart refers to thenumber of [Skill] icons on a personnel, usethe actual number of skill dots printed onthe card. (If a card has errata, which areofficial changes, use the number of skildots specified by the errata. See Tasha Yar –  Alternate, T’Pan.)

Skill Multipliers  – A skill with an integral

multiplier (x2, x3) is a single skill at a highlevel (not two or three skills). For examplewhen a card causes a personnel to lose hisfirst-listed skill of Diplomacy x2, aDiplomacy is lost (it is not reduced toDiplomacy). If a personnel has Diplomacyas a skill and adds another Diplomacy bymindmelding, they combine to giveDiplomacy x2.

 A skill with a fractional multiplier (x1/2does not satisfy a requirement for that skillFor example, a personnel with Leadershipx1/2 cannot solve a mission that requires

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Leadership, and does not count as a leaderin battle. If he is present with anotherpersonnel with Leadership x1/2, togetherthey have a full Leadership skill for thesepurposes.

 A personnel who has a skill with an integralmultiplier also has the skill at all lowerpositive integral multipliers. For example,Sarek has Diplomacy x3. He can also countas a personnel with Diplomacy x2 for thepurposed of passing Inside Collaborators.

Negative Skills  – A skill with a negativemodifier, such as Valeris’s Diplomacy -3, isdefined as a special skill (not a regular skillwith a multiplier).

skills – modifying – Some cards may add,remove, or modify skills.

Removing Skills  – When a card, such asFrame of Mind or Impersonate Captive,removes a personnel’s skills, both regularand special skills are removed.

Selecting, Adding, Doubling, and Sharing 

Skills  – When a card allows you to select(e.g., K’ chiQ, Lal, Reflection Therapy,Frame of Mind), add (e.g.,VulcanMindmeld), double (e.g., Ishka), or share(e.g., Interlink Drone) personnel skills, youmay select, add, double, or share onlyregular skills. If a skill is already present inthe skills box, the level of that skill isincreased; skills not already present in theskills box are conceptually added to the endof the skills box for purposes of cards suchas Fightin’ Words. For example, if Lt.D’Amato (Geology x2, Archaeology) addsGeology with a Classic Tricorder, his skillswill be Geology x3, Archaeology; if insteadhe adds Physics,

his skills will be Geology x2, Archaeology,Physics.

Selected or shared features or skills do notexist until you have reported the personnelfor duty. See reporting for duty, skill-sharing.

When adding or doubling skills (or replacingone personnel’s skills with another’s, aswith Impersonate Captive), skill multipliersare retained. For example, if Sarek mindmelds with Riva, Sarek would have thefollowing skills: Diplomacy x5, Mindmeld.(See Vulcan Mindmeld.)

When selecting skills, you may select a skillonly at the x1 level, and when a cardrequires you to select two or more skills(e.g., Lal), you may not pick the same skilltwice. Thus, if Deanna Troi (First Contact)and Sarek were present when Lal wasreported, she could gain any two of thefollowing skills: Diplomacy, Empathy,Navigation, or Mindmeld. She could notchoose Deanna’s special skill or chooseDiplomacy twice, nor could she chooseSarek’s Diplomacy x3. Similarly, K’chiQ canselect Diplomacy (but not Diplomacy x2),and Reflection Therapy can replaceDiplomacy x2 with Honor (but not

Honor x2).

When selecting skills for the Borg Queen,K’chiQ, Frame of Mind, etc., valid choices include any personnel type except ANIMALand any regular skill that exists in thegame. Currently, the following are allselectable as skills:

CIVILIAN, ENGINEER, MEDICAL,OFFICER, SCIENCE, SECURITY, V.I.P.,

 Anthropology, Acquisition, Archaeology, Astrophysics, Barbering, Biology,Cantankerousness, Computer Skill,Cybernetics, Diplomacy, Empathy,Exobiology, FCA, Geology, Greed,Guramba, Honor, Klingon Intelligence, Law,Leadership, Memory Omega, Mindmeld,Miracle Worker, Music, Navigation, ObsidianOrder, Orion Syndicate, Physics, Resistance,Section 31, Smuggling, Stellar Cartography,Tal Shiar, Transporter Skill, Treachery, and

 Youth.

Reselecting Skills  – You may re-select theadded skill for only one Classic Tricorder,one Classic Medical Tricorder, and one

Classic Communicator each turn, regardlessof how many copies of each you have inplay. See once per turn. Re-selecting isexecuting orders and may not interruptanother action (e.g., you may not re-selectduring a mission attempt).

skills  – using  – In general, yourpersonnel’s skills may be used only duringyour own turn. Using skills is an action(except applying automatic modifierssuch as “Attributes all +5 if with Toral” or

 “Suspends effect of  Doppelganger wherepresent”). Thus, during  your opponent’sturn, you may use skills that represent validresponses (e.g., “May replace anyone

randomly selected to die here”) or that specifically allow use during the opponent’s turn (e.g., special downloads, “Once every turn, may ‘pounce’...”, “May be replaced by another version at any time”).

Examples of skills that may not  be usedduring your opponent’s turn include “Onceeach turn, may reprogram any androidspresent” and “Once per game, may kill anyone personnel present.” See turn, actions – taking turns.

If a card requires a personnel type such asMEDICAL without specifying either aclassification or a skill, either will suffice. A 

requirement for a multiple level of a skill,such as Navigation x2, may be satisfied byany combination of Navigation skills on oneor more personnel (unless “a personnelwith Navigation x2” is specified). 

Mention of a skill in lore is not equivalent tohaving the skill. For example, Jaron doesnot have Tal Shiar skill.

solve  – Solving a mission meanscompleting that mission, by meeting themission requirements. Solving a mission is asubaction of a mission attempt.

Son’a ships  – See attributeenhancement.

Soong-type android  – One type oandroid; any personnel identified in its loreas a  “Soong-type android” or as created byDr. Noonien Soong.

References to this (e.g. on MalfunctioningDoor and Vulcan Nerve Pince) refer to thecharacteristic, and not the personnel cardwith that title.

❖ Soong-type Android – See ANIMAL,

gender, report.

❖  Space  – This mission counts as half a

card. In other words, two ❖ Space

missions plus five other missions count assix missions. (Other universal missionscount as a full card.)

It is not attemptable. See missionattempt.

 “May insert into spaceline” means that you may seed this mission anywhere on the

 Alpha Quadrant spaceline, either betweentwo missions already seeded, or at eitheend of the spaceline as usual. It does noallow you to add the mission to thespaceline during the game. If inserted intoa region, it does not become part of thatregion. See regions of space.

Span calculations are based on the numbeof directly adjacent universal mission cards(not just ❖ Space missions).

space  – transferring cards into  – Youmay not beam, report, or otherwise transfeany card (except a ship) into space unless acard specifically allows you to do so (e.g.

 Airlock, Anti-Matter Pod).

space facility – See facility.

Space-Time Portal – This doorway allowsyou to seed [AU] dilemmas, artifacts, oother seed cards. It does not allow seedingof [AU] cards that are not normallyseedable, such as personnel or ships(unless another card makes them seedablesuch as Cryosatellite). See  AlternateUniverse icon.

It allows you to play only one [AU] card perturn, even if you have multiple Space-TimePortals in play (see once per turn). Itstext does not restrict a seeded AlternateUniverse Door, which allows you to playmultiple [AU] cards each turn (e.g.interrupts, doorways, or multiple card playsallowed by a card such as Red Alert!)Because this doorway allows you to seed orplay only one [AU] card per turn, you mayseed only one [AU] card under Q’s Planet, and only if you have not already played an[AU] card that turn.

 You may discard the doorway from thetable  “at any time” for any one of itsfunctions  –  during either player’s turnbefore or after your card play or executing

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orders, between other actions or as a validresponse to an action. It is not  a validresponse to the initiation of a battle or theencounter of a dilemma; thus, you may notescape from battle or a dilemma encounterby returning a ship to your hand. Seeactions  – interrupting, actions  – step2: responses.

 You may report an [AU]-icon ship with [AU]crew by discarding a Space-Time Portaleven if you have already played the one[AU] card allowed by the Portal for theturn. (See report with crew.)

 An Alternate Universe Door may bedownloaded only for one of the “play”  functions of that doorway; it may not bedownloaded “onto the table.” A Space-TimePortal discarded to “play as a secondWormhole interrupt” may be nullified by  Amanda Rogers. It is still a Doorwaycard, and may be closed (if the Wormholesare kept open with Operate WormholeRelays). See card types.

Spacedock  – This event will repair any of 

your ships that docks at the outpost wherethe Spacedock is played, even if theoutpost itself does not repair ships. It playsonly  on a outpost unless downloaded byConstruct Starship.

Spacedoor  – This doorway seeds only  onan outpost (not other types of facilities).When you return an empty ship to hand,any cards aboard (equipment) or played onit (such as events) are also returned totheir owners’ hands. See in play.If this doorway is closed by another card,such as Revolving Door, do not flip overthe Spacedoor.

 You may seed more than one Spacedoor,but you cannot overhaul or download morethan one ship per turn. You may downloadonly one ship in place of your normal cardplay, even if you have Red Alert! in play.See card play.

 You may not use the discard for a StaticWarp Bubble or other card to also re-opena Spacedoor. See discarding.

spaceline  – Mission cards are seeded toform one or more spacelines, representingdifferent quadrants of the galaxy. Gamma,Delta, and Mirror Quadrant missions have aΓ, Δ, or M symbol in their point boxes.

Missions with no symbol are AlphaQuadrant missions. All missions may beseeded only on the appropriate spaceline.

Spaceline locations may not be movedbetween quadrants by cards that relocatelocations. The effects of a card whichreferences the “spaceline” apply only to thequadrant where it is played or encountered.For example, Blade of Tkon can move aplanet to elsewhere within its currentspaceline, but not to another spaceline; TheTraveler allows a ship to move only withinone spaceline. See movement betweenquadrants, time travel.

Cards “on the spaceline” include ships, facilities, and personnel on the spaceline(and cards played on them). Cards thatseed or play “on table” are not on thespaceline. When a card plays at a

 “spaceline end,” it plays at the last locationon either end of that spaceline. It does notform another location.

Time locations are not on the spaceline.

Spatial Rift  – If the two personnelrandomly selected by this dilemma do notmeet the first conditions (combinedCUNNING>14), they are discarded, the restof the crew or Away Team is “stopped,” and the dilemma is replaced under themission. You do not face the second set of conditions (Astrophysics and 2 ENGINEER)unless you pass the first set.

special download – See downloading – special download.

special equipment – When a card refersto a ship’s “special equipment,” this means

ship systems expressed as a phrase of justa few words. Special equipment currentlyincludes Cloaking Device, EnergyDampener, Holodeck, Holographic Skin,Invasive Transporters, Long-Range ScanShielding, Particle Scattering Device,Phasing Cloak, Tractor Beam, MEDICAL ,SCIENCE, and Stellar Cartography.

Regular transporters (which all ships haveunless otherwise specified), specialdownloads, and other game text on theship card, usually expressed as a sentencewith a period, are not special equipment.For example, the U.S.S. Stargazer’s text(“Once each game, may be taken from

discard pile to hand.”) is not specialequipment.

special staffing icon  – See shipstaffing.

species – In general, a personnel's species(singular or plural) can be determined bylooking at the card. The species might bedescribed to be only "humanoid" or theequivalent "alien". Some exceptions arelisted below, but for most cards, use thesesteps in order until you find the species:

1.  If the card is a Second Edition card,the species is indicated below the

image.2.  If the personnel has an icon, its

species is Hologram.

3.   All non- personnel with a Borg

subcommand icon ( , , or )are Borg species, as well as anyspecies also indicated in the nextsteps.

4.  If the personnel's lore indicates thespecies, then they are the speciesindicated. The lore might indicatemore than one species, such as "1/2human, 1/2 Vulcan". In a case likethis, the personnel belongs to each

indicated species. If a non-

personnel has a Borg subcommandicon, then besides being Borg speciesthey are also a member of theispecies of origin, which will beindicated either elsewhere in lore or bythe following step.

5.  If the preceding steps do not indicatethe (non-Borg) species, look to theimage. Each affiliation has one omore "usual species": if the image othe personnel matches a "usuaspecies" of its printed affiliation, thenthe personnel is that species. For amulti-affiliation card, look for matchesin the "usual species" of any of thecard's affiliations; the personnel thenretains that species in any affiliationmode.

  For [Fed], [NA], and [SF]Human is a “usual species.”  

  For [Dom], “usual speciesare Changeling, Vorta, andJem’Hadar. 

  For all other species excep[Neu], the species with thesame name as theaffiliation is a “usua

species.”  6.  If the species is not discernible fromthe preceding rules, they areconsidered humanoid. 

Exceptions and clarifications:  Commander Data, Exocomp

and all Cravic and Pralor Unitsare Androids 

  Tora Ziyal is Bajoran andCardassian

  The Trois: Lwaxana is BetazoidDeanna is Betazoid and Human

  Phlox is a Denobulan  [Kli] William T. Riker, [Kli]

Jean-Luc Picard, and [Fer

Jean-Luc Picard are Human  Stefan deSeve is Human   Vina is Orion   Arandis is Risian.  Dathon is Tamarian.  Targ is a Targ.

 Comparing species   – Two personnel arethe same species if there is any species ofwhich they are both members. Foexample, Spock (who is Vulcan and Humanand K'Ehleyr (who is Klingon and Humanwill not be stopped if selected by RaciaTension, because they both have Human asa species. However, both would be targetsfor Hate Crime, because Spock is the only

 Vulcan and K'Ehleyr is the only Klingon And if they are in play when Seek Out NewLife is triggered, they will prevent thedownload of any Vulcan, Human, oKlingon, including personnel who also haveanother species: for example, to downloadDaniel Kwan, you would need his twospecies (which are Human and Napean) tonot be in play. See humanoid.

Sphere Encounter  – See report withcrew.

Spot – This personnel’s STRENGTH is an 

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undefined attribute. See  ANIMAL.Whenever Spot is killed, if she has any livesremaining she immediately pops back to lifeat the same place, but is “stopped.” Anycards played on Spot are not nullified byher first eight deaths.

St. John Talbot  – See Release ThisPain.

staffing – See ship staffing.

Starfleet  – An affiliation.

Starfleet Phaser Pistol  – Erratum:This card has the [22] icon . 

Starship Excelsior - This ship has specialequipment providing one StellarCartography skill. This skill may be used toovercome space dilemmas or satisfyrequirements of space missions.

start of turn – See turn.

starting the game – The game begins bychoosing a starting player using any

mutually agreeable method. Each gameconsists of four seed phases followed bythe play phase. The starting player goesfirst in each seed phase and takes the firstturn in the play phase.

stasis – A personnel or ship in stasis isconceptually in “suspended animation.” They remain in stasis until released asspecified by the card that placed them instasis. Cards in stasis may not be used inany way (including game text, attributes,icons, lore, skills, ship equipment, traitssuch as gender, species, or matchingcommander status, etc.), and areconsidered in play for uniqueness only.

They may not perform any actions andmay not be moved or beamed. Forexample, a Treachery personnel in stasiswould not allow you to download personnelthere with Recruit Mercenaries; an androidin stasis aboard a ship at Paxan

 “Wormhole” cannot prevent that ship frombeing relocated; and Borg personnel maynot be reported to a Borg Cube in stasisusing the ship’s game text.

If personnel who are not in stasis areaboard a ship in stasis (e.g., because aCyber Drone was aboard when the shipentered stasis), they cannot move the ship,or beam off using that ship’s transporters. 

Cards in stasis may not be targeted in shipbattle and are excluded from personnelbattle (and may not be randomly selectedto die).

Cards or rules that have a global effect,such as Anti-Time Anomaly and Borgtimeline disruption, affect cards in stasisnormally. No other cards may affect or playon a card in stasis unless they specificallypermit it (e.g., Dead In Bed). (If apersonnel worth bonus points when killed,such as Aamin Marritza, is killed while in

stasis, the stasis effect ends when he iskilled and the points are scored.)

Cards aboard a ship in stasis are also instasis (unless prevented by the CyberDrone). A card already in play on a card instasis is suspended, unless its game textaffects a player or other cards not in stasis.For example, if a ship is in stasis, an

 Aphasia Device will not disable personnelaboard, and cards with a countdown icon oreffect (e.g., Ketracel-White, REM FatigueHallucinations) will not count down on thatship. However, Writ of Accountabilityaffects a player, so it is not suspended if the personnel it is played on enters stasis.

Static Warp Bubble – See The Traveler:Transcendence, discarding.

station – A type of facility.

stealing –  You may not “steal” Equipment cards, even if unattended, unless a cardallows it, such as Reginod or HQ: ReturnOrb to Bajor.

When a card allows you to steal Equipmentcards, they come under your control andyou use them as your own, disregardingaffiliation and species requirements foruse (e.g., “Klingon use only”). (However, acard which enhances only Klingons, forexample, still enhances only Klingons, andother requirements for use of theequipment must still be met. For example,a Romulan Cloaking Device only functionson a Romulan ship, or an [OS] ship with 2ENGINEER aboard.)

 You cannot steal cards that you control. All “stolen” cards are returned to their ownersat the end of the game. See Procurement

Drone.

Stefan de Seve – See Assign SupportPersonnel.

Stolen Attack Ship – See affiliation andship origin. 

Stone Knives and Bearskins  – Thisevent will affect Artifacts which say "Use asequipment", because those cards aretreated as equipment and affected by cardswhich affect equipment. It does notsuspend the gametext which itself says"Use as equipment", nor does it suspendtext that says "Not duplicatable." 

Stop First Contact  – This objective (orBuild Interplexing Beacon) disrupts thetimeline with the following effects:

“Timeline disrupted in 2063”  – If the Borgchange history by completing a Stop FirstContact or Build Interplexing Beaconobjective, the timeline is disrupted andFederation history ceases to exist. Cardswhich cease to exist include•  humans, including Borg whose

biological distinctiveness indicates thatthey were originally “human species” (but not“humanoids”), and 

•  [Fed]-affiliation cards (includingmultiaffiliation cards, regardless ocurrent mode), such as personnelships, and facilities.

However, things from other universes andin other times are not affected by thistimeline disruption; thus, the followingcards are protected :•  Cards which are at a time location o

which are time traveling into thefuture (e.g., Temporal Rift or TimeTravel Pod).

•  Cards with an [AU] icon or a [MQicon.

If a non-human personnel’s [Fed] affiliationis “lost” (e.g., to Memory Wipe or Frame of Mind) and the personnel “becomes Non-

 Aligned,” they are also protected fromtimeline disruption. See  “losesaffiliation.”  

Except for cards which are protected, allhumans and [Fed] cards in play (in anyquadrant) and in both players’ hands, drawdecks, side decks, discard piles, etc., mus

be placed out-of-play. (Reshuffle whereappropriate.) If any cards which do nocease to exist are aboard (or played on) aship or facility which ceases to exist, thosecards return to owner’s hand. 

”stopped”  – Cards may be “stopped” in certain situations.•  Encountering a dilemma with

conditions that the crew or AwayTeam can’t overcome   “stops” thaentire Away Team or ship and crew(See dilemma resolution.)

•  Participating in a battle “stops” alcards involved in the battle.

•  Carrying (and then dropping) o

beaming a Tribble card “stops” thepersonnel who did so.

•  Some cards may explicitly “stop” oneor more personnel or ships. Cards thaare “stopped” may not be beamedmove, walk, cloak, phase, participatein a battle, staff a ship, get “stopped”again (e.g., to pay a cost), oparticipate in missioncommandeering, or scouting attempt(Personnel selectively “stopped” by adilemma form a separate group andno longer participate in the missionattempt.)

Cards may target “stopped” cards, as long

as they do not require them to take any othese actions. For example, you mayrelocate a “stopped” ship with Magic CarpeRide OCD (see movement), but you maynot play Emergency Transporter Armbandson your “stopped” personnel, because theymay not beam.

Cards that are “stopped”  may  performother actions and use skills. For example, a

 “stopped” personnel may operatetransporters to beam “unstopped” cardsuse a downloading skill, contribute traits oskills for such cards as Paxan “Wormhole,Defiant Dedication Plaque, Kurlan Naiskos

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Navigate Plasma Storms, or Ketracel-White,and (if Borg) share skills with the hive. (Seepresent.)

 Also, whenever “stopped” cards areattacked, they are “unstopped” for theduration of that battle and may defendthemselves.

 “Stopped” cards become “unstopped”  automatically at the start of the next turn,unless a longer period is specified. When acard  “stops” personnel for a specificduration (e.g., Parallel Romance, ChineseFinger Puzzle), they may still be

 “unstopped” by other cards (e.g., Distortionof Space/Time Continuum, Deanna Troi).

When an entire Away Team or crew is “stopped” by failing to overcome a dilemmawith conditions (e.g., Chula: The Dice), bya dilemma that does not have conditions,but specifically says it “stops” an entire

 Away Team or crew (e.g., Sarjenka), or byparticipating in battle, any Equipment cardsin that Away Team or crew are also

 “stopped.”  

When specific members of a crew or AwayTeam are “stopped” by a dilemma or other card that specifically “stops” only selected personnel (e.g., Lineup), any Equipmentcards are not “stopped” (even if theselected personnel are the only ones in the

 Away Team or crew).

Some additional notes:•  Failing to complete a mission after

resolving the dilemmas does not “stop” the crew or Away Team.

•  Using up its maximum RANGE doesnot “stop” a ship. 

•   Your cards aboard your “stopped” ship

are also “stopped.”  •  During a mission, commandeering, or

scouting attempt, “stopped” personnel cannot contribute traits or skills totrigger, overcome, nullify, or curedilemmas. See present.

Storage Compartment Door  – Drawingthe three cards allowed by this doorway isexecuting orders and must take placeafter the card play segment of your turn.The cards drawn are not part of your handand must be either played or discarded(face up under your Tribble side deck )immediately. See card draw, card play,tribble.

Strategema  – When this incident is inplay, Q’s Planet cannot enter play (it cannotbe taken from a Q’s Tent and inserted intothe spaceline). 

Study Plasma Storm  –  This mission’sspecial text, “Computer Skill required to useany equipment here,” applies both toEquipment cards and ship specialequipment.

If Computer Skill is not present on the ship,Ketracel-White cards cannot be used at thislocation and thus do not prevent white

deprivation. Because the Ketracel-Whiteis not being used, it does not count down.

Study Protonebula – This mission is anebula. The owner of this mission, if playing [Borg] affiliation, may not normallyuse the special text allowing the downloadof One because they may not stock a non-[Borg] personnel. See Borg – Cooperation .

stunned and mortally wounded  – Stunned and mortally wounded personnelmay still modify other personnel (forexample, by adding to their attributes), butmay not use other skills (e.g., stunnedMEDICAL personnel cannot run theGenetronic Replicator; a stunned ElimGarak may not avoid the randomselection of a personnel to be killed). Seebattle – personnel.

Subjugate Planet  – You may notdownload a Remote Supply Depot if youalready have a facility at this objective’starget location. See dual-icon mission,mission, Reunion, mission attempt.

Subspace Schism – This interrupt may beplayed to affect any card draw a playermakes during a turn (including end-of-turncard draws and Warp Speed evening up). Itmay not be played on a card drawn for anopening hand.

”Subspace Seaweed”   – SeeProtouniverse.

Subspace Transporter – If the personnelbeamed aboard an opponent’s ship usingthis event takes a captive (e.g., IlonTandro, or using Captured), you may notbeam the captive back. Only yourTreachery personnel (and any equipment

he is carrying) may be beamed. Seecapturing.

Subspace Warp Rift  – A ship that stopsat the location of this event to avoiddamage is not  “stopped” (e.g., it mayinitiate battle or attempt a mission). A shipthat is relocated to or from the location of this event does not incur damage. Seepassing locations, movement.

Suna – See once per game.

superlatives – See ties.

Supernova – This event plays only on a

Mission card, not on any other location. Themission is not discarded, but remainsunderneath for span reference only, leavinga spaceline location of unspecified type(neither [P] nor [S]). None of its game text,icons, card title, etc. remain in effect otherthan the span. For example, if WormholeNegotiations is destroyed, you can nolonger play a Barzan Wormhole to reportships at that location.

 Any cards not affected by Supernova (e.g.,staffed Gomtuu, completed Borgobjectives), and any cards in play on them,are not discarded.

Tox Uthat’s stipulation that you “may play Supernova on a later turn” is a restriction;you may not play Supernova on the sameturn you play Tox Uthat even if you have anextra card play or download.

If a mission was assimilated before beingdestroyed, reversing the effects oSupernova with Persistence of Memorydoes not unassimilate the mission (just as idoes not  “unsolve” a mission previouslysolved). Therefore it still cannot be solvedor targeted for assimilation again.

If a mission that corresponds to a timelocation in play is destroyed by this eventthe time location is unaffected. SeeTemporal Vortex.

Once this event has resolved and destroyedall cards at the mission location, nullifying itwith Kevin Uxbridge or moving it with DrQ, Medicine Entity has no effect.

support personnel  – See  AssignSupport Personnel.

Survey Drone (Sixteen of Nineteen)  –This personnel’s special skill allows it toacquire artifacts that have been placed ontop of the mission where a [BO] objectivehas been completed (or artifacts that couldnot be acquired when a mission was solvedbecause of The Charybdis). It may noacquire artifacts that are still seeded undea mission or steal artifacts in play. Seescouting locations.

suspends play – A card which specificallysays it “suspends play” may be played aany time during the play phase (evenduring your opponent’s turn) and may

interrupt and temporarily suspend anyaction. Using a special download icon alsosuspends play. After the card play ospecial download has resolved, thesuspended action resumes. Seedownloading  – special downloadactions – interrupting.

If no action is in progress, an action thatmay suspend play (such as using a specialdownload icon) does not suspend anything.

 You may not suspend play during the seedphases.

Symbiont Diagnosis – See homeworld.

tactic – A card type which comes into playonly through a special Battle Bridge sidedeck (you cannot stock Tactic cards in youdraw deck or your Q’s Tent). Tactic cardsincrease your offensive and/or defensivecapabilities during ship battles and alsoindicate specific damage affecting youopponent’s ships and facilities.

If a card (e.g., Make It So, Falar) allow youto download a Tactic card, it may bedownloaded only from your Battle Bridgeside deck and only at the start of battle(when Tactic cards would normally be

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drawn). A Tactic card may not bedownloaded as a damage marker.

Some Tactic cards (e.g., Breen Energy-Dampening Weapon, Chain Reaction Pulsar)have game text starting with a phrase like

 “Requires a ship with … firing.” Unlike most tactics, which work for any ship but givebonuses for particular kinds of ships (seeaffiliation and ship origin), these tacticscannot be used as your current tacticunless you have the required ship firing inthe battle.

When damage text takes a casualty, thepersonnel is selected from all appropriatepersonnel aboard the ship, includingintruders.

Tal Shiar – See skills – using.

Talosian Cage  – See selections,showing your cards. 

Tama – The lore on this ship is written inTamarian. The phrase “Dathon, speakingfirst” means that Dathon is its captain and

thus its matching commander.

Tamarian-related  – A card with “Tamarian” or “El- Adrel” in title or lore. 

Tantalus Field  – You may not use thisartifact to kill a personnel if either theartifact or the potential victim is aboard acloaked or phased ship. See cloaking andphasing.

Tarchannen Study  – See dual-iconmissions.

Tarellian Plague Ship – Revised text:Entire crew immediately dies from 

 plague unless MEDICAL “beams over” (discarded) to Tarellians. Discard dilemma.

 An OFFICER with a Medical Kit overcomesthis dilemma if both cards “beam over” (are discarded). Borg may overcome thisdilemma by “beaming over” a [Com] Borgwith shared MEDICAL skill. (Therequirement for a MEDICAL to “beam over” is not a choice; it is a condition forovercoming the dilemma.) A holographicMEDICAL may “beam over” to pass thisdilemma only if wearing a Mobile Holo-Emitter (both are discarded). Seeholographic personnel and equipment.

Barclay Transporter Phobia is a validreponse to an attempted “beaming.” If thefirst MEDICAL is prevented from beamingover, another MEDICAL may be selected todo so. This dilemma is assumed to providetransporters if your crew or Away Teamdoes not have them available, but it cannotovercome obstacles to beaming such asDistortion Field. See Quash Conspiracy,quarantine.

Targ – See ANIMAL.

target – Act of selecting and identifying a

particular thing such as a card, discard pile,draw deck, player, etc. for a purposespecified by a card or rule. Also, the thingthat is targeted. A card does not have toexplicitly use the word “target” to targetsomething. Targets are selected during theinitiation step of an action. You cannottarget an action. For example, BarclayTransporter Phobia targets a personnel,randomly selected from a group that isbeaming. It does not target the beamingaction itself. See showing your cards,actions – step 1: initiation.

Tasha Yar  – Alternate  – Errata, specialskill replaced:[SD] Starfleet Type II Phaser This personnel has only two red [Skill] •icons.

Tekeny Ghemor  – See playing anaffiliation.

Telepathic Alien Kidnappers – Using thisevent, you guess a card type at the end of each of your turns, just before your carddraw. See Intruder Force Field.

When you have this event and any cardforcing your opponent to reveal his hand(e.g., Alien Probe, Ferengi Bug) both inplay, you must allow your opponent toshuffle and conceal his hand before youmake the selection.

Temporal Causality Loop – If one of theactions to be undone by this dilemmacannot be undone, then the results of theaction are left intact. If the action wasinitiated by a card play, that card returns toyour hand. For example, if you played aScan card, you cannot “undo” having seenthe seed cards under the mission, but the

Scan card returns to your hand. If youplayed a Regenerate to shuffle your discardpile into your draw deck, the draw deck remains intact (because you cannotseparate the cards), and the Regeneratereturns to your hand.

Temporal Micro-Wormhole  – Thisdoorway does not allow you to downloadpersonnel (other than Dr. Telek R’Mor) orgive permission to play a card. It provides adestination for reporting a personnel (e.g.,one played as your normal card play, ordownloaded with another card that doesnot provide a destination, such as the lastfunction of Defend Homeworld).

 A personnel reported to your ship using thisdoorway may mix even with an affiliationthat personnel normally does not work with. See compatible. However, thedoorway does not allow you to stock Borg-affiliation cards in a non-Borg deck, or viceversa. (See Borg – Cooperation .)

The allowance for a personnel to mix withyour other affiliations “for rest of   game” applies only to the copy of the personnelyou reported aboard your ship (not toadditional copies or other versions of thepersona).

If that copy leaves play, the effect doesnot apply to the same or another copy of the card reported again normally. See onceper game.

If you download Dr. Telek R’Mor with this doorway, you may use the doorway’s texto report him aboard any of your ships andallow him to mix with all your affiliations(discard the doorway), or his own text toreport him aboard your compatible shipwithout “mixing” permission (do not discardthe doorway).

Temporal Narcosis – See double turn,Horga’hn.

Temporal Rift  – ErratumThis card now has a countdown icon of 2in addition to revised text:Plays on your ship. Ship disappearsWhen countdown expires, shipreappears here. 

This interrupt is not  a valid response tobattle or a dilemma, and may not be used

to “escape” them. It may not target adocked ship or carried ship. See actions – step 2: responses.

Cards may not be played on a ship in aTemporal Rift, and you may not discard aSpace-Time Portal to return the ship tohand.

 A card in a Temporal Rift is in play foruniqueness only; it is not in the present, socards like Anti-Time Anomaly cannot affectit.

Countdown effects and icons, such asPlasma Fire or Ketracel-White, also do no

count down while a ship is in a TemporaRift.

The same rules also apply to a ship affectedby a Time Travel Pod. See time travelBlack Hole.

Temporal Vortex – Erratum:This card has the [Ref] icon. 

When played for its last function, thisdoorway relocates only one ship, one time

 Although it has a countdown icon, it cannoperform any additional relocations duringthe countdown. (Play the doorway onthe ship, and discard it at the end of the

countdown.)

If played on a Borg Ship whenencountered, the dilemma does not attack(so your cards are not “stopped”), nor doesit attack when it reappears after thecountdown expires or if the doorway is

 “closed.”  

If a mission that corresponds to a timelocation in play is destroyed by aSupernova, the location remains the

 “corresponding spaceline location” fotime travel using this doorway.

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Temporal Wake – This interrupt may nottarget a docked ship or carried ship toforce it to follow a time-traveling ship.

Terok Nor – See Deep Space 9.

Terraforming Station  – This stationallows you to “terraform” (redefine) therequirements of a planet mission for asubsequent game with the same opponent.

 You may choose to replace eachrequirement with another requirement of the same type. You may replacepersonnel types with personnel types,other regular skills with regular skills thatare not personnel types. and attributeswith attributes. In addition, you mayredefine the name of a Personnel,Equipment, or Artifact card. You may not redefine numbers, icons, or specialrequirements such as “3 [AU] iconPersonnel,” or create redundant requirements (such as “Treachery + Treachery”). For example, if a missionrequires “MEDICAL + Guinan + CUNNING >30” it could be  changed to “SECURITY +Spock + INTEGRITY > 30.” 

The redefinition works for both ends of themission. The mission loses the redefinitionafter your next game with the sameopponent, even if you don’t use that mission.

 You must define the new requirementsimmediately after the game ends. Intournament play, give the redefinition tothe tournament director in writing, beforethe cards are removed from the spaceline;it will affect a later match in that sametournament, if you play the same opponent.

 A redefinition of mission requirements

made outside of a specific tournamentcannot  affect a match within thattournament.

Terran – A synonym for human. 

Terran Empire icon [TE]  – This iconindicates Terrans (and their allies) from themirror universe. It is a special staffing icon,and also has other uses defined by cards.

Terran Rebellion HQ – When this facilityis in play at the Search for Rebels missionlocation, that location becomes ahomeworld for all Federation cards with a[TE] Terran Empire icon, and thus may be

targeted by cards such as AssimilateHomeworld and Gold-Pressed Latinum. To

 “match the affiliation of the homeworld,” apersonnel card must have [Fed], [TE], and[MQ] icons.

Tetryon Field – A ship without Navigationaboard must stop moving at the location of this event and cannot move for theremainder of the turn, but is not “stopped” (e.g., it may initiate battle or attempt amission).

The  –  Card titles starting with “The” aresorted under the second word of the cardtitle (e.g., The Big Picture is under “Big”). 

there – See here.

Theta-Radiation Poisoning – Only oneMedical Kit is required aboard the ship oroutpost affected by this dilemma to preventany personnel from dying at the end of each turn.

Thine Own Self  – Revised text:Plays on opponent’s one - or two-  person Away Team on a planet (unless in a facility).  Away Team is “lost” (place under mission). Capture (or opponent rescues) by solving mission.

This interrupt remains on the “lost”  AwayTeam until they are rescued or captured.See discarding.

The “lost” personnel are still an  Away Team and are vulnerable to cardssuch as Anti-Time Anomaly, Risky Business,or Dal’Rok, but they cannot use any skills or 

features (as if disabled). They are placedunder the mission only as a marker of their “lost” status and are not considered seed cards that can be discarded with Ajur orBoratus.

 A “lost” Borg scout may not be retrieved when the Borg complete theirobjective. See Away Team and crew.

 You may not play it on an Away Team at atime location, because it requires you toplace them under a mission.

Third of Five – See drone.

Thought Fire – Revised text:If The Traveler: Transcendence is affecting you, all crew or Away Team members with (CUNNING + INTEGRITY)<12 are killed unless Empathy present.

thrice per game – Three times per game.See once per game.

ties  – When a dilemma specifies asuperlative such as “strongest,” “mostCUNNING,” or   “highest total attributes,” and there is a tie, the opponent of theplayer encountering the dilemma gets tochoose (unless the dilemma states

otherwise). See selections.

To determine such things as “nearestplanet”   and “far end of  spaceline,” compare the number of  cards  in eachdirection; if there is a tie, then compare thetotal span in each direction. If still a tie, theopponent chooses.

ties (scoring)  – See the officialtournament guide.

time location – A card type representing a

location in the past or future of the StaTrek universe. Time locations may be [S] o[P] locations.

 A time location is not a mission or spacelinelocation, but it has a corresponding missionidentified by the lore of both cards. Foexample, the mission Agricultura

 Assessment corresponds to the timelocation Sherman’s Peak; both are locatedat Sherman’s Planet. You may not seed oplay a time location unless thecorresponding spaceline location is in play.

 A time location is placed by itself on thetable, creating its own planet or spacelocation separate from the spacelines. Thecard may have special instructions to becarried out when it is seeded or played; iyou cannot carry out all instructions, youmay not seed or play the time location.

Playing a time location uses your normacard play.

Cards that affect the mission, such asSupernova or Black Hole, have no effect on

the time location. Cards at the time locationare not at the corresponding mission andcannot attempt it. Ships and personnel maytravel between the time location and themission using a card that allows timetravel.

The cards listed on a time location as “native  to this timeline” may be reporteddirectly to the location if it is in play. Youmay choose to report personnel on thesurface of a planet time location, aboardany of your compatible ships or facilities atthe time location, or aboard any opponent’sfacility there that you are allowed to use(e.g., Deep Space Station K-7). You may

report a ship or facility in space at thelocation (in orbit of a planet). Whenreported in this manner, you do not needan open doorway, such as an AlternateUniverse Door, to allow you to reporthese Alternate Universe icon cards.

 You are not required to have the timelocation in play to use cards native to thalocation, or to report them to that timelocation if it is in play. They may bereported normally to a facility on thespaceline, or by any other legal reportingmethod, if you have an open Doorway cardwhich allows [AU] cards to play.

Time To Reconsider – You may play thisinterrupt to “stop” your ship and crew onyour turn, but it will have no effect on anopponent’s ability to counter-attack on histurn (because it only prevents a counterattack  “this turn”).

If you attacked your opponent this turnyou may play the interrupt on your shipduring his turn to prevent him fromcounterattacking.

time travel – There are two forms of timetravel.

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•  Movement between a time locationand a spaceline is possible only via apair of Wormhole interrupts, a Q-related “relocator  card”  such asWhere’s Guinan or Jealous Amanda, orany card that specifically states that itallows such movement, such asTemporal Vortex or Orb of Time. Cardssuch as Iconian Gateway, which donot so specify, do not allow timetravel. Time travel is not restricted to

 “corresponding spaceline location” unless specified. For example, the Orbof Time allows you to move from anyspaceline location (in any quadrant) toany timeline location, or vice versa; orbetween two time locations.

•  Temporal Rift and Time Travel Podrepresent a different form of timetravel, moving from the present intothe future while remaining at the samephysical location. The ship and allcards aboard are in play foruniqueness only, and are not affectedby cards that resolve while the shiphas “disappeared,”  such as Anti-Time

 Anomaly, Stop First Contact, orSupernova.

Time Travel Pod  – This artifact refers tothe full turns of the player whose ship thecard is played upon. See InvestigateTime Continuum, Temporal Rift, timetravel.

timeline disruption  – The existence of time locations makes it possible toconceptually go back in time and alterhistory in such a way that you changeconditions in the present. The effects of timeline disruption vary by event:

 “Timeline disrupted in 2063” –  If theBorg change history by completing a StopFirst Contact or Build Interplexing Beaconobjective, the timeline is disrupted andFederation and Starfleet history ceases toexist. Cards which are disrupted include:

   All personnel of Human species.   All and affiliation cards

(including mutli-affiliation cards,regardless of current mode), suchas personnel, ships, and facilities.

However, things from other universes orcurrently time travelling are not affected bythis timeline disruption thus, the followingcards are protected:

  cards with a icon.  cards with an icon (unless they

also have a , , or icon).  cards that have disappeared (e.g.

Temporal Rift or Time TravelPod).

  cards which have lost theiraffiliation (e.g. Thine Own Self)

  cards at a time location.

Except for cards which are protected, alldisrupted cards in play (in any quadrant)and in any player’s hand, draw deck, sidedeck, discard pile, etc., are placed out-of-play. (Reshuffle where appropriate.) If any

cards are aboard (or played on) a disruptedship or facility (but are themselves notdisrupted), those cards return to owner’shand.

 “Timeline disrupted in 2267” –  theeffects of this disruption are described onHero of the Empire.

Timicin – See helps.

timing – See turn, actions.

Tomalak of Borg  – See counterpart,rest of game.

Tommygun  – See holographicpersonnel and equipment.

Tongo  –  To “declare a move” for thisincident, you must have a bet to show.There is no winner or loser if your opponenthas no bet (they must show their hand toverify this) or if there is a tie for highesttotal attributes.

Topological Anomaly 4747 – When

randomly selecting an ENGINEER for thiscard, include all Borg, android, and [Holo]ENGINEERs in the selection. 

Toral – See skills.

Torture – See Madred.

tournament scoring – See the officialtournament guide for details of scoringvictory points and differential. Also seepoints, bonus points, winning thegame.

towing  – A ship may not tow anythingunless a card allows it, such as Activate

Tractor Beam or Radioactive Garbage Scow.When a ship towing another ship or Scowmoves or relocates in any way (e.g.,through the Bajoran Wormhole, withWormholes, The Traveler, time travel, etc.),the towed ship is also moved orrelocated.

 A ship in tow cannot tow anothership.

 A towed ship may cloak (but not thetowing ship). See cloaking and phasing,tractor beam.

Tox Uthat  – If you use this artifact to

allow the play of a Supernova, it isdiscarded even if the Supernova is nullified.See actions – step 1: initiation.

T’Pan – Errata:• SCIENCE • Mindmeld  This personnel has two red [Skill] • iconsand is not a mission specialist.

tractor beam –  A type of ship’s specialequipment. A tractor beam has no built-infunctions, but is activated by other cards,such as Activate Tractor Beam, EngageShuttle Operations, and Ship Seizure. Seetowing.

Transporter Drones  – This Equipmencard’s STRENGTH cannot be used outsideof battle or modified by cards that affectpersonnel STRENGTH. It is not a weapon.

Transporter Mixup – Because a group of personnel beams simultaneously, all four ofthe personnel discarded by this incident areconsidered to leave play simultaneously(the cards are still placed in the discard pileone at a time so the opponent can seethem). See exchanging cards.

Transporter Skill  – When using a card(such as Invasive Beam-in) requiresTransporter Skill aboard a ship, theTransporter Skill personnel must remain onthe ship to operate the transporters. SeeMiracle Worker, tribble.

transporters – All ships and facilities havetransporters unless otherwise specified. Youmay not operate your opponent’stransporters unless you are allowed to usehis facility (except when infiltrating; seeinfiltration icon).

Transporters are not special equipmentSee beaming.

Transwarp Drone (Two of Nineteen)  –This personnel may download one doorwayor interrupt whose title includes

 “Transwarp,” i.e., Transwarp NetworkGateway (doorway) or Transwarp Condui(interrupt).

Transwarp Network Gateway  –Erratum:Seed one during facility phase on any spaceline end OR play on anyspaceline location where you have a

[Nav] Borg. Any player may play aTranswarp Conduit (or another copyof this doorway) to allow moving anyor all of that player’s ships  from thisTranswarp Network Gateway toanother. OR Downloads TranswarpConduit (discard doorway).

To move ships through Transwarp NetworkGateways, there must already be in playtwo copies of this doorway at differenlocations.

 You must play another Transwarp Network Gateway doorway or a Transwarp Conduitinterrupt each time you wish to move a ship

(or group of ships) through the gatewaynetwork. This does not use any of theship’s RANGE, but is still normal shipmovement, requiring full staffing.

Playing a Transwarp Network Gatewayrequires a [Nav] Borg present even whendownload (e.g., with the Borg Outpost’sspecial download icon). See spaceline.

Traveler, The  –  This personnel’s skilenables normal ship movement requiringfull staffing, similar to the Wormholeinterrupt, but is restricted to the currenspaceline.

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 Traveler: Transcendence, The  – Thisevent nullifies all Static Warp Bubbles inplay or played later, either yours or youropponent’s. 

treaties – Treaty cards make one player’scards of two or more different affiliationscompatible and allow them to mix andcooperate. They do not change any card’saffiliation or make them matchingaffiliation.

If a treaty is destroyed, incompatiblepersonnel aboard a ship or facility areplaced under house arrest.

Treaties do not “chain.” If you have Treaty: Federation/Bajoran and Treaty:Federation/Klingon in play, your Bajoransmay not mix with your Klingons. You mustalso play Treaty: Bajoran/Klingon for allthree groups to mix.

 A “Federation treaty” is any treaty which includes the Federation as one of theparties. For example, Treaty:

Federation/Klingon and Organian PeaceTreaty are both Federation treaties as wellas Klingon treaties.

Treaty: Federation/Romulan/Klingon – You may not use this event’s provisions if you have any  side deck in play (even if closed or empty), including a Battle Bridgeside deck.

Only your Federation, Romulan, andKlingon affiliations are restricted fromattempting your opponent’s missions; yourpersonnel and ships of all other affiliationsmay attempt any of  your opponent’smissions that has an appropriate icon or

text.

Playing an Espionage card will not permityou to attempt an opponent’s mission whilethis treaty is in play. However, a requiredaction (such as Samaritan Snare) maycompel you to attempt an opponent’smission despite the treaty restriction. Seeactions – required.

tribble  – A card type which comes intoplay only through a Tribble side deck .Tribble cards represent single tribbles andgroups of 10, 100, 1,000, etc. They mayreport or breed as noted on each card.

 You may play one Tribble card each turnper group of your tribbles (whether thecards were drawn from your side deck ordownloaded by playing a StorageCompartment Door). All of your tribbles onone ship, facility, site, or planet are onegroup. Reporting a 1 Tribble or 10 Tribblescard where there are no tribbles creates anew group; you may not play anotherTribble card to that group on that turn.

 You must have at least the requirednumber of tribbles present to breedtribbles. (You may not breed tribbles fromyour opponent’ s tribble group.) For

example, the 100 Tribbles card “Breedsfrom 10 tribbles.” You must have at least10 tribbles present (either ten 1 Tribblecards or one 10 Tribbles card) to play a 100Tribbles card to that group. When youbreed a tribble card, the tribbles required tobreed that card remain in play.

The small Tribble cards – 1 Tribble and 10Tribbles – may be carried like equipment byeither player’s personnel. Each personnelmay carry only one small Tribble card;when they eventually “drop” it, they are

 “stopped.” He is not required to put it downwhile he performs other actions, such asattempting a mission.

The large Tribble cards – 100 Tribbles andgreater – may not be carried, but may bebeamed by any Transporter Skill personnel.Each personnel may beam up to one largeTribble card for each unit of that skill theyhave, then that personnel is “stopped” and may beam no more Tribble cards that turn.

 You may lower the SHIELDS of your Nor tobeam large Tribble cards. Although smallTribble cards may not be beamed, you may

beam the personnel who are carrying them(this does not require Transporter Skill anddoes not “stop” anyone). 

 You may beam large tribble cards betweenyour opponent’s ship and your own ship (if a card, such as the Transport Drone orInvasive Beam-In, allows you to beamcards through SHIELDS). Your opponentmust allow you to see the tribble cards toselect one or more for beaming.

Each denomination of Tribble card (e.g., 1Tribble) comes in multiple versions, withdifferent images and card numbers, and adifferent special colored icon such as Go,

Poison, and so on. All versions of adenomination are treated as the same cardin the Star Trek Customizable Card Game(they are not cumulative); the special iconsare used in the Tribbles Customizable CardGame™. 

(Tribble cards from the TribblesCustomizable Card Game may not be usedin the Star Trek Customizable Card Game,because they have no game text allowingthem to play.)

Tribble Bomb  – Your Barry Waddle mustbe at the same location as your tribblegroup to allow you to play this incident (not

 just to play it for free).

This incident cannot be moved except asallowed by Trouble… in the Transporters,even when Tribble cards from the tribblegroup where it is played are carried orbeamed.

Tribble side deck  – This side deck  ismade up of  Tribble and Trouble cards.

 You can have as many Tribble and Troublecards in your side deck as you like, evenduplicates. The side deck is activatedduring the doorway seed phase by a

Storage Compartment Door card placedface up on top of the side deck.

The Storage Compartment Door allowyou to draw and play (or discard) up tothree cards from your side deck duringeach of your turns. Your Tribble andTrouble cards are not part of your normahand, and thus are not affected bycards such as Alien Probe and Energy

 Vortex.

Whenever a card from your Tribble sidedeck is discarded or otherwise leaves thetable, place it face up underneath your sidedeck. When your side deck runs out offace-down cards, shuffle the face-up cardsand place them face down againunderneath your seeded StorageCompartment Door.

Tribunal of Q  – When you download

and/or play cards you may ignore anygame text that would prevent, nullify omodify the cost of downloading and/oplaying those cards. This card does noallow you to ignore game text not directly

related to the downloading/playing of recards.

Examples:   You may ignore the text of Dial-Up to

use the last function of Q the Referee

to download a card.   You may ignore the text of Amanda

Rogers to prevent it from nullifyingThe Juggler.

   You may ignore the text of 211th Rule

of Acquisition to play a card youdownload on your opponent's turnwithout discarding cards from hand.

   You may ignore the text of Obelisk oMasaka to download more than one

card from multiple draws gainedfrom a single card. You maynot ignore to text to download

multiple non- cards.   You may not ignore the effects of In

the Zone while downloading acard.

Trill  – A species. Some, but not all, Trilhave symbionts; this characteristic iindicated in lore. 

trouble  – A card type which comes intoplay only through a Tribble side deck

 You may play Trouble cards only where you

have tribbles present. You may play oneTrouble card each turn per group of youtribbles.

Each Trouble card lists the minimumnumber of tribbles required to “activateportions of its game text. If you do nohave the minimum number present, theTrouble card stays in play, but its game texis inactive. If you have no tribbles presenwith a Trouble card, it is discarded.

Whenever any of your Tribble cards (oyour Tribble Bomb) are moved, any or all o

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your Trouble cards present may go alongwith them.

tripling – see doubling.

Trouble … on the Bridge  – When thisTrouble card is present with at least 1,000tribbles on a ship with more than 10personnel in its crew, that crew may notattempt missions.

Trust Me – A Borg player may use this Q-icon event to place non-Borg personnel orships in his discard pile and may use themnormally if retrieved to hand, but they maynot mix with his Borg.

Tsiolkovsky Infection – Errata:Place aboard ship. It is now infected.Mission continues, but all personnel, while aboard, lose their first-listed skill. Cure with 3 MEDICAL. (Not cumulative.) See skills.

turn  – Players alternate taking turnsthroughout the play phase. During yourturn you will do up to five things, in thisorder:

1.  Perform any actions required orallowed by game text that says ittakes place at “start of turn.”  

2.  Play a card from your hand. This “normal card play” is optional.  Allcards except interrupts and doorwaysmay be played only at this time, eventhose that play “for free,” unless acard specifically allows a card play atanother time. During this segment of your turn, you may take no actionsother than:

•  playing cards;

•  actions that suspend play;•  actions that may occur at any

time (including activating hiddenagendas and playing interruptsand doorways);

•  sub-actions of those actions; and,•  any action that would respond to

or replace an allowed action.

 Any other action advances you to the “execute orders” segement of yourturn, after which you may no longerplay cards (except interrupts anddoorways).

3.  Execute orders. This generally means

moving and/or using cards already onthe table, and is also optional. Seeexecuting orders.

4.  Perform any actions required orallowed by game text that says ittakes place at “end of turn.” (Probingis also defined as an end-of-turnaction unless otherwise specified.)

5.  Draw a card from your draw deck toyour hand. This is mandatory andsignals the end of your turn. See carddraw. If you are prevented from

drawing a card (for example, by thegame text of Q’s Tent or the Ops site,or because there are no cards left inyour draw deck), then you simplyannounce when you are done withyour turn.

Game text that says it may be used “at any time” may be used out of the normal turn order, or during your opponent’s turn, evenif the card type is normally playable onlyduring your own turn (e.g., an event ordoorway). However, such game text maynot interrupt an unrelated action. Seeactions – interrupting.

 You may choose the order of start-of-turnand end-of-turn actions. For example, youmay process ore either before or after aRogue Borg battle; you may probe eitherbefore or after counting down countdownicons or moving a Borg Ship dilemma. Noother actions may take place between start-of-turn or end-of-turn actions, other thanvalid responses. However, your normal carddraw (or any action that replaces it), isalways the last action of your turn. (In

Warp Speed format, evening up is the lastaction, immediately following your carddraw.)

If a card such as 35th Rule of Acquisitionallows you to draw a card at “end of each turn” when conditions are met (but doesnot say it is an extra or additional carddraw), it is the result of an “end-of-turn” action, which must take place before yournormal card draw which ends your turn.However, if a card allows an “extra” or

 “additional” card draw at the end of yourturn (e.g., The Traveler: Transcendence orQuark’s Bar), it is a modification to yournormal card draw, and thus is not an “end-

of-turn” action. 

 Your separate Away Teams merging at theend of your turn and “stopped” cardsbecoming “unstopped” at the start of a turnare not actions. They are changes of statusthat occur automatically when a turn endsor starts. A few other uses of the term

 “turn” are clarified below:•   A “full turn” is one complete turn of 

one player, from beginning to end, notincluding the current turn.

•   “Owner’s turn” refers to the owner of the card being affected , rather thanthe card played .

•   “Every turn” means every turn of both 

players.•   “Each turn” means each turn of the

subject of the game text (skipping theother player). The subject player isusually indicated by a word such as

 “you,” “opponent” or “owner.”   (“You” or “your” refers to the person playing the card or encountering thedilemma.) It may also be implied bygame text instructing the person whoplayed the card to take specificactions. If no player is specified orimplied, then the subject of the gametext is the player whom it affects. If itaffects both players equally, the

subject is the person who played oencountered the card. Examples:o  Temporal Rift: “Ship … mus

reappear here after two of youfull turns.” The subject is theperson who played the interrupt.

o  Hyper- Aging: “Away Team... diesat the end of your third full turn.”The subject is the playeencountering the dilemma.

o  Warp Core Breach: “Shipexplodes at end of owner’s nexturn.” The subject is the owner othe ship.

o  Telepathic Alien Kidnappers: “Aend of each turn, guess a cardtype...” The subject is the personwho played the card, who isinstructed to guess a card type.

o  Plasma Fire: “Fire damages shipat end of next turn.” The subjecis the owner of the ship.

Turrel – See in play.

twice per game – See once per game.

Twin Mistresses of Evil, The  – Each othe personnel on this dual-personnecard may double the regular skills of onlyone Tom Paris or Harry Kim present. Seeskills – modifying.

Two-Dimensional Creatures – Erratum:Place on ship. Empaths aboard aredisabled. Ship can’t move untiSCIENCE and ENGINEER aboarddiscarding dilemma and curingempaths.

Type 18 Shuttlepod  – This ship mayreport with crew to the location of youDefiant -class ship, in space (not aboard)

The requirement for Navigation skill appliesonly to personnel, not to Equipment cards.

Ultimatum – To score points with thisobjective, at least one of your ships firingWEAPONS in the battle that destroys theship must be a Dominion ship. Seeaffiliation and ship origin.

undefined attribute – If a card has anundefined attribute (e.g., Mortal Q’s CUNNING of Q, Kivas’ Fajo’s “NOINTEGRITY,” or Spot’s STRENGTH, which isnot a number but is explained in the skillsbox), it is treated as zero for purposes of comparisons or totalling attributes

Undefined attributes cannot be modifiedwith other cards. For example, Kivas Fajowill be killed by the Firestorm dilemma, buhis INTEGRITY is not enhanced byKukalaka.

 A “disabled ship attribute” (for the dilemma “Pup”) is treated as an undefined attribute A  variable attribute is not undefinedunless it is unusable for some reason.

Undetected Beam-In – If your opponentencounters this dilemma, you maydownload up to four Borg drones (to theplanet, if any, or to any ship or facility a

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the location). If you download them to aship or facility controlled by your opponent,the drones are intruders.

Rogue Borg Mercenaries downloadedthrough this dilemma battle for the firsttime at the start of the next turn, even if more Rogue Borg are played normally onthe current turn. They may play only on anoccupied ship.

unexamined  – A player has examined amission if that player has revealed, glanced,or peeked at any card seeded face down atthat mission, regardless of which player’scard caused that player to see the card. If amission has been attempted or scouted, ithas been examined for both players. 

unique and universal  – Universalpersonnel, ships, facilities, sites, missions,and time locations are those with the four-diamond ❖ universal symbol at the

beginning of the card name. Those withoutthe ❖ universal symbol are unique (unless

they have an enigma icon ✶.) All other

card types are universal unless marked

 “Unique” or “Not duplicatable.”  

  Each player may have only one copyof a particular unique (or Enigma)personnel or ship (or of the samepersona) or non-duplicatible facility inplay at any time. Any number of copies of a universal personnel, ship,or facility may be in play at the sametime. A player may not play a uniquepersonnel, ship, or non-duplicatiblefacility if that player has a non-uniquepersonnel, ship, or facility in play withthe same title or persona (or vice-versa).

•  Unique sites are “unique per station.” 

That is, each Nor is limited to one of each kind of Site card. Universal sitesmay exist in multiple on each Nor.

•  Unique missions (including Q’sPlanet) and time locations are not duplicatable . There may be only onecopy of a time location in play at atime, for both players. Uniquemissions are stacked to create a singlelocation. Each player may seed morethan one copy of any universalmission.

  Each player may have multiple copiesof a facility, artifact, dilemma,objective, etc. in play at a time, exceptfor cards marked  “Unique” or “Not

duplicatable” in their game text.

When any card marked “Unique” in itsgame text, or any unique or Enigmapersonnel or ship, is in play, another copyor instance of the same persona may notbe played by the same player, and if another copy belonging to the same playeris encountered (e.g., dilemmas), earned(e.g., artifacts), or activated (e.g., hiddenagendas) by any player, that copy isdiscarded.

When any card marked “Not duplicatable” in its game text (or any unique time

location) is in play, another copy may notbe seeded or played by any player, and if another copy is encountered, earned, oractivated by any player, that copy isdiscarded. When a player seeds any uniquemission which has already been seeded onthe spaceline, the second copy is stackedatop the first to create a single location.See Deep Space 9, seed phase.

Unity Drone (Two of Seventeen) – Thispersonnel allows your Borg to shareCUNNING in the hive.

Example: You have an Away Team on aplanet consisting of three Borg, with a totalCUNNING of 15:  Bio-Med Drone, [Com], CUNNING 5  Tactical Drone, [Def], CUNNING 5  Talon Drone, [Def], CUNNING 5.

 You have a Borg ship at a neighboringspaceline locationwith the following crewaboard, with a total CUNNING of 17:

   Astrogation Drone, [Nav], CUNNING 7  Guard Drone, [Def], CUNNING 5 

Unity Drone, [Com], CUNNING 5

If you bring the ship to the planet location(in the same hive), the CUNNING of theship’s crew is added to the total CUNNINGof the Away Team, giving the Away Team atotal CUNNING of 32 when facing adilemma. Likewise, the Away Team’sCUNNING is added to that of the ship’screw, so the crew has an effective totalCUNNING of 32. This has no effect on theCUNNING of each individual Borg.

If the Bio-Med Drone is now killed, so thereis no longer a [Com] Borg on the planet,the Away Team now has a total CUNNING

of only 10, and the ship’s crew has a totalCUNNING of only 17.

universe – See mirror universe.

universal – See unique and universal.

unopposed  – Your personnel areunopposed  if your opponent has nopersonnel present with them on a planet,ship, facility, or site. Your ship is unopposedif your opponent has no ships at the samespaceline or timeline location. A site isunopposed if your opponent has no dockedships or personnel at that site. Cards thatare cloaked, phased, disabled, or in stasis

do not oppose. See opposing, PatrolNeutral Zone.

until any Q-Flash – See Q-icon cards.

U.S.S. Danube – Errata:Reports for free to Docking Pads.

U.S.S. Dauntless – This ship may be fullystaffed by Arturis even if it is in Federationaffiliation mode.

U.S.S. Enterprise-B – See attributemodifiers.

U.S.S. Enterprise-C – This ship can reporto any location, in either quadrant, or to atime location. It may report to a facility, bucannot avoid being damaged. If youopponent is using a Battle Bridge side deckhe applies default damage (two damagemarkers) when you report the ship.

If reported with crew via Space-TimePortal, damage is applied to the ship beforethe crew is reported aboard (no casulatieswill occur).

U.S.S. Pasteur – This ship has specialequipment providing one MEDICAL skillThis MEDICAL may be used as one of theseven personnel types required by theKurlan Naiskos. The U.S.S. Pasteur’snemesis is the I.K.C. Chang. See nemesisicon.

U.S.S. Yangtzee Kiang – This ship iscompatible with the Bajoran affiliation. Imay be staffed by Bajoran-affiliatedpersonnel (without a matching Federationpersonnel), and reported and docked at aBajoran facility. It is still a Federation ship

and must abide by Federation attackrestrictions.

use – See equipment.

 Valeris – See infiltration icon, skills.

 Vantika’s Neural Pathways – A missionspecialist affected by this dilemma remainsa mission specialist, with a skill oTreachery x2. See  Assign MissionSpecialists.

variable attribute – Some personnel havean X in one of their attribute boxes, with acorresponding special skill such as “X=2 o

7.” Each time you need to know the valueof a variable attribute (even when the cardis in hand, such as for a Royale Casinodilemma), the owner of the card maychoose one of the listed values at that timeWhenever the special skill is unusable (foexample, because of Brain Drain or HateCrime), the attribute is an undefinedattribute, treated as zero.

verification  – When a card or rulerequires you to perform some action whichyou are unable to complete, your opponentmust be allowed to verify that you areunable to do so. For example, if you cannoplay a card when required to by a card such

as Visit Cochrane Memorial or Energy Vortex, your opponent may look at youhand to verify that you are unableto do so. See showing your cards.

version –  A “version” of a personnel refersto any true  version of that specificpersona. For example, Elim Garak, ElimMr. Garak, and Plain, Simple Garak are alversions of the Elim Garak persona. ThusPlain, Simple Garak may be replaced at anytime by Elim Garak, Elim or Mr. Garak.

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Garak and Security Chief Garak are not trueversions of the Elim Garak persona, andmay not replace Plain, Simple Garak.

 Vic Fontaine  – Erratum, replace thespecial skill with a special download:  Any card (if an opponent’s dilemma just “stopped” your personnel present). 

This personnel cannot download anartifact. See Mission Fatigue.

victory conditions  – See winning thegame.

 Victory Is Life – See helps.

 Vidiian  – An affiliation and a species.See affiliation and species.

 Vidiian Boarding Claw – If your VidiianCruiser that allowed you to play thisincident leaves your control (e.g.,commandeered or assimilated) or leavesplay, discard the Vidiian Boarding Claw.

 Vidiian Harvester – See immune.

 Vidiian Sodality, The – Erratum:Seeds or plays on table. Once each turn, you may report either a MEDICAL-classification Vidiian or a MEDICAL-related Equipment card for free. OR Plays on your Vidiian Cruiser.Your Vidiians may report aboard. 

 Vorgon Raiders – See in play, stealing.

 Voyager stand-alone formats – Whenplaying Voyager stand-alone Warp Speedand full game formats, you may use anycards with a Star Trek: Voyager  logo(including those found in First Anthology,

the Official Tournament Sealed Deck, Blazeof Glory, Mirror, Mirror, Holodeck 

 Adventures, and The Motion Pictures) aswell as any missions with a Delta Quadranticon.

 VR Headset – This Equipment card aboardyour [Dom] ship does not allow you todownload a Vorta as its matchingcommander using Ready Room Door. The

 Vorta is not the matching commander untilhe is present with the VR Headset.

 Vulcan – An affiliation and a species. Seeaffiliation and species.

 Vulcan Mindmeld – Revised text:Plays at any location. Each of your Mindmeld personnel there may select another of your personnel present and add that personnel’s  skills to their own until end of turn.

This interrupt adds only regular (notspecial) skills. (See skills – modifying.)

 Your Mindmeld personnel may meld withany personnel, including androids andholograms. The personnel need not remaintogether after the meld to use their addedskills. Mindmeld may not be “chained.” If 

Sarek melds with Riva, and Spock meldswith Sarek, Spock gains only Sarek’sDiplomacy x3 and Mindmeld; he does notalso gain Riva’s Diplomacy x2.

 Vulcan Nerve Pinch – Revised text:Plays at start of personnel battle. Your Vulcans and Soong-Type Androids may each place one opposing personnel or Rogue Borg (random selection) in stasis until end of your next turn.

 Vulcan Tricorder – Erratum:Your personnel present who have ENGINEEER or SCIENCE classification all add SCIENCE OR Biology OR Geology. (May re-select once each turn.) 

Wajahut  – See once per game,movement.

Wake of the Borg, The  – This interruptdoes not destroy landed, cloaked, orphased ships. See landed ships, cloakingand phasing.

walking  – Your personnel aboard a Normay move (“walk”) from site to site,individually or as a group, and they maycarry Equipment cards with them. Move thepersonnel or group along the row of sites,one site at a time, until they reach theirdestination. (They must actually “pass by” each site in turn; they do not relocate fromsite to another.) They may walk along morethan one site each turn; however, as soonas they stop at any site, for any reason,they may not walk again that turn(although they may perform other actions,such as boarding a ship docked there).

Example: you have the following sites on

your Nor, in order: Ops, Security Office,Guest Quarters, Ore Processing Unit,Docking Pylons. Your personnel may walk from Ops to Docking Pylons on one turn,moving from one site to the next in turn,and may board your ship docked at DockingPylons. But if they stop to pick up a handweapon from the Security Office, they maynot walk any further this turn. Likewise, if two [Cmd] personnel walk from Ops toGuest Quarters and stop while youdownload a personnel there with Going ToThe Top, the [Cmd] personnel maynot walk further this turn.

Entering or exiting from a docked or landed

ship or planet facility is not “walking.”  

Walls Have Ears, The – See infiltrationicon, intruder.

Warp Core Breach – This event does notaffect [Borg] ships.

warp core icon  –  A card with this icon is related to the Star Trek: The Next Generation television series(including the Star Trek: Generations  movie). It has no built in gameplay functionand will be referenced on other cards. 

Warp Speed – The following special rulesapply to the constructed and sealed deck Warp Speed formats. For more details, seethe separate Warp Speed rules sheet.

Deckbuilding:  Your deck must follow the10/20 rule – no more than 10 cards in theseed deck  (plus up to three missionswhich seed for free), and no fewer than 20cards in the draw deck . Your 10 seedcards may include one Personnel, Ship, oequipment card to be seeded face upaboard your outpost, or one ship to beseeded face up at the Caretaker’s Array

 You may seed no more than one outpost oany kind.

Seed Phase:  You choose the order forseeding your missions (they are noshuffled), ignoring regions of space. If youseed an outpost, it must be at your leftmost mission, regardless of what thamission is (e.g., you may ignore theseeding location requirement on a NekriSupply Depot). Players alternateseeding missions from the starting player’sleft to his right. Duplication of unique

missions between players is allowed (theyare not stacked). Each player may seed upto four different cards under each missionBatch seeding under missions is mandatory

Play Phase: Warp Speed adds the followingrules:•  Each player may make up to two

normal card plays each turn.•   All non-Borg affiliations are allowed to

mix and cooperate as if there were auniversal treaty in effect. (A matchingpersonnel is still required for staffingships, mission attempts, etc.) A playeusing [Borg]-affiliation cards may nostock  any  non-Borg-affiliation

personnel, ships, or facilities in theigame deck.

•  Non-Borg affiliations have no affiliationattack restrictions. Normal attackrestrictions apply to the Borgaffiliation.

•  Ignore quadrant reporting restrictionsand Alternate Universe icons. That iswhen reporting to a facility, you arenot restricted to reporting personneand ships only in their nativequadrant, and no doorway is requiredfor playing [AU] cards. You must stilmeet any stated native quadranrequirements to use a card such asHome Away From Home or Delta

Quadrant Spatial Scission.•  [Holo] icons on personnel cards  are

ignored for all purposes in WarpSpeed.

•  Holographic personnel move normallyand die rather than deactivating; anyother card referring to a [Holo] icondoes not affect (and is not affectedby) a [Holo] personnel. For examplein Warp Speed it is not possible toscore the extra points for a [Holopersonnel on Answer Distress Signal.

•   A player may not attempt theiopponent’s mission, or target it with aBorg objective.

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•  If either player has Red Alert! in play,it applies to both players.

•   At the end of each of your turns, youmust draw one card (plus any extradraws allowed or required by a cardsuch as The Traveler: Transcendenceor Ancestral Vision). Then, if you donot hold exactly seven cards in yourhand, you must “even up” by drawingor discarding cards to bring your handback to seven (if possible). Card drawsrequired to  “even up” your hand maynot be converted to downloads. If youuse game text that says  “draw nocards this turn,” you may not draw cards to “even up” your hand.

•  If necessary, each player will “regenerate” their draw deck once pergame. The first time you need to drawa card and cannot, take all the cardsfrom your discard pile that report for duty  (personnel, ships, andequipment) and reshuffle them toreplenish your draw deck. (Leave thenon-reporting cards in your discardpile.)

Winning:  Games have a 30-minute timelimit. The first player to solve one of theirplanet missions and one of their spacemissions (or, if playing Borg, to completean objective targeting one of their spacemissions and an objective targeting one of their planet missions) scores a full win.

If no player achieves a full win (eitherbecause time runs out or because bothplayers exhaust their draw decks againafter regenerating), then a modified win isawarded to the player who solved the mostmissions. If the players have solved thesame number of missions, then a modifiedwin goes to the player with the most points.

(If players are tied for both missions andpoints, this is a true tie.) Differential iscalculated normally (as stated inthe Tournament Guide). If you achieve aFull Win with a lower score than youropponent, your differential is +1 and youropponent’s is  –1.

Warped Space  – The owner of thismission uses the span of 5, and theopponent uses the span of 1. Any card thatmoves like a ship with RANGE, such asCalamarain or The Sheliak, uses the spanon the end toward the moving card’sowner.

Wartime Conditions – This event may beplayed on any turn after the initial attack (not necessarily immediately after theattack). It applies to both players while inplay.

We Look For Things – When you discardthis incident to “acquire” a card enhancingthe attributes of an opposing ship, youmust immediately place the card in play. AnEquipment card is relocated to your Pakledship; an Event card is played on your sideof the table or on one of your suitable shipsat the location, as appropriate.

Weak Spot  – See attributeenhancements.

WEAPONS –  You cannot use your ship’s or facility’s WEAPONS for any purpose unlessit is uncloaked, unphased, and undocked,its WEAPONS are greater than zero, andyou have a matching personnel aboard.(If the facility is a Nor, the matchingpersonnel must be in Ops.) “UsingWEAPONS” includes satisfying therequirements of any card requiringWEAPONS, such as Outgunned or RefuseImmigration.

To fire its WEAPONS in battle, the ship orfacility must not be “stopped.” (A card targeted by an attack is automatically

 “unstopped” and thus may return fire.)

Unless returning fire or counter-attacking,the ship or facility must also have a leader(Borg must have a [Def] Borg instead) in itscrew, and must not have any affiliationattack restrictions that prevent it from firingat the target. (If the firing card is a Nor, thepersonnel required above must be in Ops.)

If the requirements to solve a missioninclude ship’s WEAPONS above a certainlevel (e.g., Ambush Ship), and it does notsay “total  WEAPONS,” then the singleattempting ship must provide theWEAPONS requirement. If the requirementsto attempt or solve a mission include “totalWEAPONS” above a certain level (e.g.,Intercept Maquis), that total may beprovided by any of your compatible ships atthat location.

Whale Probe, The – This dilemma placescards in stasis when it is first placed on themission; when it moves to a new location at

the end of every turn; and when any shipor personnel moves to or appears at itslocation. See far end of spaceline, BorgShip (for definition of “appears at”). 

Where No One Has Gone Before – Onlyone copy of this event is needed to affectall spacelines. However, it does not allowmovement between quadrants.

White Deprivation – Personnel who havea [KW] icon suffer “white deprivation” when this incident is in play, unless they haveKetracel-White Equipment cards presentto prevent it.

 Your white-deprived personnel will attack even captives (belonging to either player) if present. You may not prevent them fromfighting by using cards such as EmergencyTransporter Armbands, Prepare AssaultTeams, I’m a Doctor Not a Doorstop,Smoke Bomb, etc.

When your own personnel are attackingeach other, even though they are separateassault teams they are still a single crew or

 Away Team. Thus, cards that affect thebattle (such as hand weapons) apply toboth teams. Echo Papa 607 Killer Drones do

not participate in battles caused by whitedeprivation.

One Ketracel-White card in a crew or AwayTeam prevents white deprivation for anynumber of [KW] personnel.

 A disabled Jem’Hadar (including a captive) cannot initiate battle, but if white-deprivedis still subject to death by random selection

winning battle  – See battle  –personnel, battle – ship.

winning the game  – Players take turnsuntil one player scores 100 points (thenormal victory conditions) and is declaredthe winner, or until both players’ drawdecks run out (at which point the playewith the most points is declared thewinner).

Some cards, such as Q’s Planet and The BigPicture, may alter the victory conditions othe game for one or both players. The firsplayer to achieve or exceed his victoryconditions is the winner. If both players

achieve their victory conditionssimultaneously, the player with themost points is the winner.

Some cards or actions may cause you tolose the game.

Wormhole – Erratum:Requires two Wormholes. Play one onyour ship. Play the other at anylocation. Ship relocates to thalocation (and then is “stopped”). 

Wormholes allow movement betweenquadrants or time travel between thespaceline and a time location (or between

two time locations); the movement useno RANGE. Thus, you may move your shipwith Wormholes even if it has no RANGEremaining (but not if affected by a card thasays the ship may not move) or if there isno adjacent location to move to.

The same player must play both Wormholes(i.e., your opponent may not “completeyour Wormhole with his own to redirectyour ship).

If your second Wormhole is nullified, thefirst is also nullified unless you immediatelyplay another Wormhole.

 A ship always emerges from a Wormhole inspace, not landed or in any other placesuch as a shuttlebay. This interrupt may nobe played on a docked ship (as iundocks).

 A Wormhole interrupt may also be usedwith the built-in Wormhole on a planetaryMission II card. See Space-Time PortalOperate Wormhole Relays.

wormholes  – movement through  –Moving through a pair of Bajoran Wormholedoorways, or a pair of Wormhole interrupts

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kept open by Operate Wormhole Relays,can be part of a single movement action tothe mouth of the wormhole and through it(continuing along the spaceline upon exit if Wormhole Navigation Schematic is playedat Bajoran Wormhole).

worth points  –  A card that is “worthpoints”  while some condition is met doesnot score those points each turn; it scorespositive points when the condition is firstmet and scores negative points if there is achange in that status. For example, youscore 20 points once with Dr. Tolian Soran,when he is placed under The Nexus. If heleaves The Nexus, you score -20 pointsbecause he is no longer worth points.

Writ of Accountability – Activating thisincident to place it on a [Fer] FCA personnel already in play is a valid responseto any of the actions that cause youropponent to lose the game. Activating it todownload an FCA personnel is not a validresponse to those actions and thus may bedone only after your opponent’s action iscomplete, and only if your opponent did not

already win the game by completing hisaction.

For purposes of this incident, you have notused your own dilemma to score points if your opponent’s action directly caused youto score points from that dilemma. Forexample, if your opponent “posts bail” for acaptive taken by your Mandarin Bailiff, orhis personnel dies with your Vendetta inplay on it, you did not use that dilemma toscore points.

If you score points by wagering a dilemmawith Dabo, you have used that dilemma toscore points. See Horga’hn, winning the 

game, stasis.

 you – See your.

 You Dirty Rat  – The shape-shiftermorphed by this interrupt may not betargeted by anything (not just in battle).

 your –  “Your” personnel, ship, or facility isone that you control, even temporarily. Forexample, you may play Auto-DestructSequence on your opponent’s ship that you control using Alien Parasites. You may notplay Sisko 197 Subroutine on the Ops of anEmpok Nor that you seeded but have notyet commandeered.

On other cards (events, interrupts,dilemmas, etc.), “you” or “your” in gametext refers to the player who played a cardor who encountered a dilemma or Q-iconcard. For example, if your opponentencounters your dilemma that refers to

 “three of your full turns,” it means your opponent’s turns; but if you play Beyondthe Subatomic, “Discard from top of yourdraw deck” refers to you. See owner.

 Your Galaxy Is Impure – This dilemmamay be nullified by Borg Nanoprobes if 

present when encountered, or later, after ithas been placed on the mission.

 Yuta – The personnel discarded by thisdilemma dies. The death is a “random selection.” If no personnel matches the number chosen, the dilemma is discarded.

Zaldan – Revised text:Unless 2 Treachery OR a disruptor OR Wesley Crusher OR Exobiology  present, kills two Away Team members who have Diplomacy (random selection).

zero – Zero is an even number.

Zon – Revised text:May nullify Nausicaans dilemma where present.

CONTACTING TCC If you have any questions, please feel freeto contact The Continuing Committee. Ourwebsite, www.trekcc.org, is home to all of the latest news and information about First Edition .

For answers to your specific First Edition  rules questions, you can [email protected].

For up to the minute status updates, followThe Continuing Committee (@TrekCC) onTwitter at www.twitter.com/trekcc.

Follow us on Facebook and Google+!

TM, ® & © 2013 Paramount Pictures. AllRights Reserved. STAR TREK is a registeredtrademark of and all characters and relatedmarks are trademarks of ParamountPictures. Decipher Inc. Authorized User.

TM, ® & © 2013 Decipher Inc., P. O. Box56, Norfolk, Virginia U.S.A. 23501-0056. AllRights Reserved. Customizable Card Game,Expand Your Power in the Universe, andThe Art of Great Games are trademarks of Decipher Inc. The information in this maybe freely disseminated online or bytraditional publishing means as long as it isnot altered and all copyright notices areattached.

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 APPENDIX A: CARDS WITH REVISED TEXT 

 All cards with errata or revised text arelisted here, even those with minortypographical corrections or changes madefor wording consistency. See the individualentries for the actual revisions (though notevery card here has an individual entry.)

 You can always download corrected,printable images of all of these cards in the Virtual Errata File from The ContinuingCommittee’s website at trekcc.org.

 Adapt: Negate Obstruction Admiral Riker Ajur Alien Abduction Amanda Rogers Amanda’s Parents  Ancestral Vision Ankari “Spirits”   Anti-Time Anomaly Armus – Skin of Evil Assign Mission Specialists Assimilate Planet Assimilate Starship

 Atmospheric Ionization Auto-Destruct SequenceBajoran OutpostBajoran Resistance CellBajoran Wormhole: Mirror UniverseBaryon BuildupBarzan WormholeBeyond the SubatomicBirth of  “Junior”  Blood OathBoratusBorg CubeBorg OutpostBorg ShipBynars Weapon EnhancementCaptain’s Log 

Cardassian OutpostCaretaker’s Array Cargo RendezvousChinese Finger PuzzleClan PeopleCloaked MissionConundrumCovert InstallationCryosatelliteCybernetics ExpertiseDelta Quadrant Spatial ScissionDiplomatic ConferenceDisruptor OverloadDistortion FieldDistortion of Space/Time ContinuumDocking Pads

Edo ProbeEmergency Transporter ArmbandsEnd TransmissionEnsign Tuvok Espionage MissionEstablish GatewayEvacuationExplore Typhon ExpanseFair PlayFederation OutpostFemale’s Love Interest Ferengi OutpostFirestormFrame of MindFull Planet Scan

Garak GiustiHirogen HuntHolo-projectorsHolodeck DoorHolosuiteHusnock OutpostI.K.C. BortasIconia InvestigationIntermix RatioIntruder AlertInvestigate “Shattered Space”  Investigate SightingInvestigate Time ContinuumThe JugglerThe Kazon CollectiveKazon WarshipKevin UxbridgeKhitomer ResearchKira NerysKlastron OutpostKlim DokachinKlingon OutpostKobayashi Maru ScenarioLatinum Payoff Locutus’ Borg Cube Lower Decks

Lwaxana TroimaH nLvMajor RakalMale’s Love Interest Martok Memory WipeMendonMenthar Booby TrapMetaphasic ShieldsMimetic SimbiotMirror ImageNeutral OutpostNutational ShieldsObelisk of MasakaOof!Patrol Neutral Zone

Phased MatterPhaser BurnsPicard ManeuverPrimary Supply DepotQQ the RefereeQ’s Fantasy Women Q2Queen’s Borg Cube Radioactive Garbage ScowReady Room doorRed Alert!Relics of the ChaseREM Fatigue HallucinationsRemodulationRemote Supply Depot

Reported ActivityReunionRomulan OutpostScanScorched HandSeat of StarfleetSenior Staff MeetingSense the BorgSix of Eleven (Quantum Drone)Starfleet Phaser PistolStarfleet Type II PhaserT’Pan Tarellian Plague ShipTasha Yar – AlternateTemporal Rift

Temporal VortexThe Next EmanationThine Own Self Thought FireToralTranswarp Network GatewayTsiolkovsky InfectionTwo-Dimensional CreaturesU.S.S. DanubeU.S.S. Oberth

 Vetar Vic FontaineThe Vidiian Sodality

 Vulcan Mindmeld Vulcan Nerve Pinch Vulcan TricorderWesley CrusherWind DancerWormhole

 Yellow AlertZaldanZon

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 APPENDIX B: ICON LEGEND [22] 22nd Century[AU] Alternate Universe[Bar] Barash[BO] Borg use only[CF] Classic Films[Cmd] Command[Com] Communication subcommand (blue)[Crime] Crime[Def] Defense subcommand (red)[DQ] Delta Quadrant[EE] U.S.S. Enterprise-E[GQ] Gamma Quadrant[Holo] Holographic re-creation[HA] Hidden Agenda[KW] Ketracel-White[KCA] Klingon/Cardassian Alliance[Maq] Maquis[MQ] Mirror Quadrant[Nav] Navigation subcommand (green)[Nem] Nemesis[OCD] Optical Compact Disk [Orb] Orb[OS] Original Series[P] Planet[Pun] Punishment

[Purs] Pursuit[Q] Q-Icon card[Ref] Referee[Rule] Ferengi Rule of Acquisition[Self] Self-controlling icon[Skill] Skill dot[S] Space[S/P] Space/Planet[SD] Special download[Stf] Staff [TE] Terran Empire[TNG] The Next Generation[Tri] Tribble[Tro] Trouble[univ] Universal[WC] Warp Core

[1], [2], [3], [4], [X] Countdown box[35 Pts] Point box

 Affiliation Icons[Baj] Bajoran[Borg] Borg[Car] Cardassian[Dom] Dominion[Fed] Federation[Fer] Ferengi[Hir] Hirogen[Kaz] Kazon[Klg] Klingon[NA] Non-Aligned[Neu] Neutral[Rom] Romulan

[SF] Starfleet[Vid] Vidiian[Vul] Vulcan

Infiltration Icons<Baj> Bajoran<Dom> Dominion<Fed> Federation<Klg> Klingon<Rom> Romulan

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 APPENDIX C CHANGE LOG The following entries were changed in the1.9.1 update to this document. See theindividual entries for the actual revisions.

actions – required Ancestral Visionanother

 Assimilate Speciesassimilation – personnelbattlebattle – affiliation restrictionsbattle – shipbattle – ship – multiple targetsBeyond the Subatomicbonus point areaBorg ShipchangelingcontrolConundrumcountdown iconCybernetic ExpertiseDathondifferentdownloading – special downloadsdual-personnel cards

End TransmissionFounderHULL integrityhumanoidInvestigate LegendKobayashi Maru ScenarioKova ThollLa Forge ManeuverMimetic SimbiotmissionNeeds of the Many, TheNext Emanation, TheNext Generation iconNexus, Theotherprobing

Relics of the Chasereportsameself-controlling iconskillsSoong-type androidspacelinespecial equipmentspeciesStone Knives and BearskinsstoppedTamarian-relatedTamarian-related dilemmasTerranThine Own Self