STAR TREK CUSTOMIZABLE CARD GAME RULEBOOK - BASIC RULES - ADVANCED RULES Version 2.0.5 — May 2018 Last Updated 6 May 2018 (approved by Rules Committee)

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"We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile."

—The Borg Collective

INTRODUCTION

Welcome to a universe with endless possibilities.

In the Star Trek Customizable Card Game , you will venture into the final frontier. Using cards representing personnel, ships, missions, events, and more from the Star Trek universe, you will complete missions to score 100 points and win the game.

But beware! If your ships and crews aren't being torn apart by the natural (and unnatural) hazards of deep space, your rivals will be one step behind you, undermining you at every turn, profiting from your losses, and even engaging in open warfare against you — determined to reduce you to one more footnote in galactic history books. Get ready to Boldly Go Where No One Has Gone Before!

ABOUT THIS GAME

Most card games have just one deck of cards that never changes, but a Customizable Card Game (or CCG) works differently. In a CCG, you construct your own playing deck using cards from your collection. In this game, you and another player establish a shared universe, where you each establish operational bases, deploy ships and personnel, and complete missions in order to score points.

The Star Trek Customizable Card Game (First Edition) is a universe of over 3500 different cards, representing people, places, events, equipment, missions, and more from Gene Roddenberry's Star Trek universe.

This game was published on physical cards by Decipher, Inc. from 1994 until 2003. You can still purchase many of the cards Decipher produced at specialty gaming stores or online wholesalers.

Since 2009, the Star Trek CCG has been produced and organized by the volunteers of The Continuing Committee . The Continuing Committee (CC) regularly releases new sets.

You may print copies of any and all cards on your home printer. Printed cards are legal in tournament play. (They must be sleeved and backed by a physical card.) New players should consider printing one of the CC's virtual starter decks , available on their website, for a quick way to jump into a game using a pre-constructed, competitive deck.

While even a single virtual starter deck is competitive in today's game, additional cards unlock more options and new ways to play. Download, print, purchase, and trade cards in order to Expand Your Power in the Universe!

ABOUT THIS RULEBOOK

"You can't play a foolie without rules. Even Grups ought to know that."

—Miri

This basic rulebook , designed especially for beginners who are eager to start playing, explains the generally applicable core rules of the Star Trek CCG (1E). For complete rules, and other resources, see the complete rulebook.

This advanced rulebook is the sequel to the Basic Rulebook . The purpose of this volume is to explain everything that was left out of the Basic Rulebook. The Basic Rulebook and the Advanced Rulebook, combined, form the Complete Rulebook ; if you have read both the Basic and Advanced Rulebooks, there is no need to read the Complete Rulebook.

The companion to this rulebook the Advanced Rulebook is the Glossary . The Glossary is available at the CC's website, and includes many rulings and clarifications related to specific cards and terms. If the rulebook and the Glossary ever conflict, the Glossary is correct. You should also be aware of the Current Rulings Document , updated monthly with rules and clarifications that have not yet been added to the Glossary. Dilemma Resolution Guide , a down-to-earth walkthrough for how every Dilemma card works.--> 1E Tutorial Series , produced in Powerpoint, for a thorough examination of the game entirely from a new player's perspective. -->

This rulebook aims to be comprehensive. However, it is also intended as an introduction to new players. Since the Star Trek CCG 1E has famously subtle rules, this rulebook relies on expandable sidebars for in-depth discussion of certain topics (just click to expand) .

This online rulebook also has a special "streamlined" mode, designed especially for beginners who are eager to start playing. The streamlined rulebook accurately and completely explains the core rules, but omits certain advanced topics that are introduced by specific cards (such as capturing and Tactics). To toggle Streamlined mode, press this button:

Keep in mind a few things as you begin:

  • Allow a couple hours to read the rules, and a few more to play your first game. What seems complicated in the beginning becomes quite natural in subsequent games. This game aims to allow you to do virtually anything in the Star Trek universe; it takes a little practice and patience to master its infinite possibilities.
  • You don�t have to memorize what each card does. Usually, using written information and a handful of important icons, the cards themselves explain what you can do with them.
  • A specific rule overrides a more general rule, and a card's specific text overrides an otherwise applicable rule.
  • Throughout the rulebook, sidebars contain in-depth discussion of certain topics ; just click to expand . If this is your first time reading the rules, ignore the sidebars, except for the green "tips" sidebars, which are written for novices . Most other sidebars discuss complications and ambiguities in the rules, and should be absorbed gradually over the course of many games.
  • The various rule documents, the rulesmaster , your local tournament directors, and the CC forums are always available to answer your rules questions. If you want a definitive answer, you can always find it, usually from an enthusiastic player.
  • I That said, i f you and your gaming partners need to resolve a rules dispute quickly, especially during a casual game, try applying a little "Trek Sense": if this were an episode of Star Trek (or, if you're not familiar with Star Trek , the science fiction of your choice), how do you and your gaming partner think the situation should resolve? Look at it in the friendly spirit of Gene Roddenberry's vision of the future, then proceed with the game.

ODO: I don't play cards. QUARK: I'll teach you. It's a very simple game. ODO: Let me put it another way. I don't want to play cards. And even if I did, I wouldn't want to play with you. QUARK: Afraid you'd lose?

—"The Ascent"

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However, a card that �seeds like� a dilemma does not count as a Dilemma, and a card that is �moved like� equipment or a ship does not count as an Equipment or Ship card.)

There are seventeen card types in the Star Trek CCG, some of which you'll use in every game, and others which you'll rarely see. The following pages are a brief overview of the card types not covered in the Basic Rulebook .

The cards feature many different icons. Some have built-in gameplay functions, which will be explained in this rulebook. Other icons are only referenced by other cards; they are explained in the icon legend at the end of this rulebook.

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A few missions state in their lore that they are the homeworld for their affiliations. For example, the location of Alter Records is Bajor, which, as the lore states, is the Bajoran homeworld. Homeworlds are used by many cards, and including your affiliation's homeworld in your deck can be an excellent strategic move. "Homeworld" is a characteristic .

Following is a list of all homeworlds in the game. You do not need to memorize it; it's just handy to have around:

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Both players' missions are played together in a row called the "spaceline," representing locations in one quadrant of the galaxy. If missions belong to different quadrants, each quadrant has a single, separate spaceline. All spacelines, together, form the shared universe you and your opponent inhabit during the game.

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EVENTS, INCIDENTS, & OBJECTIVES

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The difference between Events and Incidents is that incidents have more gametext, no lore, and are much harder to nullify. Likewise, the difference between Incidents and Objectives is the concept they represent; they are otherwise used in exactly the same manner.

The "real" reason there are three such similar card types is because Decipher launched the game with Events, but, over the years, discovered that the Events gametext box was not big enough for some of the cards they wanted to design. Incidents are also used in lieu of Events to avoid interacting with certain cards (such as Quinn ).

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Personnel are your primary resource in the race to one hundred points. Personnel solve missions, face dilemmas, staff ships, and fight battles. All personnel have an affiliation (see the list of affiliations ). Cards from different affiliations do not normally work together, so you will probably have cards from only one or two affiliations in your deck.

Many personnel also have characteristics , such as human, female, admiral, cook, bodyguard, and many more. For example, Benjamin Sisko is a human, a male, the commander of Deep Space 9, the Emissary of the Prophets, a cook, and a friend.

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This is a complete list of special equipment on ships:

Cloaking Device, Energy Dampener, Holodeck, Holographic Skin, Invasive Transporters, Long-Range Scan Shielding, Particle Scattering Device, Phasing Cloak, Solar Sail, and Tractor Beam. Moreover, any regular skill may be used as special equipment.

Regular transporters (which all ships have unless otherwise specified), special downloads, and other game text on the ship card, usually expressed as a sentence with 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 special equipment.

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Facilities are installations throughout the universe. Your ships, personnel, and equipment typically enter play at one of your facilities. Facilities are usually well-shielded, and can extend their shields to friendly ships that dock at them. There are three main types of facilities:

  • Outposts are operational bases on the frontiers of known space. Only the player who controls an outpost may use it, and only Outposts have built-in repair functions.
  • Headquarters are the centers of government located on each affiliation's homeworld. If both players are playing the same affiliation, they share control of its headquarters.
  • Stations represent all other facilities. Both players may use Stations freely. Each Station card specifies where it plays and what it can do.

Facilities are usually seeded , but some are built during the game.

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Sites represent areas within facilities where personnel can report for duty, perform tasks, and interact. At present, sites are used only on Nor -type stations.

Although usually seeded, Sites can be stocked in your draw deck. Playing one uses your normal card play.

TIME LOCATIONS

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The Star Trek: Customizable Card Game is set in the latter half of the 24th Century. Time locations represent important places in the past or future.

Time Locations are not part of the spaceline, but every time location is paired with a spaceline location named in its lore. For example, Camp Khitomer states that it is located on 2293 Khitomer, so it is paired with the mission Khitomer Research , which states that its location is 24th-Century Khitomer. A time location may only be played if its corresponding spaceline location is in play.

Time locations are usually seeded before the game starts, but, if you do play one, it uses your normal card play. Getting to and from Time Locations requires a special form of movement called Time Travel .

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TRIBBLES & TROUBLES

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CARD SUB-TYPES

Q-icon cards.

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BACKWARDS-COMPATIBLE CARDS (2EBC)

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When Decipher produced cards for Star Trek: Second Edition , some of the new cards were designated "backwards-compatible" with this First Edition. The small bar in the lower-left corner of a 2E card indicates that it is backwards-compatible with First Edition. "2EBC" cards add a number of new tools to the First Edition universe, and are generally playable in a 1E game right out of the box. However, some key terms, skills, and card layouts changed in Second Edition. For a full explanation of 2EBC cards, refer to the latest 2EBC Conversion Guide on the CC's website.

Now that First Edition is once again in development, new 2EBC cards are no longer produced.

From time to time, the Continuing Committee releases new 1E cards which it designates as "conversions" of 2EBC cards. These cards (such as Andrea Brand ) are considered errata to the original 2E card, superseding the card's original 2E text and icons . The CC maintains a list of all converted cards .

BANNED CARDS

The Continuing Committee maintains an Official Ban List , updated on the first Monday of every month. Banned cards may not be included in your deck.

BUILDING YOUR DECK

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Your Star Trek CCG game deck consists of a seed deck of up to 30 cards, plus a draw deck of at least 30 cards. Your seed deck consists of the cards you play during the game setup, while your draw deck consists of the cards you will play during the main game. You may also use any number of side decks , if you include the doorways to open them in your seed deck.

Your seed deck contains the cards you will use before the first turn. Your seed deck must include six Missions, will probably include Dilemmas and Facilities, and might include Artifacts, Doorways, and other cards that state they may be seeded. You may include as many copies of each card as you like, as long as the total size of your seed deck is no larger than 30 cards.

Your seed deck must include exactly 6 missions, but these 6 cards do not count toward the seed deck's 30-card limit. (In game terms, they seed "for free.") Each of your missions must be at a different location . For example, Study Rare Phenomenon and Attack at Rare Phenomenon have the same location ("Compression anomaly"). Therefore, you cannot use both in your deck.

If a mission has the ❖ universal symbol, like Analyze Radiation , you may include multiple copies.

Your seed deck may include up to 6 Site cards, which also do not count toward the 30-card limit.

Most CCGs, like Magic: the Gathering, Pokemon, and Star Trek Second Edition , place a limit on how many copies of a single card you can have in the deck. Not the Star Trek CCG ! Many decks include 6, 10, or (in a handful of "stunt decks") as many as 100 copies of certain cards, ensuring that even the most unlucky shuffle will still draw out a few copies early in the game.

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You will quickly realize that most people who use Q's Tent side decks do not stock a single copy of Q's Tent in their draw decks. This is counter-intuitive. At first glance, without more copies of Q's Tent, there is no way to get cards out of the side deck, right? But this assumption is wrong.

Many cards allow players to download other cards into play, and many players rely on downloads early in the game to get their ships and personnel on the table. A player can download from a Q's Tent to get a desired card into play. Why not stock these cards in the draw deck, then, and save yourself the seed slot? Because players already know they are going to get these cards into play early on, and do not want to risk wasting valuable card draws getting them into their hands only to download them immediately. Q's Tent is like an offshore tax haven — you can get your downloadable cards into play without risking the tax on your card draws — and they are a worthwhile investment for most decks.

The Dyson Sphere Door dilemma side deck, which also makes little sense at first glance, is also based on downloading, taking advantage of seeded cards like All Available Personnel and I'm Not Going To Fight You to get their contents into play.

Your side decks are optional additional decks separate from your seed deck and draw deck. Each side deck is shuffled and placed face-down on the table. It must be opened by a Doorway card during the seed phase. Cards in your side decks are not seed cards and do not count toward the 30-card seed limit. (However, the Doorway cards that open them are seed cards and do count.) While you may have as many side decks in a game as you like, you may have only one side deck of each type (one Battle Bridge side deck, one Q-Continuum side deck, one Q's Tent side deck, etc.).

Unless the enabling doorway states otherwise, your side decks may be of any size.

THE SEED PHASES

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You may also use the mission Seal Rift .

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The Star Trek CCG begins with four seed phases , in which players establish the universe, followed by the play phase , in which players take alternating turns until one player wins .

  • seeding cards;
  • carrying out game text that takes place immediately upon seeding a card (for example, rotating Rura Penthe upon seeding Operate Dilithium Gulag ); and

If a seeded card (such as Assign Mission Specialists or Ultimatum ) permits a download , and it is not limited to the play phase with a phrase like "in place of a card draw" or "once per game", then that download must occur immediately. Cards downloaded in this way are stocked in your draw deck or side deck, not your seed deck. They are not seed cards and do not count toward your 30-card seed limit.

The seed phases �set the stage� for your adventure, and offer a great deal of strategic opportunity. There are four seed phases that must occur in sequence: the doorway phase , mission phase , dilemma phase , and the facility phase .

Doorways, Missions, Dilemmas, and Facilities must be seeded in the corresponding phase. Other cards that seed, like Establish Landing Protocols , may be seeded during any seed phase.

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Determine by any mutually agreeable method (often a coin toss) which player will be the starting player . The starting player will go first in each of the seed phases, and will have the first turn of the play phase. Then, shuffle any side decks you have and proceed to the first seed phase. The game has now begun.

DOORWAY PHASE

Both players simultaneously play their Doorways (and any other cards which are seeded this phase) on the table. Then, starting with the player who will go first, each player announces the title of all cards he or she seeded face-up.

MISSION PHASE

—Dr. McCoy

In this phase, you and your opponent create one or more lines of Mission cards, called spacelines , representing different quadrants of the galaxy. Each spaceline functions like a gameboard where your cards move and interact. Each card that is part of a spaceline is a separate location .

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Both players shuffle their six missions and place them in a pile face-down. The starting player draws the top mission from his or her pile and places it face up on the table, beginning the first spaceline. The second player then draws and places his or her first mission.

A mission may be placed on either end of the appropriate spaceline. If it is the first mission in the quadrant, it is placed on a new spaceline, separate from the others. Cards that specify they are inserted into the spaceline may be placed anywhere in their native quadrant, including between two missions already seeded. This continues until both players are finished.

Some cards, such as Gaps in Normal Space , Blade of Tkon , and Space , allow non-regional locations to be inserted between regional locations. These inserted cards are not part of the region (unless specified on the card). Thus, a ship that is at a Subspace Warp Rift in between Covert Installation and Iconia Investigation does not prevent an opponent's crew from completing Patrol Neutral Zone .

Some cards specify that they are part of a region , such as the "Bajor region" or the "Neutral Zone region". These cards must be next to each other, forming a single, contiguous region within the quadrant. The first location in a region is placed normally. Subsequent locations within that region may be inserted into the spaceline at either end of the region — or anywhere within it.

Some missions, like Secret Salvage II , have other cards "built in" to them. Such missions are called "Mission II"s, and are always two-sided. (As always, after you shuffle your mission pile, your opponent may cut the deck.) When you seed a Mission II, you may choose which side faces up.

Mission II's are usually elaborations of a different mission card. A Mission II and its original function as the same card (for most purposes) under The Colon Rule . Thus, Timicin scores 10 points for solving Test Mission II just as he would at Test Mission .

Built-In Outpost: Mission II outposts do not prevent you from seeding another outpost of the same affiliation. However, as always, you may not establish a second facility at the same location where you already have a built-in Mission II outpost. Outpost-related cards work normally with Mission II outposts. If the outpost is destroyed, flip the mission over to signify this. If the output is placed out-of-play, flip the mission over and place a token on it to signify that it is out-of-play; the Mission II outpost may not be rebuilt for the rest of the game.

Finally, a card management issue: normally, docked ships and personnel at an outpost are placed face-up beneath the outpost to show their presence there. Because there are already seed cards at the mission, this is impossible at built-in outposts. Instead, place docked ships and personnel face-down in a pile directly in front of the outpost.

Built-In Wormhole: You may move in either direction between your own built-in Wormhole and a Wormhole Interrupt you play at another mission (or any player's other built-in Wormhole). You may not use your opponent's built-in Wormhole with a Wormhole Interrupt; you must use your own built-in Wormhole. However, you may use your opponent's built-in Wormhole if the opposite end is also your built-in wormhole. If you move between two built-in Wormholes, flip one (your choice if both yours; otherwise your own).

You may not discard a Space-Time Portal as the Wormhole Interrupt for use with a built-in wormhole (it may be discarded only when paired with a Wormhole Interrupt).

After the mission phase is over, your table may look something like this:

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DILEMMA PHASE

In this phase, you and your opponents hide Dilemmas, Artifacts, and other cards that seed like Dilemmas (such as The Nexus ) face-down under missions, where they will be encountered during the game.

You may not seed more than one copy of any card under the same mission. Any card seeded illegally at a Mission is a mis-seed and will be placed out-of-play when revealed. You may only seed one artifact per mission. If you illegally seed more than one artifact at a single Mission, all your artifacts there are mis-seeds.

Once both players have considered their dilemma phase strategies for a brief period, seeding proceeds. The Dilemma Phase is divided into 4 stages:

  • 1. Opponent's Missions: Both players place all cards they wish to seed under their opponent's (non-shared) missions in front of each such mission, in the order they are to be encountered, creating a face-down stack of cards. (Cards on bottom will be encountered first.) Once both players have placed all cards they wish to seed under opponent�s missions, all stacks are seeded by sliding the stack under their missions.
  • 2. Shared Missions: Both players now create stacks in front of all shared missions . Once all stacks are created, players alternate seeding cards. The player who owns the bottom seeded mission card seeds the bottom card (the one encountered first) then his or her opponent places a card on top of that card. Repeat until all cards have been seeded, then move on to the next shared mission.
  • 3. Your Missions: Both players now create stacks in front of missions that they seeded. Once both players have placed all cards they wish to seed under their own missions, all stacks are seeded by placing each stack on top of any existing cards under the mission. These cards will therefore be encountered last .
  • 4. Everything Else: Starting with the player who will go first, players alternate seeding any cards that may seed during the dilemma phase but do not seed under missions. If you have no cards remaining to seed, you may pass. Once you pass, you may not seed any more cards during this phase, and your opponent may seed their remaining cards immediately.

FACILITY PHASE

In this phase, you and your opponent establish the bases from which you will operate during the game. Beginning with the starting player, players alternate seeding their facilities (or other cards that seed during this phase) one at a time. A facility is seeded by placing it face-up in front of the location where it is being seeded. All facilities are located in space, unless their gametext states they are played "on" a planet.

Most outposts say, "Seed one". You may seed only one copy of each such outpost. (You may seed other, different outposts, and you may build more outposts during the game.) Outposts without this limitation may be seeded in multiples.

You do not have to be playing an affiliation to seed an outpost for it. (Some old cards that suggest otherwise have received errata.)

When a card refers to an "outpost", it only refers to outposts, and not to other kinds of facilities. You may use Assign Mission Specialists or Attention All Hands to download only to an Outpost, not to a Headquarters or Station.

You may not seed (or build) a facility at a location where you already have one (unless permitted by a card that allows them to "co-exist"). Your opponent may seed a facility where you already have one, and you may control two facilities at one location during the game if one of them has been moved or commandeered .

SEEDING SITES

Along with facilities, you may seed up to 6 Sites during the facility phase. Each site may be added to any facility where it is allowed to play (identified on the lower left corner of the Site card), no matter which player seeded that facility. Sites are added to a facility by placing them in a side-by-side line next to that facility. Each site indicates which level of the facility it belongs to (Ops Module, Promenade, Habitat Ring, Docking Ring, etc.), and the Sites must be kept together on the table in this order (from left to right). When placing a Site on the table, you may insert it between other sites, as long as you keep Sites from the same level adjacent to each other.

By default, sites are "unique per station". That is, each station is limited to one copy of each Site card. However, some sites are ❖ universal and thus may exist in multiple on each station.

Your 6 Site cards seed "for free" (they do not count toward the 30-card limit in your seed deck). You may not seed additional sites beyond the 6 free ones, even by using seed slots. You may stock Site cards in your draw deck and add them to your facility during the game using your normal card play .

STARTING THE GAME

The facility phase continues until both players announce they have no more cards to seed by saying "pass." Once both players have passed, the Seed Phases are complete. Show your opponent any seed cards you did not use, then place them out-of-play . Your table may look something like this:

Here is how your spaceline might look at the end of the seed phase with Sites included:

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The play phase now begins.

THE PLAY PHASE

Both players shuffle their draw decks and place them face-down on the table, then draw seven concealed cards to form a starting hand . The starting player takes the first turn. Then players take alternating turns until one of them wins .

Each turn consists of a series of actions taken by the player. Actions may be permitted — or required — by the rules or by the cards on the table. There are three basic kinds of action, which each player normally must do during his or her turn in the following order:

You may not normally interrupt your own actions, or your opponents' actions, unless you use a card that is a valid response to that action or a card that suspends play .

The next three chapters will detail the three basic actions described above.

A card can be used as a valid response to an action if that card specifically modifies the action it is responding to (usually by name). For example, Hugh is a valid response to encountering the Borg Ship dilemma, because Hugh's gametext specifically modifies the dilemma (by name) by preventing its effect. Temporal Rift is not a valid response to encountering Borg Ship, because Temporal Rift does not mention Borg Ship, nor does it directly modify the action of encountering the Borg Ship. As a player, you might want to escape the Borg Ship dilemma using a Temporal Rift, but the fact that a card would be a useful response does not make it a valid response .

The cards are usually very clear about when they can be used as valid responses. If a card is not a valid response to the current action , it cannot be used until after the current action has resolved. In our example above, you cannot play Temporal Rift until after the battle with the Borg Ship has been resolved — by which time it's probably too late. The only exception is cards which state that they suspend play . A card that suspends play (like The Guardian ) may interrupt any action.

When Responses Happen

Every action consists of an initiation followed by a resolution . During the initiation, the action is announced. If necessary, relevant cards are played, targets are chosen, and costs are paid. Valid responses take place immediately after the initiation. After all responses (if any) are resolved, the action proceeds to its resolution. During the resolution, the action finally takes effect within the game. Lastly, "just" responses to the resolution may take place (see "just" responses below).

Hidden Agendas as Responses

Group actions and valid responses.

Some actions are composed of a series of other actions. These are referred to as group actions , and the actions that compose them are called sub-actions. Like all actions, they may not be interrupted, but each sub-action may be responded to. For example, a mission attempt is a group action: it consists of a series of dilemma encounters (each of which is an sub-action) and concludes in a mission solve sub-action (which may or may not succeed). The mission attempt itself, the dilemma encounters, and the mission solve can all be validly responded to (for example, by Adapt: Negate Obstruction , or Emergency Transporter Armbands to escape Firestorm , or Particle Fountain after a successful solve), but no other action may take place until the mission attempt is complete. For example, no player may play Fitting In during a mission attempt, not even to add a needed skill to the crew or Away Team attempting the mission.

Alternating Actions

Normally, the action-response cycle alternates between the two players, starting with the player whose turn it is. For example, on her turn, Alice always takes the first action. Then, Bob has the opportunity to take an action (assuming it is legal during her turn, like playing an Interrupt). Then Alice takes another action. The same is true within actions. Suppose Alice initates an action. Bob has the first opportunity to validly respond to that action. After Bob's response (if any) is over, Alice may give a response to her own action. (For the purposes of determining response precedence, the current action is the active sub-action, not any of the group actions the sub-action may be a part of.)

"Just" Responses

Some cards specify that they are played or used "just" after an action is initiated or resolved (usually with a phrase like "just initiated", "just played", "just completed", "just encountered", and so forth). These responses, which are called "just" actions or "just" responses , automatically take precedence over all other responses, overriding the normal alternation between players.

For example, if Bob downloads Maihar'du to a planet, it is normally Alice's turn to take an action (perhaps by playing Remember the Alamo ). However, if Bob has Crossover in play, he may use its gametext to download Multidimensional Transport Device before Alice's action. The only way Alice can interrupt Bob's download is with a card that suspends play (such as discarding Access Denied to download Fractal Encryption Code ) or with a "just" card of her own (such as Manheim's Dimensional Door ). If she plays a "just" card of her own, Alice's "just" card takes precedence over Bob's, because they have equal precedence and ties go to the player who did not initiate the current action.

Any number of "just" responses may be taken in response to a given trigger. However, once a non-"just" response or a new action has been taken, no more "just" responses may be made.

Responses to Responses

Making a valid response is a sub-action of its own, which means that it, too, can be responded to. This can sometimes go on for a while. For example:

Alice announces that her Away Team is attacking Bob's Away Team, initiating an action called a personnel battle .

Bob's Away Team includes Anya , who has the "shape-shifter" characteristic , and a Klingon Disruptor . He also happens to have Salia in his hand, so he plays In The Bag as a valid response. He announces that he will use In The Bag to "morph" the Klingon Disruptor into Salia, exchanging the Salia in his hand with the Disruptor in play, and that he will also download Strike Three , which Anya and Salia will use to stun a total of six opposing personnel (a very powerful move). Bob's play of In The Bag is a new sub-action, though, which means Alice gets to respond. She says, "Not so fast!"

As her response to Bob's response, Alice plays Howard Heirloom Candle , which will prevent Salia from morphing.

Bob responds to this sub-action by playing Amanda Rogers on Howard Heirloom Candle, nullifying it before it can prevent Salia's morph.

Alice responds by playing Q2 on Amanda Rogers, nullifying it, restoring Howard Heirloom Candle, and blocking the morph.

Once this chain of actions and responses has been resolved, Alice or Bob could play another card that responds to the start of battle (such as Smoke Bomb or Emergency Transporter Armbands ). Once all responses have been made and resolved, the actual battle begins.

PLAYING A CARD

Your normal card play.

At the beginning of each turn, you have the option to play any single card from your hand to the table. This is referred to as your "normal card play."

Your normal card play must take place before you take any further actions. If you begin executing orders before using your card play, you forfeit your card play for the turn.

Most card types may enter play directly from your hand. However, personnel, ships, and equipment must report for duty to enter play.

PLAYING "FOR FREE"

Some cards say that they play "for free", or allow other cards to play "for free". This means that they play normally, but they do not count as your normal card play for the turn. You may play cards "for free" before or after your normal card play (or both!), and there is no limit on the number of cards you may play "for free" during your turn. However, like your normal card play, you must play all your "for free" cards before you begin executing orders.

ENTERING PLAY

Sometimes, a player is permitted or required to play a specific card in order to resolve an action. When this is the case, use only the game text of the action; ignore the game text of the card being played as a cost.

For example, I Hate You can be nullified by playing Vulcan Nerve Pinch as a cost. If a player chooses to do so, then I Hate You is nullified, but the gametext of Vulcan Nerve Pinch is ignored. Both cards are then discarded.

Cards which are played as a cost may be responded to normally, and, if the card played as a cost is nullified, the original action resolves as if the card were not played; no other costs are paid.

For example, ❖ Nebula allows a player to initiate battle at its location, at the cost of a Scan card. When Scan is thus played to initiate battle, its gametext is ignored (do not examine the cards beneath the mission). The opponent may nullify the Scan (for example, with Quinn ), causing Scan to be discarded and the battle to be cancelled. (However, the player may immediately play another Scan from hand, if one is available.) By the same token, if you play a Wormhole in conjunction with a face-up Relief Mission II in order to move to another location, and your opponent nullifies the Wormhole, the Wormhole is discarded, but, because "no other costs are paid," Relief Mission II remains face-up.

Cards not yet in play (mainly seeded cards) cannot generally be nullified, modified, or used until they enter play, even if someone with the ability to do so is present. For example, if a player using Ocular Implants discovers that the first dilemma at the mission is The Whale Probe , that player may not immediately nullify it using Guinan . It must first be encountered during a mission attempt and thus brought into play.

Likewise, selected or shared features or skills on a personnel do not exist until you have had the personnel report for duty . For example, the card Soong-type Android may not report to a site allowing a certain classification to report, because it has no classification before reporting.

Only a few cards, like 22nd-Century San Francisco , expressly modify cards not yet in play.

To play a card, announce the title of the card and place it face-up on the table (or wherever the card directs). It is now in play. Any opponent may examine the card if he or she chooses. Any immediate effects in the gametext are played out and resolved. Cards remain in play until they are nullified, discarded, killed, destroyed, or otherwise forced to leave play .

If a card is marked " unique ", its owner may not have more than one copy in play at a time, and any additional copies its owner plays, earns, encounters, or activates are immediately discarded. Ships, Personnel, and Facilities are unique by default ; Sites are "unique by station" .

If a card is marked " not duplicatable ", there may not be more than one copy in play anywhere in the game , and any additional copies that enter play for any player are immediately discarded. Missions and Time Locations are non-duplicatable by default. (Duplicated missions become shared missions .)

A very small number of cards are marked as ✶ enigmas . Their nature is mysterious or unexplained. For most purposes, ✶ enigmas are treated like uniques: each player may have one instance of an ✶ enigma in play (the persona rule applies). However, ✶ enigmas are not unique, so they are immune to cards that specifically target uniques, such as The Arsenal: Separated .

Otherwise, cards are presumptively ❖ universal , meaning there is no limit on the number of copies that can be in play at the same time.

REPORTING FOR DUTY

—"Call to Arms"

Your Personnel, Ship, and Equipment cards do not simply play on the table like other cards. Normally, they must play at a usable , compatible outpost or headquarters in their native quadrant , or to a time location where they are native . Announce the title of the card you are reporting and where you are reporting it, then place it there.

A card is usable if you control it. In addition, Stations are usable by both players, regardless of control. Finally, some cards, like Ferengi Trading Post , state that they are usable by both players.

A card is usable by your cards of matching affiliation if you control it. In addition, Stations are usable by both players' cards, regardless of control, and Headquarters are usable by both players' compatible cards. Finally, some cards, like Ferengi Trading Post , state that they are usable by both players' non-Borg cards.

Usability is a step beyond compatibility. Compatibility allows your cards of different affiliations to work together, but matching personnel are still required for many things

If a card is usable to your cards, your cards may treat it as if their affiliations matched its affiliation.

A card is compatible with another card if they both belong to the same affiliation . Cards from different affiliations are compatible only if some other card (such as Treaty: Romulan/Klingon ) permits them to "mix", "mix and cooperate" or otherwise interact "regardless of affiliation".

Equipment cards have no affiliation, and are compatible with all cards.

NATIVE QUADRANT

Equipment cards have no native quadrant, and may report to any quadrant.

REPORTING TO A TIME LOCATION

Cards seeded under a mission (for example, personnel in a Cryosatellite ) do not report for duty when earned, but simply come under your control (or, if they are personnel your opponent seeded, they are captured ).

SPECIAL REPORTING

Also, you may not report to a site unless the facility containing the site allows docking and undocking (either built-in or with another site).

AFTER REPORTING

Once your card has "reported for duty", and your opponent has had the opportunity to inspect the card reported, you may place it face-up underneath the facility (or face-down atop the time location) , so that your opponent can no longer see it. (See Looking At Cards .)

Equipment has no affiliation and no native quadrant, so it may report to any outpost or headquarters. Some equipment can only be used by certain factions, like Romulan Padd and Classic Medical Tricorder , but may still report to any outpost, headquarters, or other valid reporting location.

DUPLICATION AND PERSONAS

When a mission, dilemma, or other card specifies a personnel as a requirement, you may not normally use a different version of the same persona to meet the requirement. For example, Attend Mysterious Rendezvous can be completed by any card with the exact card title Jean-Luc Picard . It could not be solved by Galen , even though Galen is a different version of the Jean-Luc Picard persona. Nor would Galen count as the matching commander of the U.S.S. Enterprise , since his lore does not call him the Enterprise commander, and the Enterprise lore does not name him as one.

In other contexts, of course, "any" refers to characteristics , not personas; Culluh , Jabin , or any other Maje can fulfill the "any Maje" requirement at Combat Training .

Unlike other cards, Ship, Personnel, and Facility cards are unique by default: you may normally have only one copy of each ship, personnel, or facility in play at one time. Just as there is only one Jean-Luc Picard in the Star Trek universe, you may only have one copy of Jean-Luc Picard in play at once.

In addition, you may only have in play a single version of any given persona . A few personnel in the game (and even some ships!) have several different cards representing them, each one showing a different side of the subject's personality. For example, there is Benjamin Sisko , commander of Deep Space Nine... but there is also Benjamin Sisko (Chain of Command) , a young exec at the Battle of Wolf 359; Lt. Sisko , the time-travelling crewman on Kirk's Enterprise ; The Emissary , the central figure in Bajoran religion; and Dr. Noah , the holographic criminal mastermind. All of these are different representations of the same persona , and you may not have more than one of them in play at one time.

You can identify whether a card shares the persona of another in three ways:

  • if the two cards have the exact same card title, letter-for-letter, they are the same persona (for example, the Miles O'Brien from Star Trek: The Next Generation and the Miles O'Brien from Star Trek: Deep Space Nine )
  • if one card has the exact name of the other card written in bold in its lore, they are the same persona (e.g. Falcon and Miles O'Brien )
  • if the two cards both have the same name written in bold in their lores, they are the same persona (e.g. Falcon and Ensign O'Brien )

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As always, if a card is specifically marked ❖ universal , then there is no limit on the number of copies and versions of that persona you may have in play. ❖ Universal ships and personnel are typically representative of a genre. For example, Linda Larson represents all young Starfleet engineers.

❖ UNIVERSAL SHIPS AND PERSONNEL

Some ships and personnel have the ❖ Universal symbol in their card title. This signifies that these ships and personnel are representative of a whole class of similar ships and personnel. For example, Linda Larson represents not just Linda Larson, but all young Starfleet engineers, and U.S.S. Oberth represents not just the prototype of the Oberth class, but all the generic, unnamed Oberths that followed it.

As stated above (see Entering Play ), ❖ Universal cards are not unique . You may therefore have any number of copies of ❖ cards in play at one time.

✶ ENIGMATIC SHIPS AND PERSONNEL

The ✶ Enigma icon represents things whose nature is mysterious or unexplained, such as the Borg Queen and Fontaine . ✶ Enigma cards are not ❖ universal, so each player may have only one copy of an ✶ Enigma ship or persona in play at a time. However, ✶ Enigma cards are also not unique , so they are immune to the effects of cards that target unique personnel, such as The Arsenal: Separated .

HOLOGRAPHIC PERSONNEL AND EQUIPMENT

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If not on board your ship or any facility, you may change the affiliation of a multi-affiliation personnel, even if it causes incompatibility. The newly-incompatible personnel simply leaves his or her current Away Team and forms a separate one.

While not in play, multi-affiliation cards count as all their affiliations (for cards like Diplomatic Contact or concepts like compatibility .)

A multi-affiliation personnel may not change affiliations to create an incompatability situation while at a site. However, that personnel may walk away from his or her comrades to a different site, where there are no other non-opposing personnel (or only compatible non-opposing personnel), and then may change affiliations.

If a multi-affiliation personnel, whose features are dependent on their affiliation mode (such as Major Rakal ) is assimilated or made Non-Aligned (for example, by Memory Wipe ), that personnel may still switch �modes� as a game action, changing his or her features without changing the now-locked affiliation.

As always, a card is a copy of another if both have the same title and gametext. Prints of the same card with different affiliation border colors, such as Prot and Prot (Identity Crisis) are copies.

DUAL PERSONNEL CARDS

When a dual-personnel card is in a group that is facing a random selection , it is treated as though it were one personnel (in order to maintain the randomness and effectiveness of the selection). If selected, the effects of the random selection are applied to both personnel on the card. For example:

  • Armus - Skin of Evil , enhanced by All-Consuming Evil , randomly selects two personnel in the Away Team to die. Shuffle all personnel in the Away Team and select two cards at random. All selected personnel die. (That is, if one of the cards selected is dual-personnel, both personnel on the card are killed, even though this means Armus kills three personnel instead of two.)
  • An Away Team consists of one dual-personnel card and one regular personnel card (a total of 2 cards and 3 personnel). Denevan Neural Parasites randomly selects "half the Away Team" (rounded up) to face death. The dual-personnel card is treated as a single personnel during the random selection, so "half the Away Team" equals 2 personnel / 2 = 1 card. That card is selected. All personnel on that card face death, and will die unless protected by a phaser or disruptor. Because the random selection has ended, the dual-personnel card is now treated as two personnel again — which means that, if selected, they will require two guns, not one, if they want to escape with their lives.
  • Lineup selects four members of the Away Team at random. If a dual-personnel card is selected, both personnel on the card are affected equally, both join the "lineup", and either can meet the INTEGRITY requirements.
  • Chula: The Chandra randomly selects one personnel, and a dual-personel card is drawn. Both are affected equally, so the attribute numbers of either can be used to pass the dilemma.

Dual-personnel cards are treated as single personnel only during random selections, and only during the selection (not the effect, which hits them both equally). In all other selections , a dual-personnel card is treated as two separate personnel. For example:

  • Reluctant Informant targets lowest INTEGRITY member of the crew or Away Team. That happens to be Nog on the card Jake and Nog . Nog is stopped. (Jake is then stopped because if either personnel on a dual-personnel card is stopped, both are stopped.)
  • On a succesful probe, Chula: Crossroads forces a player to choose two personnel from his or her own Away Team to be stopped. If that Away Team includes The Twin Mistresses of Evil , that player may choose to meet the dilemma's requirements by stopping Demonica and Mallica. This contains the stop to one card, but counts as stopping two personnel.

Include a dual-personnel card in all selections that are applicable to either personnel on it. It is thus possible for a dual-personnel card (such as Beverly and Will ) to be randomly selected as both the male and the female for a card like Parallel Romance . (If one is selected but not the other, both are nevertheless stopped, because if either personnel on a dual-personnel card is stopped, both are stopped.)

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A few special personnel cards, such as Sons of Mogh and The Trois , have two individual personnel printed on the same card . They count as two personnel, but the individuals on a dual-personnel card have a linked destiny: what happens to one usually happens to the other.

If either personnel on a dual-personnel card is: stopped, killed, captured, moved, removed from play, downloaded, reported for free, or otherwise experiences some change in status or position (for example, is phased, "held by aliens", or changes affiliation), then the same thing automatically happens to the other personnel on the card. One cannot survive without the other, so they can never be separated.

MIRROR OPPOSITES AND IMPERSONATORS

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Opposite versions and impersonators are not versions of the original persona, so players may have copies of both in play at the same time. Impersonation matters during infiltration . Opposite versions have no built-in gameplay function, but several cards, like Transporter Mixup , make use of them.

LEAVING PLAY

When a card leaves play (or is "discarded"), it is placed in its owner's discard pile , unless otherwise specified. Cards in the discard pile are stacked face-up, and their owner may examine them. If the discarded card was unique, its owner is now free to play another copy during his or her turn (if he or she has one!). You may not discard cards unless a card or rule allows or requires it.

Dilemmas are placed out-of-play instead of being discarded (even when the dilemma specifies "discard dilemma"). Cards put out-of-play are placed in a separate pile from the discard pile. They are now conceptually outside the game, and cannot be retrieved by any means.

If a card leaves play, other cards played on or under it also leave play in the same manner. For example, if a ship is destroyed, all personnel aboard are killed and discarded to their owners' discard piles. If a ship affected by Cytherians and Tactical Console is returned to hand by Space-Time Portal , all personnel aboard are returned to their owners' hands, as are Tactical Console and Cytherians (which, as a dilemma, cannot normally be played again).

When a Borg player is confronted with any other card that offers positive or negative points, play out the card, but ignore the points. If the card presents a choice, you must choose an option that is not related to points, if possible.

Some cards have a bonus point box in their gametext — a black box with a specified number of points inside it:

star trek ccg ships

When you score points from non-mission card with a point box, place it in a bonus point area on your side of the table, as a reminder of those points (unless the card remains on a target or otherwise specifies that it should remain in play). Cards in your point area are not in your discard pile and are neither in play nor out-of-play.

OTHER WAYS TO PLAY A CARD

Playing "at any time".

Cards played "at any time" do not count as your normal card play.

Even a card that plays (or activates) "at any time" may not interrupt another action in progress, unless it suspends play or is a valid response to that action.

PLAYING A DOORWAY

However, if a Doorway specifically states it plays "at any time" (for example, Holodeck Door ), then it may also play during your opponent's turn.

PERSONA REPLACEMENT

At the start of each of your turns (before your normal card play), if you have one version of a ship or personnel persona in play and another version of that persona in your hand, you may exchange them for free. (Facility personas, such as Terok Nor and Deep Space Nine , may not be exchanged in this way.) Persona replacement does not count as a card play, and it is not a reporting-for-duty action. All cards affecting the first version (for example, Framed for Murder ) are transferred to the version entering play, if applicable; inapplicable cards are returned to their owners' hands.

You may not replace the same persona more than once per turn in this fashion. You may not replace a card that you no longer control or a card you do not own . If you replace a dual-personnel card , you must replace both personas represented on that card. For example, you may only perform persona replacement on Sisters of Duras if you are able to exchange it for both Lursa and B'Etor .

DOWNLOADING

There is no limit on the number of times you may download in a turn, as long as you have the cards to trigger them. However, each download is a separate action , and you may not interrupt another action to start a download, except when it suspends play or is a valid response .

As always, you must use your normal card play (and all free plays) before taking any other actions for the turn. Many cards, like Study Protonebula , Quark's Isolinear Rods , and Assign Support Personnel require you to take an action in order to trigger a download. These downloads can therefore only be used after you have played your cards for the turn and started "giving orders."

Your discard pile is not a "side deck," so you may not download cards from your discard pile.

If a card requires downloads (for example, Drone Control Room ), but the required cards cannot be downloaded, the card cannot be played.

If a card allows you to download a personnel, ship, or equipment and is not a Facility or Site and provides a specific location for that download (for example, Assign Missions Specialists or Starry Night ), then it is providing special reporting : normal reporting restrictions like native quadrant and compatible facility do not apply.

By contrast, if a card allows you to download a ship, personnel, or equipment but does not provide a specific location for the download (for example, Wall of Ships or Activate Subcommands ), or if it is a Facility or Site (for example, Son'a Observatory or Cargo Bay ), these downloads are normal reports, and you must follow normal reporting rules.

If you have a Zalkonian Storage Capsule in play, you may treat it as a side deck for the purposes of searching it for a download target.

A download is invalid if the target card cannot be found in the available cards, or if, once found, the target card is required to be played but cannot be.

An invalid download is cancelled, and any target cards are returned to their sources, which are then shuffled. If a single download action requires multiple target cards (such as the download on Montana Missile Complex ), and any of the targets cannot be found, the entire download is invalid.

Some cards allow you to download a card. When you download a target card , it does not need to be played from your hand. You may search through your hand, your draw deck, and any open side decks for the target. Once found, play the card to the table normally. Downloading does not count as your normal card play, but you must still follow all the normal rules for playing a card, such as reporting restrictions. Then reshuffle any decks you looked through.

When a download goes "to hand", as with Quark's Isolinear Rods , the downloaded card is added to your hand instead of entering play. If the download works "in place of one card draw", like Blood Oath , you may choose whether to play the card immediately or take it into your hand. Otherwise, you must play the downloaded card immediately to the table.

A Facility card (or its attached Site card) may not provide downloads outside its native quadrant. (This is in addition to all normal reporting restrictions.)

You may not download artifacts unless specifically permitted by a card.

General Quarters: The Personnel Download Limit

In Open format, there are no rules limiting downloads. On the other hand, Shape-Shift Inhibitor is legal in Open format.

Personnel cannot be downloaded as easily as other cards. When you recruit specially-picked personnel (instead of recruiting personnel who are already "available" in your hand), you must locate, draft, and reassign them to your forces &mdash all of which takes time and effort. For this reason, you may not download personnel into play more often than once every turn .

SPECIAL DOWNLOAD

Executing orders.

Once you have played all the cards you intend to play at the start of your turn, signify this by announcing that you are now "giving orders". This is the part of your turn where you and your cards get stuff done .

QUARK: 'Come to Quark's, Quark's is fun, come right now — don't walk, run! ' Oh, I love the part where my name rotates around. KIRA: If all your little 'advertisements' aren't purged from our systems by the time I get back from the Gamma Quadrant, I will come to Quark's. And, believe me... I will have fun.

—"The Quickening"

A crew is not an Away Team, and an Away Team is not a crew. Genetronic Replicator may save your Away Teams facing Armus - Skin of Evil , but it is useless for your crews trying to survive against Ankari Spirits .

Your Away Teams are usually associated with the last ship or facility you control that they visited. This "association" rule is only occasionally relevant, for cards like Memory Wipe and Alien Parasites . They only remain associated with the ship or facility while that ship or facility is at their spaceline location; if it leaves, then the Away Team becomes unassociated , and remains unassociated until they visit another ship or facility that you control. If your Away Team is made up of personnel from multiple ships or facilities, you must designate which one of those ships or facilities will be the one officially associated with the Away Team as soon as the merged Away Team is formed.

This only applies to Away Teams, however. On your ship or facility, all your personnel present, compatible or incompatible, form one crew. Incompatible personnel are simply placed under house arrest .

You may not ever move any of your cards into space unless specifically allowed to do so by a card (such as Airlock or Anti-Matter Pod ).

During the game, your personnel will move throughout the universe. They may visit facilities, board starships, beam down to planets, invade an opponent's ship, travel across the galaxy (or across time), or stop by the bar for a relaxing hand of Tongo.

When your personnel move to a a usable space facility or a ship that you control , stack them face-up underneath the ship or facility card. (If the facility has sites, stack the personnel face-down on top of the appropriate Site card instead.) These personnel, collectively, form the crew of that ship or space facility.

When your personnel are on a planet (or in a planet facility) stack them face-down on the planet (or on the planet facility). They now form a single Away Team . You may not divide your crews or Away Teams into separate groups, except when permitted or required to do so by a card or another rule.

When your personnel are on an opponent's ship or facility, they still form an Away Team, but they also become intruders . Intruders cannot attempt missions, but they can start personnel battles, and they are in a good position to commandeer their hosts. Intruders are not necessarily hostile; indeed, cards like Open Diplomatic Relations and Ferengi Trading Post positively invite friendly "intruders" to board opposing ships and facilities.

Whenever your personnel move, whether by choice or by force, they may carry any number of Equipment cards with them. Equipment is not carried by any specific personnel, but is carried (and used by) the entire team as a whole. (There are a few exceptions, like Mobile Holo-Emitter and Data's Head , which are "worn" or "placed on" a single, specific personnel.)

Transporters can't beam through SHIELDS, so operating transporters implies that your ship or facility's SHIELDS are dropped during the transport. This currently has few gameplay implications except for Dropping In , which can be played in response to a beaming action. It also explains the "security concerns" mentioned for Nors above, and explains why you may beam over to an opponent's ship or facility if it is unshielded.

As always, you may not deliberately place any personnel in a house arrest situation, so you may not beam one of your personnel onto one of your own incompatible ships. If you are acting as an intruder on an opponent's ships or facilities, of course, incompatibility is not only permitted but expected.

Special beaming cards such as Near-Warp Transport , Emergency Transporter Armbands , or Extradition do not provide transporters, do not allow you to use your opponent's transporters, and do not allow beaming to or from a Nor (unless specified by the card). They do not overcome obstacles to beaming, such as Atmospheric Ionization , Barclay Transporter Phobia , Katherine Pulaski 's beaming restriction, or being stopped. Special beaming cards simply allow you to use existing, functional transporters in unusual ways.

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

"I signed aboard this ship to practice medicine, not to have my atoms scattered back and forth across space by this gadget!"

In the Star Trek universe, all modern facilities and vessels are equipped with transporters , which are devices that allow near-instant teleportation of personnel and equipment en masse . In the Star Trek CCG, using the transporters ("beaming") is the normal way to move your crews and Away Teams between ships, planets, and facilities. All Ships and Facilities have transporters unless the card indicates otherwise.

Nor and other Nors are equipped with transporters, but, because of security concerns, all Nors ban the casual use of transporters. No player may beam cards to or from a Nor, or a ship docked at a Nor, except to move large Tribbles .

You may only use your opponent's transporters at a usable facility or ship.

You may use an opponent's transporters if you are "invited aboard": if a card permits your personnel to report aboard or "mix" with opposing personnel (for example, Ferengi Trading Post or Office of the President ), then either player may use the transporters on the ship or facility where this is happening.

PICARD: Mr. Worf, do you remember your zero-G combat training?

— Jean-Luc

Your personnel may also walk around at a location. Specifically, your personnel at a facility may walk on or off of your ships docked there ("embarking" and "disembarking"). On a planet, your personnel may walk in or out of your facilities or landed ships on that planet ("entering" and "exiting"). At a station with sites, personnel may walk from one site to another (they must pass through each site in between, but do not have to stop at each). There is no limit to the number of times personnel may walk during a turn.

Your personnel may stop at only one Site each turn. As soon as a personnel stops at any site, for any reason (even for something as small as picking up a hand weapon at the Security Office ), they may not walk to another site that turn. (They may still perform other walking actions, like embarking on a ship at Docking Pylons , and other actions, like starting a brawl at Promenade Shops .)

This rule underscores the different activities that are implied at each site, and, more importantly, prevents abuse of the Nor strategy in gameplay.

STAFF A SHIP

—The Doctor

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One personnel cannot supply more than one required staffing icon, even if the personnel has more than one of the required icons. For example, a Borg Cube normally requires seven personnel to staff it, even if the Borg Queen or Locutus of Borg is aboard.

A personnel may contribute only one staffing icon to staffing requirements, but may contribute any number of skills and characteristics, even if already contributing a staffing icon. (There are no cards to which this rule is applicable at this time.)

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  • There is at least one personnel of matching affiliation on board; and
  • Each staffing requirement is met by a compatible personnel onboard.

Full staffing is required only for movement. Any ship which has at least one personnel of matching affiliation on board can attempt a mission, initiate battle, or fire weapons, even if the ship is not fully staffed. Any ship, including an empty one, may use its transporters.

DOCK & UNDOCK

—Kira Nerys

When a ship is reported to a facility in space , it reports docked . Facilities extend 50% of their SHIELDS to all ships docked there. Docked ships may not attempt missions or fire WEAPONS (not even to return fire when attacked), but can be repaired by a compatible facility. Ships docked at a facility are not destroyed if the facility is destroyed.

Undocking is a form of ship movement that uses no RANGE. To undock, a ship must be fully staffed . Since it uses no RANGE, there is no limit on the number of times a ship may undock in a turn.

Docking follows the same rules as undocking. A ship must be compatible with a facility to dock with it, and the facility must be in space . However, the crew does not have to be compatible with the facility. (Incompatible members of the crew must stay on the ship and not board the facility.)

CARRIED SHIPS

Game text that allows you to launch carried ships also (implicitly) allows you to recover such ships.

Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is controlled by a different player.

Cards that may not target docked ships also may not target carried ships. Carried ships cannot be targeted in battle (they are not present with opponents' ships).

If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your landed U.S.S. Voyager , you must have a card such as Blue Alert to allow it to take off, using 2 RANGE.

Some cards, such as Engage Shuttle Operations , permit ships to be carried aboard other ships. Like docking and undocking, launching and recovering a carried ship is a movement action that uses no RANGE, which requires the carried ship to be fully staffed.

If a carried ship is destroyed (for example, by Warp Core Breach ), the carrying ship is damaged .

FLY A STARSHIP

—Jean-Luc

A ship "warping" past a location cannot affect, and is not affected by, cards at that location (unless the card says it affects ships passing by), even if an action suspends play at the moment the ship is passing the location. For example, if play is suspended when a ship is passing the ❖ Nebula mission and the opponent scores points while play is suspended, that ship does not face a dilemma.

When moving a ship to the location of a usable space facility, your ship remains undocked unless you dock it by placing it beneath the facility (or on top of an appropriate Site).

A staffed ship can move along your side of the spaceline in either direction. The distance your ship can move on one turn is limited by its RANGE. You determine how far it can travel by adding up the span of each location the ship moves to (or passes), not counting the location where it begins. For example, three consecutive missions A, B, and C on a spaceline have spans of 2, 4, and 3. A ship starting at mission A will use 7 RANGE to reach mission C, and 6 RANGE to return from C to A.

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A ship does not have to move all of its RANGE on a turn. A ship can stop at each location as it moves, or it can �warp past� locations without stopping there (but still using RANGE).

LAND & TAKE OFF

—Kathryn Janeway

Landed ships may not attack or be attacked by ships or Away Teams unless a card specifically allows it. Landed ships may not be targeted by any card or effect that targets a ship (such as Loss of Orbital Stability ), unless the card specifically allows it to target a landed ship (such as Hirogen Hunt ). However, cards may report and beam to (or from) a landed ship as normal.

MOVING BETWEEN QUADRANTS

Any gametext which allows or requires a card to move directly from one location to another may potentially move that card to a different quadrant. Examples of cards that could cause movement between quadrants include Iconian Gateway , Wormhole , Where's Guinan? , and Mysterious Orb .

However, cards whose gametexts refer to the "spaceline" or to a distance (such as the "most distant planet") can only cause movement within the current quadrant. Examples include The Traveler , Where No One Has Gone Before , Female Love Interest , and Magic Carpet Ride OCD .

—Harry Kim

It is not legal to move between quadrants unless permitted or required by a card.

TIME TRAVEL

Some time travel-enabling cards, like Out Of Time , specify that they only permit time travel between a time location and its corresponding spaceline location. The corresponding spaceline location is the card (usually a Mission card) whose location (stated in its title or lore) matches the location stated in the time location's lore. For example, playing Out Of Time allows you to move your temporal agent between Khitomer Conference (located on 2293 Khitomer) and Khitomer Research (the Mission card for present-day Khitomer), or between Montana Missle Complex (located on 2063 Earth) and Espionage Mission (the Mission card for present-day Earth), but it would not allow you to move between Montana Missile Complex and Khitomer Research (a time location and a non-corresponding spaceline location), or between Montana Missile Complex and Khitomer Conference (two time locations).

It is possible for multiple time locations to exist at the same spaceline location. For example, a player (if he or she were insane) might play Espionage Mission (Earth) with Montana Missle Complex (2063 Earth), Cetacean Institute (1986 Earth), and 22nd-Century San Francisco (2154 Earth). If you want to travel between time locations at the same spaceline location without having to pass through the spaceline location (for example, you want to go straight from Cetacean Institute to Montanan Missle Complex without stopping at Espionage Mission ), you will have to carefully read the gametext of the card that is making your time travel possible. For instance, Orb of Time supports this use, because it permits "time travel" without restriction. But Out Of Time only permits time travel "between a time location and the corresponding spaceline location," which means it cannot support direct time travel between two time locations.

Even if a time location's corresponding spaceline location is "destroyed", that Mission card remains the corresponding spaceline location. For example, if Khitomer Research (location: present-day Khitomer) is destroyed by a Supernova , your Ensign Jameson can still use Out Of Time to travel between that location and Camp Khitomer (location: 2293 Khitomer).

star trek ccg ships

Time Travel is movement between a time location and a spaceline location, or between two time locations. It is not legal unless expressly permitted or required by a card. A card that does not say the phrase "time travel" does not permit regular time travel.

For legacy reasons, Wormhole , Where's Guinan? , and Jealous Amanda may be used to relocate cards to (or from) time locations.

ATTEMPT A MISSION

The mission. Whether it's exploration or relief, diplomacy or combat, the mission is at the heart of every Star Trek episode — and the Star Trek CCG.

Of course, missions rarely go as planned. You'll beam down to do some Changeling Research with a research team, but you'd better bring weapons and Security officers to keep them safe, or they might fall prey to a Berserk Changeling . It's even more important in space, where a mission to Observe Stellar Rebirth could end in catastrophe for an entire starship if they're not prepared for everything they might find . But, if you survive the dilemmas your opponent has left for you and solve the mission, you're one step closer to winning the game .

BEGINNING A MISSION ATTEMPT

—Jean-Luc Picard

In Open format, any player may attempt any mission as long as the attempting crew or Away Team meets the affiliation requirements.

You may attempt any mission with a point box that you seeded. You may attempt a mission an opponent seeded only if its point box shows 40 points or more, if it is ❖ Universal, or if it is a shared mission .

Once all dilemmas are cleared, the two teams may combine their skills to meet the mission requirements.

Scouting is complete at the end of your turn if there are no dilemmas remaining beneath the mission; you can begin probing for your objective on subsequent turns. See Scouting Complete , below.

To attempt a mission, you must have at least one personnel present whose affiliation matches one of the affiliation icons on the mission card. All compatible personnel in the crew or Away Team may assist that personnel, and may contribute skills and other attributes to the mission requirements. You do not need to meet the mission's requirements in order to begin a mission attempt.

Simply announce that you are beginning a mission attempt with your ship or Away Team. Mission attempts are a single action , so, once the attempt has started, you will not be able to do anything else (except as a valid response or by suspending play ) until the entire mission attempt is completed.

If there are cards seeded under this mission, slide the bottom seed card out from under the mission, reveal it face-up, and begin working through the mission's challenges! If there are no seed cards, you may try to solve the mission.

MISSION ATTEMPTS: BASIC RULES

When you begin a mission attempt, start by revealing the bottom dilemma beneath the mission (the dilemma closest to the table). Read the dilemma�s text and check to see if you have the dilemma�s requirements. If you do, the dilemma is discarded and you continue with the next dilemma. If you do not, you will suffer the effects of the dilemma and follow its instructions. Usually this means that some of your personnel will be stopped (unavailable the rest of this turn) or killed (placed in your discard pile).

When there are no more dilemmas beneath the mission, check your crew or Away Team; if you still have the mission requirements, then you complete the mission! You score points equal to the value of the mission, and you can continue your turn.

ENCOUNTERING DILEMMAS

Dilemmas are intended to be read by the encountering player. All references to "you", "your", and "your choice" refer to the encountering player. "Opponent" or "opponent's choice" refer to the encountering player's opponent.

On a dilemma card with more than one effect, each effect should be encountered and resolved in sequence. For example, Menthar Booby Trap first causes the effect of preventing the ship from moving, then causes the effect of killing a member of the crew.

If a dilemma is "doubled" (for example, by Lore ), all features of the dilemma are doubled, including requirements, effects, and point values. However, some cards double only parts of a dilemma, like Howard Heirloom Candle , which doubles effects only, and Shades of Gray: Brutality , which doubles requirements only.

Each dilemma encounter is a sub-action of the mission attempt (which is a group action ). Like the mission attempt itself, the encounter cannot be interrupted except by a valid response or a card which suspends play. Normally, you may not respond to a dilemma until all potential targets for the dilemma have been chosen and the crew or Away Team's ability to meet any requirements has been checked. (Only at this point is the dilemma considered "just encountered" for cards like Beware of Q .)

There are a total of six "combo dilemmas" in the game. These rules apply only to them and may otherwise be ignored.

A combo dilemma is a two-dilemma combination in one Dilemma card. (Example: Male's Love Interest & Plague Ship ) Encountering a combo dilemma is like encountering two separate dilemmas: if you meet the conditions of the first half, you continue on to face the second half; if not, you place the card back under the mission and will have to face the first half again. However, some combo dilemmas with conditions say �not repeatable� in the first half; this phrase takes the place of �discard dilemma� and means that the first half is conceptually discarded after you face it; when you or your opponent encounter that same exact card on another attempt, the first half of the combo is skipped. If the first half has no conditions (for example, Male�s Love Interest), it is always conceptually discarded after it has its effect.

Cards that specifically affect the first half of a combo dilemma do not automatically affect the second half. For example, if Male�s Love Interest is discarded by Senior Staff Meeting or nullified by Kareen Brianon you still encounter the Tarellian Plague Ship half of the card. Similarly, if, during an encounter with Alien Parasites & REM Fatigue , you fail to overcome Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing REM Fatigue Hallucinations. Any Mission Fatigue in play �stops� a personnel before each dilemma, so one personnel will be �stopped� before each half of the combo.

You may not legally seed a combo dilemma at the same location as either of the original dilemma cards on which it is based; the second one encountered would be a mis-seed. If the mis-seed is the first half of a combo dilemma, place it �conceptually� out-of-play while you encounter the second half, then place it physically out-of-play once the second half has been resolved.

Most cards seeded under a mission are probably Dilemmas, or are cards that function as Dilemmas. Either way, you're in trouble!

After you flip a dilemma face-up during a mission attempt to reveal it, the crew or Away Team begin an encounter with that dilemma. The dilemma is now in play and remains in play until it is overcome , cured , reseeded , discarded, or otherwise removed from the mission's seed cards.

Similarly, if an effect targets cards with a specific feature, and there are no cards present that have that feature, the effect cannot be "triggered" and is nullified instead. For example, if you encounter Empathic Echo and there is no one present with Empathy, it is removed; if you encounter Female Love Interest and there are no females in your Away Team, it is removed.

Likewise, if an effect requires you to choose a target, and there is no valid target in play, the effect cannot be triggered and is nullified instead. For example, if you encounter Conundrum and your opponent has no ships in play, it is removed. If you encounter Hippocratic Oath but there are no planets on the spaceline, it is removed.

Note that dilemma requirements are not "targeting" the required skills and attributes. You cannot ignore a dilemma's requirements. For example, if you encounter Ferengi Ingenuity and you cannot overcome the requirement of stopping a team member who has Computer Skill (because you have no Computer Skill present), then you fail the mission attempt, all your personnel are stopped, and the dilemma is reseeded under the mission to be encountered again.

Similarly, a specified number of personnel is not a �specific feature;� if a card like Armus: Roulette specifies that four target personnel are to be selected, but only two personnel are present, it selects those two.

AUTOMATIC EFFECTS

"You may win this war, Commander, but I promise you, when it is over, you will have lost so many ships, so many lives, that your victory will taste as bitter as defeat."

—Founder Leader

Effects that have no requirements happen automatically. Examples include Artillery Attack , which automatically kills some number of personnel, Murasaki Effect , which penalizes beaming at this location, Fractured Time , which reduces your mission team to nine personnel, and the first effect of Armus: Energy Field , which stops (at least) one personnel. (The second effect of Armus: Energy Field is conditional.)

When your mission team encounters an automatic effect, simply follow its gametext. If all of the effects you face in a dilemma encounter are automatic effects, your mission team automatically removes it at the end of the encounter. (The dilemma is discarded unless otherwise specified.) Thus, Chula: Crossroads is removed and discarded as soon as the personnel targeted by it have been stopped. I'm Not Going To Fight You is removed as soon as its download is complete and placed on the mission for a persistent effect. Chula: The Lights has both an automatic effect (returns a personnel to hand) and a conditional effect (cannot get past without a certain amount of Cunning); it is not removed and discarded until the condition is overcome.

CONDITIONAL EFFECTS

"If we can't find a way to stop them, they'll tear the ship apart."

—B'Elanna Torres

Many effects can be prevented if you overcome certain conditions . If you meet the conditions for all such effects on a dilemma, the dilemma is removed and discarded. Examples include "God" , which has a condition of two personnel who each have INTEGRITY > 7, Ancient Computer , which has several skill requirements, and Dead End , which has a condition of having at least 50 points. Conditions are often prefaced with the words "unless" or "to get past."

Basic Example : if you encounter Astral Eddy , check your crew. If they have Navigation, Physics, and 2 ENGINEER, the dilemma is removed. Otherwise, they fail to overcome the dilemma. One crew member is killed, the mission attempt fails, the ship and crew are stopped, and the dilemma is replaced under the mission to be encountered again.

Advanced Example : if you encounter Spatial Rift , first resolve the automatic effect ("Two personnel (random selection) are discarded unless their combined CUNNING > 14"). Then face the conditional effect ("To get past...") with its conditions ("...requires Astrophysics and 2 ENGINEER). If you still have those requirements after potentially losing your two personnel, the dilemma is removed; discard it and proceed with the mission. If not, you fail to overcome the dilemma. It takes effect (you can't get past), the mission attempt fails, and all your involved ships and personnel are stopped. Then the dilemma goes back under the mission to be encountered again (in full). Next time you attempt it, you will probably lose two more personnel to the automatic effect before you get the chance to meet the requirements and overcome it!

"Mission Continues" : Hunter Probe has the effect of (eventually) killing two personnel, which can be prevented by meeting the condition of having 2 SECURITY and 2 Anthropology present. Normally, failing to meet this condition would not only mark two personnel for death, but would also stop the mission attempt and mission team. However, because the card says, "Mission continues," the dilemma is removed, and the mission attempt goes on. (The two personnel then die at end of turn).

However, if you fail to meet the conditions of any of the active effects on a dilemma, the dilemma is not removed. Failing to overcome a conditional effect has all of the following consequences:

There are two main exceptions to these consequences for dilemma failure:

If a dilemma states, "Discard dilemma", then the dilemma is removed and discarded after it is encountered, even if the mission team failed to overcome its conditions . The mission attempt still fails, and the mission team is still stopped, but at least the dilemma will not be encountered again!

If a dilemma states, "Mission continues", then the dilemma is removed even if the mission team fails to pass it. The mission attempt continues and the mission team is not stopped.

"By golly, Jim, I'm beginning to think I can cure a rainy day!"

Basic Example : when encountered, Horta is removed from the mission's seed cards, placed atop the mission, and kills a member of your Away Team. This kill repeats each turn, establishing an ongoing effect. It can be cured with 2 Leadership, 2 Mindmeld, and 2 Exobiology — but only after the first person has been killed (hopefully it didn't get one of your Exobiologists!). If it can't be cured immediately, the mission continues, but the dilemma remains on the planet until its cure requirements are met.

Multiple-Effect Example : when encountered, Menthar Booby Trap is automatically removed from the mission's seed cards and placed on the attempting ship. Its first effect is that the ship cannot move, with a cure requirement of "2 ENGINEER aboard". This is followed by a second effect (killing a random crew member), unless the crew meets the condition of having MEDICAL present. The mission team may cure the first effect with 2 ENGINEER, but only after it has been placed on the ship and after any deaths that result from the dilemma's second effect.

Multiple-Condition Example : Ankari "Spirits" has a single effect — killing large numbers of your personnel — but two conditions. The first requirement ("3 Honor and INTEGRITY > 35") is a normal dilemma condition; if the crew does not meet this condition, they fail to overcome the dilemma. The dilemma is placed on the ship, two personnel are killed (and an ongoing effect begins), the mission attempt fails, and the ship and crew are stopped. Now the original condition goes away, and is replaced by a cure requirement ("Cure with 3 ENGINEER and Exobiology"). If it can be met now, the dilemma is cured and placed out-of-play (but the dead people remain dead, and the ship and crew are still stopped, because they failed to overcome its conditions). Otherwise, it remains on the ship until it is cured by 3 ENGINEER and Exobiology. Since 3 Honor and INTEGRITY > 35 is not a cure requirement, it is irrelevant after the initial encounter.

Nullification Example : Framed For Murder plays on a unique personnel present and prevents that personnel from using skills or staffing icons. It has a nullifier: "Nullify with any personnel who has CUNNING>9 and Biology OR Law." If you have a personnel who meets those conditions, the dilemma is immediately discarded, before your opponent has the chance to place it on one of your personnel. Otherwise, the dilemma is placed on one of your personnel and remains there until some personnel arrives who has CUNNING>9 and Biology or Law. Either way, the mission continues.

Another Nullification Example : Do You Smell Something Burning? has the effect "stops half your Away Team" with the nullifier "Nullify with a cook, ANIMAL, or Lure of the Nexus." If a cook or ANIMAL is present, the dilemma is immediately discarded, before any personnel are stopped. If the player encountering the dilemma has Lure of the Nexus available to play from hand or by download, he or she may do so, which also discards the dilemma before any personnel are stopped. If those conditions cannot be met, the effect occurs. The mission continues with the remaining unstopped Away Team members. (The "Mission continues" text at the end is redundant.)

Some dilemmas have an ongoing effect that can be cured by meeting a set of cure requirements – after the dilemma has taken effect. First, the effect happens, which removes the dilemma from the mission's seed cards (it will not be encountered again). Then, if the required skills are present, it is cured immediately, before the next dilemma is encountered. If not, then the dilemma remains in play until cured or otherwise discarded. The cure requirements on a dilemma apply to all its effects; once a dilemma's cure requirements are met, the entire dilemma is discarded.

Examples include Komar Possession , which stops personnel every turn until cured with 3 SECURITY, Emergent Life-Form , which takes control of a ship's movement until it is cured or expires, and Nitrium Metal Parasites , which destroys the host ship in two turns. Cure requirements are often harder to meet than normal requirements, because the effect hits first. For example, Data Has Some Issues is cured with 3 ENGINEER, but first it stops a personnel present. If that personnel happens to be one of your engineers, and you don't have any extra, too bad! You can't cure the dilemma this turn, and people are going to start dying!

Some cure requirements use the word "nullify" instead of "cure." These requirements are called nullifiers . A nullifer can be checked immediately , without waiting for the initial effect.

For example, Dial-Up stops some personnel, but has the nullifier "Nullify with 3 Computer Skill and Anthropology." An Away Team facing this dilemma may check immediately for 3 Computer Skill and Anthropology, before stopping any personnel.

Failing to immediately meet a cure condition does not cause mission failure.

DILEMMA BONUS POINTS

Other seeds.

Any card revealed at a mission that cannot legally enter play at that mission is immediately placed out-of-play (it is not encountered).

Mis-seeds include (but are not limited to):

If a player encounters his or her own mis-seeded card at a Mission, that player cannot solve that mission (or any Objective targeting that Mission) for the rest of the game. At Empok Nor , encountering your own mis-seed permanently prevents you from taking initial control of the station (but you may commandeer later).

SOLVING THE MISSION

Solving a mission is not optional. If your personnel meet the requirements at the end of the mission attempt, they solve it.

You may choose which personnel to use to meet mission and dilemma requirements, and in which order. Any �excess� personnel are not required to apply their skills, etc. toward meeting the requirements. Thus, a personnel with Picard�s Artificial Heart will not die when facing a dilemma with a STRENGTH requirement if you can satisfy the requirement with other personnel in the Away Team, and Matthew Dougherty will not score points from Collect Metaphasic Particles if his Treachery is not specified as contributing to the requirements.

Once you have completed a mission, its points cannot normally be taken away from you. Even if a Mission is destroyed by a card like Black Hole or Supernova , you retain the points scored from it. Only cards that explicitly modify the point value of completed missions, such as I Tried To Warn You and Hero of the Empire , can do that.

A mission attempt using alternate requirements provided by an objective is exactly like any other mission attempt. You do not need to have the requirements in the Away Team, and you score the point value of the underlying mission when you complete it. The mission cannot then be completed with its normal requirements. In order to gain any additional benefits from such an objective (such as Establish Trade Route �s download of a Ferengi Trading Post and equipment upon completing the mission), you must complete the targeted mission using the objective�s alternate requirements. If an objective allows a different affiliation to attempt a mission than the icons on the Mission card, only that affiliation may use the requirements provided by the objective.

You must declare before the mission attempt begins which card's set of requirements you are attempting under. You may not solve the mission using the other set(s) of requirements during this attempt.

Some cards, like For The Cause and Cytoplasmic Life-form , manipulate individual mission requirements separately. Each required skill (including classifications), total attribute level, characteristic (or combined characteristic), or condition is considered a single requirement. For example:

  • Find Hidden Base has 7 requirements: 3 requirements of SECURITY (which can be satisfied by skills or classifications or both), 2 requirements of Leadership, and 2 requirements of a hand weapon.

star trek ccg ships

If requirements overlap due to replacement, they are added. (If attribute requirements overlap, the larger is used.) For example, if For The Cause is used to replace the OFFICER requirement on Intercept Maquis (with Leadership + SECURITY + CUNNING > 30), the requirements change from OFFICER + SECURITY + CUNNING > 24 to Leadership + SECURITY x2 + CUNNING>30.

Once all seed cards under a mission have been encountered, and there are no dilemmas remaining beneath the mission, check your remaining personnel present . If they meet the mission requirements, they solve the mission; slide it a half-card length toward you to mark it complete. The completed mission remains on the table as a spaceline location, but cannot be attempted (or scouted) again.

Scouting a location is completed at the end of your turn if :

You may begin probing for your current objective on the turn after scouting is completed. You may not probe on the turn you complete scouting. Also, you may not probe at an objective if you battled at that location during the current turn or your opponent's previous turn.

A dilemma that has entered play, such as Friendly Fire or Cytherians , no longer remains to be encountered, and so does not prevent scouting from being complete. Completion of scouting is permanent; addition of a seed card (such as a Q-Flash , using Beware of Q ) after scouting is complete has no effect on that status.

An objective that allows you to scout a location requires you to complete scouting for that objective in order to probe to complete it. For example, if you scout a mission with Establish Gateway and resolve all dilemmas, then switch to another objective by downloading A Change of Plans in place of your normal card draw at the end of your turn, scouting is complete at the end of that turn for Establish Gateway, but not for the new objective. You must scout the mission again before scouting is complete for the new objective.

Typically, when the Borg complete scouting a planet, the Objective targeting the planet states that the entire planet is assimilated .

When you assimilate a planet, any opposing personnel, equipment, and landed ships on that planet are assimilated . Moreover, any opposing facilities at that location, all personnel and equipment in or aboard those facilities, and all ships docked there are also assimilated. Only the personnel and equipment aboard a docked or landed ship escape assimilation.

Now, any gametext triggered by solving the mission is resolved. (For example, after solving Host Metaphasic Shield Test , you may download Metaphasic Shields to any of your ships at that location.)

Then, artifacts are earned and other hidden seeds are resolved (the solver may decide the order in which they are earned and resolved). If you earn personnel from a mission attempt, any personnel you seeded join your crew or Away Team if compatible , form a separate Away Team if not, or are placed under house arrest if aboard a ship. Personnel seeded by your opponent are captured . Earning seed cards is neither a card play nor a reporting-for-duty action. (However, some Artifacts are played immediately when earned; these card plays do count as a free card play.)

Finally, you score the mission points, plus any bonus points you earned (for example, with Assign Mission Specialists )... even if the personnel who earned those points have been moved away (for example, by Magic Carpet Ride OCD ).

The mission attempt is now complete, and cards which respond to that (such as Particle Fountain ) may be played.

MISSION FAILURE

Failing a mission attempt does not automatically stop the ship, crew, or Away Team that is making the attempt. If your Away Team clears out all dilemmas under Insurrection , but then doesn't have the STRENGTH to solve the mission, they fail the mission, but the unstopped personnel can still beam up and fly away, or even beam down reinforcements and attempt the mission again.

On the other hand, by far the most common cause of mission failure is failing to overcome a dilemma. Failing to overcome a dilemma with conditions does automatically stop the Away Team or ship and crew that encountered it.

During a mission attempt, a lot can go wrong, but your hardy crews and Away Teams will try to venture on through great adversity. Only a few dire conditions can completely stop a mission attempt:

  • No one remains in the crew or Away Team. (This may be because they are dead, stopped , disabled, relocated elsewhere, or removed by some other means.)
  • No matching personnel (personnel whose affiliation matches one of the affiliation icons on the mission) remain in the crew or Away Team.
  • After a dilemma is encountered, it is reseeded under the mission to be encountered again.
  • After resolving all dilemmas, the crew or Away Team cannot meet the mission requirements with its remaining personnel.

When a mission attempt fails, unstopped personnel (on an unstopped ship, if at a Space mission) may reattempt the mission. This is a new mission attempt, not a continuation of the previous attempt.

The final frontier is a dangerous place, and not everyone will want to be your friend. Your rivals may attack your vessels, your outposts, your personnel, and even your planets. Whether in hand-to-hand ground battles or space-based fleet actions, combat gives your enemies an opportunity not just to destroy you and your assets, but to capture your personnel, infiltrate your fleet, assimilate your facilities, disrupt your operations, and even score points from your suffering. You must always be prepared for it. You may even find it necessary to begin combat yourself in order to defend your interests — or your honor.

BATTLE: BASIC RULES

Ship battle.

Add up the total WEAPONS on all your attacking ships. (Each ship must have OFFICER or Leader aboard and must be at the same location as the battle.) Pick one of your opponent's ships or facilities present. If your WEAPONS are greater than its SHIELDS, it is damaged . The target's cloaking device (if any) goes off-line , and its RANGE is reduced to 5. Your opponent may now return fire by totalling her WEAPONS at this location (her ships do not need OFFICER or Leadership to fire back), choosing one of your ships, and attempting to damage it in the same way.

If an attacker's total WEAPONS are more than double the defender's SHIELDS, the defender is destroyed at the end of the battle. If a damaged ship is damaged again, it is destroyed at the end of the battle.

PERSONNEL BATTLE

Shuffle your attacking crew or Away Team and place them in a face-down pile on the table (like a card deck). Your opponent does the same with the defending crew or Away Team. You will now play a short game of "war": each of you must draw the top card of your respective "combat piles" and compare the STRENGTH of the personnel revealed. Whoever has less STRENGTH is stunned . If one card has greater than double the STRENGTH of the other, the weaker one is mortally wounded . Repeat until one player runs out of cards in the combat pile. Both players now total up the STRENGTH of their remaining unstunned, un-wounded personnel. Whoever has more STRENGTH remaining wins! The winner randomly selects one of the unstunned, un-wounded personnel from the losing side as a casualty . The casualty dies. Stunned personnel on both sides recover, and mortally wounded personnel die.

AFTER THE BATTLE

You can repair damage to your ships by docking at a friendly facility and remaining there for two full turns (not including the turn you docked).

INITIATING A BATTLE

A battle is a single action composed of many sub-actions. Thus, once a battle has been declared (or initiated ), no player may take any other action until the battle has resolved... unless that action either suspends play or is a valid response to the battle (or one of the battle's sub-actions).

For example, valid responses to battle actions could include playing Asteroid Sanctuary to escape a just-initated battle, Weak Spot to reduce a ship's SHIELDS during the battle's Open Fire or Return Fire stage, or activating Federation Flagship: Recovered (even if currently face-down) when your ship is destroyed during the battle's Resolution stage.

Your ships, facilities, and Away Teams may initiate battle as an action during your turn.

Your personnel may attack any opposing personnel (or Rogue Borg) present with them on the same planet, ship, facility, or site. This is referred to as "personnel battle" (sometimes "Away Team battle" or, if Rogue Borg Mercenaries are involved, "Rogue Borg battle"). Your ships and space facilities (including outposts with WEAPONS) may attack your opponent's ships and facilities at the same location. This is referred to as "ship battle" or "space battle" (even if neither ships nor space are involved).

star trek ccg ships

When a card, such as Emblem of the Empire , removes affiliation attack restrictions from a group of cards, they may attack any affiliation, including their own. If cards from that group mix with other cards whose affiliation attack restrictions have not been removed, the entire force is subject to the restrictions of the second group.

Finally, you must obey affiliation attack restrictions :

Personnel battles are fought between two opposing crews or Away Teams who are present with each other on a planet, aboard a ship, on a station, or anywhere else your personnel may meet your opponents'.

Normally, personnel battles are waged between two groups of Personnel, who may be using Equipment (such as Klingon Disruptor ). However, a few exotic other cards can fight: a solitary Echo Papa 607 Attack Drone or a group consisting of nothing but Rogue Borg Mercenaries and Crosis could also engage in personnel battle.

The battle proceeds in 6 stages :

1. Initiation : The attacking player announces the attack. He or she identifies which single crew or Away Team is performing the attack and which single opposing crew or Away Team present they are targeting in the attack. The battle has now been initiated.

2. Responses : Both players may now play or use cards that apply at the initiation of battle, such as Antique Machine Gun , Bodyguards , D'k Tahg , or I Do Not Take Orders From You! .

3. Form Up : Cards that are not participating in the battle as combatants, including personnel who are disabled , stunned , or mortally wounded , are set aside. Both players shuffle their remaining personnel (or cards which act as personnel), or "combatants", then place them face-down on the table to form a "combat pile."

In a personnel battle, both personnel on a dual-personnel card engage the same adversary, combining their STRENGTH scores into one total after making any applicable adjustments to each personnel's STRENGTH. For example, The Trois may each make use of a Starfleet Type II Phaser , for a total STRENGTH of (3+2) + (4+2) = 11 versus their adversary.

If both cards in a combat pairing have special abilities, or if both players wish to respond to a combat pairing, the player whose turn it is has the first opportunity to do so. For example, your Data has just engaged your opponent's Fek'lhr who has '45 Dom Perignon present. You wish to play Android Headlock , while your opponent wishes to use the ability on the '45 Dom Perignon. If it is your turn, you may play Android Headlock first (stunning Fhk'lhr, which prevents him from using the '45 Dom). Otherwise, your opponent may use the '45 Dom Perignon first (stunning Data instead).

Both players then draw their next combatants. Repeat this step until one player's combat pile runs out.

5. Determine Winner : To determine the winner of the overall personnel battle, both players add the total STRENGTH of all their unstunned, non-mortally-wounded combatants, including any combatants who still remain in the combat pile, undrawn. Modifiers (such as Klingon Disruptor bonuses) are applied as usual.

The force with the higher total strength is the winner. The winner immediately selects a member of the opposing force as a casualty . The casualty is randomly selected from among all members of the crew or Away Team, including the stunned or disabled. However, personnel who are mortally wounded or in stasis cannot be selected.

If STRENGTH totals are equal, no one wins the battle. No casualty is selected.

6. Resolution: At the end of the personnel battle, all mortally wounded cards die . The casualty dies. Stunned cards become unstunned. Survivors of the battle are stopped.

A "ship" or "space" battle is a battle between ships, facilities, or other cards with WEAPONS and/or SHIELDS (such as the Borg Ship dilemma). Participants in Ship battles may use Tactics cards, which must be stocked in a Battle Bridge side deck (which is opened by seeding Battle Bridge Door ). Although Battle Bridge side decks are entirely optional, some cards assume that both players are using them.

A ship battle proceeds in 8 stages :

Some cards, like Nine of Seventeen (Multiplexor Drone) allow ships to target multiple enemy cards in the same attack. This expands the fire (or return fire) portion of the battle into two or more engagements. Each engagement has only one target, but it is possible to have multiple cards firing upon that target.

star trek ccg ships

1. Declaration : The attacking player announces his or her attack, then identifies which of his or her ships and/or facilities will be firing, and which enemy ship or facility they are targeting. An attacker can use any or all of his or her compatible ships and facilities in the attack, but can only target one enemy ship or facility per battle. To attack multiple targets on a single turn, an attacker must normally divide his or her force into separate attack forces to start multiple, consecutive battles.

If attacked, you should declare your wish to return fire even if you intend to escape the battle using a card like Asteroid Sanctuary . Otherwise, you will not be able to return fire if your escape card is nullified (for example, by Amanda Rogers ).

2. Initiation : If the player attacked wishes to return fire during this battle, he must now identify which of his or her ships and/or facilities will be firing, and which attacking ship or facility they will target. Any of that player's ships and facilities at that location may return fire, even if they were not targeted in the attack, as long as the ship or facility has WEAPONS and at least one personnel of matching affiliation aboard. This declaration, or a declaration that the attacked player will not return fire, formally initiates the battle.

3. Responses : Both players may now play or use cards that apply at the initiation of battle, such as Awaken or 34th Rule of Acquisition , including cards that allow the player to draw extra Tactics cards, such as Attack Pattern Delta .

Tactics are not part of your hand, and thus are not affected by cards like Alien Probe or Energy Vortex .

Facilities may use Tactics just like ships. However, a facility with no usable WEAPONS may not target an opponent's card and thus cannot use the ATTACK bonus.

Players without an open Battle Bridge Door or who have no remaining Tactic cards in their Battle Bridge side deck may not select a current tactic.

4. Tactics : Each player who has a Battle Bridge side deck may draw one or two Tactic cards from the top of that side deck. (Players may look at each Tactic before deciding whether to draw the next.) A player who has thus drawn may decide to play one (and only one) Tactic card face down on the table. If so, this card becomes his or her current tactic for the remainder of the current battle. Any unused Tactic cards are placed face-up beneath the Battle Bridge side deck. (Tactics cards are never discarded. Whenever the side deck is exhausted, face-up cards are shuffled and replaced face-down, regenerating the side deck.)

Once both players have selected their current tactics (or chosen not to use a tactic during this battle), they are revealed simultaneously by turning them face up.

5. Open Fire : The attacker computes his or her ATTACK total by adding together the total WEAPONS power of all attacking cards (including applicable attribute enhancements), plus the ATTACK bonus from his or her current tactic (if any). The attack bonus is used only once, not once for each ship.

The defender computes his or her DEFENSE total by adding the SHIELDS of his or her single targeted ship or facility (including applicable enhancements) plus the DEFENSE bonus from his or her current tactic (if any). If the defending target is docked, the defender also adds adds the facility's shield extension bonus. This bonus is equal to 50% of the facility's current SHIELDS.

If the ATTACK total is less than or equal to the DEFENSE total, the attack misses the target.

If the ATTACK total exceeds the DEFENSE total, the target suffers a hit .

If the ATTACK total is more than double the DEFENSE total, the target suffers a direct hit .

No damage is applied at this time.

6. Return Fire : If the defending player announced during the initiation of the battle that he or she would return fire, that happens now. The defending player's force attacks the target he or she declared in Stage 2. The defending player computes the ATTACK total of his or her force involved in returning fire (including the ATTACK bonus on his or her current tactic), and the attacking player computes the DEFENSE total for the single ship or facility targeted by the Return Fire. The target suffers a hit, direct hit, or miss as described above.

7. Damage : Apply damage caused by either or both players. If you scored a hit or direct hit on your opponent's ship or facility, apply damage as follows:

If you have a Battle Bridge side deck, but it has run out of Tactic cards, you may not deal further damage to your opponent until some of your damage markers return to your side deck. You may never use rotation damage if you have a Battle Bridge side deck.

star trek ccg ships

Because ships and facilities destroyed in battle are not discarded until the end of the battle, you cannot retrieve any damage markers from targets at -100% HULL integrity to use in separate engagements of the same battle.

  • If you are not using a Battle Bridge side deck, apply a Rotation Damage Marker for a hit, or simply rotate the damaged card 180 degrees to indicate damage. This is referred to as rotation damage . A ship with rotation damage has -50% HULL integrity, its Cloaking Device is off-line , and, if printed RANGE is greater than 5, it is reduced to 5. For a direct hit, apply two Rotation Damage Markers ; the target suffers -100% HULL integrity and will be destroyed at the end of this battle.

The winner of a ship battle (for the purposes of cards like Data's Medals ) is the player whose ships and facilities sustained the least HULL damage. If both sides took equal HULL damage, there is no winner (or loser).

No ship or facility sustains more than 100% HULL damage. If more than 100% HULL damage is inflicted on a single card, the points beyond 100% do not count toward winning the battle.

8. Resolution : At the end of the battle, discard your current tactic (if any) by placing it face-up underneath the Battle Bridge side deck. (If a Battle Bridge side deck has no more face-down cards, the face-up cards are shuffled and placed face-down in the side deck, regenerating it.) All ships or facilities with -100% HULL damage (or worse) are destroyed; discard them and any personnel, ships, equipment, or other cards onboard. (Either player may now play cards that are valid responses to the destruction of that ship or facility, such as Escape Pod .) Surviving ships, facilities, and crews involved in the battle are stopped. Ships docked at a destroyed facility are not destroyed.

Your damaged ships and facilities remain damaged, including all applicable penalties and damage markers, until repaired. See Damage and Repairs .

Once a battle has resolved, all cards involved in the battle are stopped .

A player attacked by a counter-attack may launch a counter-attack of his own on the following turn, and so on until either player chooses to refrain from counter-attack, or is rendered incapable of attacking at that location.

DAMAGE AND REPAIRS

On a long space voyage, damage is inevitable. Whether sustained in glorious battle, while investigating a solar flare , or by bad luck with the Calamarian , ships left to fend for themselves for too long face degradation and perhaps even destruction. A prudent commander will ensure that his or her starfleet is given ample opportunities to repair at a friendly starbase.

The rules for damage depend heavily on whether your opponent is using a Battle Bridge side deck (opened with Battle Bridge Door ). If your opponent is using a Battle Bridge side deck, any damage you sustain will take the form of Tactics cards. This is known as "tactics damage." Otherwise (if your opponent is not using a Battle Bridge side deck), you will follow simplified rules for damage called "rotation damage."

All damage markers are cumulative : multiple damage markers, and even multiple copies of the same damage card, inflict separate and cumulative penalties on the targeted ship or facility.

If, at any time, your opponent is supposed to draw a damage marker for you but cannot (because he or she doesn't have any more cards in his or her Battle Bridge side deck), then you do not suffer that damage marker. If your opponent is unable to place any damage markers after damaging you, then your ship or facility escapes completely undamaged, and cards targeting damaged ships (for example, Children of Light and Your Place Is On The Bridge ) can't be used.

Intruders are included in all applicable random selections for casualties inflicted by Tactics cards.

star trek ccg ships

TACTICS DAMAGE

The bottom (black) area of a Tactics card is known as the damage marker , and it indicates the results of the damage. As soon as the marker is placed on the damaged ship, any immediate effects are played out, such as crew casualties, systems going off-line, or downloads (for example, Engine Imbalance may be downloaded when Target Warp Field Coils is drawn as a damage marker). Second, the ship or facility suffers any attribute damage indicated by the damage marker (for example, Maximum Firepower 's damage reduces the enemy vessel's SHIELDS by 2). Finally, HULL damage is added. When a ship or facility's HULL is reduced to 0%, it is destroyed.

ROTATION DAMAGE

Whenever any of your ships, facilities, or other cards are damaged, you or your opponent must place a single Rotation Damage Marker on them. These markers function the same way as Tactics.

If, for any reason, a Rotation Damage Marker is not available, you must instead rotate your damaged ship or facility 180 degrees to indicate its damage. If it has a cloaking device, that cloaking device is now off-line. If its RANGE is greater than 5, its range is reduced to 5. HULL integrity is reduced by 50%. If a ship with rotation damage suffers any more rotation damage, HULL integrity will fall to 0% and the ship will be destroyed.

SYSTEMS OFF-LINE

PICARD: Computer. Stand by. Auto-destruct sequence omega. Recognise voice pattern Jean-Luc Picard. Authorisation alpha alpha three zero five. COMPUTER: Auto-destruct is off-line.

—Star Trek: Nemesis

When a damage marker or other card indicates that a system is off-line , the affected item may not be used in any way as long as that damage marker is in play. When "attribute enhancements" go off-line, it affects all enhancements to the specified attribute (such as Tactical Console for WEAPONS). If a core attribute, such as RANGE, goes off-line, it is considered to be 0 RANGE and cannot be enhanced until repaired.

At the end of each of your turns, you may remove one damage marker (random selection) from each ship that has been docked at an outpost (or other facility that performs repairs) for the full turn. As stated on the Rotation Damage Marker , however, rotation damage is only repaired after two full turns docked at an outpost or other repair facility.

Damaged facilities may only be repaired by cards that specifically allow it (such as Defense Systems Upgrade ).

Whenever a ship or facility is fully repaired (for example, by Spacedock ), remove all damage markers immediately.

—Worf

In Star Trek , some ships have the ability to render themselves invisible ("cloaked") or even immaterial ("phased").

A card that specifically affects "cloaked" ships does not affect phased ships, and a card that specifically affects "phased" ships does not affect cloaked ships.

In the Star Trek Customizable Card Game , some ships have the Cloaking Device special equipment. Once each turn, each card with cloaking equipment may cloak or decloak. Cloaking is represented by flipping the cloaked card face-down. Decloaking is represented by flipping the card face-up again. The following rules apply to cards that are cloaked:

  • Your opponent may not target your cloaked cards.
  • A cloaked card may not initiate battle, nor attempt or scout missions, nor be attacked or boarded.
  • Cloaked cards are not considered to be opposing, present, "here" or otherwise located at their current location for requirements or abilities.
  • Cards aboard a cloaked card are not considered cloaked.
  • Cards aboard a cloaked card are not considered to be "here", at the location, or opposing for requirements or abilities originating outside the cloaked card. For example, if on a cloaked ship, Captain Chakotay 's attribute bonus applies to personnel on his ship but not on any others.
  • Other cards may not embark or disembark from, beam on or off of, undock or dock with, or take off or land on, a cloaked card.
  • When your personnel cloak, they may cloak their carried equipment.

Cards with the Phasing Cloak special equipment may phase or dephase, which is exactly the same as cloaking, except phasing includes these additional effects:

  • You may not target your phased cards.
  • Phased ships may not move except by using RANGE. Phased personnel may not move except by beaming.
  • A phased ship may not land or dock. If a landed or docked ship phases, it immediately takes off or undocks.
  • Cards aboard a phased card may not be attacked or targeted by cards that are not on or aboard the same card (or vice versa). For example, a Tantalus Field played on a phased ship can target personnel aboard the same ship, but not other ships.

A card may not enter play cloaked or phased.

Some cards allow you to capture your opponents' personnel. Captives are disabled .

If a specific crew or Away Team performs a capture, such as with Ilon Tandro , the captive is relocated to that specific team.

A trap card is only an indicator that the personnel underneath has been captured; the card itself is not considered in play and cannot be nullified. For example, your opponent may nullify Mandarin Baliff with Q2 when he encounters it and even after the captive has been selected, but only before placing the Baliff on the personnel as a trap card.

Assuming custody is an action.

  • He or she loses gender. Drones have no gender.
  • The drone's classification is treated as its first-listed skill.

Assimilated equipment simply falls under the Borg player's control .

Upon capture, captives immediately relocate to one of the capturing player's crews or Away Teams at the same location, if possible. That team immediately assumes custody and begins escorting the prisoner, who is considered held .

If you don't have any teams at the location, the card that caused the capture remains on the table as a trap card . Place the captured personnel under it; she is now held . Once your crew or Away Team arrives, they may assume custody by either being present with the prisoner or beaming her from the trap card to their ship. The trap card is now discarded.

An escorted prisoner may be moved like an Equipment card. Each crew or Away Team may escort any number of captives. You may not initiate battle against personnel you have captured. If the ship or facility has a brig, the captive may be placed there. (She is still held, but is no longer escorted, which affects a few cards like Suicidal Attack .)

Captives that are held (or Brainwashed ) can only be rescued by a card that specifically rescues or releases captives (like Prisoner Exchange ). Captives that are left unattended , however, with neither a trap card nor an escort nor a Brig holding them, are conceptually "tied up and left behind" and thus may be rescued by their owner's other personnel present, without any special card. When a captive is rescued or released, all capture-related cards (like Impersonate Captive ) played on her are discarded.

If you commandeer a ship but have no personnel present (for example, using A Fast Ship Would Be Nice ), the ship's affiliation does not change until your personnel arrive to take custody of the ship.

Because Empok Nor seeds uncontrolled, any player may commandeer it.

  • Any Borg staffing requirements (such as those on Assimilator ) remain.

Any ships carried aboard are assimilated. Personnel and equipment aboard are not. Any cards played on or placed on the ship prior to assimilation (such as a Kurlan Naiskos or a Pulse Disruptor damage marker) come under your control.

In order to assimilate a starship, the Borg must often scout it first. Scouting a ship conceptually represents defeating resistance and gathering data. Before you may scout a ship, you must have an activated current objective targeting the ship.

Begin scouting an enemy ship by beaming over a single scout. (If you already have one or more Borg aboard the ship from Undetected Beam-In , Borg Servo , counterattacking, etc., they may scout the ship.) You must have a drone who allows you to beam through your opponent�s SHIELDS. Until the objective is completed or discarded, if at any point you do not have an active Borg aboard the ship, you may beam another single scout aboard during your turn.

If your opponent battles your scout during his or her turn, you may counter-attack during your next turn with any number of Borg (if the ship remains at the location of the attack). Those Borg are free to remain on the enemy ship. Scouting an enemy ship is complete at the end of your turn if you have any active Borg aboard that ship. Your Borg must complete scouting before you may probe to determine your current objective�s outcome. You may not probe on the same turn you completed scouting, or if your Borg participated in any battles at the location of the targeted ship during your current turn or during your opponent�s previous turn. Once scouting is complete, you do not have to complete scouting again (with another delay before probing) if your scout is killed before you can probe (though you must meet the requirements of the objective, such as having Computer Skill aboard). Probing takes place at the end of your turn.

Some cards allow you to commandeer an opponent's ship (or facility). When you commandeer an opponent's card, control transfers to you and the card's affiliation changes to the affiliation of one of the (non-ANIMAL) commandeering personnel (your choice). It is yours to use for the remainder of the game as though it were your own card. Even if you leave it unattended and your opponent beams an Away Team aboard, they can only regain control if another card allows it.

You do not automatically gain control over any of your opponents' personnel or equipment aboard a ship or facility that you have commandeered. Staffing requirements still apply to commandeered ships.

"You're too late... we're everywhere..."

—Odo Founder

star trek ccg ships

Your infiltrator is part of your opponent's crew or Away Team, but is still under your control . For example, your opponent may not treat the infiltrator as "his personnel" to benefit from his hand weapons.

Your opponent may not treat your infiltrator as an intruder (for example, by attacking him). However, you may treat your infiltrator as an intruder for the purposes of cards such as The Walls Have Ears .

Whenever any of the opponent's personnel present take any action, your infiltrator may choose whether or not to participate (or contribute to ship staffing requirements). If he chooses to participate, he must participate fully; for example, an infiltrator joining a mission attempt must contribute skills and requirements to all dilemmas and to solving. He may move independently, moving and beaming like any normal personnel, but may not take any other actions unless permitted specifically by a card. Your infiltrator may not take your equipment with him while infiltrating.

If an infiltrator is ever in a position where he or she would be placed in an incompatibility situation while infiltrating, that infiltrator's owner may freely choose exposure instead of house arrest .

An infiltration mission can end in exposure , when your infiltrator's deception is "uncovered" by your opponent. You may choose to expose your own infiltrator as a normal action during either player's turn. An infiltrator can also be exposed by being present with any other version of the persona they are impersonating (including mirror opposites ). Thus, if Kira Founder is ever present with Kira , Colonel Kira , or The Intendant , she is immediately exposed. Finally, your infiltrator can be exposed by returning to your own crew or Away Team.

Once exposed, the infiltrator reverts to its original affiliation. If aboard an opponent's ship or facility, the exposed infiltrator becomes an intruder. He may infiltrate again once he has spent any length of time not being present with any of that opponent's personnel.

REQUIRED ACTIONS

For a moving-required action , ships must normally move at "normal speed" or "full speed," using all available RANGE on the targeted ships, including any modifiers (such as a Plasmadyne Relay ). They must do this even if it leads them into a hazard, such as Gaps in Normal Space .

They may make use of immediate shortcuts, such as The Traveler 's skills, Where No One Has Gone Before , Wormhole s, or Transwarp Network Gateway s, but they may not take any less-direct shortcuts. For example, it is not legal for a ship influenced by Cytherians to use Orb of Time to time travel to Sherman's Peak with the intent of time travelling back to the final destination next turn (thus vastly shortening the distance traveled), because it is not a direct shortcut.

Some cards require that you take a specific action. For example, Samaritan Snare requires Federation to attempt it if present. Cytherians and Conundrum require ships to move (and, in Conundrum's case, attack). When your cards are being compelled by a required action, they may not take any other actions until the required action is complete. A Federation ship at Samaritan Snare may not play Preparation before attempting. A Klingon ship under the influence of Incoming Message - Klingon may not cloak, dock, or initiate battle, even to counter-attack. (However, it may return fire if attacked.) If a ship is compelled by a required action, so is its crew: they may not leave by any means nor initiate battle. Additional personnel and equipment may beam or report aboard by normal means, but, once aboard, they must follow the same restrictions as the rest of the crew.

Other than the fact that they are required, required actions are just like any other actions. Valid responses are allowed (for example, playing Magnetic North when attacked). If a ship or personnel influenced by a required action is captured , assimilated , or commandeered , the influence remains; the new controller must complete the action.

Meeting conditions to cure or nullify a card affecting a ship (such as Birth of "Junior" ) is not an action, so it is allowed, even during a required action.

END OF TURN

When you are finished executing orders for the turn, announce that you are ending your turn. This section describes several things that normally happen at the end of your turn. You may address them in any order, with the exception that your end-of-turn card draw must be the very last thing you do. The very last thing you do on your turn is draw a card from your draw deck.

"Six... Five... Four... Three..."

—Starship Enterprise

Players commonly place a six-sided dice on countdown-icon cards to track how much longer it will remain in play. Players without dice may turn countdown cards clockwise 90 degrees for each "tick."

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Occasionally, a card will instruct you to probe . This is a means for the game to generate semi-random outcomes. Unless otherwise instructed, probing takes place at the end of your turn, just before your card draw. Simply reveal the top card of your draw deck, called the probe card . (If your draw deck is empty, you may not probe.)

The card that allowed you to probe will have a list of various icons on it, along with gametext associated with each icon. This is called the probe list .

In order to determine the outcome, identify the first icon on the probe list. If this icon appears anywhere on the probe card (in gametext, as a staffing icon, etc.), replace the probe card atop your draw deck, then execute the appropriate outcome for that icon. If the icon does not appear, proceed to the second item on the probe list, then the third, then the fourth, and so on until you have identified an outcome. For example, if you probe with Secret Compartment and Wall of Ships is revealed as your probe card, your outcome is "Success." Replace Wall of Ships atop your draw deck, download two equipments or an artifact, and discard Secret Compartment.

star trek ccg ships

DRAW A CARD

All card draws must be from your draw deck unless otherwise specified. An action that is taken "in place of one card draw" may replace any legal card draw (including draws during your turn). Each card draw is a separate action.

A card that states "draw no cards this turn" forbids all card draws for the rest of the turn, including extra draws. However, if the first action you perform imposing a "draw no cards this turn" restriction triggers a "just" action or valid response of drawing a card, the card draw occurs before the restriction takes effect.

When you have finished all other end-of-turn actions, you must draw a card from your draw deck. If you are unable to draw a card from your draw deck (because a card requires you to "draw no cards this turn" or you have no cards in your draw deck), simply inform your opponent that your turn is over.

WINNING THE GAME

At Continuing Committee tournaments, time is called 75 minutes after the seed phases begin. The current player may finish his or her turn, and the other player may take one final turn if that player did not go first. (This ensures each player gets an equal number of turns.) At this point, if neither player has won the game, the player with the most points is credited with a modified win , which, in tournament play, earns a lower power ranking than a normal, full win.

In addition, in tournament play, either player may concede at any time, crediting his or her opponent with a full win and an official final score of 100-0. Finally, in the event that a tournament game ends because both players ran out of cards, the player with the most points is automatically awarded a final score of 100-0, regardless of the actual score.

  • Each player who has not completed (or scouted) at least one Alpha Quadrant mission must score an additional 40 points to win — unless neither player seeded any Alpha Quadrant missions, in which case this penalty is not applied.
  • If, at any time, any player has more bonus points than non-bonus points, the excess bonus points do not count toward winning.
  • If, at any time, both players' draw decks are empty, or if both players simultaneously achieve the victory conditions, the player with the most points is the winner.

LIFE IN SPACE

—Benjamin Sisko

The facilities, ships, personnel, and equipment you bring with you on your voyage into the galaxy are more than tools — in many ways, they have a life of their own. This section explains how you can turn their quirks to your advantage — and how things can backfire.

USING SKILLS

Classifications sometimes appear as skills, and they are usually equivalent. For example, Overseer Odo has classification OFFICER and the skill SECURITY. He may contribute his OFFICER classification to nullifying Maglock , and may use his SECURITY skill to help against Kazon Bomb .

However, a few cards, like Kurlan Naiskos , specify that a requirement can be fulfilled only by a member of the correct "classification". For those cards, only a card's classification counts. Overseer Odo can use a Medical Kit , because of his OFFICER classification, but cannot report to Security Office or activate Body Armor , because both these cards require SECURITY as a classifcation, not a skill.

—Chakotay

Some cards, such as Nine of Eleven (Interlink Drone) and the Borg Vinculum , allow your Borg to share skills. (Cards that allow personnel to add skills from other personnel, such as Vulcan Mindmeld or Classic Communicator , do not enable skill-sharing.) All regular skills are shared, including those that do not actually appear in skills boxes, such as the selected skill of the Borg Queen and the classifications of assimilated personnel which have been converted into skills.

For example, you have an Away Team on a planet consisting of two Borg:

...as well as a Borg ship orbiting the planet with the following crew:

...then all four personnel have the following skills:

Sharing skills is not optional. A Borg does not have shared skills until after it reports for duty. Skill-sharing does not work between cloaked or phased ships. Special skills are not shared.

Some personnel are so good at their skills that they have them in multiple. For instance, Mortimer Harren has Astrophysics x2. Sarek has Diplomacy x3. Luther Sloan has SECURITY classification and SECURITY skill, which is effectively SECURITY x2.

A personnel who has a skill with an integral multiplier also has the skill at all lower positive integral multipliers. For example, Sarek has Diplomacy x3, so he also counts as a personnel with Diplomacy x2 and may pass Inside Collaborators .

Normally, multiplied skills are regular skills. However, negative skills, such as Valeris 's Diplomacy -3, are special skills.

Some cards, like Invasive Procedures , affect personnel's "first-listed skill".

A personnel�s �first-listed skill� is the first skill printed in the skill box, whether a regular or special skill. When a first-listed skill is �lost� (for example, to a dilemma), the skill becomes conceptually blank or �no skill� (the second skill does not �slide over� to become a new first-listed skill).

For example, Julian Bashir is a MEDICAL-classification personnel with skills MEDICAL x2, Exobiology, Biology, and a special download. His �first-listed skill� is:

If a personnel has no first-listed skill because it has been removed by a dilemma, he is not affected by subsequent cards affecting the first-listed skill, and no other personnel has �the same first-listed skill� for purposes a dilemma such as The Clown: Playing Doctor .

When a ship has a regular skill as special equipment, it can be used as though possessed by a member of the ship's crew. For example, the Acquisition on Dosi Trade Vessel may help solve Salvage Wrecked Ship , or allow a Small Cloaking Device that is reporting aboard to report for free.

This is a complete list of regular 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, Obsidian Order, Orion Syndicate, Physics, Resistance, Section 31, Smuggling, Stellar Cartography, Tal Shiar, Transporter Skill, Treachery, V'Shar, and Youth

ANIMAL is a classification, but never a skill.

Some personnel have an undefined attribute . For example, Mortal Q 's CUNNING is Q. Kivas Fajo has NO INTEGRITY. Spot has an asterisk in place of STRENGTH. Undefined attributes are treated as zero unless otherwise specified. Undefined attributes cannot be modified. For example, Kivas Fajo will be killed by Firestorm (because his INTEGRITY is treated as 0), and cannot have his INTEGRITY raised by Kukalaka .

However, undefined attributes should not be confused with variable attributes . Some personnel, like Quark , have an X in one of their attribute boxes, with a corresponding special skill such as �X=2 or 7.� Each time you need to know the value of a variable attribute (even when the card is in hand, such as for a Royale Casino dilemma), the controller of the card may choose one of the listed values at that time. Whenever the special skill is unusable (for example, because of Brain Drain or Hate Crime ), the attribute is an undefined attribute, treated as zero.

Some cards allow you to select, add, or increase skills (for example: Frame of Mind , Fitting In , Ishka ). You may only select or modify regular skills.

Attributes (INTEGRITY, CUNNING, and STRENGTH) also appear on all personnel cards, and can be used like regular skills.

LOADED SKILLS

Officer and leadership: "leader".

Cards that only identify themselves as leaders in lore, such as Maques , are not "leaders", and may not make use of Data's Medals or Emblem of the Alliance .

"ANY INTELLIGENCE"

Miracle worker, transporter skill.

A few personnel, like Spot , have classification ANIMAL. They are animals . Animals cannot attempt missions alone, meet ship staffing requirements, initiate battles , commandeer , power a Kurlan Naiskos , or be assimilated . An animal remains an animal even if the ANIMAL classification is changed or removed, and ANIMAL classification cannot be selected as a skill or classification for non-animals like Vina .

GETTING HURT

—Dr. Phlox

This section describes the many ways your personnel might be injured or otherwise prevented from carrying out their duties. Examples are provided.

Stopped personnel may do anything they're not specifically prohibited from doing. For example, a stopped personnel may contribute skills or traits to Defiant Dedication Plaque , Navigate Plasma Storms , or Ketracel-White . They can even share skills where allowed (for example, with Fitting In or Nine of Eleven ). Stopped cards are prohibited from participating in a mission attempt or dilemma encounter, but not entirely prevented from using their skills and characteristics in other ways.

Stopped cards may also be targeted by other cards, as long as the card does not require them to take a prohibited action. For example, you may relocate a "stopped" ship with Magic Carpet Ride OCD , because the ship is merely being moved by the card, but you may not play Emergency Transporter Armbands on your stopped personnel, because that card requires them to actively beam themselves , which they cannot do.

A minor rules quirk: as stated in the rules, if an entire crew or Away Team is stopped, their Equipment is also stopped. However, if individual members of a crew or Away Team are stopped by a card that specifically stops only selected personnel (for example, Lineup ), their Equipment is not stopped — even if the selected personnel are the only ones in the crew or Away Team.

The most common "injury" in the game is getting "stopped." Stopped personnel are, conceptually, either completely engaged in what they're doing, completely exhausted, or injured enough to be "out of the action" for the rest of the turn while they recuperate.

Examples: Devastating Communique , failing a conditional dilemma, Oo-mox , finishing a battle

Stopped personnel may not be beamed, move, walk, cloak, phase, participate in an attack (they may battle defensively), staff an unstopped ship, get stopped again, or participate in any mission, commandeering, or scouting attempt in any way. (They become separated .)

If a ship is stopped (or unstopped), all cards aboard the ship are stopped (or unstopped). Using up a ship's RANGE does not stop it.

Equipment carried by a crew or Away Team are stopped if the entire crew or Away Team is stopped (whether by battle, failure to overcome a dilemma, or other means).

Stopped cards become unstopped automatically at the start of either player's next turn (unless otherwise specified).

KILLED OR DESTROYED

Cards that are killed or destroyed leave play normally, usually to the discard pile. All personnel aboard a ship or facility when it is destroyed are killed, and all equipment present is destroyed.

Examples: Armus - Skin of Evil , Vulcan Stone of Gol , V'Ger , Disruptor Overload

Occasionally a card will state that a ship attribute or system is "disabled". This is a slight misnomer on some old cards (like Vole Infestation ). Treat disabled systems and special equipment as off-line and disabled attributes as undefined attributes . The ship itself is not disabled.

Disabled personnel may not be used in any way. They may not take actions, use gametext or characteristics, or even enable gametext on other cards that depend on the disabled personnel being in play. For example, if Lore is disabled, you cannot use his skills to cure dilemmas, cannot use his Treachery for Recruit Mercenaries , and cannot prevent a ship from being relocated at Paxan "Wormhole" . However, disabled personnel may be moved and beamed like equipment cards.

Disabled personnel are separated during mission attempts.

If a personnel in stasis is killed (or a ship in stasis is destroyed), stasis ends at the moment of death. Thus, if Aamin Marritza dies in stasis, he scores his bonus points.

Personnel or ships in stasis are in suspended animation, where they remain until released. Examples: The Whale Probe , Vulcan "Death Grip"

Cards in stasis may not take actions, use gametext, or characteristics, and are considered in play for uniqueness only . In this respect, they are just like disabled cards. However, unlike disabled cards, ships and personnel in stasis cannot be attacked in battle and cannot be targeted by other cards. For example, no player may play Diplomatic Contact on Kai Winn if she is in stasis. Cards already targeting ships or personnel in stasis are suspended until stasis ends. For example, Federation Flagship: Renewed does not generate extra card draws while the Enterprise is in stasis, and REM Fatigue Hallucinations does not count down.

Personnel in stasis are separated during mission attempts.

During mission attempts, your personnel who are stopped, disabled, in stasis, or under house arrest are separated . Any personnel who are stopped, disabled, placed in stasis, or house arrested during a mission attempt automatically and immediately form a new "separated" crew or Away Team. Separated personnel automatically rejoin the main team as soon as they are able (when unstopped, removed from stasis, etc.).

Because separated personnel are no longer part of the main mission team, this means they are no longer present : They can no longer be targeted by dilemmas from the mission attempt (unless expressly specified, like on Crystalline Entity ). They are not considered to be "aboard" their ship, for the purposes of dilemmas. Furthermore, separated personnel cannot contribute characteristics or skills toward overcoming, curing, or triggering dilemmas encountered during mission attempts. They are completely sidelined.

All opposing personnel are considered "separated" from your mission attempts, as well. For example, if you encounter Kazon Bomb during a mission attempt at Liberation , your opponent's Away Team will not suffer casualties, even if it is on the planet's surface with your Away Team.

Some cards can "relocate" ships and personnel in play. (Equivalent euphemisms are sometimes used, too, including "hurled", "transported", and "towed".) Relocation is a form of forced movement. As such, it does not require full ship staffing, and even stopped cards can be relocated.

QUARANTINED

When a card places a ship, facility, or planet under quarantine, personnel may board the ship or facility, or beam to the planet, but none may leave. Example: Aphasia Device

IN PLAY 'FOR UNIQUENESS ONLY'

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NEMESIS DESTRUCTION

—Khan

Nemesis icons identify a destructive relationship between personnel and/or ships. Two cards that have a nemesis relationship will have icons of the same color but pointing in different directions.

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If two or more personnel or ships with opposing nemesis icons are present with each other at the end of any turn, the player whose turn it is must choose one of them to be immediately killed (personnel) or destroyed (ships). This is not a battle.

For example, if your Pralor Unit 3947 is on a planet with your opponent�s Cravic Unit 122 at the end of your turn, you must choose one of them to be discarded. If you have left your Pralor Unit 3947 aboard your Cravic Warship at the end of your turn, you must choose one to be discarded. (If you choose to destroy the ship, all personnel aboard � including Pralor Unit 3947 � will be killed.)

HOUSE ARREST

The House Arrest rule comes up extremely rarely. House Arrest is simply a worst-case rules fallback for when nothing else in the compatibility rules fit. The main thing to remember about House Arrest is that you cannot make it happen, so it almost never does. You are much better served by learning the compatibility rules really well, and looking up this rule on the rare occasion that it makes a difference.

If your personnel who are mixing and cooperating become no longer compatible , they are in a house arrest situation . (This typically happens because a card allowing different affiliations to cooperate, such as Treaty: Cardassian/Bajoran , has been nullified, or when incompatible personnel are acquired from a Cryosatellite .) When this occurs, the personnel who are incompatible with the ship or facility they are aboard are placed under house arrest . If this is not applicable (because they are at a Neutral Outpost , at a site on a Nor , aboard an opponent's ship, etc.), the minority group is placed under house arrest. If on a planet, the incompatible personnel simply split into two separate Away Teams.

While under house arrest, personnel are treated as disabled . (During mission attempts, they are separated .) However, they may freely walk and beam, and can thereby end the house arrest situation as soon as the opportunity presents itself.

CHARACTERISTICS

You are The Sisko.

—Kira Prophet

Apart from regular gametext and icons, many cards have additional characteristics , such as "female", "cook", "Jem'Hadar attack ship", "maje", "disruptor", and "Vulcan". Characteristics have no built-in gameplay function, but characteristics are used by many cards, such as Matriarchal Society , Klingon Restaurant , Engage Shuttle Operations: Dominion , The Kazon Collective , Phaser Burns , and Fal-Tor-Pan .

99% of characteristics are obvious and intuitive. For example, you don't need to know the rules to see, at a glance, that Kurak is a female, a Klingon, and a scientist; nor does it take any knowledge of Star Trek to realize that a Mirror Dagger counts as both a "bladed weapon" and a "hand weapon".

A card that identifies its subject as formerly having a characteristic still has that characteristic for gameplay purposes. Thus, Bok , the "former Ferengi DaiMon", is a DaiMon.

Context matters when determining whether a card has a characteristic; the mere appearance of a particular word on a card does not necessarily confer a characteristic on the card. For example, the phrase "uses the same hull as the Cardassian shuttlecraft" in the lore of Patrol Ship does not give it the characteristic "shuttlecraft." Likewise, Makbar is not a human, even though her lore includes the word "human". The card must clearly state that the subject of the card has the characteristic.

Information from outside a card may not normally be used to determine that card's characteristics. For example, Mendak is not an admiral, because there is no indication on his card that he is an admiral, even though the lore on Devoras states that he is one. Similarly, characteristics are not shared across similar cards. William T. Riker (Premiere) is a cook, because his lore states that he is a cook. Will Riker , Riker Wil , and William T. Riker (First Contact) are different aspects of the same character (or persona ). They do not state in their lore that they are "cooks", so therefore these cards are not cooks.

Finally, characteristics can not normally be inferred from the card image. Eric Pressman is not an admiral, even though he is wearing admirals' pips in his image. A card's image may only be used to infer the gender or species of a personnel, and only when they cannot be determined from other printed information on the card.

There are three genders in the Star Trek CCG: male, female, and neuter (or "androdgynous"). If a personnel's gender is stated somewhere on the card, it has that gender. Otherwise, if the personnel's gender is obvious from its image, it has that gender. If all else fails, treat the personnel's gender as male.

star trek ccg ships

If lore states a native planet (for example, The Traveler is "from Tau Alpha C"), this indicates the species if no other species is given.

Mixed-race personnel are members of all their native species. Deanna Troi is both human and Betazoid. She could be targeted by Hate Crime as the only Betazoid member of an otherwise all-human Away Team, or , on a different mission attempt, she could be targeted as the only human member of an otherwise all-Betazoid Away Team.

In rare cases where a card image shows that a personnel is obviously not a member of the appropriate "usual" species (for example, Sirna Kolrami is clearly not Human), but the rules do not otherwise provide for its species, then players must treat the personnel as "humanoid".

Humanoid is not a distinct species, and cannot be targeted by a card which targets a particular species by name (such as Assimilate Species ). Moreover, a humanoid is always the only member of its species. Therefore, a card like Hate Crime can target anyone in a party of humanoids, and a player could use Seek Out New Life to download multiple copies of Vekor .

Every ship has a class defined in its class box . The class box may suggest more than one characteristic. For example, Cha'Joh 's class ("Class D-12 Scout Vessel") identifies it as a scout ship that can be used with Scout Encounter .

"Unknown Class" is not a distinct class. Ships like Fesarius and Bothan Vessel , which are "Unknown Class," are always considered to be different classes.

When a ship's class box states that it is an "advanced" or "modified" version of another class, then that ship is treated as a member of both classes. For example, I.K.C. Kla'Diyus 's class ("Modified B'Rel Class") identifies it as a B'Rel-class ship for the purposes of Duj Saq . H.M.S. Bounty for '45 Dom Perignon .-->

A few cards and rules, like Dramatis Personae and matching commanders, check to see whether a card is "named in lore" of another. But this can raise questions: does William Samuels name Bok in lore, simply because he bombed the freighter Bok'Nor ? (No.)

A card names another card in lore only if the named card's title exactly matches the name given in lore, including any capitalized modifiers (such as ranks, titles, and descriptors). For example, I.K.C. K'elric names Captain Kang in lore, but not Kang . Ezri names Mr. Brunt in lore, but not Brunt . Gorta's lore names Duras , but not Sisters of Duras .

The capitalization of articles ("a", "the") may be disregarded. (Both Bareil and 0413-Theta name The Intendant in lore.) Standard word form variations, such as declined or possessive nouns, do not "break" a match ( Els Renora 's lore names Jadzia Dax , despite the apostrophe + s after "Dax".

Context matters for determining whether the lore is actually naming the subject. Incidental uses of a word, like "One" in Kovat 's lore, do not count. For example, Telle mentions "data" in lore, but does not name Data ; Kor 's lore does name Kahless (who owns the "Sword of Kahless"); and Zegov 's lore names both Sisters of Duras and Duras .

A card's lore may refer to its own subject by a different name, which may be the name of a different personnel or ship card. Though this does serve as a reference to the other card (if it exists), according to the above rules, it may also be used to identify the card's subject for other purposes (like establishing a personnel as matching commander of a ship that is named in lore). For example, the lore of Jean-Luc Picard (Premiere) begins "Captain Jean-Luc Picard of the U.S.S. Enterprise." This sentence would serve as a reference to a personnel card named "Captain Jean-Luc Picard", if one existed, but it also identifies the card's subject, Jean-Luc Picard (Premiere), as a matching commander of U.S.S. Enterprise . Use context to determine when a card is referring to its own subject.

A card names another card in lore only if the named card's title exactly matches the name given in lore, including any capitalized modifiers (such as ranks, titles, and descriptors). Standard word form variations, such as declined or possessive nouns, do not "break" a match, and the capitalization of articles ("a", "the") may be disregarded. For example, I.K.C. K'elric names Captain Kang in lore (but not Kang ), Bareil 's lore names The Intendant and Els Renora 's lore names Jadzia Dax .

Context matters for determining whether the lore is naming the subject. Incidental uses of a word, like "One" in Kovat 's lore, do not count. Moreover, a card's lore may refer to its own subject by a different name. This can be used to identify the card's as (for example) a matching commander; the lore of Jean-Luc Picard (Premiere) identifies the card's subject, Jean-Luc Picard (Premiere), as a matching commander of U.S.S. Enterprise .

A card has a characteristic if that card says it has that characteristic, whether in lore, title, affiliation, icons, or some other area of the card. For example:

  • Norah Satie 's lore states that she is an admiral, as does Admiral McCoy 's card title, so they are both "admirals".
  • The title, lore, and class of Type 9 Shuttlecraft state that it is a shuttlecraft, as does the class of Quark's Treasure , so both are "shuttlecraft".
  • The title of Romulan Disruptor Rifle states that it is a disruptor, as does the lore of Breen CRM114 , so they are "disruptors".
  • In an unusual example, Krax 's special skill provides him with the characteristic of "nagus" only if certain conditions are met. He loses the characteristic if another nagus (such as Grand Nagus Zek ) enters play.

A few characteristics are defined or fleshed out by rule. They are:

A few personnel, such as Rinnak Pire and Regent Worf , have special game text that allows them to act as, or assign another personnel as, the matching commander of a ship.

A statement that a ship "transported" or was "used by" a personnel does not qualify that personnel as a matching commander. Kivas Fajo is not a matching commander for Zibalian Transport , but he is matching commander of Jovis .

To gain matching commander benefits, the matching commander must not be disabled or in stasis.

Unless specified, a ship (or facility) can only gain benefits from one matching commander at a time.

If a card provides matching commander benefits specifically on ships, the benefits do not apply for facilities (or vice versa). For example, Ready Room Door can download a matching commander to a ship, but not a facility.

Matching commanders for facilities are called "facility commanders".

  • "Romantic partner": A personnel is the romantic partner of another personnel if the lore on either card both names the other (see named in lore sidebar) and states that they are or were "romantically involved". For example, Pel and Quark are romantic partners of one another, but Pel and Deputy Quark are not. The following terms (even if preceded by "ex-") are considered equivalent to the phrase "romantically involved": "husband", "wife", "mate", "married", "wedded", "imzadi", "mistress", "widow", "divorced". A personnel and their romantic partner are collectively called a couple .

Dathon is a matching commander for Tama . The phrase "Dathon, speaking first" in Tama's lore is Tamarian for "Commanded by Dathon."

STRANGE ENCOUNTERS

—Captain Kirk

There are some strange things in the galaxy. Most of it can be catalogued, documented, analyzed. But there are a few entities out there whose operation is unlike anything else in our seemingly simple universe. They require somewhat deeper explanation.

Tribbles and Troubles are non- cumulative ; multiple copies of the same tribble card in the same place does not multiply their effect, and only one copy of any given Tribble card may have an effect on any given turn. For example, if you have seven copies of 10 Tribbles present at a single location, Klingons present are INTEGRITY -1, not INTEGRITY -7.

Moreover, because the effect on 1 Tribble is "once every turn", you may only use it once every turn, regardless of how many copies you have in play. For example, if you have one copy of 1 Tribble in each of seven different locations, only one of them may stop one personnel at one of those locations.

Cards from the Tribbles CCG have no Trek -related gametext. They are not legal in the Star Trek CCG for this reason. At this writing, the only legal Tribbles and Troubles cards are those found in booster packs from 2000's The Trouble with Tribbles expansion.

The "Go", "Poison", and "Discard" symbols in the upper-left corner of each legal Tribble card are for use in the Tribbles CCG and should be ignored.

Tribbles are small, furry, adorable creatures, but their rapid reproduction can cripple a fleet.

The main tribble mitigation strategy is to move them somewhere else. Small tribble cards may be carried (and beamed) by either player's personnel, like equipment. However, each personnel may carry only a single small tribble card, and, when they drop it, they are stopped. Large tribble cards may be beamed by any personnel with Transporter Skill. Each personnel may beam up to one large Tribble card for each multiple of Transporter Skill that they have, then are stopped. (Thus, Burrows could beam any one large tribble card, Charles Tucker III could beam two large tribble cards, and Emory Erickson could beam three. All would be stopped after.) You may beam tribbles anywhere that you would normally be allowed to beam a generic personnel, including an opponent's ship if their shields are down (or you can beam through them). Nors will even lower their SHIELDS to allow tribbles to be beamed off the station — the only case within the rules where they allow beaming!

THE Q CONTINUUM

The omnipotent trickster known as Q is considered an extreme threat by all major galactic powers. Q initiated contact with the Borg, created the paradoxical Anti-Time Anomaly , and led the Civil War in the Q Continuum. Q generates chaos on at a cosmic scale.

SELF-CONTROLLING CARDS

"They say there's no devil, Jim, but there is. Right out of hell, I saw it... miles long, with a maw that could swallow a dozen starships."

—Commodore Decker

PLANETARY DESTRUCTION

—Dmitri Valtane

However, all cards on the planet or played on the planet are destroyed and discarded. This includes any personnel, landed ships, facilities, Events, or other cards there, including cards like The Guardian of Forever or Hotel Royale which specifically play on the planet. However, cards which merely play at the mission or the location generally (like Venus Drug and Dal'rok ) remain.

BOTANY BAY CARDS

"...Botany Bay?   Botany Bay! ...oh, no. We've got to get out of here—now!"

—Commander Chekov

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If multiple dilemmas are to be simultaneously re-seeded in this way, re-seed them so that they are encountered in the original order.

TIMELINE DISRUPTION

Because time travel exists in the universe, it is possible to go back in time and alter history in such a way that it changes conditions in the present. Several cards permit this, all of them dramatic. Most such cards are self-explanatory. However, one card, Stop First Contact , was not well-composed, so it can only be understood with reference to the Glossary.

THE MIRROR UNIVERSE

—"In A Mirror Darkly, Part I"

When gametext specifies that a card is to be chosen by random selection, shuffle together all eligible cards, hold them so the faces of the cards cannot be seen, and let your opponent draw a card, at random, from this group.

TURNS: "EACH", "EVERY", AND "FULL"

The "subject" of a given card's gametext is usually indicated by a word such as �you,� �opponent� or �owner.� (�You� or �your� refers to the person playing the card or encountering the dilemma.) It may also be implied by game text instructing the person who played the card to take specific actions. If no player is specified or implied, then the subject of the game text is the player whom it affects. If it affects both players equally, the subject is the person who played or encountered the card. Examples:

  • Temporal Rift : �Ship ... must reappear here after two of your full turns.� The subject is the person who played the interrupt.
  • Hyper-Aging : �Away Team... dies at the end of your third full turn.� The subject is the player encountering the dilemma.
  • Warp Core Breach : �Ship explodes at end of owner�s next turn.� The subject is the owner of the ship.
  • Telepathic Alien Kidnappers : �At end of each turn, guess a card type...� The subject is the person who played the card, who is instructed to guess a card type.
  • Plasma Fire : �Fire damages ship at end of next turn.� The subject is the owner of the ship.

When a card states that something happens "every" turn , it means every turn of any player. However, when a card says that something happens "each" turn (or "per" turn), it means each turn of the card's subject , skipping opponents' turns. Thus, Harvester Virus kills every turn, but Dal'Rok kills only on the turns of the player who encountered it.

A "full turn" is one complete turn of one player, from beginning to end. It does not include the current turn.

CONTROL AND OWNERSHIP

You control each card you have seeded or played, as well as any Headquarters of an affiliation you are playing. You do not control cards which are in your deck, hand, or discard pile. It is possible (through commandeering, Brainwash , Alien Parasites , etc.) for an opponent to take control of your cards during a game.

The word �your� is often used as shorthand to refer to cards you control. For example: Each of your Treachery personnel is CUNNING +2. This gametext affects the CUNNING of each Treachery personnel you control.

Similarly, the words �opponent�s� are used as shorthand for cards your opponent controls.

You are the owner of each card you begin the game with. You remain the owner of a card for the entire game, even if an opponent takes control of that card. At the end of the game, all cards are returned to their owners.

"HERE" AND "PRESENT"

Your crews and Away Teams are present with other cards that are on the same ship , inside the same facility , or on the same planet surface (such as Duck Blind , opposing crews and Away Teams, and Porthos 's stopping ability). However, during mission attempts, opposing crews and Away Teams become separated . (Thus, the effects of a dilemma like Sabotaged Negotiations are limited to the attempting Away Team.)

Ships (friendly or opposing) are present with each other when they are at the same spaceline location.

"Here" means "anywhere at this location." Whether in open space, aboard a ship or facility, or (at planet locations) on the surface, all ships, personnel, facilities, equipment, events, and any other cards that are at the location are "here". For example, Venus Drug affects all females, in orbit or on the planet, including opponents' females.

If a site, facility, or time location says "here", it means at that site, facility, or time location. Cargo Bay can only download personnel to the Cargo Bay site, not anywhere else at the same spaceline location. Cards that play on sites and facilities follow the same restriction: Process Ore requires unopposed OFFICER or ENGINEER at Ore Processing Unit , not just at the spaceline location.

Similarly, "there" means "anywhere at that spaceline location." For example, your Greed personnel don't have to be on the surface to use Bribery 's first function at a planet mission.

COPIES AND "DIFFERENT" A card is a copy of another if it has the same card title and gametext. For example, Dead End (Homefront) is a copy of Dead End . A card is different from another card if: they are not copies , and they are not versions of the same persona . Cards that are not different are considered the same , even if they are not strict copies. For example, if U.S.S. Voyager is destroyed, Federation Flagship: Recovered may download U.S.S. Intrepid , because that is a different ship, but not U.S.S. Voyager (Virtual Promos) , because it is a copy, nor Voyager (Engage) , because it is a version of the same persona (thus "the same ship"). "ONCE PER GAME" AND SIMILAR LIMITS When a card has an effect that may be used �once per game�, you may use that card�s effect only once during a game, no matter how many copies of that card you have in play during that game (even ❖ universal cards). For example, you may download an Armus dilemma only once per game with All-Consuming Evil , even if you play a second copy of All-Consuming Evil. You and your opponent may each use such text once per game if you each control a copy of that card. If the same �once per game� skill is included on different cards, you may use the skill once for each card; for example, you may use the ability to destroy seed cards once per game for Ajur and once per game for Boratus . "Once each turn," "twice per game," "thrice a battle," and other similar phrases work similarly — you may use the card's effect only as often as the card allows, even if you have multiple copies in play. TIES When a card (such as a dilemma) specifies a superlative such as �strongest,� �most CUNNING,� or �highest total attributes,� and there is a tie, the opponent of the player immediately affected by the card gets to choose (unless the card states otherwise). To determine such things as �nearest planet� and �far end of spaceline,� compare the number of cards in each direction; if there is a tie, then compare the total span in each direction. If still a tie, the opponent chooses. THE CUMULATIVE RULE Clarification: Effects An effect is any material change in the game. Examples include modifying skills, attributes, or mission or dilemma requirements; killing a personnel; damaging a ship; generating card draws (or forcing discards); and scoring points. Clarification: Hosts A host card is a card that another card is played on (or "placed on"). For example, Automated Security System plays on Ops . Ops is the host card. You may not play a second Automated Security System on the same Ops. (You may play it on a different Ops.) REM Fatigue Hallucinations is placed on a ship; another copy cannot be placed on the same ship while it is in play. Space Boomer plays on a personnel with certain skills; you may play only one on any single personnel at any given time. If a card in play must be placed on a host card, but doing so would violate the cumulative rule, the card is instead discarded without effect. For example, if a crew encounters and fails to meet the conditions of Ankari "Spirits" , they are all stopped and the card is placed on the ship, killing two personnel. If the ship is already affected by a copy of Ankari "Spirits", however, the second copy is discarded without effect. (It is not overcome and the ship and crew are still stopped for failing to overcome it.) --> Clarification: Timing Effects only take place at the same time if they are continuous, or are part of the same action. For example, Transwarp Conduit allows a ship to move double RANGE for a single turn. The effect lasts for the entire turn, so it is continuous . Since Transwarp Conduit is not cumulative, playing it twice on the same ship in the same turn will still only allow it to move double range (not triple or quadruple). Suppose two of your ships both have War Games placed on them, and they are both at the same spaceline location. If your opponent's ship moves to that location, both dilemmas are discarded. Because they are discarded as part of the same action (the resolution of the move action), your opponent scores only 5 bonus points (instead of 10). On the other hand, during a personnel battle, a player could play multiple copies of Android Headlock in rapid succession, killing one personnel after another, because each engagement is a separate action within the larger action of the battle. A player could even use multiple copies of Antique Machine Gun in response to the start of a personnel battle, because each use of each copy is a separate response to the start of the battle — and therefore a separate action. Clarification: Targets The target of an effect includes every card , every deck (or hand), and every player that is altered by the effect. A deck (or hand) is only targeted if the entire deck (or hand) is directly altered, not just individual cards within it. For example, Regenerate targets your draw deck or discard pile, but Betazoid Gift Box only targets three cards within the draw deck. Alien Probe targets both players' hands, but Chula: The Lights only targets the personnel returned to hand (not the hand itself). A player is altered if he or she is permitted or required to take an action (or score points) that would not be permitted under normal rules. This is a continuous effect (as explained in the clarification on timing) and thus cannot be multiplied using extra copies of the same card. Further examples: The target of Science Kit is "all of your OFFICER-classification personnel" present. (Result: multiple Science Kits do not cause OFFICERs to gain extra levels of SCIENCE skill.) The target of Woteln 's special ability is "opponent's span" at the mission he is at. (Result: mutliple Wotelns at the same location do not increase opponent's span by +4, +6, etc.) The target of Taar 's special ability is copies of Ferengi Attack in the same quadrant. (Result: multiple copies of Taar in the same quadrant do not triple or quadruple Ferengi Attack there.) The target of Canar is both the female personnel it is played on and the male personnel it specifies. The target of the objective Process Ore is the player, who gains the ability to "process ore" each turn. (Result: multiple copies of Process Ore played on different Ore Processing Facilities do not grant the ability to process ore multiple times each turn.) Fajo's Gallery and The Traveler: Transcendence target the player. (Result: multiple copies do not generate extra card draws.) Colony targets the player who is scoring points. (Result: if you have multiple Colonies in play, you must choose one to score points from each turn.) Telepathic Alien Kidnappers targets both the player who is guessing and the card that he or she guesses. (Result: multiple copies do not allow multiple guesses.) The target of Young Jem'Hadar 's special ability is both the Young Jem'Hadar himself and the card he is being exchanged for. (Result: multiple Young Jem'Hadars may be exchanged in a turn.) Multiple copies of the same card have the same effect on the same target at the same time only if they are cumulative . same card on the same host card unless the card is cumulative.--> Tip: Why Are Old Cards Marked "Not Cumulative"? Originally, all cards in the Star Trek: CCG were cumulative by default, so all cards that were not cumulative had to be marked. This rule changed in 1999, but the now-redundant "Not cumulative" gametext remains on many pre-1999 cards. In the Star Trek: CCG, most cards are not cumulative . For example, you may not play multiple copies of Space Boomer on Travis Mayweather at the same time. You may play one copy of Space Boomer on Travis Mayweather and a second copy on Daniel Leonard . However, because two copies of Space Boomer do not have the same effect on the same target at the same time, if you put them both aboard Columbia , its RANGE would only be +3 (instead of +6). By contrast, some cards are marked cumulative . For example, if your Away Team has three Romulan Disruptor s, every personnel in the Away Team is STRENGTH +6 (instead of +2), because it is marked cumulative. All damage markers are cumulative by default . All other cards are not cumulative unless specifically marked. CONTRIBUTION LIMITS Only one copy of a given card may be "contributed" to meet a requirement, pay a cost, or trigger an effect, even if multiple copies are available. For example, even if you have 12 copies of Frool present with 211th Rule of Acquisition , only one Frool may be added to X on the 211th Rule. Even if you have 3 copies of Kle'eg present unopposed at a Colony , you may only score one point. Even with 2 Darian Wallace s at a Duck Blind , a different personnel with Anthropology is still needed to activate the extra card draws. Exception: No Contribution Limits for Mission, Dilemma, and Staffing Requirements You may contribute as many copies of a card as necessary to solving a mission, overcoming or curing a dilemma, or staffing a ship. For example, you may contribute 3 copies of Linda Larson and 1 copy of Christopher Hobson to meet the requirements on Repair Mission . However, only 1 copy of Linda Larson be contributed to Assign Mission Specialists to score the bonus points. (This scores a total of 45 points: 35 from the mission + 5 from one copy of Linda Larson + 5 from Christopher Hobson.) --> THE COLON RULE Normally, when a card specifies another card by title, only a card with that exact title may be used. For example, only a Scan can be used to initiate battle at Nebula , not a Full-Planet Scan or a Tactical Scan . The exception to this is the "colon rule": when a card references a particlar card title, cards that have that exact title followed by a colon, dash, or the numeral "II" are equivalent to that card title. For example, Calamarain is immune to both Kevin Uxbridge and Kevin Uxbridge: Convergence . Launch Portal may download either Engage Shuttle Operations or Engage Shuttle Operations: Dominion . Subspace Interference nullifies Incoming Message: Attack Authorization , Incoming Message - Federation , and any other card whose title begins with "Incoming Message" followed by a colon or a dash. On the other hand, Weyoun's Warship can download only Engage Shuttle Operations: Dominion , not Engage Shuttle Operations or Engage Shuttle Operations: Starfleet , because the card making the reference (the Warship) specifies that specific card, not the card group . ADD THEN MULTIPLY (A.T.M.) When numerical values, such as attributes or point boxes, are simultaneously modified by a card that adds or subtracts and another card that doubles (or triples) that value, add or subtract first, then multiply. (This is sometimes called the "A.T.M. Rule".) LOOKING AT CARDS

You have the right to see and thoroughly inspect most of your opponent's cards if they are in play .

You have the right to verify the legality of any action your opponent takes. For example, if your opponent tries to move a ship, you may ask him or her to prove the crew meets staffing requirements. Or, if your opponent encounters a dilemma that randomly kills a personnel with Diplomacy, you may ask your opponent to prove that he or has included all the Diplomacy personnel in his or her mission team in the selection.

Your opponent does not need to show the entirety of every card, but only the portion relevant to the action he or she is taking. For example, if proving staffing, your opponent needs only show the necessary staffing icons. If proving that all Diplomacy are in a selection, your opponent only needs to show skill boxes.

If you have a card in hand that may play on your opponent only under certain conditions, you may require your opponent to reveal to you whether he meets those conditions. (However, you must reveal the card.) For example, if you have Dal'Rok in hand, you may reveal it to your opponent, then require your opponent to reveal the location of his or her Orb Fragment (if any), then decide whether or not to play Dal'Rok.

However, you may see and inspect your opponent's Personnel and Equipment only when they enter play, when permitted or required by a card (such as an "opponent's choice" dilemma), or when necessary to verify that your opponent is complying with the rules. Furthermore, you may not see or inspect Ships that are docked, cloaked, or phased (the same exceptions apply).

When a card grants you opponent's choice to choose one of your opponent's personnel, you may inspect all cards present in their entirety. For example, if your opponent falls victim to Antedean Assassins , you may fully inspect all personnel (not just those with Anthropology and Empathy) in your opponent's crew or Away Team.

You have a right to know the number of cards in your opponent's hand.

Any player may count the number of seed cards remaining under a given mission at all times.

EQUIVALENTS "Look in the mirror. See yourself." —Shinzon A few words and phrases have been ruled equivalent . Equivalent terms are interchangeable. (All other terms are not interchangeable.) "Outpost Phase" is an obsolete term for the "Facility Phase." They are equivalent. "DS9" is equivalent to "Deep Space 9". Thus, Quark's Bar may seed on Deep Space 9 . "I.K.C." is equivalent to "I.K.S." Thus, Kargan is matching commander of both the I.K.C. Pagh and I.K.S. Pagh . "Alien" species is equivalent to "humanoid" species. "Terran" species is equivalent to "human" species. A "vice-admiral" is equivalent to an admiral, a "vice-chairman" is equivalent to a chairman, a "vice-president" is equivalent to a president, and so forth. Gendered characteristics are equivalent to their opposite-gendered counterparts. (For example, an "empress" is equivalent to an "emperor.") WHAT DOES THIS CARD MEAN?

This rulebook has now conveyed all generally applicable core rules of the Star Trek CCG. You should be able to play with every card in the game, interpreting them with the ordinary English language.

However, there are still some specific cards with particularly difficult gametext, and a few specific words that can be interpreted ambiguously. For help working through these issues, look up the card (or word) in the Glossary or Current Rulings . If you understand this rulebook, however, you should rarely (if ever) have to open the Glossary.

WHAT HAPPENS WHEN I BREAK A RULE?

The Star Trek Customizable Card Game is a complicated game. You will make mistakes. You will break rules. It will happen by accident. It happens in casual home games and it happens at the Worlds championship series.

For this reason, it is a good idea to pay attention to everything your opponent is doing to make sure that it is fully legal.

If a stopped personnel (or a hologram without holo-projectors) is beamed down with an Away Team and helps attempt a mission, and it is discovered during the mission attempt, simply remove the card from the Away Team and put it back on the ship where it came from.

Any cards that cannot legally be in play are removed from play immediately upon discovery. For example, if you discover that you have both Chakotay and Captain Chakotay in play at the same time without an enabling card (which they can't be, because they are versions of the same unique persona), immediately discard one of the illegal Chakotays. In general, discard the last one played. However, any actions that Chakotay has taken previously (such as overcoming Founder Secret or helping solve Investigate Disturbance ) cannot be undone; these remain.

If you forget to tick down a countdown or remove a damage marker at the end of your turn, simply tick it down to where it should be whenever you discover it.

If a rules violation is discovered and an easy fix is available, take it. However, if a rules violation took place several actions, several turns, or even (at a tournament) several games ago, it is generally not possible to redress it. Play continues normally, without correction.

This rule presumes the good faith of both players. If a player is seen to have deliberately or negligently violated the rules, sanctions may be imposed. At official events, all questions, fixes, and penalties are settled by the Tournament Director, pursuant to the Organized Play Guide and the Code of Conduct .

Above all, keep having fun after an accidental rules violation. That's the spirit of Star Trek .

When you're ready to learn the rest, come back to read the Advanced Rulebook , which covers all the more obscure parts of the game that this volume skipped over, from Artifacts to the Q-Continuum!

The Star Trek CCG was developed by Tom Braunlich, Rollie Tesh, and Warren Holland. As they wrote in the end of the original rulebook more than twenty years ago, and we say again today...

We hope you enjoy the endless possibilities in our universe.

See you on the spaceline.

ICON LEGEND

Icons not part of the core game are omitted from this streamlined rulebook. See the complete rulebook for a full icon legend.

star trek ccg ships

Affiliations

star trek ccg ships

Factions are not affiliations, but some cards refer to them in a similar fashion.

star trek ccg ships

Expansion Icons

Decipher era (physical cards; 1994 - 2006).

star trek ccg ships

Continuing Committee Era (Virtual Cards; 2008 - present)

star trek ccg ships

A skill with a fractional multiplier (x1/2) does not satisfy a requirement for that skill. For example, a personnel with Leadership x1/2 cannot solve a mission that requires Leadership, and does not count as a leader in battle. If he is present with another personnel with Leadership x1/2, together they have a full Leadership skill for these purposes. (This only applies to two personnel in the game: Toral and Ja'Rod .)

Star Trek Customizable Card Game

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The Star Trek Customizable Card Game is a collectible card game based on the Star Trek universe. The name is commonly abbreviated as STCCG or ST:CCG . It was first introduced in 1994 by Decipher, Inc. , under the name Star Trek: The Next Generation Customizable Card Game . The game now has two distinct editions, though both forms of the game have many common elements.

  • 1 Standard elements
  • 2.1 Releases
  • 2.2 First Edition's problems
  • 2.3 Initial ideas
  • 3.1 Cost/Resources
  • 3.2 Dilemma pile
  • 3.3 Gameplay considerations
  • 3.4 Affiliation uniqueness
  • 3.5 Reporting icons
  • 3.6 Releases
  • 4 References
  • 5 External links

Standard elements [ ]

The standard central goal for a player of STCCG is to obtain 100 points, primarily by completing missions or objectives . This is done by bringing personnel , ships and equipment into play, then moving an attempting team to a mission. Once a mission attempt starts, the personnel will create away teams to encounter dilemmas which will challenge them in some way. Often if the personnel have the required skills or attributes they can overcome certain dilemmas' effects. Once the required dilemmas are passed, the personnel still active in the attempt must have the skills and/or attribute totals required by the mission to solve it. If the mission is solved, the player earns the printed points.

Other aspects of the game increase player interactions: ships and personnel can battle, or otherwise affect each other; cards like events and interrupts can alter the environment for one or more players; and points can be scored using methods other than mission solving.

One of the most attractive themes of the game is affiliations . These are groupings of ships and personnel based on the major interstellar powers of the Star Trek universe, and decks will be based around one, or perhaps more, of these groups.

First Edition [ ]

What is now known as First Edition (commonly abbreviated "1E" among players) is the original conception of the game, through various designers and iterations. It was first licensed only to cover Star Trek: The Next Generation , and the first three card sets were limited to that show's universe. As such, the only affiliations created were the Federation , Klingons , and Romulans , plus a group for other cards that didn't fit into the three main affiliations called Non-Aligned . This narrow scope caused little attraction for players, and it was felt that only five more sets could be released before running the full course of available material.

In 1997, Decipher announced that a wider scope had now been licensed for the game: Deep Space 9 , Voyager and The Next Generation movies would soon be depicted in new cards, thus the game's name was shortened to the existing title. The First Contact set arrived late that year, based on the film Star Trek: First Contact ; that set introduced the Borg affiliation, among other new concepts.

This was soon followed by several sets based on situations in Deep Space 9 ; these introduced affiliations for the Bajorans , Cardassians , Dominion , and Ferengi , along with enhanced systems for battling and capturing. The era of these expansions is considered by many players to be the 'golden age' of First Edition.

Two more sets featuring Original Series cards came next (when that property was added to the license), followed by sets drawing heavily on Voyager which introduced the new, but smaller Kazon , Vidiian , and Hirogen affiliations. It was after this that the game began a serious decline in popularity and sales.

Sales faltered during the release of the last two sets, based on the films and on holodeck scenarios. This dip in sales resulted in Decipher taking a serious look at the game's future.

Releases [ ]

Full expansions are listed in regular type, boutique/special cards in italics

1E Premiere (release: November, 1994) The first edition premiere set contained 363 cards and introduced the affiliations of the Federation, the Klingons, and the Romulans, along with Non-Aligned cards. It was available in randomized 60-card starter boxes (generally not playable right out of the box) and 15-card expansion packs. The initial print run had a black border and the following runs (December 1994 and 1995) had a white border, making the black-bordered cards rarer, even though that color would become the staple of all later sets. In fact, all printings after the first were planned to be white-bordered, but no more printings were made.

Data Laughing (release: 1995) A promotional card that had ties to the first three sets. It was originally available as a mail-in redemption included in the Official Player's Guide published by Brady Games . The card was later included in the Introductory 2-Player Game.

Warp Pack (release: August, 1995) The Warp Pack was a selection of 12 white-bordered common cards to help make decks playable out of the box. Two of the cards that had not been seen before would be released in the next set, Alternate Universe. The packs were available for free from the Decipher website.

Alternate Universe (release: November, 1995) Alternate Universe was a collection of 122 cards that focused on cards from the past, future, and alternate timelines. It also contained the first ultra-rare card, the Future Enterprise . It sold in 15-card expansion packs.

Collector's Tin (release: November, 1995) This collector's item had a limited run of 30000 units and contained one of each of the premiere set's 363 cards with a silver border.

Q Continuum (release: October, 1996) The next expansion, Q Continuum was another standard set of 121 cards and introduced the Q Continuum and the "Q-Flash" side deck to the game. An important mechanic introduced in this expansion was the "Q's Tent" sideboard.

Introductory 2-Player Game (release: January, 1997) This set contained two separate pre-constructed 60-card decks, one Federation and one Klingon, both of which are white bordered. Each edition included the same three premium cards (a black-bordered Admiral McCoy and Data Laughing and a white-bordered Spock) and 11 new white-bordered mission cards. Edition #1 (in a blue box) contained a set of three new black-bordered premium Federation cards and Edition #2 (in a red box) contained a set of three new black-bordered premium Klingon cards.

First Anthology (release: June, 1997) The First Anthology (a concept that would return twice more) included six premium cards that would all later be featured in upcoming sets and was the first to feature cards that were not exclusive to The Next Generation . The box also contained two white bordered Premiere 60-card starter sets, two 15-card packs of white-bordered Premiere, two 15-card packs each of Alternate Universe and Q Continuum, and the Warp Pack.

The Fajo Collection (release: December, 1997) This special collection contained 18 super-rare cards. Each set contains a presentation binder, a signed Certificate of Authenticity, a Fajo Collection rules document, a collectible art poster showcasing the entire Star Trek CCG universe at that time, a business card featured on one of the cards, and a stick of gum associated with another. The cards were available from a Decipher subsidiary, the Eccentric Order, and were promised not to be reprinted in order to retain their value. The collection introduced the concept of an "set icon" printed on every card in that set that would continue until the end of 1E. Because of the low print runs, Decipher was able to include some special features on the cards, including metallic ink, UV -light sensitive ink, better color saturation, artwork bleeding onto the card border, and even a card (Qapla'!) printed entirely in Klingon (the design for which is markedly different from every other card in the game).

First Contact (release: December, 1997) This set of 130 cards focused entirely on the movie Star Trek: First Contact , greatly changed gameplay and added the first new affiliation in the Borg. It was available in 9-card expansion packs, greatly reducing the number of repeat common cards.

Away Team Pack (release: May, 1998) This pack contains two cards featuring The Traveler (from the episode " Where No One Has Gone Before " and The Emissary ( Benjamin Sisko 's role in the Bajoran religion). The cards were designed to honor Decipher's Star Trek CCG product managers Marcus Certa (The Emissary) and Kyle Heuer (The Traveler), who functioned as traveling game evangelists using those pseudonyms. The packs were made available as an insert in an issue of Scrye magazine and were also handed out by the traveling evangelists themselves.

Official Tournament Sealed Deck (OTSD) (release: May, 1998) The Official Tournament Sealed Decks contain the same fixed deck of twenty new cards, designed to allow any other cards to be able to work together in a sealed format. Also included in each set were four white-bordered Premiere expansion packs and one Alternate Universe expansion pack. There were six different box designs (each representing an affiliation: Bajoran, Borg, Cardassian, Federation, Klingon, and Romulan).

Deep Space Nine (release: July, 1998) This set of 276 cards introduced the characters, aliens, and more from Deep Space Nine as well as two new affiliations: the Bajorans and the Cardassians. The U.S.S. Defiant was a special "twice as rare" white-bordered preview card. The set was available in 60-card starter decks and 9-card expansion packs.

Starter Deck II (release: December, 1998) This set attempted to solve again the problems of playing the game straight from the box by including a 60-card Premiere starter deck along with eight new cards designed to allow the cards in the starter to work together. A collaboration with Activision included a giveaway of a Starter Deck II with the pre-order of Star Trek: Hidden Evil .

Enhanced First Contact (release: January, 1999) The Enhanced First Contact boxes consisted of four packs of the First Contact expansion packaged with three new cards and one transparent Borg assimilation overlay. There were four different assortments of the new cards, and each group of three would always occur together in the same package, along with the same transparent Borg overlay. A cutout on the back of the box allowed buyers to know which new cards they were buying.

The Dominion (release: January, 1999) This set of 130 cards introduced the Dominion affiliation. It also included four special white-bordered preview cards that would all be reprinted in subsequent expansions. It was sold in 9-card expansion packs.

Blaze of Glory (release: August, 1999) Blaze of Glory was a 130-card expansion that enhanced the battling mechanic that had remained unchanged since the beginning of the game. It also featured an 18-card foil subset - the first in any Star Trek CCG expansion. It was sold in 9-card expansion packs. Many players point to this expansion as the high point of the game.

Rules of Acquisition (release: December, 1999) This 130-card set introduced the Ferengi and their rules. It was sold in 9-card expansion packs.

U.S.S. Jupiter (release: 2000) This card was inserted into the PC game Star Trek: Armada by Activision as a promotional tie-in.

Second Anthology (release: March, 2000) The Second Anthology included six premium cards that would not be featured in upcoming sets. The box also contained two Starter Deck IIs, two First Contact expansion packs, two Deep Space Nine expansion packs, and two Dominion expansion packs.

The Trouble with Tribbles (release: July, 2000) This 141-card set introduces the Original Series and the " tribbles " side deck. The Original Series became a property of Decipher when SkyBox International lost its license and was premiered in this set. Special features include preconstructed starter decks with premium cards in each and the return of ultra-rare cards inserted into packs (there would be an ultra-rare in each expansion from that point forward). This expansion featured Dr. McCoy as its ultra-rare as a tribute to DeForest Kelley, who had died the previous year. Cards also began to list collector's information (card number and rarity) in the lower right corner. The expansion was sold in two preconstructed 60-card starter decks (one Federation, one Klingon) and 11-card expansion packs.

Tribbles CCG (release: October, 2000) While not playable in the Star Trek CCG , this pre-constructed game could be expanded by collecting the new tribbles cards in The Troubles with Tribbles expansion.

Reflections: The First Five Year Mission (release: November, 2000) This set consisted of 18-card packs that contained 17 random cards (from Premiere, Alternative Universe, Q Continuum, First Contact, The Dominion, and Deep Space Nine) and a special foil card. 105 of the best rare cards available were reproduced as foil versions; 100 were presented in the packs. Reflections also introduced "topper" cards. Four of these premium foil cards appeared randomly, one per display, on top of the packs inside the 30-pack display box. In addition, a case of display boxes was topped with a final Seven of Nine foil.

Enhanced Premiere (release: November, 2000) Six different Enhanced Premiere packages were available. Each contained four packs of white bordered Premiere and five new premium cards. There were a total of twenty-one new premium cards: twelve were fixed and nine were randomized. Nine were the second versions of missions that had originally appeared in the Premiere set. The cards were upgraded with new gameplay and either images of space stations found in Activision 's video game Star Trek: Armada (as another cross-promotional tie) or wormholes (to help make the "Wormhole" card easier to use in the sealed environment). This set also introduced the Warp Speed format for quicker games and drafting capabilities. As with Enhanced First Contact, the product boxes had a cutout on the back so buyers knew which set of fixed cards they had selected.

Mirror, Mirror (release: December, 2000) This 131-card set introduced the Mirror Universe. This expansion's ultra-rare was Mirror Universe First Officer Spock . It was sold in 11-card expansion packs.

Voyager (release: May 23, 2001) This 201-card set introduced the Delta Quadrant faction of Voyager and her crew as well as the Kazon and Vidiian affiliations. This expansion's ultra-rare was The Pendari Champion (a character played by Dwayne "The Rock" Johnson in a WWF Smackdown! (now WWE Smackdown! ) cross-promotion). The expansion was sold in 40-card starter decks (some of which were drawn from a set of 20 starter-only cards) and 11-card expansion packs. This set also introduced the Voyager -only environment for sanctioned gameplay. Starting with this expansion, dual-affiliation cards were printed with both color borders (with equal rarity).

The Borg (release: September 19, 2001) The Borg continued the introduction of the Delta Quadrant with 131 cards that introduced the Borg again and added the Hirogen affiliation. The expansion's ultra-rare was a Voyager -era Reginald Barclay . The expansion was sold in 11-card expansion packs.

Holodeck Adventures (release: December 21, 2001) Holodeck Adventures was a 131-card set that expanded on the holographic characters that had been available since the Premiere set. The expansion's ultra-rare was Jean-Luc Picard as Dixon Hill . The expansion was sold in 11-card expansion packs. The name of the set was originally going to be given to the fourth full set before the original license was expanded, and the set was designed with that nostalgia in mind, as it had links to Q Continuum.

Tournament / Redemption Foils (release: January 2001 – August 2002) A set of 18 foils of popular common and uncommon cards were provided by Decipher as prizes for sanctioned tournaments. Each card was available for two months. There were also seven additional foils provided as prizes for special tournaments, as incentives for retailer promotions, or given to attendees of DecipherCon in October 2000.

The Motion Pictures (release: April 17, 2001) The 131 cards in The Motion Pictures featured all nine of the Star Trek movies available at the time and the Voyager episode " Flashback ", which ties in to Star Trek VI: the Undiscovered Country . The expansion's ultra-rare was a 24th-century James T. Kirk . The expansion was sold in 11-card expansion packs. This was also the last set released before the announcement of the end of the game and the move to 2E.

All Good Things (release: July 9, 2003) All Good Things featured 41 new cards that provided new gameplay and mended the so-called "broken links" in the first edition – cards that were referenced directly or indirectly on other cards but had not yet been released. The "anthology-style" collector's box included ten Reflections expansion packs, a Starter Deck II, the U.S.S. Jupiter premium card, and a comprehensive card list. The name of the set comes from the last episode of The Next Generation and had been the proposed name for the fifth and final expansion before the license was expanded.

Enterprise Collection (release: July 7, 2006) With the inclusion of Star Trek: Enterprise in 2E, it was felt that 1E players should be able to have the tools necessary to play as the Enterprise -era "Starfleet" affiliation as well. This set of 18 foiled cards (and a supply of First Edition compatible cards from 2E) was intended to make that possible. The cards were sold exclusively from Decipher's website.

Genesis (release: November 13, 2006) Genesis was a 27-card expansion that has the distinction of being the only completely First Edition compatible set in 2E. Each card was designed to work in both versions of the game, with varying degrees of success. The cards were sold exclusively from Decipher's website.

First Edition's problems [ ]

Some of Decipher's concerns included the complexity and bloat that the game had built over seven years; there was no balanced 'cost' system for cards, causing stopgap and complex systems to be added to the game over time. As well, the game had embraced many different and not fully compatible ideas over time; this made for long, corrective rules documents and a steep learning curve for beginners. In addition, the number of cards types went from nine to over seventeen in just a couple of years, which made the game much more difficult to learn.

Initial ideas [ ]

At first, the game designers sought to introduce an entire new game based on Star Trek; it would be simpler and be targeted to beginners, while the original game still produced expansions, but on a slower schedule. This concept was abandoned when the sales figures showed that the original game could not continue on its own merits.

Second Edition [ ]

The solution was to reinvent the original game along the basic lines, still allowing a depth of gameplay but avoiding complex rules and concepts. The standard card types and gameplay would remain, allowing some new cards to be used with the original cards, known as backward-compatible cards , or First Edition Compatible (abbreviated as 1EC ) and attempting to satisfy longstanding fans of the original game. These cards are able to be used in First Edition gameplay, though some key words need to be changed to fit the First Edition's old rules and setup. Further information on how to use Second Edition cards in First Edition gameplay are listed in the First Edition Conversion Rules. Many cards central to the new form of the game can only conform to the new rules and setup. Second Edition, commonly abbreviated "2E", was launched in 2002, and came to a close with its final expansion in December, 2007. [1]

Because the game was essentially starting from scratch with the hindsight of seven years' work, the initial Second Edition set was able to progress quickly. As a result, six affiliations debuted in that set compared to three for the original. It could be argued that the number was really seven, because of a unique new system that divided the Federation affiliation into groupings based on the shows' casts. The focus of the Second Edition sets has been on characters and situations in The Next Generation and Deep Space Nine , though 'supporting' cards have images and concepts drawn from every part of the canon Star Trek universe. Furthermore, the scope of each card type could be realized in the early planning and a permanent seven card types were created: dilemmas , equipment , events , interrupts , missions , personnel , and ships . Decks would consist of five missions, at least twenty dilemmas in a dilemma pile (see below) and at least thirty-five cards made up of the other five card types.

Cost/Resources [ ]

One major difference in Second Edition was the addition of a cost system to equipment, events, personnel, and ships. A card's cost is listed in the top left-hand corner of a card, directly preceding the card's title as a single digit number (currently anywhere from 0 to 9). A player receives seven 'counters' at the beginning of each turn; to play a card, the player must spend a number of counters equal to the cost of the card. Only interrupts (of the card types in a player's deck) do not have a cost and are treated as 0-cost.

Dilemma pile [ ]

Another major change in the gameplay of Second Edition was the new method of handling dilemmas. Instead of using First Edition's lengthy procedure of a 'seed phase', which could last upwards of 15 minutes, Second Edition employs an 'on-the-fly' method for constructing dilemma combinations. Whereas a First Edition player was constrained to using the same dilemmas in each game of a tournament, the Second Edition player has a side deck, or 'dilemma pile' from which to draw a random selection of dilemmas based on the number of personnel the opponent uses in a given mission attempt. This concept is similar to First Edition's Q-Flash side deck, and also to a rules variant of First Edition introduced by a group of players from the San Francisco area called 'Trek 1.5'. This more dynamic method of selecting dilemmas is dependent on a player's ability to remember which personnel his/her opponent has played and their ability to satisfy a dilemma's requirements.

Gameplay considerations [ ]

While First Edition attempted to sometimes literally represent instances from the Star Trek universe in the game, Second Edition has focused more on a consistency of gameplay as a priority over design consideration with regard to remaining faithful to the source material. Effects on cards sometimes lack the "Trek sense" that First Edition cards contained and can be purely conceptual, but are generally much more equitable when compared with other similarly costed effects.

Affiliation uniqueness [ ]

The affiliations found in Second Edition all follow rules that give them focus and distinguish them from one another, unlike most of the affiliations in First Edition. Playing an affiliation in Second Edition feels more like that affiliation than First Edition, given the themes.

Bajorans are religious and think about how the past affects their lives. [2] This gives them strengths in one of the game's three attributes: Integrity. They can also manipulate the discard pile (conceptually, what has passed on). [3]

Borg are half-mechanical lifeforms that use their superior numbers to overcome resistance and even make an enemy into one of their mindless number. [4] This is represented by a number of abilities that manipulate decks and ignore or otherwise force through dilemmas. They also are very effective in taking over another player's resources, including their personnel. They do not work with any other affiliation. [5]

Cardassians are wasteful in their pursuits of resources and can make great use of political prisoners. [6] This is shown in a variety of drawing mechanisms, which allow players to find cards they want faster at a cost of discarding others. Also, they are the best at holding an opponent's personnel for gain. [7]

The Dominion are a hierarchal society that, as the name implies, dominates other societies. [8] They are conceived in the game as a kind of anti-Federation (see below) and often hurt all players to further their goals. Their personnel are usually Jem'Hadar , who act as shock-troopers and are treated as disposable, Vorta , who act as commanders and diplomats, and Changelings , who are the overall leaders of the Dominion, are protected at all costs, and often use their shape-shifting abilities to infiltrate an opponent's personnel, often meddling with their progress.

The Federation focuses on cooperation and mutual advancement and work to better themselves. In gameplay, their effects often help all players, but planning for this allows a player to take a larger advantage than his or her opponent who does not have advanced warning. Their personnel are often the best individuals in the game, but most effects cost a little more to achieve. Each reporting icon (see below) has other themes unique to their show.

The Ferengi are the greedy capitalist of the future, but are mostly weak in each of the attributes. [9] This is achieved in the game by giving them bonuses in almost all areas simply by having more of some resource than an opponent. Also, they will horde their resources by stacking cards beneath their headquarters mission, using those resources to great effect later.

Non-Aligned personnel are a catch-all affiliation for personnel that do not fit in one of the other affiliations.

Klingons are brutal, but honorable warriors. [10] They can achieve their goals by fighting an opponent either ship to ship or personnel to personnel. The average Klingon has a high Strength, which is one of the three attributes used by the game.

Romulans prefer espionage and sneaky tactics as opposed to direct confrontation. [11] This is realized in the game by manipulating another player's deck, hand, and other resources. Rarely do they affect cards already in play, but they can mess with an opponent's ongoing attempts to score points.

Starfleet is based on the pre-Federation days as depicted in Star Trek: Enterprise . The humans in this era are eager to get out into space and get bonuses for completing a space mission first. As a result, they can be slow to start, but then can easily make up time.

Reporting icons [ ]

One aspect of affiliation uniqueness that Second Edition has continued is specialized reporting icons. While not a new idea (First Edition's Mirror, Mirror set first featured Empire and Alliance icons for affiliated personnel and ships), Second Edition's widespread utilization of the icon as a cultural identifier has allowed designers to introduce support cards that better represent the various Trek shows' themes. This is the primary tool to divide the Federation affiliation into separate groups ( The Original Series , The Next Generation , [12] Deep Space 9 , [13] and Voyager [14] each have an icon representing their personnel and ships). Other likeminded groups can have these icons as well; the Maquis [15] incorporate members of four different affiliations into their arsenal, while the Terok Nor personnel and ships represent the brief period of Cardassian/Dominion command of Deep Space 9.

1. Second Edition (release: December 12, 2002) The 2E premier was a 415-card introduction into the new mechanics of the restarted game. It introduced the affiliations of the Bajorans, Cardassians, Federation (with Deep Space 9 , The Next Generation , and Earth factions), Klingons, Non-Aligned, and Romulan. The cards were sold in Deep Space 9 , Klingon, Romulan, and The Next Generation starter decks, which were pre-constructed to allow a player to have a playable deck right away, and in 11-card expansion packs.

2. Energize (release: May 21, 2003) Energize consisted of 180 cards intended to jumpstart the game from the premier. It introduced the Federation faction of the Maquis and expanded the core play of the game. The cards were sold in 11-card expansion packs.

3. Call to Arms (release: September 10, 2003) Call to Arms was a double-sized set at 208 cards. It introduced the affiliations of the Borg, Dominion, and the Ferengi (although the Ferengi consisted only of two cards that played with the Terok Nor faction of both the Cardassians and the Dominion; the full Ferengi affiliation would be released two years later in Strange New Worlds). The cards were sold in Borg and Dominion starter decks, which were pre-constructed to allow a player to have a playable deck right away, and in 11-card expansion packs.

4. Necessary Evil (release: March 17, 2004) Necessary Evil finally established the standard expansion size as 120 cards. Gameplay included personnel crossing affiliation lines and paying larger costs (including losing points and hurting future chances at stopping an opponent with dilemmas with a new keyword (Consume)) for bigger effects. This set also began a tradition of foiling a select eighteen rares and inserting them into one of every seven packs. The foil cards were further made important as 2004 was the 10th anniversary of Star Trek CCG , so a special Tenth Anniversary icon was added to the corner of these foils. The cards were sold in 11-card expansion packs. The set unfortunately suffered from a small print run and became a rare commodity. Efforts were made in Reflections 2.0 to offset this problem of unavailability.

0. Tenth Anniversary Collection (release: May 3, 2004) This set was a foiled promotional collection of eighteen unique ships and commanders. It was labeled with a set number of 0, which is otherwise associated with reprints of various cards with alternate images, as foils, and/or labeled with the promotion in place of the cards' otherwise descriptive, but non-gameplay related lore. The cards themselves were numbered 6 through 23, as five promotional cards had already been printed, and continued the declaration that all foils printed in 2004 would carry the Tenth Anniversary logo. This set, however, does include the last of the cards with that icon, even though Reflections 2.0 also had foil cards in 2004. The collection itself was later reprinted without the Tenth Anniversary logo and numbered 54 through 71. The cards were originally given away with a recommended $3.00 purchase of other Star Trek CCG products, one pair at a time, over a period of nine weeks. The reprints were available for purchase on the Decipher website.

5. Fractured Time (release: October 13, 2004) Fractured Time was a 40-card boutique product that introduced events that had an effect over time by use of a new keyword (Decay) and concepts involving alternate timelines, which the Star Trek universe has often called upon, including the first cards from the Mirror Universe that would eventually be revisited in three years with In a Mirror, Darkly. The cards were sold as a complete set in boxes, complete with the icons of six different affiliations, designed to carry decks. The boxes also included a starter deck and some expansion packs from previous releases with the expectation that the game could be played right out of the box in a sealed tournament format.

6. Reflections 2.0 (release: December 8, 2004) Reflections 2.0 introduced 61 new foil cards to the game and 60 foil reprinted cards from 2E Premier, Energize, Call to Arms, and most importantly, Necessary Evil. The set featured cards that attempted to entice affiliations to try different missions, as mission selection among top decks had become fairly static. The cards were sold in 20-card expansion packs, which included two of the foiled cards and eighteen random cards from past expansions, including Necessary Evil.

7. Strange New Worlds (release: May 13, 2005) Strange New Worlds continued the standard expansion size of 120 cards. It introduced the full affiliation of the Ferengi. Gameplay included a personnel for each affiliation that further took advantage of alternate mission selection, like the personnel in Reflections 2.0. This set's eighteen-card foiled subset was the first to be called an archive foil subset and was numbered separately. In addition, two archive portrait cards were put in one out of every eighteen packs, featuring a larger picture area and restricted gameplay for upcoming cards. The archive foils in this expansion featured two female characters that male fans had historically liked: Seven of Nine (previewing the upcoming Voyager faction of the Federation) and T'Pol (previewing the upcoming Starfleet affiliation). The cards were sold in 11-card expansion packs. The set unfortunately suffered a stalled release date.

' Adversaries Anthology' (release: ??, 2005) The Adversaries Anthology was a collection of eighteen of the most popular Star Trek problems, enemies, and their ships in the game reprinted as foils. The archive foils in this set featured two movie villains: the Borg Queen and Shinzon . The cards were sold in a large card storage box.

8. To Boldly Go (release: August 18, 2006) To Boldly Go was another full 120-card expansion. It introduced the affiliation of Starfleet, the pre-Federation crew from Enterprise as the last full affiliation to be introduced in the game. Gameplay included affiliation-specific dilemmas and reusable events utilizing a new keyword (Replicate). The archive foils in this set featured two show captains: James T. Kirk (previewing the upcoming Original Series faction of the Federation) and Kathryn Janeway (previewing the upcoming Voyager faction of the Federation) . The cards were sold in 11-card expansion packs.

9. Dangerous Missions (release: September 1, 2006) Dangerous Missions was another attempt at making the Star Trek CCG draftable. In other words, players could make decks within a small pool of sealed cards and play. New rules were developed to make the game slightly smaller in scope to adjust for limited resources, including the allowance of a secondary affiliation that would supplement the one sponsored by the product. This draft method remains a sanctioned format. The set consists of nineteen cards broken up into three different boxes, each focusing on an episode or movie for featured personnel, ships, and missions. They also included one unique dilemma and one shared by all three boxes. The boxes also contained Reflections 2.0 packs and three packs from expansions.

10. Captain's Log (release: October 27, 2006) Captain's Log was another full 120-card expansion. It introduced the Federation faction of Voyager , which began with a unique ability to have an all-space deck. Gameplay included strategies based on having the right commander aboard his or her ship and following the opponent around. The archive foils in this set harkened back to the original archive foils and featured two beautiful women: Charvanek (previewing the upcoming Original Series Romulans) and Hoshi Sato (previewing more content from the Mirror Universe from the popular Enterprise Mirror Universe episode In a Mirror, Darkly ). The cards were sold in 11-card expansion packs.

11. Genesis (release: November 13, 2006) Genesis was a 27-card expansion that has the distinction of being the only completely First Edition compatible set in 2E. Each card was designed to work in both versions of the game, with varying degrees of success and introduced the first Original Series personnel and the ability to have an all-planet deck. The cards were sold exclusively from Decipher's website.

12. These Are The Voyages (release: March 13, 2007) These Are the Voyages was another full 120-card expansion. It introduced the Federation faction of The Original Series . Gameplay included the new faction's ability to upgrade by paying more for enhanced abilities, dilemmas based entirely on The Original Series (specifically the slide show images at the end of the classic episodes), and new strategies with The Original Series' main enemies: the Klingons and the Romulans. The archive foils in this set featured two more beautiful women: Persis and T'Pol (previewing more content from the Mirror Universe from the popular Enterprise Mirror Universe episode In a Mirror, Darkly ). The cards were sold in 11-card expansion packs.

13. In A Mirror, Darkly (release: June 25, 2007) In a Mirror, Darkly was another full 120-card expansion. Gameplay included cards named after each of the previous releases, more Mirror Universe content, and alternate versions of other personnel who had not been featured in the Mirror Universe, including a battleship version of The Next Generation crew from Yesterday's Enterprise and a historically inaccurate Voyager crew from Living Witness . The archive foils in this set featured two more beautiful women: Hoshi Sato on a dilemma called Stripped Down and Neras, an Orion slave girl . The cards were sold in 11-card expansion packs.

14. What You Leave Behind (release: December 14, 2007) What You Leave Behind was the last full 120-card expansion. Gameplay included finishing some incomplete themes in the game so far, bonuses for attempting harder missions, and multiple versions of ships telling the story of those ships being commandeered. The cards were sold in 11-card expansion packs. The name of the set itself comes from the last episode of Deep Space 9. This set was sold exclusively through Hill's Wholesale Gaming.

References [ ]

  • ↑ Star Trek CCG Ends Long Run (2007-12-07). Archived from the original on 2008-03-05. Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-13). Spotlight On: Bajorans . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-16). Anatomy of a Bajoran Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-20). Spotlight On: Borg . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-23). We Are the Borg: Anatomy of a Borg Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-27). Spotlight On: Cardassian . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-30). For Cardassia: Anatomy of a Cardassian Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-11). Spotlight On: Dominion . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-25). Spotlight On: Ferengi . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-22). Spotlight On: Klingon . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-29). Spotlight On: Romulan . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-18). Spotlight On: Next Generation . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-04). Spotlight On: Deep Space Nine . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-08). Spotlight On: Voyager . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-01). Spotlight On: Maquis . Retrieved on 2008-06-17.

External links [ ]

  • European Organized Play
  • Garak's Star Trek CCG Database
  • Edit source
  • View history

Left arrow

The Borg is the 27th expansion of Star Trek CCG 1st Edition . It is published by Decipher on 19 September 2001. The set consists of 143 cards.

The Borg is the perfect companion set to the popular Voyager expansion. 143 cards include new Borg personnel and ships, a new Hirogen affiliation, new cards for the Vidiians , Kazon , Federation, and other affiliations, additional Delta Quadrant missions, and new dilemmas, objectives, and other cards to enhance the Voyager, full environment, and Warp Speed format decks.

The set is available in 11-card booster packs and and there are 30 booster packs in a box.

Decipher issued a double-sided Rules Supplement and Card List sheet.

  • 1 Type Breakdown
  • 2 Rarity Breakdown
  • 3 Card List
  • 4 Errata Cards
  • 5 Packaging
  • 6 External Links

Type Breakdown [ ]

  • 6 Equipment
  • 3 Facility (2 Borg and 1 Hirogen)
  • 5 Interrupt
  • 8 Objective
  • 80 Personnell (18 Borg, 18 Federation, 3 Ferengi, 18 Hirogen, 3 Kazon, 5 Klingon, 30 Non-Aligned, 3 Romulan and 2 Vidiian)
  • 14 Ship (4 Borg, 4 Federation, 2 Hirogen, 1 Kazon, 1 Klingon, 4 Non-Aligned and 2 Romulan)

NOTE: There are 24 Dual Affiliations cards, thus the totals are higher than the amount of a card type.

Rarity Breakdown [ ]

  • 40 Uncommon
  • 1 Ultra Rare

Card List [ ]

Errata cards [ ].

The following Decipher cards have had corrections made by The Continuing Committee (see Physical Errata Cards ). These cards are virtual cards.

  • 1 - Ankari "Spirits"
  • 9 - The Weak Will Perish
  • 28 - Hirogen Hunt
  • 29 - Relics of the Chase
  • 42 - Assimilate Planet
  • 45 - Eliminate Starship
  • 46 - Establish Gateway
  • 47 - Harness Particle 010
  • 129 - Liberty

Packaging [ ]

The Borg booster box

External Links [ ]

  • The Borg at CCGTrader
  • The Borg at The Continuing Committee

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  • The Borg at Wixiban.com
  • 1 DC Comics Deck-Building Game
  • 2 Marvel Champions: The Card Game
  • 3 VS System

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Dilemma - Tarellian Plague Ship (Foil)

By: Decipher

Type: Collectible Card Game (Single)

Product Line: Star Trek CCG (1st Edition) - Miscellaneous

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Every item in our inventory has been inspected, very strictly graded, and bagged for its protection.

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  • Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents. When only one condition is listed, then the box and contents are in the same condition.
  • A "plus" sign indicates that an item is close to the next highest condition. Example, EX+ is an item between Excellent and Near Mint condition. A "minus" sign indicates the opposite.
  • Major defects and/or missing components are noted separately.
  • Boardgame counters are punched, unless noted. Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price.
  • In most cases, boxed games and box sets do not come with dice.
  • The cardboard backing of miniature packs is not graded. If excessively worn, they will be marked as "card worn."
  • Flat trays for SPI games are not graded, and have the usual problems. If excessively worn, they will be marked as "tray worn."
  • Remainder Mark - A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book. Publishers use these marks when books are returned to them.

If you have any questions or comments regarding grading or anything else, please send e-mail to [email protected] .

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CCG: First Contact

  • View history

The First Contact expansion was released in December of 1997. This expansion introduced the Borg Affiliation as well the "Objective" card type. All cards in this expansion were taken from Star Trek: First Contact . Notable cards include "Espionage Mission", set on Earth , new cards for the Next Generation command crew, the inventor of warp drive , and a ship from the past.

  • 1 Artifacts
  • 4 Equipment
  • 6.1 Outpost
  • 7 Interrupts
  • 9 Objectives
  • 10.2 Federation
  • 10.3 Non-Aligned
  • 11.2 Federation
  • 11.3 Non-Aligned
  • 12 Time Location

Artifacts [ ]

  • Antique Machine Gun
  • Magic Carpet Ride OCD
  • Zefram Cochrane's Telescope

Dilemmas [ ]

  • Balancing Act
  • Don't Call Me Ahab
  • Lack of Preparation
  • My First Raygun
  • Primitive Culture
  • Scout Encounter
  • Shot in the Back
  • Strict Dress Code
  • Theta Radiation Poisoning
  • Undetected Beam-In

Doorways [ ]

  • Launch Portal
  • Ready Room Door
  • Temporal Vortex
  • Transwarp Network Gateway

Equipment [ ]

  • Assimilation Table
  • Starfleet Type III Phaser Rifle
  • Abandon Mission
  • Activate Subcommands
  • Disengage Safety Protocols
  • Intermix Ratio
  • Mirror Image
  • Mission Debriefing
  • Ocular Implants
  • The Line Must Be Drawn Here
  • Wall of Ships

Facility [ ]

Outpost [ ].

  • Borg Outpost

Interrupts [ ]

  • A Change of Plan
  • Adapt: Modulate Shields
  • Adapt: Negate Obstruction
  • Alas, Poor Queen
  • Android Headlock
  • Assimilate This!
  • Assimilation tubules
  • Borg Neuroprocessor
  • Deactivation
  • Fractal Encryption Code
  • He Will Make An Excellent Drone
  • I'm A Doctor, Not A Doorstop
  • Remodulation
  • Scorched Hand
  • Sense the Borg
  • Temporal Wake
  • Three-Dimensional Thinking

Missions [ ]

  • Espionage Mission
  • Patrol Neutral Zone

Objectives [ ]

  • Assign Mission Specialists
  • Assimilate Counterpart
  • Assimilate Homeworld
  • Assimilate Planet
  • Assimilate Starship
  • Build Interplexing Beacon
  • Eliminate Starship
  • Establish Gateway
  • Prepare Assault Teams
  • Salvage Starship
  • Stop First Contact
  • Visit Cochrane Memorial

Personnel [ ]

  • Eight of Nineteen
  • Eighteen of Nineteen
  • Eleven of Nineteen
  • Fifteen of Seventeen
  • Five of Eleven
  • Four of Eleven
  • Nine of Eleven
  • Nine of Seventeen
  • One of Eleven
  • Six of Eleven
  • Six of Seventeen
  • Sixteen of Nineteen
  • Ten of Nineteen
  • Thirteen of Nineteen
  • Three of Nineteen
  • Two of Eleven
  • Two of Nineteen
  • Two of Seventeen

Federation [ ]

  • Admiral Hayes
  • Alyssa Ogawa
  • Beverly Crusher
  • Deanna Troi
  • E.M.H. Program
  • Geordi La Forge
  • Jean-Luc Picard
  • Joseph Travis
  • Paul Porter
  • Reginald Barclay
  • Richard Wilkins
  • Thomas McClure
  • William T. Riker

Non-Aligned [ ]

  • Kathleen Tonell
  • Lily Sloane
  • Zefram Cochrane
  • Borg Scout Vessel
  • Borg Sphere
  • Queen's Borg Cube
  • Queen's Borg Sphere
  • USS Bozeman
  • USS Enterprise
  • Vulcan Lander

Time Location [ ]

  • Montana Missile Complex
  • 2 Hoshi Sato

Cardlists

Star Trek home

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Most Powerful Star Trek Ships, Ranked

What is the most feared ship in the entire galaxy?

How do you quantify starship power in the Star Trek universe ?

Is it the armament? The speed? The shields? The sheer size of a vessel? Or perhaps it’s the captain and crew at the helm?

We believe it’s all of those things and more, so we took 46 of the most noteworthy Star Trek starships and placed them in a head-to-head battle.

Which iconic ship came out on top? Find out below.

Warp ahead for our rankings of the most powerful Star Trek ships ever.

An illustrated starship flies past a nebula that looks like a jack-o-lantern.

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    CCG: First Contact. This is a list of cards from First Contact, a series of the Star Trek Customizable Card Game: First Edition from Decipher . The First Contact expansion was released in December of 1997. This expansion introduced the Borg Affiliation as well the "Objective" card type. All cards in this expansion were taken from Star Trek ...

  22. Second Edition

    Second Chances: A Virtual Expansion released on 2023-06-09, containing 18 new 2E cards. Lead Designer: Richard New Design Team: Charlie Plaine, Michael Shea The Continuing Committee generously offers you Second Chances, the sixty-first expansion for Star Trek CCG: Second Edition!For this set, the designers dug through the "cut file" of old, unused card designs to give some of them another shot.

  23. Most Powerful Star Trek Ships, Ranked

    Or perhaps it's the captain and crew at the helm? We believe it's all of those things and more, so we took 46 of the most noteworthy Star Trek starships and placed them in a head-to-head battle. Which iconic ship came out on top? Find out below. Warp ahead for our rankings of the most powerful Star Trek ships ever. VIEW THE GALLERY.