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This document is comprehensive; it contains
all Star Trek Customizable Card Game rules
and rulings as of August 2002. We recommend
that you discard all rules documents (booklets,
supplements, FAQs and Current Rulings) dated
prior to August 2002 and refer to this Glossary
for all rules questions. Periodic updates to the
Rulebook and Glossary will be published in a
separate Current Rulings document.
Supplemental rules documents available on
the Decipher website include the Dilemma
Resolution Guide (application of the dilemma
resolution rules to each dilemma). Many players
find these optional documents to be useful
references. In addition, the Official Tournament
Guide includes full details of tournament
scoring.
How to use the Glossary – You do not need
to read this document from cover to cover.
Instead, use it as you would a dictionary, to learn
as you go. For example, if you have a gameplay
question about a card (or card combination),
look up the card title(s) first; if you don’t find
your answer there, look up the concept or
gameplay term you are questioning (battle,
capturing, card play, affiliation, skills,
downloading, probing, etc.). In many cases, we
have included cross-references in boldface type
to help you find your way.
Entries are arranged alphabetically, ignoring
apostrophes and quotation marks and treating
hyphens, dashes and colons as spaces (e.g.,
the entry for Q-Flash is sorted as “Q Flash” and
appears before Qapla’!, while K’chiQ is sorted
as “KchiQ” and appears after Kahless). Entries
for card titles starting with “The” are sorted
under the second word of the title (e.g., the
entry for The Emissary is in the E’s, not the T’s).
Universal Borg drones are listed by their
designations (e.g., Interlink Drone, not Nine of
Eleven); unique drones are listed by their card
titles (e.g., Seven of Nine).
Some Glossary entries provide revised game
text or lore for cards. In most cases, these
revisions merely make the proper gameplay of a
card more clear, or implement a rule or ruling
directly on the card itself. In other cases, the
game text revisions represent gameplay
changes relative to earlier versions of the cards,
in order to correct a wording error, address a
gameplay concern, or correct some other
problem. These revisions are marked “Errata”
and printed in gray type, with the most relevant
changes highlighted (or struck out in the case
of a deletion). All such revised cards are listed in
Appendix A.
A few cards have been reprinted (1995 “beta”
printing of the Premiere set, black-border
printings of preview cards, reprints in pre-
constructed decks, foil versions, and Voyager
versions with new lore and images) to use the
revised wordings. Other cards will use the
newer wordings in any future printings. In either
case, the game text provided here defines the
correct gameplay for all versions of the clarified
cards as of August 2002.
Other cards have received very slight wording
changes, primarily for consistency(for example,
changing “All attributes +3” to “Attributes all
+3”) or to correct typographical errors. Such
changes do not change a card’s gameplay or
understandability, and are not included in this
Glossary.
Text in square or angle brackets represents an
icon. Icon abbreviations are listed in Appendix
B.
GLOSSARY
1 Tribble – See once per turn.
10 and 01 – See Bynars card, dual-personnel
card, gender.
10/20 rule – See Warp Speed.
30/30 rule – Your seed deck may contain no
more than 30 seed cards (not counting
missions and sites, which seed for free) and
your draw deck may contain no fewer than 30
cards.
35th Rule of Acquisition – You may not use
this event for a download or card draw at the
end of your first turn. Playing a 35th Rule card
nullifies all 34th Rule cards already in play,
and vice versa. A 35th Rule card in play does
not prevent the play of a 34th Rule card (or
vice versa). See turn.
’45 Dom Perignon – Discarding this
equipment to replace a ship  is not a valid
response to any other action (such as battle)
and does not suspend play. You may replace a
ship with one of different affiliation only if the
class name is identical and any personnel
aboard are compatible with the new ship (you
may not place them under house arrest). You
may not replace one “UNKNOWN CLASS”
ship with another (e.g., Mercenary Ship with
Fesarius). See ship class, exchanging cards.
62nd Rule of Acquisition – This event is
nullified if you play or have played Scan or Full
Planet Scan on any mission, or if you begin an
attempt of the mission on which it is played
with <3 or >7 personnel. Attempts of other
missions have no effect on this event.
75th Rule of Acquisition – See helps.
1962 Roger Maris Baseball Card – You may
not trade this artifact for another unless you
are immediately able to play that artifact as
your own (this does not count as your normal
card play). Traded artifacts are returned to
their owners at the end of the game. See in
play.
A Fast Ship Would Be Nice – When
encountering this dilemma, you may not
substitute a ship for the victim if your
opponent is playing Borg. See
commandeering.
Abandon Ship! – For this dilemma, you may
choose which of your personnel will fulfill the
staffing requirements. A [Cmd] personnel may
fill a [Stf] requirement. In addition to printed
staffing requirements (if any), a ship requires
at least one matching personnel aboard to be
staffed.
You may not rescue or capture the abandoned
personnel during a mission or scouting
attempt or during your opponent’s turn.
See damage, attribute modifiers, capturing,
quarantine, ship staffing.
abduction – Cards such as Assimilate
Counterpart, the Talon Drone (Three of
Nineteen), or Reassimilate Lost Drone may
allow your Borg to abduct a personnel. If this
occurs during personal combat, both
combatants cease to participate in the battle
and may immediately beam away (if possible),
but are still “stopped.”
The abducted personnel is escorted by your
Borg present and may be moved around like
equipment. If the abducted personnel is ever
unescorted, your opponent can rescue them
with his own personnel present.
Abducted personnel are disabled, and do not
participate in battles. They are not captives
and are not affected by cards that affect
captives, such as Rescue Captives. An
abducted personnel who becomes assimilated
is no longer considered abducted.
aboard – See present.
Access Denied – See Ferengi Ingenuity.
acquired – See artifact.
actions – An action is one operation that you
perform in the game. Examples of actions
include playing, drawing, or discarding one
card, moving a ship from one location to
another (possibly passing other locations on
the way), moving personnel by beaming or
other means, using a personnel’s special skill
(except automatic modifiers), battle (from
initiation until a winner has been determined
and damage or deaths have been resolved),
and attempting or scouting a mission.
Applying automatic modifiers (e.g., “your
personnel are STRENGTH +2 where
present”) and checking conditions (e.g., battle
affiliation restrictions) are not actions.
actions – group – An action may cause other
actions to occur within itself. For example, a
personnel battle includes sub-actions of
creating a combat pile, individual personal
combat engagements, determining the winner
of the battle, and discarding killed cards. An
action in place of your normal card play, in
place of a card draw, etc. may also consist of
several sub-actions (such as playing multiple
cards under Red Alert!). This is called a group
action, and until it has finished, neither player
may initiate any other actions except actions
that suspend play, or responses to the group
action or a sub-action.
Valid responses may be made to each sub-
action of a group action. For example, when a
ship is reporting with crew, a player may
choose to play an Energy Vortex on the ship,
or on a specific personnel being reported.
Likewise, you may play Android Headlock or
use Hypospray’s text in response to a specific
combat pairing.
actions – interrupting – You may not interrupt
an action by another action, unless the second
action:
• is a valid response to the first action or one
of its sub-actions; or
• explicitly “suspends play” (according to a
card text or rule).
For example, you may make valid responses to
the encounter of specific dilemmas during a
mission attempt, but you may not play
interrupts between dilemma encounters. See
actions – step 2: responses.
actions – sequence of steps – Every action
has three steps that must occur in order:
1. Initiation (declaring the use of a multi-
function card, meeting conditions,
choosing targets, and paying costs).
2. Optional responses (attempts to cancel or
modify the action).
3. Results (gameplay consequences of the
action).
These steps are described in more detail in
the following sections.
actions – step 1: initiation – Initiating an
action may include any or all of the following,
in this order:
• declaring the use of a multi-function card
(e.g., you may play Going to the Top to
return a personnel to hand OR to download
a personnel; you may discard a Space-Time
Portal from the table for one of five possible
results);
• meeting conditions of rules and game text
(e.g., battle affiliation restrictions; an open
Alternate Universe Door to play an [AU]
card; game text such as “plays at start of
battle”);
• choosing targets (e.g., selecting a player to
draw cards with Kivas Fajo – Collector, an
outpost at which to report a personnel;
choosing a ship to attack, or a drone to
download from your draw deck with the
Borg Queen’s skill); and
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 – August 2002
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Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
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• paying costs required by rules or game text
(e.g., using your normal card play to report a
personnel card; forfeiting a card draw to
initiate a download; using a special
download icon).
Once you begin to choose targets for an
action, you must complete the initiation of that
action (if legal). For example, if you start
looking through your draw deck for a target
card to download with the Ops text, you may
not decide to abort the download by not
selecting a target; if you have any valid target
card available, you must select one and
complete the download . See showing your
cards.
Dilemma encounters – The initiation of a
dilemma encounter is complete (i.e, it has
been “just encountered” and may be
responded to) once any targets for the
dilemma have been chosen and you have
checked to see if the crew or Away Team can
meet the dilemma’s conditions (if any). If the
dilemma requires a trigger or specifies targets
with specific features which are not present,
the dilemma will have no effect, but the
initiation is still complete. (See dilemma
resolution.)
For example, your Away Team encounters
Nausicaans. The target must be selected and
you must check the Away Team’s total
STRENGTH to see if it is greater than 44
before you may nullify the dilemma with
Interphase Generator or your opponent may
respond by replacing the dilemma with a Q-
Flash (using Beware of Q).
Some cards, such as Mission Fatigue and
Cyrus Redblock, add a sub-action to
dilemmas, randomly selecting a personnel to
be “stopped” or killed before the dilemma’s
own game text is resolved. The dilemma has
been “just encountered” and may be
responded to after you complete initiation of
this sub-action (choosing a target to be
“stopped” or killed). If the opponent responds
by swapping the dilemma for a Q-Flash, the
personnel is not “stopped” or killed because
no results are obtained from the dilemma.
actions – step 2: responses – After an action
has been initiated and before its results begin,
optional responses are allowed. A valid
response must specifically relate to (modify,
cancel, nullify, or prevent) the action.
For example, if you initiate a personnel battle
at a site, any action that says it “plays at start
of battle,” occurs “during battle,” “cancels (or
prevents) a personnel battle,” plays when an
adversary is “just engaged,” etc. would be a
valid response. Smoke Bomb and Phaser
Burns are valid responses to personnel battle.
Going to the Top is not a valid response to
personnel battle; although returning a
personnel to hand or downloading one could
affect the outcome of the battle, Going to the
Top does not specifically say that it is related
to battle.
Likewise, Hugh is a valid response to the
attack of a Borg Ship dilemma just
encountered, because it nullifies that attack.
Playing Temporal Rift on the ship and
returning the ship to your hand by discarding a
Space-Time Portal are not valid responses to
encountering a Borg Ship (or any other
dilemma).
A card play or other action that may occur at
any time (e.g., playing an Interrupt card,
revealing a hidden agenda) is not a valid
response to an action unless it specifically
relates to that action. For example, a card may
not be played via “Devidian Door” to an Away
Team during a mission attempt or battle.
A card which says it suspends play may be
played at any time (not just during the
response step of an action), and may
temporarily suspend any action, whether
related or not. (The suspending action may be
responded to normally, and after it is
complete, the suspended action resumes.)
Using a special download icon also suspends
play. Thus, a personnel’s special download
icon may be used to download a card during a
mission attempt or battle, and Launch Portal
may be used to download and launch a shuttle
during battle. See downloading.
More than one valid response may be made to
an action. For example, if I play Palor Toff, you
may respond first with Countermanda to place
three cards out of play, and then with Amanda
Rogers to nullify Palor Toff.
Interrupts and skills that “prevent” an action
may be used as a response to that action. If
the action thus prevented is a card play, it
nullifies that card play. For example, if I play
You Dirty Rat on Anya to morph her into a rat,
you may respond with Howard Heirloom
Candle to prevent her from morphing and
nullify You Dirty Rat. (See battle.)
When all responses are over, or if neither
player chooses to respond, the action has its
result.
If a properly initiated card play is nullified, any
costs paid are not recovered, but all results of
the card play are canceled. For example, you
play Q’s Tent and I nullify it with Wrong Door.
You cannot play another Q’s Tent this turn (a
cost of playing the card), but you do not lose
the ability to draw cards this turn (part of the
results of the Q’s Tent).
Responses modifying targets or conditions –
If a hidden agenda is activated as a response
to an action, all of its effects are retroactive to
the start of the initiation of the action, as if the
hidden agenda had already been revealed
before the action was initiated. Thus, if the
hidden agenda invalidates a condition for an
action, the action becomes illegal. If the action
was a card play, the card returns to your hand.
For example, you initiate the play of Activate
Subcommands, and I respond by activating
Computer Crash. Since Activate
Subcommands requires a download, it is now
illegal and returns to your hand.
If a condition for an action becomes invalid
before the action resolves, for any reason
other than the activation of a hidden agenda
(e.g., through the play of another card in a
Manheim effect “hiccup”), it has no effect on
the initiation. For example, if you initiate the
play of K’chiQ, and I close your Alternate
Universe Door with a Revolving Door during a
“hiccup,” you can still play K’chiQ because the
condition was met during the initiation and is
not re-checked.
If a target of an action becomes invalid after
the action is initiated, then the action is
“played out” without results. If the action is a
card play, that card is discarded. For example,
if you target an outpost to play K’chiQ, and I
then destroy the outpost with a Supernova
during a Manheim “hiccup,” you must discard
K’chiQ.
actions – step 3: results – When an action
begins to have its results, this typically causes
one or more other actions to occur. For
example, the result of playing Kivas Fajo –
Collector is that the target player must draw
three cards. Each of the three card draws is
an action with its own three steps, and each
may be responded to (e.g., with Subspace
Schism). However, no more responses to the
original action (the card play) are allowed
between those actions, because Kivas Fajo –
Collector’s optional responses step is past
and it is currently having its result.
When you play a card that is discarded after
use (e.g., most interrupts), it is discarded after
it has its results.
actions – taking turns – Players alternate
initiating actions. You may initiate the first
action of your turn. After your action has had
its result or is cancelled, then your opponent
may initiate the next action, and so on.
Whenever it is your turn to initiate an action, if
you do not wish to do so you may “pass.” You
must allow your opponent ample time to
initiate an action or “pass.”
When an action you initiated is in its optional
responses step, your opponent has the first
opportunity to initiate a response; when that
response is complete you may initiate a
response, and so on. Whenever both players
pass consecutively during the optional
responses step of an action, that action
proceeds to its result.
In the rare case where both players initiate an
action at the same time (e.g., revealing
adversaries for a combat pairing), and both
players wish to respond to that action, the
player whose turn it is may initiate a response
first; players then alternate actions as usual.
For example, if both players wish to make a
response to a combat pairing (such as playing
an interrupt or using a personnel’s “stun” skill),
the player whose turn it is may respond first.
You cannot initiate any action (including using
your personnels’skills which are not
automatic modifiers) during your opponent’s
turn except:
• you may make valid responses;
• you may play interrupts (between other
actions or as valid responses); and
• you may play a card or use game text that
specifies it may be used “at any time” or
“every turn,” that “suspends play,” or that in
some other way indicates that the action
may be taken on the opponent’s turn.
See skills – using.
actions – “just” – Some actions may be
initiated only just after some other action or
condition has occurred, before anything else
can intervene (except another “just” action).
These are typically indicated by the word
“just” in game text. It may be a response to
another action (e.g., “just initiated,” “just
played”), or it may be a new action that follows
the result of the other action (e.g., “just
completed,” “just reported”). An action may be
responded to or followed by any number of
applicable “just” actions.
“Just” actions always take place before non-
“just” actions. This may allow or require you to
initiate an action when it would otherwise be
your opponent’s turn to do so. For example,
you initiate a planet mission attempt and solve
the mission. Although it is normally your
opponent’s turn to initiate the next action, you
may first play Particle Fountain (“play...on just
completed planet mission”).
actions – required – Required actions are
usually indicated by “must” or “must do
nothing but.” There are two types of required
actions, moving and non-moving.
Moving required actions include Cytherians
(you must travel to the end of the spaceline),
Incoming Messages (you must return to an
outpost), and Conundrum (you must target
and “chase” a ship).
Additional personnel and equipment may be
brought aboard the ship by beaming, reporting
(e.g., to a Borg Cube), or any other method
that does not require the ship and crew to
take an action such as docking. Personnel and
equipment may not be removed from the ship
by any means.
The only other action the ship and crew may
perform is moving. (“Ship must do nothing
but...” means “ship and crew must do nothing
but...”) It may not cloak, phase, or initiate
battle, including a counter-attack (though it
may return fire if attacked). The crew may not
initiate battle against an intruder, but may
defend themselves if attacked. The ship may
not time travel to a time location, even with the
intention of time-travelling to the end of the
spaceline on the next turn (e.g., with Orb of
Time).
When a moving required action states that a
ship must travel at “normal speed” or “full
speed,” it means you must use all of its
available RANGE each turn (assuming that
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  3
the ship is staffed to move), including any
automatic modifiers such as a Plasmadyne
Relay aboard, even if this will place the ship at
a hazard such as Gaps in Normal Space. You
may stop at intermediate locations.
You may use Lakanta’s or The Traveler’s skills,
Where No One Has Gone Before,
Wormholes, Transwarp Network Gateways, or
other such means to shorten the travel. You
are not required to do so.
The ship can be affected by cards played on it
or encountered on the spaceline, such as
Wormholes, Gaps In Normal Space, etc.
Non-moving required actions include
Samaritan Snare (you must attempt the
mission, if Federation) and Conundrum after
you reach the targeted ship (you must attack
the ship).
If a ship is targeted by a non-moving required
action, you must perform that action as soon
as possible, typically as your next action.
Responses to that action (e.g., battle-related
cards or Senior Staff Meeting) may be played.
When your cards are required to take more
than one action, you may choose the order in
which to take those actions. For example, if
your Federation ship affected by Cytherians is
at Samaritan Snare, you may choose whether
to move the ship (if you have available
RANGE) or attempt the mission as your next
action.
A ship under the influence of a required action
remains under that influence after it is
commandeered or assimilated; the new
controller must complete the action.
Activate Subcommands – This event may
download a drone which has all three
subcommand icons (e.g., Seven of Nine) as
any one of the three subcommands. You must
also download two other drones of the other
two subcommands.
Activate Tractor Beam – The first function of
this interrupt allows you to tow one ship for
the extent of your available RANGE on the
current turn; the interrupt is then discarded.
When played for the second function, the
interrupt remains on the ship to add the
Tractor Beam permanently. You may play two
copies of this interrupt on a ship, one to add a
Tractor Beam and one to tow a ship. See
towing.
active – An active personnel is one which is not
“stopped,” not disabled, and not in stasis.
Adapt: Modulate Shields – See immune,
Remodulation.
Adapt: Negate Obstruction – Revised text:
Nullifies a dilemma (except a Q-related
dilemma) just encountered ...
A dilemma may be nullified by this interrupt
only just after it is encountered in a Borg
scouting attempt. You must play another copy
of the interrupt each time you encounter
another copy of a dilemma that you wish to
adapt to. See Q-related dilemma.
Add Distinctiveness – For this incident, seed
cards (which must be placed out-of-play)
include missions, dilemmas, artifacts, and any
other card which is only seedable (has no
normal “play” function). See outside the
game.
Any non-Borg personnel or ships obtained
from an expansion pack with this incident are
considered assimilated as drones (see
assimilation – personnel) before you report
them for duty. You may report such cards
immediately (ships to any spaceline location or
your Borg Outpost; personnel to any of your
ships or outposts or to a planet) without
regard to [AU] icons or native quadrant. If
you place them in your hand to play later, you
must obey all normal reporting requirements.
If you obtain Jean-Luc Picard from an
expansion pack using this incident, you may
not play him immediately if you have Locutus
of Borg in play, but may later perform a
persona exchange with the two cards.
adjacent – Two spaceline locations are
adjacent to each other if there is no other
location between them (even if a card which
does not form a location, such as Q-Net, is
between them.)
Admiral Riker – This personnel’s special
download requires him to be aboard your
matching facility. The Reflections foil version
requiring a compatible facility is a misprint (not
errata).
affiliation – There are 13 affiliations: Bajoran,
Borg, Cardassian, Dominion, Federation,
Ferengi, Hirogen, Kazon, Klingon, Neutral,
Non-Aligned, Romulan, and Vidiian. Each
affiliation has a distinct border color (but see
Captain Proton cards) and a unique
affiliation icon in the upper left corner of each
Personnel or Ship card (lower left corner of
each Facility card). A few cards are multi-
affiliation. (Equipment and Site cards have
no affiliation.)
Cards from different affiliations are not
normally compatible, except Non-Aligned and
Neutral cards which are compatible with any
affiliation except Borg. Special cards such as
treaties,The Kazon Collective, Emblem of the
Alliance, and Temporal Micro-Wormhole may
make two or more affiliations compatible,
allowing them to mix and work together.
affiliation and ship origin – Some cards,
such as tactics, affect “Klingon ships,”
“Romulan ships,” etc. These cards apply to
ships currently holding that affiliation as well
as ships that “originated” with that affiliation. A
ship’s class or lore may indicate that its origin
is different from its affiliation. For example, the
B’Rel, a Ferengi-affiliation ship identified in its
lore as a “Klingon Bird-of-Prey,” is both a
Klingon ship and a Ferengi ship. The Cha’Joh
is a multi-affiliation [Rom][Klg] ship of
Klingon origin (“Bird-of-Prey”); thus, it is a
Klingon ship regardless of its current affiliation
mode, but a Romulan ship only in Romulan
affiliation mode. A Romulan ship
commandeered by Klingons is both a Romulan
ship and a Klingon ship.
The Naprem (K’Vort-class “Bird-of-Prey”) is of
Klingon origin; the Stolen Attack Ship
(“Jem’Hadar attack ship”) is of Dominion
origin.
affiliation and species – Cards that affect
“Klingons”, “Romulans,” etc. apply to personnel
of that affiliation as well as that species
(including hybrids). Thus, Worf, K’Ehleyr, and
Quark Son of Keldar (in Klingon mode) all are
Klingons for Klingon Death Yell. Ba’el and
Simon Tarses are Romulans for D’Tan’s
INTEGRITY enhancement. Miles O’Brien
(Fajo Collection) will not work with Garak (in
either mode), Dukat, or Evek. A “non-Klingon”
personnel is neither Klingon by species nor
Klingon affiliation.
Espionage cards and cards that refer to an
affiliation by its icon (such as Kira Nerys) refer
only to affiliation, not to species.
affiliation attack restrictions – See battle.
affiliation icon – A round icon in the upper left
corner of a Personnel or Ship card or lower
left corner of a Facility card, indicating the
card’s affiliation. Also, a rectangular icon on a
Mission card indicating which affiliations can
attempt the mission.
Airlock – Either player may use the text of this
doorway if his personnel is present with an
appropriate target, but only on each of his
own turns. An opposing personnel must have
lower STRENGTH or CUNNING than the
personnel tossing him out. A Rogue Borg
must have lower STRENGTH. See battle –
non-battle cards.
Ajur and Boratus – To use their special skill,
your Ajur or Boratus must be on a planet with
only one other of your personnel, who has the
skill of Archaeology. They are considered to
be “with” the Archaeology personnel even if
one of them is “stopped.” Likewise, they are
not “alone with Archaeology” if there is any
other personnel (even “stopped”), belonging
to either player, on the planet.
They may destroy only cards that are seeded
face down under the mission, and only if there
more than three; you cannot use the skill
solely to shuffle three or fewer seed cards.
See once per game, mis-seeds.
Select the three cards to be retained as for
any other random selection, by shuffling the
cards and allowing the opponent to select
three. If the cards’ ownership is identifiable,
they must be concealed (e.g., by having the
tournament director assist with the selection).
Alien Abduction – Revised text:
Most CUNNING Away Team member
(owner’s choice if tie) is held by aliens until
mission completed OR 3 Leadership present.
Alien Parasites – This entry covers both the
original Alien Parasites dilemma and the
version included in the combo dilemma Alien
Parasites & REM Fatigue, whether
encountered on a planet or in space.
When you encounter this dilemma and fail to
meet its conditions, the mission or scouting
attempt immediately ends. At a planet mission,
beam the Away Team back to the ship or
facility with which they are associated, if any (if
not, they remain on the planet surface) or have
them reboard their landed ship without
transporters. At a space mission, the crew
remains aboard their ship.
Your opponent then chooses whether or not to
take control of the ship/facility and the crew or
Away Team. If he chooses to take control, your
turn is suspended (you may not initiate actions
except as normally allowed during your
opponent’s turn) while he temporarily controls
the ship or facility (if any), the Away Team or
crew which encountered the dilemma, and any
other personnel aboard that ship or facility. (If
any personnel aboard are already “stopped,”
they remain so unless your opponent plays a
card that “unstops” them, such as Distortion
of Space/Time Continuum; they then join the
rest of the crew.) He does not control any
other ship or facility at the location or any
personnel who were previously “stopped” on
the planet. He may not take any actions that
would normally occur only during his turn,
except those using your ship and crew which
he controls.
Your opponent may take legal actions (see
control for limitations) with the ship and crew
until they become “stopped” (he may not then
take any action to “unstop” them) OR he
cannot take any further meaningful actions
with them (e.g., he may not simply beam them
up and down endlessly) OR he chooses not
to take any further actions with them. Then
control returns to you and your suspended
turn resumes.
If the ship and crew are not already “stopped”
(or if your opponent chose not to take control),
the personnel who originally encountered the
dilemma (and the ship, if encountered at a
space mission) are now “stopped” by their
failure to overcome it. The dilemma is replaced
under the mission to be encountered on the
next mission or scouting attempt.
If your opponent’s Borg scout fails to
overcome this dilemma, you must follow all
Borg Away Team and battle restrictions, and
the Borg may not attempt missions. You may
use the controlled Borg to scout for your own
current objective if you are playing Borg.
If you are playing Borg and control a non-Borg
ship and crew, they may attempt and solve a
mission, but neither player scores the mission
points.
Alien Probe – See Telepathic Alien
Kidnappers, Battle Bridge side deck,
Tribble side deck.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  4
All Threes – To play this interrupt, you must
have at least six cards in your draw deck to
reveal. Reveal the first three cards and the
next three cards from the top of your draw
deck in two sets, which you may not
rearrange.  See any, in play.
Alliance Interceptor – See interceptor.
Alternate Universe Door – A seeded copy of
this doorway allows your [AU]-icon cards to
enter play. See Alternate Universe icon. You
may not play or download this doorway to the
table for this purpose.
You may play this doorway to nullify a
Temporal Rift only during your own turn
(unless downloaded by discarding a Space-
Time Portal). This use is a card play that
returns to your hand rather than discarding
(not “showing a card”) and may be affected by
Energy Vortex.
Alternate Universe icon [AU] – You may
normally seed or play cards with this icon only
if you have an open Doorway or other card
which allows such cards to enter play, such as
Alternate Universe Door, Space-Time
Portal,or the Seal Rift mission. (Using
“Devidian Door” to report a card also requires
such a Doorway card at the time the reporting
function is used.) Time locations also allow
certain cards “native to the timeline” to report
there without such a Doorway card.
If the card allowing your [AU] cards to play is
closed or discarded, you may not play
additional [AU] cards until it is re-opened or
replaced. [AU] cards already in play or already
seeded are unaffected by closed or discarded
doorways. If the doorway is closed (or has
been discarded) when a legally seeded [AU]
card is encountered, the [AU] card still has its
normal effect. However, if an earned [AU]
artifact goes to your hand, you do need an
open doorway to play it later.
Altonian Brain Teaser – On this dilemma, the
phrase “if their CUNNING <15” means “if
that personnel’s CUNNING <15.” If the
affected personnel’s CUNNING is less
than15, any bonus points (positive or
negative) scored at that location are not lost
or cancelled, but are not counted in your final
score for the game, whether scored before or
after the dilemma was encountered. See
points, Balancing Act, In the Zone, dual-
personnel cards.
• The points from Cytherians are affected by
an Altonian Brain Teaser only at the far end
of the spaceline where the points are
scored, not at the location where the
Cytherians was encountered.
• Music personnel are not worth points for a
Ressikan Flute while at the location where
the Altonian Brain Teaser was encountered,
regardless of where the Flute was earned.
Amanda Rogers – Errata:
Nullifies any one Interrupt card just played
(except Kevin Uxbridge or another Amanda
Rogers card) OR any one artifact other card
just played as an Interrupt card.
An Artifact or Doorway card is “played as an
Interrupt card” only if its text specifically says
so. For example, Space-Time Portal may be
discarded from the table to “play as a second
Wormhole interrupt.” See card types.
Amanda’s Parents –
Plays on table until any Q-Flash. Each time
you play an Amanda Rogers card (except to
nullify a [Q] icon card) opponent may take
that Amanda Rogers (and any two other
cards) from your discard pile and place all
three out-of-play.
This Q-icon event appeared in two slightly
different versions in the original print run. The
correct gameplay is indicated above.
Ambush Ship – See WEAPONS.
Anastasia Komananov – To use her special
skill, this personnel must have been aboard
the opponent’s ship (like an infiltrator) since
the start of the opponent’s last turn.
android – “Android” is a species. The term
includes any personnel identified in its title or
lore as an android (such as any Soong-type
android), Exocomps, and Commander Data.
Androids are affected normally by all cards
unless otherwise specified.
ANIMAL – This classification has several
important differences from other
classifications. ANIMAL may not be selected
as a skill or classification. In addition,
ANIMALs may not
• attempt missions alone;
• meet ship staffing requirements, including
the matching affiliation requirement;
• enable the use of hand weapons or initiate
battles;
• commandeer, or apply their affiliation to a
commandeered ship or facility;
• use their classification to staff a Kurlan
Naiskos; or
• be assimilated or targeted for assimilation.
A personnel of this classification remains an
animal even if its classification is removed or
changed, and is subject to all the normal
restrictions on ANIMALs. Otherwise,
ANIMALs are affected normally by all cards.
Anti-Matter Spread – The phrase “opposing
ships’ WEAPONS” on this interrupt refers to
ships that are opposing the ships of the
player playing the card. You may not play it on
behalf of the Borg Ship dilemma to reduce the
WEAPONS of your opponent’s ships being
attacked by the dilemma.
The reduction of WEAPONS for personnel
with CUNNING<8 applies only to Ship cards,
including Borg-affiliation ships. The reduction
of WEAPONS to 16 applies only to the Borg
Ship dilemma.
Anti-Time Anomaly – Revised text:
Plays on table. Kills literally ALL personnel in
play (both players’ cards) at the end of your
third full turn, unless anti-time anomaly
destroyed first.
This event kills all personnel (not Rogue Borg
interrupts) on or off the spaceline in all
quadrants, at timeline locations, in a Penalty
Box, being held by aliens, in stasis, etc.
(Holographic personnel deactivate as usual
instead of being killed.) The only personnel
who are protected are those who are time-
traveling into the future (i.e., in a Temporal Rift
or Time Travel Pod) at the time the Anti-Time
Anomaly resolves. See in play.
any – If a card refers to a specific Star Trek
character using the word “any” (e.g., “any
Miles”), it refers to any Personnel card
representing the specified character, including
[AU], [MQ], and [Holo] personnel (but not
impersonators). Thus, both Chief O’Brien and
Smiley are “any Miles;” and both Montgomery
Scott and Mr. Scott are “any Scotty;” but Odo
Founder is not “any Odo.”
“Any Enterprise” is any ship with “Enterprise”
in its card title. “Any Nor” is any station
identified in its title or lore as a Nor (including
Deep Space 9).
For equipment, “any” (or “a”, “an”, or “one”)
refers to any Equipment card (or artifact used
as Equipment) designated by the given
characteristic in its card title or lore. For
example, “any disruptor” includes Varon-T
Disruptor, Klingon Disruptor Rifle, and Breen
CRM114.
For other card types (e.g., events and
interrupts), “any”, “a”, “an”, and “one” refer to
any card with the designated words in its card
title. For example, “Any Emblem card” includes
Emblem of the Empire and Emblem of the
Alliance (but not cards displaying the icons
representing those emblems); “any Bynars
card” includes Bynars Weapons Enhancement
and Bynars Data Transfer (but not a Personnel
card depicting Bynar personnel).
When a card refers to a specific card title
without a modifier such as “any”, it refers only
to a card of that exact title (or a member of
that card title group). For example, Investigate
Coup requires Tomalak and cannot be solved
by Ambassador Tomalak.
anywhere – When a card allows a personnel or
tribble to report, beam, or relocate to
“anywhere,” it must be aboard a ship or facility,
or on a planet surface. You may not report,
beam, or relocate personnel or tribbles off the
spaceline or timeline (such as to a Penalty
Box) or into space.
Aphasia Device –See quarantine.
acquired – See artifact.
Arachnia – See Borg (Borg-affiliation ships).
Arbiter of Succession – The two Klingons
targeted by this interrupt may belong to the
same player.
Arne Darvin – This personnel does not allow
you to draw a card for his own report aboard
K-7.
Art of Diplomacy, The – This incident allows
your personnel to use 2 Treachery as if it were
1 Diplomacy (either one personnel with
Treachery x2, or two personnel, each with
Treachery). For example, two personnel who
have Treachery and another who has
Treachery x2 can provide 2 Diplomacy (if any
are mission specialists, this counts as using
their skill to meet a mission requirement for
the Assign Mission Specialists objective). A
personnel may not use their skill as Treachery
and Diplomacy at the same time. You do not
have to declare in advance how you are using
the 2 Treachery; when a requirement for
Diplomacy arises, you may meet that
requirement by showing 2 Treachery on
qualifying personnel in the crew or Away
Team.
artifact – A card type representing a rare
object with special powers. Artifacts must be
seeded during the dilemma phase, under
planet missions only, unless a card allows or
requires seeding at a space mission, and you
may seed only one artifact under each mission
unless otherwise specified (see mis-seeds).
A seeded artifact is earned when the mission
is completed, not when the artifact is
encountered. (The Borg must complete an
objective that allowed scouting a location
before the Survey Drone can acquire any
artifacts seeded at that location.) “Earned” is
synonymous with “acquired.” Cards seeded
like artifacts are earned or acquired in the
same way as artifacts. See scouting.
Artifacts cannot be used until they have been
earned, for example:
• by completing the mission (or, with the
Survey Drone, a Borg objective which
allowed scouting that location);
• with a card such as The Charybdis or HQ:
Return Orb to Bajor; or
• with a card that allows an artifact to be
earned without seeding, such as
Reclamation or Starry Night.
An artifact may be downloaded only by a card
that specifically downloads artifacts (e.g.,
Secret Compartment) or that has a special
download icon for a named artifact (e.g.,
James Tiberius Kirk for Tantalus Field). For
example, Bareil may not download a Varon-T
Disruptor. When a card specifically downloads
an artifact, that artifact is earned.
If an artifact leaves play, it cannot be brought
back into play unless it is earned again (for
example, by re-seeding under Q’s Planet and
completing that mission, or with one of the
cards listed above). See Masaka
Transformations.
An artifact that is “used as equipment” joins
your crew or Away Team when earned; some
artifacts are placed in your hand to play later;
and others are resolved immediately,
according to their game text.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  5
When you acquire multiple artifacts or cards
seeded like artifacts at a single mission, you
may generally resolve them in any order you
choose. For example, if you acquire your
opponent’s Magic Carpet Ride OCD and your
own Varon-T Disruptor, you may choose to
have the Varon-T Disruptor join your Away
Team before your opponent may relocate your
ship and Away Team.
However, if two copies of a non-duplicatable
card are earned, the first one encountered is
acquired and the second copy is discarded.
For example, if both you and your opponent
seed a copy of Ressikan Flute under a
mission, you acquire only the first copy
encountered and discard the second. (This
also applies if you acquire another instance of
a persona which you already have in play, or a
Borg counterpart when you already have a
counterpart in your collective.)
Artificial Intelligence, The – This personnel’s
“NO STRENGTH” is an undefined attribute.
Assign Mission Specialists – Errata and
clarifications:
Seeds or plays on table. You may download
to one of your outposts up to two different
mission specialists (personnel whose only
skill is a regular skill) that you do not already
have in play. Also, while in play, each of your
mission specialists scores 5 points whenever
they use their skill to meet a mission
requirement. You may voluntarily discard
objective at start of any of your turns.
(Captain’s Order. Unique.)
This objective has two effects. First, it allows a
one-time download of two mission specialists
to an outpost (not to any other type of facility).
If you choose to use the optional download,
you must do so immediately upon seeding or
playing the objective. (The mission specialists
are not seed cards.) If you wish to play
another Assign Mission Specialists later to
download two more specialists, you must first
discard the one in play at the start of your turn.
(See unique and universal.) If the download
of the mission specialists is prevented by the
activation of Computer Crash, the objective
remains in play on the table for its second
function. The download opportunity is
permanently lost.
Second, while you have any Assign Mission
Specialists card in play, any mission
specialists you have in play (regardless of
whether downloaded or played normally)
score 5 points when using their skill to
complete a mission.
You decide which of your personnel present
use their skills to meet mission requirements.
Multiple copies of the same mission specialist
may not score points for the same mission,
even if multiples of that skill are required. See
cumulative.
For example, the mission Reported Activity
requires Navigation + Honor x2. It is solved by
the following Away Team: mission specialists
B’iJik (Navigation), Konmel (Navigation),
Kahless (Honor x2), and two copies of Batrell
(Honor), plus non-mission specialist Governor
Worf (Honor x2 plus other skills). A maximum
of 15 extra points may be scored (5 by
Kahless, 5 by one copy of Batrell, and 5 by
either B’iJik or Konmel, but not both). Kahless
is not forced to meet the entire Honor x2 by
himself, nor is Governor Worf required to use
his Honor at all.
A skill with a multiplier, such as Honor x2, is
one skill. Any special skill, including a special
download, disqualifies a personnel from being
a mission specialist. For example, Tarus
(Stellar Cartography) and Kahless (Honor x2)
are both mission specialists. John Doe, whose
only skill is a special skill, and Madam Guinan,
who has two skills (one regular and one
special), are not mission specialists.
You cannot create a mission specialist by
removing skills from a multi-skilled personnel
(e.g., with Tsiolkovsky Infection). If a card
replaces a mission specialist’s single skill with
another regular skill (e.g., Reflection Therapy),
that personnel remains a mission specialist. If
a personnel loses mission specialist status
due to a card such as a Medical Kit or Mot’s
Advice, he regains it if separated from the kit
or if the card is nullified.
Assign Support Personnel – A skill with a
multiplier, such as Honor x2, is one skill. Any
special skill, including a special download,
disqualifies a personnel from being a support
personnel for this objective. See Major Rakal.
If a multi-affiliation personnel has different skill
sets for each affiliation, the skill set for the
affiliation selected for reporting determines
support personnel status. For example, Stefan
de Seve is a support personnel if reported in
Romulan mode, but not in Federation mode.
Assimilate Counterpart – Participating in any
battle at the location of the target prevents
you from probing to complete this objective,
even if the target is no longer at the location of
that battle. Simply placing an unabducted
target on an Assimilation Table (e.g., by
relocating him there with Mysterious Orb) is
not sufficient to allow you to probe. You must
first battle and abduct the target as stated.
See drone, showing your cards.
Assimilate Homeworld – If the target of this
objective is destroyed (e.g., by a Supernova),
discard the objective (and any Stop First
Contact or Build Interplexing Beacon
suspending it) immediately. See mirror
universe.
Assimilate Planet – Revised text:
Plays on table. Target an unassimilated, non-
homeworld planet mission with a point box
showing at least 35 points. Your Borg may
scout that planet. After scouting complete, if
you have Borg at that location, you may
probe ...
See point box.
Assimilate Species – You may not target an
unnamed species with this objective (e.g.,
Vekor, Fennim). Your opponent need not show
you his personnel until after you have targeted
a species. See showing your cards.
Assimilate Starship – Revised text:
Plays on table. Target an opponent’s ship.
Your Borg may scout that ship. (Whenever no
active Borg aboard target during your turn,
you may beam one scout aboard.) After
scouting complete, if your Borg have
Computer Skill aboard that ship, you may
probe ...
See active, showing your cards.
assimilated counterpart – See assimilation
– personnel, counterpart, He Will Make An
Excellent Drone.
assimilation – You may assimilate planets or
your opponent’s personnel and ships by using
Objective and other cards that allow
assimilation. You may assimilate only cards
which you do not already control, and only if a
card or rule allows it. Assimilated cards
undergo specific transformations detailed in
the following sections.
assimilation – personnel – When your Borg
assimilate an opposing personnel, it becomes
a Borg drone under your control (however,
your opponent must still obey the persona
rule and may not report another instance of a
non-universal persona) and it undergoes the
following transformations:
• Its affiliation changes to [Borg].
• Its gender becomes irrelevant to the Borg.
• Its classification (if any) becomes its first-
listed regular skill.
• It retains any existing subcommand icons. If
it was non-Borg-affiliation, its staffing ability
changes to a subcommand icon, as follows:
Old Staffing
New Icon
[Cmd]
[Com/Blue]
[Stf]
[Nav/Green]
Neither icon
[Def/Red]
A drone will never have more than one copy
of each subcommand icon. For example, if
[NA][Fed] Seven of Nine is assimilated as a
drone, her [Stf] icon is lost rather than
converted.
• Its attributes adapt to service the collective
based on its subcommand icons, as follows:
[Com] icon sets INTEGRITY to 7
[Nav] icon sets CUNNING   to 7
[Def] icon sets STRENGTH  to 7
Any attribute not set by a subcommand icon
is set to 5.
Borg do not assimilate (or target for
assimilation) ANIMALs or holographic re-
creations. Such personnel are excluded from
any selections for abduction or assimilation.
All other personnel, including androids,
changelings, and your opponent’s Borg, may
be assimilated normally unless otherwise
specified by a card. For example, if your
opponent has The Kazon Collective in play, his
Kazon are immune to assimilation.
In addition to drone assimilation, you may
assimilate a male personnel as a counterpart
by completing the Assimilate Counterpart
objective. When this occurs, the counterpart
undergoes the same transformations as a
drone, with the following exceptions:
• He retains his gender for Borg-related cards
only. For example, a counterpart is not
affected by Male’s Love Interest.
• His staffing ability adapts to service the
Collective by changing to all three
subcommand icons ([Com][Nav][Def]). His
INTEGRITY and CUNNING remain the
same, and his STRENGTH is +3 (if he was
already a counterpart, all attributes remain
the same).
• His previous affiliation remains relevant for
all cards requiring a matching counterpart,
such as Assimilate Homeworld or Service
the Collective. If he is multi-affiliation, all of
his affiliation icons may be used for this
purpose.
Your Collective is limited to one counterpart
(or personnel targeted as such) at a time.
While any personnel is targeted to become a
counterpart, that personnel may not be
assimilated as a drone and is excluded from all
such selections. Dual-personnel cards may
not be targeted for assimilation as a
counterpart. A counterpart may be converted
to a drone with He Will Make an Excellent
Drone.
Any cards already played or placed on the
personnel before assimilation remain in play
(you do not recheck the conditions or targets
for playing that card).
The Borg overlays from the Enhanced
Premiere product do not allow assimilation of
cards and cannot be placed on non-Borg
cards to allow them to be stocked in your
deck. They may be sleeved with Personnel
cards you assimilated as a memory aid for the
transformations.
assimilation – ship – When your Borg
assimilate an opposing ship, you take control
of that ship (but your opponent must obey the
persona rule) and it undergoes the following
transformations:
• Its affiliation changes to [Borg].
• Borg staffing requirements do not change.
Non-Borg staffing requirements adapt to
service the Collective:
Old Requirement New Requirement
[Cmd]
[Com]
[Stf]
[Nav]
Other icon
[Def]
Other requirementsIrrelevant
Any carried ships aboard are assimilated (but
personnel and equipment aboard are not). Any
cards played on or placed on the ship prior to
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  6
assimilation (such as a Kurlan Naiskos) come
under your control.
assimilation – planet – When you assimilate
a planet, any opposing personnel, equipment,
and landed ships on that planet are
assimilated. Any opposing facilities at that
location, all personnel and equipment in or
aboard a facility, and all ships docked at a
facility are also assimilated. Personnel and
equipment aboard a docked or landed ship
are not assimilated. The affiliation of an
assimilated facility changes to [Borg], and you
may report cards to it in accord with normal
native quadrant reporting rules.
If your Survey Drone, Sixteen of Nineteen, is
on the planet when it is assimilated, it may
acquire any seeded artifacts. If not, any
artifacts (or cards seeded like artifacts) are
placed face up on the planet and may be later
acquired by your Survey Drone or by any non-
[Borg] personnel present.
Mission attempts may not be made at
assimilated planets, and the mission affiliation
icons become irrelevant (facilities requiring a
matching affiliation icon may no longer be built
there).
assimilation – facility – See assimilation –
planet.
Asteroid Sanctuary – This interrupt is a valid
response to the initiation of a ship battle. It
cancels the battle (but all cards involved are
still “stopped”). See actions – step 2:
responses. It may not target a docked ship.
at any time – This phrase indicates that an
action may be used during any phase of either
player’s turn (except start-of-turn or end-of-
turn), between other actions or as a valid
response. It may not interrupt other unrelated
actions. See actions – step 2: responses.
Atmospheric Ionization – This event allows
up to 3 personnel to beam, up or down, every
turn (e.g., 2 down and 1 up or any other
combination).
ATTACK bonus – A feature of Tactic cards. In a
ship battle, the ATTACK bonus on your current
tactic (if any) is added to the total WEAPONS
of your ships firing to calculate your ATTACK
total. The ATTACK bonus is not an attribute
enhancement. See battle – ship.
attempt – Non-Borg affiliations may make
mission attempts and commandeering
attempts. Borg may make scouting attempts.
attribute – A feature of Personnel, Ship, and
Facility cards. Personnel have three attributes
– INTEGRITY, CUNNING, and STRENGTH.
Ships have three attributes – RANGE,
WEAPONS, and SHIELDS. Facilities may
have WEAPONS and/or SHIELDS. See
attribute enhancements, attribute
modifiers, undefined attribute, variable
attribute.
attribute enhancements – Attribute
enhancements refer only to positive changes
in the attributes of a ship or personnel.
SHIELD extension from a facility and ATTACK
and DEFENSE bonuses are not attribute
enhancements; thus, Shipwreck and Weak
Spot do not affect a facility’s ability to extend
its SHIELDS around ships. See attribute
modifiers, battle – ship.
The attributes of ships with a restriction box
such as the Keldon Advanced are not
enhanced by the presence of the required skill
or characteristic aboard (in this case,
Obsidian Order); rather, they are reduced if
the required skill or characteristic is not
aboard.
attribute modifiers – If more than one card
modifies an attribute of a ship or personnel,
add or subtract first, then multiply. (The order
in which the cards were played is irrelevant.)
For example, if you have both a Plasmadyne
Relay (RANGE and SHIELDS +2) and a
Kurlan Naiskos (all attributes x3) on the U.S.S.
Enterprise (9-8-9), which also has Strafing
Run on it as a damage marker (all attributes
–1), its attributes would be:
RANGE and SHIELDS: (9 + 2 – 1) x 3 = 30
WEAPONS: (8 – 1) x 3 = 21.
However, if a card or rule changes an attribute
to a specific value (rather than adding or
subtracting), treat it as if the changed value
were printed on the card. For example, if Data
(8-12-12) is affected by Frame of Mind (sets
attributes to 3-3-3) and has a phaser
(STRENGTH +2), his STRENGTH will be 5.
Rotation damage to a ship, which reduces its
RANGE to 5, is a rule that sets a value rather
than modifying it.
When resolving dilemmas, determining
STRENGTH in battle, etc., always apply any
relevant modifiers to cards in play. Modifiers
do not affect cards in your hand (e.g., for
Royale Casino dilemmas). See automatic
modifiers.
An attribute is considered reduced (for cards
such as Abandon Ship! or U.S.S. Enterprise-
B) if it is affected by a card that says it is
reduced (e.g., Baryon Buildup), is –X (Vole
Infestation), or is “disabled” (“Pup”), even if it
is also affected by a card that enhances that
attribute by the same amount (Plasmadyne
Relay). Also, the RANGE of a ship that has
rotation damage applied is reduced. A ship
that “cannot move” (Menthar Booby Trap)
does not have its RANGE reduced. Attributes
may not be reduced to less than 0. An
undefined attribute may not be modified.
automatic modifiers – Any modifier which
simply states that it occurs, without a word
such as “may” to indicate that it is optional, is
automatic and mandatory. For example, “While
on your ship, RANGE is +1” is an automatic
modifier, whereas “if on a ship, may reduce
RANGE or WEAPONS by 2 until end of turn”
is optional.
Away Team and crew – When your personnel
are aboard a ship or space facility that you
control, they are a crew. In all other situations,
they are an Away Team. When aboard a ship
or facility controlled by your opponent, they
are also intruders. (Equipment cards may be
carried by crews or Away Teams, but an Away
Team or crew must contain at least one
personnel.)
Your opponent may not look at the cards in
your Away Team or crew, except when
necessary for verification. See showing your
cards.
Borg-affiliation personnel may not form Away
Teams unless counter-attacking or allowed by
game text. Holographic personnel and
equipment may exist only on ships or
facilities, unless a card such as Mobile Holo-
Emitter or Holo-projectors allows them to
exist on a planet surface.
Cards referring to an Away Team normally do
not include crew. For example, a Genetronic
Replicator prevent deaths only in your Away
Team, not in your crew. (A few [S/P] dilemmas
which incorrectly refer either to a ship’s crew
or to an Away Team have been revised to
include both.)
All your compatible personnel aboard one
ship or facility (at one site, if a Nor), or on one
planet (outside a facility or landed ship) form a
single Away Team or crew, except personnel
who are “stopped,” disabled, or in stasis, who
form a separate group during your turn. When
a dilemma “stops” some of your personnel,
they temporarily form a separate Away Team
or crew which does not participate in the
mission attempt. See dilemma resolution.
Any such separate groups automatically rejoin
with other compatible Away Teams or crews
present when your turn ends.
An Away Team can be associated with only
one ship or space facility at a time. If you
beam Away Teams from multiple ships or
facilities to the same planet, you must
designate which single ship or facility the new
combined Away Team will be associated with.
An Away Team remains associated with the
ship it beamed (or disembarked) from until
they board another of your ships or space
facilities, become associated with another
ship by joining that ship’s Away Team, or are
separated by the departure of the ship or the
Away Team from that location (including the
ship time-traveling into the future via Temporal
Rift). For example, if you play Memory Wipe on
your ship, beam an Away Team to a planet,
and move the ship to another location, those
personnel revert to their normal affiliations.
Away Team battle – This phrase (or “Away
Team or Rogue Borg battle”) on a card is
synonymous with “personnel battle,” which
may include Away Teams, crews, and/or
Rogue Borg.
Bajoran – An affiliation and a species. See
affiliation and species.
Bajoran Civil War – Both downloaded
personnel must be ❖, whether they are
OFFICER, SECURITY, or Resistance
personnel. See Computer Crash.
Bajoran Interceptor – See interceptor.
Bajoran Raider – See report with crew.
Bajoran Resistance Cell – Revised text
(correction of typographical error):
...may download a Bajoran espionage card to
one of your missions...
A Resistance personnel is one with
Resistance skill. See Espionage cards.
Bajoran Shrine – “Using a disruptor at an
adjacent site,” which can destroy this site,
means that a personnel is present there with a
disruptor which he can legally use (see
equipment). For example, a Klingon could
destroy the site if he is carrying a Klingon
Disruptor, but not a Romulan Disruptor. The
disruptor does not have to be used in battle,
nor does destroying the Shrine count as a
battle.
The “other Bajoran” who must be present for
the Prylar, Vedek, or Kai to conduct services
may be any other Bajoran Personnel card,
including another Prylar, Vedek, or Kai (even a
copy of the first one).
Bajoran Wormhole – Whenever you play or
download this doorway to the Alpha
Quadrant, you must use its text to download
another copy to the Gamma Quadrant
(creating that spaceline if there are no
missions there yet). The Alpha Quadrant
Bajoran Wormhole card must be placed or
inserted adjacent to a Bajor Region location if
any are on the spaceline. If not, the doorway
may be inserted anywhere on the spaceline
that is not within another region, creating a
Bajor Region. If one end of the Bajoran
Wormhole is destroyed, the other end is
discarded also. See doorways, wormholes –
movement through.
Bajoran Wormhole: Mirror Universe –
When you seed or play this doorway, you are
not required to download [DS9] Bajoran
Wormhole, but if you fail to do so, the
download opportunity is lost. Only one player
may download [DS9] Bajoran Wormhole; the
player who seeded or played Bajoran
Wormhole: Mirror Universe gets the first
opportunity to do so. This doorway is not
discarded if the [DS9] Bajoran Wormhole is
destroyed. See between, card titles.
Balancing Act – The point loss for this
dilemma is not scored at any specific location
and thus is not affected by Altonion Brain
Teaser.
To see if you are affected by this dilemma,
count all your missions with point boxes in all
quadrants. A dual-icon mission is both [S] and
[P] and is counted twice. A mission location
destroyed by a Supernova is not counted at
all. Examples:
5[P]–1[S] or 5[S]–1[P] = 4. You lose points.
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Version 1.8 –  August 2002
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4[P]–2[S] or 4[S]–2[P] = 2. No point loss.
1[S][P] + 4[S] + 1[P] = 5[S]–2[P] = 3. You
lose points.
banned cards – The only card banned from
tournament play is Raise the Stakes. All other
issued cards, in all border colors, including
foils, are allowed in tournament play.
Barash icon [Bar] – This icon, found on cards
such as Admiral Picard, is used by the Barash
Personnel card and a few other cards.
Barclay Transporter Phobia – This interrupt
plays as a response to the initiation of
transport. The affected personnel refuses all
beaming, including the transport just initiated.
Place the interrupt on the affected personnel
as a marker.
Bareil – This personnel cannot download an
artifact used as equipment.
Bareil of Borg – See counterpart.
Barzan Wormhole – Reporting a ship with
crew is a result of playing this doorway, which
you may do at any time during your turn. It
does not use your normal card play. See
between, Supernova, report with crew.
Bashir Founder – This personnel cannot use
his special download while aboard a cloaked
or phased ship. See cloaking and phasing,
WEAPONS.
battle – A conflict you initiate during the
executing orders segment of your turn. Two
types of battles can occur: ship battles (which
may also involve facilities or the Borg Ship
dilemma) and personnel battles (which may
also involve Rogue Borg). (“Personnel battle”
is synonymous with “Away Team battle” or
“Away Team or Rogue Borg battle.”) The
following rules are common to both types of
battles:
• You may initiate battle only during your own
turn.
• You may attack only cards which you do not
control, unless a card or rule requires or
allows you to attack your own cards. (The
Borg Ship dilemma and Rogue Borg are
considered self-controlled.) You may attack
an opponent’s ship or facility even if you
have intruders aboard.
• You may attack only cards which are
present with your cards (for personnel
battle) or at the same location (for ship
battle). Personnel and Rogue Borg are
present together if they are on the same
planet, ship, facility, or site. Ships, space
facilities, and the Borg Ship dilemma may
attack other ships or facilities in space, or
planet facilities, at the same location.
Landed ships may not attack or be attacked
unless a card specifically allows it.
• Each of your non-[Borg] ships, facilities, or
Away Teams that wishes to initiate an attack
must have a leader present (if playing
[Borg], each must have a [Def] personnel
present instead). A leader is any personnel
with Leadership skill or any OFFICER. Each
ship or facility must also have at least one
personnel of matching affiliation aboard
(which may or may not be the leader). If the
facility is a Nor, the leader and matching
personnel must be in Ops.
• No other actions can occur during a battle
unless they are a valid response or suspend
play, or a card specifically allows them. For
example, you cannot beam personnel off
your ship during a battle without a card such
as Emergency Transporter Armbands.
• When a battle is over, all cards involved in
the battle are “stopped.” If a properly
initiated battle (or “attack”) is cancelled,
prevented, or nullified (e.g., with Hugh or I’m
a Doctor, Not a Doorstop), all cards involved
have still participated in a battle and are
“stopped.”
• If your opponent attacks you, during your
next turn you may initiate one or more
counter-attacks against any or all of your
opponent’s ships, Away Teams, facilities,
crews (if you have a way to beam through
the SHIELDS), etc. which are still at the
location of the opponent’s attack, regardless
of the form of the original attack. (You may
bring additional forces to the location.)
When you counter-attack, no leader or [Def]
personnel is required and no affiliation
restrictions apply. Your opponent, on his
next turn, may then initiate his own counter-
attack, and so on. Counter-attacking is
always optional. A counter-attack is a new
battle, not a “continuation” of the previous
battle.
Non-battle cards – Cards that kill personnel or
damage and destroy ships do not constitute a
battle unless they specify that they include a
battle or attack involving your opponent’s
personnel or ships, or Rogue Borg or the
Borg Ship dilemma. For example, destroying a
ship with Romulan Ambush or a Nemesis icon
is not a ship battle; tossing a personnel out an
Airlock is not a personnel battle. A dilemma
such as El-Adrel Creature, which “attacks”
your personnel, is not a battle.
battle – affiliation restrictions – Most
affiliations have restrictions on whom they may
attack. Normally, an affiliation may attack any
affiliation other than their own. There are
exceptions:
• Klingon, Kazon, Non-Aligned, and Neutral
forces may also attack their own affiliations.
• Federation forces cannot attack any
affiliation (except Borg).
• Borg forces may not initiate battle except
when allowed or required by a card. When
allowed to initiate battle, they may attack any
affiliation including opposing Borg.
A mixed force is subject to all the attack
restrictions of its members. For example, a
mixed Away Team of Federation and Non-
Aligned personnel, or a Federation crew
aboard a Non-Aligned ship, is a Federation
force, and may not initiate a battle (except
against Borg). A Romulan crew aboard a Non-
Aligned ship is a Romulan force, and may not
be attacked by other Romulans. (The Borg
Ship dilemma and Rogue Borg interrupts are
always able to initiate battle.) Aboard a Nor
you control, your affiliation battle restrictions
are determined by all your personnel aboard
who are compatible with the station’s
affiliation.
If a card allows you to attack a specific
affiliation, then you may attack any forces that
include that affiliation, even if other cards are
working with them. For example, Admiral
Leyton allows you to attack a
Dominion/Cardassian force.
When a card, such as Emblem of the Empire,
removes affiliation attack restrictions from a
group of cards, they may attack any affiliation,
including their own. If cards from that group
mix with other cards whose affiliation attack
restrictions have not been removed, the entire
force is subject to the restrictions of the
second group. A card that allows a specific
attack (e.g., Captain Kirk may initiate battle
against non-[Fed]) does not remove affiliation
attack restrictions.
battle – personnel – Personnel battles may
also include Rogue Borg. Throughout this
section, “personnel” should be taken to mean
“personnel or Rogue Borg.” See Rogue Borg
Mercenaries. Special rules also apply to
holographic personnel.
1. Announce your attack. Identify which one
of your Away Teams or crews is attacking
and which one of your opponent’s Away
Teams or crews they are attacking. (The
group that you attack may include
personnel which are disabled, though they
do not engage in personal combat, but not
those in stasis.) The battle has now been
initiated.
2. You and your opponent may now use any
cards that apply at the start of battle.
These responses to the battle initiation
may include an interrupt such as Vulcan
Nerve Pinch or equipment that may report
to a just-initiated battle such as D’k Tahg.
See Emergency Transporter Armbands.
3. Shuffle your personnel (not including any
which are disabled, stunned, or mortally
wounded) and place them face down to
form a “combat pile.” Your opponent does
likewise.
4. You and your opponent then
simultaneously turn over the top card of
your combat piles, and these two
adversaries engage in personal combat.
Compare their individual STRENGTH
attributes (applying relevant modifiers
such as phasers or Lower Decks):
• If one personnel’s STRENGTH is greater
than the other’s, the higher-STRENGTH
personnel may choose to stun his
adversary (temporarily rotate the
adversary card 90 degrees).
• If one personnel’s STRENGTH is more
than double the other’s, that personnel
may choose to mortally wound his
adversary (temporarily rotate the
adversary card 180 degrees).
• If the two combatants have equal
STRENGTH, neither may stun or
mortally wound the other.
Repeat this step until one player’s combat
pile runs out. Any cards remaining in the
other player’s combat pile are then turned
face up.
If both cards in a combat pairing have a
stun effect, or if both players wish to make
a response to a combat pairing, the player
whose turn it is has the first opportunity to
do so. For example, your Data 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 of the
‘45 Dom Perignon. If it is your turn, you
may play Android Headlock first.
5. To determine the winner of the overall
personnel battle, compare your total
remaining STRENGTH to your opponent’s
(or the Rogue Borg’s) total remaining
STRENGTH (applying relevant modifiers).
Stunned and mortally wounded cards do
not add their own STRENGTH to the
total, but may still modify other cards (e.g.,
a stunned Shakaar Edon still makes other
Bajorans stronger). The force with the
higher total is the winner, and immediately
kills one opposing personnel (random
selection from among those not mortally
wounded, but including those who are
stunned or disabled). If the STRENGTH
totals are equal, no one wins or loses the
overall battle.
6. After the personnel battle is over, mortally
wounded cards die (discarded), stunned
cards recover from being stunned, and all
survivors of the battle are “stopped.”
battle – ship – Ship battles may also include
facilities or the Borg Ship dilemma. These
rules apply whether Battle Bridge side decks
are being used by zero, one, or both players.
1. Announce your attack, then identify which
of your ships and/or facilities will be firing
and which enemy ship or facility they are
targeting. You can use any or all of your
compatible ships/facilities at that location,
but can target only one enemy ship or
facility per battle. (Borg Ship dilemmas
and Borg-affiliation ships with a
Multiplexor Drone aboard are allowed to
fire WEAPONS against two or more
targets in the same battle. See battle –
ship – multiple targets.) If the card you
are targeting had been “stopped,” it is
“unstopped” for this battle. Each of your
ships or facilities that will be firing
WEAPONS must have WEAPONS>0, be
“unstopped,” undocked, uncloaked, and
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Version 1.8 –  August 2002
page  8
unphased, and have a leader and a
personnel of matching affiliation aboard.
2. If your opponent wishes to return fire
during this battle, he must also now
identify which one of your ships or
facilities (involved in the initial attack) he
will be targeting, and which of his ships
and/or facilities there will be returning fire
against that target. Each of your
opponent’s ships and facilities that returns
fire must also have WEAPONS>0, be
“unstopped,” undocked, uncloaked, and
unphased, and have a personnel of
matching affiliation aboard (but no leader
is required). The battle has now been
initiated.
3. You and your opponent may now use any
cards that apply at the start of the battle.
These responses to the battle initiation
may include cards which will allow you to
draw extra Tactic cards in the next step,
such as Battle Bridge Door or Attack
Pattern Delta.
4. Each player who has a Battle Bridge side
deck may do the following:
• draw up to two Tactic cards (or more if
allowed by a card played in step 3) from
the top of his side deck (he may look at
each one before deciding whether or not
to draw the next);
• choose one of those Tactic cards
(regardless of how many ships are firing)
to play face down on the table as his
current tactic (optional); and
• place his unplayed Tactic card(s) face-up
underneath his side deck. (Used Tactic
cards never go to your discard pile.
Instead, whenever one of them is
discarded or otherwise leaves the table,
place it face up underneath your side
deck. When your Battle Bridge side
deck runs out of face-down Tactic cards,
shuffle the face-up cards and place
them face down again underneath your
seeded Battle bridge door.)
Any current tactics played on the table are
then revealed at the same time.
If you choose to use a special download
icon for a Tactic card, you must do so at
the time you would normally draw Tactic
cards, and you must use the
downloaded tactic as your current
tactic.
You may use a current tactic even if your
only card participating in the battle is a
facility. ATTACK and DEFENSE
bonuses work normally; if the facility has
no usable WEAPONS, it cannot target
an opponent’s card and thus cannot use
the ATTACK bonus.
5. Compute your ATTACK total by adding
together the total WEAPONS power of all
your attacking cards (counting all
applicable attribute enhancements from
other cards) plus the ATTACK bonus from
your current tactic (if any). (The ATTACK
bonus is added only once, not once for
each ship.)
Your opponent computes his DEFENSE
total by adding the SHIELDS of his
targeted ship or facility (counting all
applicable enhancements) to the 50%
facility SHIELDS extension (if the target is
a docked ship) plus the DEFENSE bonus
from his current tactic (if any).
Now compare the two totals to see if you
score a hit (but damage is not applied
until after your opponent’s return fire, if
any).
• If your ATTACK total is greater than your
opponent’s DEFENSE total, you score a
hit.
• If your ATTACK total is more than double
your opponent’s DEFENSE total, you
score a direct hit.
• If your ATTACK total is less than or equal
to your opponent’s DEFENSE total, the
target is not hit.
6. If your opponent announced during the
initiation of the battle that he would return
fire, he does so now. He computes his
ATTACK total (including his current
tactic’s ATTACK bonus) and you compute
your DEFENSE total (including your
current tactic’s DEFENSE bonus). Your
ship may suffer a hit or direct hit as
described above.
7. Apply any damage caused by either or
both players. If you scored a hit or direct
hit on your opponent’s ship or facility,
indicate the damage as follows:
• If you are not using a Battle Bridge side
deck, apply rotation damage – rotate the
target 180 degrees to indicate that it is
damaged, with these effects: RANGE is
reduced to 5 (if it is already less than 5,
it remains the same), Cloaking Device is
off line and HULL integrity is reduced by
50%. (If it is damaged again before
being repaired, reducing the HULL
integrity to 0, it is destroyed.) If you
scored a direct hit, HULL integrity is
reduced by 100% and the target is thus
immediately destroyed.
• If you are using a Battle Bridge side
deck, the amount of damage to your
opponent is determined by symbols on
your current tactic, and the kinds of
damage are marked by one or more of
your Tactic cards (which are referred to
as damage markers).
? This symbol on your current tactic
means you place this card on the target
as a damage marker.
? This symbol on your current tactic
means you draw a new Tactic card from
your side deck to place on the target as
a damage marker.
• If you are using a Battle Bridge side
deck, but you chose not to play a current
tactic in this battle (or it was nullified),
your opponent suffers default damage.
Default damage is two cards from your
side deck (??) for a hit, or four cards
(????) for a direct hit.
If your side deck is completely out of
Tactic cards, you will be unable to further
damage your opponent until some of your
damage markers return to your side deck.
See damage for further details.
The player whose ships and/or facilities
sustain the least HULL integrity loss
(maximum of 100% loss per ship or
facility) during that battle is the winner. (If
the HULL integrity losses are equal, there
is no winner or loser.)
8. At the end of the battle, discard your
current tactic (face-up under your Battle
Bridge side deck) unless it was used as a
damage marker. Destroyed ships and
facilities (and all cards aboard them) are
discarded and all surviving ships, facilities,
and crews involved in that battle are
“stopped.” Ships which had been docked
at a destroyed facility are not destroyed
(unless landed on Docking Pads).
battle – ship – multiple targets – Borg Ship
dilemmas and Borg-affiliation ships with a
Multiplexor Drone aboard are allowed to fire
WEAPONS against two or more targets in the
same battle. 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.
Compute separate ATTACK and DEFENSE
totals for each engagement, repeatedly using
the appropriate bonuses from each player’s
current tactic each time. In other words, each
player is limited to one current tactic for the
battle, but it will apply to each engagement.
If your multiplexed Borg ship scores a hit (or
direct hit) against two or more targets and
your current tactic has a ? symbol, use that
card as the damage marker for one of those
targets (your choice) and treat that symbol as
? for damage to each remaining target. All
damage markers drawn from your side deck
must be placed on the hit targets randomly,
without looking at the markers before placing
them; choose a ship, draw and place the
markers for it, choose another ship, and so on.
Because ships and facilities destroyed in
battle are not discarded until the end of the
battle, you cannot retrieve any damage
markers from targets at -100% HULL integrity
to use in separate engagements of the same
battle.
Battle Bridge Door – The second function of
this doorway enhances the WEAPONS of
only those ships and facilities involved in the
battle, and only for the duration of that battle.
Battle Bridge side deck – This side deck is
made up of Tactic cards which increase your
offensive and/or defensive capabilities during
ship battle and also indicate damage
affecting your opponent’s ships and facilities.
You can have as many Tactic cards in your
side deck as you like, even duplicates. The
side deck is activated during the doorway
seed phase by a Battle Bridge Door card
placed face up on top of the side deck. See
battle – ship.
Your Tactic cards are not part of your hand,
and thus are not affected by cards such as
Alien Probe and Energy Vortex. Your used
Tactic cards do not go to your discard pile.
Instead, whenever one of them is discarded or
otherwise leaves the table, place it face up
underneath your side deck. When your side
deck runs out of face-down Tactic cards,
shuffle the face-up cards and place them face
down again underneath your seeded Battle
Bridge Door.
beaming – Beaming uses transporters to
transfer personnel, equipment, and tribbles
over short distances. All ships and facilities
have their own transporters unless the card
indicates otherwise. To beam to or from a ship
or facility, its SHIELDS must be conceptually
dropped by a player, or a card or rule must
specifically allow dropping or beaming
through the SHIELDS. Transporters and
SHIELDS may be operated by the player who
controls a ship, or by any player who is
allowed to use a facility. (You need not have a
Personnel card aboard a ship or facility in
order to use its transporters.) For example,
you may normally beam cards to or from your
opponent’s headquarters, but not to or from
your opponent’s ship or outpost which is
protected by SHIELDS. If SHIELDS=0 or are
disabled or off line, you may beam freely.
You may beam cards between two ships
and/or facilities that you control or are allowed
to use, or between a ship or facility and a
planet surface. The starting and ending point
of the transport must be at the same location
and a ship or facility must be compatible with
any personnel beaming aboard, unless you are
invading an opponent’s ship or facility that you
are not allowed to use. (Equipment cards have
no affiliation.) You may not use the
transporters of one ship or facility to transport
cards directly between a planet and another
ship or facility without transporters. You may
not beam any card into space unless a card
specifically allows you to do so.
Because dropping a large space station’s
SHIELDS to permit beaming is risky, you are
not allowed to beam cards (except tribbles)
to, from, or within a Nor unless a card allows
it. Thus, you cannot normally beam from a ship
docked at the Nor to the planet it orbits,
between two docked ships, or between a
docked ship and an undocked one. (If a card
allows you to beam aboard a Nor, personnel
need not be compatible with the Nor.)
To beam cards, announce the beaming,
remove the cards from the ship, facility, or
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Version 1.8 –  August 2002
page  9
planet, and move them to their destination,
placing them under a ship or facility or on top
of a planet. All cards in a group beam
simultaneously unless you specify otherwise.
There is no limit to the number of times you
can beam during your turn.
Special beaming cards such as Near-Warp
Transport or Emergency Transporter
Armbands, or dilemmas such as Extradition,
do not overcome obstacles to beaming, such
as Atmospheric Ionization, Katherine Pulaski’s
beaming restriction, Barclay Transporter
Phobia,  or being “stopped,” and do not
provide transporters, allow you to use your
opponent’s transporters, or allow beaming
from a Nor unless specified.
between – When a card allows a ship or
personnel to move between one location and
another, it may move in either direction. For
example, Bajoran Wormhole: Mirror Universe
allows a ship to move “between here and a
[DS9] Bajoran Wormhole.” The ship may move
either from or to the [DS9] Bajoran Wormhole.
Beware of Q – When you seed this objective
(and have a Q-Continuum side deck), you
must declare which function you are seeding
the card for. If you wish to use the first two
functions, you must have two copies in play.
The first function does not require a Q-
Continuum side deck or a seeded Q-Flash. It
allows seeding of Q-icon dilemmas only (not
other Q-icon card types).
Using this objective to replace a dilemma with
a Q-Flash is a valid response to the initiation
of the dilemma encounter. See actions – step
1: initiation. If you replace a dilemma with a
Q-Flash at a location where you seeded
another Q-Flash, the second one revealed is
discarded as a mis-seed. The second
function of this objective can be used to
replace a dilemma seeded at Empok Nor.
If a mission has already been solved (or a
Borg objective allowing it to be scouted has
been completed), seeding a Q-Flash under it
does not allow it to be solved again, or
targeted with another Borg objective.
See encountered, Q-icon cards, scouting
locations.
Beyond the Subatomic – If the last card in
your deck is the card type you named when
you played this interrupt, you do not lose the
game.
Big Picture, The – Once you have solved (or
scouted) both a space mission and a planet
mission (either before or after The Big Picture
is played), this event no longer affects you.
See victory conditions.
Birth of “Junior” – Revised text:
Place on ship. End of each turn, RANGE
reduced by 1; if reduced to 0, ship destroyed.
Nullify with 3 ENGINEER.
A ship whose RANGE is disabled by “Pup”
has not been reduced to 0 by Birth of “Junior,”
and thus is not destroyed.
Black Hole – This doorway may only be played
between two of the missions named ❖ Space,
not other universal [S] missions.
This doorway will pull in all cards (including
ships) at the adjacent location even if a Q-Net
is between the Black Hole and the adjacent
location. If it pulls in the last location on either
end of the spaceline, it stops alternating and
continues to pull in locations from the
remaining side. Cards that can close a
doorway (e.g., Revolving Door) suspend the
Black Hole’s game text and are not pulled in.
When a ship in a Temporal Rift (or Time Travel
Pod) is located at a spaceline location that is
pulled into a Black Hole, the ship is not
immediately discarded, because the ship is
time traveling and thus not at that location “in
the present”; the card only indicates where it
will eventually reappear. Move the ship to the
Black Hole location itself until it reappears.
Blended – This dilemma’s requirement of “any
Scotty” refers to any representation of the
Montgomery Scott character.
Blood Screening – On this event, “pooling
skills” refers to two or more personnel
combining their skills together for a dilemma,
mission, etc.
Bok – See characteristics, Non-Aligned.
bonus point area – When you score points
from any non-mission card with a point box,
that card (unless it remains on a target) is
placed in a bonus point area near your discard
pile, as a reminder of those points, even if the
card says to discard it. This is not part of your
discard pile and is unaffected by cards such
as Res-Q or Fire Sculptor.
Cards in the bonus point area are no longer in
play unless otherwise specified. For example,
if a unique captive is placed in the point area
using Relics of the Chase, its owner may
report another copy of that personnel.
If points are scored from a card without a
point box (such as Lack of Preparation), that
card is discarded when resolved, not placed
in the point area. You must keep track of such
points by another method.
bonus points – See points, bonus point area,
Altonian Brain Teaser, Intermix Ratio.
Boratus – See Ajur and Boratus.
Borg – There are a number of important
differences between the Borg and other
affiliations. An overview is presented here.
Although “Borg” is considered both an
affiliation and a species, unless otherwise
specified, throughout this section, the term
“Borg” refers to cards of [Borg] affiliation.
The Collective and Hive – All of your Borg-
affiliation cards in play make up your Borg
collective. All of your Borg-affiliation cards at
one spaceline location (or time location),
whether in space, on a planet, aboard a ship
or facility, etc., make up a Borg hive.
Borg Personnel – Most Borg Personnel cards
represent drones. A drone’s lore identifies it
as such and lists its species of origin (or
“Biological Distinctiveness”). The Borg
Queen, assimilated counterparts such as
Locutus of Borg, and former Borg of non-
[Borg] affiliations are not drones. A Borg is
considered to be both Borg species and its
species of origin.
Gender is irrelevant to the Borg. Borg-
affiliation cards are not affected by gender-
related game text on non-Borg-related cards
(e.g., Love Interests, Matriarchal Society,
Arachnia).
Borg personnel have no classifications,
though several of the personnel types appear
as skills. Regular skills (including the Borg
Queen’s selected skill) may be shared
throughout a Borg hive using the Interlink
Drone’s skill or the Borg Vinculum. (See skill-
sharing.) Your Borg may also share
CUNNING using the Unity Drone’s skill.
Each Borg personnel has an icon identifying
which subcommand ([Com] Communication,
[Nav] Navigation, or [Def] Defense) it is
assigned to within the Borg collective.
Subcommand icons are used primarily to staff
Borg ships, but also have other uses indicated
by cards. Some Borg, such as the Borg
Queen, have more than one subcommand
icon, but may each contribute only one icon at
a time to meet ship staffing requirements
unless otherwise specified. See Seven of
Nine.
Borg-Affiliation Ships – Each Borg ship has a
bonus point box. These bonus points do not
contribute to a Borg player’s score, but are
earned by your non-Borg opponent whenever
he destroys your Borg ship in battle (and only
in battle).
Borg-affiliation ships are not affected by
Plasma Fire, Warp Core Breach, Isabella, Into
The Breach, Hugh, or the second function of
Anti-Matter Spread. (They are affected
normally by the first function of Anti-Matter
Spread, like any other ship.)
Cooperation – Borg don’t mix or cooperate
with cards of other affiliations (they are not
compatible with them). A player using [Borg]-
affiliation cards may not stock any non-[Borg]-
affiliation personnel, ships, or facilities in their
game deck or any side decks, including former
Borg such as One, or a Mission II with a built-
in non-Borg outpost (even if they do not use
that function of the card). If a player has
[Borg] and non-[Borg] cards present together
(The Naked Truth, Frame of Mind, etc.), normal
house arrest rules apply. (A card bearing the
“Borg Use Only” [BO] icon in its title bar can
be stocked in your deck and used only when
playing the Borg affiliation.) See playing Borg.
Objectives – Unlike other affiliations, Borg
never attempt missions. Instead, a Borg player
uses Objective cards to accomplish goals
such as destroying a ship, scouting a space
location, or assimilating a planet. Some Borg
objectives score points; others confer different
benefits, such as disrupting the timeline (see
Stop First Contact).
When you are playing Borg and you have an
uncompleted [BO] (Borg Use Only) Objective
card face up in play, this is defined as your
current objective. You are limited to one [BO]
current objective at a time. You may have any
number of non-[BO] objectives in play at a
time. (You may also have other [BO] cards
such as incidents in play.)
When you play (or activate) a [BO] Objective
card, you must immediately target an
appropriate location, ship, personnel, etc., as
specified by the objective. Objectives may
target solved or unsolved mission locations.
The objective then allows your Borg to scout
the ship or location, initiate battle, abduct a
target, etc. See scouting, scouting locations,
scouting ships.
Your Borg must complete scouting (if an
objective involves scouting) and meet any
other listed requirements (such as having
Borg present at the location) before you may
probe (usually at the end of your next turn) to
determine your current objective’s outcome
and score its points, if any. See probing.
Scoring points – A Borg player scores points,
both positive and negative, only from [BO]
cards and cards which specify that they affect
Borg. When you or your Borg are confronted
with any other card which is point-related, play
out the card but ignore the points. If that card
presents a choice, you must choose an option
which is not point-related, if possible. Points
you score from completing [BO] objectives
are non-bonus points. Any other points you
score are bonus points (for example, points
from the [BO] Add Distinctiveness incident or
the negative points from Balancing Act).
Assimilation – You may assimilate planets or
your opponent’s personnel and ships by using
Objective and other cards that allow
assimilation. (Also see abduction.)
Borg Away Team Restrictions – Your Borg
may not form Away Teams (either on a planet
or on an opponent’s ship or facility) except
when counter-attacking or when allowed by
your current objective or another card (e.g.,
Emergency Transporter Armbands, Near-Warp
Transport, Iconian Gateway, Devidian Door).
Borg Battle Restrictions – Your Borg may not
initiate battle except when counter-attacking
or when allowed or required by your current
objective (e.g., Assimilate Counterpart,
Eliminate Starship) or another card (e.g.,
Conundrum, The Issue Is Patriotism). When
allowed to initiate battle, they may attack any
affiliation, including Borg.
Other Borg Restrictions – Borg do not
commandeer (they assimilate instead), and do
not use hand weapons for any purpose.
Borg-affiliation ships – See Borg.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  10
❖ Borg Cube, Locutus’ Borg Cube, Queen’s
Borg Cube – Revised text:
...Your equipment and Borg personnel may
report aboard....
These ships allow reporting of any equipment
aboard (not just [BO]). Personnel may report
to this ship using its game text even while
affected by a moving required action. See
actions – required.
Borg Nanoprobes – This Equipment card is
not a hand weapon. A “Species 8472-related
dilemma” is one that mentions Species 8472
in its lore. See drone.
❖ Borg Outpost – Revised text:
Seed one at any [S] mission with no affiliation
icons OR build at such a mission (or at an
assimilated planet) where you have a Borg
ENGINEER. [SD] Transwarp Network
Gateway
Borg Queen – See enigma icon, unique and
universal, skills – modifying, skill-sharing.
Borg Scout Vessel – See report with crew.
Borg Ship – This dilemma attacks only when it
is first encountered; when it moves to a new
location at the end of every turn; and when a
target arrives or appears at its location. (It
does not attack when reappearing from a
Temporal Vortex.) A “target” is any ship or
facility that may normally be targeted in a ship
battle. When encountered and when it moves
to a new location, it attacks all targets at that
location. When a target arrives at (and stops
at) or appears at its location, it attacks only
that target. (A moving ship may fly past the
dilemma without being attacked.) A target may
“appear” by decloaking, dephasing,
reappearing from a Temporal Rift, time travel,
or reporting.
If you have “unstopped” ships at the location
of a Borg Ship dilemma during your turn, they
may attack the dilemma. It will return fire
against all ships (and facilities) that attacked it
(but not other targets that were not involved in
the attack).
The battle is conducted according to normal
ship battle rules, with the exception that the
Borg Ship dilemma fires on multiple targets
(see battle – ship – multiple targets). Hits,
direct hits, and damage to the dilemma are
calculated and applied as if it were a ship. Its
bonus points are earned when a non-Borg
player destroys the dilemma in battle (and only
in battle).
Battle Bridge side decks affect this dilemma
as follows:
• When battling the Borg Ship dilemma, you
may use a current tactic and may place
damage markers on the dilemma if
appropriate.
• The dilemma does not use either player’s
Tactic cards; thus, your ships and facilities it
hits suffer default damage (two damage
markers for a hit, four for a direct hit) if your
opponent is using a Battle Bridge side deck,
or card rotation damage if your opponent is
not.
• When the dilemma is attacking both players’
cards, it does so as two separate battles.
The player whose turn it is chooses which
happens first.
• If both players have damaged the Borg Ship
dilemma but only one of them has a Battle
Bridge side deck, some of the dilemma’s
damage will be indicated by damage
markers and some of it will be indicated by
card rotation. The card rotation damage is
equivalent to HULL -50% and combines
with the damage markers to determine
whether the Borg Ship dilemma is
destroyed.
The Borg Ship dilemma attacks Borg-affiliation
cards normally. It is not a ship and is not
affected by cards that affect ships (such as
Calamarain, Q-Net, Wormholes, etc.) or by
Plasma Fire, Warp Core Breach, Isabella, Into
The Breach, or the first function of Anti-Matter
Spread. See Hugh.
Borg subcommand icons – See Borg.
Borg Tactical Cube – This ship is a “Borg
cube” (for cards such as Commandeer Ship
or Harness Particle 010) but may not be
downloaded by Retask (which downloads the
ship named ❖ Borg Cube).
Borg Use Only icon [BO] – A card bearing this
icon in its title bar can be stocked in your deck
and used only when playing Borg.
Borg Vinculum – See skill-sharing.
bottom seed card – The bottom seed card at
a mission is the card on the bottom of the
mission stack (the first card you would
encounter if attempting the mission).
Brain Drain – See showing your cards.
Brainwash – This event does not change a
captive’s affiliation, but makes it compatible
with your personnel and removes all affiliation-
based restrictions on using the Brainwashed
personnel as your own. (See capturing.)
Examples:
• Galen will work with the Federation if
Brainwashed, or with a Brainwashed
Federation personnel (even if not
Brainwashed himself).
• A Brainwashed captive in your crew or Away
Team does not add affiliation-based attack
restrictions (e.g., a Brainwashed Federation
captive will not prevent your Klingons from
initiating battle).
• A non-Borg captive Brainwashed by the
Borg is not assimilated and thus may not
share skills or scout, but may attempt
missions of his affiliation (the Borg may not
join the mission attempt and the Borg player
may not score the mission points). The
captive’s skills may be used for other
purposes, such as using SCIENCE to
enhance SHIELDS with Metaphasic
Shields.
• A Borg captive, Brainwashed by a non-Borg
captor, will work with that affiliation, but may
not join mission attempts. The captive’s
skills may be used in other ways, such as
using Transporter Skill to nullify an Anti-
Matter Pod. A Brainwashed Talon Drone
could assimilate an opposing personnel
stunned in battle (it would immediately be
placed under house arrest or would become
a separate Away Team).
Breen CRM114 – This Equipment card may
report wherever your Breen or arms dealer is
present, and only where your Breen or arms
dealer is present, even when reporting by
using another card (e.g., Devidian Door,
Security Office). A Breen or arms dealer need
not be present to acquire a Breen CRM114
seeded at Search for Weapons.
Using this disruptor to damage a planet facility
or landed ship is a special kind of attack
(battle), requiring a leader in the Away Team
and subject to all normal attack restrictions.
The attack automatically succeeds; place one
damage marker on the target from your Battle
Bridge side deck (no damage is applied if
you aren’t using the side deck). Cards
involved in the attack are “stopped” and your
opponent is allowed to counter-attack there
normally. See once per turn.
B’Rel – See affiliation and ship origin.
brig – See capturing.
Brunt’s Shuttle – See report with crew.
Build Interplexing Beacon – See Stop First
Contact.
Bynars card – A “Bynars card” is any card with
“Bynars” in its title. See any, card titles.
Caithlin Dar – See Release This Pain.
Calamarain – This event’s owner moves it in
the same way as he would move a ship, but it
is not a ship, is not affected by cards that
affect ships, such as Q-Nets or Wormholes,
and cannot move through the Bajoran
Wormhole. Discard the event after either use
(damaging a ship or killing Mortal Q).
Calamarain cannot damage a cloaked or
phased ship. See cloaking and phasing,
Explore Interstellar Matter.
This event may not cause damage that will
destroy a ship. When used with a Battle
Bridge side deck, it causes default damage.
Draw the two damage markers from your side
deck, one at a time, and place each one on
the ship unless it would destroy that ship (in
which case discard that damage marker
instead).
cancel – Act of preventing an action (such as a
card play or a battle) from having its result.
Any costs paid to initiate that action remain
paid. When you cancel an action that was
limited to once per turn, that action may not
be initiated again during that turn. See nullify.
Captain Kirk – This personnel’s special skill,
“May initiate battle against non-[Fed],” allows
only his ship to initiate battle. Your other
Federation ships (or ships with any Federation
crew) present may not participate in that
battle. (He may also lead an Away Team or
crew in personnel battle.) See battle –
affiliation restrictions.
Captain Proton cards – Several cards in the
Holodeck Adventures set represent people
and things from Tom Paris’ holoprogram
based on the 1930s sci-fi serial, The
Adventures of Captain Proton. Like the world
of Captain Proton itself, these cards are
entirely in black-and-white. Any icons
appearing on them should be treated as
normal, color versions of those icons. Thus,
Captain Proton is treated as a normal, Non-
Aligned personnel; also, if you are probing for
Omega Directive and reveal him as your probe
card, his special download icon triggers the
“Threat eliminated” outcome.
Captain’s Log – Errata:
Plays on table. Any of your personnel aboard
a ship he or she commanded or captained
(as referenced in ship lore) raises SHIELDS
+3 and WEAPONS +3. (Not cumulative.) Each
of your ships with its matching commander
aboard is WEAPONS and SHIELDS +3.
(Captain’s Order.)
See matching commander.
Captain’s Order – In addition to the cards
marked with this phrase, Captain’s Log, Lower
Decks, Yellow Alert, and Senior Staff Meeting
are also Captain’s Order cards. You need not
have Ready Room Door or Commander’s
Office (which list this definition) in play for
these cards to be Captain’s Orders and
downloadable by James T. Kirk.
Red Alert is not a Captain’s Order.
captives – Personnel who are “held” by a
dilemma are not captives. See capturing.
capturing – Some cards and rules allow you to
capture your opponent’s personnel (never a
personnel you control). Captives are disabled
(unless a card such as Brainwash specifies
otherwise). The captives are escorted by your
personnel as follows:
• Upon capture, captives are immediately
relocated to one of your crews or Away
Teams at that location, if possible (to the
specific crew or Away Team making the
capture, if any, such as when using Ilon
Tandro or Captured).
• Otherwise, the capturing card remains in
play and serves as a temporary “trap” to
hold the captives on your side of that
location until your personnel can arrive to
take them into custody. (If there is a planet
at that location, the trap is on the planet.)
Your ship with transporters (in space) or
your Away Team (on a planet) can
subsequently take custody of the captives if
present with the trap, then discard the trap
card.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  11
Each of your crews and Away Teams may
escort any number of captives, and may move
them like Equipment cards.
At any given time a captive can be in one of
three conditions: (1) held by a trap, in a Brig,
or by escorting personnel, (2) Brainwashed,
or (3) left unattended. You may change the
captive’s condition during your turn.
A trap card placed on a captive is not in play;
it is a marker of captive status and can no
longer be nullified. For example, you may
nullify Mandarin Bailiff with Q2 or Q-Flash
when it is encountered (after the captive is
selected but before placing the card on it as a
trap), but not later.
You may not initiate battle against personnel
you have captured, unless a card allows or
requires it. See White Deprivation.
All captured cards are returned to their owner
at the end of the game.
Brigs – Some cards allow you to add a Brig to
a ship or facility. While you control the ship or
facility, you may move captured personnel into
and out of the Brig during your turn (while in
the Brig they are held but not escorted). If
your opponent commandeers or assimilates
the ship or facility, his personnel may
subsequently release any of his other
personnel held captive in the Brig (if present).
Rescue – Captives that are held or
Brainwashed may be rescued only by using a
card that specifically rescues or releases
captives (such as Rescue Captives, His Honor
The High Sheriff of Nottingham, or Prisoner
Exchange). Unattended captives, however, are
conceptually “tied up and left behind” and
thus may be rescued by their owner’s other
personnel present, without any special card.
Whenever a captive is rescued or released, all
capturing-related cards played on that
captive are discarded.
capturing-related card – This phrase, used on
Prepare the Prisoner, includes any card that
• captures personnel or prevents their
capture;
• specifically affects captives or allows them
to be used in any way;
• has an effect when a captive is taken or
escorted; or
• downloads, nullifies, or modifies another
capturing-related card (specified by title).
Examples of capturing-related cards include
Thine Own Self, Ilon Tandro, Wolf, Brainwash,
Rescue Captives, Impersonate Captive,
Holding Cell Door, Fajo’s Gallery, Gul Madred,
and Madred.
card draw – A card draw refers to any card
drawn from your draw deck (or from your
discard pile, if using Carlos’ skill; but not from
a side deck), either as the player’s end-of-turn
draw(s) or through the use of a card that
specifies that you “draw cards,” such as Kivas
Fajo – Collector. (Cards chosen from your
deck using a Betazoid Gift Box are not
“drawn.”) Each card draw is a separate action.
An action that is “in place of one card draw”
may replace any card draw. Unless the action
is explicitly restricted to once per turn, you
may replace as many card draws as you are
entitled to. For example, downloads with the
Borg Queen’s special skill may replace any or
all of the three card draws from Kivas Fajo –
Collector. The replacement action must be
performed at the time you would normally
make that card draw.
You may perform as many actions as you like
each turn that have the restriction “draw no
cards this turn” (e.g., playing a Q’s Tent,
downloading with Ops). You may not then
draw any more cards for the remainder of the
turn, by any means (normal card draw, Kivas
Fajo – Collector, Masaka Transformations,
etc.), or use an ability (such as the Borg
Queen’s special skill) that allows you to
perform an action in place of a card draw.
However, if the first action you perform
imposing a restriction of “draw no cards this
turn” triggers a “just” action or valid response
of drawing a card, the “just” action or valid
response occurs before the restriction takes
effect. See turn, actions – “just.”
card play – A card play refers to any card
played by any means (normal card play for the
turn, normal interrupt or doorway play, a card
played “for free,” downloaded into play,
Devidian Door, etc.), except those “drawn”
from a side deck (such as a Tactic card drawn
from a Battle Bridge side deck). Card plays
are of two types: Personnel, Ship, Equipment,
and Tribble cards report (for duty), while all
other card types are simply “played.” See
entries for specific card types for details of
playing that card type.
Your normal card play is defined as the one
card play you are allowed each turn by rule.
Although optional, this must take place before
executing orders. Interrupts and doorways
do not use up (or count as) your normal card
play. All other playable card types use your
normal card play unless otherwise specified,
or unless brought into play via a mechanism
such as downloading or as the direct result of
playing an interrupt or doorway (such as
Barzan Wormhole). If you are allowed to
report a card using ongoing game text of a
card that remains in play, such as Caretaker’s
Array, then that report uses your normal card
play (unless otherwise specified).
Cards are always played face up, unless they
have a hidden agenda icon. Except when
playing a hidden agenda card, announce the
name of the card when you put it into play.
Your opponent may examine any card that you
play face up at the time of play, but not later
unless allowed by a rule or card. (See
showing your cards.)
An action that is “in place of your normal card
play” must be performed when you would
make your normal card play. Such an action
may be a group action with several sub-
actions; interrupts may not be played between
those sub-actions. See actions – group. Only
one such “replacement” action may be
performed each turn. For example, two
Spacedoors will not allow you to download
two ships.
card titles – Cards (other than Personnel and
Ship cards) are grouped together in terms of
their interactions with other cards by their card
titles.
A card title group consists of a card with a
basic card title, plus one or more cards with
the same basic card title followed by a colon
or dash and an additional phrase. (Cards such
as “HQ:” cards also form a card title group,
even though there is no card named “HQ”.)
When a card refers to the basic card title of a
card title group (e.g., nullifies it, downloads it,
is immune to it, plays on it), it applies to all
cards in that card title group. Examples:
• Calamarain is immune to both Kevin
Uxbridge and Kevin Uxbridge: Convergence.
• Incoming Message: Attack Authorization and
Incoming Message – Federation are both
nullified by Subspace Interference.
• Bajoran Wormhole and Bajoran Wormhole:
Mirror Universe may both be downloaded by
Ultimatum or The Emissary.
If one card title includes another, but they are
not differentiated by a colon or dash, those
cards do not form a card title group.
Examples:
• Neela cannot download Bajoran Phaser
Rifle.
• Long-Range Scan cannot be used to initiate
battle at Nebula.
Sometimes a card or rule will refer to the titles
(or part of the titles) of cards that are not part
of a card title group.  These references are
preceded by the word “a”, “an”, “any”, or “one”,
or are followed by the name of a card type or
by the word “card.” Examples:
• Open Diplomatic Relations may retrieve
either Organian Peace Treaty or any
“Treaty:” card, such as Treaty:
Federation/Romulan.
• Orb of Time and Mysterious Orb are both
“Orb artifacts”.
• Yint may download any Equipment card with
“Disruptor Rifle” in its title (Klingon Disruptor
Rifle, etc.).
• Disrupt Alliance may download either
Emblem of the Empire or Emblem of the
Alliance.
Personnel and Ship cards do not belong to
card title groups; they are covered by the
persona rule. A Personnel card is never
grouped with a non-Personnel card. For
example, Jovis cannot download Kivas Fajo –
Collector. See “any”.
Words in lowercase (e.g., “disruptor”) are not
necessarily references to card titles; they refer
to any card with those characteristics.
card types – The current card types are
Artifact, Doorway, Dilemma, Equipment, Event,
Facility, Incident, Interrupt, Mission, Objective,
Personnel, Ship, Site, Tactic, Time Location,
Tribble, and Trouble.
The following are not separate card types:
cards of different affiliations; Outpost, Station,
and Headquarters (all are Facility cards); Q-
icon cards (a Q-icon dilemma is a Dilemma
card, etc.); Mission II (Mission cards); and
Combo dilemmas (Dilemma cards).
A card that says it is “played as” or “used as”
another card type counts as both card types
for all purposes. (But 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.) For example, an artifact that plays as an
Event card can be nullified by Kevin Uxbridge:
Convergence. An artifact that is used as an
Equipment card may be stolen by a
Procurement Drone, discarded to satisfy
Rebel Encounter, or (if reclaimed from discard
pile with Reclamation) reported in any way
that an Equipment card may be reported.
Artifacts must still be earned legally before
use.
Cardassian – An affiliation and a species.
See affiliation and species.
Caretaker’s Array – This incident allows a ship
to relocate here from any Badlands Region
location in any quadrant. It allows any ship
with fewer than four staffing icons to report
with crew here, regardless of the native
quadrant of the ship or crew members (but
you may not disregard [AU] icons or ship text
restricting where it may report). Reporting
with crew uses your normal card play and
may not be combined with other reporting
mechanisms (e.g., the Delta Flyer may not
report with crew for free aboard your Voyager
at the Caretaker’s Array). The ship may not
report landed, but may report docked at your
compatible outpost there.
Cargo Bay - You begin a cargo run (as
described on this site) when one or more of
your personnel aboard a facility pick up one or
more Equipment cards aboard that facility and
carry them directly aboard your ship at the
same location. You must announce the run
and show your opponent which personnel and
equipment are involved (but you do not have
to specify now which personnel, equipment, or
Cargo Bay you will use to complete it). When
that ship arrives at a different facility any
number of turns later, any of those same
personnel who has been a member of the
ship’s crew since the run was announced may
carry any of those equipment cards directly to
the Cargo Bay to complete the cargo run.
You may not begin or complete a cargo run by
beaming a crew member with equipment
between universes with a Multidimensional
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  12
Transport Device, or by beaming them aboard
a ship with Invasive Transporters and then to
Cargo Bay. You may not complete a cargo run
begun by your opponent (e.g, if you take
control of the ship with Neural Servo Device).
Your ship can take any path from the starting
facility to the ending facility, giving you credit
for each mission passed (except starting and
ending locations). You may count each
mission only once per cargo run. See passing
locations.
While you may have multiple ships making
cargo runs concurrently, a single ship’s crew
can complete only one at a time, earning card
draws or Latinum downloads for only one
piece of equipment. To deliver any additional
equipment, a crew must begin a new cargo
run.
See report.
Cargo Rendezvous – Revised text:
ENGINEER + Physics + INTEGRITY>30
OR Greed + Treachery + CUNNING>32
cargo run – See Cargo Bay.
Carlos – This personnel’s special skill has no
effect on probing or any other function that
involves the draw deck, other than drawing
cards.
carried ships – One ship may not be carried
aboard another ship unless a card, such as
Engage Shuttle Operations or Borg Sphere,
allows it. If the “mother ship” is destroyed, any
ship it carries is also destroyed. If a carried
ship is destroyed, the “mother ship” is
damaged.
Game text that allows you to launch carried
ships also allows you to load or recover such
ships. For example, Engage Shuttle
Operations allows you to launch shuttlecraft
from, and re-load them aboard, your ships with
Tractor Beam and ENGINEER. Launching
and loading require full staffing (see
movement).
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.
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.
Cha’Joh – See multi-affiliation cards,
affiliation and ship origin.
Chamber of Ministers – The text “A Nor may
coexist here” on this facility overrides the
normal rule that you may not establish more
than one facility at a location. However,
Chamber of Ministers is not required in order
to seed Deep Space 9/Terok Nor at Bajor. “A
Nor” is a reference to the type of station
(allowing Deep Space 9 or Terok Nor to seed
there), not to the card named “Nor,” which may
not be established at a Bajor region location.
This facility can play (but not seed) on the
Mirror Universe Bajor. No cards may report
there because the facility is not in its native
quadrant.
chameloid – See shape-shifter.
changeling – A species. All changelings are
shape-shifters. (But not all shape-shifters are
changelings.) See assimilation – personnel.
characteristics – Personnel, Ship, and
Equipment cards have game-relevant features
called characteristics (e.g., human, female,
admiral, leader, shuttlecraft, Jem’Hadar ship,
disruptor). Some characteristics (species,
gender, ship origin) are determined from a
combination of affiliation, appearance (card
image), and lore. Others are defined by a rule
or card text, based on skills or other features
of the card (e.g., a leader is any personnel
with OFFICER or Leadership). However, many
characteristics, especially ranks and titles, are
printed on the cards, usually in the card title,
ship class, or lore. For example:
• The characteristic “admiral” is found in
Admiral McCoy’s card title and Norah
Satie’s lore.
• The characteristic “Nagus” is found in Krax’s
special skill.
• The characteristic “shuttlecraft” is found in
the class of Quark’s Treasure and Romulan
Shuttle, and in the lore of Type 18
Shuttlepod.
• The characteristic “Jem’Hadar ship” is found
in the card title of Jem’Hadar Attack Ship
and the lore of Stolen Attack Ship.
• The characteristic “disruptor” is found in the
title of Romulan Disruptor Rifle and the lore
of Breen CRM114.
Context determines whether a word actually
defines a characteristic or not. For example,
the phrase “Uses the same hull as the
Cardassian shuttlecraft” in the lore of Patrol
Ship does not make this ship a shuttlecraft.
A personnel may be identified in its card title
or lore as currently or formerly having a
characteristic. A title with the prefix “vice”
counts as that title. For example, Alynna
Nechayev (“Vice-Admiral”) counts as an
Admiral for Going to the Top or Office of the
President; Bok (“former Ferengi DaiMon”) is
enhanced by Calandra.
Information on other cards (such as a Ship
card) may not be used to define a
characteristic for a personnel (except for
matching commander, which may use
information from either the personnel or ship
lore). Thus Alidar Jarok (“Conscientious
admiral...”) may report for free to the Office of
the Proconsul, but not Mendak, who is not
identified in his card title or lore as an admiral
(although the Devoras identifies him as
Admiral Mendak).
The presence in lore of a word or phrase that
is the name of a skill is not a characteristic and
does not confer that skill on a personnel. For
example, Jaron (“former member of the Tal
Shiar”) does not have Tal Shiar skill and is not
a “Tal Shiar personnel” (e.g., for Continuing
Committee).
Characterize Neutrino Emissions – You may
seed any number of different Orb artifacts (no
duplicates) under this mission, regardless of
whether the artifacts may normally be seeded
in space, in place of the single artifact
normally allowed at a mission.
Chief O’Brien – See once per turn.
Children of Light – This incident allows you to
capture your opponent’s [Holo] personnel
present with your Iden (or aboard a damaged
ship at his location).
Chinese Finger Puzzle – Revised text:
If android present, crew or Away Team is
stopped until end of turn and androids are
stopped for X full turns, where X = number of
androids present. Discard dilemma.
Chula: The Abyss – If more than one Quark’s
Bar is in play, the player encountering this
dilemma chooses which one to relocate his
personnel to.
Chula: The Chandra – For a personnel to
continue past this dilemma, at least one
attribute number must match the same
attribute on the randomly selected personnel
(e.g., INTEGRITY must match INTEGRITY).
Apply all relevant attribute modifiers. See
dual-personnel cards.
Chula: The Way Home – If more than one
Quark’s Bar is in play, the opponent of the
player encountering this dilemma chooses
which one to relocate the personnel to.
Chula: Trickery –  For this dilemma, your
opponent “recites [the personnel’s] attribute
numbers” by reading the printed attributes off
the card, in order (INTEGRITY, CUNNING,
STRENGTH), without applying modifiers.
Attributes of dual-personnel cards are not
added together, but are read as printed, for
example, 3+3, 8+8, 5+5.
Clan People – Revised text:
To get past, must have Kai Opaka present OR
CUNNING>38 from up to five Away Team
members.
clarifications – See revised text.
class – See ship class.
Classic Communicator – The skill added by a
personnel with this Equipment card is retained
only while that personnel is present with the
communicator and the personnel from whom
the skill was added remains at the same
location, or until you re-select the skill. See
skills – modifying.
Because this card is not cumulative, you may
not use two copies to add two skills to the
same personnel, but you may use two copies
to add a skill (the same or different) to two
different personnel (even in the same crew or
Away Team).
Classic Films icon [CF] – This icon (formerly
known as the Excelsior icon) appears on
personnel and ships from the “Classic Films”
era of the late 23rd century. It is used as a
special ship staffing icon and for other
purposes defined on various cards.
Classic Medical Tricorder – This Equipment
card works like the Classic Tricorder.
Classic Tricorder – When this Equipment card
joins your crew or Away Team, select which
skill the [OS] ENGINEER- and SCIENCE-
classification personnel present add. They
retain that skill until they are no longer present
with the tricorder, or until you re-select the skill
added by that tricorder (see skills –
modifying). If more personnel of appropriate
classification join the crew or Away Team, they
add the same skill already selected.
Because this card is not cumulative, you may
not use two copies to add two skills to the
same personnel. If you combine two personnel
groups, each with a skill added from a Classic
Tricorder, choose one tricorder to add its
selected skill to all applicable personnel.
classification – A personnel’s classification is
found only in their classification box. A
personnel type such as MEDICAL in the
skills box is a skill, not a classification. A card
referring to “MEDICAL-classification
personnel” refers only to personnel who have
MEDICAL in their classification box. Borg
personnel have no classification. See skills.
cloaking and phasing – A ship may cloak or
phase if it has a Cloaking Device or Phasing
Cloak (either in its game text or added by
another card). To cloak or phase a ship, turn
the Ship card face down; to decloak or
dephase, turn it face up. You may cloak,
decloak, phase, or dephase your ship only
during your own turn, unless a card allows
otherwise, and only if it is not “stopped.” A
ship may perform only one cloaking,
decloaking, phasing, or dephasing action each
turn and it may not be cloaked and phased at
the same time. A ship may not enter play
cloaked or phased.
Cloaking and phasing are different game
conditions. Cards that specifically affect
cloaked ships, such as Tachyon Detection
Grid, La Forge Maneuver, T’Rul, and the
Tachyon Drone, do not affect phased ships.
Engage Cloak specifically states that it applies
to both cloaking and phasing.
A cloaked or phased ship is invisible; in
addition, a phased ship is “out of phase” with
the universe and thus can fly through planets
and other obstructions and cannot interact in
any way with the rest of the universe. While
phased, the ship receives a RANGE
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  13
enhancement as indicated on the card
providing the phasing ability.
A cloaked or phased ship (and its crew)
cannot be affected by any external action that
would require that a lifeform could see or
sense the ship. For example, the ship may not
be attacked, boarded (e.g., with Invasive
Beam-In), or targeted with Establish Tractor
Lock, Long-Range Scan, Romulan Ambush,
Rogue Borg, or Isabella; a crew member may
not be targeted by Protection Racket (unless
the threatening Ferengi is aboard the ship);
the Tantalus Field on a cloaked ship may not
be used to kill a personnel outside that ship.
A cloaked ship can be affected by cards
representing external cosmic phenomena,
spontaneous events, or inanimate objects that
are independent of the visibility of the ship. For
example, a cloaked ship may not pass through
a Q-Net and may be damaged by Stellar Flare
or Anti-Matter Pod, destroyed by Supernova
or Black Hole, disappear into a Temporal Rift,
or be returned to hand with a Space-Time
Portal. However, a phased ship is not affected
by any external phenomena such as these.
Both phased and cloaked ships are vulnerable
to global effects caused by changes in the
timeline, such as Anti-Time Anomaly and Stop
First Contact. A cloaked or phased ship may
also receive communications that do not
depend on the visibility of the ship (e.g., an
Incoming Message).
A cloaked ship may execute all normal
movements, including docking, undocking,
landing, taking off, launching, and loading,
using RANGE, Wormholes, Transwarp
Network Gateways, or Bajoran Wormhole. A
phased ship may move only by using RANGE;
for example, it may not move through the
Bajoran Wormhole. A phased ship may not
dock, land, or load; if it phases while docked,
landed, or carried, it “passes through” the ship
or planet and ends up in space. Your
opponent may verify the RANGE of your
cloaked or phased ship.
A cloaked or phased ship, and its crew, may
not affect anything external to the ship. Thus, it
may not initiate battle, attempt or scout a
mission, allow probing for an objective with an
external target (e.g., Assimilate Planet,
Establish Gateway), provide opposition for
Patrol Neutral Zone or a ship presence to
maintain Post Garrison, prevent your
opponent from passing Quantum Fissure, play
Hail on a passing ship, use a tractor beam, or
load or unload personnel or equipment (either
by beaming or by walking on or off while
docked at a facility) or a carried ship; a Borg
crew may not share skills with other Borg not
aboard. It may scan a mission, because the
scan does not affect the mission.
A cloaked or phased ship is affected normally
by cards or actions that are internal to the
ship. For example, Plasma Fire and Auto-
Destruct Sequence may be played on a
cloaked or phased ship, and you may probe to
complete Assimilate Counterpart if the target
is on an Assimilation Table aboard the ship.
Also, cards may report to a cloaked or phased
ship (when reporting is allowed by a card such
as Ready Room Door, Borg Cube, The
Emissary, Dr. Telek R’Mor, Assign Support
Personnel, etc).
Unless otherwise specified here, any Glossary
reference to cloaking applies to phasing as
well.
cloaking device – When engaged, this
special equipment makes a ship invisible and
invulnerable to attack. See cloaking and
phasing.
Clone Machine – This incident does not allow
you to have more than one version of a
persona in play at one time. Boreth is the
premiere mission Investigate Disturbance. No
mission at Mariposa exists yet.
Clown: Playing Doctor, The – See skills –
First-listed skill.
Coalescent Organism – This dilemma can be
passed on to anyone who is present at the
end of the turn, regardless of ownership. The
dilemma is played on the selected personnel.
Discard it if the personnel dies alone or from
some other cause.
collective – All of one player’s [Borg] affiliation
cards in play.
Colony – The Away Team must be “in” this
facility to score points.
combo dilemma – A combo dilemma is a two-
dilemma combination in one Dilemma card.
(See card type.) 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 (e.g., Male’s Love Interest), it is
always conceptually discarded after it has its
effect. See dilemma resolution.
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 replaced by Beware of Q,
overridden by Jealous Amanda, discarded by
Senior Staff Meeting, or nullified by Kareen
Brianon, you still encounter the Tarellian
Plague Ship half of the card. Similarly, if 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. However, Mission
Fatigue “stops” a personnel before each
subsequent 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. (See copy.) 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 (instead of discarding it) once the second
half has been resolved.
Commandeer Ship – The personnel who
commandeers a ship with this objective may
meet any three staffing icon requirements,
whether he has those icons or not. For
example, Christopher Hobson may
commandeer the Decius and meet its entire
staffing icon requirement of [Cmd][Stf][AU].
commandeering – When your opponent first
establishes a facility or reports a ship, he
controls it. (It is also controlled by the
affiliation printed on the card.) You may
subsequently commandeer that facility or ship
using a card that allows commandeering. For
example, you may commandeer a Nor by
having any of your Computer Skill personnel
unopposed at its Ops site, as stated in the
Ops text (a Nor without an Ops site may not
be commandeered). You may commandeer a
ship using a card such as Commandeer Ship
or Outgunned.
When you commandeer a ship or facility, it
comes under your control, and its affiliation
changes to match the affiliation of one of the
non-ANIMAL commandeering personnel (your
choice) in the Away Team (e.g., Ops or
Commandeer Ship) or crew(s) (e.g.,
Outgunned). If you have no personnel at the
location (e.g., A Fast Ship Would Be Nice),
the ship’s affiliation does not change until your
personnel arrive to take custody of the ship.
You do not take control of any opposing
personnel or equipment aboard unless
otherwise specified by the card allowing you
to commandeer.
You continue to maintain control of the facility
or ship, even if you have no personnel aboard.
However, your opponent may retake control
by bringing unopposed Computer Skill to
Ops, or by using a ship-commandeering card.
You may commandeer only cards which you
do not control (including a Nor or ship that
your Borg opponent assimilated from you),
and only if a card allows it. (Borg may not
commandeer a ship or facility; instead, they
must use a card that allows them to assimilate
it.) See facility – Control of facilities, Empok
Nor, docking, actions – required.
Commander Data - This personnel is an
android.
compatible – Your cards of different affiliations
may mix and work together only if they are
compatible.
• Cards with the same affiliation icon are
compatible with each other.
• Non-Aligned and Neutral cards are
compatible with all affiliations except Borg.
• Borg cards are not compatible with any
other affiliation.
• If a card allows cards of different affiliations
to “mix” (or “mix and cooperate”), it makes
those cards compatible with each other.
Some cards that make different affiliations
compatible are Treaty cards, Brainwash,
Ferengi Trading Post (only while aboard),
The Kazon Collective, Temporal Micro-
Wormhole, and Memory Wipe (seeded).
Compatible personnel may mix in the same
crew or Away Team and board compatible
ships and facilities. Personnel and ships may
report to compatible facilities. However, you
must still have a personnel of matching
affiliation when required by a card or rule.
Example: If you have a Treaty:
Romulan/Cardassian in play, your Romulan,
Cardassian, and Non-Aligned cards are
compatible with your Cardassian Outpost,
with Central Command, and with a
Cardassian Nor, but your Klingon cards are
not. Only your Cardassian cards match the
facilities.
• Your Romulan and Non-Aligned cards may
report to your Cardassian Outpost, to
Central Command, or to a Cardassian Nor
(but may not be downloaded using the Ops
text, which requires a matching affiliation).
• Your Romulan and Non-Aligned personnel
may supply staffing icons for your [Car] ship,
if at least one [Car] personnel is aboard (see
ship staffing).
• You may attempt a mission using a mixed
Romulan/Cardassian/Non-Aligned crew or
Away Team as long as at least one
personnel matches one of the mission’s
affiliation icons.
• Your Romulan forces may assist your
Cardassian forces in battle, but your Klingon
forces may not.
If a card allowing compatibility is nullified or
destroyed, incompatible personnel aboard a
ship or facility are placed under house arrest.
If a mixed Away Team is on a planet, the
incompatible personnel form a separate Away
Team and cannot return to the ship.
The text does not work with means the cards
are incompatible.
Compromised Mission – You may attempt
this mission with a crew containing a
personnel of the affiliation matching an icon on
the end facing you.
Computer Crash – You may activate this
hidden agenda event as a response to an
attempt to play a Q’s Tent or a card requiring
downloading (e.g., Activate Subcommands),
or an attempt to download a card (e.g., by
using the Borg Queen’s skill or any special
download icon), but not during the seed
phase. The Q’s Tent or card requiring
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  14
downloading becomes an illegal card play and
returns to the owner’s hand; an attempted
download is simply aborted (and does not use
up any resource). See actions – step 2:
responses.
If you initiate the play of a multi-function card
such as Bajoran Civil War, and select a
function that requires a download, it may be
responded to by the activation of this event.
The card returns to your hand; you may then
play it for its other function, but you are not
required to do so.
A card may allow but not require downloading,
and thus may be played despite Computer
Crash. For example, if Computer Crash is
activated in response to an attempted
download with Assign Mission Specialists, the
download is prevented, but the card remains
in play.
You may not suspend the activation of this
event by using a special download icon.
Construct Depot – This mission may not be
attempted or scouted by the opponent. You
may not download a Remote Supply Depot if
you already have a facility at this mission
location.
Construct Starship – This objective allows you
to download a facility only if it has text allowing
it to play (or be built). For example, Husnock
Outpost cannot be downloaded because it
may only be seeded.
Containment Field – If this incident is
discarded or placed beneath the draw deck
using Q the Referee, any cards stacked on it
are likewise discarded or placed beneath their
owners’ draw decks. See Devidian Door.
Activating this incident will nullify a Destroy
Radioactive Garbage Scow that is already in
play on a mission. The mission’s point value is
restored (even if it has already been solved)
and the owner of the Destroy Radioactive
Garbage Scow places the interrupt in his
bonus point area to score –10 points.
control – Some cards allow you to take control
of an opponent’s cards permanently (by
capturing, commandeering, assimilating, or
stealing) or temporarily. (All controlled cards
are returned to their owners at the end of the
game.)
If you control your opponent’s ship, any cards
“played on” or “placed on” the ship (such as
Kurlan Naiskos or Cytherians) come under
your control also. Cards that are aboard the
ship (personnel, equipment, carried ships) do
not come under your control unless
specifically stated by the card or rule giving
you control. If you control your opponent’s
personnel, any cards “played on” or “placed
on” the personnel (such as Ocular Implants or
Mobile Holo-emitter) come under your control.
Only your own treaties, ship enhancement
cards, etc. apply to the controlled cards. Thus,
your Bynars Weapons Enhancement would
increase the ship’s WEAPONS, while your
opponent’s Metaphasic Shields would not
increase its SHIELDS.
Temporary control – When you temporarily
control a ship and crew with a card such as
Alien Parasites or Neural Servo Device, treat
the ship and personnel as if they were your
own with regard to attempting missions,
encountering dilemmas and Q-Flashes,
scoring points, playing cards that play on
“your ship” (such as Auto-Destruct
Sequence), etc. The only exception is that you
may not bring the personnel aboard one of
your ships or facilities and you may not bring
your personnel aboard their ship.
You may use only “legal moves” – e.g., the
ship and crew must still obey affiliation attack
restrictions and Borg Away Team restrictions,
may attempt only missions of appropriate
affiliation, etc. Within those constraints, you
may move the ship, abandon personnel on
planets, engage in battle, attempt missions (if
you solve a mission, you score its points
unless playing Borg), etc.
Conundrum – When you fail to overcome this
dilemma, your ship and crew are “stopped”
and you must immediately target one of your
opponent’s ships. (If there is no valid target,
the dilemma is immediately discarded without
effect and your cards are not “stopped.”)
Once “unstopped,” the ship and crew must
chase and attack that target. This is a required
action (see actions – required), and must be
carried out alone; your other ships at the
location may not join the battle.
Cloaked, phased, or landed ships, or ships in
a Temporal Rift or Time Travel Pod are invalid
targets. You may change targets at any time. If
the selected target at any time becomes
invalid or leaves play, you must target a
different ship. If at any time there are no valid
targets in play, the dilemma is discarded.
Moving to a different spaceline or to a time
location does not invalidate the target. Once
you have attacked a target ship, the dilemma
is “cured” and discarded.
cooperate – See mix.
copy – A copy (or duplicate) of a card is
defined by its card title and, for personnel and
ships, its game text. Different images,
copyright dates, lore, expansion icons,
affiliation border colors, or property logos do
not affect whether cards are copies.
Personnel and ships: Two Personnel or Ship
cards are copies of each other if their card
titles and game text are the same (taking into
account revised titles and game text of
reprinted cards). Examples of copies:
• Alyssa Ogawa (First Contact) is a copy of
Alyssa Ogawa (Trouble With Tribbles starter
deck reprint with a tribble in the card image).
Alyssa Ogawa (Premiere) is not a copy of
this card because her game text is different
(they are two versions of the same
persona).
• Quark Son of Keldar (First Anthology
preview) is a copy of Quark Son of Keldar
(Blaze of Glory reprint) despite a minor
rewording of his game text and the Blaze of
Glory expansion icon.
• Tasha Yar - Alternate (Alternate Universe) is
a copy of Tasha Yar – Alternate (Reflections
foil). Her special skill was changed by errata.
• Lwaxanna Troi (Premiere alpha printing) is a
copy of Lwaxana Troi (Premiere beta
printing).
• B’Elanna Torres (blue Federation border) is
a copy of B’Elanna Torres (gold Non-Aligned
border). See multi-affiliation cards.
Other cards: Other than personnel and ships,
two cards are copies of each other if their
card titles are the same (taking into account
revised titles of reprinted cards). Also, each
half of a combo dilemma is considered a
copy of the original dilemma on which it was
based (the “card title” included in its game
text). Examples of copies:
• Radioactive Garbage Scow (Premiere) is a
copy of Radioactive Garbage Scow
(Voyager) and of the Radioactive Garbage
Scow half of Female’s Love Interest &
Garbage Scow. You may not seed more
than one of these under one mission; your
Borg could Adapt to any of them after
encountering any version.
• Medical Kit (Premiere) is a copy of Medical
Kit (Voyager). You may not use a copy of
each to add two MEDICAL skills to your
OFFICER.
• Ready Room Door (First Contact) is a copy
of Ready Room Door (Voyager). You may not
play both during one turn.
• ❖ Klingon Outpost (Trouble With Tribbles
starter deck reprint) is a copy of the Outpost
card titled “Klingon” (Premiere). The card
titles of most outposts have been revised.
You may seed only one.
corresponding – The corresponding spaceline
location for a time location is the mission with
the same location in its lore. For example, the
mission Agricultural Assessment (Sherman’s
Planet) corresponds to the time location
Sherman’s Peak (2267 Sherman’s Planet).
A corresponding location or region in an
“opposite quadrant” is a location or region
with the same name. For example, Bajor in the
normal universe (Alpha Quadrant)
corresponds to Bajor in the mirror universe
(Mirror Quadrant).
Council of Warriors – This objective may not
be nullified once it is relocated to your point
area. Bringing a non-Klingon personnel into
play by persona exchange, earning a
Cryosatellite, or switching the affiliation of a
multi-affiliation personnel is not “playing a non-
Klingon personnel.” See card play, report,
affiliation and species.
countdown icon [1][2][3][4][X] – When your
card with a countdown icon enters play (is
played face up, activated, or encountered), it
nullifies itself and is discarded at the end of
the specified number of your turns (regardless
of when it is played or activated or who
encounters it). If the card enters play during
your turn, it counts down at the end of that
turn. For example, your card with a countdown
of 3 nullifies itself at the end of your third turn.
A convenient way to keep track of your
countdown icons is to turn the card 90
degrees at the end of each of your turns.
counter-attack – See battle.
Countermanda – This interrupt is not an
“Amanda Rogers card.” See card titles,
discard pile.
counterpart – A counterpart is a Borg
personnel with “assimilated counterpart” in his
lore, or a personnel assimilated with the
objective Assimilate Counterpart. An
“assimilated counterpart” may be used as a
“matching counterpart” for the objective
Assimilate Homeworld. However, when a card
requires that a counterpart match the affiliation
of a homeworld, it must also match the
homeworld’s universe. See mirror universe.
A counterpart may not be downloaded or
affected by cards that specify drones.
Your collective is limited to one counterpart in
play at a time. Thus, if you have one
counterpart in play, you may not play or
assimilate another, and if you acquire another
one (e.g., from a Cryosatellite), the second
one must be discarded. A counterpart may be
converted to a drone with He Will Make an
Excellent Drone.
The assimilated counterparts are native to the
Alpha or Gamma Quadrant and may not
report to a Borg Outpost in any quadrant (see
facility, native quadrant).
An assimilated counterpart’s skill that
enhances their ship’s WEAPONS and
SHIELDS +4 against their former affiliation
works against any force that includes that
affiliation. For example, Locutus of Borg’s skill
would enhance his ship against a Non-Aligned
ship with some Federation crew or a mixed
fleet of Federation and other ships under
treaty.
counting cards – At any time, you may count
the cards in your own hand. You may request
that your opponent count his own hand and
tell you the correct count. You may also count
the seed cards under a mission and check
their orientation to determine the owners.
Covert Installation – Revised text (lore):
Neutral Zone Region • Devora
crew – See Away Team and crew.
Crew Reassignment – The ship to which a
personnel may report using this event must
have the icon as one of its staffing icons. For
example, [AU] personnel without an [OS] icon
may not report to Starship Enterprise (Trouble
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  15
With Tribbles) using Crew Reassignment. See
ship staffing.
Crisis – Because the ship at the location is not
actually attempting the mission, the ship and
crew are not “stopped” if this dilemma is not
overcome. Only the attempting Away Team is
“stopped.”
Crosis – See Rogue Borg Mercenaries.
Crossover – When this incident allows your
[MQ] personnel to ignore their [MQ] icon
when reporting, treat them as if they have no
quadrant icon (i.e., as if native to the Alpha
Quadrant). Thus they may report to a native
Alpha Quadrant facility, or (if [AU][OS]) to
Sherman’s Peak.
The incident is discarded only when you
report a Multidimensional Transport Device as
your normal card play and then download one
of the listed personnel to that Device.
If you report Ezri without this incident in play,
and immediately use her special download for
Crossover, you cannot then use Crossover to
download a Multi-Dimensional Transporter
Device to Ezri because it is no longer “just
after” she reported. See actions – “just”.
Cryosatellite – Revised text:
Seed at a space location. May seed one
additional artifact and up to 3 [AU] personnel
here. They are earned when Cryosatellite
earned; then discard Cryosatellite.
All cards seeded with this artifact count as
seed cards. They are seeded one at a time,
not as a group. See personnel – seeded.
Crystalline Entity – This dilemma is an
exception to the normal rule that dilemmas
affect only the personnel in the crew that
encounters the dilemma. It “kills all life on
ship,” including tribbles, intruders, and
personnel who are “stopped,” disabled, etc.,
and not participating in the mission or
scouting attempt. (However, it does not kill
personnel in stasis.)
If this dilemma is encountered after DNA
Clues with Lore in play, 6 MEDICAL and 2
SCIENCE are required to pass the dilemma.
See dilemma resolution.
cumulative – If a card is cumulative, multiple
copies of the card can have the same effect
on the same target(s) at the same time.
Damage markers (Tactic cards) are
cumulative, as are cards specifically marked
"cumulative." All other cards are not
cumulative.
While you may have multiple copies of a non-
cumulative card in play, they cannot have the
same effect on the same targets at the same
time. Also, multiple copies of a non-cumulative
card “played” or “placed” on the same card
may not have the same effect at the same
time, even on different targets.
Targets may include cards (e.g., personnel,
ships) or a player. An action (such as
beaming, ship movement, a battle, or a
mission attempt) is not a target.
Examples of effects include modifying skills,
attributes, or mission or dilemma
requirements; killing a personnel; damaging a
ship; and generating benefits (such as card
draws or points) for a player.
For purposes of cumulativity only, all end-of-
turn actions (or start-of-turn actions) are
considered to occur “at the same time.”
Multiple responses to a single action (such as
a battle) generally resolve one at a time, and
thus are not restricted by cumulativity rules
(unless they generate a continuing effect).
Cards that may be played or have effects
"once per (each, every) turn" are covered by
the "once per turn" rule.
Examples:
• HQ: War Room: Multiple copies may not
enhance the attributes of the same
personnel at the same time.
• Science Kit: Multiple copies may not add
multiple SCIENCE skills to the same
personnel at the same time.
• Reflection Therapy: Multiple copies may not
replace multiple skills on one personnel at
the same time.
• Process Ore, Colony: You may not process
ore at more than one Nor or score points at
more than one Colony (start-of-turn actions)
each turn. (The player is the target.)
• Telepathic Alien Kidnappers, The Traveler:
Transcendence: Multiple copies of each
card do not allow you to “guess” multiple
cards or draw multiple extra cards (end-of-
turn actions) each turn.
• Transwarp Conduit: This card generates a
continuing effect (for the rest of the turn). A
second copy played on the same ship while
the first is still in effect will not quadruple its
RANGE.
• Automated Security System, Dal’Rok,
Establish Tractor Lock: If multiple copies are
played or placed on the same Ops, mission,
or ship, only one copy of each card can kill a
personnel each turn or immobilize a ship,
even if different targets are present.
• Fajo’s Gallery: Multiple copies will not
generate additional card draws when you
capture a unique personnel.
• REM Fatigue Hallucinations: If two copies
on the same group of personnel are cured at
the same time, only one will score points.
• Personnel: Multiple copies of the same
personnel (whether universal or unique) may
not score points for Colony, Ressikan Flute,
or Assign Mission Specialists, or extra
points for missions such as Establish
Settlement or A Good Day to Live, at the
same time. (But they may be used to meet
mission or dilemma requirements.)
• Romulan Disruptor: This card is marked
“cumulative.” Each personnel present with
three disruptors will be STRENGTH +6.
• Android Headlock, Antique Machine Gun,
Barclay Transporter Phobia: The effects of
multiple copies of each of these cards occur
as separate actions (not at the same time)
and have different targets, and are thus not
restricted by cumulativity rules.
• Alas Poor Drone, Cybernetics Expertise,
Borg Nanoprobes: Although these cards are
not restricted by cumulativity, they have
“once per turn” effects that are governed
by that rule.
current objective – See Borg, objective.
Cyber Drone (Five of Eleven) – This
personnel’s special skill only prevents Borg
personnel from entering stasis, and cannot
release them from stasis once established. For
example, a Cyber Drone in a group of Borg
relocated to an unsolved Qualor II
Rendezvous would prevent them from entering
stasis, but it cannot release them if brought
there after the relocation.
It does not prevent ships from being placed in
stasis (e.g., by the Quantum Singularity
Lifeforms dilemma), though it can prevent the
Borg personnel aboard from entering stasis.
Cybernetics – This skill no longer has a built-in
function, but is utilized by the incident
Cybernetics Expertise.
Cyrus Redblock – This personnel’s special
skill includes dilemmas with variants such as
“murdered” and “murderous” in title or lore
(but not synonyms such as “assassinated”).
See actions – step 1: initiation.
Cytherians – This dilemma represents a
moving required action. When it is
encountered, the mission or scouting attempt
immediately ends. If Mission Debriefing is in
play, the crew is “stopped” before they can
use any remaining RANGE to move that turn.
The dilemma does not relocate your ship; you
must use normal ship movement to move to
the far end of the spaceline. Once the far end
of the spaceline is identified (i.e., right or left
end), that destination does not change even if
the spaceline is rearranged with Q. See
actions – required, ties.
Cytoplasmic Life-form – For this dilemma,
“different personnel” may include multiple
copies of a personnel. For example, a mission
with requirements of Computer Skill x2 +
Navigation would require three personnel to
complete, and could be solved with three
copies of Sam Lavelle. A “skill requirement”
includes skills that are personnel types, such
as MEDICAL.
Dabo – While you may have a copy of this
incident in play on each of two Quark’s Bars,
you may not get probe results using both
copies at the end of a turn. See cumulative,
probing, Writ of Accountability.
Dal’Rok – This dilemma is an exception to the
rule that dilemmas affect only the personnel in
the encountering crew or Away Team. Even at
first encounter, all personnel at the location
(including the opponent’s) must be checked
for lowest total attributes. The total attributes
>150 required to nullify the dilemma must be
in one crew or Away Team. See ties.
damage – When you are using a Battle Bridge
side deck, any damage to your opponent’s
ships or facilities, whether from a hit in battle,
dilemmas, or other causes, is indicated by
damage markers, which are Tactic cards from
your side deck. The damage results appear at
the bottom of each Tactic card. See battle –
ship.
Some damage results are immediate and have
a one-time effect (such as killing a crew
member or downloading a Warp Core
Breach). Other damage results have an
ongoing effect (such as reduced attributes or
off-line transporters) as long as that damage
marker is in play. Most damage markers also
specify a reduction to HULL integrity. When a
ship’s or facility’s HULL integrity is reduced to
0%, it is destroyed.
Multiple copies of the same damage marker
are cumulative, including reductions to
attributes and HULL integrity.
If your side deck is ever completely out of
Tactic cards (because they are all in play as
damage markers), you will be unable to further
damage your opponent until some of your
damage markers return to your side deck. You
may not mix damage markers and rotation
damage on your opponent’s ship.
Rotation damage –If you are not using a
Battle Bridge side deck, any damage to your
opponent’s ship (from a hit in battle or from a
card such as a dilemma) is indicated by
rotating the target 180 degrees to indicate
that it is damaged, with these effects: RANGE
is reduced to 5 (if it is already less than 5, it
remains the same), Cloaking Device is off line,
and HULL integrity is reduced by 50%. If you
scored a direct hit in battle, HULL integrity is
reduced by 100% and the target is thus
immediately destroyed. If a ship with rotation
damage is damaged again before it is
repaired, the additional HULL integrity
reduction of 50% also destroys the ship.
A ship is damaged (for dilemmas such as
Abandon Ship!) if it has any damage markers
on it (even if there is no HULL damage), or
has received rotation damage. Reduction of
attributes from other causes is not “damage.”
You may never substitute rotation damage for
damage marker symbols (e.g., Breen
CRM114, HQ: Orbital Weapons Platform). To
use such symbols you must have a Battle
Bridge side deck.
Off line – When a damage result indicates
that something is off line, the affected item
may not be used in any way as long as that
damage marker is in play. Attribute
enhancements being off line affects all
enhancements to the specified attribute.
Default damage – When you are using a
Battle Bridge side deck, sometimes your
opponent’s ship or facility will be damaged
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  16
when you do not have a current tactic (such
as when encountering a dilemma or during a
battle in which you choose not to play a
current tactic). Whenever this occurs, the
default damage is two cards from your side
deck, or four cards for a direct hit. (Default
damage should not be confused with “card
rotation” damage, which applies only when
you are not using a Battle Bridge side deck.)
Order of damage results – In most cases, the
sequence in which you apply damage results
will not matter. Occasionally the order may be
significant. In these cases, carry out immediate
damage results first and check the HULL
reduction last.
For example, suppose the HULL integrity of
your opponent’s ship has already been
reduced by 80% when it is damaged again,
and the two damage markers from your side
deck each specify one casualty and HULL -
30%. If your opponent wants to play an
Escape Pod, he must suffer both casualties
first, so the Escape Pod saves only the
remaining crew.
See repair.
Data’s Body – This personnel counts as a
seed card if “reported” at your outpost during
the seed phase.
When your Data’s Body is present with your
Data’s Head, you may declare them to be
attached (or detached) as desired during your
turn. See disabled. When attached, Data’s
Head is no longer treated as an artifact (and
thus is immune to Disruptor Overload, for
example); instead, the two cards together are
used as a single Personnel card. If the
combination is discarded, the two cards are
no longer attached and Data’s Head is again
treated as an artifact. Like any other artifact,
Data’s Head must be earned before use.
Data’s Head – See Data’s Body.
Data’s Medals – See battle – personnel,
battle – ship.
Dathon – This personnel is the matching
commander of the Tama. His special skill
nullifies El-Adrel Creature and Shaka, When
the Walls Fell.
David Marcus – This personnel’s special skill
allows you to ignore the text “If not playing
[Fed]” on The Genesis Device if you place it
on a planet you seeded.
D’deridex Advanced – This ship is considered
D’deridex-class for any card that requires that
class of ship, such as Romulan Ambush,
unless otherwise specified. See attribute
enhancement, skills – using.
deactivated – See holographic personnel
and equipment.
Dead End – This dilemma is discarded only if
the player first encountering it overcomes it by
having at least 50 points. Otherwise, it is
placed atop the mission and remains there
permanently (unless nullified by Dropping In);
you may re-attempt the mission if you have
more than 50 points, but this does not nullify
or discard the dilemma. Although it will “stop”
a Borg scout on initial encounter, it does not
prevent later scouting.
Dead in Bed – You choose the personnel in
stasis to be killed when you play this interrupt.
Deanna Troi (First Contact) – This personnel
must be part of the “stopped” Away Team to
“unstop” them. For example, if two other
personnel in her Away Team are “stopped” by
Parallel Romance, they become a separate
Away Team. She may not “unstop” them
because she is not part of that Away Team.
See once per game.
death – See discarding.
deck – There are two parts to every game deck:
the seed deck and the draw deck. In
addition, you may have one or more optional
side decks.
Deep Space 9 – Deep Space 9 and Terok Nor
are two versions of the same conceptual
station, which is not duplicatable (see unique
and universal). Thus, if a player seeds Deep
Space 9 during the dilemma phase, his
opponent may not seed Terok Nor during the
facility phase; it is instead placed out-of-play.
See Chamber of Ministers.
This station has no matching commander,
which are defined only for ships.
Deep Space Station K-7 – Like all stations,
this station has no built-in reporting, docking,
or repair functions. No sites may play here.
However, because this station is at a time
location, compatible personnel and
equipment native to the timeline may report
aboard the station using the time location’s
reporting function.
default damage – See damage.
Defend Homeworld – When this objective
allows a download of personnel and ships in
response to battle, it is to a specific
destination (“download there”) and thus the
cards may report anywhere at the location
(e.g., personnel may report aboard ships),
ignoring quadrants. However, a SECURITY
personnel downloaded with the objective’s
final function must be reported to a facility or
other place where that personnel may normally
report, because no destination is specified.
See downloading.  If a facility or site provides
the place for the downloaded SECURITY
personnel to report, both the personnel and
facility must be in their native quadrant. You
may not download cards with this objective
when your opponent attacks your Non-Aligned
ship at your homeworld, even if there are crew
members aboard matching the homeworld’s
affiliation. The specific card that is attacked
(the ship) must match the homeworld and its
universe (see mirror universe).
An attack by a Borg Ship dilemma or Rogue
Borg, which are self-controlled, will not allow
the download. Your opponent must attack your
card with his ships or personnel.
DEFENSE bonus – A feature of Tactic cards.
In a ship battle, the DEFENSE bonus on your
current tactic (if any) is added to the
SHIELDS of your ship that is being fired upon
(plus any SHIELDS extension from a facility
where the ship is docked), to calculate your
DEFENSE total. The DEFENSE bonus is not
an attribute enhancement. See battle –
ship.
Dejaren – See dilemma resolution – Targets.
Deliver Supplies – The freighter or transport
used to solve this mission must be in orbit
with Transporter Skill aboard. See dual-icon
missions.
Delta Quadrant – A “Delta quadrant mission“
is one with a Delta Quadrant ∆ icon in its point
box.
Delta Quadrant icon ∆ [DQ] – Personnel,
ships, and facilities with this icon are native to
the Delta Quadrant. See native quadrant.
Delta Quadrant Spatial Scission – This
incident does not allow you to have more than
one version of the same persona in play at
one time. When you use it to place a card out-
of-play, you may choose to do one of the
following: play two cards OR draw two cards
OR play one card and draw one card (in any
order). You may not draw two cards AND play
two cards.
Denevan Neural Parasites – See dual-
personnel cards.
destroy – See nullify.
Destroy Radioactive Garbage Scow – You
may not reduce the same mission’s points
more than once with multiple copies of this
interrupt. See cumulative. The points are not
bonus points because the mission’s value is
reduced. If the mission has already been
completed, no points are lost. See
Containment Field.
Devidian Door – Although this doorway is
never “played,” it has an [AU] icon and
represents the use of an [AU] effect. Thus, you
must have an open doorway (e.g., Alternate
Universe Door or Space-Time Portal) which
allows the play of [AU] cards in order to play a
personnel or equipment card with a Devidian
Door. (The use of the [AU] function counts
toward your limit of one [AU] card per turn
allowed by a Space-Time Portal, so you may
not report an [AU] card using only the Spoce-
Time Portal.) If the doorway is closed
afterwards, you may still show the Devidian
Door on your next turn. “Showing” the
Devidian Door cannot be affected by an
Energy Vortex.
You may show the Devidian Door at any time
during your next turn. If the game ends on or
before your next turn, you must immediately
show the doorway from your hand. If you do
not show the door when required, or must
skip that turn because of Containment Field,
you automatically lose the game with a
0(–100) score. If you report multiple cards by
saying “Devidian Door,” you must show the
same number of Devidian Doors from your
hand during your next turn.
You may not play a card by “Devidian Door”
when playing in a restricted environment
where this doorway is not a legal card.
See anywhere, Ophidian Cane, Persistence
of Memory, report.
Deyos – Using this personnel’s special skill to
draw a card is a “just” action; it must be used
immediately after the non-Youth Jem’Hadar
enters play at his location, even if that
Jem’Hadar enters play as a sub-action of a
group action (e.g., multiple reports under Red
Alert). See actions – group, actions – “just”,
card draw.
dilemma – A type of card hidden beneath
Mission cards, which create hidden
challenges to be dealt with when attempting
missions. Dilemmas must be seeded during
the dilemma seed phase. There are three
types: planet [P], space [S], and space/planet
[S/P]. See combo dilemma.
Dilemmas are encountered and resolved one
at a time during a mission or scouting attempt.
Each dilemma describes what happens when
your crew or Away Team encounters it. It may
list certain skills, attributes, equipment, or
other requirements to overcome, cure, or
nullify the dilemma; specific types of personnel
that it affects; and various results such as
damaging or destroying a ship or “stopping,”
disabling, or killing personnel. Some dilemmas
have bonus points that you score when you
overcome the dilemma. See dilemma
resolution, dilemma timing.
dilemma resolution – This section applies to
dilemmas seeded under a mission (or Empok
Nor), including Q-icon dilemmas seeded as
[S/P] dilemmas (e.g., Hide and Seek, or with
Beware of Q). It does not apply to Q-icon
dilemmas encountered during a Q-Flash.
Unless otherwise specified, all references in
these sections to a “mission attempt” include
scouting or commandeering attempts. An
overview explaining how to apply the rules in
this section can be found under dilemma
resolution – summary. Also see the
supplemental Dilemma Resolution Guide for
application of the rules to specific dilemmas.
Dilemmas are encountered and resolved one
at a time. (Some special rules apply to combo
dilemmas.) When you attempt a mission,
slide out the bottom seed card under the
mission, turn it over, and read it. (Dilemmas
are meant to be read by the encountering
player. See your.)
Each dilemma may have one or more of these
features, described in more detail below: a
trigger, targets, a nullifier, conditions, and/or a
cure. Nullifiers, conditions, and cures are
collectively referred to as requirements. For
example, Ancient Computer, Isolinear Puzzle,
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  17
and Phased Matter all include requirements
for ENGINEER (conditions, nullifier, and cure,
respectively). However, No Loose Ends
targets ENGINEERS but does not require
that skill.
A requirement such as STRENGTH>40 refers
to the total STRENGTH of the Away Team or
crew. When requirements or targets include
attributes, apply any relevant attribute
modifiers, such as Lower Decks, phasers, The
Emissary, etc. A requirement for a personnel
type, such as MEDICAL, may be met by either
a skill or a classification, unless otherwise
specified. A requirement for multiples of a skill,
such as “2 Navigation”, may be met by two
personnel with Navigation or by one personnel
with Navigation x2. (However, a requirement
for “a personnel with 2 Navigation” must be
met by a single personnel.)
If a card “doubles a dilemma’s effects”
(Howard Heirloom Candle), it doubles only the
results, e.g., kills two personnel instead of one.
If a card “doubles a dilemma” (Taar, Lore), it
doubles all features of the dilemma
(requirements, results, point values). If a
dilemma is affected by a card that adds or
subtracts requirements and another that
doubles requirements, add or subtract first,
then double. A requirement may not be
reduced below zero.
Only personnel in the crew or Away Team
attempting the mission may trigger, be
targeted by, overcome, nullify, or cure a
dilemma during the mission attempt.
Personnel who are “stopped,” disabled, in
stasis, intruders, etc. are not affected by
dilemma text targeting “crew,” “entire crew,”
“all crew,” “Away Team,” or “entire Away Team”
(which refer only to the crew or Away Team
facing the dilemma). If a dilemma “stops,”
disables, or places in stasis part of the crew
or Away Team, they are no longer participating
in the attempt and thus may not affect or be
affected by subsequent dilemmas. If personnel
are placed or “held” with a dilemma atop a
mission, “held by aliens,” etc., they may not
use (or share) their skills or attributes.
Only dilemmas using broader terms such as
“all life on ship” or “personnel at this location”
can affect personnel not involved in a mission
attempt, when the dilemma is encountered.
Dilemmas that enter play and have continuing
effects may affect other personnel, even the
opponent’s, after the mission attempt is over.
See Crystalline Entity, Dal’Rok, present,
“stopped.”
If a dilemma states that it “damages” your
ship, apply default damage of two damage
markers (if your opponent is using a Battle
Bridge side deck) or “rotation” damage (if he
is not).
Triggers – A trigger is an element that must be
present (or a situation that must exist) for the
dilemma to have any effect. This is stated at
the beginning of the dilemma and is often
preceded by the word “if”. If the trigger is not
present, discard the dilemma immediately
without effect (unless it has an “otherwise”
clause with an alternate effect). Examples:
“If the Traveler: Transcendence is affecting
you…”
“If this is a Federation Ship…”
“‘Stops’ SECURITY androids and OFFICER
androids, if any present. Otherwise, kills one
non-android Away Team member…”
Targets – The targets of a dilemma include the
cards it affects (e.g., personnel selected to
die), a personnel, ship, or facility that the
dilemma is placed on, or a target destination
for a relocation.
Targets may be chosen by random selection,
opponent’s choice, or owner’s choice. When a
dilemma specifies a superlative such as
“strongest,” “most CUNNING,” or “highest
total attributes,” and there is a tie, the
opponent of the player encountering the
dilemma gets to choose.
If no personnel remain to be targeted by a
dilemma just encountered, because you used
game text that allows you to remove them,
replace that dilemma under the mission (the
mission attempt ends). For example, Elim
Garak (“May avoid any random selection”)
encounters Armus – Skin of Evil. If you choose
to have Elim Garak avoid the random
selection, there is no one left to be targeted
by Armus, and it is replaced under the
mission. Another card that might remove all
personnel before you can resolve a dilemma is
Flight of the Intruder.
However, if a dilemma targets cards with
specific features (e.g., a personnel with
Empathy, a male, a non-Cardassian), and there
are no cards present with those features,
discard the dilemma immediately without
effect, as when a trigger is not present. (This
does not include personnel with specific
features which are required as a condition for
overcoming the dilemma. See Conditions
below.) If two targets with different specific
features are specified (e.g., one [Holo]
personnel and one non-[Holo] personnel), and
only one is present, target that one. A
specified number of personnel is not a
“specific feature;”  if a card specifies that two
target personnel are to be selected but only
one personnel is present, it selects that one.
Also discard the dilemma if there is no ship or
facility to place the dilemma on, or no
destination for a relocation (e.g., “furthest
planet” when there is no other planet on the
spaceline).
Nullifiers – A dilemma may list skills,
attributes, other characteristics, personnel,
equipment, an action, or a card play that can
nullify the dilemma. Also, another card may
state that it nullifies a dilemma. (Some form of
the word “nullify” is always used; conditions
and cures are not nullifiers.) Nullifying a
dilemma is a valid response to the initiation of
the dilemma encounter. See actions – step 1:
initiation. If the nullifier is present (or a nullifier
card is played) when the dilemma is
encountered, the dilemma is discarded and
has no effect. Some dilemmas that enter play
or have a lasting effect on a personnel or ship
may also be nullified after the initial encounter.
(Such a nullifier acts similar to a cure.) A
dilemma with a countdown icon self-nullifies
after the specified number of turns of the
player who seeded it, and is discarded at that
time. Examples:
“Nullify dilemma with Shelby OR 4
SECURITY.”
“To nullify, evacuate ship at your outpost until
end of turn.”
“Nullify with Plexing.”
“Nullifies Tamarian-related dilemmas where
present.” [Dathon]
Conditions – One or more skills, personnel,
equipment, attribute totals, or other
characteristics that must be present to avoid
the ill effects of a dilemma, often indicated by
“unless” or requirements “to get past” the
dilemma. A few dilemmas have conditions that
apply to the player rather than the Away Team
(see last example). Examples:
“Unless SECURITY and MEDICAL present...”
“To get past requires Empathy, Diplomacy,
Morn or any Scotty.”
“To get past, most CUNNING MEDICAL
present must help aliens (relocated with
dilemma...)” [Note: the MEDICAL is not
considered a target for purposes of dilemma
resolution.]
“Unless you have at least 50 points...”
Not all uses of “unless” identify conditions. If a
dilemma has a delayed effect “unless” the
required skills, etc. are present by a specified
time, that is a cure, not conditions. See the
last example under Cure.
If your Away Team or crew can meet the
conditions of a dilemma, they automatically
overcome and discard it. You cannot choose
not to overcome a dilemma with conditions.
See meeting requirements.
Cures – One or more skills, personnel,
equipment, or other characteristics that, if
present, will cancel a dilemma’s ongoing or
delayed effect. Diseases most commonly have
cures. An action, such as playing a card or
returning a ship to the outpost, can also be a
cure. When the requirements for a cure are
met, the dilemma is discarded. Examples:
”Cure with 2 MEDICAL and Biology.”
”Cure with Emergency Transporter Armbands,
Timepod Ring, or new ENGINEER arriving.”
”[Ship] is destroyed at the end of your second
full turn unless 2 SCIENCE OR 2
ENGINEER aboard by that time.”
When a dilemma has an effect that can be
cured, that effect happens; then, if the
required skills are still present, it is cured
immediately, before proceeding to the next
dilemma. This is different from a dilemma with
a nullifier, which is discarded before taking
effect.
“Stopping” – A dilemma only “stops” the Away
Team or ship and crew if it has conditions and
you fail to overcome those conditions. (See
“stopped”.) A dilemma without conditions
never “stops” your cards unless it explicitly
says it does. If not “stopped,” the remaining
Away Team or crew must continue the mission
attempt.
Entering play – Any dilemma with a long-term
effect “enters play.” The dilemma may state
that it is played on table or placed on a
personnel, ship, facility, mission, or the
spaceline; or it may be implied that it enters
play as a marker for an ongoing effect. A
dilemma that enters play may have a
continuous effect or one that occurs at the
start (or end) of each turn of the player
encountering it or every turn of both players.
Such a dilemma will be discarded when it is
nullified, cured, expired, or otherwise
destroyed. For example, when a dilemma is
placed on a personnel, it will be discarded if
the personnel is discarded for any reason.
Examples of dilemmas that enter play are Borg
Ship, Harvester Virus, Nitrium Metal Parasites,
Rascals, Hyper-Aging, Lethean Telepathic
Attack, and Interphasic Plasma Creatures.
Discarding – A dilemma is discarded without
effect if a required trigger or a target with
specific features is not present, or if it is
nullified.
If a dilemma has conditions, and you do not
overcome it, replace the dilemma under the
mission to be encountered again, unless it
enters play or says “discard dilemma” or
“mission continues.” When you overcome the
dilemma, discard it. For example, if you do not
overcome the following dilemmas: Ancient
Computer is replaced under the mission;
Gravitic Mine (“Discard dilemma”) and
Garanian Bolites (“Mission continues”) are
discarded; Lethean Telepathic Attack is
placed on a personnel; Interphasic Plasma
Creatures plays on the table.
If a dilemma has no conditions, it is discarded
after you follow its instructions (unless it
enters play), whether it has any effect or not.
Examples include Maman Picard, Ooby
Dooby, and Shot in the Back.
Choices – Some dilemmas require the player
to make a choice between ways to resolve the
dilemma. Once you make your choice, carry
out that part of the game text and ignore the
other choice. Examples:
“Abandon mission attempt until any player has
completed a different mission OR continue
but lose points if you fail this turn.”
“One Away Team member is killed OR beam
up that personnel at a penalty.”
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  18
Dilemmas with choices do not generally have
conditions. See Tarellian Plague Ship.
Point boxes – A dilemma may have a positive
or negative bonus point box. The points are
scored when you overcome its conditions
(e.g., Chalnoth), when you cure it (e.g., Hyper-
Aging), or according to the dilemma’s
instructions (e.g., Cytherians, Borg Ship, Edo
Probe). Place the dilemma in your bonus point
area, even if says to discard it. (Discard the
dilemma if you are playing Borg.) You do not
score bonus points for a dilemma that is
nullified or discarded for lack of a trigger or
targets, or when you fail to meet its conditions
or cure it.
Scouting vs. mission attempts – Dilemma text
such as “mission continues” or “abort mission”
refers to both mission and scouting attempts
(for the Borg, they mean “scouting the mission
continues” and “abort scouting of the
mission”). However, dilemma text referring to
“mission attempts,” “attempting a mission,” or
“solving a mission” does not include scouting
attempts.
dilemma resolution – summary – Resolve a
dilemma by checking its features in the
following order.
1. If a required trigger is not present (and
there is no “otherwise” clause), OR if the
dilemma specifies targets with specific
features, and no such target is present,
discard the dilemma without further effect,
and continue the mission attempt.
2. If the dilemma has conditions, check to
see if the crew or Away Team meets the
conditions.
• If you meet the conditions, discard the
dilemma (place in your bonus point area
if it has a point box). The crew or Away
Team must proceed with the mission
attempt.
• If you do not meet the conditions, carry
out the dilemma’s instructions. The Away
Team or ship and crew are “stopped”
and the mission attempt ends (unless
the dilemma says “mission continues”).
Unless the dilemma says “Discard
dilemma” or “mission continues,” or it
enters play (placed on a mission, ship,
personnel, or the spaceline), replace it
under the mission, face down under the
stack, to be encountered again.
3. If the dilemma does not have conditions,
carry out the dilemma’s instructions. The
ship and crew or Away Team are not
“stopped” (unless the dilemma explicitly
“stops” one or more cards), and remaining
personnel must continue the mission
attempt. Discard the dilemma unless it
enters play (place in your bonus point area
if it has a point box).
4. If you nullify the dilemma with skills,
personnel, etc. present, or by playing a
card or taking a specified action, discard it
without further effect, and continue the
mission attempt.
5. If the dilemma has a cure, first it takes
effect. Then, if the skills still remain in the
crew or Away Team to cure it, discard the
dilemma (place in your bonus point area if
it has a point box) before proceeding with
the mission attempt. Any temporary effects
such as disabling are cancelled when you
discard the dilemma.
Note: this summary assumes that your
opponent does not make any responses to the
dilemma encounter (such as replacing it with a
Q-Flash using Beware of Q). A dilemma may
be responded to only after any targets for the
dilemma have been chosen (or a trigger/target
has been found to be absent) and you have
checked to see if the crew or Away Team can
meet the dilemma’s conditions (if any). See
actions – step 1: initiation.
dilemma timing – A mission, scouting, or
commandeering attempt is a single action,
with sub-actions of encountering seed cards
(and for a mission attempt, completing
(solving) the mission). An attempt may not be
interrupted except by valid responses and
actions that suspend play. See actions –
interrupting.
You may make valid responses to the
encounter of specific dilemmas during the
attempt or to the results of a dilemma. For
example, Eyes in the Dark is a valid response
to any dilemma, Q2 to any Q-related dilemma,
and Howard Heirloom Candle to Anaphasic
Organism, Empathic Echo, or Coalescent
Organism; Strike Three is a valid response to
a battle initiated by the Cardassians
downloaded with Sleeper Trap. A dilemma
may also be interrupted by a card or action
that “suspends play.” See actions – step 2:
responses.
Diplomatic Conference – Revised text:
One V.I.P. from each of three aligned
affiliations + one Non-Aligned V.I.P.
This mission creates a temporary “all-way
treaty” on the planet surface, but only during
the mission attempt (it does not extend to
other actions, such as building a Colony with
Gi’ral and Tokath). Form your Away Team with
personnel from any affiliations (at least one
personnel’s affiliation must match one of the
mission icons) and attempt the mission
normally. The three V.I.P.s of different aligned
affiliations may be from any three affiliations,
not just the affiliations whose icons appear on
the mission.
direct hit – If your ATTACK total is more than
twice your opponent’s DEFENSE total, you
score a direct hit on the target ship. See
battle – ship , damage.
disabled – A disabled personnel is
conceptually unconscious. Personnel may be
disabled by a card (e.g., Hypospray, Ktarian
Game) or by a rule (e.g., captives are disabled
unless Brainwashed). They remain disabled
until the card or effect is cured or nullified.
Also, holographic personnel who are
deactivated are treated as if disabled.
Disabled personnel may not be used in any
way (including game text, attributes, icons,
lore, skills, traits such as gender, species, or
matching commander status, etc.), may not
enable game text requiring that personnel to
be in play, and may not perform any actions.
They may be beamed or moved in the same
way as Equipment cards (but are not treated
as equipment in any other way).
For example, a disabled Treachery personnel
does not allow you to download personnel
there with Recruit Mercenaries; a disabled
android aboard a ship at Paxan “Wormhole”
cannot prevent that ship from being relocated;
and a disabled Data does not allow you to
choose for All Threes. See present. (If a
personnel worth bonus points when killed,
such as Aamin Marritza, is killed while
disabled, the disabling effect ends when he is
killed and the points are scored.)
When a crew or Away Team that includes
disabled personnel is attacked in personnel
battle, the disabled personnel do not engage
adversaries, but may be randomly selected to
die at the end of the battle.
Though similar in some ways to personnel in
stasis, disabled personnel are not affected by
cards that specifically affect personnel in
stasis.
A ship attribute that is “disabled” (e.g., by
“Pup”) is an undefined attribute. When
special equipment is disabled (e.g., by Vole
Infestation), it is “off line” and not usable for
any purpose (see damage). A disabled
attribute or special equipment does not
disable the ship itself.
discard pile – You may not rearrange or look
through cards in any player’s discard pile
unless a card allows you to. For example,
Palor Toff – Alien Trader allows you to look
through (but not rearrange) your discard pile
to choose a target card. You must discard
face up, and any time you retrieve a card from
your discard pile (except for seed cards to be
placed under a mission such as Q’s Planet, or
with Hide and Seek), you must show it to your
opponent.
When you play a card which allows you to
“exchange” it for a card in your discard pile
(e.g., Palor Toff – Alien Trader, Res-Q), the two
cards trade places: the card from the discard
pile goes into your hand, and the card you
played takes the position of that card in the
discard pile. Selecting the target card is part
of the results step of the action. (Only the
discard pile itself is targeted in the initiation
step.) For example, you initiate the play of Res-
Q without naming an intended target; your
opponent may respond with Countermanda,
removing three cards from your discard pile
before you look through the pile and select a
card to exchange for.
Unless otherwise specified, all discarded
cards (except those which enter play from
certain side decks) go to the original owner’s
discard pile. (Cards with point boxes for which
you score the points discard to your bonus
point area.)
A discarded artifact may not be reused, even
if returned to your hand, unless you re-earn it.
When a card is discarded, all effects on that
card end and are not reactivated if the card is
retrieved and replayed. For example, if a
personnel affected by Frame of Mind is killed
and discarded, he is no longer affected by
Frame of Mind if he is replayed. (But once per
game text may not be used again.)
discarding – You may not discard cards from
your hand or from the table unless a card or
rule allows or requires you to do so. Discarded
cards normally go to the owner’s discard pile,
unless a point box or other card allows or
requires you to discard it to your bonus point
area, under The Next Emanation, or
elsewhere. (Also see side decks.)
When multiple discards result from the same
action (e.g., you discard a destroyed ship and
all cards aboard; you discard your entire hand
using Handshake), place the cards in your
discard pile one at a time (allowing your
opponent to see them), in the order you
choose.
When a mission allows or requires you to
discard a card as part of its requirements, or
for extra points, that card must come from the
crew or Away Team attempting the mission,
not from your hand, at the time the mission is
solved. All other discards (e.g., for Static
Warp Bubble) come from the hand unless
otherwise specified. A single discard cannot
satisfy two discard requirements. For example,
the required discard for Static Warp Bubble
cannot also be used to reopen a Spacedoor.
Cards that have a long-term effect on one or
more personnel, such as Barclay’s Transporter
Phobia or Brain Drain, are “played on” the
affected personnel, even if the card text does
not say so explicitly. The card functions as a
reminder of the effect, and will only be
discarded if nullified, cured, or expired, or if
the personnel is discarded.
A personnel who is “discarded” according to
the text of a dilemma or other card is not
considered to die or be killed unless the card
causing the discard specifically says so (Yuta
is an exception).
See in play.
Discommendation – See battle – personnel,
battle – ship.
Disrupt Alliance – See card titles.
Disruptor Overload – Errata:
Plays on any ship or Away Team. One
Equipment card OR one artifact played as an
Equipment card is destroyed at that location
Where present, destroys one Equipment card
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  19
or one card used as an Equipment card
(random selection).
This interrupt is not a valid response to the
play of an Equipment card.
Distortion Field – Errata:
Plays crosswise face up on any planet
location. On each of your turns Once each
turn, flip card over. While face up, prevents
any beam down/up here unless Pattern
Enhancers in play all beaming up/down here.
(Cumulative.)
This event must be flipped during the turn on
which you play it.
Distortion of Space/Time Continuum –
Revised text:
Plays on any ship. “Unstops” ship, crew and
ship’s Away Teams and restores any of this
turn’s RANGE already used by that ship.
See Away Team and crew.
Dixon Hill – This personnel’s skill allows you to
ignore the requirements of a mission only
when solving it. Ignoring requirements is not
the same as meeting requirements. For
example, if his Away Team encounters Lack of
Preparation and would not have been able to
meet the requirements at the start of that
mission attempt, they lose points and are
“stopped.”
Dixon Hill’s Business Card – In Federation
Standard, this interrupt/event would read:
Interrupt: If any personnel (except a Borg)
was just killed and there were no other
personnel present, select any other
personnel controlled by the same player.
That personnel is captured.
Event: Plays on table. The opponent’s next
personnel to report for duty must be
universal or a holographic re-creation. Then
place this card out-of-play. (Event is not
duplicatable.)
If you play this card as an interrupt when one
of your own personnel was killed, the selected
personnel is captured by your opponent. See
reporting for duty, capturing.
DNA Clues – Once this dilemma is placed on
the mission and the choice is made either to
continue or to “stop” (if possible), the altered
MEDICAL requirements for further dilemmas
encountered at that location affect both
players. The DNA Clues dilemma is not
encountered again, so no future Away Team
or crew can alter those requirements. The
dilemma remains on the mission even after it is
solved. The MEDICAL requirements may be
reduced to zero.
do not count toward winning – See points.
docked ship – The following cards may not
target a docked ship (or a carried ship):
Asteroid Sanctuary, Loss of Orbital Stability,
Near-Warp Transport, Temporal Rift,
Wormhole (on a ship as it undocks or
launches), and Temporal Wake (to force it to
follow another time-traveling ship). All other
cards that target a ship may target docked or
carried ships (if applicable) unless otherwise
specified on the card. See docking.
docking – You must indicate which of your
ships are docked (placed under an outpost, or
on top of docking site at a Nor) and which are
undocked (placed on the spaceline). When a
space facility allows a ship to report there, the
ship must report docked. Docking or
undocking is a form of movement and
requires the ship to be staffed. Docked ships
are protected by extension of 50% of the
facility’s SHIELDS, but may not attempt
missions or fire WEAPONS. Docked ships are
not damaged or destroyed when the facility is
destroyed (unless landed on Docking Pads).
Certain cards may not be played on a docked
ship.
Any card or rule that requires a ship to “return
to” a space facility implies that it must dock at
that facility. For example, a ship must dock at
an outpost to be repaired by a Spacedock
there or to cure REM Fatigue Hallucinations.
You may not undock a ship docked at an
opponent’s facility (even a commandeered
ship) unless specific game text allows it (e.g.,
Croden’s Key, Docking Ports).
When compatibility with a facility is required to
dock a ship, only the ship itself must be
compatible with the facility; incompatible crew
members aboard do not prevent docking.
Such personnel cannot board an outpost from
the ship, but they may board a Nor.
Docking Pads – Errata:
This site is located on the Habitat Ring.
No other cards (such as Establish Landing
Protocols) are needed to enable ships with no
staffing requirements to land (dock) and take
off (undock) at this site. The site itself allows
the ship to land and take off. A ship docked at
the Docking Pads site is both docked and
landed, and is subject to the rules applying to
landed ships.
While a docked ship is normally not affected
when the facility is destroyed, a ship docked
at Docking Pads is actually “aboard” the Nor
and thus would be destroyed along with the
facility and discarded.
Doctor, The – This personnel is not a version of
the E.M.H. Program persona and cannot be
downloaded by Beverly Crusher.
does not use – See equipment.
does not work with – A card that “does not
work with” a particular group (affiliation,
species, specific skills) cannot mix or
cooperate with cards of that group in any way,
in the same way that cards of incompatible
affiliations cannot work together without a
treaty (see compatible). For example:
• Lore “Does not work with [Fed] affiliation.”
He doesn’t mix with [Fed] personnel, cannot
board a [Fed] ship, and cannot report to or
board a [Fed] facility.
• Miles O’Brien “does not work with
Cardassians.” He doesn’t mix or cooperate
with personnel of Cardassian species or
affiliation, even under treaty. If he is aboard
your ship, it cannot assist another of your
ships in battle if it has Cardassians aboard.
If a personnel is inadvertently placed in a
situation where he is mixing with cards that he
“cannot work with,” he will form a separate
Away Team or (on your ship or facility) be
placed under house arrest. For example,
Solkar “does not work with personnel who
have Treachery.” If your opponent boarded
your ship and played Reflection Therapy on
one of your crew to give him Treachery, Solkar
would be placed under house arrest. You may
not deliberately place your personnel in such a
situation.
“Does not work with” restrictions that are
completely affiliation-based are overcome by
any card that allows cards to mix “regardless
of affiliation,” such as Brainwash and Temporal
Micro-Wormhole.
Dominion – An affiliation.
Dominion War Efforts – See multi-affiliation
cards.
doorway – A card type representing a physical
door or a passage to another time or place in
the space/time continuum. A seedable
Doorway card must be seeded during the
doorway phase, unless otherwise specified.
Playable doorway cards do not use your
normal card play and may play whenever an
Interrupt card play is legal, but only during
your own turn, unless its text explicitly states
that it suspends play or may play at any time.
There is no limit to the number of Doorway
cards you may play per turn, unless stated
otherwise on a card.
Doorways that remain in play may be “closed”
(made inactive) by other cards. A card that
closes a Doorway card (such as Door-Net or
Revolving Door) may be played on a doorway
that is already closed.  When a doorway is
closed, its ongoing game text related to its
“doorway functions” is not active. For example,
no cards may be taken from a closed side
deck, a closed Ready Room Door does not
protect an event from nullification; a doorway
with a countdown icon stops counting down
(the countdown resumes if the doorway is
reopened). Game text relating to how the
doorway is played (e.g., creating a spaceline
location and its span) or nullified, terms such
as “Not duplicatable,” “Unique,” or “Limit one,”
and icons such as [AU] or [Ref] that are not
part of the game text are not affected. Thus,
while a ship may not pass through the Bajoran
Wormhole if either end is closed, it may still
stop at the location and requires 1 RANGE to
move to the location. Also, another Bajoran
Wormhole may not be played in either
quadrant if the existing one is closed.
Doppelganger – With this event in play, if two
copies of a unique Personnel card are in play
at two different locations, and one moves to
the location of the other, the non-moving one
is discarded. If the two cards are always at the
same location (even if they are moving
simultaneously), no one is discarded.
Reporting, beaming from a planet to a ship, or
moving from one site to another is not “moving
to a location.”
A “duplicate” is equivalent to a copy. Other
instances of the same persona (even with the
same card title) are not duplicates. For
example, Jean-Luc Picard (Premiere) is not a
duplicate of Jean-Luc Picard (First Contact) or
Galen.
double turn – When a card allows you take
double turns, you take one complete turn from
beginning to end, then another complete turn
from beginning to end (not one turn with two
card plays, two end-of-turn card draws, etc.).
A double turn counts as two of your full turns.
doubling – 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. See
skills – modifying.
downloading – When you download a target
card, you first look through any or all of four
places: your hand, draw deck, Zalkonian
Storage Capsule, and Q’s Tent (if open). (If
there is more than one possible target card for
the download, you do not name a specific
target before looking for and choosing one.)
When you choose the target card you must
show it to your opponent (even if it has a
hidden agenda icon), then you must
immediately play or report the card, unless the
card allowing the download:
• requires or allows you to download to hand
(e.g., Quark’s Isolinear Rods, 1st Rule of
Acquisition); or
• works “in place of one card draw” (e.g.,
Blood Oath, Borg Queen), in which case
you may either play the card or place it in
your hand (however, you may not download
from your hand to your hand).
If you are required to play the card but cannot,
the download is invalid.
An artifact may be downloaded only by a card
that says it downloads artifacts, or that names
a specific artifact.
Other rules for downloading are as follows:
• A card or rule may allow or require a
download from another source, such as your
discard pile (Examine Singularity) or from a
side deck (Storage Compartment Door; also
see Tactic).
• Downloading does not count as your normal
card play(unless so specified), and is not
considered a card draw. If the card is
played or reported for duty, this card play is
subject to all normal responses, such as
nullification. It is “played from” the source it
was downloaded from, e.g., “played from
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  20
your hand” or “played from your draw deck.”
• If a card says “download in place of one
card draw,” you may use this ability each
time you are allowed to draw a card.
• If the downloaded card has a hidden agenda
icon, you may not activate it as part of the
download (unless it is a valid response, or
was downloaded by a special download
icon).
• Although some downloads are optional,
others require you to download a certain
target card (or group of target cards). If you
cannot do everything required, the entire
download is invalid. To verify that you could
not carry out the download, your opponent
is allowed to look through your hand, draw
deck, Zalkonian Storage Capsule, and Q’s
Tent (if open), or any other source specified
for the download.
• Attempting a download usually requires the
expenditure of some resource such as
playing a card, using a special icon, or
forfeiting a card draw. That resource remains
used even if the download is invalid.
• If you attempt a download using a resource
such as your card draw and the download is
invalid because no target card is available,
you may not attempt to use that download
again unless a downloading source is
replenished (discard pile regenerated into
the draw deck) or reopened (a closed Q’s
Tent).
• If any player looks through your draw deck
or any side deck during a download, you
must reshuffle it afterwards.
• If you can download multiple cards to a
specific destination, you must download all
cards to the same destination.
• A download does not suspend play, except
for special downloads and cards that
specify that they suspend play.
• Downloads allowed by a special download
icon M have special requirements. See
downloading – special download.
When a card is downloaded into play, you
must obey all normal requirements for playing
that card, whether stated in the rules or the
card’s game text.
Downloading Ships, Personnel, and
Equipment: When the text of a facility or site
allows you to download and report a Ship,
Personnel, or Equipment card, both the facility
and the downloaded card must be in their
native quadrant and all other applicable
requirements for reporting (such as a doorway
that allows [AU] cards to report) must be met.
For example:
• Ops allows you to download a matching
SECURITY-classification personnel to
Security Office; that personnel (and the Nor)
must be its native quadrant.
• Empok Nor, when commandeered, allows
each player to “download to station any
number of different compatible Site and
Equipment cards.” You must obey the site
restrictions for downloading equipment (e.g.,
MEDICAL-related equipment to Infirmary).
When a card other than a facility or site allows
you to download a Ship, Personnel, or
Equipment card, but does not specify where
you may report it, you must obey all normal
reporting requirements and report the card to
a place that card could normally report (e.g.,
to a compatible facility and/or an appropriate
site, in its native quadrant). For example,
Defend Homeworld allows you download a
SECURITY personnel, but does not specify a
destination. You must report the personnel
someplace it could normally report. In most
cases this will be a compatible facility in its
native quadrant; however, a Borg player could
download a SECURITY Borg aboard a Borg
Cube (which allows reporting aboard), and a
downloaded Luther Sloan could report
anywhere, as specified by his skills.
When a card other than a facility or site allows
you to download and report a Ship, Personnel,
or Equipment card to a specific destination
(such as “download to here,” “to this location,”
“to one of your ships,” “to an outpost,” etc.),
you must report the card where specified;
normal reporting requirements related to
where you play the card (e.g., a facility,
appropriate site, native quadrant) do not apply.
A special download [SD] icon also implies a
specific destination (“here”). For example:
• Assign Mission Specialists allows you to
download two mission specialists “to one of
your outposts.” Neither the personnel nor the
outpost needs to be in its native quadrant.
• Recruit Mercenaries allows you to download
certain Treachery personnel “to where you
have Treachery present,” whether they are
aboard a facility or ship or on a planet, in any
quadrant.
• Anya has a special download icon for Salia.
You may report Salia anywhere at Anya’s
location, aboard a facility or ship or on a
planet surface, in any quadrant.
You must still obey any reporting restrictions
on the downloaded card, such as an [AU]
card requiring an open doorway that allows
such cards to report, and personnel played
aboard your ship or facility must be
compatible with that ship or facility (and any
other cards aboard).
If a card allows you to download a personnel
or equipment card during a mission attempt, it
cannot join the attempt unless downloaded by
a special download icon at the mission
location.
Downloading Facilities: When a card allows
you to download a facility to a location, you
must meet all normal requirements for building
(playing) the facility, unless specifically
overridden by the card text. These
requirements include a non-homeworld,
matching affiliation mission for outposts, no
other facility controlled by you at the location,
and any play requirements in the facility’s
game text (such as an appropriate
ENGINEER for building an outpost).
Examples:
• You may not download Primary Supply
Depot with Establish Dominion Foothold,
because that outpost may only be seeded,
not built. You may download Remote Supply
Depot only to a non-homeworld, [Dom]
mission where you have no other facility and
where you have a Dominion ENGINEER.
• Subjugate Planet specifically states that you
may download Remote Supply Depot to the
non-homeworld, non-[Dom] planet mission
targeted by the objective. This overrides the
matching affiliation requirement, but not the
requirement for a Dominion ENGINEER.
Downloading Sites: When a card allows the
download of a Site card to a facility, the site
must be allowed to exist on that facility. For
example, you may not download Garak’s Tailor
Shop to Empok Nor, because that site plays
only on Terok Nor or DS9.
downloading – special download – A card
with a special download icon M allows you to
suspend any play phase action at any time
(even during your opponent’s turn) while you
download the specified target card and
immediately play it. Special downloads may
not be used during the seed phase. If the
card is played at (or to affect something at)
one particular spaceline or timeline location,
the special download icon must be at that
location. (If it is not possible to play the card
according to these rules, then the target card
may not be downloaded.) For example,
Arandis may download Jamaharon at any time
to nullify a Horga’hn (because that artifact is
not specific to any location), but may
download it to relocate a male to Risa only if
she is at his location. See suspends play.
When you use a special download icon to
download a hidden agenda card, you must
play that card to the table, then immediately
activate it and follow its game text (targeting
something at the location of the special
download icon if applicable).
A card with this icon allows a special
download only once per game, no matter
how many copies of that card you use during
the game. On a Personnel card, this icon is
defined as a special skill.
Dr. Farek – See Non-Aligned.
Dr. McCoy (The Motion Pictures) – This
personnel’s special skill allows you to look
through your discard pile (without rearranging
it) until you find the topmost personnel (it need
not be the topmost card).
Dr. Q, Medicine Entity – This Q-icon interrupt
may affect Event cards on ships, personnel, or
any other cards present at a spaceline
location.
Dr. Reyga – See Non-Aligned.
Dr. Soong – This personnel may “reprogram”
only those androids which have variable
features chosen when it reported for duty. He
may replace the classification and/or gender
of the ❖ Soong-type Android, and may
replace one or both of Lal’s two selected skills
with regular skills present with her at the time
of reprogramming. He may reprogram
androids belonging to either player, but only
once during each of his owner’s turns. See
skills – modifying.
Dr. Soong’s “nemesis” is Lore. See nemesis
icon.
draw – See card draw.
draw deck – Your draw deck may be of any
size, as long as it contains at least 30 cards.
You may put any card in your draw deck
(except Tactic, Tribble, Trouble, and Q-icon
cards), although you should avoid cards that
must be seeded rather than played – such as
dilemmas – because normally there is no way
to use them in your draw deck. You may
include as many copies of each card as you
like.
draw no cards this turn – See card draw.
drone – A Borg drone has “Drone” as part of
its Identification. All personnel your Borg
assimilate are drones unless assimilated as a
counterpart using the Assimilate Counterpart
objective. The Borg Queen, counterparts, and
non-[Borg]-affiliation personnel who are Borg
or former Borg are not drones and may not be
downloaded or affected by cards that specify
drones. A Borg drone has no gender and may
not be targeted with Assimilate Counterpart or
any card that specifically targets a male or
female personnel.
Drought Tree – This event is discarded and its
points are lost if the mission it is played on is
destroyed.
D’Tan – This personnel’s special skill works on
himself as well as on others, giving him an
INTEGRITY of 8.
dual-affiliation – See multi-affiliation.
dual-icon missions – Dilemmas of all types,
and Q-Flashes, may be seeded at a dual-icon
mission. To begin or continue a mission or
scouting attempt, or to solve such a mission
(even using alternate requirements provided
by an objective such as Subjugate Planet),
you must have both a crew on a ship in orbit
and an Away Team on the planet (each group
must have a personnel whose affiliation
matches one of the mission’s icons). If either
the crew or the Away Team is “stopped,”
disabled, killed, or otherwise removed, the
attempt immediately ends. (If either group is
“stopped,” the other group is also “stopped.”)
Space dilemmas affect the ship and crew.
Planet dilemmas affect the Away Team. When
a Space/Planet dilemma (or a Q-icon card) is
encountered, the player attempting the
mission chooses whether it applies to the
crew or to the Away Team. (When a Q-Flash is
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  21
encountered, X = the number of personnel in
the crew and Away Team combined.)
See scouting locations, mission attempt.
dual-personnel cards – A dual-personnel
card, such as Sons of Mogh, is one card that
includes two personnel. Classifications,
staffing icons, and attributes on a dual-
personnel card appear in the same order as
the individual personnel’s skills are listed. For
example, on Sons of Mogh, Kurn’s skills,
classification (OFFICER), and STRENGTH
(8) are listed before Worf’s.
Anything that happens to one of the
individuals on a dual-personnel card
automatically happens to the other. For
example, if one individual is selected to die,
the other individual also dies. If the card is
dual-affiliation, both personnel must have the
same affiliation at the same time, and cards
that affect the affiliation of one of the
personnel on the card affect the affiliation of
both personnel. Thus, Data and Picard both
become Non-Aligned if Lore’s Fingernail is in
play. See Q-Type Android.
Random selections – To make a random
selection from a group including one or more
dual-personnel cards, select the appropriate
number of cards (as if all were single
personnel) and apply the results to all
personnel selected. Examples:
• Armus – Skin of Evil randomly selects one
personnel to die. Select one card; both
personnel will die.
• Denevan Neural Parasites randomly selects
“half the Away Team.” If your Away Team
contains six personnel cards, your opponent
will select three cards. All are killed,
regardless of the total number of personnel
affected. (Two phasers or disruptors are
required to protect both personnel on a dual
card.)
• If a dual-personnel card is randomly
selected for Chula: The Chandra, all
personnel with at least one attribute number
matching either of the dual personnel would
continue. (If a single personnel is randomly
selected, a dual-personnel card will follow
him if either of the dual personnel has an
attribute that matches.)
If a card targets a personnel of a specific
gender, include a male/female dual-personnel
card in the selection regardless of gender. For
example, if Beverly and Will are in the Away
Team encountering Parallel Romance, include
the card in the selections of both the male and
the female. If Will is selected as the male to be
“stopped,” Beverly is also “stopped,”
regardless of who is selected as the female to
be “stopped.”
Opponent’s or owner’s choice – When a
selection is made by choice, select the
appropriate number of personnel, which may
include one individual on a dual-personnel
card. The result of the selection will then affect
the other personnel on the card as well.
Examples:
• Outpost Raid allows your opponent to
choose two personnel to be killed. He may
select Lursa (on Sisters of Duras) and
Tomalak. B’Etor will also be killed along with
Lursa and Tomalak.
• Mercenary Ship requires [Stf][Stf] for
staffing. For the Abandon Ship! dilemma,
you may choose Beverly (on Beverly and
Will) and Narik to staff it. Since Beverly must
remain on the ship to staff it, Will remains
also.
• With Extradition, your SECURITY personnel
capture both personnel on a dual-personnel
card if their STRENGTH exceeds that of
either individual.
• You select Lursa (on Sisters of Duras) to be
controlled by a Ceti Eel. B’Etor is also
controlled by the same Ceti Eel card.
Specific criteria – If a dilemma targets a
personnel who meets specific criteria, such as
the “most CUNNING” or “lowest
STRENGTH,” examine the relevant attribute of
each individual on a dual-personnel card. If
either individual meets the criteria, both
personnel are affected by the dilemma. For
example, if the “most CUNNING” personnel in
your Away Team is Nog (on Jake and Nog),
then both Jake and Nog are “stopped” by
Altonian Brain Teaser. (They pool their
CUNNING for the “If their CUNNING <15”
clause.)
Reporting and downloading – If one of the
personnel on a dual-personnel card can be
reported for free (e.g., an android with
Cybernetics present) or downloaded (e.g., a
SECURITY personnel with Defend
Homeworld), the other individual is also
reported for free or downloaded.
Costs and benefits – If you pay a cost for
reporting or downloading a dual-personnel
card, you pay that cost only for the
individual(s) to whom the costs apply. See
Ferengi Conference. If you gain a benefit
(such as scoring points) based on the features
of an individual personnel, you get that benefit
only for the individual(s) on the card with
those features. See No Way Out.
Personnel battle – Both individuals on the
card jointly engage a single adversary,
combining their STRENGTH values together
to determine the outcome of the personal
combat.
Assimilation – Dual-personnel cards may not
be targeted for assimilation as a counterpart. If
one individual is assimilated as a drone, the
other is also assimilated. Each individual’s
staffing icons and attributes are adjusted
separately. See assimilation – personnel.
Personas – Some dual-personnel cards
contain versions of single-card personas. For
example, you may not have Sisters of Duras in
play at the same time as Lursa and/or B’Etor.
Persona replacement must include both
individuals.
Dukat of Borg – See counterpart.
duplicate – See copy.
duplicatable – See unique and universal.
Duranja – See in play.
each turn – See turn.
earned – See artifact.
Earring of Li Nalas, The – This artifact must
have been brought into play prior to
completing Rescue Prisoners in order to
double its point box. The doubling effect
remains even if the Earring leaves play. See
once in play.
E.C.H., The – This personnel can download any
card with “Maneuver” in the title. See any,
card titles.
Echo Papa 607 Killer Drone – This
Equipment card does not engage adversaries
in personal combat. It is used only at the end
of a personnel battle to increase your total
STRENGTH. It cannot contribute STRENGTH
for other purposes (overcoming dilemmas or
solving missions). It is not a hand weapon. The
STRENGTH goes up by 10 after each
separate personnel battle.
Edo Probe – Revised text:
Abandon mission attempt until any player
completes a different mission OR continue
but lose points if you do not solve mission
this turn.
Because this dilemma has no conditions, the
Away Team or crew is not “stopped” and the
dilemma should not be returned under the
mission. Place it on top of the mission to serve
as a marker until the dilemma is resolved, then
discard it.
Edo Vessel – Any time this ship is fired upon
(even by return fire), there is a 50/50 chance
that the attack is nullified. You may determine
the 50/50 chance by any agreeable, random
method (e.g., coin toss).
Eli Hollander – This personnel is “any Data,”
but is not a version of the Data persona.
Elim Garak – This personnel is removed from
the selection pool before any random
selection is made. Even if he is the only
personnel present, it is still considered a
random selection, which he can avoid, if a
card specifies a random selection. See
mission attempt, dilemma resolution –
targets.
The personal combat phase of a personnel
battle is not considered a random selection,
so he cannot avoid personal combat and may
be stunned or mortally wounded in battle.
He may avoid the random selection for death
at the end of the battle if he is not stunned or
disabled.
Eliminate Starship – See showing your
cards.
Emblem of the Empire – This incident gives
immunity to Navigate Plasma Storms to your
[TE] facilities and [TE] ships. It removes
affiliation attack restrictions only from [TE]
cards and the four personnel listed, not from
other cards that they mix with. For example,
while Benjamin Sisko has no affiliation attack
restrictions, he cannot initiate ship battle while
aboard the U.S.S. Defiant, because the ship is
subject to normal Federation attack
restrictions.
E.M.H. Program – Although this holographic
personnel may be downloaded to an outpost,
he will be deactivated until taken aboard a
ship or facility with a holodeck. If downloaded
to a ship with a holodeck during a mission
attempt, he joins the crew attempting that
mission, even during a dilemma. A Mobile
Holo-Emitter or Holo-projectors does not
overcome his restriction box. See Doctor,
The.
Emergency Transporter Armbands – Errata:
Beam your Personnel up or down at any time,
except during a dilemma (unless specifically
permitted). May be used during battle before
the winner is determined.
With the exception of Firestorm, this interrupt
may not be used to escape a dilemma.
Beaming your personnel “up or down”
includes beaming them between ships or
between a ship and facility at the same
location (including a landed ship).
You may play this interrupt at any point from
the initiation of a personnel battle up to the
point of determining the winner, either before
or between combat pairings. You may not
interrupt a combat pairing. If you remove all
your personnel from a personnel battle with
this interrupt before any personal combat
takes place, the battle is cancelled and there
is no winner or loser, but all participants are
“stopped.”
You may play this interrupt to beam personnel
to or from the ship after the initiation of a ship
battle and before the actual attack, between
the attack and the return fire, or after damage
is assigned and before the ship is destroyed.
Emissary, The – See affiliation and species,
in play, report, Ops.
Emperor’s New Cloak, The – See stealing.
Empok Nor – This facility allows both players
to seed dilemmas that are “related to Empok
Nor” (i.e, have “Empok Nor” in their lore)
underneath the Facility card, which must then
be encountered and resolved before the
facility can be commandeered. To do so,
simply announce that your Away Team in Ops
is making a “commandeering attempt,” then
encounter and resolve the dilemmas as you
would for a mission or scouting attempt. Once
there are no longer any dilemmas to be
encountered, the attempt ends, and any
player’s Away Team may subsequently
commandeer Empok Nor normally with a
Computer Skill pesonnel unopposed in Ops.
(The actual commandeering is a separate
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  22
action from the commandeering attempt,
which does not require Computer Skill.)
You may deliberately mis-seed cards that are
not Empok Nor dilemmas under this facility as
a bluff. When discovered, such mis-seeds are
placed out of play as usual. However, if you
reveal your own mis-seeded card when
making a commandeering attempt, you may
not commandeer Empok Nor as long as it
remains uncontrolled. (If your opponent
commandeers it, you may then commandeer it
from him.)
“No reporting aboard” means that you may not
use the text of any site cards to report cards
aboard. Another card’s text may allow a card
to report aboard. For example, Luther Sloan
“may report anywhere,” including to a site on
an uncommandeered Empok Nor. The game
text on all Site cards on Empok Nor is inactive
until it is commandeered, other than the Ops
text allowing commandeering, docking site text
allowing docking and undocking, and any text
related to the placement of the sites (including
the module locations and the Commander’s
Office placement restriction). (However, a
card that plays on a site, such as Weapons
Locker, may be played on an
uncommandeered Empok Nor site.) All non-
Borg affiliations are compatible with the
Neutral uncommandeered station.
When this station is first commandeered and
flipped over, each player may download to the
station any number of different compatible
Site and Equipment cards. The
commandeering player performs all of his
downloads first, then the opponent. While the
downloaded cards must all be different for
each player, both players could download
copies of the same card (but not the same
unique site). These downloads are all results
of the action of commandeering the station.
Thus, a Computer Crash will cancel all
downloads attempted at that time.
Even though Empok Nor seeds uncontrolled,
for purposes of seeding or building other
facilities there, you remain its owner, and may
not seed or build another facility at the same
location (unless Empok Nor is commandeered
by your opponent).
empty ship – An empty ship has no personnel
or Rogue Borg aboard. See occupied ship.
encountered –Seed cards are encountered
only during a mission, scouting, or
commandeering attempt. A card is not
encountered when looked at outside of a
mission, scouting, or commandeering attempt,
such as with a Scan card or Ocular Implants.
Dilemmas that enter play, such as Cytherians,
Borg Ship, Coalescent Organism, and
Friendly Fire, are not considered encountered
when they affect you later on the spaceline.
See actions – step 1: initiation.
Normally, an artifact is moved to the back of
the seed stack when encountered. It is not
earned until the mission is completed, unless
a card allows it.
A mis-seed is not encountered when
revealed. For example, a [P] dilemma mis-
seeded at a [S] mission may not be replaced
by a Q-Flash with Beware of Q, and does not
use up the effect of a Senior Staff Meeting if it
is the first dilemma revealed. Also, an Orb
artifact mis-seeded at a [S] mission could not
be earned with HQ: Return Orb to Bajor.
A dilemma is not considered to be
encountered if it is a unique dilemma which is
discarded because another copy is already in
play (e.g., Dead End). See unique and
universal.
end of spaceline – See spaceline.
end of turn – See turn.
End Transmission – You may repeatedly
postpone the same end-of-turn actions by
playing additional copies of this interrupt on
successive turns. Because the effects of
multiple copies are not happening at the same
time, this is not affected by the cumulative
rules.
energy dampener – A type of ship’s special
equipment. It has no built-in functions but is
used by the Breen Energy-Weapon Dampener
card.
Energy Vortex – You may play this interrupt to
prevent the play (but not the activation) of a
hidden agenda card. Thus, you will not know
the identity of the card whose play you
prevent. It may not be played to stop the
“showing” of a Devidian Door or when a card
is downloaded or played from any place
except the hand. See downloading, Battle
Bridge side deck, Tribble side deck.
The replacement card may be a copy of the
original. The replacement card play may in turn
be interrupted by another Energy Vortex; in
that case, the original card may now be
played.
If you have any card in your hand that you may
legally play, you must play it. For example, if
your only card is Kevin Uxbridge, you must
play it if there is any legal target event in play.
But if you have already used your normal card
play this turn and play a Doorway card which
your opponent interrupts with Energy Vortex,
you may not play an Event card instead. If you
have no legal card to play, you must allow your
opponent to verify it by looking through your
hand. See verification.
Engage Cloak – When a cloaked or phased
ship placed on this objective is about to
decloak and is returned to its former location,
it decloaks after it makes any of the allowed
movements. No other actions may be
performed between the movements or
between the last movement and decloaking.
See cloaking and phasing. The objective
does not itself allow you to decloak or
dephase a ship on your opponent’s turn (but
does have its effect if another card allows or
requires the ship to decloak at that time).
The movements allowed for each full turn on
the objective are separate movements of up to
the ship’s RANGE. For example, a ship with
RANGE 8 which stays on Engage Cloak for
three full turns may make three separate
movements of up to RANGE 8 each (not a
single movement of RANGE 24).
A ship on Engage Cloak is not on the
spaceline. It may be targeted by any card
which may normally target a cloaked ship and
which does not require the ship to be present
or at the same location with anything else. For
example, it may be targeted by Tachyon
Detection Grid but not by La Forge Maneuver.
If the ship’s original location is destroyed by a
Black Hole, upon decloaking the ship must be
returned to the Black Hole location.
Engage Shuttle Operations – This event
allows shuttles to be loaded and carried
aboard, and launched from, a ship with Tractor
Beam and an ENGINEER aboard. Launching
a shuttle from the ship uses no RANGE.
Landing on or taking off from a planet requires
the full  movement RANGE of the shuttle
(including any modifiers). Launching, loading,
landing, and taking off require full staffing. See
movement, characteristics, carried ships.
Engage Shuttle Operations: Dominion –
Jem’Hadar attack ships, which may be carried
aboard another ship using this event, include
Dominion ships with “attack ship” in the ship
name or class. Any card which affects
Engage Shuttle Operations by name (such
as Launch Portal) also affects this card. See
card titles, characteristics.
enhancements – See attribute
enhancements.
enigma icon ✶ – This symbol represents
things whose nature is mysterious or
unexplained, such as the Borg Queen and
Fontaine. Each player may have only one copy
of each enigma card (or the same persona) in
play at any time. However, such cards are
neither unique nor universal, and thus are not
affected by cards that specifically affect
unique or universal cards.
Ensign Tuvok – Revised text:
Once per game, may cancel ship battle at
same nebula.
See nebula, battle – ship.
Equinox Doctor – This personnel’s “NO
INTEGRITY” is an undefined attribute.
equipment – A card type, representing devices
such as phasers, tricorders, and plasmadyne
relays which enhance the performance of your
Away Team, crew, or ship. (A Ship card’s
special equipment is listed in game text and
is not related to the Equipment card type.)
Most Equipment cards are not carried by a
specific personnel, but “belong to” the entire
crew or Away Team (see Away Team and
crew), and are “stopped” by the same
circumstances that “stop” personnel cards. (A
few Equipment cards are “worn” or “placed
on” a personnel. See Data’s Head, Mobile
Holo-emitter.) If an entire Away Team is killed,
the equipment remains, but may not be taken
or used by the opponent unless a card allows
it. (See stealing.)
Equipment can “work” unattended unless its
text requires the presence of personnel. For
example, you may discard ’45 Dom Perignon
to replace a ship without any personnel
present, and a Plasmadyne Relay enhances
the SHIELDS of an empty ship.
Because Equipment cards have no affiliation
icons, they may be reported and carried in
Away Teams or aboard ships (even by Borg)
without regard to compatibility. Thus, a
Bajoran Phaser may be reported to a
Federation Outpost and carried by a
Federation Away Team.
However, to use equipment that is restricted
to the use of a specific affiliation/species, the
Away Team or crew must contain at least one
member of that affiliation or species. (See
affiliation and species, Procurement
Drone.) Once any requirements to use the
equipment are met, it enhances all personnel
specified by the card (e.g., “each of your
personnel present”), not just the affiliations
required to use the card.
Thus, Cardassian Disruptor (“Cardassian and
Non-Aligned use only”) enhances the
STRENGTH of all personnel of any affiliation
in an Away Team or crew containing any
Cardassian by affiliation or species OR any
Non-Aligned personnel. Bat’leth, on the other
hand, has no restrictions on who may “use” it
(e.g., anyone could discard it for points at
Kressari Rendezvous), but it enhances only
Klingons (by afifiliation or species) in the Away
Team or crew.
“Using” affiliation/species-specific equipment
means deriving any benefit from it, including
its stated game text purposes (e.g., enhancing
STRENGTH), overcoming a dilemma (Zaldan),
solving a mission (Samaritan Snare), or
increasing its points (Kressari Rendezvous).
Borg-affiliation personnel do not use hand
weapons in any way, even if stolen.
A personnel whose restriction box states that
he “does not use” a type of equipment may be
in the same Away Team with it but may not
enable its use and is not affected by it. For
example, Odo’s STRENGTH is not enhanced
by hand weapons in his Away Team.
If an Equipment card, such as a Tricorder,
grants a skill to personnel of a particular
classification, only that classification (not a
skill) will allow the equipment to function, and
only a skill is granted (not a classification).
Borg may not gain skills from such equipment,
because they have no classifications, but they
could use a Tricorder to pass Alien Labyrinth.
An Equipment card is “related to” a personnel
type if it has that personnel type in its game
text. For example, an Engineering Tricorder is
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Version 1.8 –  August 2002
page  23
both MEDICAL-related and ENGINEER-
related; a Plasmadyne Relay is not related to
any personnel type.
See movement.
equipment – ship – See special equipment.
erase – See holographic personnel and
equipment.
errata – See revised text.
Espionage cards – These events allow you to
attempt a mission with personnel of a different
affiliation from that printed on the Mission
card. (Normally, a personnel of matching
affiliation must be in the crew or Away Team.)
They do not override cards that prevent you
from attempting or solving an opponent’s
mission, such as Treaty: Federation/Romulan/
Klingon. The affiliation reference does not
include species (see affiliation and species).
A “Bajoran espionage card” is one that allows
Bajorans to attempt another affiliation’s
missions. For example, Espionage: Bajoran on
Cardassian is a Bajoran espionage card, while
Espionage: Cardassian on Bajoran is a
Cardassian espionage card.
Espionage Mission – Revised lore:
Sector 001 Region • Earth
You may attempt this mission if
• you play an Espionage: [your affiliation] on
Federation card on the mission (e.g.,
Espionage: Klingon on Federation allows
your [Klg] Away Team to attempt the
mission); or
• you have Selok in your Away Team; or
• an objective specifically allows you to
attempt it (e.g., HQ: Secure Homeworld
allows your [Fed] Away Team to attempt it);
or
• a card allows you to add your affiliation icon
to the mission (e.g., Bribery adds a [Fer]
icon which allows your [Fer] Away Team to
attempt it).
Establish Gateway – Revised text:
Seeds or plays on table. Target a space
mission with a point box, if not yet scouted.
Your Borg may scout that location. After
scouting complete, if you have Borg at that
location, you may probe ...
Establish Tractor Lock – A cloaked or phased
ship may not be targeted with this objective.
Phasing an already-targeted ship breaks the
tractor lock and discards the objective;
cloaking an already-targeted ship does not.
See cloaking and phasing.
Establish Trade Route – See mission
attempt.
Evek – See Non-Aligned.
event – A card type representing an event that
took place in the Star Trek universe. It may
play on and affect another card, or may play
on the table to have a widespread effect on
various aspects of the game. While most
events have a lasting effect on the game
(unless the card is nullified or destroyed), a
few say to discard them after use. A seedable
event may be seeded during any seed phase
unless otherwise specified. Playing an Event
card uses your normal card play.
every turn – See turn.
exchanging cards – When a card in play is
exchanged for another card (e.g., persona
replacement, one Founder morphing into
another, Young Jem’Hadar exchanged for a
universal Jem’Hadar) or replaced (discarded)
by a downloaded card, any cards already
played on, placed on, or aboard the card that
is leaving play transfer to the replacement
card unless their results are now inapplicable.
You do not re-check the conditions (or targets
for playing a card) for such cards.
For example, you would discard Adapt:
Modulate Shields from an Equipment card that
morphed into a Founder using In the Bag, or
discard Reflection Therapy if the skill it was
replacing did not exist on a new version of a
persona just exchanged. However, damage
can apply to both a Borg Ship dilemma and a
Borg Cube, so any damage would transfer
when Retask is played; and when a ship is
transformed by ‘45 Dom Perignon, its crew
transfers to the new ship.
When a card in play is exchanged for a card in
hand (either by persona replacement or with
a card that allows such an exchange, such as
In the Bag), the new card is not reporting for
duty. When a card in play is discarded and
replaced by a card downloaded into play (e.g.,
Transporter Mixup), the downloaded card is
reporting for duty.
executing orders – Following the card play
segment of your turn (during which you may
only play cards, download cards, and perform
actions that suspend play or may occur “at
any time”), you may optionally execute orders
– that is, perform actions such as movement
or a mission attempt, using your cards already
in play. Using game text such as “cycling” a
[Ref] card with Q the Referee is also
executing orders. There is no limit on the
number of orders you may execute in one turn.
Executing orders includes (but is not limited
to) the following actions during your turn:
• Moving personnel and equipment (see
movement, beaming, walking)
• Staffing and moving ships (see ship
staffing, movement)
• Attempting missions (see mission attempt)
• Scouting locations or ships (if playing Borg)
• Commandeering facilities or ships
• Initiating battle
Actions that are permitted at any time may be
performed during your card play segment or
your executing orders segment. Actions that
you take during your opponent’s turn are not
executing orders.
Exocomp – See android, gender.
Explore Gamma Quadrant – See Gamma
Quadrant.
Explore Interstellar Matter – If you have
more than one copy of this mission on the
table when you play Calamarain, your
opponent may start your Calamarain at any
one of those missions. See for free.
Extradition – You may take only one personnel
captive with this dilemma, regardless of the
number of SECURITY personnel you beam
onto the ship. The captive must have lower
STRENGTH than the total of the SECURITY
personnel. See dual-personnel cards.
The dilemma does not allow a download of the
SECURITY personnel, provide transporters or
allow you to use your opponent’s transporters,
or allow beaming from a Nor. For example,
the Cardassians downloaded to a planet or
site with a preceding Sleeper Trap may not be
used to take a captive with Extradition.
Eyes In The Dark – This interrupt adds the
regular skills and attributes to the crew or
Away Team as a whole, not to a single
personnel. For example, if Kova Tholl is
selected from the opponent’s ship, your
crew’s total INTEGRITY is +8, total
CUNNING is +6, and total STRENGTH is
+2, plus one Diplomacy skill is added to the
crew’s pool of skills.
Ezri – See Crossover.
facility – A card type representing installations
throughout the galaxy. There are three kinds of
facilities: outposts, headquarters, and stations.
(These are not considered separate card
types.)
• Your outpost represents a remote space
facility where your personnel, ships, and
equipment may report for duty, and where
ships may dock and be repaired.
• A headquarters represents an affiliation’s
center of government on its homeworld,
where both players’ personnel, ships, and
equipment may report for duty.
• A station represents any one of a variety of
installations such as mining stations,
colonies, etc. The Cardassian-origin mining
facilities of the same design as Deep Space
9 are referred to collectively as “Nors” and
are always used in conjunction with another
card type, sites. Stations do not allow
reporting, docking, or repairs unless
specified by game text on the station or its
sites.
Card references to the “outpost phase” mean
the facility phase. However, card references to
the outposts (or stations) themselves do not
include other facilities. For example, a
Spacedock may be played only on an outpost,
not on a station or headquarters.
Seeding and building facilities – Seedable
facilities seed during the facility seed phase
unless otherwise specified (e.g., Deep Space
9). Most outposts state “seed one” in game
text, allowing each player to seed only one
copy of that Outpost card. A few just say
“seed,” allowing you to seed multiple copies.
Additional copies may be built during the play
phase if the game text allows it, using your
normal card play. The game text of each
headquarters (and some stations) specifies
that it is not duplicatable. A station that is not
so labelled may be seeded or built in multiple.
(See unique and universal.)
You may seed facilities (and build stations and
headquarters) of any affiliation regardless of
the affiliation(s) you are playing. All outposts
that read “Seed one if playing [affiliation] OR
build...” have received errata and now read
“Seed one OR build...” You may build an
outpost where you have a compatible
ENGINEER of the specified affiliation or
species at a suitable mission location. (See
affiliation and species.)
Facilities may seed only in their native
quadrant (but may be built during the play
phase in any quadrant, if appropriate). You
may seed or build an outpost only at a mission
(either [P] or [S], belonging to either player)
with a matching affiliation icon (unless the
outpost’s text specifies otherwise, such as the
Neutral Outpost). You may not seed or build
any outpost at any homeworld mission,
regardless of affiliation icon, unless a card or
rule specifies otherwise (e.g., a Borg Outpost
may be built at an assimilated planet, even a
homeworld). A headquarters may be seeded
or built only on the specified homeworld.
Stations may be established only at the
locations specified on the cards. You may not
seed or build any facility at a location where
you already have a facility, unless one allows
another to “co-exist” there (e.g., Chamber of
Ministers). (However, you could have two
facilities at a location as a result of moving or
commandeering one.)
Most facilities (including all outposts) are
conceptually located “in space,” even when
seeded or built at a planet location. (A few,
such as headquarters, specify that they are
seeded or built on a planet.) Only space
facilities allow ships to dock.
Using facilities – You may not use your
opponent’s outposts (or operate their
SHIELDS, transporters, holodecks, or other
features), unless a card allows it. Both players
may use headquarters and stations,
regardless of ownership, unless otherwise
specified. Your cards must be compatible
with a facility (except a Nor) to report to, dock
at, or enter the facility. They may report to or
dock at any Nor according to the text of its
site cards. They may board a Nor and exit from
any facility even if incompatible with the
facility. (See beaming.)
Whenever you have personnel or ships aboard
(or docked at) a facility, stack them on top of
the appropriate site (for a Nor) or underneath
the Facility card (for any other facility). Stack
personnel aboard a ship docked at an outpost
underneath the Ship card; stack personnel
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  24
aboard the outpost itself between the Ship
card and the Outpost card.
For personnel to use a planet facility (such as
by scoring points at a Colony), you must
indicate that they are “in” the facility by
stacking the Away Team under the Facility
card, rather than on top of the Mission card.
All facilities have transporters, unless
otherwise specified. However, you may not
beam cards (except tribbles) to, from, or within
a Nor unless a card allows it. See beaming.
All outposts allow ships to dock. Other space
facilities allow docking only if specified in their
text (or the text of a docking site). When
docked at a space facility, a ship is protected
by the extension of 50% of the facility’s
SHIELDS (the number is added to the
docked ship’s DEFENSE total; the facility’s
SHIELDS are not reduced), but may not
attempt missions or fire its WEAPONS, even
in retaliation. Ships cannot dock at a planet
facility and receive no protection from its
SHIELDS.
Damaged ships may be repaired by docking at
an outpost or Docking Pylons site for a period
of time. See repair. No other facilities can
make repairs unless specified in their game
text.
Control of facilities – When you seed or build
a facility, you control it, and it is under the
control of the affiliation whose icon is printed
on the card, regardless of the affiliations you
are playing or treaties in effect. (Empok Nor
seeds uncontrolled.) Thus, Deep Space 9 is
under Bajoran control when you seed it, even
if you are playing Federation (with or without a
treaty).
When you commandeer a Nor, it is under the
control of the commandeering affiliation. For
example, if you commandeer your opponent’s
Deep Space 9 with your Romulan Away Team,
its affiliation changes to Romulan, as though it
were printed on the card. (Though it is flipped
to the Terok Nor side, its affiliation is not
Cardassian.) See Ore Processing Unit.
Reporting cards for duty – When a facility (or
its site) allows you to report a card for duty,
you may do so only if that card and the facility
are both in their native quadrant. Equipment
cards are native to all quadrants and thus may
report to any appropriate facility that is in its
native quadrant.
You may report any compatible cards to your
outpost. Ships report docked.
Headquarters cards allow both players to
report any compatible cards and to use the
game text on the headquarters card.
Reporting is not restricted to the cards listed
on a Headquarters card, such as Cardassian
Guls and Legates, which may report for free.
(See characteristics.) Ships report in orbit of
the planet.
You may report cards to sites only in
accordance with the text of the Station and
Site cards (matching affiliation, compatible,
or “regardless of affiliation”; if not specified,
compatibility is not required). Each site lists in
its game text what kinds of cards may report
to that site (personnel classifications, types of
equipment, staffing requirements for ships).
Ships report docked at an appropriate
docking site. Reporting cards to any site is
allowed only if that Nor has at least one
docking site. Stations without sites (such as
Colony and Deep Space Station K-7) do not
allow cards to report unless the station itself
has text explicitly allowing reporting.
Battle – Facilities participate in battle and are
damaged or destroyed in the same manner as
ships. See battle – ship, damage. When a
facility is destroyed, all personnel aboard or
“in” the facility are killed. Ships docked at the
facility are not destroyed (except those landed
on Docking Pads).
facility phase – See seed phases.
Fair Play – Revised text:
Seeds or plays on table; may not be nullified.
No player may solve an opponent’s unique
mission unless its point box shows at least
40 points OR both players have a copy of it
in play.
Activating this hidden agenda event is a valid
response to solving a mission, a sub-action of
the mission attempt. After the last seed card
has been resolved, check conditions (having a
matching affiliation personnel and the mission
requirements present) for solving the mission,
after which your opponent may respond by
activating Fair Play, which prevents solving the
mission. It is not a valid response to the
initiation of a mission attempt, because it does
not specifically modify a mission attempt. See
actions – step 2: responses.
You may not solve your opponent’s unique
mission without a point box (e.g., Q’s Planet).
Espionage cards or other cards that allow
you to attempt missions of other affiliations will
not allow you to solve an opponent’s unique
mission if this event is in play.
Fajo’s Gallery – The card draws allowed by
this event are a “just” action that must be
performed immediately after the action occurs
which allows the card draws. See actions –
“just”.
far end of spaceline, farthest planet, etc. –
When a dilemma is to be placed at or move
toward the far end or long end of the
spaceline, once determined (see ties) the far
end or long end does not change. That is, if
the far end is the left end, it remains the left
end even if the spaceline is rearranged.
Federation – An affiliation.
❖ Federation Outpost – See outpost.
Feedback Surge – This incident causes your
opponent to lose 10 points for each seed card
he discards using the listed cards, whether
you reseed them or not.
Ferengi – An affiliation and a species. See
affiliation and species.
Ferengi Bug – See Telepathic Alien
Kidnappers.
Ferengi Conference – If you download a
dual-personnel card with this objective, only
the [Skill] icons of Ferengi CIVILIANs on the
card count toward the maximum of 11. For
example, if you download The Trois, only
Deanna’s [Skill] icons count, but if you
download Jake and Nog, all their [Skill] icons
count.
Ferengi Financial Data Net – “Unique”means
“non-universal” (not “the only copy in play).
For example, this event allows you to draw a
card for each copy of Quark you have in play.
Ferengi Ingenuity – When affected by Access
Denied, this dilemma reads as follows: “If one
personnel present has 3 Computer Skill,
discard dilemma. Otherwise, to get past, place
on 2 most CUNNING Computer Skill
personnel present (“stopped” during
countdown).”
Ferengi Trading Post – Both players may use
this outpost regardless of ownership. Your
cards (including ships) may report and mix
aboard (i.e., they are compatible with each
other and with the outpost), board and
disembark from your own ships, dock and
undock, and beam to and from the outpost.
FGC-47 Research – The minimum span for this
mission is 0.
Fifth – This personnel cannot return to hand a
[BO] objective which has been completed
and relocated. See in play.
Firestorm – Errata:
Kills all Away Team members with
INTEGRITY<5 unless thermal deflectors
present (but Away Team may escape using
Emergency Transporter Armbands). Discard
dilemma.
The original text on this dilemma referring to
Thermal Deflectors is redundant; that event
specifies that it nullifies Firestorm.
For Cardassia! – You may play multiple copies
of this objective on multiple legates. If they all
help complete HQ: Secure Homeworld, you
may discard each objective; only one may
place cards out-of-play to score points, while
the rest may each download two Cardassians
with Honor. See helps.
for free – A card that plays (or reports) for free
does not count as your normal card play. It
must be played during the card play segment
of your turn, unless otherwise specified.
for uniqueness only – See in play.
force – A group of cards belonging to one
player which may participate in a battle. In
personnel battle, a force may be an Away
Team or crew. In ship battle, a force may
consist of one or more ships and/or facilities,
including their crews (or your Away Team in
your planet facility).
A force may include one or more affiliations
which can restrict it from initiating battle or
prevent it from being attacked. For example,
any force which includes at least one
Federation-affiliation card, such as a Non-
Aligned ship with a mixed Non-
Aligned/Federation crew, is a Federation force
and may not initiate battle except against
Borg. A Klingon ship with a mixed
Klingon/Romulan crew is both a Klingon force
and a Romulan force. It may not initiate battle
against Romulans or be attacked by the
opponent’s Romulan force.
Forced Labor Camp - This objective refers to
two planet locations: Cardassia IV (Rescue
Prisoners) and Ligos VII (Distress Mission).
See mission attempt.
Founder – This characteristic is a “political”
designation, not a species. A personnel is
identified as a Founder in its name (card title).
Although Founders are changelings (a
species) and shape-shifters, the terms are not
interchangeable. For example, Odo is a
changeling but not a Founder. A card that
refers to a Founder (e.g., “your Founder”)
means any Founder, not necessarily the card
named ❖ Founder.
Fractal Encryption Code – A ship affected by
this interrupt may move by a means that does
not require use of RANGE (e.g., Wormholes,
time travel).
Frame of Mind – Revised text:
One personnel present (random selection)
now becomes Non-Aligned with attributes of
3-3-3 and only two skills (opponent’s
choice). Cure with 3 Empathy present.
The personnel affected by this dilemma loses
affiliation (as with Memory Wipe). All skills are
lost and any two regular skills in the game may
be selected. See timeline disruption, skills –
modifying.
Frank Hollander – This personnel is “any
Data,” but is not a version of the Data
persona.
Friendly Fire – This dilemma is discarded
immediately if its conditions (2 Leadership and
2 SECURITY) are met when encountered. It is
not placed on the mission to count down. See
dilemma resolution. When placed on Empok
Nor, it prevents both commandeering
attempts (dilemma encounters) and actual
commandeering.
Full Planet Scan – Revised text:
Glance at all seed cards located under one
planet mission for twenty seconds.
full speed – See actions – required.
full turn – See turn.
game deck – See deck.
game text – Gameplay information in the large
text block at or near the bottom of each card
(or on each end of a Mission card). See
mission.
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Version 1.8 –  August 2002
page  25
Gamma Quadrant – A “Gamma Quadrant
mission” is a mission with a Gamma
Quadrant Γ icon in its point box.
Gamma Quadrant icon Γ [GQ] – Personnel,
ships, and facilities with this icon are native to
the Gamma Quadrant. See native quadrant.
Gaps In Normal Space – This event creates a
spaceline location of unspecified type. If the
event is nullified (discarded), the “gap” in the
spaceline is closed. Any cards played directly
on the event are also discarded. Any ships or
other cards at that spaceline location are
relocated to one adjacent spaceline location
by the player who nullified the event.
Garak –Errata:
May replace anyone present randomly
selected to die here.
Garak Has Some Issues – The personnel
affected by this dilemma is “stopped” only
until the beginning of the next turn, as usual.
Gegis – This personnel’s special skill makes all
your [Holo] and [Fer] personnel at his location
compatible.
gender – Gender may be male, female, or
neuter (which includes androgynous, such as
Soren). Borg drones have no gender, even if
gender-specific pronouns are used in their
lore. Whenever a personnel’s gender is not
indicated by the card’s image, game text, title,
or lore, that personnel is considered to be
male.
General Korrd – See Release This Pain.
Genesis Device, The – Once placed atop a
mission, this artifact is no longer being used
as an Equipment card, may not be destroyed
by Disruptor Overload, stolen, etc., and may
not be removed from the mission like
equipment. It cannot be used to alter the point
value of a mission that is already solved. See
playing an affiliation, point box.
Genetronic Replicator – This event affects
only Away Teams, not crews. (See Away
Team and crew.) Thus, it can prevent the
death of your personnel aboard an opponent’s
ship, but not aboard your own ship. The 2
MEDICAL required to prevent deaths must be
present in the Away Team with the personnel
selected to die (e.g., in the combat group for a
personnel battle, or in the Away Team facing a
dilemma), and must not themselves be
stunned, disabled, mortally wounded, or
otherwise selected to die. For example,
Genetronic Replicator cannot save anyone
from Barclay’s Protomorphosis Disease
because all MEDICAL present are targeted to
die. See battle – personnel.
Personnel are not “stopped” by the use of this
event, although they may be “stopped” by the
action or card that would have caused their
deaths (e.g., battle, failing to overcome a
dilemma).
George and Gracie – Gracie’s special skill
works while this dual-personnel card is on
planet at Espionage Mission (Earth) or at any
time location identified as Earth (unless its text
says otherwise, such as Cetacean Institute).
See ANIMAL.
Gift of the Tormentor – You cannot encounter
this Q-icon interrupt from your own Q-
Continuum side deck. See Q-icon cards.
Because it specifies that it is placed in a
discard pile, this card overrides the rule to
replace it face up beneath your Q-Continuum
side deck.
Gi’ral – This personnel must be made
compatible with Tokath to build a Colony with
him.
Going To The Top – In order to download a
personnel with this interrupt, the personnel
card must be identified by one of the listed
characteristics in its card title or lore. Thus,
Kahless may be downloaded (“Installed as a
ceremonial Emperor...”), but not Gowron,
whose lore does not state that he is a
chancellor. The downloaded personnel must
be compatible with the two [Cmd] personnel.
Gomtuu – This ship’s WEAPONS are an
undefined attribute.
In a ship battle that includes Gomtuu,
determine your ATTACK total normally, with
Gomtuu contributing 0. Regardless of whether
you score a hit, determine at this time (before
damage is applied) whether Gomtuu is able to
“hurl” the target; it may do so only if the
target’s SHIELDS (not the DEFENSE total)
are less than 9. If so, “hurl” the ship after any
damage for a hit or direct hit is applied.
“Hurling” a ship does not in itself damage the
target. Gomtuu cannot target or “hurl” any
facility. See battle – ship.
Empathy x2 is a staffing requirement, not a
special ability of the ship.
Gowron of Borg – See counterpart.
Grebnedlog – If this personnel captures an
ENGINEER who received that skill from an
Equipment card, the Equipment card is not
relocated along with the captive.
group actions – See actions – group.
Guardian of Forever, The – To use this
doorway to “return here from there,” at least
one of the personnel returning from the time
location must have originally time traveled to
that time location from planet Gateway using
The Guardian of Forever. They may perform
other actions (including other forms of time
travel) between the original time travel and the
return. To draw cards, your Archaeology or
Anthropology personnel must time travel to,
and return from, a time location using the
Guardian.
Guest Quarters – “Not cumulative” on this site
means that if you have two Guest Quarters
sites in play, you may not use the text of both
sites to replace one card draw with a double
draw. If you are entitled to two card draws
during a turn, you could replace each of them
with the double draw from one of the two
Guest Quarters sites.
Guramba – A Nausicaan skill from a word
meaning “courage.” Wherever your crew or
Away Team has Guramba, your opponent
must have two leaders present (Borg must
have two [Def] personnel instead) in order to
initiate a personnel battle (unless counter-
attacking). Guramba has no effect on ship
battle.
Hail – Although the ship targeted by this
interrupt is not “stopped” (e.g., it may initiate
battle or attempt a mission), it may not move
this turn. See passing locations.
hand weapon – A hand weapon is any
Equipment card (or card “used as
equipment”) which is identified in its title or
lore as a phaser, disruptor, blade weapon, or
weapon (if it is clear from the lore, game text,
and/or image that it is used as a hand
weapon). Echo Papa 607 Killer Drone and
Borg Nanobrobes are not hand weapons.
Handshake – When you play this incident for
its first function, the number of cards you have
in hand includes the Handshake card.
Harness Particle 010 – This objective does
not work with Service the Collective or
Population 9 Billion – All Borg, because it
does not target a mission (it targets an
Omega Particle). However, because the
objective allows scouting of the location, your
Borg may acquire any artifact or card seeded
like an artifact if the Survey Drone is present
when you complete Harness Particle 010.
See doubling.
Hate Crime – See species.
Hawk – See nebula.
He Will Make An Excellent Drone –
Converting a counterpart to a drone with this
interrupt (either a Borg pre-assimilated
counterpart or your opponent’s personnel that
you assimilated as a counterpart) transforms
the counterpart as if he were being
assimilated as a drone. That is, it retains its
existing three subcommand icons and its
attributes become 7-7-7. See assimilation –
personnel.
headquarters – A kind of facility. When a
headquarters allows a Personnel card to play
“here” for free, that personnel must report
inside the headquarters (as with normal
reporting using your card play). The term
“here” applies to the free play of HQ cards,
which can play anywhere at the location (e.g.,
on the homeworld, or on a personnel aboard a
ship or facility at the homeworld).
helps – A personnel helps solve a mission or
helps complete an objective if he actively
contributes a skill, attribute, or characteristic
required by the mission or objective. Just
being in the Away Team or crew is not
“helping.”
here – In the context of a specific site, the word
“here” (or “there”) means at that site. In the
context of a spaceline location or timeline
location, it means anywhere at that location
(e.g., on the planet, aboard a ship in orbit, on a
facility there). See headquarters.
Hero of the Empire – The mission point
adjustments from this objective apply to all
missions completed during that game, even
those completed before the timeline
disruption. Because the mission points are
changed, the adjustments are non-bonus
points. See objective, mission.
hidden agenda [HA]– Cards with this icon
represent secret objectives or other
clandestine strategies. When you seed or play
such a card, announce it as a hidden agenda
card and place it face down on the table,
normally without showing it to your opponent
(if downloaded or played for free, e.g., using Q
the Referee, the card must be shown for
verification purposes). This counts as your turn
during that seed phase, or as your normal
card play, as appropriate. While face down, it
is not in play, its identity is concealed, and it is
immune to general-use cards (e.g., Kevin
Uxbridge).
You may activate a hidden agenda card by
turning it face up at any time, between other
actions or as a valid response to another
action (see actions – step 2: responses).
Activating a hidden agenda does not suspend
play. (A seeded hidden agenda may not be
activated until after the play phase begins.)
This immediately activates the card’s game
text. If there are any conditions specified by
the card, you must meet them at this time (if
you cannot, you must immediately turn the
card face down again). Once activated, the
card remains face up.
When you use a special download [SD] icon
to download a hidden agenda card, you must
play that card to the table, then immediately
activate it and follow its game text (targeting
something at the location of the special
download icon if applicable).
If you seed or play a card as a hidden agenda
when it does not bear a hidden agenda icon,
you lose the game. Upon request, you must
show any such cards at the end of the game
to verify their status.
If a card such as The Line Must Be Drawn
Here or Mirror Image is activated in response
to the play of one of the cards affected by it, it
takes effect immediately in reference to that
card play. For example, if you activate The Line
Must Be Drawn Here in response to your
opponent playing Kevin Uxbridge, he loses 5
points for playing that card (even if is then
nullified).
Hidden Fighter – This interrupt downloads a
ship to your Away Team on a planet surface
(outside a facility or landed ship).
Hide and Seek – This Q-icon dilemma/event
can be used in three different ways:
1. Seed it directly under a mission like a
normal dilemma.
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Version 1.8 –  August 2002
page  26
2. Seed it face down on the table as a
hidden agenda event.
3. Stock one or more copies in your Q-
Continuum side deck; whenever your
opponent faces one, you decide whether
it is a dilemma or an event (the latter is
played face up on table).
The first two uses do not require you to have a
Q-Continuum side deck or a seeded Q-Flash
doorway.
If you encounter one copy of this card seeded
under a mission as a dilemma, and another
copy during a Q-Flash encountered under the
same mission, both cards have their effect. A
second copy would be discarded only if both
were seeded under the mission, or if both
were encountered during a single Q-Flash.
See Q-icon cards.
The universal personnel which triggers
discarding of the dilemma is “stopped.”
When your opponent overcomes his own Q
dilemma, you activate this card seeded as an
event after he discards the remaining
dilemmas, which may be among those you
seed under the mission.
Hippocratic Oath – This dilemma may not
relocate across quadrants except when the
Aid Fugitives mission is in play (in which case,
it must relocate there). See movement
between quadrants. If there is no other
planet on the spaceline where this dilemma is
encountered (and Aid Fugitives is not in play),
discard the dilemma for lack of a target planet.
To pass this dilemma, the most CUNNING
MEDICAL personnel must be able to relocate
to another planet and still have MEDICAL skill
after relocating. If he is unable to meet these
conditions (e.g., a holographic personnel
without a Mobile Holo-Emitter, or a Borg
which has MEDICAL skill through skill-
sharing), or if there is no MEDICAL present,
the Away Team or crew is “stopped” and the
dilemma is replaced under the mission. (You
may not choose to relocate a MEDICAL of
lower CUNNING.) If the most CUNNING
MEDICAL is an OFFICER enhanced by a
Medical Kit, the Medical Kit must relocate with
him. See quarantine.
Hirogen – An affiliation and a species. See
affiliation and species.
His Honor, The High Sheriff Of Nottingham
– When you choose the second option on this
Q-icon dilemma (“return a captive to this
location”), you select one of your personnel
held captive by your opponent to be returned
to the location of your crew or Away Team
which encountered the dilemma. The dilemma
has no effect on any of your opponent’s
personnel whom you are holding captive. See
capturing.
hit – If your ATTACK total is more than your
opponent’s DEFENSE total, you score a hit
on the target ship. “If you hit” means “if you
score a hit or direct hit.” See battle – ship.
hive – All of one player’s [Borg] affiliation cards
at one location, whether in space, on a planet,
aboard a ship or facility, etc.
holodeck – A type of special equipment,
found on ships and a few facilities, which
permits holographic personnel and
equipment to be used aboard.
Holodeck Door – This doorway in play on a
facility allows your compatible [Holo] cards to
report aboard regardless of quadrant.
holographic personnel and equipment –
Holographic [Holo] personnel and equipment
can only exist aboard ships and facilities
unless a card such as Holo-projectors allows
it to exist elsewhere; they are deactivated if
the ship or facility they are aboard does not
have a Holodeck they are allowed to use. (A
deactivated personnel is disabled; a
deactivated Equipment card may not be used
in any way.) However, a hologram who is
wearing a Mobile Holo-Emitter does not need
a Holodeck and is not confined to ships and
facilities. If their Emitter is removed when they
are not aboard a ship or facility (or on a planet
with Holo-projectors), they are erased
(discarded).
A hologram is deactivated when reported, and
may be activated on the same or a
subsequent turn (if aboard a ship or facility
with a Holodeck, or wearing a Mobile Holo-
Emitter) by any of your “unstopped” personnel
present (even another active hologram). If your
hologram is later deactivated, it may be
reactivated in the same way during one of
your subsequent turns (not on the same turn it
deactivates).
• Death and Destruction: When a holographic
personnel would normally be killed (or a
holographic Equipment card would be
destroyed), whether by battle or by a card,
they are instead deactivated. (A hologram
that is “discarded” or “erased” goes to the
discard pile.) If a ship or facility is destroyed,
any holographic cards aboard are
discarded.
• Dilemmas: If a dilemma (or other card, such
as Escape Pod or Penalty Box) requires a
hologram to leave a ship, facility, or planet
with Holo-projectors, without immediately
boarding another ship or facility, they instead
deactivate (unless they are wearing a Mobile
Holo-Emitter).
• Battle: “Holographic safety protocols”
normally prevent holograms from killing other
personnel. They may stun (but not mortally
wound) non-holographic adversaries. If total
STRENGTH at the end of a battle is entirely
derived from holograms, they may win the
battle but may not kill an opposing
personnel.
• Assimilation: Borg do not assimilate (or
target for assimilation) holographic
personnel. Exclude holographic personnel
from any selections for abduction or
assimilation.
• Capturing: A hologram without a Mobile
Holo-emitter may be captured if it can be
relocated to the opponent’s crew aboard a
ship or facility at the same location;
otherwise it deactivates because the trap
card would remove it from the ship. (A
hologram with a Mobile Holo-emitter is
captured normally.) See capturing.
Except as noted above, holographic personnel
should be treated exactly like normal
personnel. They do not require any
“supervision” from other personnel when
staffing ships, attempting missions, etc.
Regardless of their appearance or lore, the
gameplay species of all holographic
personnel is “hologram.” Thus, Sumek may not
use a Vulcan Nerve Pinch, nor may Data if a
[Holo] icon has been added to him by
Holoprogram: 221B Baker Street. Holograms
may use game text relating to affiliation. For
example, when in [Hir] mode, Iden may use a
Hirogen Talon.
Holoprogram: 221B Baker Street – When a
personnel is placed on this incident, your
copies do not have a [Holo] icon until they are
in play; you may not report them as [Holo]
personnel (e.g., to a ship with a Holodeck
Door).
Holoprogram: The Office of Dixon Hill – If
your opponent chooses the first option when
you use this incident to request “the item,” and
you cannot legally play the card (or choose
not to), you may not draw a card.
Holo-projectors – Errata:
Plays on table. This technology allows your
holographic re-creations to be projected and
used on any of your ships or Away Teams.
(Immune to Kevin Uxbridge.) Plays on a
planet mission. [Holo] cards may exist on this
planet.
This event, like a Holodeck, allows [Holo]
cards to be active on a planet surface or
inside any facility or landed ship on that
planet. It affects both players’ [Holo] cards. If
the event is nullified while [Holo] cards are on
the planet without a Mobile Holo-Emitter, they
are erased. See holographic personnel and
equipment.
Holosuite – This site allows only personnel
native to the quadrant to report.
Home Away From Home – See infiltration
icon.
Homefront – This incident has no effect on
headquarters game text allowing seeding or
playing of the headquarters or co-existence
with another facility, or on normal reporting to
the headquarters. A player without 4
SECURITY on the planet is prevented only
from using text allowing free card plays and
The Great Link’s text keeping Ketracel-White
from counting down.
A SECURITY personnel downloaded with this
incident may not report for free using the text
of a headquarters or other card. Your normal
card play is an explicit cost of the download.
The personnel must match both the affiliation
and universe of the homeworld. See mirror
universe.
homeworld – Most affiliations have their own
homeworld, as indicated in the lore of the
relevant Mission cards:
Alter Records – “Bajor … Bajoran
homeworld”
Orb Negotiations – “Cardassia Prime …
Cardassian homeworld”
Intelligence Operation – “Founders’
homeworld ... Dominion homeworld”
Espionage Mission – “Earth … Federation
homeworld”
Deliver Message – “Ferenginar ... Ferengi
homeworld”
Expose Covert Supply – “Qo’noS …
Klingon homeworld”
Cloaked Mission – “Romulus … Romulan
homeworld”
Disrupt Alliance – “Mirror Universe … Bajor
…Bajoran homeworld”
The affiliation “matching a homeworld” (e.g.,
for HQ: Secure Homeworld) is the affiliation to
whom the homeworld belongs, not the
affiliation(s) whose icons may be printed on
the mission. To match a homeworld affiliation,
a personnel or ship must also match that
homeworld’s universe. See mirror universe.
Only affiliations have homeworlds. For
example, Symbiont Diagnosis, Observe Ritual,
and Liberation are not homeworlds because
Trill, Vulcan, and Ocampa are not affiliations.
No outposts may be seeded or built on any
homeworld. Other facilities may be
established there if the location meets the
requirements of the Facility card.
Horga’hn – When you earn this artifact, you
may take another turn immediately following
your current turn.
You “use” the Horga’hn (for purposes of cards
such as Temporal Narcosis and Writ of
Accountability) each time you choose to take
a double turn. You are not required to take
double turns.
house arrest – Your personnel may mix only if
they are compatible. If you have personnel of
different affiliations together aboard your ship
or facility, and the treaty or other card that is
making them compatible is nullified, the
personnel who are incompatible with the ship
or facility are placed under house arrest. If all
are compatible with the ship or facility, or at
the same site on a Nor, or aboard your
opponent’s ship or facility, the minority group
is placed under house arrest. (Incompatible
personnel on a planet surface split into two
Away Teams instead.) They remain under
house arrest until they are transferred to a
planet or to your compatible ship or facility, or
they walk to another site.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  27
Personnel under house arrest may not staff a
ship, attempt missions, participate in battle,
etc. (See present.) You place under house
arrest only cards you control – never your
opponent’s intruders, captives, etc.
House arrest may also occur when you
acquire an incompatible personnel aboard a
ship (e.g., from a Cryosatellite or The Naked
Truth). However, you may not voluntarily place
your personnel in a house arrest situation. For
example, without a treaty, you may not report a
Klingon to a Romulan Outpost or Romulan
headquarters (or to a Neutral Outpost where
you have Romulans present), beam your
Klingons aboard your Romulan ship, allow
your Klingons and Romulans to stop at the
same site, report Dr. Telek R’Mor aboard your
Klingon ship, or switch Major Rakal’s affiliation
to Federation while she is aboard a Romulan
ship. See treaties.
HQ: Defensive Measures – For this objective,
“attempting” to seed a copy of a mission
means seeding a copy. For example, if both
you and your opponent seeded ❖ Patrol
Neutral Zone, he may attempt your copy.
(Duplicated unique missions which are
stacked are always considered “your
mission.”)
HQ: Ferengi Credit Exchange – This incident
has three separate options: “score 2 points,”
“draw one card,” and “place any one card from
discard pile beneath draw deck.” You may
choose only one option for each Latinum
discarded.
HQ: Orbital Weapons Platform – This
incident may “fire upon” a target even if you
do not have damage markers to place on it
(you may not apply rotation damage instead),
and may still exclude the target from battle. It
may “fire upon” an opposing ship that was not
participating in the attack; that ship becomes
involved in the battle (and is therefore
“stopped” afterward).
HQ: Return Orb to Bajor – The Mysterious
Orb may be earned upon encounter by the
[Orb] personnel affected by this objective, but
it may not be “returned to Bajor” for the card
draw or points, because it cannot be
“present” with that personnel on Bajor. See
encountered, present, stealing.
HQ: Secure Homeworld – See mission
attempt.
HTSBEG – Holographic Tal Shiar Barbering
and Engineering Guild. Covert intelligence
agency jointly operated by Romulans, Bolians,
and disguised quantum singularity lifeforms.
Rumored to have infiltrated Sector 001
Headquarters and to have significant influence
on expansion plans in the quadrant. Recently
scored a major coup by gaining control of
communications and intelligence.
Hugh – This interrupt nullifies the attack of the
Borg Ship dilemma (for the rest of the turn),
not the Borg Ship dilemma itself. All cards
targeted by the cancelled attack are
“stopped.” See battle.
HULL integrity – If a ship or facility (or the
Borg Ship dilemma) has its HULL integrity
reduced to 0, it is destroyed. See damage.
human – See species, timeline disruption.
Hunter Gangs – See zero, dilemma
resolution – Targets.
Husnock Outpost – You may seed more than
one of these outposts at separate missions,
but you may not build any additional ones
during the game.
Hyper-Aging – See quarantine.
I Do Not Take Orders From You! – This
interrupt cannot be used to kill Rogue Borg.
I.K.C. Bortas – Revised lore:
Flagship commanded by Gowron during the
Klingon Civil War of 2367-68.
I.K.C. T’Ong – This ship can report to any
spaceline end, in any quadrant. It may report
to a facility only if located at a spaceline end.
The report with up to three personnel is not a
report with crew action (full staffing is not
required, and no equipment may report).
icons – In this Glossary, icons are represented
by text in square brackets. Most icon
abbreviations are listed in Appendix B; a
separate full-color icon identification sheet is
also available on www.decipher.com.
icons in game text – Game text may use an
icon to refer to a trait of another card, such as
a [Fed] personnel or a [Ref] card. Such a
reference always refers to an icon in its normal
location on a card, not to an icon within game
text. For example, Q the Referee allows a [Ref]
card to play for free, meaning any card
identified by the [Ref] icon in its title bar (or
with the icon added by Q the Referee). Saavik
and Chula: Crossroads are not  [Ref] cards,
even though they have the [Ref] icon in their
game text.
Iconia Investigation – Revised lore:
Neutral Zone Region • Iconia
immune – If a card is immune to another card,
it may not be affected by that card in any way.
For example:
• An Event card that is “immune to Kevin
Uxbridge” may not be nullified by Kevin
Uxbridge.
• When Adapt: Modulate Shields is played on
a Vidiian Harvester, your Borg may not be
stunned or mortally wounded using that
weapon, and it may not be be used to
harvest their organs with Organ Theft.
Impersonate Captive – See skills –
modifying.
impersonator – See persona, infiltration
icon.
implant card – This phrase, used on
Assimilation Table, refers to any card with the
word “implant” in the title, such as Optical
Implants.
Impose Order – After this mission has been
solved, non-Borg players can “steal” its points
back and forth from each other (slide the
Mission card toward whomever stole the
points last).
Impressive Trophies – See selections,
showing your cards.
in orbit – A ship is in orbit or orbiting a planet
when it is in space, undocked, at a planet
location. A docked ship is not considered to
be in orbit even if the facility is orbiting a
planet.
in place of a card draw – See card draw.
in place of normal card play - See card play.
in play – A card is “in play” if it
• has been played or seeded face up; or
• has been exchanged for a card already in
play; or
• has been activated by turning it face up
(hidden agendas); or
• has been encountered like a dilemma or
during a Q-Flash; or
• has been earned or acquired like an artifact
(unless placed in the hand for later play);
AND it has not left play.
A card in play may leave play by being
discarded (to the discard pile, bonus point
area, The Next Emanation, etc.), placed out-
of-play, re-seeded (e.g., with Q-Type Android),
relocated as a marker (e.g., a completed
objective such as Assimilate Homeworld), or
returned to a player’s hand, draw deck, or side
deck; it is then no longer “in play.” (A card
such as Jem’Hadar Shrouding may also
specify that certain cards are not in play.) Any
cards placed on (or under) or played on (or
aboard) that card are treated likewise (except
cards which are exchanged for a card in hand
or replaced by another card, and cards which
are protected from Borg timeline disruption;
see exchanging cards, Stop First Contact).
Thus, a Personnel card is “in play” whether
reported for duty, exchanged for another
persona version, or recovered from an earned
Cryosatellite. The personnel aboard a
Cryosatellite are not “in play” until the
Cryosatellite is earned and the personnel
come aboard the ship. Personnel who are
captured, in a Penalty Box, under The Nexus,
“held” by a dilemma, or “lost” to Thine Own
Self, are still in play.
Game text may say that a Personnel card
placed in the point area is in play for
uniqueness only – if non-universal, you may
not report another copy of that personnel (or
another version of that persona).  Cards in
stasis or in a Temporal Rift or Time Travel
Pod are also considered in play for
uniqueness only. The skills and other features
of such cards may not be used. For example,
Kai Opaka placed in your bonus point area
with Duranja does not prevent Orb artifacts
from being nullified; while in a Temporal Rift,
10 and 01 cannot nullify Computer Crash and
The Emissary does not enhance the
INTEGRITY of Bajorans in play. However, you
may not play another copy of Kai Opaka, 10
and 01, or The Emissary (or any other version
of the Benjamin Sisko persona) under these
conditions.
When a personnel or ship leaves play, all
previous effects on that card are cancelled
(except use of a once per game function). If
the same card is reported again, treat it as if it
were a new copy of the card being reported.
For example, replayed cards are “unstopped,”
a ship is undamaged and any RANGE used
this turn is restored, a personnel is no longer
affected by Frame of Mind, and one who has
already “walked” this turn can walk again.
When an effect depends on another card “in
play” or when another term not specifying
“present,” “with,” or “location” is used, it may
benefit from either player’s card (unless “your”
or “opponent’s” is specified, as with Ressikan
Flute or Flaxian Assassin). Examples:
• Your opponent’s Kareen Brianon enhances
your Ira Graves’ skills.
• Your K’nera scores points if either player’s
Korris or Konmel is killed in battle.
Disabled cards and cards in play for
uniqueness only cannot trigger such effects.
In the Zone – For this incident, the points you
score during a turn are the net total of positive
and negative points scored.  The points that
do not count toward winning are the last
positive points scored during a turn in which
you score more than 50 points. For example:
• You complete a mission for 45 points. Later
that same turn, you complete a Cytherians
dilemma for 15 points, for a total of 60
points. 10 of the 15 Cytherians points do
not count toward winning.
• Reversing the previous example, you
complete a Cytherians dilemma and then
solve a 45-point mission on the same turn.
10 of the mission points do not count
toward winning.
• Continuing the second example, you then
score -5 points from The Higher... The Fewer
in the same turn. You now have a net total of
55 points; 5 of the mission points do not
count toward winning.
The effects of In the Zone, Intermix Ratio,
and Altonian Brain Teaser are independent;
each one could affect the same points. If you
are affected by more than one of these cards,
evaluate your points that count toward
winning for each card separately; the lowest
total is your current “points that count toward
winning.” Example:
• You are affected by both Intermix Ratio and
In the Zone. You solve a mission for 30
points and earn a Ressikan Flute with 9
Music personnel in play. Your actual score is
75. For In the Zone, 25 Ressikan Flute
points do not count toward winning, for a
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  28
“winning score” of 50. For Intermix Ratio, 15
points do not count towards winning, for a
“winning score” of 60. In the Zone thus
limits you to 50 points counting toward
winning.
• Next turn you score 15 bonus points for a
total score of 90. For In the Zone, 25 points
still do not count toward winning, for a
“winning score” of 65. For Intermix Ratio, 30
bonus points do not count toward winning,
for a “winning score” of 60. Now Intermix
Ratio is the card that limits your score to 60
points toward winning.
incident – A card type similar to an Event card.
It may play on and affect another card, or may
play on the table to have a widespread effect
on various aspects of the game. Most
incidents have a lasting effect (unless the card
is nullified or discarded according to its game
text). A seedable incident may be seeded
during any seed phase unless otherwise
specified. Playing an Incident card uses your
normal card play.
Incoming Message – Federation, etc. – See
outpost.
Incoming Message: Attack Authorization –
If you use this interrupt to attack your own
ship when using a Battle Bridge side deck,
you may draw and use a current tactic. The
single current tactic applies to both the
attacking and defending ships. However, if
either of your ships is damaged, damage is
applied as usual from your opponent’s Battle
Bridge side deck (or rotation damage if he has
no side deck). See battle – ship.
infiltration icon <Fed> <Klg> <Rom> <Baj>
<Dom> – Your personnel who has a diamond-
shaped infiltration icon may infiltrate your
opponent’s cards, if your opponent is playing
that affiliation, in one of two ways:
• It may report to your opponent’s side of the
table, to a compatible  facility (regardless of
quadrant); or
• It may report for duty normally, and infiltrate
later in the game, during either player’s turn,
if present with an opponent’s crew or Away
Team compatible with that affiliation.
If your opponent is not playing that affiliation,
you may not infiltrate his cards with that
personnel. See playing an affiliation.
When your personnel starts infiltrating, its
affiliation changes to match that of the
infiltration icon and it becomes an infiltrator.
• The 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
infiltrator may not take your equipment into
your opponent’s Away Team.)
• Your opponent may not treat your infiltrator
as an intruder (e.g., his cards cannot initiate
battle against your infiltrator, and vice versa).
However, you may treat your infiltrator as an
intruder for cards such as The Walls Have
Ears.
• Whenever any of the opponent’s personnel
present take any action (e.g., beam, attempt
a mission, initiate a personnel battle), your
infiltrator may choose whether or not to
participate (or to contribute to ship staffing
requirements). He may also move
independently, during your opponent’s turn,
by beaming, walking, etc. He may control
the opponent’s transporters and SHIELDS
long enough to move or beam himself to,
from, or between your opponent’s ships,
facilities, etc. He may not take any other
actions unless specifically allowed by a
card.
Your infiltrator stops infiltrating if he is
“exposed” during either player’s turn, either
voluntarily; by a card such as Caught Red-
Handed; by being present with any true or
mirror version of the persona he or she is
impersonating; or by returning to your own
crew or Away Team. When exposed, that
personnel reverts to its previous affiliation and
is no longer an infiltrator; if aboard the
opponent’s ship or facility, he becomes an
intruder. He cannot infiltrate again until after
being away from (not present with) all of the
opponent’s personnel.
If an incompatibility situation arises where your
infiltrator would be placed under house arrest
by your opponent, the infiltrator may choose to
be exposed instead.
infiltrator – A personnel with an infiltration
icon is not an infiltrator unless he is actually
infiltrating the opponent’s cards. A personnel
who is infiltrating cannot oppose the
opponent’s cards unless allowed by a card.
Mirror versions of personnel are not
impersonators or infiltrators. See persona –
Mirror versions.
insert into spaceline – When a card is
allowed to be inserted into the spaceline, it
may be placed at either end of the spaceline
or between two cards already on the
spaceline.
Intercept Maquis – See WEAPONS.
interceptor – Some ships of this class have a
variable RANGE. For example, Bajoran and
Alliance Interceptors have RANGE 5+X,
where X=4 if moving within a region.
When you move one of these ships from a
location in a region of space to another
location in the same region, without “flying
past” any location that is not part of the region
(e.g., an inserted ❖ Space), your maximum
available RANGE is 9 (less any RANGE
already used that turn). At all other times
(including when the ship is not moving), your
maximum RANGE is 5, less the RANGE used
that turn.
Thus, when moving from Kressari Rendezvous
(Cardassia Region, span 2) to Establish
Station (no region, span 5), your RANGE is 5
and will be exhausted by the move. When
moving in the other direction, your RANGE is
also 5, and at the end of the move your
remaining RANGE is 3. If you then make a
separate move from Kressari Rendezvous to
the adjacent Orb Negotiations (Cardassia
Region, span 4), your RANGE at the start of
the move will be 7 (9 - 2 used), and at the end
your remaining RANGE will be 3 (for further
moving within the region).
Rebel Interceptor work the same way except
RANGE is 6+X and X=3 if moving within a
region.
Some interceptors also have the ability to take
off or land once each turn. If another card
allows the ship to land or take off, it does not
use up the one landing or takeoff per turn
allowed by the ship’s own game text. For
example, if Establish Landing Protocols is in
play, the ship may land or take off once per
turn using its own text, and land or take off
once more per turn using the event’s text (and
using 1 RANGE).
Interlink Drone (Nine of Eleven) – This
personnel enables skill-sharing within a hive.
Intermix Ratio – This event prevents bonus
points in excess of your non-bonus points
from counting toward a winning score (but
does not cancel them). See points, In the
Zone. Example:
You have 20 non-bonus points and 80 bonus
points. 80:20 is greater than a 1:1 ratio, so
the excess 60 bonus points do not count
toward winning. A total of 40 points (20 non-
bonus + 20 bonus) count toward winning.
However, if you encountered the Dead End
dilemma, you would pass it, because you
actually have 100 points.
If you score another 30 non-bonus points, you
now have 50 non-bonus points and 80 bonus
points. The excess is now only 30 points, and
50 of the bonus points count toward winning,
so you win with 100 points.
Your bonus point total is the total of your
positive and negative bonus points; e.g., if you
have 45 bonus points and then lose 10 points
to Edo Probe, your bonus point total is 35. If
your bonus point total is negative, you have no
“excess bonus points” and the ratio will be
negative (less than 1:1), so Intermix Ratio has
no effect on your score.
Interrogation – You do not lose any points
already scored with this event if the
interrogated personnel is rescued. For
example, if on three successive turns your
opponent answers “Four,” “Four,” and “Five,”
you score a total of 12 points (1+1+10) and
then return the captive to your opponent’s
outpost. See Madred, outpost.
interrupt – A card type which generally has a
temporary impact on the game, and is then
discarded (though a few remain in play
permanently or until a countdown has
expired). An interrupt does not use your
normal card play. You may play as many
interrupts as you like, during either player’s
turn, and at any time between other actions.
Some Interrupt cards specify that they
respond directly to another action, allowing
them to literally “interrupt” that action (for
example, to nullify it). See actions –
interrupting.
Into the Breach – Because all damage is
resolved as a group, this Q-icon event will not
repair a ship that has received enough
damage to destroy it. It does not affect [Borg]
ships or the Borg Ship dilemma.
intruder – Your personnel aboard a ship or
facility controlled by your opponent is both an
Away Team member and an intruder. Rogue
Borg interrupts aboard any ship or facility are
also intruders (unless Lore Returns makes
them its crew). Intruders cannot attempt or
scout missions.
Intruder Alert! – Activating this incident is not
a valid response to the play of Rogue Borg.
See hidden agenda, Intruder Force Field,
protecting cards.
Intruder Force Field – When this event
“reverses Telepathic Alien Kidnappers
affecting you,” interpret your opponent’s
Telepathic Alien Kidnappers as though you
had played it. That is, you now guess a card
type at the end of each of your turns and point
to a card in your opponent’s hand. Only one
copy may affect Telepathic Alien Kidnappers
each turn (the copy played by the opponent of
the player using Telepathic Alien Kidnappers).
See cumulative.
This event disables Rogue Borg unless there
are at least three aboard your ship. This effect
may be extended to personnel intruders with
Intruder Alert!
invalid card plays – See actions – step 2:
responses.
Invasive Beam-In – See landed ship,
Transporter Skill.
invasive transporters – A type of ship’s
special equipment. It has no built-in functions,
but is activated by the Invasive Beam-in card.
Investigate Incursion – This mission is worth
extra points if an appropriate Borg-related
card is at that spaceline location when the
mission is solved. See report with crew.
Investigate Legend – When Aldea, the planet
represented on this mission, is cloaked, cards
may not beam to or from the planet and ships
may not land or take off. Iconian Gateways,
Dimensional Shifting, Love Interests, and other
such forms of movement function normally.
Turn the Mission card face down when it
cloaks. The mission acts like a cloaked ship in
terms of interactions with the “outside world.”
(See cloaking and phasing.) For example,
the mission may be attempted or scouted
while cloaked by an Away Team already on the
planet; you may probe to assimilate the planet
while it is cloaked if you have Borg on the
planet surface (but not if all your Borg at the
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
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location are on a ship in orbit). An outpost at
this location is located in space and thus is
not cloaked. See points.
The 2 Youth discarded to solve this mission
can be part of the 3 Youth used to fulfill the
first part of the mission requirements.
You may score a maximum of 15 points from
Assign Mission Specialists, even if you solve
with five different Youth mission specialists.
Discarding a personnel card does not use its
skill.
Investigate Shattered Space – Revised lore:
Neutral Zone Region • Near Neutral Zone
Investigate Time Continuum – To complete
this mission using the Time Travel Pod, you
must play it as an interrupt on the mission and
discard it.
Isabella –This interrupt does not affect [Borg]
ships. The ship is destroyed at the end of the
next turn of the player who plays the interrupt.
See nebula.
Ishka – See skills – modifying.
Isolytic Burst – When this tactic is your
current tactic and you hit your target, the
current tactic is placed as the first damage
marker. It kills one personnel with its damage
text, plus an additional personnel according to
its game text. Additional copies placed as
damage markers take only one casualty.
Issue is Patriotism, The – This Q-icon
interrupt forces you to initiate a battle only if
opposing ships or Away Teams are already
present together at any location; if not, discard
the interrupt without effect. You are not
required or allowed to move a ship or
personnel to another location in order to
initiate battle. “Opposing Away Teams” may
include any two groups of opposing
personnel, whether crew or Away Team.
Issue Secret Orders – This objective requires
the owner of the ship and crew to use them to
move to and attempt the targeted mission. The
infiltrator’s owner does not control the ship
and crew. See actions – required.
The opponent must attempt the mission
targeted by this objective “if possible.” That
means the mission must be attemptable by
the opponent’s affiliation and must not have
been made unattemptable (e.g., with I Tried To
Warn You).
In general, the entire crew must participate in
the attempt. However, affiliated personnel
cannot be forced to beam to Qualor II
Rendezous; since they would be placed in
stasis upon beamdown, it is not possible for
those personnel to attempt this mission.
Jake and Nog – This dual-personnel card
cannot probe for Visit Cochrane Memorial
because it contains only one human with
ENGINEER x1/2. The other “half
ENGINEER” is Ferengi species. However,
they could build a Ferengi Trading Post if in
Ferengi mode, because together they have
one Ferengi-affiliation ENGINEER skill. See
skills.
James T. Kirk – See Captain’s Order, helps.
Ja’rod – See skills.
Jean-Luc Picard (First Contact) – This
personnel is not Borg.
Jem’Hadar – See ketracel-white icon.
Jem’Hadar Warship – This ship may not carry
any other ship unless a card specifically allows
it (such as Engage Shuttle Operations:
Dominion).
Juliana Tainer – This personnel is unaware that
she is an android. She becomes aware if she
is in a situation which either requires an
android (and no other androids are present) or
treats androids differently from regular
personnel. Once she becomes aware, she can
use her full CUNNING and STRENGTH but
is “stopped” for the rest of that turn. Cards
that affect androids affect her (making her
aware) even if she is unaware that she is an
android. For example, she becomes Non-
Aligned when Lore’s Fingernail is in play.
“just” – See actions – “just”.
just encountered – See actions – step 1:
initiation.
just initiated – See actions – step 1:
initiation.
just played – A card has been “just played”
when the card play has been initiated, but
before it has its results. See actions – step 1:
initiation.
Kahlest – This personnel’s special skill works
on herself as well as on others, giving her a
STRENGTH of 6.
Kahn – See any, does not work with, playing
an affiliation.
Kai Winn – See characteristics.
Kal-Toh – See verification.
Kazon – An affiliation and a species. The
Kazon affiliation is composed of different
sects, such as Kazon-Nistrim and Kazon-Ogla.
The sects represent factions of the affiliation,
not different species, e.g. Culluh and Karden
belong to different sects, but are both Kazon
species, while Seska (in Kazon affiliation
mode) is a member of the Kazon-Nistrim sect
but Cardassian species. See battle –
affiliation restrictions, affiliation and
species.
Kazon Collective, The – This incident’s game
text, allowing mixing with an additional
affiliation, is active as soon as it is seeded. You
do not have to declare a specific affiliation to
mix with, or change it as a game action.
K’chiQ – This personnel cannot select a skill
when recovered from a Cryosatellite, because
she is not reporting for duty. At the start of
your next turn you may change her “no skill” to
any regular skill. See report.
Keldon Advanced – See attribute
enhancement, skills – using.
Ketracel-White – This Equipment card
prevents the White Deprivation incident from
affecting [KW] personnel. It has a countdown
icon [3] which counts down only if any [KW]
personnel are present with the equipment
(even if White Deprivation is not in play). If no
[KW] personnel are present, all Ketracel-
White cards stay at their current count. Unless
rationed by a Vorta, all Ketracel-White cards
present with any number of [KW] personnel
count down at the end of each of your turns.
For example, three Ketracel-White cards will
all count down at the end of your turn,
whether you have one [KW] personnel
present or ten. At the end of the countdown, a
Ketracel-White card self-nullifies and is
discarded.
Rationing: If your Vorta is present with multiple
Ketracel-White cards and at least one [KW]
personnel at the end of your turn, he may
“ration” them so only one counts down. Select
one card to count down (turn it 90 degrees).
The rest stay at their current count. You may
select a different card each turn, leaving one
countdown for each card “unused” so the
card is not discarded. If you let any card count
down for three turns, it self-nullifies and is
discarded as usual.
Resetting: Primary Supply Depot and Remote
Supply Depot both “reset” countdowns of
Ketracel-White aboard. You must carry or
beam unexpired cards from your ship to the
outpost to reset the countdowns. While
aboard the outpost, they count down normally
at the end of your turn (if a [KW] personnel is
present) but immediately reset.
ketracel-white icon [KW] – This icon on a
personnel card indicates a dependence upon
the isogenic enzyme known as “the white.” If
any player has White Deprivation in play, your
[KW] personnel will  battle and die at the start
of each of your turns according to that
incident’s game text, unless prevented by
Ketracel-White cards present.
Kevin Uxbridge – Errata:
Destroys Nullifies any one Event card in play
(except for Treaty cards) OR any one artifact
other card played in play as an Event card.
This interrupt may be played as a response to
the play or activation of an event.
Kevin Uxbridge: Convergence – This
interrupt nullifies all unprotected events at the
spaceline location where it is played. It may
be nullified by Q2. See card titles, card
types.
Khitomer Research – Errata:
(Affiliation icons): [Rom] [Klg]
killed – See discarding.
Kira Nerys – This personnel’s fourth skill is
Navigation x2 and she is a former member of
the Shakaar resistance cell. The Reflections
foil version is misprinted (“Navigation” and
“Skakaar”).
Kivas Fajo – “NO INTEGRITY” on this
personnel is an undefined attribute.
An “unduplicated artifact” is one that is not
duplicated anywhere in play. An artifact just
earned is not present unless it joins the crew
or Away Team. Making “parallel use of
opponent’s Palor Toff” means that each time
your opponent plays Palor Toff – Alien Trader,
you must also use that card’s game text, if
possible (i.e., you must retrieve a non-
Personnel card from your own discard pile). A
Countermanda suspending your opponent’s
Palor Toff does not affect your discard pile.
Klaestron Outpost – This outpost does not
provide a built-in treaty, nor does it require a
treaty for use. Like all multi-affiliation cards,
you must declare its affiliation when seeded or
played (at a mission bearing that affiliation
icon), and may switch the affiliation as a game
action during play. At any time, personnel
aboard and ships docked at the outpost must
be compatible with the outpost’s current
affiliation.
Klingon – An affiliation and a species. See
affiliation and species, battle – affiliation
restrictions.
Klingon/Cardassian Alliance icon [KCA] –
This icon indicates members of the dominant
mirror universe power in the 24th century. It is
a special staffing icon, and also has other
uses defined by cards.
Klingon Civil War – Points scored with this
event are based on the printed values of
WEAPONS and SHIELDS on the Ship cards
destroyed. No modifiers are applied.
Klingon Death Yell – Either player may play
this interrupt when any Klingon with Honor
dies, subject to normal timing rules. You do
not need to actually yell to score the points.
❖ Klingon Outpost – See outpost.
Klingon Painstik – If this interrupt is played to
prevent a unique personnel from being
reported for duty again, it prevents reporting
of any instance of that persona. Because
persona replacement and morphing of one
Founder into another are not reporting for
duty, this interrupt will not prevent such
exchanges from taking place.
Kova Tholl – Like all cards with a point box,
this personnel is placed in your bonus point
area if you score the points, and thus cannot
be retrieved and replayed. You may play
another copy.
Retaliation against an opponent’s attack may
include returning fire (see battle – ship),
attempting to kill opposing personnel (e.g., by
playing Phaser Burns or choosing to mortally
wound an adversary; see battle – personnel),
and counter-attacking on your next turn (see
battle). If you return fire or attempt to kill
opposing personnel during the battle, you may
not score Kova Tholl’s points. Once you score
the points, you may not counter-attack.
Kressari Rendezvous – See discarding.
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Version 1.8 –  August 2002
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Kurlan Naiskos – This artifact requires the
original seven personnel types (OFFICER,
ENGINEER, SCIENCE, MEDICAL,
SECURITY, CIVILIAN, and V.I.P.). See
attribute modifiers.
La Forge Maneuver – “If the next action is an
attack against that ship” refers to the next
action of the player who played this interrupt
(or to an attack by a Borg Ship dilemma). If
your opponent takes an action immediately
after you play La Forge Maneuver on his ship,
it does not cancel La Forge Maneuver’s effect.
Lack of Preparation – On this dilemma, “Non-
Borg” and “Borg” refer to the player, who is
“playing a non-Borg affiliation” or “playing
Borg affiliation.” For a Borg player, the three
required subcommand icons may be provided
by one or more personnel. For example, the
Borg Queen can overcome this dilemma. See
playing Borg.
To get past this dilemma, the non-Borg player
must have been able to meet the mission
requirements when the current mission
attempt began (not when the mission was
first attempted).
Lal – See report, skills – modifying.
landed ships – A ship may not land unless
allowed by its own text (e.g., Vulcan Lander) or
that of another card (e.g., Engage Shuttle
Operations, Establish Landing Protocols).
Landing and taking off use RANGE only if
specified by the card allowing it to land. For
example, the Vulcan Lander uses 1 RANGE to
land or take off; the Bajoran Interceptor uses
none. See carried ships.
Unless a card (such as Orbital Bombardment
or Breen CRM114) explicitly allows it, a
landed ship may not attack or be attacked by
a ship in orbit, and also may not attack or be
attacked by an Away Team. A landed ship may
not be targeted by any card that targets a
ship, unless the card specifically allows it to
target a landed ship. Thus, landed ships are
immune to cards such as Temporal Rift, Loss
of Orbital Stability, Wormholes, Warp Core
Breach, Magic Carpet Ride OCD, Rogue
Borg Mercenaries, etc.
Cards may beam to and from a landed ship
even if a card (such as Invasive Transporters
or Transport Drone) is required to enable the
transport. Such cards do not target a ship but
simply allow beaming through SHIELDS.
Cards may report aboard a landed ship (if
reporting is allowed by card text).
Lansor – When this personnel reports (or is
seeded face up at an outpost in Warp Speed
play), you may download Marika and/or
P’Chan if each is not already in play. You must
discard Lansor at the end of any player’s turn
unless both Marika and P’Chan are in play.
Either player’s Marika or P’Chan in play
prevents a download and keeps Lansor from
being discarded. Marika’s and P’Chan’s skills
and restrictions work similarly.
Latinum Payoff – Revised text:
Plays if Greed aboard your ship when it
destroys another ship in battle (once per
destroyed ship). X=3 for each OFFICER
aboard destroyed ship.
launching ships – See carried ships.
Launch Portal – This doorway allows you to
launch any carried ships at the time you play
the doorway, even without Engage Shuttle
Operations in play. It may download Engage
Shuttle Operations: Dominion. See card
titles, characteristics. It does not allow you to
break a quarantine.
When this doorway is played during a space
mission attempt to launch some or all of the
crew on a different ship, the ship with the
larger crew must continue the mission attempt
(owner’s choice if tied), if possible.
leader – A leader for battle (or for a card
referring to a leader) is any personnel with
Leadership skill or with OFFICER skill or
classification; or any personnel allowed by a
card to act as a leader (e.g., Prepare Assault
Teams). Being a leader does not confer
Leadership skill on a personnel. A personnel
such as Lon Suder who is allowed to initiate
battle is not a leader.
The Borg affiliation may not use a leader
instead of a [Def] personnel to initiate battle.
However, for cards that specifically require a
leader, the Borg must use a leader as defined
above.
leaving play – See in play.
Line Must Be Drawn Here, The – See
hidden agenda.
Li’seria – See Son’a ships.
Live Long and Prosper – If this interrupt
returns to your hand a personnel who scores
points upon dying (e.g., Aamin Marritza), you
do not score the points.
location – There are two kinds of locations:
spaceline locations (e.g., missions and
Bajoran Wormhole) and timeline locations
(e.g., Montana Missile Complex). Site cards
are not “locations” for gameplay purposes. A
card that refers specifically to spaceline
locations (e.g., The Traveler) does not include
time locations, and vice versa.
Locations may be planet [P], space [S], or
“unspecified type” (created by cards such as
Bajoran Wormhole, Black Hole, Gaps in
Normal Space, or Supernova).
Cards may be “at the same location,” whether
in space, aboard one or more ships, facilities,
or sites, on a planet, in an Escape Pod, etc.
(Cards seeded face down cannot affect or be
affected by other cards at the same location
until encountered or earned, or unless a card
explicitly allows interaction with a seeded
card.) Unless otherwise specified, this
definition includes both players’ ships and
personnel, and no treaties are required for
cards to be “at the same location.” See
present, here. Examples:
• Zalkonian Vessel will kill either player’s John
Doe.
• Ves Alkar can gain Diplomacy from an
opponent’s female Empath.
• The two leaders for Arbiter of Succession
may belong to either or both players.
Locutus’ Borg Cube – See Borg Cube.
Locutus of Borg – See counterpart.
Lon Suder – This personnel’s special skill
allows him to initiate a personnel battle in
place of a leader.
long-term effects – A long-term effect (on a
personnel or ship) is one that lasts until the
end of the turn or longer, or until cured or
nullified. Examples are Brain Drain and REM
Fatigue Hallucinations. The death of a
personnel is not considered a long-term
effect. See discarding.
Long-Range Scan Shielding – A type of
ship’s special equipment which renders a
ship immune to Long-Range Scan.
lore – This text, appearing on many card types,
presents background information about the
characters, ships, and other elements of the
Star Trek universe. Lore sometimes contains
terms that are relevant to gameplay, such as
persona identification, matching commander
information, species, ranks and titles, etc.
However, mention in the lore of a term which
is the name of a skill (such as Tal Shiar) does
not confer that skill on a personnel and does
not satisfy a requirement for that skill. See
skills – using, characteristics.
Lore – When either player has this personnel is
in play, the STRENGTH of every Rogue Borg
in play is doubled, and all numerical features
of all Crystalline Entity dilemmas seeded or
encountered by either player are doubled (see
dilemma resolution). Two Lores in play do
not quadruple Rogue Borg and Crystalline
Entities. However, Lore and Crosis may each
double the STRENGTH of the same Rogue
Borg. See Rogue Borg Mercenaries,
cumulative.
Lore’s nemesis is Dr. Soong, Data (First
Contact), and/or Data and Geordi (dual-
personnel card). See nemesis icon.
Lore Returns – When you play this event on a
ship, your Rogue Borg take control of
(commandeer) that ship. They may move it and
initiate battles regardless of staffing or leader
requirements. The use of the name “Lore” in
the game text is a reference to the event itself,
not to the Lore personnel card.
Lore’s Fingernail – This event allows any
android to report for duty as Non-Aligned. For
example, with Lore’s Fingernail in play you may
report Data to an outpost after Earth has been
assimilated. See loses affiliation, Stop First
Contact, Juliana Tainer.
lose the game – You may lose the game
according to card text (e.g., Writ of
Accountability, Devidian Door, Beyond the
Subatomic) or if you seed or play a card as a
hidden agenda when it does not have that
icon. In each case (in a tournament), you
receive a score of 0 (–100); your opponent
receives a score of 2 (+100). If both players
lose a game in this manner (e.g., one fails to
show a Devidian Door and the other loses to
Writ of Accountability), the game is scored as
a true tie.
loses affiliation – This phrase on a card (such
as Memory Wipe) means that conceptually the
card’s affiliation icon(s) are replaced by the
[NA] icon.
losing battle – See battle – personnel, battle
– ship.
Loss of Orbital Stability – A landed ship or
docked ship is immune to this interrupt. See
in orbit.
Lumba – This personnel is male (he just
appears female). See skills – modifying.
Madam Pulaski – This personnel’s special skill
gives you additional points for each unique
mission you solve which was seeded by both
players (i.e., both players seeded a copy of the
same mission), not all unique missions seeded
by either player. She must be in play when the
mission is solved (but need not be present).
Madred – This personnel does not have
Obsidian Order skill. See lore, skills – using,
Non-Aligned.
This personnel may add 1 to Interrogation or
Torture only when Madred and the captive are
both aboard the same outpost. If he adds 1 to
Interrogation, you score 2 points each time
your opponent resists interrogation, and 11
points if he complies and you return the
captive to him. If he adds 1 to Torture, your
opponent loses 1 extra point each turn (the
point box reads –7; if Madred “adds 1” for
each of the three turns of the countdown, your
opponent loses a total of 10 points).
Magic Carpet Ride OCD – This artifact may
relocate a docked (but not landed) ship at its
location. If the ship is docked at its opponent’s
Nor, its crew disembarked on the Nor are an
Away Team and subject to relocation with the
ship. Any Away Teams associated with the
ship are relocated to the planet surface at the
new location. See Away Team and crew.
The owner of this artifact must use its game
text immediately upon either player earning or
acquiring the artifact. If there is no ship at the
location to relocate, or if he chooses not to do
so, the artifact is discarded.
Major Rakal – Errata (lore):
Physically altered, the half-Betazoid, half-
human Deanna Troi was coerced to assume
the identity of a Tal Shiar major in the 2369
M’ret defection plot.
This personnel retains her [AU] icon. Her
attribute adjustments in Federation mode are a
special skill. See Assign Support Personnel.
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Version 1.8 –  August 2002
page  31
Makbar – See dilemma resolution.
Make It So – This incident does not restore a
ship’s RANGE when it “unstops” the ship and
crew.
Make Us Go – The ENGINEER who passes
this dilemma is relocated from the ship or
planet (even though at the same location). He
may not use or share skills. See quarantine. If
the dilemma is cured, the ENGINEER returns
to the crew or Away Team that cures it (not
necessarily to where it was encountered).
Mandarin Bailiff – You may “post bail” for this
Q-icon dilemma by transferring points to your
opponent even if your score is zero or less.
This will give you a negative score.
“Transferring points” means that you lose
points, while your opponent gains points.
Manheim’s Dimensional Door – When this
doorway allows a card to be played during a
“temporal hiccup,” that card may itself be
suspended and allow another card to be
played, and so on. It is suggested that you
take the suspended cards and put them in a
stack. When no more temporal hiccups occur,
resolve the suspended cards in order from the
top of the stack to the bottom. Each card play
may be responded to normally, and a card may
be played that affects an earlier, suspended
card play. See actions – step 2: responses.
Example:
1. I play K’chiQ. You show a K’chiQ from
hand; mine is suspended.
2. You play Palor Toff. I show a Palor Toff;
yours is suspended.
3. I play Q’s Tent. You show a Q’s Tent; mine
is suspended.
4. You play Q’s Tent (the same one you
showed earlier). I show no Q’s Tent (my
original one has been set aside and is not
in my hand), so the card plays start to
resolve.
5. Your Q’s Tent resolves; you retrieve Wrong
Door from your Tent.
6. I attempt to resolve my Q’s Tent, but you
respond with Wrong Door. I play Amanda
Rogers to nullify your Wrong Door. My Q’s
Tent resolves and I retrieve a
Countermanda.
7. You attempt to resolve Palor Toff. I play
Countermanda, suspend your Palor Toff,
and take three cards out of your discard
pile. Your Palor Toff resolves; if no card
remains to retrieve, simply discard Palor
Toff.
8. My K’chiQ resolves and reports for duty.
Treat this doorway as if it read, “...whenever
any player has a card in hand matching one
just played face up by opponent...” Thus, you
may not use the Manheim effect when a
hidden agenda is played (because it must be
played face down, and is immune to “general
use cards”) or activated (because it was not
“just played”). A “matching” card is a copy.
Marika – See Lansor.
Martia – See shape-shifter.
Martok – Revised text:
[SD] D’k Tahg
Masaka Transformations – If you have
earned an artifact that is placed on the bottom
of your draw deck due to this event, you may
still play that artifact if you later draw it back
into your hand. You must be able to verify that
the copy you draw is the same copy that you
placed under your deck.
Mask of Korgano, The – Playing this event on
a unique personnel does not allow you to
bring another copy of that personnel (or any
other instance of the same persona) into play
at the same time. The presence or absence of
an [AU] icon does not affect the underlying
persona.
Ma’sud – This personnel may download Ceti
Eel to the adversary he just stunned only if
your Khan is present, and only to a non-[Holo],
non-android personnel, as required by Ceti
Eel’s text.
matching affiliation – Two cards are of
matching affiliation if their affiliation icons are
the same. For example, if you have a
Romulan/Cardassian treaty in play, your
Cardassians match your Nor, but your
Romulan and Non-Aligned cards do not (they
are, however, compatible). If a site refers to a
matching personnel, it means matching the
affiliation of that facility. See loses affiliation.
When a Nor or ship is commandeered and its
affiliation changes to match one of the
commandeering personnel, treat it as though
the new affiliation icon were printed on the
card. For example, if you commandeer your
opponent’s Cardassian Terok Nor with a
Romulan Away Team, it now conceptually has
a Romulan icon; your Romulan cards now
match the station’s affiliation, while your
opponent’s Cardassian cards do not.
A personnel matches a mission’s affiliation if
he has one of the affiliation icons printed on
the card (or added conceptually by a card
such as Bribery or Arandis). A personnel
matches a homeworld’s affiliation if he is of
the affiliation that belongs to that homeworld.
For example, Cloaked Mission (Romulus) is
the Romulan homeworld, but has a [Klg]
affiliation icon. Gowron matches the mission’s
affiliation (icon), while Tomalak matches the
homeworld’s affiliation.
matching commander – A personnel is the
matching commander for a ship if either the
ship lore or the personnel lore states that the
personnel is or was the commander or captain
of the ship. (Also, 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.) For example, Jean-Luc
Picard (Premiere) and Admiral Picard are both
matching commanders for the U.S.S.
Enterprise, while Jean-Luc Picard (First
Contact) is the matching commander for the
U.S.S. Enterprise-E. Both Jean-Luc Picards
are matching commanders for the U.S.S.
Stargazer.
When specified in the ship’s lore, only the
named personnel is the matching commander;
another version of the persona with a different
name, or an instance of a different persona,
cannot serve as the matching commander.
When specified in the personnel lore, no other
versions of that persona (even with the same
name) can serve as matching commander for
a ship, and a ship must be specified by name
(not by class). For example, The Emissary is
not the matching commander for the U.S.S.
Defiant; Commander Data is not the matching
commander for the U.S.S. Sutherland; Jean-
Luc Picard (Premiere) is not the matching
commander for the U.S.S. Enterprise-E;
Tomalak is not the matching commander of the
D’deridex.
A statement that a ship “transported” or was
“used by” a personnel does not qualify that
personnel as the ship’s matching commander.
For example, Kivas Fajo and Gowron are not
matching commanders for Zibalian Transport
or I.K.C. Buruk respectively.
Unless otherwise specified (e.g., Cha’Joh),
each ship can benefit from only one matching
commander at a time. For example, the U.S.S.
Enterprise does not gain +4 RANGE from
Defiant Dedication Plaque with both Jean-Luc
Picard (Premiere) and Admiral Picard aboard.
The matching commander must not be
disabled, in stasis, etc. (See present.)
Matching commanders are defined only for
ships; facilities get no benefits for a
commander mentioned in the personnel or
facility lore.
Most matching commanders may be easily
determined directly from the ship and/or
personnel lore, following the rules given
above. Two need clarification:
I.K.C. Bortas has revised lore (Gowron is
its matching commander).
Tama: “Dathon, speaking first” is Tamarian
for “commanded by Dathon.”
Matthew Dougherty – See helps.
meeting requirements – You 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.
Memory Wipe – This event implements a
special play environment when playing Starter
Deck II vs. Starter Deck II. You and your
opponent must each seed the card and may
not nullify it. This allows each player’s cards of
different affiliations to mix without having to
use one or more Treaty cards.
It may also be used in the normal play
environment for either function, but your
opponent is not required to use it and either
player is free to nullify it. See Away Team and
crew, loses affiliation, Stop First Contact,
multi-affiliation cards.
Mendak – See Going to the Top, facility,
characteristics.
Menthar Booby Trap – Errata:
Place on ship; it cannot move. Unless
MEDICAL present, one crew member killed
(random selection). Discard with Ship can’t
move until 2 ENGINEER present aboard.
Mickey D. – This personnel automatically wins
a Royale Casino side game for you if he is in
your Away Team attempting the mission (not if
he is in your hand).
Mila – This personnel cannot download an
artifact used as equipment.
Mining Survey – If you add an affiliation icon
to this mission (e.g., a [Fer] icon with Bribery),
you may attempt it with that affiliation without
controlling a Nor with Ore Processing Unit
there.
Minuet – See Bynars card.
Miracle Worker – This skill includes
Transporter Skill.
Mirasta Yale – This personnel may not be
reported normally, by downloading, by
Devidian Door, etc. She may only be brought
into play by seeding like a dilemma under
Malcor III (the mission First Contact). Unlike a
personnel seeded like an artifact, she enters
play immediately when encountered by an
Away Team during a mission or scouting
attempt, even though the mission is not
solved, joining the Away Team, forming a
separate Away Team, or being captured as
appropriate (see personnel – seeded).
Mirror Image – When this hidden agenda
event is activated in response to the play of
one of the target cards, the target card
immediately takes effect for all players. For
example, if Kivas Fajo – Collector is played
and Mirror Image is activated in response,
each player must choose someone to draw 3
cards. If they both choose the same player,
that player must draw 6 cards.
Revealing this event is not a valid response to
your opponent encountering Thought Fire.
See actions – step 2: responses.
This event is a successful probe for an [Ev] or
[HA] icon, even though the icons appear
reversed.
Mirror Quadrant – The Mirror Quadrant is
composed of missions with the Mirror
Quadrant M icon in their point box. These
missions are also identified in their lore as
belonging to the mirror universe.
Mirror Quadrant icon [MQ] – Personnel,
ships, and facilities with this icon are native to
the Mirror Quadrant. See native quadrant.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  32
mirror universe – The mirror universe is
represented by the Mirror Quadrant. (The
normal universe is represented by the Alpha,
Gamma, and Delta Quadrants.) In general, the
Mirror Quadrant functions exactly like other
quadrants (for example, to report a card to a
facility or its site, both the card and the facility
must be native to the quadrant; cards that
allow travel between “normal” quadrants also
allow travel to and from the Mirror Quadrant).
Cards that are physically in one universe (on a
spaceline) do not normally affect cards in the
opposite universe. For example, closing
Bajoran Wormhole: Mirror Universe does not
affect movement through the Bajoran
Wormhole between the Alpha and Gamma
Quadrants.
However, when game text refers to cards
matching the affiliation of a homeworld (or
vice versa), it applies only to cards that also
match the universe of the homeworld. For
example, HQ: War Room on the mirror-
universe Bajor will enhance the attributes of
your [MQ] Bajorans, but not your Alpha
Quadrant Bajorans (regardless of which
quadrant the personnel are located in);
Homefront on mirror-universe Bajor will allow
you to download only [MQ][Baj] SECURITY
personnel; downloading cards with Defend
Homeworld depends on your [MQ][Baj] card
being attacked at mirror-universe Bajor; and
Assimilate Homeworld requires a counterpart
matching the homeworld's universe and
affiliation.
Also, if an Assimilate Homeworld objective is
completed on Bajor in the mirror universe,
mirror-universe Bajorans may not report to any
outpost for the rest of the game, but normal-
universe Bajorans are not affected and may
still report to outposts in the normal universe.
Borg timeline disruption does not affect cards
native to the mirror universe. See Stop First
Contact, Hero of the Empire.
Some cards refer to “opposite quadrant;” the
Alpha Quadrant is the opposite of the Mirror
Quadrant, and vice versa. See
corresponding.
mis-seeds – If you seed, under one mission:
• more than one copy of the same dilemma
(or card seeded like a dilemma): the first has
its normal effect, the second is a mis-seed.
• more than one artifact (whether duplicates
or not): all your artifacts there are mis-seeds.
• more than one copy of a card seeded like an
artifact (such as personnel at Rescue
Prisoners): all copies are mis-seeds.
(Personnel may not be seeded in duplicate,
even if they have a universal icon.)
If you and your opponent each seed an
artifact, or a copy of the same card, under one
mission, each has its normal effect (unless it is
not duplicatable; see unique and universal).
When a mis-seed is revealed during a mission,
scouting, or commandeering attempt, it is
placed out-of-play. Mis-seeds are not
encountered; for example, a mis-seeded
dilemma may not be replaced with a Q-Flash
using Beware of Q.
You may deliberately mis-seed cards under a
mission as a bluff. When discovered, such
mis-seeds are placed out-of-play as usual.
However, if you reveal your own mis-seeded
card under any mission, you may not solve
that mission (or complete any objective
targeting it) for the rest of the game. (If you
reveal your own mis-seeded card under
Empok Nor, you may not commandeer that
Empok Nor while it is uncontrolled.) Revealing
your opponent’s mis-seeds, or your opponent
revealing your mis-seeds, does not affect your
ability to solve a mission or commandeer
Empok Nor.
Mis-seeds include (but are not limited to) non-
seed cards (such as Equipment cards) placed
under a mission as a bluff, multiple copies of
the same card seeded under one mission by a
single player, multiple artifacts seeded under
one mission by a single player, space
dilemmas seeded under planet missions (and
vice versa), and personnel with no game text
allowing them to seed (such as Mirasta Yale
under a mission other than First Contact).
If cards you seeded legally become mis-seeds
later in the game, they will not affect your
ability to complete a mission. For example,
using a Pla-Net to discard a Cryosatellite will
not make any personnel seeded with the
artifact prevent you from completing the
mission (but you may not earn the personnel).
mission – A card type representing a location
in space, in the present time of the Star Trek
universe, where missions and objectives can
be accomplished and battles may take place.
There are three kinds of missions: space [S],
planet [P], and dual-icon missions [S][P].
During the mission seed phase, missions are
laid out in one or more spacelines
representing different quadrants of the galaxy.
A mission’s quadrant may be determined from
its point box (if any). Gamma, Delta, and Mirror
Quadrant missions have a Γ, ∆, or M symbol in
their point boxes. Missions with no symbol (or
no point box) are Alpha Quadrant missions. All
missions may be seeded only on the
appropriate spaceline. Missions without point
boxes (including Q’s Planet) may not be
seeded (or played) in any quadrant except
Alpha. Missions (and other spaceline
locations) may not be moved between
quadrants by cards that relocate locations.
A mission’s lore may indicate that it belongs to
a specific region of space (locations in the
same region must be seeded adjacent to each
other).
You may seed multiple copies of missions with
the universal ❖ icon, but only one copy of a
unique mission (without the icon); if a unique
mission is a duplicate of one your opponent
has seeded, stack your mission on top of his
to form a single location.
Mission cards are designed with relevant
information facing both players. A summary of
the mission faces your opponent; complete
information faces you. Sometimes the
information facing your opponent is
intentionally different from the information
facing you. Unless otherwise specified by a
card, each player is affected by the following
only on the end of the mission facing him:
mission requirements, special instructions
(italic game text), affiliation icons (or other
indication of who may attempt a mission),
point box, and span. Thus, Construct Depot
may not be attempted or scouted by the
opponent, because the opponent’s end has
no affiliation icons or text enabling an attempt,
and no point box. Any information not normally
included in the opponent’s mission summary,
including quadrant icons, [S] and [P] icons,
and the mission name and lore (including
regions) apply to both players.
Icons (or game text) at each end of the
Mission card indicate which affiliation(s) or
other groups can attempt the mission. Game
text also lists the requirements (skills,
attributes, and other features) you must meet
to complete (solve) the mission. (If there are
no such icons or game text, or no
requirements, that mission cannot be
attempted.)
Game text in italic type on a mission card
represents special instructions for use of the
mission (not requirements for solving the
mission). Unless the text specifies when it
takes effect (e.g., “when mission solved”), it is
always in effect. For example, no ship-to-ship
beaming is allowed at any time at Quash
Conspiracy, before or after the mission is
solved. All special mission text applies even
when the mission is attempted and solved
with alternate requirements (e.g., Subjugate
Planet). See Reunion, mission attempt.
You may not reduce a mission’s point value to
less than zero (e.g., with The Sheliak and Hero
of the Empire). A mission without a point box
has no point value (it is undefined) and thus is
not affected by cards that change mission
point values.
mission II – (The following rules apply to
standard constructed-deck play. Some special
rules, described in the Warp Speed rules
supplement, apply to Warp Speed sealed-
deck format play.)
Each of these double-sided Mission cards has
a built-in wormhole or outpost. (See card
type.) They seed normally, and you may
choose which side to have face-up initially.
However, when you are using one or more
double-sided missions, you must notify your
opponent, and after you shuffle your mission
stack he or she is allowed to see whether a
double-sided card is on top and choose
whether or not to cut the stack. See Borg –
Cooperation.
Each Mission II represents the same location
as the corresponding original mission. For
example, Secret Salvage and Secret Salvage
II both occur at Wolf 359. Thus, you may not
include both versions in your mission selection
and if one player seeds Secret Salvage and
the other seeds Secret Salvage II, they must
overlap each other because they are
duplicates of Wolf 359. If you solve such a
mission, you score the points on your Mission
card. Cards that specifically work with the
original mission work with the corresponding
Mission II; for example, Timicin scores 10
points if he helps solve either Test Mission or
Test Mission II. (“Typhon Expanse” and “Beta
Stromgren” are corrections of misspellings on
the original missions, and are the same
locations as “Typhone Expanse” and “Beta
Stromgen.”)
Built-in Outpost: Mission II outposts do not
prevent you from seeding other outposts of
the same affiliation. For example, you could
seed one Secret Salvage II, one Explore Black
Cluster II, and one Klingon Outpost card.
However, you may not establish a regular
outpost at a location where you have a face-
up built-in outpost or vice-versa.
Cards that work with regular outposts, such
as Spacedoor, work normally with built-in
Mission II outposts. If the outpost is
destroyed, any cards in play on the outpost
are discarded when the mission is flipped
over.
If a built-in outpost must be placed out-of-play
(e.g., a Federation outpost when the Borg
disrupt the timeline), the mission should be
flipped to the back side, placing the outpost
conceptually out-of-play (it may not be rebuilt
for the remainder of the game).
To show that a ship is docked or that
personnel are aboard a built-in outpost, place
those cards so that the mission partially
overlaps both the seed cards and your cards
aboard or docked at the outpost.
Built-in Wormhole: You may move in either
direction between your [Wmh] mission and a
non-[Wmh] mission where you play a
Wormhole interrupt. You may not move
between your opponent’s [Wmh] mission and
a non-[Wmh] mission. If your opponent
nullifies your Wormhole interrupt, your ship
does not move through the wormhole and you
do not flip the [Wmh] mission. You may not
discard a Space-Time Portal as the Wormhole
interrupt (it may be discarded only as the
second Wormhole interrupt of a pair).
If you move between two of your own [Wmh]
missions, flip only one of them (your choice). If
you move between your [Wmh] mission and
your opponent’s [Wmh] mission, flip only your
own mission.
mission attempt – Completing missions is the
primary method of scoring points for all
affiliations except Borg. You attempt a mission
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  33
by bringing one or more personnel to the
mission location and encountering and
resolving any dilemmas which may be present.
If the personnel remaining after all dilemmas
have been resolved have the skills, attributes,
and other features required by the mission (or
if you bring more personnel for another
attempt), they complete (or “solve”) the
mission and score its points. A mission may
be solved only once per game.
For a mission to be attemptable, it must have
mission requirements (either printed or added
by an objective such as Establish Trade
Route), plus one or more affiliation icons
(either printed or added by a card such as
Bribery) or game text indicating who may
attempt the mission (e.g., “Any crew may
attempt mission”), on the end of the Mission
card facing you. Thus, you may not attempt ❖
Space or ❖ Nebula from either side, or
Construct Depot from the opponent’s side.
Artifacts seeded at an unattemptable mission
may not be acquired.
To begin or continue a mission attempt, or to
complete the mission, at least one crew or
Away Team member must match one of the
mission’s affiliation icons (if any); other (non-
matching) personnel in the crew or Away
Team can assist in the attempt. (Dual-icon
missions require a matching personnel in both
the crew and the Away Team. Also, to attempt
a space mission, at least one crew member
must match the ship’s affiliation. The ship
does not have to be staffed for movement or
match the mission’s affiliation.) If you lose all
matching personnel during the mission
attempt, the mission attempt ends. (However,
if you remove all matching personnel during a
dilemma encounter with a card that suspends
play, such as Flight of the Intruder, but other
non-matching personnel remain, the dilemma
resolves normally with the remaining personnel
before the attempt ends.)
If an Objective card requires a crew or Away
Team of a specific affiliation to attempt or
solve a mission, the crew or Away Team must
include at least one member of that affiliation
(but may include other affiliations unless
otherwise specified). For example, Establish
Dominion Foothold requires you to solve the
mission with “your Dominion personnel.” A
mixed Away Team of Cardassian, Non-Aligned,
and Dominion personnel may solve the
mission.
Either player may attempt a mission with
appropriate personnel, regardless of who
placed the card on the spaceline. Mission
attempts may be made at scouted or
unscouted locations, but may not be made at
assimilated planets.
Planet missions can be attempted by an Away
Team on the planet’s surface (outside a facility
or landed ship). Space missions can be
attempted by the entire active crew of one
undocked ship. (Dual-icon missions require
both a ship with crew in orbit and an Away
Team on the planet.)
A mission attempt is a single action which may
not be interrupted except by valid responses
or actions that suspend play. See actions –
interrupting. A mission attempt lasts from the
time you announce you are attempting the
mission until one of the following occurs:
• The entire crew or Away Team is “stopped”.
• No one remains in the crew or Away Team.
• A dilemma prevents the mission attempt
from continuing (e.g., Radioactive Garbage
Scow).
• All dilemmas are resolved but the crew or
Away Team does not meet the requirements
to solve the mission. (They are not
“stopped” unless Mission Debriefing is in
play.)
• The mission is solved.
Once the mission attempt is ended by one of
these circumstances (except by solving the
mission), you may reattempt the mission on
the same turn with “unstopped” personnel
(and an “unstopped” ship for a space
mission). This constitutes a new mission
attempt, not a “continuation” of the attempt.
All Mission cards state what skills and other
requirements are necessary to complete the
mission. For example, if a planet mission
requires Computer Skill x2, at least two
personnel with Computer Skill (or one
personnel with Computer Skill x2) must be
present in the Away Team for you to complete
the mission. However, the requirements for
completing the mission need not be present in
order for the crew or Away Team to attempt
the mission (encounter dilemmas). (When a
mission requires or allows you to discard
cards as part of completing the mission, those
cards must come from the crew or Away Team
attempting the mission, not from your hand.)
See meeting requirements.
When you meet the requirements for solving a
mission, you first score any mission points,
then resolve any special game text on that
mission (or on any objectives targeting it),
then earn and resolve any artifacts or cards
seeded like artifacts. Equipment and artifacts
that say “use as equipment” join your crew or
Away Team; personnel that you seeded join
your crew or Away Team (if compatible;
otherwise they are under house arrest or
form a separate Away Team); and personnel
that your opponent seeded are captured. (See
capturing. If scoring the mission points brings
your score to victory conditions, the game
ends immediately and you do not resolve any
artifacts.)
A mission attempt may not be voluntarily
aborted, either between dilemmas or before
solving, unless specifically allowed by a card
such as Mr. Garak. If you resolve all dilemmas
and Q-Flashes and the remaining crew or
Away Team meets the mission requirements,
they must solve the mission (for example, they
may not wait until a mission specialist joins the
Away Team or crew for bonus points).
Once you complete a mission, its points are
yours to keep. Cards which affect a mission’s
points or attemptability (e.g., Supernova,
Mordock, The Sheliak, Assimilate Planet) do
not affect your score if they occur after the
mission is completed (unless otherwise
specified, as with I Tried to Warn You or Hero
of the Empire).
Alternate mission requirements – 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 (i.e., you can
redshirt), 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.
mission attempt – example – The following
example shows how to attempt a planet
mission with dilemmas and artifacts present.
(A space mission is attempted in a similar
fashion, with an entire ship’s crew instead of
an Away Team. See dual-icon mission.)
Select and beam your Away Team to the
planet, or have them disembark from your
landed ship or exit from a planet facility. (At a
space mission, select one ship and crew to
attempt the mission; undock and/or decloak or
dephase the ship, if necessary.) Announce
that you are attempting the mission.
Slide out the bottom seed card under the
mission and turn it over. Look only at the
bottom card. (If you encounter an artifact or a
card seeded like an artifact, move it to the top
of the seed card stack, sliding it just beneath
the Mission card. Artifacts are not earned until
the mission is completed.) If more than one
copy of any card, seeded by the same player,
is encountered under one mission, any copy
after the first is placed out-of-play as a mis-
seed.
Read the first Dilemma card aloud. (Dilemmas
are intended to be read by the player
encountering them.) Resolve the dilemma
following the instructions under dilemma
resolution. Failing to overcome a dilemma
that has conditions immediately “stops” your
Away Team and ends that mission attempt. A
dilemma without conditions does not “stop”
your crew or Away Team – they must continue
the mission attempt unless otherwise
specified.
• Personnel who die and ships or equipment
that are destroyed are placed in your
discard pile. (Holographic personnel and
equipment are not killed or destroyed; they
are deactivated instead.)
• Personnel may be chosen for death or other
effects by random selection, opponent’s
choice, or owner’s choice. See ties.
• In addition to dilemmas, you may encounter
a Q-Flash doorway seeded like a dilemma.
When you do, your crew or Away Team must
collectively face a number of cards from
your opponent’s Q-Continuum side deck
equal to the number of personnel present.
Repeat this step for each dilemma (or Q-
Flash) in turn until no more remain. Each
dilemma must be resolved in turn before the
mission can be completed.
Once you have resolved all the dilemmas
under a mission, if your remaining “unstopped”
personnel can meet the mission requirements,
you score the mission points and earn any
artifacts present. To score the mission and
mark it complete, slide the Mission card
toward yourself about one-half card length.
The completed mission remains on the table
as a spaceline location, but it cannot be
attempted or scored again.
Your “unstopped” Away Team is free to beam
back up to the ship and continue if desired.
(Failing to complete the mission does not
“stop” the Away Team.)
mission continues – See dilemma
resolution.
Mission Debriefing – This event “stops”
personnel after any mission attempt, whether
successful or not. For example, if your Away
Team resolves all dilemmas but cannot
complete the mission, that mission attempt
ends (unsuccessfully), and the Away Team is
“stopped” if this event is in play. Additional
personnel brought to the mission may
complete the mission (and then will also be
“stopped”), but the “stopped” personnel from
the previous attempt may not assist them.
Mission Fatigue – While this dilemma is in
play atop the mission, treat each subsequent
dilemma or Q-Flash encountered as if it had
the following text before its actual text: “
‘Stops’ one personnel (random selection);
cannot get past unless any other personnel
remain.” (A Q-Flash will “stop” only one
personnel, not one for each Q-icon card
encountered.) In other words, the randomly
selected personnel is not “stopped” until the
dilemma is revealed and encountered, but
you must have at least one personnel left to
face the actual dilemma text.
Personnel are “stopped” normally (until start of
next turn), not for the duration of the
countdown. The subsequent dilemma is
responsible for “stopping” the personnel, not
the Mission Fatigue dilemma.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  34
See actions – step 1: initiation, combo
dilemma.
mission requirements – alternate – See
mission attempt.
mission specialist – See Assign Mission
Specialists.
mix – This term is interchangeable with mix and
cooperate. When a card allows cards of
different affiliations to mix, those cards are
compatible.
Mobile Holo-Emitter – This Equipment card
may be placed on a deactivated (disabled)
holographic personnel. It is still being “worn”
even if the hologram is deactivated. “While
worn, does not count as an Equipment card”
means it cannot be targeted as an Equipment
card (e.g., it is immune to Disruptor Overload,
Common Thief, stealing, etc.).
Mona Lisa – You are directly responsible for
destroying this artifact if you play a card, such
as Disruptor Overload, Plasma Fire, or Loss of
Orbital Stability, with the intent of destroying
the artifact or the ship it is on; or if you attack
or return fire against a ship it is on, destroying
that ship and the artifact. Playing a spaceline
hazard, such as Subspace Warp Rift, which
your opponent is not required to cross, does
not count. If an outside force that neither
player controls (such as a Borg Ship or a
Subspace Warp Rift) destroys the ship, then
no points are lost.
Montana Missile Complex – Seeding a
Phoenix from outside the game beneath this
time location is mandatory. If you do not have
a Phoenix to seed, you may not play the time
location.
“Once Phoenix has taken off or Vulcan Lander
has landed here, nullifies Stop First Contact”
means that all Stop First Contact objectives
are nullified for the rest of the game (similar to
the once in play rule). The Phoenix that takes
off to nullify Stop First Contact must be the
one seeded under the time location, not a
played copy.
Mordock – If you participate in any battle at any
time during the game (before or after you
score points with Mordock), you lose any
bonus points already scored with this
personnel’s skill, and you may not score any
further points from his skill. You have
participated in a battle if you attack or are
attacked by your opponent or another force
(such as Rogue Borg or the Borg Ship
dilemma), whether you return fire or not. If
Mordock is killed, captured, loses his skill, etc.,
you keep the bonus points scored as long as
you do not battle (but the points are still lost if
you battle after he is killed).
Mortal Q – This personnel’s CUNNING of “Q”
is an undefined attribute. It is not affected by
the value of “Q” defined by Ar-Q-ologist or
The Higher... The Q-er. See skills, once in
play.
mortally wounded – See stunned and
mortally wounded.
most cunning, strongest, highest total
attributes, etc. – See ties.
movement – There are two kinds of movement:
• Normal movement – often indicated by the
word “move.” This is the default type of
movement when a card does not specify
otherwise. “Stopped” cards cannot perform
normal movement.
Normal ship movement includes using
RANGE, landing, taking off, launching,
loading, docking, undocking, time travel
(Orb of Time, first function of Temporal
Vortex), and use of cards such as
Wormholes, Transwarp Network
Gateways, and Bajoran Wormhole.
Normal movement requires full ship
staffing.
Normal personnel movement includes
beaming, walking between sites,
boarding and disembarking from a
docked, landed, or carried ship, entering
and exiting from a planet facility, time
travel, and placing a personnel on an
Assimilation Table.
• Relocation – identified by the word
“relocate” (Mysterious Orb, second function
of Temporal Vortex) or by a euphemism such
as “hurl” (Gomtuu), “transport” (Maman
Picard), or “must follow” (Temporal Wake).
Relocation does not require full ship staffing,
and “stopped” cards may be relocated.
You may move a card any number of times
during your turn (except by walking).
Whenever a card or rule allows or requires
your personnel to move (e.g., Security Office,
Emergency Transporter Armbands, walking
between sites), they may carry Equipment
cards with them.
You may not transfer any card into space
unless a card specifically allows you to do so
(e.g., Airlock, Anti-Matter Pod).
Your 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 numbers on each
Mission card 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.
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). A ship flying by 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.
You may move any number of ships on your
turn, but they must move one at a time (not as
a “fleet”).
See movement between quadrants.
movement between quadrants – Any game
text which allows or requires a card to move
directly from one location to another may
potentially relocate or allow that card to move
to a different quadrant. Examples of cards that
can work across quadrants include Bajoran
Wormhole, Mysterious Orb, Iconian Gateway,
Transwarp Network Gateway, Go Back
Whence Thou Camest, Where’s Guinan?, and
Wormhole.
However, if game text uses the word
spaceline or a reference to distance (e.g.,
nearest or farthest location, or a span) in this
context, the movement is restricted to the
current spaceline. In other words, “to any
other spaceline location” means “to any other
location on this spaceline,” “farthest planet”
means “farthest planet on this spaceline,” etc.
Examples of cards that are limited in this way
include The Traveler, Where No One Has
Gone Before, Magic Carpet Ride OCD, Dr. Q,
Medicine Entity, Gomtuu, and Love Interest
dilemmas. See Hippocratic Oath.
movement between time location and
spaceline – See time travel.
Mr. Scott (The Motion Pictures) – This
personnel’s special skill allows him to meet
two staffing requirements: one using a staffing
icon found on his card ([Cmd], [AU], or [CF]),
and any other staffing requirement (whether
he has that icon or not).
multi-affiliation cards – Multi-affiliation cards
have two or more affiliation icons. Their skills
and other features may differ according to
their current affiliation “mode.” Declare the
affiliation of a multi-affiliation card when you
seed or play it face-up (personnel or ship
affiliation must be compatible with the facility
where it reports; an outpost’s affiliation must
match an affiliation icon on the mission) or
when you earn it (if seeded under a mission).
A multi-affiliation card (including a dual-
personnel card) may use only one affiliation
at a time, but you may change its affiliation at
any time (between other game actions), any
number of times during the course of the
game. For example, Lursa on the Sisters of
Duras cannot be [Klg] while B’Etor is [Rom]; if
Major Rakal encounters Zaldan while in [Fed]
mode, she cannot change to [Rom] mode
during the mission attempt.
When a multi-affiliation personnel is aboard
your ship or facility, you may not change the
affiliation of either the Personnel card or the
ship/facility if it would cause that personnel to
be placed under house arrest. You must
remove the personnel from the ship/facility
before changing its affiliation. You may not
simultaneously change the affiliations of one
or more Personnel cards, ships, and/or
facilities; each change is a separate game
action. Thus, if the Sisters of Duras are aboard
the Cha’Joh, both in Romulan mode, you may
not change either the Sisters of Duras or the
Cha’Joh to Klingon mode without removing the
Sisters first.
If a multi-affiliation personnel, whose features
are dependent on their affiliation mode, is
assimilated or made Non-Aligned (e.g., by
Memory Wipe), they may still switch “modes”
as a game action.
In the Voyager and later expansion sets, dual-
affiliation cards are printed with two different
border colors, one for each affiliation. The
affiliation icon matching the border color
appears on the left in each case. A card with
one border color is a copy of the same card
title with the other border color, and they have
identical gameplay.
If a report or download requires a personnel’s
affiliation to match  a ship or facility, you must
report or download the personnel in matching
affiliation mode (without creating a house
arrest situation). For example, to use
Dominion War Efforts to download Dar
without discarding Assign Support
Personnel, you must download him in [Dom]
mode to a [Dom] ship or facility. If you
download him in [Hir] mode to a [Hir] ship or
facility, you must discard Assign Support
Personnel.
Multidimensional Transport Device – This
equipment may be beamed along with the
personnel it is affecting, or left behind. See
corresponding, mirror universe.
multiple targets – See battle – ship.
Multiplexor Drone (Nine of Seventeen) –
This personnel’s skill allows its ship to fire
WEAPONS against multiple targets during a
battle, if a current objective or other card (e.g.,
Gowron of Borg) allows targeting of multiple
ships, or if returning fire or counter-attacking.
For example, if your opponent attacked any of
your forces on the previous turn, and he has
two ships and an outpost at the location of
that attack, your Borg Cube with a Multiplexor
Drone and two other [Def] Borg aboard may
attack both ships and the outpost with 24
WEAPONS against each of the three targets.
See battle – ship – multiple targets.
must do nothing but – See actions –
required.
Mutation – This interrupt is discarded after you
shuffle the top two cards of your discard pile
into your draw deck or discard a card to draw
two. See actions – step 3: results.
Mysterious Orb – See HQ: Return Orb to
Bajor, anywhere, Assimilate Counterpart.
Naomi Wildman – This personnel doubles the
first-listed skill of other personnel only if it a
regular skill. See skills, skills – modifying.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  35
Naprem – See affiliation and ship origin.
native quadrant – All personnel, ships, and
facilities are native to the Alpha Quadrant,
except those that have a gamma Γ, delta ∆, or
mirror M icon. See report, facility.
native to this timeline – See time location.
Navigate Plasma Storms – This objective’s
probe result applies to each Badlands Region
where there is a ship. Thus, for example, a
facility in the mirror Badlands Region is not
affected by a flare-up or maelstrom unless
there is a ship there. A cloaked ship (but not a
phased ship) in the Badlands triggers probing
for, and may be damaged or destroyed by, this
objective. See cloaking and phasing.
Near-Warp Transport – You may use this
interrupt to transport through a Q-Net, but it
does not allow you to overcome any obstacles
to beaming. It may not target a docked ship.
nearest planet, etc. – See ties.
nebula – A location is a nebula if it has the
word “nebula” in its card title or lore.
❖ Nebula – This mission may seed only in the
Alpha Quadrant and is not attemptable (it has
no mission requirements).
If you play Scan to initiate a ship battle at this
mission location, you do not also get to scan a
mission’s seed cards.
Dilemmas may be seeded under this mission.
If you have an undocked, uncloaked,
unphased ship at the location with any crew
aboard (not disabled, in stasis, or under house
arrest) when your opponent scores points,
that ship and crew must face the next dilemma
under the mission. If you have more than one
ship at the location, you choose which ship
will face the dilemma. Docked ships, empty
ships, and ships moving past the mission
(even if points are scored while play is
suspended) are not affected. This is not a
mission attempt, does not require
“unstopped” personnel, full staffing, or a
personnel matching the ship’s affiliation, and
does not allow acquisition of artifacts seeded
under the mission. See movement.
Needs of the Many, The – A Tactic card just
placed as a damage marker is “about to
destroy your ship” if that marker will reduce
the HULL integrity to 0 or less. A dilemma is
“about to destroy your ship” if your opponent
is not using a Battle Bridge side deck and the
dilemma damages an already-damaged ship a
second time (or the Borg Ship dilemma is
destroying it in battle); or if its direct effect is
to destroy the ship rather than damage it (e.g.,
Cosmic String Fragment).
nemesis icon [Nem] – Nemesis icons identify
a relationship between personnel and/or ships
that lead to the destruction of one of the pair.
Two cards that have a nemesis relationship
will have icons of the same color but pointing
in different directions.
If two or more personnel or ships with
opposing nemesis icons are present with
each other at the end of a player’s turn, that
player must choose one of them to be
immediately killed (personnel) or destroyed
(ships), regardless of ownership. (If a nemesis
ship is cloaked or phased, it is not affected by
– and cannot affect – an external nemesis.)
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.)
Neural Servo Device – See control.
Neutral – An affiliation consisting of only a fe
cards (not a full affiliation). While similar to
Non-Aligned, neutral cards are neither an
aligned affiliation nor Non-Aligned.
❖ Neutral Outpost – Errata:
Seed one at any [S] mission Space location
OR build later at any [S] mission a Space
location where you have any ENGINEER is
present. No repairs here. Does not repair
ships.
See repair.
Nexus, The – This doorway destroys all ships
present when it is placed on the far end of the
spaceline; when it moves to a new location at
the end of every turn; and whenever a ship
moves to or appears at its location. (See Borg
Ship for a definition of “appears at”.) See far
end of spaceline.
A player may relocate their personnel from
under The Nexus either while it is on the
spaceline or after it is placed on table.
Personnel under The Nexus are in play and
may use skills when appropriate, but may not
initiate personnel battle.
Nightmare – This incident is not nullified if the
number of cards in hand is  momentarily
reduced below the number of stored cards
during the resolution of a card such as
Masaka Transformations.
NO – Indicates an undefined attribute, as in
“NO INTEGRITY.”
No Way Out – This incident does not force you
to initiate battle. If your personnel are involved
in a battle while it is in play, mortally wounding
or stunning is not optional.
If you use this incident to place a dual-
personnel card in your point area, you score
points only for the INTEGRITY of each
individual on the card who has Honor x2. For
example, if Sons of Mogh are killed in battle,
you score points only for Worf.
See in play.
Non-Aligned – An affiliation. Non-Aligned (and
Neutral) cards are compatible with (may mix
and work with) cards of any affiliation (except
Borg). Thus, personnel and ships of all
affiliations may report for duty at Non-Aligned
or Neutral outposts, but incompatible
personnel or ships may not mix aboard or
dock at the outpost at the same time. Non-
Aligned and Neutral cards may initiate battle
against any affiliation, including their own. In all
other respects, the Non-Aligned and Neutral
affiliations work exactly like other affiliations.
All Non-Aligned personnel of Cardassian or
Ferengi species remain Non-Aligned by
affiliation.
non-Federation, non-[Fed] – A non-[Fed]
Away Team, crew, or force is one that contains
no [Fed] cards.
Nor – Generic term for a Cardassian-origin
mining station, a type of facility.
Nor, control of – See facility.
normal card play – See card play.
normal speed – See actions – required.
not duplicatable – See unique and universal.
not repeatable – See combo dilemma.
nullify – To nullify a card is to cancel and
discard it. If a card is nullified before it
resolves, the nullified card has no results.
“Destroy” on a card means the same as
“nullify” (except in the context of physical
destruction such as battle, Black Hole, or
Supernova). See actions – step 2:
responses.
The effect of a card can be nullified without
the card itself being nullified. For example,
Hugh nullifies the attack of a Borg Ship
dilemma, not the dilemma itself.
“May be nullified by...” – A card containing this
phrase may be nullified by the card listed, as
well as any other applicable nullifying cards.
For example, Frigid is a Q-icon event which
“may be nullified by Fire Sculptor.” It may also
be nullified by Kevin Uxbridge or by Q-Flash.
“May be nullified only by...” – A card containing
this phrase cannot be nullified by any cards
other than the one listed. For example,
interrupts may normally be nullified by Amanda
Rogers. However, the Q-icon interrupt, Gift of
the Tormentor, “may be nullified only by
Countermanda,” so it is immune to Amanda
Rogers (and Q-Flash).
“May not be nullified.” – A card containing this
phrase may not be nullified by any card
(unless another card specifically states that it
nullifies that card by name). For example, Hide
and Seek, when used as a Q-icon event, “may
not be nullified.” It cannot be nullified by Kevin
Uxbridge, Mercy Kill, Q-Flash, or any other
card that may normally nullify events or Q-icon
cards.
Obelisk of Masaka – You may use this
incident to download Masaka Transformations
only during your own turn. It does not allow
you to convert card draws to downloads; it
limits the number of card draws you may
convert to downloads using another card with
such a function, such as the Borg Queen.
objective – A card type representing an
assignment or task to perform, which may
score points or provide other benefits. It may
play on the table, or play on and affect another
card. A seedable objective may seed during
any seed phase unless otherwise specified.
Playing an Objective card uses your normal
card play.
An objective may require you to target (select)
a ship, planet, personnel, etc. If the target of
the objective is removed from play or
becomes an invalid target, the Objective card
is immediately discarded. Otherwise, the
objective remains in play until nullified,
discarded, or relocated according to its game
text. Once an objective is completed or
resolved and is relocated somewhere to mark
this (e.g., Establish Gateway, Hero of the
Empire), it may no longer be nullified.
Points for an objective with a point box are
scored when the objective is successfully
completed. Performing other listed results of
the objective are additional results and have
no effect on scoring the points.
A Borg player is limited to one Borg Use Only
[BO] current objective at a time. Any player
may have any number of non-[BO] objectives
in play at a time.
Observe Ritual – This mission is not a
homeworld.
Obsidian Order – See skills – using.
occupied ship – Your ship is occupied if you
have any crew aboard. See empty ship.
Ocett – See Non-Aligned.
Ocular Implants – This event may be used to
look at the bottom seed card under a planet
mission only. The personnel “wearing” the
Ocular Implants must be on the planet. See
present.
Odo – See equipment.
off line – See damage.
Omega Particle – This event may play only on
your outpost, even if downloaded with
Harness Particle 010.
on planet – Cards which are in a planet facility
or aboard a ship landed on a planet are also
“on planet.”
on table – A card that “seeds on table” or
“plays on table” is placed in a special area on
the table away from the spaceline. Cards on
the spaceline are not considered to be “on
table.”
once each (every) turn – See once per turn.
once in play – When a card has an effect
“once in play,” that effect continues for the rest
of the game, even after the card is no longer in
play (unless another card specifically cancels
the effect). For example, Mortal Q’s restriction
box says, “Once in play, your Q-Continuum is
inactive.” Even if Mortal Q is killed, your Q-
Continuum remains inactive for the rest of the
game. However, if you nullify (discard) your
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  36
Mortal Q with Immortal Again, your Q-
Continuum is reactivated, as stated on
Immortal Again. See rest of game.
once per game – When a card has an effect
that may be used “once per game” (including
special downloads), 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 Reflection
Therapy only once per game with Suna’s skill,
even if you play multiple copies of Suna. 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.
“Twice per game” and “thrice per game” work
similarly – you may use such an effect only
two or three times per game, regardless of
how many copies of the card you have in play.
once per turn – A card whose effect is limited
to use “once per turn,” “once each turn,” or
“once every turn” can be used only once
during a turn regardless of the number of
copies of that card you have in play, except for
cards with a universal ❖ icon and cumulative
cards. Each copy of a ❖ or cumulative card
may use a “once per turn” effect once during
a turn.
One – This personnel shares skills from other
Borg present (but they do not share his skills).
See skill-sharing. He has built-in
transporters, as stated in his lore, and needs
no ship or facility transporters to beam. Like all
personnel, he may carry equipment when
beaming.
Open Diplomatic Relations – Each seeded
copy of this objective allows you to seed one
treaty during the doorway seed phase.
Operate Wormhole Relays – See
wormholes – movement through.
Ophidian Cane – This artifact is played as a
response to saying “Devidian Door,” allowing
three Personnel and/or Equipment cards to be
reported to the same destination.
opponent’s choice – See selections.
opposing – An opposing personnel, ship, or
facility is one controlled by your opponent and
which is not cloaked, phased, disabled, or in
stasis. See unopposed, Patrol Neutral Zone.
opposite – See persona, mirror universe.
Ops – The affiliation of a personnel or ship
downloaded to any site using this site’s text
must match the affiliation of the Nor. A treaty
makes cards compatible but not matching
affiliation. You are not required to have a
personnel in Ops in order to download a card
to any site. Only the destination site must be
unopposed.
A “card which may play there” is one which is
allowed to play there by the text of the
destination site (e.g., Security Office,
“SECURITY-classification personnel and hand
weapons may report here”), or by its own text
(e.g., Weapons Locker “plays on ... Security
Office”). If an additional card is required to
allow the card to play there, it may not be
downloaded (even if the additional card is
present). For example, you may not download
a non-SECURITY Bajoran to Security Office
even if The Emissary is there; you may not
download a Breen CRM114 to the Security
Office even if a Breen or arms dealer is there.
Orb Negotiations – You may seed any number
of different Orb artifacts (no duplicates) under
this mission, in place of the single artifact
normally allowed at a mission.
Orb of Prophecy and Change – On this
artifact, “Insert it anywhere within your draw
deck” refers to the top card of your draw deck
that you just looked at, not the Orb itself.
orbiting – See in orbit.
Ore Processing Unit – If you commandeer
your opponent’s DS9 with Klingons, it is under
Klingon control. You may process ore (using
the Process Ore objective) even if you have
Bajorans aboard and a Klingon/Bajoran treaty
in play, but only with a [Klg] ENGINEER or
SECURITY personnel at this site. See
commandeering, facility – Control of
facilities.
Organ Theft – See immune.
Original Series icon [OS] – This icon appears
on Personnel, Ship, Facility, Equipment, and
other cards from the original Star Trek series,
as well as a few cards from Star Trek: Deep
Space Nine™. It is used as a special staffing
icon and for other purposes defined by game
text.
out-of-play – When directed to place a card
out-of-play, place it in a pile separate from the
discard pile. A card placed out-of-play may not
be returned to the game by any means (except
by reversal of a Black Hole). Discarded cards
are not out-of-play (although they are not in
play, either). When you place any card out-of-
play (including unused seed cards), you must
first show it to your opponent.
outpost – A kind of facility. An outpost is a
space facility, even if located at a planet
mission (it is in orbit of the planet).
The Bajoran, Cardassian, Federation, Ferengi,
Klaestron, Klingon, and Romulan Outposts
have errata, where XXX is the affiliation or
species name (see also Borg Outpost,
Neutral Outpost):
Seed one if playing XXX OR build later at any
location where you have a XXX ENGINEER is
present.
The card titles of the Bajoran, Borg,
Cardassian, Federation, Ferengi, Husnock,
Klaestron, Klingon, Neutral, and Romulan
outposts have been revised to explicitly
include the word “Outpost.” In addition, all
outposts without an Enigma icon have an
implied ❖ symbol in the card title. These
revisions will be incorporated into any reprint
of these cards. Thus, the card titled “❖
Klingon Outpost” from the Trouble With
Tribbles preconstructed deck is the same card
as the Premiere outpost titled “Klingon,” and
you may seed only one.
If you have no outpost in play, no player may
play a card requiring you to return a personnel
or ship to your outpost (e.g., Rescue Captives
with no Prepare the Prisoner in play, Incoming
Message cards), nor may you choose an
effect on a card that would require an outpost
(e.g., replying “five” to Interrogation).
outpost – built-in – See Mission II.
Outpost Raid – “If at your outpost” means if
you encounter this dilemma at a location
where you have an outpost, whether it is a
planet or space mission. “Outpost” does not
include other types of facilities. Personnel
aboard the outpost are not affected by the
dilemma.
outside the game – A card brought in from
outside the game may not be one of your
cards currently out-of-play or a copy of one
of those cards. Any cards added to your deck
from outside the game (e.g., Phoenix seeded
under Montana Missile Complex or the
contents of a First Contact expansion pack
added by Add Distinctiveness) must be
removed at the end of the game, and your
deck restored to its original condition.
overlays – Borg – See assimilation –
personnel.
owner – The owner of a card is the player who
originally stocked that card in their game deck.
All cards temporarily controlled by the
opponent (e.g., captured, commandeered,
assimilated, stolen) are returned to their owner
at the end of the game.
Palor Toff – Alien Trader – See discard pile.
Panel Overload – You may use only one copy
of this incident to kill a Computer Skill
personnel each time your opponent plays a
Scan or Full Planet Scan. See cumulative.
Parallax Arguers – This interrupt has multiple
functions. During initiation of the card play,
you must declare which function of the
interrupt you are using and meet any
conditions for using that function. If you do not
meet the conditions for that function, it is an
invalid card play and the card returns to your
hand. See actions – step 1: initiation.
The condition for using the first function of the
card is that “that [the previous game action]
was cool.” This means that you say it was
cool, and your opponent does not disagree
with you. (He does not have to actively agree.)
The condition for using the second function of
the card is that “you just argued” over the
coolness of the last game action. This means
that you said it was cool, and your opponent
disagreed. No other “arguments” count for
this card.
Here’s how to play Parallax Arguers (PA) for
the first two functions:
1. Just after a game action is completed, say
“That was cool,” and attempt to play PA. If
your opponent does not disagree, carry
out the results of the first function: place
the PA in your bonus point area, with X=5.
If your opponent disagrees, return the PA
to your hand; it was an invalid card play
(the condition was not met).
2. You now meet the conditions for the
second function. If you want to use that
function, say, “We just argued,” and play
the PA. Carry out the results of the second
function: play an Event card from your
hand, and place the PA in your bonus
point area with X=0. If you do not want to
use this function, you don’t have to.
Here’s how the third function (nullifying
another PA) works:
1. I play a PA (for coolness). X=5, but...
2. You respond by playing a PA to nullify my
PA. Mine is discarded; for yours, X=10,
but...
3. I respond by playing another PA to nullify
yours. Yours is now discarded; for mine,
X=15.
In other words, if we play a chain of PAs, each
one nullifies the previous one, and the last
player to play a PA scores a total of 5 points
for each PA in the chain. All PAs except the
last, unnullified one are discarded. The last
one goes in its owner’s bonus point area.
Unless nullified, this interrupt is placed in your
bonus point area regardless of its use, even if
its point value is 0. (X=5, 0, or “opponent’s
Arguers points + 5.”) Thus, it may not be
retrieved and reused after using it to play an
event.
Particle Fountain – You may play this interrupt
only on a mission that you completed.
particle scattering device – A type of ship’s
special equipment. It has no built-in function,
but is activated by the Particle Scattering Field
card.
passing locations – To “pass” or “fly by” a
location (e.g., for Cargo Bay, Subspace Warp
Rift, or Hail), your ship must move to it from
one location and away from it to a different
one, all using span numbers. The ship is not
considered to pass a mission if it moves away
from it back in the direction it came from (e.g.,
picking up someone stranded at the end of
the spaceline), or if it moves to or from the
mission without using span numbers (e.g.,
Wormhole).
Patrol Neutral Zone – Revised lore:
Neutral Zone Region • Nebula
There are “no opposing ships in Neutral Zone”
if your opponent has no opposing ships
(including landed and docked ships) at any
location that is part of the Neutral Zone (see
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  37
regions of space). See unopposed,
cloaking and phasing.
Paul Rice – This personnel may nullify one
Echo Papa 607 Killer Drone per turn.
P’Chan – See Lansor.
Penalty Box – This Q-icon event is not a
capturing-related card.
Persistence of Memory – This artifact
“reverses” the effect of one of a number of
cards. The following entries are the official
definitions of “reverse” for the cards affected
by Persistence of Memory:
Horga’hn – Artifact allows opponent to take
double turns from now on. (Not cumulative.)
Thought Maker – Look at your draw deck for
ten seconds and rearrange as desired.
Mona Lisa – If destroyed, the opponent of the
player directly causing the destruction (if any)
loses points. (Not duplicatable.)
Static Warp Bubble – You must discard one
card before ending each turn. (Not
cumulative.)
Kivas Fajo – Collector – Opponent chooses
any player to immediately draw three new
cards from the top of their draw deck. Discard
event after use.
The Traveler: Transcendence – That player’s
opponent must draw one extra card at the end
of each turn. Also, while in play, nullifies Static
Warp Bubble. (Not cumulative.)
Devidian Door – Allows you to send a card “to
the future.” Whether or not you currently have
a Devidian Door in your hand, at any time say
“Devidian Door” and take (from anywhere in
play) one of your Personnel or Equipment
cards to your hand. However, any time during
your next turn, you must show opponent a
Devidian Door from your hand and place it
out-of-play, or you lose the game. (Note that
you play Persistence of Memory on the
“Devidian Door” announcement, not when the
Doorway card is shown.)
Black Hole – Remains a location with span of
1. Every four full turns, inserts one new ❖
Space location from outside the game
(regardless of out-of-play restrictions).
Alternates, first inserting one on your left, then
on your right, and so on. (Not duplicatable.)
Supernova – Remove from mission (discard
event). Everything previously destroyed there
remains destroyed except Mission card (which
is restored and may be attempted unless
already solved).
Anti-Time Anomaly – Regenerates literally ALL
personnel from discard piles (both players’
cards) at the end of your third full turn, unless
anti-time anomaly destroyed first. Players take
turns placing their personnel anywhere
personnel can normally exist in play
(regardless of uniqueness and reporting
restrictions).
persona – Two Personnel or Ship cards are
instances of the same persona if they are
duplicates (copies); or if they have the exact
same card title; or if one has the other’s name
in boldface type in its lore; or if they both have
the same persona name in boldface type in
their lore. The presence or absence of [AU]
icons does not determine whether two cards
are instances of the same persona.
You may not have more than one instance of
the same non-universal persona in play at the
same time, including cards which have been
captured, commandeered, assimilated, or are
otherwise controlled by your opponent, unless
a card specifically allows it. You may have
multiple instances of a universal persona in
play. See unique and universal. You and your
opponent may each have a copy of the same
non-universal persona in play. Examples:
Jean-Luc Picard (Premiere), Jean-Luc Picard
(First Contact), Locutus of Borg, and Galen
are all instances (different versions) of the
same persona (the “Jean-Luc Picard”
persona). You may have only one of them in
play at a time. Admiral Picard and Lt. (j.g.)
Picard are instances of different personas
(one from Barash’s illusion, and one from an
alternate timeline). You may have Jean-Luc
Picard and Admiral Picard (for example) in
play at the same time.
Starship Enterprise (The Trouble With
Tribbles) and Starship Enterprise (The Motion
Pictures) are two instances of the same ship
persona; you may have only one in play at a
time. U.S.S. Enterprise and Future Enterprise
are instances of different personas; you may
have both in play at one time.
You may have any number of copies of ❖
Linda Larson in play at the same time; they are
all instances of the Linda Larson persona.
Only one copy may probe (once per game) for
Visit Cochrane Memorial if It’s Only a Game is
in play. You may also have any number of
copies of ❖ Starship Constitution (The
Trouble With Tribbles) and ❖ Starship
Constitution (The Motion Pictures) in play at
one time.
Two nonidentical instances of the same
persona are not duplicates (e.g., for
Doppelganger) or copies, and may not be
substituted for matching commanders,
mission requirements, etc., if they do not meet
other applicable criteria (same name,
matching commander lore, etc.). For example,
The Emissary is not the matching commander
for the U.S.S. Defiant, which states that
Benjamin Sisko is its commander.
Some cards, such as Delta Quadrant Spatial
Scission and Clone Machine, allow you to
have more than one copy of a unique
personnel (or ship) in play, but do not allow
you to have more than one version of a unique
persona in play. For example, if you have two
copies of Tom Paris in play, you may not
exchange one for a Captain Proton from your
hand.
Treat non-duplicatable facilities in the same
way, i.e., you may not have more than one
instance of a non-duplicatable station
“persona” (such as Deep Space 9 and Terok
Nor) in play at the same time.
The persona rule does not apply to other card
types such as events or interrupts. See card
titles.
Persona replacement – When you have one
version of a personnel or ship persona in play
and a second version of that same persona in
your hand, you may exchange them at the start
of your turn for free. (Facilities may not be
exchanged.) All cards aboard or
played/placed on the first version (e.g., Orb
Experience, Framed For Murder) , and any
rotation damage, are transferred to the
second version, if applicable. Those cards not
applicable return to their owners’ hands. You
may not replace the same persona more than
once at the start of a turn. Replacing a
persona is not a card play or reporting for
duty. See exchanging cards, in play.
Persona replacements involving dual-
personnel cards must exchange versions of
both personas on that card. For example, you
must replace Sisters of Duras with both Lursa
and B’Etor (or vice versa).
To replace one version of a persona with
another, the first version must have been
originally played under, and still be under, your
control (not your opponent’s). Thus, you may
not replace your personnel or ship which has
been captured, commandeered, abducted, or
assimilated; and you may not replace a Jean-
Luc Picard you assimilated from your
opponent with your Locutus of Borg. (You can
still play your Locutus of Borg, because you
did not play Jean-Luc Picard.) See Add
Distinctiveness.
Impersonators – A personnel who has a bold
italic “persona name” in its lore, and a
diamond-shaped infiltration icon, is an
impersonator, not a true version of that
persona. An impersonator may not be
exchanged for any version of that persona and
may not be substituted for a matching
commander, mission requirement, or dilemma
condition, cure, or nullifier. See species.
Mirror versions – A personnel who has a bold
italic “persona name” in its lore, and a mirror
quadrant icon, is a mirror version, not a true
version of that persona. You may have both in
play at the same time. Regular version(s) of a
persona are called the opposites of the mirror
version, and vice versa. For example, the
mirror universe personnel Mr. Quark is the
opposite version of Quark, Lumba, and Quark
Son of Keldar, and he does not qualify as
Quark unless the reference is to “any Quark.”
A mirror version may not be exchanged for a
regular version of that persona and may not be
substituted for a matching commander,
mission requirement, or dilemma condition,
cure, or nullifier (unless the requirement is for
“any [name]”).
personnel – A card type representing a
character from the Star Trek universe.
Personnel have eight different classifications
and three attributes – INTEGRITY,
CUNNING, and STRENGTH. These
classifications and attributes, along with skills
listed on the cards (e.g., Navigation or Stellar
Cartography), are used to overcome dilemmas
and complete missions. Personnel also may
have icons indicating such features as ship-
staffing ability, origination in an alternate
universe or timeline, Orb experience, or
membership in the Maquis. (Borg have no
classifications, and have special subcommand
icons.)
personnel – seeded – Some game text allows
you to seed Personnel cards under a mission
(e.g., Cryosatellite, Rescue Prisoners, Tora
Ziyal, Q-Type Android). Such cards are
seeded face-down, like artifacts, and are
earned when the mission is solved or a Borg
objective targeting the mission is completed (if
the Survey Drone is present). (Mirasta Yale is
an exception; she seeds like a dilemma and is
earned when encountered.) Seeded
personnel that you own join your crew or
Away Team, if compatible; otherwise they are
placed under house arrest (on a ship) or form
a a separate Away Team (on a planet).
Seeded personnel owned by your opponent
become your captives. See capturing, mis-
seeds.
personnel movement – See movement.
personnel type –The eight personnel types are
OFFICER, ENGINEER, MEDICAL,
SCIENCE, SECURITY, V.I.P., CIVILIAN, and
ANIMAL. All personnel types appear as
classifications; some also appear as skills. If
a card requires a personnel type without
specifying either a classification or a skill,
either will satisfy the requirement.
Phased Matter – Revised text:
Away Team is split into two Away Teams
(owner’s your choice). Only the smaller team
may beam up Larger team is phased and
cannot beam until cured by ENGINEER and
SCIENCE present in another Away Team on
planet.
If you split the Away Team encountering this
dilemma into two groups of equal size,
designate one the “larger” group. If there is
only one personnel in the Away Team, your
two “groups” contain one and zero personnel.
The smaller Away Team must continue the
mission attempt (if possible).
Like phased ships, phased personnel are both
invisible and untouchable. They are not
affected by external phenomena (e.g., The
Sheliak), and may not affect non-phased cards
(e.g., engage in battle with non-phased cards,
attempt or scout missions), but remain
vulnerable to global effects caused by
changes in the timeline (e.g., Anti-Time
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  38
Anomaly, Stop First Contact). See cloaking
and phasing, Thine Own Self.
Phased personnel are initially unaffected by a
Supernova, but will be killed upon exposure to
space (except Borg or androids).
Phaser Burns – Errata:
If you have phasers or disruptors present
during an Away Team a personnel battle,
before a winner is determined randomly
select two opposing personnel stunned cards
to die.
phasing – See cloaking and phasing.
phasing cloak – This special equipment
allows a ship and its crew to go “out of phase”
with the universe. The ship is both invisible
and untouchable, and thus can fly through
planets and other navigational obstructions.
While phased, the ship receives a RANGE
enhancement as indicated on the card
providing the phasing ability. See cloaking
and phasing.
Phoenix – This ship must be undocked to be in
orbit of a planet and worth bonus points. If
reported in space, it is considered
conceptually to have already taken off and so
cannot take off again if landed. “NO
WEAPONS” is an undefined attribute. See
Montana Missile Complex.
Picard’s Artificial Heart – This Q-icon artifact
can be stocked only in your Q-Continuum
side deck. When your opponent encounters
it, immediately seed it under the mission
where encountered. Whenever the mission is
completed (or scouted), you – the card’s
owner – always take it into your hand. See
meeting requirements.
Plain, Simple Garak – This personnel’s
special skill allows you to perform a persona
replacement at any time, rather than only at
the start of your turn. He may be replaced only
by another true version of the Elim Garak
persona. (The [AU] Garak and [MQ] Security
Chief Garak are not true versions of the Elim
Garak persona.)
planet facility – A planet facility is any
headquarters or station which says that it
seeds or plays on a planet (whether it names a
specific planet or not). All other facilities,
including all outposts, are space facilities.
Plans of the Obsidian Order and Tal Shiar
– The personnel with Obsidian Order or Tal
Shiar skill must be at the mission location
where you play your Espionage card for free.
You do not need such a personnel in play to
use the other functions of these objectives.
Plasma Fire – The ship is damaged by this
event at the end of each of the turns of the
ship’s owner, beginning at the end of the
owner’s next turn.
play phase – After the seed phases are over,
shuffle your draw deck and place it face down
on the table. Draw seven cards to form your
starting hand. (There is no limit to the number
of cards you may hold in your hand during the
game.)
The starting player (chosen before the seed
phases began) takes the first turn, then
players alternate turns until one player scores
100 points, or until both players’ draw decks
run out. See winning the game.
played as – See card types.
playing an affiliation (non-Borg) – You are
“playing [affiliation]” or are an “(affiliation
name) player” if you have played, seeded face-
up, or seeded face-down and acquired, any
personnel, ship, or facility of that affiliation, or
used a multi-affiliation card you seeded or
played in that affiliation mode at any time
during the game, regardless of whether any
such cards are still in play. Your opponent’s
cards that you control with Brainwash, Ceti
Eel, etc., or that have been reported to you by
The Naked Truth, do not cause you to be
“playing that affiliation.” See playing Borg.
playing Borg – You are playing Borg (or are a
“Borg player”) if you stock any [Borg]-
affiliation personnel, ships, or facilities (or any
[Borg Only] cards) in your game deck or in
any side deck, even if you have not seeded or
played them. If playing Borg, you may not
stock any non-[Borg]-affiliation cards. You are
not playing Borg if you stock non-[Borg]-
affiliation Borg personnel such as One or
Icheb.
point box – A point box on a card may contain
a number (a point value) or a variable such as
X or 10X. “A point box” is any point box
regardless of its contents. “A point box with a
number” is one with just a number and no
variable.
When a card refers to a mission point box
“showing at least 40 points,” it means the
actual number printed on the card, not what
the mission may be worth. Thus, the point box
on Quest for the Sword always shows 40
points, even after The Sheliak arrives and
makes the mission worth 0 points. Likewise,
Reunion’s point box never shows any points,
although it may be worth 15 or 40 points.
points – “Scoring points” refers to any change
in a player’s score, either gaining or losing
points. A card with a negative point value
reduces your score by those points, possibly
resulting in a negative score. For example, if
your score is 0 and you score a dilemma with
a –10 point value, your score is –10.
Points scored from Mission cards and [Borg
Only] Objective cards are non-bonus points.
Positive or negative points from  any other
source are bonus points.
When points are transferred between players,
the changes in score are treated
independently. For example, if you nullify a
point loss from Mandarin Bailiff with Bribery,
your opponent still gains points. If you are
playing Borg and cannot gain bonus points,
your non-Borg opponent will still lose them.
If a card, such as Intermix Ratio or In the
Zone, says that certain points “do not count
toward winning,” those points are not counted
in your final score for the game (whether you
win or lose), either for determining a winner
and loser or for calculating differential. The
points are not lost or cancelled, and still count
for other purposes, such as passing Dead
End.
pooling skills – See Blood Screening.
Post Garrison – See cloaking and phasing.
Prefix Code Transmission – You may play this
interrupt on your ship if it is firing on a multi-
affiliation ship that has an affiliation icon
matching yours, even if the target is not
currently in that mode.
Prepare Assault Teams – Activating this
objective is a valid response to the initiation of
personnel battle, activating all its text. You may
download a weapon or use SECURITY as a
leader even if you do not split your Away
Team. If you split your personnel, each assault
team must have at least one personnel card in
it; it may not consist solely of Equipment
cards. If you initiated the battle, your assault
team that you choose to participate in the
battle must contain a leader (unless counter-
attacking).
Prepare the Prisoner – See capturing-
related.
present – Your personnel and equipment are
present together (or “with” each other) if they
are in the same crew or Away Team.
Personnel who are “stopped,” disabled, in
stasis, or under house arrest form a separate
crew or Away Team during your turn. (See
Away Team and crew.)
Your personnel and equipment in a separate
crew or Away Team may not contribute skills
or enhance others to battle, to solve missions,
or to overcome, nullify, or cure dilemmas or Q-
icon cards during a mission attempt. They may
not trigger or be targeted by dilemmas or Q-
icon cards encountered by the attempting
Away Team or crew.
Your personnel are present with your
opponent’s personnel if they are on the same
planet (but outside a facility or landed ship), or
on the same ship, facility, or site.
You may not benefit from your opponent’s
personnel who are present with yours, unless
a card affects “all” of a type of personnel
present, but they may be adversely affected.
Examples:
• Your Kahlest increases the STRENGTH of
your Klingons with Honor during a personnel
battle or mission attempt only if she is
participating in the battle or mission attempt.
• Your K’mtar’s attributes are enhanced only
by your Alexander Rozhenko in the same
Away Team or crew.
• An android in stasis or under house arrest
will not trigger, or be “stopped” by, Chinese
Finger Puzzle.
• Your opponent’s personnel may pass on a
Coalescent Organism to one of your
personnel on the same planet.
• Your opponent’s Targ enhances
STRENGTH of “all non-Targ
Klingons...where present,” including your
Klingons.
If a dilemma “holds” or otherwise separates
part of a crew or Away Team (for example,
Alien Abduction), your other personnel may be
considered “present” for purposes of curing
that dilemma, even during the mission attempt.
“Aboard” (a ship or facility) is used
interchangeably with “present” for many space
dilemmas and other cards. For example,
dilemmas which affect personnel “aboard”
during a mission, scouting, or commandeering
attempt affect only the crew participating in
the attempt. Personnel on a ship or facility
who are intruders, disabled, or under house
arrest may be affected later by dilemmas that
enter play or by other cards that affect
personnel “aboard,” but they may not
contribute traits or skills for staffing ships, for
curing or nullifying dilemmas that have long-
term effects, or for such cards as Paxan
“Wormhole,” Defiant Dedication Plaque, Kurlan
Naiskos, or Navigate Plasma Storms. See
“stopped.”
Your personnel (and equipment) are present
with other cards (e.g., event, interrupt, or
doorway cards, seeded cards outside the
context of a mission attempt, dilemmas that
enter play) if they are on a ship or space
facility at the space location where the card is
played or seeded (or where the card is moving
down the spaceline); on the planet surface
(outside a facility or landed ship) where the
card is played or seeded; on a ship, facility, or
site on which the card is played; or present
with a personnel on which the card is played.
A seeded card may not be nullified by a
personnel “present” until it is encountered in a
mission attempt. Examples:
• A personnel wearing Ocular Implants may
look at a seed card under a planet mission if
he is on the planet surface, and under a
space mission if aboard a ship or facility at
the location.
• Guinan may nullify Frame of Mind if she is in
the encountering Away Team or crew, or
(after the mission attempt) if she is present
with the affected personnel. She may nullify
The Whale Probe if she is in the
encountering Away Team or, after it enters
play, if she is aboard a ship or space facility
at its location.
• The human ENGINEER who enables
probing for Visit Cochrane Memorial must
be on the planet surface, not in a landed
ship or facility.
• Borg Nanoprobes can nullify Your Galaxy Is
impure on the planet surface or aboard a
ship at its location.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  39
• John Doe can nullify an Espionage card on
either a planet or space mission.
Two ships or facilities are present with each
other if they are either in space at the same
location or on the same planet. A ship is
present at a site if it is docked at that site.
A ship is present at a mission if it is at the
mission location. It is present for a mission
attempt or dilemma encounter only if the crew
of that ship is attempting the mission.
(Quantum Singularity Lifeforms is an
exception.)
An artifact just earned is not present (e.g., for
Kivas Fajo or HQ: Return Orb to Bajor) unless
it joins the crew or Away Team. Thus an Orb
of Prophecy and Change is present with the
Away Team when earned, but a Mysterious
Orb or Horga’hn is not.
See Away Team and crew, here, in play,
location, “stopped.”
prevents – See actions – step 2: responses.
Primary Supply Depot – This outpost may be
seeded at any non-homeworld Gamma
Quadrant mission, regardless of affiliation
icons. It may not be built later. See repair,
Ketracel-White.
probing – Probing is a feature of some
Objective and other cards which uses card
icons to determine a randomized outcome.
When a card requires or allows you to probe,
you do so at the end of your turn (just before
your card draw) by revealing and examining
the top card of your draw deck, called the
probe card. (If your draw deck is empty, you
may not probe.)
• Start with the first icon in the objective’s
probe list. If that icon appears anywhere on
the probe card (in game text, as a staffing
icon, etc.), first replace the probe card on
your draw deck and then execute the
appropriate outcome for that icon. (Thus, if
the outcome allows you to download a card
from your draw deck, the probe card will be
shuffled into the deck before you take your
end-of-turn card draw.) If not, look for the
second icon in the probe list, then the third,
and so on. Always examine the icons in the
probe list from top to bottom, and execute
only the first appropriate outcome. The
position of the icon on the probe card is
irrelevant.
• If none of the icons in the probe list appear
on the probe card, but the word “Otherwise”
appears at the end of the probe list, replace
the probe card on your draw deck and
execute that outcome.
• If there are no icon matches and no
“Otherwise” in the probe list, simply replace
the probe card. This is defined as probing
with no outcome.
Some probe outcomes “complete” the
objective (e.g., the last outcome on Navigate
Plasma Storms) and tell you to discard it or
relocate it as a marker. Other outcomes allow
the objective to remain in play (e.g., both of
the outcomes on Promenade Shops). You may
continue probing on successive turns until the
objective is nullified, discarded, or completed.
As an example, Visit Cochrane Memorial has
the following text:
[Fed], [Obj]: “Oooh.” Draw one card.
[Ev], [Int]: “Aaaaah.” Play one card.
[Fajo], [Eq]: “Wow!” Download one card.
[NA], [Door]: “I thought it’d be bigger.”
Discard one card.
The probe list consists of the icons. The
outcomes are “Draw one card,” “Play one
card,” and so on. If either the [Fed] or [Obj]
icon appears anywhere on the probe card,
replace the probe card on your draw deck and
then execute the outcome “Draw one card.”
(You will draw the probe card.) This is the
appropriate outcome, even if another icon,
such as [NA], also appears on the probe card
and regardless of the order in which those
icons appear. For example, if the probe card is
Chakotay (either the gold-bordered or blue-
bordered version), you execute the “Draw one
card” outcome for his [Fed] icon. All outcomes
allow you to continue to probe on each turn
that you have an unopposed human
ENGINEER present.
If two or more cards allow or require you to
probe, announce all of them at once and
reveal only one probe card (using it to resolve
the probes in any order you wish). However,
cards which instruct you to “immediately
probe” are resolved individually, without
waiting for the end of your turn.
If a Borg objective involves scouting a ship or
location, you may probe only after scouting is
complete, and not at the end of the same turn
you completed scouting. Also, you may not
probe to complete any Borg objective (except
one that says “immediately probe”) if your
Borg participated in any battles at the location
of the objective’s target during your current
turn or during your opponent’s previous turn.
If a card has received errata that gives it a
new icon, treat that card as if the icon were
printed on it for purposes of probing. For
example, Tasha Yar – Alternate is a
successful probe for Under Fire.
See Captain Proton cards, Mirror Image.
Process Ore – See Ore Processing Unit.
Procurement Drone (One of Eleven) – This
drone may steal any equipment card for the
Borg to use, regardless of that equipment’s
affiliation restrictions. However, the Borg
never use hand weapons. See stealing.
Proficiency Drone – See Seven of Nine.
Protect Shipment – See WEAPONS.
protecting cards – When a card, such as
Ready Room Door or Intruder Alert,
downloads and protects another card from
nullification, the card is placed to protect the
downloaded card only after the opponent
declines or fails to nullify that event. A hidden
agenda card may not be protected until after it
has been activated.
Protouniverse – If you nullify this interrupt, the
“Subspace Seaweed” dilemma is discarded
also.
“Pup” – See disabled, Birth of “Junior.”
Q – Revised text:
Unless 2 Leadership and INTEGRITY>60, Q
allows opponent to rearrange spaceline
locations. Otherwise, discard all dilemmas
seeded under here. Discard dilemma.
You may rearrange only the spaceline where
this dilemma was encountered. Move each
location card and all cards there (including
ships and facilities) as a single unit. You may
relocate a Q-Net between any two adjacent
spaceline locations. Regions of space may
be rearranged, breaking up the region.
Overcoming this dilemma allows you to
discard only Dilemma cards seeded under the
mission, not cards seeded like a dilemma (e.g.,
Q-Flash) or Q-icon dilemmas encountered
during a Q-Flash.
Nullifying or discarding the Q dilemma (e.g.,
with Q2 or Mortal Q) does not overcome the
dilemma or allow you to discard the other
dilemmas seeded there.
Q-Continuum side deck – This side deck is
made up of cards identified by the [Q] icon.
You can have as many Q-icon cards in your
side deck as you like, even duplicates. The
side deck is activated during the doorway
seed phase by a Q-Flash doorway seeded
face up on top of the side deck.
Seed more Q-Flash doorways like dilemmas
under any mission (no more than one per
mission) to cause your opponent to face the
cards in your Q-Continuum. (Additional Q-
Flash doorways may be stocked in your draw
deck or Q’s Tent for nullifying Q-icon cards or
for seeding during the game using the
objective Beware of Q.)
When your opponent encounters a Q-Flash
under a mission, his crew or Away Team must
collectively face a number of cards from your
Q-Continuum side deck equal to the number
of personnel present. (See dual-icon
mission.) Draw and resolve Q-icon cards one
at a time. If the same Q-icon card occurs more
than once during a given Q-Flash, discard any
duplicates without drawing more cards to
replace them. (If you encounter one copy of a
Q-icon dilemma seeded under a mission using
Beware of Q, and another copy during a Q-
Flash at the same mission, both cards have
their effect.) When you have finished resolving
the required number of cards, discard the Q-
Flash doorway.
Your used Q-icon cards from your side deck
do not go to your discard pile if you have a Q-
Continuum side deck. Instead, whenever one
of them is discarded or otherwise leaves the
table, place it face up underneath your side
deck. When your side deck runs out of face-
down Q-icon cards, shuffle the face-up cards
and place them face down again underneath
your seeded Q-Flash doorway. (Q-icon cards
that come into play from any source other than
your Q-Continuum side deck, such as Q-icon
dilemmas seeded under a mission with
Beware of Q, are discarded normally after use,
even if you also have a side deck.)
If an entire crew or Away Team is killed,
captured, relocated, or otherwise unable to
continue a Q-Flash, do not draw any
remaining Q-icon cards. Unless otherwise
specified, a Q-icon dilemma encountered
during a Q-Flash does not “stop” a crew or
Away Team that cannot meet its requirements.
You never encounter your own Q-Continuum
side deck. If you encounter a Q-Flash,
regardless of who seeded it, you encounter
your opponent’s Q-Continuum. If your
opponent does not have a Q-Continuum side
deck (or if its doorway is closed), discard that
Q-Flash.
Q-Flash – This doorway seeds like a dilemma;
it is not used as a dilemma and is not affected
by cards that affect dilemmas. See card
types, Q-Continuum side deck.
Q-icon cards – Cards identified by the special
[Q] icon, representing actions of Q or one of
the other Q entities, come into play only
through a special Q-Continuum side deck,
unless a card’s text allows them to be used in
another way (e.g., Q’s Planet, Hide and Seek,
Beware of Q). (If so, you do not need a Q-
Continuum side deck, or any seeded Q-Flash
doorways, to use these cards.)
Although labeled as interrupts, events,
dilemmas, and other card types, they cannot
normally be used the same way as other cards
of those types. The objective card Beware of
Q allows Q-icon dilemmas (but not other Q-
icon card types) to seed as normal [S/P]
dilemmas. Q-icon cards can be nullified in the
normal ways (dilemmas by Q2, events by
Kevin Uxbridge, and interrupts by Amanda
Rogers) unless otherwise specified. See
nullify.
A Q-icon card that contains the phrase “until
any Q-Flash” has its effect only until the next
Q-Flash card is played from a hand or
encountered by any crew or Away Team, then
is discarded.
Q-Net – This event affects only Ship cards. It
has no effect on The Sheliak, the Borg Ship
dilemma, Calamarain, The Nexus, etc. See
adjacent.
Q-related dilemma – The phrase “Q-related
dilemma” (on Q2 and Adapt: Negate
Obstruction) refers to regular Dilemma cards
with Q’s name in the title, such as the Q
dilemma, Q’s Vicious Animal Things, and Q
Gets the Point, and to any Q-icon Dilemma
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
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card. A Q-Flash doorway is not a Q-related
dilemma.
Q the Referee – When you use this incident to
play a [Ref] card with a Hidden Agenda icon
for free, you must show the card to your
opponent to verify its [Ref] status before
playing it face down on the table. Activating
this incident does not suspend play and is not
a valid response to any action. You may
activate it only between other actions. The
incident must already be face up before you
may suspend play to download another [Ref]
card. See icons in game text.
Q-Type Android – When your Personnel card
is seeded by your opponent under Q’s Planet
with the second function of this Q-icon
dilemma, it is no longer in play until earned
when the mission is solved. See personnel –
seeded. If two copies of the same personnel
are seeded there, the second one
encountered will be a mis-seed and placed
out-of-play (if revealed by your opponent, he
cannot solve the mission).
If a Borg is altered by this dilemma, their
biological distinctiveness or species becomes
android and their STRENGTH is +4 (but they
are still Borg). A holographic personnel who is
altered by this dilemma remains “hologram
species;” it is now a hologram of an android
with increased STRENGTH. If a dual-
personnel card containing an android and a
non-android is selected for the first function,
the species of both personnel are altered. The
android becomes human and the non-android
becomes an android.
Q2 – See Q, Q-related dilemma.
Qapla’! – In Federation Standard, the title, lore,
and game text of this interrupt would read:
SUCCESS!
When threatened, fight. When in doubt,
surprise them. Brute strength is not the most
important asset in a fight. Real power is in
the heart. A Klingon does not run away from
his battles.
If an opponent attacks you, during that battle
your Klingons with Honor add INTEGRITY
to STRENGTH. (Not cumulative.)
Q’s Fantasy Women – Errata:
DILEMMA EVENT
This Q-icon card is an EVENT (as indicated by
the game text “Discard event”), not a
DILEMMA. See helps.
Q’s Planet – This Q-icon mission is not seeded
at the beginning of the game, but comes into
play later. (See Q-icon cards.) You may stock
it either in your Q-Continuum side deck or in
your Q’s Tent. When your opponent
encounters this card from your Q-Continuum,
you immediately insert it anywhere in the
Alpha Quadrant spaceline, regardless of
where it is encountered and even if there are
no missions yet on that spaceline. Starting
with your opponent, both players take turns
placing seed cards under the mission (up to 3
each). You may not “pass” during the seeding
until you have no cards left to seed. You may
place seed cards only face down under the
mission and all normal seeding and mis-seed
rules apply.
If stocked in your Q’s Tent, Q’s Planet may be
retrieved normally by playing a Q’s Tent from
hand (or by a card that allows it to be
downloaded). You may insert it into the Alpha
Quadrant spaceline as your normal card play
(or play immediately if downloaded). Players
then place seed cards as described above.
While it may not be nullified by a counter-card
(such as Q-Flash), Q’s Planet may be
destroyed by a Supernova or Black Hole.
Once destroyed, its game text requiring an
additional 40 points to win is no longer in
effect. See nullify.
Treat this mission like a unique mission in case
of duplication. If you attempt to play a copy of
Q’s Planet when your opponent’s copy is
already on the spaceline, place your copy on
top of the one already in play. It is treated by
both players as “their” mission for all
purposes, including Fair Play. See seed
phases. Like any unique mission, Q’s Planet
can be solved only once per game. If it is
destroyed after being solved, any copy
subsequently played by any player enters play
already solved, and no cards may be seeded
there.
Q’s Tent – This doorway requires you to choose
a target card to take into your hand as part of
initiating the card play. Announce the play of
Q’s Tent (without naming a target card), look
through your Q’s Tent side deck and choose
a card, and show it to your opponent, who
may then respond by nullifying the Q’s Tent or
revealing a Computer Crash. See actions –
step 1: initiation.
After you play this doorway, you may not draw
any cards for the remainder of the turn. See
card draw.
Q’s Tent side deck – This side deck allows
you to stock up to 13 different cards (no
duplicates) which you can access during play.
You may stock any card in your Q’s Tent side
deck except a Q-icon card (unless allowed by
the card), or a Tactic, Tribble, or Trouble card.
Cards that must normally be seeded (e.g.,
missions, dilemmas, and artifacts) can be
placed in your Q’s Tent, but you will not be
able to use them unless a card allows it (Q’s
Planet, Hide and Seek, Starry Night, etc.). The
side deck is activated during the doorway
seed phase by a Q’s Tent doorway placed
face up on top of the side deck.
There are three ways to retrieve cards from
Q’s Tent:
• You may stock additional Q’s Tent doorways
in your draw deck. You may then play a Q’s
Tent doorway from your hand at any time
during your turn (subject to normal timing
rules) to take a card from your Q’s Tent side
deck (either randomly or selectively, as
described on the card) into your hand. You
may then play the card normally from your
hand, whenever you may legally play that
card. You may not play a Q’s Tent from your
hand if your Q’s Tent side deck is empty.
• You may use a card that allows
downloading to access cards stocked in
your Tent.
• Some cards specifically allow you to take
cards from Q’s Tent (e.g., Q’s Planet, Hide
and Seek).
If the seeded Q’s Tent doorway is closed, you
may not retrieve cards from Q’s Tent unless a
card explicitly allows you to access a closed
Tent.
quadrant rule – See reporting for duty.
Quantum Drone (Six of Eleven) – Revised
text:
When on your ship, may download an
Alternate Universe Door in place of one card
draw.
Quantum Fissure – A cloaked or phased ship
present does not keep you from passing this
dilemma. See cloaking and phasing.
Quantum Singularity Lifeforms – Any ship of
Romulan affiliation or origin at the mission
location will trigger this dilemma (not just the
ship attempting the mission). Only ships and
personnel at the location when the dilemma is
encountered (including personnel aboard a
facility at the location) are placed in stasis;
ships and personnel arriving later do not enter
stasis. Any player may bring in a new
ENGINEER or play Emergency Transporter
Armbands to cure the dilemma and release all
ships and personnel from stasis. See
affiliation and ship origin.
Quantum Slipstream Drive – “Full RANGE”,
which must be available in order to use this
event, includes a ship’s printed RANGE plus
enhancements. The ship must have nothing
reducing its RANGE and must have used no
RANGE yet this turn.
quarantine – When a card places a ship,
facility, or planet under quarantine, personnel
may board the ship or facility, or beam to the
planet, but none may leave except in the
following circumstances:
If a dilemma instructs you to move or relocate
a personnel (either as a condition for passing
the dilemma or as part of the results), it
requires you to move them out of a quarantine.
For example, Love Interests, Hippocratic Oath,
Make Us Go, Tarellian Plague Ship, and
Abandon Ship! all override quarantines. Other
card types, such as Mysterious Orb, do not
override quarantines.
Quark’s Bar – See reporting for duty.
Quark’s Isolinear Rods – This incident
nullifies cards preventing you from playing a
Q’s Tent only when you are actually playing
one. For example, it will not nullify a Revolving
Door on your Q’s Tent side deck when you are
trying to download a card from there.
Quash Conspiracy – This mission’s special
text “No ship-to-ship beaming” does not
restrict beaming to and from an outpost or a
dilemma (Tarellian Plague Ship).
Queen’s Borg Cube – See Borg Cube.
Quinn – You may play up to three copies of this
interrupt per game. Each copy is placed in
your bonus point area (if successfully played)
or in your discard pile (if nullified) after use.
That is, one Quinn does not nullify three cards.
See once per game.
Radioactive Garbage Scow – Revised text:
Place on spaceline here. Mission cannot be
attempted where present. Ship with Tractor
Beam and 2 ENGINEER can tow scow.
When this dilemma is encountered and placed
on the spaceline, the mission attempt ends
immediately. (It does not affect Borg
scouting.) The ship and crew (or Away Team,
when encountered on a planet in the Female’s
Love Interest & Garbage Scow combo
dilemma) are not “stopped,” because the
dilemma has no conditions.
Rager – See helps.
Raise the Stakes – This event is banned from
tournament play.
random selection – See selections.
ranks and titles – See characteristics,
matching commander.
rationing – See Ketracel-White.
Reaction Control Thrusters – When you
move a facility with this event, any docked
ships are carried along (this is not normal ship
movement), while undocked ships are left
behind.
Reactor Overload – For this incident, you have
“processed ore to draw two cards” if you
create two card draws during one turn using
the Process Ore objective, even if you convert
one or more of those draws to downloads or
other actions.
There are no conditions for placing this
incident on a ship or facility for the second
function. The incident is “used” and returns to
hand even if there are no androids, [Holo]
personnel, etc. aboard to affect.
Ready Room Door – You may dispose of this
doorway in any of the three ways listed,
whether it was used to download a matching
commander or a Captain’s Order. See
protecting cards.
You may download another matching
commander to a ship that already has one
aboard (though the ship may not benefit from
more than one, such as with Captain’s Log).
Reassimilate Lost Drone – Once you achieve
a successful probe for the first icon in this
objective’s probe list [Def], and abduct the
target, you ignore that probe icon in
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Version 1.8 –  August 2002
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subsequent probes. Only the second outcome
is relevant once the target has been abducted.
Rebel Interceptor – See interceptor.
Receptacle Stones – When you encounter a
dilemma with this artifact in play, apply the
dilemma first to your own ship, then to the
opponent’s ship, as if it had just encountered
it at that ship’s own spaceline location. Both
[S] and [S/P] dilemmas encountered at a
space mission affect the opponent’s ship.
Recruit Mercenaries – The negative points for
this event are scored (“paid”) at the location
where you download the mercenaries. See
Altonian Brain Teaser.
Red Alert! – Revised text:
Plays on table. In place of your normal card
play, you may report for duty any number of
Ship, Personnel, and Equipment cards.
Interrupts may not be played between the
individual cards reported, but each card play
may be responded to appropriately. See card
play, actions – group, actions – “just”.
reduced attribute – See attribute modifiers.
referee icon [Ref] – This icon is used by Q the
Referee.
Reflection Therapy – This objective can
change a regular skill that does not actually
appear in a skills box, but was added by an
Equipment card, Mot’s Advice, etc. If the
personnel is separated from the Equipment
card, or Mot’s Advice is nullified, discard the
Reflection Therapy objective, because the
target skill no longer exists.
The new skill may be selected only at the x1
level. If the replaced skill is at the x2 level, the
entire skill is replaced. For example, you may
change Honor x2 to Treachery. See present,
Assign Mission Specialists, skills –
modifying.
Refuse Immigration – See WEAPONS.
Regenerate – If seed cards such as dilemmas
or artifacts are shuffled into your deck using
this event, you may not use or discard them
unless a card specifically allows it. See
discard pile, discarding. The Regenerate
card is discarded after the deck regeneration
is complete.
Regent Worf – When this personnel assigns a
new matching commander to a ship, this
supersedes the ship’s previous matching
commander, if it had one. (The assigned
personnel must match the ship’s affiliation.)
The assignment remains in effect until he
reassigns it, even if Regent Worf is no longer
aboard that ship or leaves play. Matching
commander assignments are for specific
copies of a Personnel card and a Ship card;
they do not extend to other copies of a
universal ship or personnel.
Reginald Barclay (The Borg) – This
personnel scores bonus points only for
missions you solve while he is in play.
regions of space – Certain mission locations
are known to be in the same region of space
(as defined in the mission lore). Also, other
cards may form locations that belong to a
region (e.g., the Alpha Quadrant end of the
Bajoran Wormhole creates a location in the
Bajor Region). Whenever a regional card is
being added to the spaceline, it must be
placed (or inserted) next to another location in
the same region, if possible.
Some cards, such as ❖ Space, Gaps in
Normal Space, Blade of Tkon, and the Q
dilemma, allow non-regional locations to be
inserted between regional locations. Such
inserted cards are not considered to be part
of the region (unless specified on the card).
Thus, for example, a ship is “in the Neutral
Zone” only when it is actually at one of the
Neutral Zone mission locations listed below.
The following regions of space are defined for
pre-Deep Space Nine cards: the Neutral Zone
Region, consisting of Covert Installation,
Iconia Investigation, Investigate “Shattered
Space,” and Patrol Neutral Zone; and Sector
001 Region, consisting of Espionage
Mission (Earth) and Reunion (Mars). These
missions have errata defining their regional
status.
Beginning with the Deep Space Nine
expansion, regional missions are clearly
identified in the lore as regional (e.g., Alter
Records, “Bajor Region • Bajor”). The
following additional regions now exist: the
Bajor Region, the Cardassia Region, the
Badlands Region, the Demilitarized Zone, the
Mirror Universe • Bajor Region, the Mirror
Universe • Badlands Region, the Nekrit
Expanse Region, and the Briar Patch Region.
related – See equipment (for MEDICAL-
related, etc.), Empok Nor-related, Q-related,
etc.
Release This Pain – St. John Talbot, General
Korrd, and Caithlin Dar (unless they are also
controlled by Release This Pain), cannot work
with others controlled by this incident if
incompatible with them.
Relics of the Chase – See bonus point area.
relocation – See movement, movement
between quadrants, time travel.
REM Fatigue Hallucinations –
Entire crew or Away Team dies in three of
your full turns unless 3 MEDICAL present
OR ship returns to outpost first.
This dilemma affects only the crew or Away
Team that attempted the mission and
encountered the dilemma. It will not affect
other personnel who later join the Away Team,
or other crew members if the Away Team
beams back to a ship.
Either cure (returning to and docking at an
outpost, or bringing 3 MEDICAL to the
affected personnel) earns the 5 point bonus.
Returning to another type of facility does not
count.
Remodulation – Errata:
Nullifies Adapt: Neutralize Weapon Modulate
Shields. OR “Remodulates” your hand.
Discard one or two cards and draw an equal
amount number from the bottom of your
draw deck.
Remote Supply Depot – This outpost may be
built at any mission with a Dominion affiliation
icon in either quadrant. It may not be seeded.
See repair, Ketracel-White.
repair – If your ship’s damage is indicated by
your opponent’s damage markers, you may
remove one damage marker (random
selection) at the end of each of your turns that
ship remains docked at an outpost that makes
repairs or a Docking Pylons site for the full
turn.
Whenever a ship or facility is fully repaired by
a card such as Defense System Upgrade,
Exocomp, or Spacedock, remove all of its
damage markers. Damage markers are also
removed if the ship or facility leaves play for
any reason (for example, being returned to
hand or placed out-of-play).
If your ship’s damage is indicated by card
rotation (because your opponent is not using
a Battle Bridge side deck), you may repair it
by docking at an outpost that makes repairs or
a Docking Pylons site for two of your full turns.
Any outpost can make repairs unless its text
says it does not. A Spacedock played on a
facility allows immediate repair of ships that
dock there, even if the facility itself does not
allow repairs. Facilities may be repaired only
by a card that allows it, such as Defense
System Upgrade.
replacing cards – See exchanging cards.
report – Personnel, Ship, and Equipment cards
must normally report for duty to a compatible
outpost, headquarters, site, or other place that
allows reporting (i.e., personnel may not
normally be reported directly aboard a ship or
to a planet). Place the card face up at the
facility or site and announce the card name,
then stack the card under the facility or on
top of the site. Small Tribble cards may report
“anywhere.” You may not report any card
(except a ship) into space.
When a facility or its site allows you to report
a card for duty, you may do so only if that card
and the facility are both in their native
quadrant. (Equipment cards are native to all
quadrants and thus may report to any
appropriate facility that is in its native
quadrant.) For example, your Morn may not
report to Quark’s Bar or download to Cargo
Bay on Mirror Terok Nor.  Also, when a site
allows you to report (or download) cards, you
may do so only if that Nor also has at least
one docking site.
If the card allowing a card to report for duty is
not a facility or site (such as The Emissary or
Devidian Door), the card may report to any
quadrant (even if it happens to be reporting
aboard a facility) unless otherwise specified
by the game text; and a docking site is not
required on the Nor. Thus, you may report
cards outside their native quadrant using
cards such as Assign Mission Specialists,
Assign Support Personnel, Spacedoor,
Space-Time Portal (report with crew function),
Sleeper Trap, Borg Cube, Temporal Micro-
Wormhole, and Barzan Wormhole. (However,
if a card requires that a card match the
affiliation of a homeworld, it must also match
the homeworld’s universe. See mirror
universe.)
A ship, even if landable, always reports in
space (usually docked) unless a card
specifically allows or requires it to report
landed. For example, you may not report a
Rebel Interceptor landed, but a Romulan
Shuttle downloaded with Hidden Fighter must
report landed (“Downloads ... to your Away
Team on a planet”).
Reporting a card is synonymous with playing a
card. Any personnel, ship, or Equipment card
“played” by any means (e.g., normal card play,
Devidian Door, downloading into play) is
“reporting for duty.” Any action that may or
must take place upon reporting takes place at
the time of play.
Personnel seeded under a mission (e.g., with
a Cryosatellite, under Rescue Prisoners,
Mirasta Yale) have already conceptually
reported for duty. Thus, they do not report for
duty when acquired, but simply join your crew
or Away Team (if your opponent seeded them,
you capture them). See personnel – seeded.
Actions dependent on reporting cannot take
place.
Persona replacement is not a card play or
reporting for duty, but an exchange for a
personnel who already reported for duty. See
exchanging cards.
Selected or shared features or skills do not
exist until you have reported the personnel for
duty. For example, a Soong-type Android may
not report to a site allowing a certain
classification to report, because it has no
classification before reporting; skills are not
shared by drones being reported to a hive
with skill-sharing enabled, until after they have
been reported. See skills – modifying.
See showing your cards.
report with crew – When a card allows a ship
to report with crew, you may report the ship
with any number of compatible Personnel
and/or Equipment cards from your hand
aboard (you may not download the cards
unless specified). You must report at least
enough personnel to meet the staffing
requirements. Each card is reported as a
separate sub-action of the report with crew
group action, and may be responded to
appropriately. See action – group.
Reporting with crew replaces your normal
card play, except for the reports allowed by
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Version 1.8 –  August 2002
page  42
Space-Time Portal, Sphere Encounter, and
Barzan Wormhole. You may not replace an
additional card play, such as one allowed by
Delta Quadrant Spatial Scission
When a ship’s text allows it to report with
crew, you may not use that text in combination
with game text allowing the ship to report in
some other way. For example, if you download
Bajoran Raider with Hidden Fighter, it may not
report with crew.
If game text does not use the phrase report
with crew, it is not a report with crew action,
even if it allows you to report a ship with
specified personnel aboard (e.g., I.K.C. T’Ong,
Retask).
Reported Activity – Revised text:
Navigation + Honor x2 OR Navigation +
ENGINEER x2
reporting for duty – See report.
required action – See action – required.
re-selecting skills – See skills – modifying.
Res-Q – See discard pile.
rescue – See capturing.
Resistance Is Futile – See Harness Particle
010.
responses – See actions – step 2:
responses.
Ressikan Flute – This artifact is worth a
variable number of points (it does not score
points each turn), depending on the number of
personnel with Music skill you have in play
(not the number of Music skills). For example,
if you have four personnel with Music skill in
play when you earn the Flute, it is worth 20
points. If you report another Music personnel
for duty, it is worth 25 points. If two of those
personnel are killed, it will be worth only 15
points.
Two copies of a universal personnel with
Music cannot both affect the value of the Flute
at the same time. See cumulative.
rest of game – When a card has an effect that
lasts for “rest of game,” the effect continues
even after the card is no longer in play (unless
another card specifically cancels the effect).
For example, Tomalak of Borg says, “For rest
of game, all your ships have Cloaking Device.”
Your ships continue to have Cloaking Devices
even if he leaves play. See once in play.
restriction box – Some personnel have
limitations listed just above their skills in an
area called a “restriction box.” These are not
skills and are not affected by cards that affect
skills.
retaliation – See Kova Tholl.
Retask – When this event is played, any
damage (either rotation damage or damage
markers) on the Borg Ship dilemma is
transferred to the Borg Cube. See
exchanging cards.
Replacement of a Borg Ship dilemma with a
downloaded universal ❖ Borg Cube and the
seven specified drones is not a report with
crew action; you may not report additional
Borg (or Equipment cards) with the seven
drones.
return to a facility – See docking.
return to hand – Cards that are returned to
hand always return to their owner’s hand. See
in play.
Reunion – Revised lore:
Sector 001 Region • Utopia Planitia, Mars
Station
If you solve this mission with the alternate
requirements of Subjugate Planet, its point
value (and therefore the STRENGTH
requirement of the objective) still depends on
whether you have Miracle Worker,
Cantankerousness, and/or Spock present in
the Away Team.
• If none are present: 0 points,
STRENGTH>0 required.
• If one is present: 15 points,
STRENGTH>30 required.
• If all three are present: 40 points,
STRENGTH>80 required.
See point box, mission attempt.
reveal – When a card such as All Threes tells
you to reveal cards, both players are allowed
to see the cards.
reverse – When a card is reversed, that card
has its game text conceptually changed to
work in an opposite way. To ensure consistent
gameplay, an official definition is established
in each case. See Intruder Force Field,
Persistence of Memory.
revised text – Cards with revised game text or
lore (both errata and clarifications) are listed in
Appendix A. See the Glossary introduction for
more information on revisions and the
individual Glossary entries for the actual
revised text.
Revolving Door – See doorway.
Rituals of the Hunt – This incident is not
discarded until after a capture is fully resolved,
including any “just” action triggered by the
capture. Thus, you may not use Hirogen
Hunt’s text to convert a Fajo’s Gallery card
draw to a download to immediately play
another Rituals of the Hunt, because the
incident is unique. See actions – “just”.
Roger Maris Baseball Card – See 1962
Roger Maris Baseball Card.
Rogue Borg Mercenaries – This interrupt may
be played in multiples. The STRENGTH of
each individual Rogue Borg depends on the
number that are present together. For
example, two Rogue Borg have a STRENGTH
of 2 each; five have a STRENGTH of 5 each.
If Crosis is in the group, he counts as a Rogue
Borg and doubles the STRENGTH of each
one in the group. In this group of five (four
Rogue Borg Mercenaries plus Crosis), each
Rogue Borg’s STRENGTH is 10. If either
player has the Personnel card Lore in play,
each Rogue Borg’s STRENGTH is also
doubled. (In this example, each would have a
STRENGTH of 20.)
The term “Rogue Borg” includes both Rogue
Borg Mercenaries and Crosis. The term
“Rogue Borg Mercenaries” includes only
copies of the Rogue Borg Mercenaries
Interrupt card.
Rogue Borg can play as a response to
another Rogue Borg play, or as a response to
the initiation of an automatic Rogue Borg
battle at start of turn. Each of these Rogue
Borg may be responded to individually (e.g.,
by Amanda Rogers). Once the player has
“passed” (finished playing Rogue Borg), the
entire group of Rogue Borg may be
responded to (e.g., by Hugh). If not canceled,
the result will then begin with the attack of the
Rogue Borg in a normal personnel battle.
Rogue Borg can be played at other times in a
new action. If played where the player has
previously played Rogue Borg, the new ones
will battle by themselves before joining with
those other Rogue Borg at the end of the turn.
If the entire crew is killed, surviving Rogue
Borg remain on the ship, but cannot use the
ship unless the event Lore Returns is played.
Rogue Borg Mercenaries and Crosis are
considered “rogue” and not part of any Borg
collective. Thus, they affect Borg-affiliation
cards normally.
Romulan – An affiliation and a species. See
affiliation and species.
Romulan Ambush – The captive that you take
with this interrupt is selected and relocated to
your ship before the ship is destroyed. If the
crew is saved with a card that plays during the
destruction (such as Escape Pod), the captive
is not saved. See battle – non-battle cards.
Royale Casino: Blackjack – See Royale
Casino side games.
Royale Casino: Craps – If you can’t show a
Personnel card for this dilemma, your
opponent wins the points. See Royale Casino
side games.
Royale Casino: Slots – If Mickey D. is in the
Away Team that encounters this dilemma, he
wins 5 points. See Royale Casino side
games.
Royale Casino side games – The attribute
numbers on the Personnel cards in your hand,
used in the Royale Casino dilemma “side
games,” are not affected by attribute modifiers
such as Lower Decks or PADDs. See variable
attribute, Mickey D.
Saavik – See icons in game text.
Sabotage Drone (Six of Seventeen) – While
this personnel’s special skill of reducing a
ship’s RANGE or WEAPONS may be used
during the opponent’s turn (“Once every
turn...”), it may not interrupt a mission attempt.
Thus, you may not use a Sabotage Drone
downloaded to the opponent’s ship with
Undetected Beam-In to reduce the ship’s
RANGE before encountering Abandon Ship!
See actions – interrupting.
Saltah’na Clock – While affiliation attack
restrictions do not apply (i.e., any affiliation,
including Borg, is required to initiate battle),
this artifact does not allow or require you to
attack your own cards. The requirement to
initiate battle is a non-moving required action.
See actions – required.
Any personnel aboard the affected ship or
facility (whether crew or intruders) must, on
their owner’s turn, initiate either a ship battle
or a personnel battle, depending on what is
possible and/or appropriate. For example, if
the Clock is on a ship with both a crew and
intruders aboard, the crew, on its owner’s turn,
must initiate either a personnel battle against
the intruders, or a ship battle against an
opponent’s ship or facility at its location
(owner’s choice). On the opponent’s turn, his
intruders must initiate a personnel battle
against the crew.
Salvage Starship – Searching your
opponent’s discard pile for a ship is optional
and has no effect on scoring the points for
this objective. See objectives, special
equipment.
Samaritan Snare – On this mission, the
phrase “Federation must attempt mission if
present” includes any ship and crew
containing Federation cards, even if the ship
itself is of a different affiliation. After the
mission attempt has ended (even if
unsuccessful), they are free to move away
(even on a later turn), but are required to re-
attempt the mission (if unsolved) each time
they stop (or undock from a facility) at the
location. See actions – required, Treaty:
Federation/Romulan/Klingon.
Samuel Clemens’ Pocketwatch – This
artifact allows you to perform now one action
which must happen on your next turn (any
action that is scheduled to happen, or which
you are required to perform by a card or rule).
It does not allow you to perform an optional
action, such as playing a card. Examples:
• Drawing a card: You may take your next
turn’s mandatory end-of-turn card draw now.
You may not then draw a card at the end of
your next turn.
• Showing a Devidian Door: You are required
to show the Door during your next turn, so
you can use SCP to show it immediately.
• Countdown icons: Your card with a
countdown icon must count down at the
end of your turn, so you can use SCP to
make it count down once now. It will then
not count down at the end of your next turn.
• Time effects without a countdown icon (e.g.,
Temporal Rift, diseases): If the effect is
scheduled to resolve on your next turn, you
can use SCP to force it to resolve now. You
may not “remove” a turn unless the effect is
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  43
scheduled to resolve on your next turn,
because (unlike a countdown icon) nothing
is scheduled to happen on your next turn.
• Cytherians: If your ship is affected by a
moving required action such as Cytherians,
you will be required to move it next turn. You
may use SCP to move it now and may not
move it again next turn.
• Borg Ship dilemma and The Sheliak: These
cards must move down the spaceline at the
end of your next turn, so you may give them
an extra move this turn with SCP. They will
not move at the end of your next turn, but
they will still move on your opponent’s
intervening turn.
Scan – Revised text:
Glance at all seed cards located under one
space mission for twenty seconds.
Science Lab – See bottom seed card.
Scorched Hand – See counting cards.
scoring points – See points.
scoring tournaments – See the official
tournament guide.
Scout Encounter – If you download a scout
ship (see characteristics) when your
opponent encounters this dilemma, you must
also download at least one compatible
universal crew member. (This is not a report
with crew action.) The downloaded ship may
initiate battle (if the ship has a leader, a
matching personnel, and no affiliation
restrictions), move away (if the ship is staffed
for movement), or do nothing. A landable ship
may “move away” by landing on the surface of
a planet at the same location but may not
move to another location and then land. The
ship and crew may not perform any other
actions until your turn unless a card
specifically allows it.
scouting locations – Unlike other affiliations,
Borg never attempt missions. Instead, they
use Objective cards to scout locations.
Scouting conceptually represents overcoming
resistance (encountering dilemmas and Q-
Flashes) and gathering data.
Before you may scout a location, you must
have an activated current objective targeting
the location. A dual-icon mission may be
targeted either as a space or a planet location,
but only one Borg objective may be
completed targeting that mission.
Begin scouting the location as you would
begin a mission attempt with non-Borg:
select and beam your Away Team (of any size)
to a planet, or select a ship and crew at a
space mission (both at a dual-icon mission),
then announce that you are scouting the
location. (While an objective that allows you to
scout a planet location allows you to form
Away Teams for that purpose, you may also
use an Away Team already on the planet by
other legal means, e.g., Emergency
Transporter Armbands, and they may be joined
by more of your Borg.)
Borg encounter and resolve dilemmas and Q-
Flashes in the same way that non-Borg do
during mission attempts (see dilemma
resolution), subject to a few additional rules:
• When your Borg are confronted with a
dilemma or Q-icon card which is point-
related (and does not specify that it affects
Borg), play out the card but ignore the
points. (Discard the dilemma when you are
done with it rather than placing it in your
bonus point area.) If that card presents a
choice, you must choose an option which is
not point-related, if possible.
• Discard gender-related dilemmas such as
Love Interests or Matriarchal Society.
• Any cards which specifically require or
change classifications, such as Scottish
Setter, do not affect Borg. However, a
dilemma which specifies a personnel type,
such as OFFICER, without specifying
classification or skill, will affect the Borg
normally.
• Dilemma text such as “Abandon mission
attempt...” or “Mission may not be
attempted” does not affect Borg. Ignore
such text, and discard the dilemma if it is
wholly inapplicable. However, “Mission
continues” means “Scouting continues” for
Borg.
When Borg are scouting a location, any
artifacts encountered there are moved to the
back of the seed stack as usual. The Borg
must complete an objective that allowed
scouting of that location before the Survey
Drone can acquire any artifact(s) present.
(Picard’s Artificial Heart is acquired by its
owner upon completion of scouting. At a dual-
icon mission, space-permissible artifacts may
be acquired upon completion of a space
objective; planet artifacts may be acquired
only after completion of a planet objective.) If
you have no Survey Drone on the planet (or
aboard a ship at a space location) when you
complete the objective, the artifacts are
placed face up on the mission and may be
acquired later by your Survey Drone or by any
non-[Borg] personnel present. (However, the
Survey Drone may not beam down to a planet
without a card allowing him to do so. Once
the objective is complete, it no longer allows
scouts to beam to the planet.) Cards seeded
like artifacts (e.g., seeded personnel) are
acquired in the same way as artifacts.
Like mission attempts, a scouting attempt is
one action that may not be interrupted (except
by valid responses to dilemmas or Q-icon
cards and by actions that suspend play), and
may not be aborted unless the entire Away
Team or crew is “stopped” or removed from
the location.
After a scouting attempt is over (whether
scouting is complete or not), your
“unstopped” Borg are free to beam back up to
the ship if desired, or remain to acquire
artifacts, if any, when the objective is
completed. If an objective requires that you
have Borg or a counterpart “there” or “at that
location” to probe, they need not be on the
planet.
Scouting a location is complete when your
turn ends if you have scouted it at least once,
and no dilemmas or Q-Flashes remain to be
encountered, even if no Borg remain or if they
are “stopped” by the last dilemma. (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.
Your Borg must complete scouting before you
may probe to determine your current
objective’s outcome. You may not probe on
the same turn in which you completed
scouting (except with Service the Collective).
You also may not probe if your Borg
participated in any battles at the targeted
location during your current turn or during your
opponent’s previous turn. Probing takes place
at the end of your turn.
When an objective calls for scouting a mission
location, you must scout even if there are no
dilemmas remaining when you begin scouting
(because none were seeded, or your
opponent cleared them during a mission
attempt). In other words, you must bring one
scout to a planet mission, or bring a ship and
crew to a space mission, and announce that
you are scouting that location. When that turn
ends, scouting is complete.
When an objective requires you to target a
mission “if not yet scouted,” it must be a
mission which neither you nor your Borg
opponent has completed scouting. The
absence of dilemmas for other reasons (such
as a non-Borg opponent attempting the
mission) does not mean the mission has been
scouted. If your opponent completes scouting
a mission after you have targeted it, it does
not discard your objective.
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.
scouting ships – An Objective card may direct
your Borg to scout a ship. Scouting a ship
conceptually represents overcoming
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, counter-attacking, 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 attacks your scout during his
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.
Seal Rift – This mission allows [AU] cards to
report there without requiring an Alternate
Universe Door or other doorway allowing [AU]
cards to play.
Search For Weapons – This mission’s special
text (“May seed hand weapons here”) does
not allow you to seed the Varon-T Disruptor in
addition to another artifact. While the Varon-T
Disruptor is a hand weapon, the mission text
does not override the “one artifact per
mission” rule.
Search for Rebels – See card titles,
Caretaker’s Array, Navigate Plasma Storm.
Secret Agent Julian Bashir – This personnel
prevents all your personnel where he is
present (including himself) from being
captured.
Secure Station – See WEAPONS.
Security Office – See movement.
seed deck – Your seed deck may include
several types of seed cards.
• It may include up to 30 of the following:
Dilemma and Artifact cards, plus any other
cards which are allowed or required by
game text to be seeded, such as certain
Facility, Doorway, Objective, Incident, and
Event cards. (If you seed any card that is not
a seed card, it is a mis-seed.)
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  44
• It may include up to six Site cards, which
seed for free (i.e., in addition to the 30 cards
in the first category).
• It must include exactly six Mission cards,
which also seed for free. Each of your six
missions must be different, except for those
that are universal (their card title begins with
the universal ❖ symbol).
Your mission and site cards which seed for
free must be kept separate from your 30
“counted” seed cards throughout the seed
phases. Site cards included in the “seed for
free” portion of your seed deck may not be
mis-seeded under a mission as a bluff or
misrepresented as possible seeds during the
dilemma phase, but may only be seeded on a
Nor or placed out-of-play at the end of the
seed phases. If you choose to include sites in
your 30 “counted” seed cards, they may only
be mis-seeded as a bluff or placed out-of-play.
Moving Site cards between the “seed for free”
and “counted” portions of your seed deck is
an illegal change to your deck.
All cards that you seed (or “place during the
seed phase”) are counted as seed cards
unless a card or rule specifically states that
they seed for free. Thus, the personnel seeded
with a Cryosatellite, the doorways that activate
your side decks (but not the contents of the
side decks), Data’s Body, etc., all count
toward your maximum of 30.
When a seeded card allows a download
during the seed phase (e.g., Assign Mission
Specialists, Ultimatum), the downloaded cards
are not seed cards; they come from your draw
deck or Q’s Tent.
See counting cards.
seed phases – There are four seed phases
that must occur in sequence: the doorway
phase, mission phase, dilemma phase, and
facility phase (called the “outpost phase” on
some cards).
During each phase, players take turns seeding
cards on the table. The starting player goes
first in each phase. Each time it is your turn,
you may either seed a card or say “pass.” As
soon as both players pass consecutively, that
phase ends (even if you wanted to seed more
cards in that phase).
Before the seed phases begin, shuffle any
side decks you have.
Doorway Phase – You and your opponent
take turns placing seedable doorways (such
as the Alternate Universe Door), and any other
cards that may or must seed during this phase
(such as Open Diplomatic Relations), on the
table, on top of side decks, or elsewhere, as
specified by the card’s game text. See
Alternate Universe icon.
Mission Phase – You and your opponent
create from one to four lines of Mission cards,
called spacelines. Each spaceline represents
a different quadrant of the galaxy. The
spacelines function like a gameboard where
your other cards will move and interact.
Shuffle your six missions and place them face
down in a temporary pile; your opponent does
likewise. If you are the starting player, draw the
top mission from your pile and place it face up
on the table. Take turns with your opponent
placing each successive mission face up on
either end (your choice) of the spaceline
appropriate for that mission. A mission’s
quadrant and spaceline may be determined
from its point box (if any). Gamma, Delta, and
Mirror Quadrant missions have a Γ, ∆, or M
symbol in their point boxes. Missions with no
symbol are Alpha Quadrant missions. You may
not pass until you have no missions left to
seed. (A mission that says it may be inserted
in the spaceline may be placed anywhere
within or on the end of the spaceline.) See
regions of space.
Missions without the universal ❖ symbol in
their title are unique and not duplicatable.
When you attempt to seed a non-universal
mission that is already represented on the
spaceline, place your copy on top of the one
already seeded (leaving half of your
opponent’s copy exposed). The mission is
treated by both players as “their” mission for
all purposes; each player ignores the
“opponent’s end” of the cards. (The
completed spaceline will have one fewer
mission.) The mission may only be completed
once. See unique and universal.
Dilemma Phase – You and your opponent
seed dilemmas and artifacts face down under
missions. If you are the starting player, insert
one card of your choice face down beneath
any mission, then take turns until you and your
opponent consecutively pass. Whenever you
seed a card beneath a mission, that card
always goes on the bottom of any other cards
already stacked there. (Thus, when you
attempt a mission during the play phase, you
will slide out the bottom card – the last one
seeded – and encounter it first.) The rules for
seeding cards during this phase are as
follows:
• Planet dilemmas and artifacts seed under
any mission with a planet icon.
• Space dilemmas seed under any mission
with a space icon.
• Space/planet dilemmas seed under any
mission.
• You may not seed more than one copy of
any card under the same mission.
• You may seed as many different dilemmas as
you like under each mission, but only one
artifact (unless a card states otherwise, such
as Cryosatellite or Orb Negotiations). If you
illegally seed two or more artifacts at the
same location, all of your artifacts there are
considered mis-seeded.
• Some game text allows you to seed
Personnel or Equipment cards beneath
missions. Such cards are seeded face-
down, like artifacts, and are earned when
you solve the mission (except Mirasta Yale).
• You may seed Q-icon dilemmas under
missions only when you have previously
seeded the Objective card Beware of Q, or
if the card’s text says it may be seeded
(such as Hide and Seek).
Any cards seeded under missions other than
described above are mis-seeds and are
placed out-of-play when revealed.
Facility Phase – After the dilemma phase is
completed, you and your opponent take turns
establishing seedable outposts, headquarters,
and stations (and any related sites) in their
native quadrant. Place each of your Facility
cards face up in front of a mission on your
side of the spaceline.
Facilities – See facility for rules on seeding
different types of facilities (number,
location).
Sites – You may seed up to six sites during
the facility phase. Each site may be added to
any appropriate station, as indicated on the
lower left of the Site card, no matter which
player seeded that station. (The six sites
seed for free. You may not seed additional
sites as part of your 30 seed cards.) Sites
must be arranged in the modules specified
on each site card.
While you are not required to seed or play
any specific sites on a Nor, all reporting,
docking, repair, and other functions are
enabled by site text (not the Nor itself). Also,
reporting to any site is allowed only if that
Nor also has at least one docking site.
Other Seeding Rules
• Some cards have text that specifies that
they seed during a different phase than
usual for the card type.
• A few Event, Objective, Incident, and other
cards have game text which allows them to
seed. Unless they specify a particular phase
(or require a facility or other card already
seeded), you may seed such cards during
any seed phase.
• Cards seeded under a mission and cards
with a hidden agenda icon always seed
face down. All other cards seed face up.
• When a card seeded face-up allows an
immediate download during the seed phase,
the downloaded cards come from your draw
deck or Q’s Tent (they are not seed cards).
• Regardless of which phase it is or which
type of card is being seeded, you and your
opponent always take turns seeding or
passing. For example, during the mission
phase your opponent might seed a mission,
then you might seed an objective, then your
opponent might seed his next mission. You
may not seed multiple cards at once (e.g., a
group of dilemmas, multiple sites at a Nor, or
a Cryosatellite and its contents).
• The only actions you may take during the
seed phases are seeding cards and carrying
out game text that takes place immediately
upon seeding a card face-up, such as
downloading Bajoran Wormhole with
Ultimatum or an Emblem card with Disrupt
Alliance. You may not activate a hidden
agenda or use special download icons or
“play phase” game text such as effects that
suspend play or may happen “at any time” or
“each turn.”
• After all the seed phases are over, show any
unused seed cards to your opponent and
then place them out-of-play.
seeds or plays – Cards with this phrase may
be seeded during any part of the seed phase
(unless they belong to a specific phase, such
as doorways) or may be stocked in your draw
deck to play normally. Alternate seeding cards
normally, regardless of the seed phase or card
type being seeded. Cards with a hidden
agenda [HA] icon must be seeded face down
and cannot be activated until after the seed
phase. All other “seeds or plays” cards must
seed face up.
Seismic Quake – See zero.
Seize Wesley – This interrupt may not be
played as a response to your opponent
encountering the Ktarian Game dilemma. The
ship must be “under the influence” of the
dilemma, which occurs only if the remaining
crew (after one is disabled) does not have
CUNNING>30 or an android to cure the
dilemma.
selections – Many dilemmas and other cards
require one or more cards to be selected from
a crew or Away Team, from other cards in play,
or from your hand. Selections may be random,
opponent’s choice, or owner’s choice.
Random selection: When game text 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 single
card, at random, from this group.
Opponent’s choice: When game text or a rule
states that a card is selected by opponent’s
choice, your opponent may examine all of your
cards in the group fully (look at each entire
card) before making the selection, even if only
some of them meet specified criteria. For
example, when you encounter Impressive
Trophies, your opponent may examine all the
cards in your crew or Away Team before
choosing a captive meeting either of the listed
criteria. See showing your cards, ties.
If a selection method is not specified by the
card or by a rule, it is the choice of the player
who played the card or who encountered the
dilemma or Q-icon card. For example, when
you play Brain Drain (“Removes all skills and
CUNNING from any one personnel...”), you
choose the personnel. When you encounter
the Tarellian Plague Ship dilemma (which kills
your crew “unless MEDICAL ‘beams over’
(discarded) to Tarellians),” you select which
MEDICAL to discard.
See dual-personnel cards.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  45
Senior Staff Meeting – This interrupt is
played “just before” a mission attempt; once
played, neither you nor your opponent may
take any other action before the attempt
begins (except valid responses, such as
Amanda Rogers). If nullified, you must still
begin the mission attempt and may not play
another Senior Staff Meeting.
The first attempt of a mission made by any
player is “the initial attempt” of that mission. If
your opponent has already attempted the
mission, you may not play this interrupt for
your first attempt.
If the first seeded card is a Q-Flash, then it is
not discarded and has its normal effect.
However, if a Q-icon dilemma is encountered
within the Q-Flash, it is discarded as “the first
dilemma encountered.” If no dilemma is
encountered during the initial mission attempt
(e.g., you encounter only a Q-Flash and no Q-
icon dilemmas are faced), then no results are
obtained from the interrupt. It does not carry
over to another attempt. Mis-seeds are not
encountered.
If the first dilemma encountered is a combo
dilemma, only the first part of the combo is
conceptually discarded. The crew must
immediately face the second part.
Sense the Borg – Errata:
Plays if a Borg ship, Borg personnel, Borg
Ship dilemma or Rogue Borg just entered
play. Download to hand Weak Spot OR Hugh
OR Borg Neuroprocessor OR Ready Room
Door.
Seska – See Kazon.
Seven of Nine (The Borg) – This personnel
may apply one, two, or all three of its
subcommand icons (OR its [Borg] icon)
toward staffing a Borg ship. See Activate
Subcommands, drone.
Seven of Nine (Voyager) – This [NA][Fed]
personnel is both human and Borg species.
She is not a drone. See affiliation and
species, assimilation – personnel, Lack of
Preparation, species.
shape-shifter – This characteristic includes all
changelings, and any other personnel
identified in their lore as having shape-shifting
ability (e.g., allasamorphs and chameloids).
“Shape-shifter” is not a species.
Sheliak, The – This dilemma is not a Ship card
and is not affected by cards that affect ships
(Q-Nets, etc).
“Mission then = zero points” applies only to an
uncompleted mission. If you have already
scored the mission points, you do not lose
them when The Sheliak arrives at the mission.
It has no effect on what the point box of the
mission shows. The mission is worth 0 points.
Only outposts, stations, and Away Teams are
destroyed (not headquarters or ships).
Sherlock Holmes – You must have fewer
cards in hand than your opponent to use this
personnel’s special skill. If you choose to use
the special skill, you must continue drawing
cards until your hand equals opponent’s (or
your draw deck is exhausted).
SHIELDS – See attributes, battle – ship.
ship – A card type. Ships carry personnel and
equipment to mission locations and engage in
battle. Ships have three attributes – RANGE,
WEAPONS, and SHIELDS – which
determine how far they may move each turn,
as well as their offensive and defensive
capabilities. Some ships also have special
equipment, such as a Tractor Beam or
Cloaking Device, and/or special game text,
such as a special download or “El-Aurians
may report aboard.”
ship attribute enhancements – See
attribute enhancements.
ship class – A characteristic identified in a
ship’s class box (directly under the card
image). “UNKNOWN CLASS” is not a
distinct ship class.
ship equipment – See special equipment.
ship movement – See movement.
ship origin – See affiliation and ship origin.
ship staffing – Staffing requirements for each
ship are listed on the card, usually as icons.
(Non-icon staffing requirements include
specific skills, such as Empathy x2, a species
of personnel, such as a Vulcan, or a
characteristic, such as “Think Tank
personnel”.) Any compatible personnel can
be used to meet a ship’s listed crew
requirements, but at least one crew member
of matching affiliation must be on board. (If a
ship lists no specific staffing requirements,
any one personnel of matching affiliation can
fly it.) Staffing icon requirements must be met
by personnel. For example, you may not use
the [OS] icon on a Classic Tricorder to staff a
Starship Constitution.
Normal staffing icons include command ability
[Cmd], staff ability [Stf], and Borg
subcommand [Com] [Nav] [Def] icons. A
personnel with a [Cmd] icon can substitute for
a [Stf] icon for ship staffing only (not for other
purposes that specify a [Stf] icon, such as a
dilemma). Other staffing icons may not
substitute for [Cmd] or [Stf] icons.
Special staffing icons include any icon used
to staff a ship, except the normal staffing icons
listed above and affiliation icons (e.g, the [NA]
icons on Zalkonian Vessel). Current special
staffing icons include: [AU] [CF] [EE] [OCD]
[OS] [KW][KCA][TE][Maq].
One personnel cannot supply more than one
staffing icon requirement, even if the
personnel has more than one of the required
icons, unless a card text specifically allows it
(such as Seven of Nine). Therefore, a Borg
Cube normally requires seven personnel to
staff it, even if the Queen or Locutus is
aboard. A dual-personnel card has only one
affiliation icon, which may be used for staffing
by either of the personnel. For example, Third
and Fourth may contribute one [Com] icon
and one [Borg] icon toward staffing a Borg
Cube.
Ships must be fully staffed:
• to perform normal movement;
• for any other card or rule that specifies it,
such as the report with crew rule.
Other ship functions do not require full
staffing. A ship must have at least one
personnel of matching affiliation aboard for
normal movement or to attempt a mission,
initiate battle, or fire WEAPONS.
If a ship loses one of its required crew, it will
be stalled (unable to move) until appropriate
reinforcements can be brought aboard. A
stalled ship is not “stopped” and can still
beam Away Teams, attack and defend itself, or
attempt the mission at its location.
ship types – See characteristics.
Shipwreck – See attribute enhancements.
showing your cards – When playing any card
face up, you must announce the card’s name
and show that card to your opponent.
Afterwards, your opponent may only see your
Personnel and Equipment cards when
necessary, such as during personnel battle, for
an “opponent’s choice” selection or when you
must prove you have a particular skill, staffing
icon, etc. He may see your ships only when
they are undocked, uncloaked, and unphased,
or when you must verify attributes and staffing
requirements for battle, movement, etc. See
facilities.
A card requires revealing your cards if it says
so explicitly (e.g., Long-Range Scan, or an
“opponent’s choice” dilemma) or if it allows
the opponent to target one of a group of
cards in a non-random manner (e.g., Brain
Drain, Assimilate Counterpart, or Eliminate
Starship).
When required to reveal your cards, you need
only reveal those portions of the cards
necessary for the situation. For example, when
a card is played that allows the opponent to
target a personnel non-randomly, you need
reveal only the names and locations of the
personnel; to verify that you can overcome a
dilemma, only the relevant skills, attributes,
etc. However, if a card allows “opponent’s
choice” of personnel to be affected (including,
for dilemmas only, a tie for “most CUNNING,”
etc.), he may look at the entire card. See
selections, ties.
Although a hidden agenda card is played face
down, you must show it to your opponent if
you download it or if you wish to play it for free
(for example, using Q the Referee).
If the conditions for playing a card in your
hand depend upon your opponent’s cards,
you may ask them to reveal whether they meet
those conditions. (You must show the card
which requires that information.) Examples:
• If you have Thine Own Self in hand, you may
ask your opponent how many personnel are
in their Away Team.
• If you have a Dal’Rok in hand, you may ask
your opponent to reveal the location of their
Orb Fragment in play.
• If you have Outgunned in hand, you may ask
your opponent to reveal the total SHIELDS
of their only undocked ship at a location.
side deck – Side decks are optional
customized decks of cards separate from, and
in addition to, your normal game deck. Each
side deck is shuffled and placed face down on
the table, then activated or “opened” during
the doorway seed phase by a Doorway card.
This Doorway card is placed face up on top of
the side deck and counts as one of your seed
cards (the face-down cards in the side deck
are not seed cards and do not count toward
the 30/30 rule). The four types of side decks
are the Q-Continuum, Q’s Tent, Battle
Bridge, and Tribble side decks. You may use
any or all of these side decks in the same
game, but you may have only one side deck of
each type in play.
Discarded cards from your Q-Continuum
side deck, Battle Bridge side deck, and
Tribble side deck do not go to your discard
pile, but instead are discarded by placing
them face up under the side deck. (When
face-up cards are encountered in one of those
side decks, shuffle the face-up cards and
place them face down under the seeded
doorway.)
You may not look through the cards in any
side deck unless a card allows you to. For
example, playing a Q’s Tent doorway allows
you to look through your Q’s Tent to choose a
target card.
Whenever you “draw” a card from a side deck,
it is not defined as a card draw for purposes
of cards affecting card draws (e.g., Subspace
Schism). When a card just drawn from a side
deck is played (e.g., your current tactic, a Q-
icon card during a Q-Flash, or a Tribble or
Trouble card), it is not defined as a card play
for purposes of cards affecting card plays
(e.g., 211th Rule of Acquistion, Goddess of
Empathy).
side game – See Royale Casino side games.
Sigmund Freud – [AU] personnel and
equipment may report to this personnel only if
another card allows [AU] cards to enter play.
Sisko 197 Subroutine – See your.
Sisters of Duras – Because these personnel
do not work with Klingons who have Honor,
you may not give either of them the skill of
Honor with Reflection Therapy. See dual-
personnel cards, multi-affiliation cards.
site – A card type representing rooms and
other areas inside a Nor where personnel can
report for duty, walk around, perform various
tasks, and engage in hand-to-hand combat
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
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with enemy personnel; and docking areas
where ships can report for duty and be
repaired. Each Site card states what kind of
cards may report there, such as personnel of a
specific classification, equipment that is
“related” to a specific personnel type, or ships
with a certain number of staffing icons.
Your seed deck may include up to six sites,
which seed for free during the facility seed
phase (even if the Nor seeded in an earlier
phase). Any site may play during the play
phase, using your normal card play.
All sites added to each station are arranged
side-by-side in a straight line next to that
station. Each site indicates which level of the
station it belongs to (Ops Module,
Promenade, Habitat Ring, or Docking Ring),
and the sites must be kept together on 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 obey this
grouping system.
By default, sites are “unique per station.” That
is, each station is limited to one of each kind
of site card. However, some sites are ❖
universal and thus may exist in multiple on
each station.
skill-sharing – Some cards, such as the
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. Sharing skills
is not optional.
Example: you have an Away Team on a planet
consisting of two Borg:
Bio-med Drone, [Com], Biology, MEDICAL
Tactical Drone, [Def], SECURITY
and you have a Borg ship orbiting that planet
with the following crew:
Borg Queen, [Com][Nav][Def], Empathy as
“selected” skill
Gibson (assimilated), [Def], OFFICER,
Navigation x2
Astrogation Drone, [Nav], Navigation,
Computer Skill
Guard Drone, [Nav], MEDICAL, Computer
Skill
Interlink Drone, [Com], No regular skills but
enables sharing in same hive.
Identify the highest individual level of each
different regular skill among all of these Borg.
(Special skills may not be shared.) In this
example, these skills are Biology, MEDICAL,
SECURITY, Empathy, OFFICER, Navigation
x2, and Computer Skill. Thus, each of these
seven Borg has every one of these skills (not
just the [Com] Borg).
Now suppose the Bio-med Drone is killed.
Because there is no longer a [Com] Borg on
the planet, only the five crew members on the
ship share skills (they each have Empathy,
OFFICER, Navigation x2, Computer Skill, and
MEDICAL).
A Borg does not have shared skills until after it
reports for duty. Skill-sharing does not work
between cloaked or phased ships.
skills – A skill is anything that appears in the
skills box of a personnel card, including
personnel types such as ENGINEER. (The
personnel type that appears in the
classification box is not a skill.) “All skills”
refers to everything in a personnel’s skills box,
including skills conceptually added by another
card. See skills – modifying, skills – using.
Regular skills are one- or two-word skills, such
as Physics or Stellar Cartography. Special
skills are usually explained in a sentence with
a period at the end, such as “Orb artifacts
may not be nullified.” Special download skills,
preceded by the special download icon M,
and skills with negative modifiers, such as
Mortal Q’s Leadership -1, are also defined as
special skills.
When a personnel is assimilated, their
classification becomes their first-listed skill
(unless that personnel type already appears as
a skill, in which case that skill’s level is
increased by one).
First-listed skill – A personnel’s “first-listed
skill” is the first skill printed in the skill box
(whether a regular or special skill); or that skill
as transformed by another card; or (if
assimilated) its former classification. When a
first-listed skill is “lost” (e.g., 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, Seskal is an OFFICER-
classification personnel with SCIENCE,
Stellar Cartography, and Anthropology skills.
His “first-listed skill” is:
• Normally: SCIENCE
• After assimilation: OFFICER
• When present with a Science Kit:
SCIENCE x2
• After changing SCIENCE to Biology with
Reflection Therapy: Biology
• After being selected for Rascals: Youth
• While aboard a ship affected by Tsiolkovsky
Infection: no skill
If a personnel has no first-listed 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.
Most skills are preceded by a red [Skill] • icon.
However, the number of skills a personnel has
is not necessarily the same as the number of
skill dots on the Personnel card. Skill dots are
not gained or lost when skills are added or
removed by a card; Juliana Tainer has four
regular skills and one special skill, but only two
skill dots; and special download skills have a
triangular icon instead of a dot. When a card
such as Assimilate Counterpart refers to the
number of [Skill] icons on a personnel, use the
actual number of skill dots printed on the card.
(If a card has errata, which are official
changes, use the number of skill dots
specified by the errata. See Tasha Yar –
Alternate, T’Pan.)
Skill Multipliers – A skill with an integral
multiplier (x2, x3) is a single skill at a high level
(not two or three skills). For example, when a
card causes a personnel to lose his first-listed
skill of Diplomacy x2, all Diplomacy is lost (it is
not reduced to Diplomacy). If a personnel has
Diplomacy as a skill and adds another
Diplomacy by mindmelding, they combine to
give Diplomacy x2. 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.
Negative Skills – A skill with a negative
modifier, such as Valeris’s Diplomacy -3, is
defined as a special skill (not a regular skill
with a multiplier).
skills – modifying – Some cards may add,
remove, or modify skills.
Removing Skills – When a card, such as
Frame of Mind or Impersonate Captive,
removes a personnel’s skills, both regular and
special skills are removed.
Selecting, Adding, Doubling, and Sharing
Skills – When a card allows you to select
(e.g., K’chiQ, Lal, Reflection Therapy, Frame of
Mind), add (e.g.,Vulcan Mindmeld), double
(e.g., Ishka), or share (e.g., Interlink Drone)
personnel skills, you may select, add, double,
or share only regular skills. If a skill is already
present in the skills box, the level of that skill is
increased; skills not already present in the
skills box are conceptually added to the end of
the skills box for purposes of cards such as
Fightin’ Words. For example, if Lt. D’Amato
(Geology x2, Archaeology) adds Geology with
a Classic Tricorder, his skills will be Geology
x3, Archaeology; if instead he adds Physics,
his skills will be Geology x2, Archaeology,
Physics.
Selected or shared features or skills do not
exist until you have reported the personnel for
duty. See reporting for duty, skill-sharing.
When adding or doubling skills (or replacing
one personnel’s skills with another’s, as with
Impersonate Captive), skill multipliers are
retained. For example, if Sarek mindmelds with
Riva, Sarek would have the following skills:
Diplomacy x5, Mindmeld. (See Vulcan
Mindmeld.)
When selecting skills, you may select a skill
only at the x1 level, and when a card requires
you to select two or more skills (e.g., Lal), you
may not pick the same skill twice. Thus, if
Deanna Troi (First Contact) and Sarek were
present when Lal was reported, she could
gain any two of the following skills:
Diplomacy, Empathy, Navigation, or Mindmeld.
She could not choose Deanna’s special skill
or choose Diplomacy twice, nor could she
choose Sarek’s Diplomacy x3. Similarly,
K’chiQ can select Diplomacy (but not
Diplomacy x2), and Reflection Therapy can
replace Diplomacy x2 with Honor (but not
Honor x2).
When selecting skills for the Borg Queen,
K’chiQ, Frame of Mind, etc., valid choices
include any personnel type except ANIMAL
and any regular skill that exists in the game.
Currently, the following are all selectable as
skills:
CIVILIAN, ENGINEER, MEDICAL,
OFFICER, SCIENCE, SECURITY, V.I.P.,
Anthropology, Acquisition, Archaeology,
Astrophysics, Barbering, Biology,
Cantankerousness, Computer Skill,
Cybernetics, Diplomacy, Empathy,
Exobiology, FCA, Geology, Greed,
Guramba, Honor, Klingon Intelligence, Law,
Leadership, Mindmeld, Miracle Worker,
Music, Navigation, Obsidian Order, Orion
Syndicate, Physics, Resistance, Section 31,
Smuggling, Stellar Cartography, Tal Shiar,
Transporter Skill, Treachery, and Youth.
Reselecting Skills – You may re-select the
added skill for only one Classic Tricorder, one
Classic Medical Tricorder, and one Classic
Communicator each turn, regardless of how
many copies of each you have in play. See
once per turn. Re-selecting is executing
orders and may not interrupt another action
(e.g., you may not re-select during a mission
attempt).
skills – using – In general, your personnel’s
skills may be used only during your own turn.
Using skills is an action (except applying
automatic modifiers such as “Attributes all
+5 if with Toral” or “Suspends effect of
Doppelganger where present”). Thus, during
your opponent’s turn, you may use skills that
represent valid responses (e.g., “May replace
anyone randomly selected to die here”) or that
specifically allow use during the opponent’s
turn (e.g., special downloads, “Once every
turn, may ‘pounce’...”, “May be replaced by
another version at any time”). Examples of
skills that may not be used during your
opponent’s turn include “Once each turn, may
reprogram any androids present” and “Once
per game, may kill any one personnel present.”
See turn, actions – taking turns.
If a card requires a personnel type such as
MEDICAL without specifying either a
classification or a skill, either will suffice. A
requirement for a multiple level of a skill, such
as Navigation x2, may be satisfied by any
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Version 1.8 –  August 2002
page  47
combination of Navigation skills on one or
more personnel (unless  “a personnel with
Navigation x2” is specified).
When a card such as Keldon Advanced
requires a skill, such as Obsidian Order, it
must be supplied by a personnel who has that
skill in its skills box. Mention of the term in the
lore is not equivalent to having the skill. For
example, Jaron does not have Tal Shiar skill.
solve – Solving a mission means completing
that mission, by meeting the mission
requirements. Solving a mission is a sub-
action of a mission attempt.
Son’a ships – See attribute enhancement.
Soong-type android – One type of android;
any personnel identified in its lore as a
“Soong-type android” or as created by Dr.
Noonien Soong.
❖ Soong-type Android – See ANIMAL,
gender, report.
❖ Space – This mission counts as half a card.
In other words, two ❖ Space missions plus
five other missions count as six missions.
(Other universal missions count as a full card.)
It is not attemptable. See mission attempt.
“May insert into spaceline” means that you
may seed this mission anywhere on the Alpha
Quadrant spaceline, either between two
missions already seeded, or at either end of
the spaceline as usual. It does not allow you to
add the mission to the spaceline during the
game. If inserted into a region, it does not
become part of that region. See regions of
space.
Span calculations are based on the number of
directly adjacent universal mission cards (not
just ❖ Space missions). The maximum span
for one ❖ Space card is 5.
space – transferring cards into – You may
not beam, report, or otherwise transfer any
card (except a ship) into space unless a card
specifically allows you to do so (e.g., Airlock,
Anti-Matter Pod).
space facility – See facility.
Space-Time Portal – This doorway allows you
to seed [AU] dilemmas, artifacts, or other seed
cards. It does not allow seeding of [AU] cards
that are not normally seedable, such as
personnel or ships (unless another card
makes them seedable, such as Cryosatellite).
See Alternate Universe icon.
It allows you to play only one [AU] card per
turn, even if you have multiple Space-Time
Portals in play (see once per turn). Its text
does not restrict a seeded Alternate Universe
Door, which allows you to play multiple [AU]
cards each turn (e.g., interrupts, doorways, or
multiple card plays allowed by a card such as
Red Alert!).
Because this doorway allows you to seed or
play only one [AU] card per turn, you may
seed on;y one [AU] card under Q’s Planet,
and only if you have not already played an
[AU] card that turn.
You may discard the doorway from the table
“at any time” for any one of its functions –
during either player’s turn, before or after your
card play or executing orders, between other
actions or as a valid response to an action. It
is not a valid response to the initiation of a
battle or the encounter of a dilemma; thus, you
may not escape from battle or a dilemma
encounter by returning a ship to your hand.
See actions – interrupting, actions – step 2:
responses.
You may report an [AU]-icon ship with [AU]
crew by discarding a Space-Time Portal even
if you have already played the one [AU] card
allowed by the Portal for the turn. (See report
with crew.) An Alternate Universe Door may
be downloaded only for one of the “play”
functions of that doorway; it may not be
downloaded “onto the table.” A Space-Time
Portal discarded to “play as a second
Wormhole interrupt” may be nullified by
Amanda Rogers. It is still a Doorway card,
and may be closed (if the Wormholes are kept
open with Operate Wormhole Relays). See
card types.
Spacedock – This event will repair any of your
ships that docks at the outpost where the
Spacedock is played, even if the outpost itself
does not repair ships. It plays only on a
outpost unless downloaded by Construct
Starship.
Spacedoor – This doorway seeds only on an
outpost (not other types of facilities). When
you return an empty ship to hand, any cards
aboard (equipment) or played on it (such as
events) are also returned to their owners’
hands. See in play. If this doorway is closed
by another card, such as Revolving Door, do
not flip over the Spacedoor.
You may seed more than one Spacedoor, but
you cannot overhaul or download more than
one ship per turn. You may download only one
ship in place of your normal card play, even if
you have Red Alert! in play. See card play.
You may not use the discard for a Static Warp
Bubble or other card to also re-open a
Spacedoor. See discarding.
spaceline – Mission cards are seeded to form
one or more spacelines, representing different
quadrants of the galaxy. Gamma, Delta, and
Mirror Quadrant missions have a Γ, ∆, or M
symbol in their point boxes. Missions with no
symbol are Alpha Quadrant missions. All
missions may be seeded only on the
appropriate spaceline. Spaceline locations
may not be moved between quadrants by
cards that relocate locations.
The effects of a card which references the
“spaceline” apply only to the quadrant where it
is played or encountered. For example, you
may rearrange only the spaceline (quadrant)
where your opponent failed a Q dilemma; The
Traveler allows a ship to move only within one
spaceline. See movement between
quadrants, time travel.
Cards “on the spaceline” include ships,
facilities, and personnel on the spaceline (and
cards played on them). Cards that seed or
play “on table” are not on the spaceline. When
a card plays at a “spaceline end,” it plays at
the last location on either end of that
spaceline. It does not form another location.
Time locations are not on the spaceline.
Spatial Rift – If the two personnel randomly
selected by this dilemma do not meet the first
conditions (combined CUNNING>14), they
are discarded, the rest of the crew or Away
Team is “stopped,” and the dilemma is
replaced under the mission. You do not face
the second set of conditions (Astrophysics
and 2 ENGINEER) unless you pass the first
set.
special download – See downloading –
special download.
special equipment – When a card refers to a
ship’s “special equipment,” this means ship
systems expressed as a phrase of just a few
words. Special equipment currently includes
Cloaking Device, Energy Dampener,
Holodeck, Invasive Transporters, Long-Range
Scan Shielding, Particle Scattering Device,
Phasing Cloak, Tractor Beam, MEDICAL
(U.S.S. Pasteur), and Stellar Cartography
(U.S.S. Excelsior).
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.
special staffing icon – See ship staffing.
species – For most personnel, their images
(and affiliation) indicate their species. For
example, a Federation or Non-Aligned
personnel who appears to be human is
assumed to be of human species; a Klingon-
affiliation personnel who appears to be
Klingon is assumed to be Klingon species,
etc.
However, a personnel may appear to be one
species, while their lore or a [Holo] icon
indicates they are of another species. For
example., in their lore Roga Danar and Lal,
who appear human, are identified as Angosian
and android; Riker Will, who appears Bajoran,
is identified as human; and Lovok Founder,
who appears Romulan, is identified as a
changeling. Holographic personnel are
considered to be of “hologram species”
regardless of their appearance or lore. The
species established by the lore or [Holo] icon
applies for cards such as Hate Crime.
“Terran” personnel are human. Calandra,
Hannah Bates, and Lakanta are human.
Marouk, Riva, and Vekor are humanoid (not
human). (“Humanoid” is not a distinct
species.)
A personnel of mixed species is considered to
be a member of both species. For example,
Alexander Rozhenko is both human and
Klingon. K’mtar, on the other hand, is
considered Klingon (because he appears
Klingon, and his lore does not state
otherwise), even though he is actually
Alexander Rozhenko from the future. Borg and
former Borg are considered to be both Borg
species and their species of origin.
A term such as Klingon usually applies either
to affiliation or to species. See affiliation and
species.
Sphere Encounter – See report with crew.
Spot – This personnel’s STRENGTH is an
undefined attribute. See ANIMAL. Whenever
Spot is killed, if she has any lives remaining
she immediately pops back to life at the same
place, but is “stopped.” Any cards played on
Spot are not nullified by her first eight deaths.
St. John Talbot – See Release This Pain.
staffing – See ship staffing.
start of turn – See turn.
starting the game – The game begins by
choosing a starting player using any mutually
agreeable method. Each game consists of four
seed phases followed by the play phase.
The starting player goes first in each seed
phase and takes the first turn in the play
phase.
stasis – A personnel or ship in stasis is
conceptually in “suspended animation.” They
remain in stasis until released as specified by
the card that placed them in stasis.
Cards in stasis may not be used in any way
(including game text, attributes, icons, lore,
skills, ship equipment, traits such as gender,
species, or matching commander status, etc.),
and are considered in play for uniqueness
only. They may not perform any actions and
may not be moved or beamed.
For example, a Treachery personnel in stasis
would not allow you to download personnel
there with Recruit Mercenaries; an android in
stasis aboard a ship at Paxan “Wormhole”
cannot prevent that ship from being relocated;
and Borg personnel may not be reported to a
Borg Cube in stasis using the ship’s game
text. If personnel who are not in stasis are
aboard a ship in stasis (e.g., because a Cyber
Drone was aboard when the ship entered
stasis), they cannot move the ship, or beam off
using that ship’s transporters.
Cards in stasis may not be targeted in ship
battle and are excluded from personnel battle
(and may not be randomly selected to die).
Cards or rules that have a global effect, such
as Anti-Time Anomaly and Borg timeline
disruption, affect cards in stasis normally. No
other cards may affect or play on a card in
stasis unless they specifically permit it (e.g.,
Dead In Bed). (If a personnel worth bonus
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  48
points when killed, such as Aamin Marritza, is
killed while in stasis, the stasis effect ends
when he is killed and the points are scored.)
Cards aboard a ship in stasis are also in stasis
(unless prevented by the Cyber Drone). A
card already in play on a card in stasis is
suspended, unless its game text affects a
player or other cards not in stasis. For
example, if a ship is in stasis, an Aphasia
Device will not disable personnel aboard, and
cards with a countdown icon or effect (e.g.,
Ketracel-White, REM Fatigue Hallucinations)
will not count down on that ship. However,
Writ of Accountability affects a player, so it is
not suspended if the personnel it is played on
enters stasis.
Static Warp Bubble – See The Traveler:
Transcendence, discarding.
station – A type of facility.
stealing – You may not “steal” Equipment
cards, even if unattended, unless a card
allows it, such as Reginod or HQ: Return Orb
to Bajor. When a card allows you to steal
Equipment cards, they come under your
control and you use them as your own,
disregarding affiliation and species
requirements for use (e.g., “Klingon use only”).
(However, a card which enhances only
Klingons, for example, still enhances only
Klingons, and other requirements for use of
the equipment must still be met. For example,
a Romulan Cloaking Device only functions on
a Romulan ship, or an [OS] ship with 2
ENGINEER aboard.) You cannot steal cards
that you control. All “stolen” cards are
returned to their owners at the end of the
game. See Procurement Drone.
Stefan de Seve – See Assign Support
Personnel.
Stolen Attack Ship – See affiliation and ship
origin.
Stop First Contact – This objective (or Build
Interplexing Beacon) disrupts the timeline with
the following effects:
“Timeline disrupted in 2063” – If the Borg
change history by completing a Stop First
Contact or Build Interplexing Beacon
objective, the timeline is disrupted and
Federation history ceases to exist. Cards
which cease to exist include
• humans, including Borg whose biological
distinctiveness indicates that they were
originally “human species” (but not
“humanoids”), and
• [Fed]-affiliation cards (including multi-
affiliation cards, regardless of current mode),
such as personnel, ships, and facilities.
However, things from other universes and in
other times are not affected by this timeline
disruption; thus, the following cards are
protected:
• Cards which are at a time location or which
are time traveling into the future (e.g.,
Temporal Rift or Time Travel Pod).
• Cards with an [AU] icon or a [MQ] icon.
If a non-human personnel’s [Fed] affiliation is
“lost” (e.g., to Memory Wipe or Frame of
Mind) and the personnel “becomes Non-
Aligned,” they are also protected from timeline
disruption. See “loses affiliation.”
Except for cards which are protected, all
humans and [Fed] cards in play (in any
quadrant) and in both players’ hands, draw
decks, side decks, discard piles, etc., must be
placed out-of-play. (Reshuffle where
appropriate.) If any cards which do not cease
to exist are aboard (or played on) a ship or
facility which ceases to exist, those cards
return to owner’s hand.
”stopped” – Cards may be “stopped” in
certain situations.
• Encountering a dilemma with conditions that
the crew or Away Team can’t overcome
“stops” that entire Away Team or ship and
crew. (See dilemma resolution.)
• Participating in a battle “stops” all cards
involved in the battle.
• Carrying (and then dropping) or beaming a
Tribble card “stops” the personnel who did
so.
• Some cards may explicitly “stop” one or
more personnel or ships.
Cards that are “stopped” may not be beamed,
move, walk, cloak, phase, participate in a
battle, staff a ship, or participate in a mission,
commandeering, or scouting attempt.
(Personnel selectively “stopped” by a dilemma
form a separate group and no longer
participate in the mission attempt.) Cards may
target “stopped” cards, as long as they do not
require them to take any of these actions. For
example, you may relocate a “stopped” ship
with Magic Carpet Ride OCD (see
movement), but you may not play Emergency
Transporter Armbands on your “stopped”
personnel, because they may not beam.
Cards that are “stopped” may perform other
actions and use skills. For example, a
“stopped” personnel may operate transporters
to beam “unstopped” cards, use a
downloading skill, contribute traits or skills for
such cards as Paxan “Wormhole,” Defiant
Dedication Plaque, Kurlan Naiskos, Navigate
Plasma Storms, or Ketracel-White, and (if
Borg) share skills with the hive. (See present.)
Also, whenever “stopped” cards are attacked,
they are “unstopped” for the duration of that
battle and may defend themselves.
“Stopped” cards become “unstopped”
automatically at the start of the next turn,
unless a longer period is specified. When a
card “stops” personnel for a specific duration
(e.g., Parallel Romance, Chinese Finger
Puzzle), they may still be “unstopped” by other
cards (e.g., Distortion of Space/Time
Continuum, Deanna Troi).
When an entire Away Team or crew is
“stopped” by failing to overcome a dilemma
with conditions (e.g., Chula: The Dice), by a
dilemma that does not have conditions, but
specifically says it “stops” an entire Away
Team or crew (e.g., Sarjenka), or by
participating in battle, any Equipment cards in
that Away Team or crew are also “stopped.”
When specific members of a crew or Away
Team are “stopped” by a dilemma or other
card that specifically “stops” only selected
personnel (e.g., Lineup), any Equipment cards
are not “stopped” (even if the selected
personnel are the only ones in the Away Team
or crew).
Some additional notes:
• Failing to complete a mission after resolving
the dilemmas does not “stop” the crew or
Away Team.
• Using up its maximum RANGE does not
“stop” a ship.
• Your cards aboard your “stopped” ship are
also “stopped.”
• During a mission, commandeering, or
scouting attempt, “stopped” personnel
cannot contribute traits or skills to trigger,
overcome, nullify, or cure dilemmas. See
present.
Storage Compartment Door – Drawing the
three cards allowed by this doorway is
executing orders and must take place after
the card play segment of your turn. The cards
drawn are not part of your hand and must be
either played or discarded (face up under your
Tribble side deck) immediately. See card
draw, card play, tribble.
Study Plasma Storm – This mission’s special
text, “Computer Skill required to use any
equipment here,” applies both to Equipment
cards and ship special equipment.
If Computer Skill is not present on the ship,
Ketracel-White cards cannot be used at this
location and thus do not prevent white
deprivation. Because the Ketracel-White is
not being used, it does not count down.
Study Protonebula – This mission is a
nebula. The owner of this mission, if playing
[Borg] affiliation, may not normally use the
special text allowing the download of One
because they may not stock a non-[Borg]
personnel. See Borg – Cooperation.
stunned and mortally wounded – Stunned
and mortally wounded personnel may still
modify other personnel (for example, by
adding to their attributes), but may not use
other skills (e.g., stunned MEDICAL personnel
cannot run the Genetronic Replicator; a
stunned Elim Garak may not avoid the random
selection of a personnel to be killed). See
battle – personnel.
Subjugate Planet – You may not download a
Remote Supply Depot if you already have a
facility at this objective’s target location. See
dual-icon mission, mission, Reunion,
mission attempt.
Subspace Schism – This interrupt may be
played to affect any card draw a player makes
during a turn (including end-of-turn card draws
and Warp Speed evening up). It may not be
played on a card drawn for an opening hand.
”Subspace Seaweed” – See Protouniverse.
Subspace Transporter – If the personnel
beamed aboard an opponent’s ship using this
event takes a captive (e.g., Ilon Tandro, or
using Captured), you may not beam the
captive back. Only your Treachery personnel
(and any equipment he is carrying) may be
beamed. See capturing.
Subspace Warp Rift – A ship that stops at the
location of this event to avoid damage is not
“stopped” (e.g., it may initiate battle or attempt
a mission). A ship that is relocated to or from
the location of this event does not incur
damage. See passing locations, movement.
Suna – See once per game.
superlatives – See ties.
Supernova – This event plays only on a
Mission card, not on any other location. The
mission is not discarded, but remains
underneath for span reference only, leaving a
spaceline location of unspecified type (neither
[P] nor [S]). None of its game text, icons, card
title, etc. remain in effect other than the span.
For example, if Wormhole Negotiations is
destroyed, you can no longer play a Barzan
Wormhole to report ships at that location.
Any cards not affected by Supernova (e.g.,
staffed Gomtuu, completed Borg objectives),
and any cards in play on them, are not
discarded.
Tox Uthat’s stipulation that you “may play
Supernova on a later turn” is a restriction; you
may not play Supernova on the same turn you
play Tox Uthat even if you have an extra card
play or download.
If a mission was assimilated before being
destroyed, reversing the effects of Supernova
with Persistence of Memory does not
unassimilate the mission (just as it does not
“unsolve” a mission previously solved).
Therefore it still cannot be solved or targeted
for assimilation again.
If a mission that corresponds to a time
location in play is destroyed by this event, the
time location is unaffected. See Temporal
Vortex.
Once this event has resolved and destroyed
all cards at the mission location, nullifying it
with Kevin Uxbridge or moving it with Dr. Q,
Medicine Entity has no effect.
support personnel – See Assign Support
Personnel.
Survey Drone (Sixteen of Nineteen) – This
personnel’s special skill allows it to acquire
artifacts that have been placed on top of the
mission where a [BO] objective has been
completed (or artifacts that could not be
acquired when a mission was solved because
of The Charybdis). It may not acquire artifacts
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that are still seeded under a mission or steal
artifacts in play. See scouting locations.
suspends play – A card which specifically
says it “suspends play” may be played at any
time during the play phase (even during your
opponent’s turn) and may interrupt and
temporarily suspend any action. Using a
special download icon also suspends play.
After the card play or special download has
resolved, the suspended action resumes. See
downloading – special download, actions –
interrupting.
If no action is in progress, an action that may
suspend play (such as using a special
download icon) does not suspend anything.
You may not suspend play during the seed
phases.
Symbiont Diagnosis – See homeworld.
tactic – A card type which comes into play only
through a special Battle Bridge side deck
(you cannot stock Tactic cards in your draw
deck or your Q’s Tent). Tactic cards increase
your offensive and/or defensive capabilities
during ship battles and also indicate specific
damage affecting your opponent’s ships and
facilities.
If a card (e.g., Make It So, Falar) allow you to
download a Tactic card, it may be downloaded
only from your Battle Bridge side deck and
only at the start of battle (when Tactic cards
would normally be drawn). A Tactic card may
not be downloaded as a damage marker.
Some Tactic cards (e.g., Breen Energy-
Dampening Weapon, Chain Reaction Pulsar)
have game text starting with a phrase like
“Requires a ship with … firing.” Unlike most
tactics, which work for any ship but give
bonuses for particular kinds of ships (see
affiliation and ship origin), these tactics
cannot be used as your current tactic unless
you have the required ship firing in the battle.
When damage text takes a casualty, the
personnel is selected from all appropriate
personnel aboard the ship, including intruders.
Tal Shiar – See skills – using.
Talosian Cage – See selections, showing
your cards.
Tama – The lore on this ship is written in
Tamarian. The phrase “Dathon, speaking first”
means that Dathon is its captain and thus its
matching commander.
Tamarian-related dilemmas – See Dathon.
Tantalus Field – You may not use this artifact
to kill a personnel if either the artifact or the
potential victim is aboard a cloaked or phased
ship. See cloaking and phasing.
Tarchannen Study – See dual-icon missions.
Tarellian Plague Ship – Revised text:
Entire crew immediately dies from plague
unless MEDICAL “beams over” (discarded)
to Tarellians. Discard dilemma.
An OFFICER with a Medical Kit overcomes
this dilemma if both cards “beam over” (are
discarded). Borg may overcome this dilemma
by “beaming over” a [Com] Borg with shared
MEDICAL skill. (The requirement for a
MEDICAL to “beam over” is not a choice; it is
a condition for overcoming the dilemma.) A
holographic MEDICAL may “beam over” to
pass this dilemma only if wearing a Mobile
Holo-Emitter (both are discarded). See
holographic personnel and equipment.
Barclay Transporter Phobia is a valid reponse
to an attempted “beaming.” If the first
MEDICAL is prevented from beaming over,
another MEDICAL may be selected to do so.
This dilemma is assumed to provide
transporters if your crew or Away Team does
not have them available, but it cannot
overcome obstacles to beaming such as
Distortion Field.
See Quash Conspiracy, quarantine.
Targ – See ANIMAL.
target – Act of selecting and identifying a
particular thing such as a card, discard pile,
draw deck, player, etc. for a purpose specified
by a card or rule. Also, the thing that is
targeted. A card does not have to explicitly
use the word “target” to target something.
Targets are selected during the initiation step
of an action. You cannot target an action. For
example, Barclay Transporter Phobia targets a
personnel, randomly selected from a group
that is beaming. It does not target the
beaming action itself. See showing your
cards, actions – step 1: initiation.
Tasha Yar – Alternate – Errata:
Armed with [SD] Starfleet Type II Phaser
This personnel has only two red [Skill] • icons.
Tekeny Ghemor – See playing an affiliation.
Telepathic Alien Kidnappers – Using this
event, you guess a card type at the end of
each of your turns, just before your card draw.
See Intruder Force Field.
When you have this event and any card
forcing your opponent to reveal his hand (e.g.,
Alien Probe, Ferengi Bug) both in play, you
must allow your opponent to shuffle and
conceal his hand before you make the
selection.
Temporal Causality Loop – If one of the
actions to be undone by this dilemma cannot
be undone, then the results of the action are
left intact. If the action was initiated by a card
play, that card returns to your hand. For
example, if you played a Scan card, you
cannot “undo” having seen the seed cards
under the mission, but the Scan card returns
to your hand. If you played a Regenerate to
shuffle your discard pile into your draw deck,
the draw deck remains intact (because you
cannot separate the cards), and the
Regenerate returns to your hand.
Temporal Micro-Wormhole – This doorway
does not allow you to download personnel
(other than Dr. Telek R’Mor) or give permission
to play a card. It provides a destination for
reporting a personnel (e.g., one played as your
normal card play, or downloaded with another
card that does not provide a destination, such
as the last function of Defend Homeworld).
A personnel reported to your ship using this
doorway may mix even with an affiliation that
personnel normally does not work with. See
compatible. However, the doorway does not
allow you to stock Borg-affiliation cards in a
non-Borg deck, or vice versa. (See Borg –
Cooperation.) The allowance for a personnel
to mix with your other affiliations “for rest of
game” applies only to the copy of the
personnel you reported aboard your ship (not
to additional copies or other versions of the
persona). If that copy leaves play, the effect
does not apply to the same or another copy of
the card reported again normally. See once
per game.
If you download Dr. Telek R’Mor with this
doorway, you may use the doorway’s text to
report him aboard any of your ships and allow
him to mix with all your affiliations (discard the
doorway), or his own text to report him aboard
your compatible ship without “mixing”
permission (do not discard the doorway).
Temporal Narcosis – See double turn,
Horga’hn.
Temporal Rift – This interrupt is not a valid
response to battle or a dilemma, and may not
be used to “escape” them. It may not target a
docked ship or carried ship. See actions –
step 2: responses.
Cards may not be played on a ship in a
Temporal Rift, and you may not discard a
Space-Time Portal to return the ship to hand.
A card in a Temporal Rift is in play for
uniqueness only; it is not in the present, so
cards like Anti-Time Anomaly cannot affect it.
Countdown effects and icons, such as Plasma
Fire or Ketracel-White, also do not count
down while a ship is in a Temporal Rift. The
same rules also apply to a ship affected by a
Time Travel Pod. See time travel, Black Hole.
Temporal Vortex – When played for its last
function, this doorway relocates only one ship,
one time. Although it has a countdown icon, it
cannot perform any additional relocations
during the countdown. (Play the doorway on
the ship, and discard it at the end of the
countdown.)
If played on a Borg Ship when encountered,
the dilemma does not attack (so your cards
are not “stopped”), nor does it attack when it
reappears after the countdown expires or if
the doorway is “closed.”
If a mission that corresponds to a time
location in play is destroyed by a Supernova,
the location remains the “corresponding
spaceline location” for time travel using this
doorway.
Temporal Wake – This interrupt may not target
a docked ship or carried ship to force it to
follow a time-traveling ship.
Terok Nor – See Deep Space 9.
Terraforming Station – This station allows
you to “terraform” (redefine) the requirements
of a planet mission for a subsequent game
with the same opponent. You may choose to
replace each requirement with another
requirement of the same type. You may
replace personnel types with personnel
types, other regular skills with regular skills
that are not personnel types. and attributes
with attributes. In addition, you may redefine
the name of a Personnel, Equipment, or
Artifact card. You may not redefine numbers,
icons, or special requirements such as “3 [AU]
icon Personnel,” or create redundant
requirements (such as “Treachery +
Treachery”).
For example, if a mission requires “MEDICAL
+ Guinan + CUNNING > 30” it could be
changed to “SECURITY + Spock +
INTEGRITY > 30.” The redefinition works for
both ends of the mission. The mission loses
the redefinition after your next game with the
same opponent, even if you don’t use that
mission.
You must define the new requirements
immediately after the game ends. In
tournament play, give the redefinition to the
tournament director in writing, before the
cards are removed from the spaceline; it will
affect a later match in that same tournament, if
you play the same opponent. A redefinition of
mission requirements made outside of a
specific tournament cannot affect a match
within that tournament.
Terran – See species.
Terran Empire icon [TE] – This icon indicates
Terrans (and their allies) from the mirror
universe. It is a special staffing icon, and also
has other uses defined by cards.
Terran Rebellion HQ – When this facility is in
play at the Search for Rebels mission location,
that location becomes a homeworld for all
Federation cards with a [TE] Terran Empire
icon, and thus may be targeted by cards such
as Assimilate Homeworld and Gold-Pressed
Latinum. To “match the affiliation of the
homeworld,” a personnel card must have
[Fed], [TE], and [MQ] icons.
Tetryon Field – A ship without Navigation
aboard must stop moving at the location of
this event and cannot move for the remainder
of the turn, but is not “stopped” (e.g., it may
initiate battle or attempt a mission).
The – Card titles starting with “The” are sorted
under the second word of the card title (e.g.,
The Big Picture is under “Big”).
there – See here.
Theta-Radiation Poisoning – Only one
Medical Kit is required aboard the ship or
outpost affected by this dilemma to prevent
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any personnel from dying at the end of each
turn.
Thine Own Self – Revised text:
Plays on opponent’s one- or two-person
Away Team on a planet (unless in a facility).
Away Team is “lost” (place under mission).
Capture (or opponent rescues) by solving
mission.
This interrupt remains on the “lost” Away Team
until they are rescued or captured. See
discarding. The “lost” personnel are still an
Away Team and are vulnerable to cards such
as Anti-Time Anomaly, Risky Business, or
Dal’Rok, but they cannot use any skills or
features (as if disabled). They are placed
under the mission only as a marker of their
“lost” status and are not considered seed
cards that can be discarded with Ajur or
Boratus. A “lost” Borg scout may not be
retrieved when the Borg complete their
objective. See Away Team and crew.
You may play this interrupt on personnel
phased by the Phased Matter dilemma. You
may not play it on an Away Team at a time
location, because it requires you to place
them under a mission.
Third of Five – See drone.
Thought Fire – Revised text:
If The Traveler: Transcendence is affecting
you, all crew or Away Team members with
(CUNNING+INTEGRITY)<12 are killed
unless Empathy present.
thrice per game – Three times per game. See
once per game.
ties – When a dilemma specifies a superlative
such as “strongest,” “most CUNNING,” or
“highest total attributes,” and there is a tie, the
opponent of the player encountering the
dilemma gets to choose (unless the dilemma
states otherwise). See selections.
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.
ties (scoring) – See the official tournament
guide.
time location – A card type representing a
location in the past or future of the Star Trek
universe. Time locations may be [S] or [P]
locations. A time location is not a mission or
spaceline location, but it has a corresponding
mission identified by the lore of both cards.
For example, the mission Agricultural
Assessment corresponds to the time location
Sherman’s Peak; both are located at
Sherman’s Planet. You may not seed or play a
time location unless the corresponding
spaceline location is in play.
A time location is placed by itself on the table,
creating its own planet or space location
separate from the spacelines. The card may
have special instructions to be carried out
when it is seeded or played; if you cannot
carry out all instructions, you may not seed or
play the time location. Playing a time location
uses your normal card play.
Cards that affect the mission, such as
Supernova or Black Hole, have no effect on
the time location. Cards at the time location
are not at the corresponding mission and
cannot attempt it. Ships and personnel may
travel between the time location and the
mission using a card that allows time travel.
The cards listed on a time location as “native
to this timeline” may be reported directly to
the location if it is in play. You may choose to
report personnel on the surface of a planet
time location, aboard any of your compatible
ships or facilities at the time location, or
aboard any opponent’s facility there that you
are allowed to use (e.g., Deep Space Station
K-7). You may report a ship or facility in space
at the location (in orbit of a planet). When
reported in this manner, you do not need an
open doorway, such as an Alternate Universe
Door, to allow you to report these Alternate
Universe icon cards.
You are not required to have the time location
in play to use cards native to that location, or
to report them to that time location if it is in
play. They may be reported normally to a
facility on the spaceline, or by any other legal
reporting method, if you have an open
Doorway card which allows [AU] cards to
play.
Time To Reconsider – You may play this
interrupt to “stop” your ship and crew on your
turn, but it will have no effect on an
opponent’s ability to counter-attack on his turn
(because it only prevents a counter-attack
“this turn”). If you attacked your opponent this
turn, you may play the interrupt on your ship
during his turn to prevent him from counter-
attacking.
time travel – There are two forms of time
travel.
• Movement between a time location and a
spaceline is possible only via a pair of
Wormhole interrupts, a Q-related “relocator
card” such as Where’s Guinan or Jealous
Amanda, or any card that specifically states
that it allows such movement, such as
Temporal Vortex or Orb of Time. Cards such
as Iconian Gateway, which do not so
specify, do not allow time travel.
Time travel is not restricted to
“corresponding spaceline location” unless
specified. For example, the Orb of Time
allows you to move from any spaceline
location (in any quadrant) to any timeline
location, or vice versa; or between two time
locations.
• Temporal Rift and Time Travel Pod represent
a different form of time travel, moving from
the present into the future while remaining at
the same physical location. The ship and all
cards aboard are in play for uniqueness
only, and are not affected by cards that
resolve while the ship has “disappeared,”
such as Anti-Time Anomaly, Stop First
Contact, or Supernova.
Time Travel Pod – This artifact refers to the full
turns of the player whose ship the card is
played upon. See Investigate Time
Continuum, Temporal Rift, time travel.
timeline disruption – The existence of time
locations makes it possible to conceptually
go back in time and alter history in such a way
that you change conditions in the present.
This will typically have a dramatic effect on the
game. The effects of Stop First Contact and
Build Interplexing Beacon are described under
Stop First Contact. The effects of other
timeline-disrupting cards, such as Hero of the
Empire, are described on the card.
Timicin – See helps.
timing – See turn, actions.
Tomalak of Borg – See counterpart, rest of
game.
Tommygun – See holographic personnel and
equipment.
Tongo – To “declare a move” for this incident,
you must have a bet to show. There is no
winner or loser if your opponent has no bet
(they must show their hand to verify this) or if
there is a tie for highest total attributes.
Toral – See skills.
Torture – See Madred.
tournament scoring – See the official
tournament guide for details of scoring victory
points and differential. Also see points, bonus
points, winning the game.
towing – A ship may not tow anything unless a
card allows it, such as Activate Tractor Beam
or Radioactive Garbage Scow. When a ship
towing another ship or Scow moves or
relocates in any way (e.g., through the Bajoran
Wormhole, with Wormholes, The Traveler, time
travel, etc.), the towed ship is also moved or
relocated. A ship in tow cannot tow another
ship. A towed ship may cloak (but not the
towing ship). See cloaking and phasing,
tractor beam.
Tox Uthat – If you use this artifact to allow the
play of a Supernova, it is discarded even if
the Supernova is nullified. See actions – step
1: initiation.
T’Pan – Errata:
• SCIENCE • Mindmeld
This personnel has two red [Skill] • icons and
is not a mission specialist.
tractor beam – A type of ship’s special
equipment. A tractor beam has no built-in
functions, but is activated by other cards, such
as Activate Tractor Beam, Engage Shuttle
Operations, and Ship Seizure. See towing.
Transporter Drones – This Equipment card’s
STRENGTH cannot be used outside of battle
or modified by cards that affect personnel
STRENGTH. It is not a weapon.
Transporter Mixup – Because a group of
personnel beams simultaneously, all four of
the personnel discarded by this incident are
considered to leave play simultaneously (the
cards are still placed in the discard pile one at
a time so the opponent can see them). See
exchanging cards.
Transporter Skill – When using a card (such
as Invasive Beam-in) requires Transporter Skill
aboard a ship, the Transporter Skill personnel
must remain on the ship to operate the
transporters. See Miracle Worker, tribble.
transporters – All ships and facilities have
transporters unless otherwise specified. You
may not operate your opponent’s transporters
unless you are allowed to use his facility
(except when infiltrating; see infiltration icon).
Transporters are not special equipment. See
beaming.
Transwarp Drone (Two of Nineteen) – This
personnel may download one doorway or
interrupt whose title includes “Transwarp,” i.e.,
Transwarp Network Gateway (doorway) or
Transwarp Conduit (interrupt).
Transwarp Network Gateway – Revised text:
Seed one during facility phase on any
spaceline end OR play on any spaceline
location where you have a [Nav] Borg. Any
player may play a Transwarp Conduit (or
another copy of this doorway) to allow
moving any or all of that player’s ships ...
To move ships through Transwarp Network
Gateways, there must already be in play two
copies of this doorway at different locations.
You must play another Transwarp Network
Gateway doorway or a Transwarp Conduit
interrupt each time you wish to move a ship
(or group of ships) through the gateway
network. This does not use any of the ship’s
RANGE, but is still normal ship movement,
requiring full staffing. Playing a Transwarp
Network Gateway requires a [Nav] Borg
present even when download (e.g., with the
Borg Outpost’s special download icon). See
spaceline.
Traveler, The – This personnel’s skill enables
normal ship movement requiring full staffing,
similar to the Wormhole interrupt, but is
restricted to the current spaceline.
Traveler: Transcendence, The – This event
nullifies all Static Warp Bubbles in play or
played later, either yours or your opponent’s.
treaties – Treaty cards make one player’s cards
of two or more different affiliations compatible
and allow them to mix and cooperate. They do
not change any card’s affiliation or make them
matching affiliation. If a treaty is destroyed,
incompatible personnel aboard a ship or
facility are placed under house arrest.
Treaties do not “chain.” If you have Treaty:
Federation/Bajoran and Treaty:
Federation/Klingon in play, your Bajorans may
not mix with your Klingons. You must also play
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Treaty: Bajoran/Klingon for all three groups to
mix.
A “Federation treaty” is any treaty which
includes the Federation as one of the parties.
For example, Treaty: Federation/Klingon and
Organian Peace Treaty are both Federation
treaties as well as Klingon treaties.
Treaty: Federation/Romulan/Klingon – You
may not use this event’s provisions if you have
any side deck in play (even if closed or
empty), including a Battle Bridge side deck.
Only your Federation, Romulan, and Klingon
affiliations are restricted from attempting your
opponent’s missions; your personnel and
ships of all other affiliations may attempt any of
your opponent’s missions that has an
appropriate icon or text.
Playing an Espionage card will not permit you
to attempt an opponent’s mission while this
treaty is in play. However, a required action
(such as Samaritan Snare) may compel you to
attempt an opponent’s mission despite the
treaty restriction. See actions – required.
tribble – A card type which comes into play
only through a Tribble side deck. Tribble
cards represent single tribbles and groups of
10, 100, 1,000, etc. They may report or breed
as noted on each card.
You may play one Tribble card each turn per
group of your tribbles (whether the cards were
drawn from your side deck or downloaded by
playing a Storage Compartment Door). All of
your tribbles on one ship, facility, site, or
planet are one group. Reporting a 1 Tribble or
10 Tribbles card where there are no tribbles
creates a new group; you may not play
another Tribble card to that group on that turn.
You must have at least the required number of
tribbles present to breed tribbles. (You may
not breed tribbles from your opponent;s
tribble group.) For example, the 100 Tribbles
card “Breeds from 10 tribbles.” You must have
at least 10 tribbles present (either ten 1
Tribble cards or one 10 Tribbles card) to play
a 100 Tribbles card to that group. When you
breed a tribble card, the tribbles required to
breed that card remain in play.
The small Tribble cards – 1 Tribble and 10
Tribbles – may be carried like equipment by
either player’s personnel. Each personnel may
carry only one small Tribble card; when they
eventually “drop” it, they are “stopped.” He is
not required to put it down while he performs
other actions, such as attempting a mission.
The large Tribble cards – 100 Tribbles and
greater – may not be carried, but may be
beamed by any Transporter Skill personnel.
Each personnel may beam up to one large
Tribble card for each unit of that skill they
have, then that personnel is “stopped” and
may beam no more Tribble cards that turn. You
may lower the SHIELDS of your Nor to beam
large Tribble cards. Although small Tribble
cards may not be beamed, you may beam the
personnel who are carrying them (this does
not require Transporter Skill and does not
“stop” anyone).
You may beam large tribble cards between
your opponent’s ship and your own ship (if a
card, such as the Transport Drone or Invasive
Beam-In, allows you to beam cards through
SHIELDS). Your opponent must allow you to
see the tribble cards to select one or more for
beaming.
Each denomination of Tribble card (e.g., 1
Tribble) comes in multiple versions, with
different images and card numbers, and a
different special colored icon such as Go,
Poison, and so on. All versions of a
denomination are treated as the same card in
the Star Trek Customizable Card Game (they
are not cumulative); the special icons are used
in the Tribbles Customizable Card Game™.
(Tribble cards from the Tribbles Customizable
Card Game may not be used in the Star Trek
Customizable Card Game, because they have
no game text allowing them to play.)
Tribble Bomb – Your Barry Waddle must be at
the same location as your tribble group to
allow you to play this incident (not just to play
it for free).
This incident cannot be moved except as
allowed by Trouble… in the Transporters, even
when Tribble cards from the tribble group
where it is played are carried or beamed.
Tribble side deck – This side deck is made up
of Tribble and Trouble cards. You can have as
many Tribble and Trouble cards in your side
deck as you like, even duplicates. The side
deck is activated during the doorway seed
phase by a Storage Compartment Door card
placed face up on top of the side deck. The
Storage Compartment Door allows you to
draw and play (or discard) up to three cards
from your side deck during each of your turns.
Your Tribble and Trouble cards are not part of
your normal hand, and thus are not affected by
cards such as Alien Probe and Energy Vortex.
Whenever a card from your Tribble side deck
is discarded or otherwise leaves the table,
place it face up underneath your side deck.
When your side deck runs out of face-down
cards, shuffle the face-up cards and place
them face down again underneath your
seeded Storage Compartment Door.
trouble – A card type which comes into play
only through a Tribble side deck. You may
play Trouble cards only where you have
tribbles present. You may play one Trouble
card each turn per group of your tribbles.
Each Trouble card lists the minimum number
of tribbles required to “activate” portions of its
game text. If you do not have the minimum
number present, the Trouble card stays in play,
but its game text is inactive. If you have no
tribbles present with a Trouble card, it is
discarded.
Whenever any of your Tribble cards (or your
Tribble Bomb) are moved, any or all of your
Trouble cards present may go along with
them.
tripling – see doubling.
Trouble … on the Bridge – When this Trouble
card is present with at least 1,000 tribbles on
a ship with more than 10 personnel in its
crew, that crew may not attempt missions.
Trust Me – A Borg player may use this Q-icon
event to place non-Borg personnel or ships in
his discard pile and may use them normally if
retrieved to hand, but they may not mix with
his Borg.
Tsiolkovsky Infection – Errata:
(Not cumulative.)
See skills.
turn – Players alternate taking turns throughout
the play phase. During your turn you will do up
to five things, in this order:
1. Perform any actions required or allowed by
game text that says it takes place at “start
of turn.”
2. Play a card from your hand. This “normal
card play” is optional. All cards except
interrupts and doorways may be played
only at this time, even those that play “for
free,” unless a card specifically allows a
card play at another time.
During this segment of your turn, you may
take no actions other than:
• playing and downloading cards;
• actions that suspend play;
• actions that may occur at any time
(including activating hidden agendas and
playing interrupts and doorways); and,
• sub-actions of these actions.
Any other action advances you to the
“execute orders” segment of your turn,
after which you may no longer play cards
(except interrupts and doorways).
3. Execute orders. This generally means
moving and/or using cards already on the
table, and is also optional. See executing
orders.
4. Perform any actions required or allowed by
game text that says it takes place at “end
of turn.” (Probing is also defined as an
end-of-turn action unless otherwise
specified.)
5. Draw a card from your draw deck to your
hand. This is mandatory and signals the
end of your turn. See card draw. If you are
prevented from drawing a card (for
example, by the game text of Q’s Tent or
the Ops site, or because there are no
cards left in your draw deck), then you
simply announce when you are done with
your turn.
Game text that says it may be used “at any
time” may be used out of the normal turn
order, or during your opponent’s turn, even if
the card type is normally playable only during
your own turn (e.g., an event or doorway).
However, such game text may not interrupt an
unrelated action. See actions – interrupting.
You may choose the order of start-of-turn and
end-of-turn actions. For example, you may
process ore either before or after a Rogue
Borg battle; you may probe either before or
after counting down countdown icons or
moving a Borg Ship dilemma. No other
actions may take place between start-of-turn
or end-of-turn actions, other than valid
responses. However, your normal card draw
(or any action that replaces it), is always the
last action of your turn. (In Warp Speed
format, evening up is the last action,
immediately following your card draw.)
If a card such as 35th Rule of Acquisition
allows you to draw a card at “end of each
turn” when conditions are met (but does not
say it is an extra or additional card draw), it is
the result of an “end-of-turn” action, which
must take place before your normal card draw
which ends your turn. However, if a card
allows an “extra” or “additional” card draw at
the end of your turn (e.g., The Traveler:
Transcendence or Quark’s Bar), it is a
modification to your normal card draw, and
thus is not an “end-of-turn” action.
Your separate Away Teams merging at the end
of your turn and “stopped” cards becoming
“unstopped” at the start of a turn are not
actions. They are changes of status that occur
automatically when a turn ends or starts.
A few other uses of the term “turn” are
clarified below:
• A “full turn” is one complete turn of one
player, from beginning to end, not including
the current turn.
• “Owner’s turn” refers to the owner of the
card being affected, rather than the card
played.
• “Every turn” means every turn of both
players.
• “Each turn” means each turn of the subject
of the game text (skipping the other player).
The subject player 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.
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Version 1.8 –  August 2002
page  52
• 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.
Turrel – See in play.
twice per game – See once per game.
Twin Mistresses of Evil, The – Each of the
personnel on this dual-personnel card may
double the regular skills of only one Tom Paris
or Harry Kim present. See skills – modifying.
Two-Dimensional Creatures – Revised text:
Place on ship. Empaths aboard are disabled.
Ship can’t move until SCIENCE and
ENGINEER aboard, discarding dilemma and
curing empaths.
Type 18 Shuttlepod – This ship may report
with crew to the location of your Defiant-class
ship, in space (not aboard). The requirement
for Navigation skill applies only to personnel,
not to Equipment cards.
Ultimatum – To score points with this
objective, at least one of your ships firing
WEAPONS in the battle that destroys the
ship must be a Dominion ship. See affiliation
and ship origin.
undefined attribute – If a card has an
undefined attribute (e.g., Mortal Q’s
CUNNING of Q, Kivas’ Fajo’s “NO
INTEGRITY,” or Spot’s STRENGTH, which is
not a number but is explained in the skills box),
it is treated as zero for purposes of
comparisons or totalling attributes. Undefined
attributes cannot be modified with other
cards. For example, Kivas Fajo will be killed by
the Firestorm dilemma, but his INTEGRITY is
not enhanced by Kukalaka.
A “disabled ship attribute” (for the dilemma
“Pup”) is treated as an undefined attribute. A
variable attribute is not undefined unless it is
unusable for some reason.
Undetected Beam-In – If your opponent
encounters this dilemma, you may download
up to four Borg drones (to the planet, if any, or
to any ship or facility at the location). If you
download them to a ship or facility controlled
by your opponent, the drones are intruders.
Rogue Borg Mercenaries downloaded
through this dilemma battle for the first time at
the start of the next turn, even if more Rogue
Borg are played normally on the current turn.
They may play only on an occupied ship.
unique and universal – Universal personnel,
ships, sites, missions, and time locations are
those with the four-diamond ❖ universal
symbol at the beginning of the card name.
(Universal facilities will also be marked with
the ❖ symbol in future printings.) Those
without the ❖ universal symbol are unique
(unless they have an Enigma icon ✶). All
other card types are universal unless marked
“Unique” or “Not duplicatable.”
• Each player may have only one copy of a
particular unique (or Enigma) personnel or
ship (or of the same persona) or non-
duplicatible facility in play at any time. Any
number of copies of a universal personnel,
ship, or facility may be in play at the same
time.
• Unique sites are “unique per station.” That is,
each Nor is limited to one of each kind of
Site card. Universal sites may exist in
multiple on each Nor.
• Unique missions (including Q’s Planet) and
time locations are not duplicatable. There
may be only one copy of a time location in
play at a time, for both players. Unique
missions are stacked to create a single
location. Each player may seed more than
one copy of any universal mission.
• Each player may have multiple copies of a
facility, artifact, dilemma, objective, etc. in
play at a time, except for cards marked
“Unique” or “Not duplicatable” in their game
text.
When any card marked “Unique” in its game
text, or any  unique or Enigma personnel or
ship, is in play, another copy or instance of
the same persona may not be played by the
same player, and if another copy belonging to
the same player is encountered (e.g.,
dilemmas), earned (e.g., artifacts), or activated
(e.g., hidden agendas) by any player, that copy
is discarded.
When any card marked “Not duplicatable” in
its game text (or any unique time location) is in
play, another copy may not be seeded or
played by any player, and if another copy is
encountered, earned, or activated by any
player, that copy is discarded. When a player
seeds any unique mission which has already
been seeded on the spaceline, the second
copy is stacked atop the first to create a
single location. See Deep Space 9, seed
phase.
Unity Drone (Two of Seventeen) – This
personnel allows your Borg to share
CUNNING in the hive. Example: You have an
Away Team on a planet consisting of three
Borg, with a total CUNNING of 15:
Bio-Med Drone, [Com], CUNNING 5
Tactical Drone, [Def], CUNNING 5
Talon Drone, [Def], CUNNING 5
You have a Borg ship at a neighboring
spaceline locationwith the following crew
aboard, with a total CUNNING of 17:
Astrogation Drone, [Nav], CUNNING 7
Guard Drone, [Def], CUNNING 5
Unity Drone, [Com], CUNNING 5
If you bring the ship to the planet location (in
the same hive), the CUNNING of the ship’s
crew is added to the total CUNNING of the
Away Team, giving the Away Team a total
CUNNING of 32 when facing a dilemma.
Likewise, the Away Team’s CUNNING is
added to that of the ship’s crew, so the crew
has an effective total CUNNING of 32. This
has no effect on the CUNNING of each
individual Borg.
If the Bio-Med Drone is now killed, so there is
no longer a [Com] Borg on the planet, the
Away Team now has a total CUNNING of only
10, and the ship’s crew has a total CUNNING
of only 17.
universe – See mirror universe.
universal – See unique and universal.
unopposed – Your personnel are unopposed if
your opponent has no personnel present with
them on a planet, ship, facility, or site. Your
ship is unopposed if your opponent has no
ships at the same spaceline or timeline
location. A site is unopposed if your opponent
has no docked ships or personnel at that site.
Cards that are cloaked, phased, disabled, or
in stasis do not oppose. See opposing,
Patrol Neutral Zone.
until any Q-Flash – See Q-icon cards.
U.S.S. Danube – Errata:
Reports for free to Runabout Docking Pads.
U.S.S. Dauntless – This ship may be fully
staffed by Arturis even if it is in Federation
affiliation mode.
U.S.S. Enterprise-B – See attribute
modifiers.
U.S.S. Enterprise-C – This ship can report to
any location, in either quadrant, or to a time
location. It may report to a facility, but cannot
avoid being damaged. If your opponent is
using a Battle Bridge side deck, he applies
default damage (two damage markers) when
you report the ship. If reported with crew via
Space-Time Portal, damage is applied to the
ship before the crew is reported aboard (no
casulaties will occur).
U.S.S. Excelsior – This ship has special
equipment providing one Stellar Cartography
skill. This skill may be used to overcome space
dilemmas or satisfy requirements of space
missions.
U.S.S. Pasteur – This ship has special
equipment providing one MEDICAL skill. This
MEDICAL may be used as one of the seven
personnel types required by the Kurlan
Naiskos. The U.S.S. Pasteur’s nemesis is the
I.K.C. Chang. See nemesis icon.
U.S.S. Yangtzee Kiang – This ship is
compatible with the Bajoran affiliation. It may
be staffed by Bajoran-affiliated personnel
(without a matching Federation personnel),
and reported and docked at a Bajoran facility.
It is still a Federation ship and must abide by
Federation attack restrictions.
use – See equipment.
Valeris – See infiltration icon, skills.
Vantika’s Neural Pathways – A mission
specialist affected by this dilemma remains a
mission specialist, with a skill of Treachery x2.
See Assign Mission Specialists.
variable attribute – Some personnel 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 owner 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.
verification – When a card or rule requires you
to perform some action which you are unable
to complete, your opponent must be allowed
to verify that you are unable to do so. For
example, if you cannot play a card when
required to by a card such as Visit Cochrane
Memorial or Energy Vortex, your opponent may
look at your hand to verify that you are unable
to do so. See showing your cards.
version – A “version” of a personnel refers to
any true version of that specific persona. For
example, Elim Garak, Elim, Mr. Garak, and
Plain, Simple Garak are all versions of the Elim
Garak persona. Thus, Plain, Simple Garak may
be replaced at any time by Elim Garak, Elim or
Mr. Garak. Garak and Security Chief Garak
are not true versions of the Elim Garak
persona, and may not replace Plain, Simple
Garak.
Vic Fontaine – This personnel’s downloading
skill does not supply a destination for the
downloaded card, so it must be played or
reported where it could normally be played or
reported. His skill may be used once per game
per dilemma title (e.g., if he has downloaded a
card when your personnel are "stopped" by
Sarjenka, he cannot download again when
they are "stopped" by another copy of
Sarjenka at another mission). He cannot
download an artifact. See Mission Fatigue.
victory conditions –  See winning the game.
Victory Is Life – See helps.
Vidiian – An affiliation and a species. See
affiliation and species.
Vidiian Boarding Claw – If your Vidiian
Cruiser that allowed you to play this incident
leaves your control (e.g., commandeered or
assimilated) or leaves play, discard the Vidiian
Boarding Claw.
Vidiian Harvester – See immune.
Vidiian Sodality, The – This incident’s game
text, allowing mixing with an additional
affiliation, is active as soon as it is seeded. You
do not have to declare a specific affiliation to
mix with, or change it as a game action.
Vorgon Raiders – See in play, stealing.
Voyager stand-alone formats – When
playing Voyager stand-alone Warp Speed and
full game formats, you may use any cards with
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Version 1.8 –  August 2002
page  53
a Star Trek: Voyager logo (including those
found in First Anthology, the Official
Tournament Sealed Deck, Blaze of Glory,
Mirror, Mirror, Holodeck Adventures, and The
Motion Pictures) as well as any missions with
a Delta Quadrant icon.
VR Headset – This Equipment card aboard
your [Dom] ship does not allow you to
download a Vorta as its matching commander
using Ready Room Door. The Vorta is not the
matching commander until he is present with
the VR Headset.
Vulcan Mindmeld – Revised text:
Plays at any location. Each of your Mindmeld
personnel there may select another of your
personnel present and add that personnel’s
skills to their own until end of turn.
This interrupt adds only regular (not special)
skills. (See skills – modifying.) Your
Mindmeld personnel may meld with any
personnel, including androids and holograms.
The personnel need not remain together after
the meld to use their added skills.
Mindmeld may not be “chained.” If Sarek
melds with Riva, and Spock melds with Sarek,
Spock gains only Sarek’s Diplomacy x3 and
Mindmeld; he does not also gain Riva’s
Diplomacy x2.
Vulcan Nerve Pinch – Revised text:
Plays at start of personnel battle. Your
Vulcans and Soong-Type Androids may each
place one opposing personnel or Rogue Borg
(random selection) in stasis until end of your
next turn.
Wajahut – See once per game, movement.
Wake of the Borg, The – This interrupt does
not destroy landed, cloaked, or phased ships.
See landed ships, cloaking and phasing.
walking – Your personnel aboard a Nor may
move (“walk”) from site to site, individually or
as a group, and they may carry Equipment
cards with them. Move the personnel or group
along the row of sites, one site at a time, until
they reach their destination. (They must
actually “pass by” each site in turn; they do
not relocate from site to another.) They may
walk along more than one site each turn;
however, as soon as they stop at any site, for
any reason, they may not walk again that turn
(although they may perform other actions,
such as boarding a ship docked there).
Example: you have the following sites on your
Nor, in order: Ops, Security Office, Guest
Quarters, Ore Processing Unit, Docking
Pylons. Your personnel may walk from Ops to
Docking Pylons on one turn, moving from one
site to the next in turn, and may board your
ship docked at Docking Pylons. But if they
stop to pick up a hand weapon from the
Security Office, they may not walk any further
this turn. Likewise, if two [Cmd] personnel
walk from Ops to Guest Quarters and stop
while you download a personnel there with
Going To The Top, the [Cmd] personnel may
not walk further this turn.
Entering or exiting from a docked or landed
ship or planet facility is not “walking.”
Walls Have Ears, The – See infiltration icon,
intruder.
Warp Core Breach – This event does not
affect [Borg] ships.
Warp Speed – The following special rules
apply to the constructed and sealed deck
Warp Speed formats. For more details, see
the separate Warp Speed rules sheet.
Deckbuilding: Your deck must follow the
10/20 rule – no more than 10 cards in the
seed deck (plus up to three missions, which
seed for free), and no fewer than 20 cards in
the draw deck. Your 10 seed cards may
include one Personnel, Ship, or equipment
card to be seeded face up aboard your
outpost, or one ship to be seeded face up at
the Caretaker’s Array. You may seed no more
than one outpost of any kind.
Seed Phase: You choose the order for
seeding your missions (they are not shuffled),
ignoring regions of space. If you seed an
outpost, it must be at your left-most mission,
regardless of what that mission is (e.g., you
may ignore the seeding location requirement
on a Nekrit Supply Depot). Players alternate
seeding missions from the starting player’s left
to his right. Duplication of unique missions
between players is allowed (they are not
stacked).
Each player may seed up to four different
cards under each mission. Batch seeding
under missions is mandatory.
Play Phase: Warp Speed adds the following
rules:
• Each player may make up to two normal
card plays each turn.
• All non-Borg affiliations are allowed to mix
and cooperate as if there were a universal
treaty in effect. (A matching personnel is still
required for staffing ships, mission attempts,
etc.) A player using [Borg]-affiliation cards
may not stock any non-Borg-affiliation
personnel, ships, or facilities in their game
deck.
• Non-Borg affiliations have no affiliation
attack restrictions. Normal attack restrictions
apply to the Borg affiliation.
• Ignore quadrant reporting restrictions and
Alternate Universe icons. That is, when
reporting to a facility, you are not restricted
to reporting personnel and ships only in their
native quadrant, and no doorway is required
for playing [AU] cards. You must still meet
any stated native quadrant requirements to
use a card such as Home Away From Home
or Delta Quadrant Spatial Scission.
• [Holo] icons on personnel cards are ignored
for all purposes in Warp Speed.
Holographic personnel move normally and
die rather than deactivating; any other card
referring to a [Holo] icon does not affect
(and is not affected by) a [Holo] personnel.
For example, in Warp Speed it is not
possible to score the extra points for a
[Holo] personnel on Answer Distress Signal.
• A player may not attempt their opponent’s
mission, or target it with a Borg objective.
• If either player has Red Alert! in play, it
applies to both players.
• At the end of each of your turns, you must
draw one card (plus any extra draws allowed
or required by a card such as The Traveler:
Transcendence or Ancestral Vision). Then, if
you do not hold exactly seven cards in your
hand, you must “even up” by drawing or
discarding cards to bring your hand back to
seven (if possible). Card draws required to
“even up” your hand may not be converted
to downloads. If you use game text that says
“draw no cards this turn,” you may not draw
cards to “even up” your hand.
• If necessary, each player will “regenerate”
their draw deck once per game. The first
time you need to draw a card and cannot,
take all the cards from your discard pile that
report for duty (personnel, ships, and
equipment) and reshuffle them to replenish
your draw deck. (Leave the non-reporting
cards in your discard pile.)
Winning: Games have a 30-minute time limit.
The first player to solve one of their planet
missions and one of their space missions (or,
if playing Borg, to complete an objective
targeting one of their space missions and an
objective targeting one of their planet
missions) scores a full win.
If no player achieves a full win (either because
time runs out or because both players exhaust
their draw decks again after regenerating),
then a modified win is awarded to the player
who solved the most missions. If the players
have solved the same number of missions,
then a modified win goes to the player with
the most points. (If players are tied for both
missions and points, this is a true tie.)
Differential is calculated normally (as stated in
the Tournament Guide). If you achieve a Full
Win with a lower score than your opponent,
your differential is +1 and your opponent’s is
–1.
Warped Space – The owner of this mission
uses the span of 5, and the opponent uses
the span of 1. Any card that moves like a ship
with RANGE, such as Calamarain or The
Sheliak, uses the span on the end toward the
moving card’s owner.
Wartime Conditions – This event may be
played on any turn after the initial attack (not
necessarily immediately after the attack). It
applies to both players while in play.
We Look For Things – When you discard this
incident to “acquire” a card enhancing the
attributes of an opposing ship, you must
immediately place the card in play. An
Equipment card is relocated to your Pakled
ship; an Event card is played on your side of
the table or on one of your suitable ships at
the location, as appropriate.
Weak Spot – See attribute enhancements.
WEAPONS – You cannot use your ship’s or
facility’s WEAPONS for any purpose unless it
is uncloaked, unphased, and undocked, its
WEAPONS are greater than zero, and you
have a matching personnel aboard. (If the
facility is a Nor, the matching personnel must
be in Ops.) “Using WEAPONS” includes
satisfying the requirements of any card
requiring WEAPONS, such as Outgunned or
Refuse Immigration.
To fire its WEAPONS in battle, the ship or
facility must not be “stopped.” (A card
targeted by an attack is automatically
“unstopped” and thus may return fire.) Unless
returning fire or counter-attacking, the ship or
facility must also have a leader (Borg must
have a [Def] Borg instead) in its crew, and
must not have any affiliation attack restrictions
that prevent it from firing at the target. (If the
firing card is a Nor, the personnel required
above must be in Ops.)
If the requirements to solve a mission include
ship’s WEAPONS above a certain level (e.g.,
Ambush Ship), and it does not say “total
WEAPONS,” then the single attempting ship
must provide the WEAPONS requirement. If
the requirements to attempt or solve a mission
include “total WEAPONS” above a certain
level (e.g., Intercept Maquis), that total may be
provided by any of your compatible ships at
that location.
Whale Probe, The – This dilemma places
cards in stasis when it is first placed on the
mission; when it moves to a new location at
the end of every turn; and when any ship or
personnel moves to or appears at its location.
See far end of spaceline, Borg Ship (for
definition of “appears at”).
Where No One Has Gone Before – Only one
copy of this event is needed to affect both
spacelines. However, it does not allow
movement between quadrants.
White Deprivation – Personnel who have a
[KW] icon  suffer “white deprivation” when
this incident is in play, unless they have
Ketracel-White Equipment cards present to
prevent it.
Your white-deprived personnel will attack even
captives (belonging to either player) if present.
You may not prevent them from fighting by
using cards such as Emergency Transporter
Armbands, Prepare Assault Teams, I’m a
Doctor Not a Doorstop, Smoke Bomb, etc.
When your own personnel are attacking each
other, even though they are separate assault
teams they are still a single crew or Away
Team. Thus, cards that affect the battle (such
as hand weapons) apply to both teams. Echo
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  54
Papa 607 Killer Drones do not participate in
battles caused by white deprivation.
One Ketracel-White card in a crew or Away
Team prevents white deprivation for any
number of [KW] personnel.
A disabled Jem’Hadar (including a captive)
cannot initiate battle, but if white-deprived is
still subject to death by random selection.
winning battle – See battle – personnel,
battle – ship.
winning the game – Players take turns until
one player scores 100 points (the normal
victory conditions) and is declared the winner,
or until both players’ draw decks run out (at
which point the player with the most points is
declared the winner).
Some cards, such as Q’s Planet and The Big
Picture, may alter the victory conditions of the
game for one or both players. The first player
to achieve or exceed his victory conditions is
the winner. If both players achieve their victory
conditions simultaneously, the player with the
most points is the winner.
Some cards or actions may cause you to lose
the game.
Wormhole – This interrupt plays “just as [a
ship] begins to move,” that is, after any
optional responses to the initiation of
movement and just after the results step of the
movement action begins. The movement
action may be any normal ship movement,
including time travel, e.g., with the first
function of Temporal Vortex. Thus, a response
to the initiation of movement (e.g., Establish
Tractor Lock to prevent movement) cannot
play after the ship has moved through
Wormholes. Also, a ship wormholed to the
location of a hazard such as a Borg Ship
dilemma or Paxan “Wormhole” need not stop
at that location and can continue to move
away from the hazard (RANGE permitting).
Wormholes allow movement between
quadrants or time travel between the
spaceline and a time location (or between two
time locations); the movement uses no
RANGE. Thus, you may move your ship with
Wormholes even if it has no RANGE
remaining (but not if affected by a card that
says the ship may not move) or if there is no
adjacent location to move to. The ship must
be fully staffed.
The same player must play both Wormholes
(i.e., your opponent may not “complete” your
Wormhole with his own to redirect your ship).
If your second Wormhole is nullified, the first is
also nullified unless you immediately play
another Wormhole.
A ship always emerges from a Wormhole in
space, not landed or in any other place such
as a shuttlebay. This interrupt may not be
played on a docked ship (as it undocks).
A Wormhole interrupt may also be used with
the built-in Wormhole on a planetary Mission
II card.
See Space-Time Portal, Operate Wormhole
Relays.
wormholes – movement through – Moving
through a pair of Bajoran Wormhole
doorways, or a pair of Wormhole interrupts
kept open by Operate Wormhole Relays, can
be part of a single movement action to the
mouth of the wormhole and through it
(continuing along the spaceline upon exit if
Wormhole Navigation Schematic is played at
Bajoran Wormhole).
worth points – A card that is “worth points”
while some condition is met does not score
those points each turn; it scores positive
points when the condition is first met and
scores negative points if there is a change in
that status. For example, you score 20 points
once with Dr. Tolian Soran, when he is placed
under The Nexus. If he leaves The Nexus, you
score -20 points because he is no longer
worth points.
Writ of Accountability – Activating this
incident to place it on a [Fer] FCA personnel
already in play is a valid response to any of the
actions that cause your opponent to lose the
game. Activating it to download an FCA
personnel is not a valid response to those
actions and thus may be done only after your
opponent’s action is complete, and only if your
opponent did not already win the game by
completing his action.
For purposes of this incident, you have not
used your own dilemma to score points if your
opponent’s action directly caused you to
score points from that dilemma. For example, if
your opponent “posts bail” for a captive taken
by your Mandarin Bailiff, or his personnel dies
with your Vendetta in play on it, you did not
use that dilemma to score points.
If you score points by wagering a dilemma
with Dabo, you have used that dilemma to
score points. See Horga’hn, winning the
game, stasis.
you – See your.
You Dirty Rat – The shape-shifter morphed by
this interrupt may not be targeted by anything
(not just in battle).
your – “Your” personnel, ship, or facility is one
that you control, even temporarily. For
example, you may play Auto-Destruct
Sequence on your opponent’s ship that you
control using Alien Parasites. You may not play
Sisko 197 Subroutine on the Ops of an
Empok Nor that you seeded but have not yet
commandeered.
On other cards (events, interrupts, dilemmas,
etc.), “you” or “your” in game text refers to the
player who played a card or who encountered
a dilemma or Q-icon card. For example, if your
opponent encounters your dilemma that refers
to “three of your full turns,” it means your
opponent’s turns; but if you play Beyond the
Subatomic, “Discard from top of your draw
deck” refers to you.
See owner.
Your Galaxy Is Impure – This dilemma may be
nullified by Borg Nanoprobes if present when
encountered, or later, after it has been placed
on the mission.
Yuta – The personnel discarded by this
dilemma dies. The death is a “random
selection.” If no personnel matches the
number chosen, the dilemma is discarded.
Zaldan – Revised text:
Unless 2 Treachery OR a disruptor OR
Wesley Crusher OR Exobiology present, kills
two Away Team members who have
Diplomacy (random selection).
zero – Zero is an even number.
Zon – Revised text:
May nullify Nausicaans dilemma where
present.
CONTACTING DECIPHER
I f you have any questions, please feel free to
contact Decipher.
Tel: (757) 623 3600
Fax: (757) 623 3630
Mail: P.O. Box 56, Norfolk, VA 23501
Web site: www.decipher.com
Internet sales: shop.decipher.com
Email:
Gameplay questions –
MajorRakal@decipher.com
Other information –
sean.smallman@decipher.com
Tournament info –
tournaments@decipher.com
TM, ® & © 2002 Paramount Pictures. All Rights
Reserved. STAR TREK is a registered trademark of and
all characters and related marks are trademarks of
Paramount Pictures. Decipher Inc. Authorized User.
TM, ® & © 2002 Decipher Inc., P. O. Box 56, Norfolk,
Virginia U.S.A. 23501-0056. All Rights Reserved.
Customizable Card Game, Expand Your Power in the
Universe, and The Art of Great Games are trademarks of
Decipher Inc.
The information in this document is copyrighted by
Decipher Inc. 2002; however, it may be freely
disseminated online or by traditional publishing means
as long as it is not altered and all copyright notices are
attached.
Star Trek™ Customizable Card Game™ GLOSSARY
Version 1.8 –  August 2002
page  55
APPENDIX A:
CARDS WITH REVISED TEXT
A ll cards with errata or revised text are listed
here, except those with minor typographical
corrections or changes made for wording
consistency. See the individual entries for the
actual revisions.
Adapt: Negate Obstruction
Alien Abduction
Amanda Rogers
Amanda’s Parents
Anti-Time Anomaly
Assign Mission Specialists
Assimilate Planet
Assimilate Starship
Bajoran Resistance Cell
Birth of “Junior”
Borg Cube, Locutus’ Borg Cube,
Queen’s Borg Cube
Borg Outpost
Captain’s Log
Cargo Rendezvous
Chinese Finger Puzzle
Clan People
Covert Installation
Cryosatellite
Diplomatic Conference
Disruptor Overload
Distortion Field
Distortion of Space/Time Continuum
Docking Pads
Edo Probe
Emergency Transporter Armbands
Ensign Tuvok
Espionage Mission
Establish Gateway
Fair Play
Firestorm
Frame of Mind
Full Planet Scan
Garak
Holo-projectors
I.K.C. Bortas
Iconia Investigation
Investigate “Shattered Space”
Kevin Uxbridge
Khitomer Research
Latinum Payoff
Major Rakal
Martok
Menthar Booby Trap
Neutral Outpost
Outpost (8 outposts listed with similar errata)
Patrol Neutral Zone
Phased Matter
Phaser Burns
Q Q’s Fantasy Women
Quantum Drone (Six of Eleven)
Radioactive Garbage Scow
Red Alert!
REM Fatigue Hallucinations
Remodulation
Reported Activity
Reunion
Scan
Sense the Borg
Tarellian Plague Ship
Tasha Yar – Alternate
Thine Own Self
Thought Fire
T’Pan
Transwarp Network Gateway
Tsiolkovsky Infection
Two-Dimensional Creatures
U.S.S. Danube
Vulcan Mindmeld
Vulcan Nerve Pinch
Zaldan
Zon
APPENDIX B:
ICON LEGEND
[AU]
Alternate Universe
[Bar]
Barash
[BO]
Borg use only
[CF]
Classic Films
[Cmd]
Command
[Com]
Communication subcommand (blue)
[Def]
Defense subcommand (red)
[DQ]
Delta Quadrant
[EE]
U.S.S. Enterprise-E
[GQ]
Gamma Quadrant
[Holo]
Holographic re-creation
[HA]
Hidden Agenda
[KW]
Ketracel-White
[KCA]
Klingon/Cardassian Alliance
[Maq]
Maquis
[MQ]
Mirror Quadrant
[Nav]
Navigation subcommand (green)
[Nem]
Nemesis
[OCD]
Optical Compact Disk
[Orb]
Orb
[OS]
Original Series
[P]
Planet
[Q]
Q-Icon card
[Ref]
Referee
[Rule]
Ferengi Rule of Acquisition
[Skill]
Skill dot
[S]
Space
[S/P]
Space/Planet
[SD]
Special download
[Stf]
Staff
[TE]
Terran Empire
[Tri]
Tribble
[Tro]
Trouble
[univ]
Universal
[3]
Countdown box
[35 Pts] Point box
Affiliation Icons
[Baj]
Bajoran
[Borg]
Borg
[Car]
Cardassian
[Dom]
Dominion
[Fed]
Federation
[Fer]
Ferengi
[Hir]
Hirogen
[Kaz]
Kazon
[Klg]
Klingon
[NA]
Non-Aligned
[Neu]
Neutral
[Rom]
Romulan
[Vid]
Vidiian
Infiltration Icons
<Baj>
Bajoran
<Dom> Dominion
<Fed>
Federation
<Klg>
Klingon
<Rom> Romulan

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