FANDOM


INTRODUC TION
Welc om e to a univers e w ith endles s  pos s ibilities . T he S tar T rek™
C us tom izable C ard G am e™  univers e c ontains  over 1600 c om m on,
unc om m on, rare, ultra-rare, and prem ium  c ards , repres enting m is s ions ,
pers onnel, s hips , and m ore from  the S tar T rek univers e. A  gam e
requires  tw o players , eac h w ith a dec k c us tom ized from  the c ards  in his
or her c ollec tion. Y our pers onnel w ill report for duty, fly s hips  to m is s ion
loc ations , and overc om e obs tac les  c alled “dilem m as ” before they c an
c om plete their m is s ion and s c ore points . T hey m ay engage in s hip-to-
s hip battles  or pers onal c om bat. C ards  repres enting equipm ent, rare
artifac ts , and events  from  the S tar T rek univers e w ill aid or ham per
their progres s .
T his  rulebook is  des igned to teac h you the bas ic  proc edures  for
playing the S tar T rek C us tom izable C ard G am e. T he c om panion G los s ary
V ers ion 1.7 is  c om prehens ive, and c ontains  all S tar T rek C us tom izable
C ard G am e rules  and rulings  as  of A ugus t 2000. (It’s  not nec es s ary to
read the G los s ary c over to c over, s inc e it’s  des igned to be learn-as -you-
go.) W e rec om m end that you dis c ard all rules  doc um ents  (booklets ,
s upplem ents , F A Q s , C urrent R ulings , etc .) dated prior to A ugus t 2000.
K eep thes e few  things  in m ind as  you begin:
• A llow  a few  hours  to read the rules  and play your firs t few  gam es .
W hat s eem s  c om plic ated in the beginning bec om es  quite natural in
s ubs equent gam es . It takes  a little prac tic e and patienc e to m as ter
the infinite pos s ibilities  of this  gam e.
• A  term  or phras e appearing in bold typeindic ates  that there is
m ore inform ation on the topic  in the c om panion G los s ary. T he
G los s ary explains  topic s  in detail and addres s es  s pec ial term s  w hic h
m ay not be s elf-explanatory (e.g., downloading), as  w ell as
inc luding revis ed gam e text and ans w ers  to F requently A s ked
Q ues tions  (F A Q s ) on s pec ific  c ards . T he G los s ary is  available from
the s ourc es  lis ted at the end of this  rulebook under “C ontac ting
D ec ipher.”
• A  c ard’s  s pec ific  gam e text m ay alw ays  override a general rule, and
s pec ific  rules  override m ore general rules .
THE  AF F IL IA TIONS
T here are nine full affiliations  in the S tar T rek™  C us tom izable C ard
G am e™ : F ederation, B ajoran, C ardas s ian, R om ulan, K lingon,
D om inion, F erengi, N on-A ligned, and B org, plus  a few  N eutral c ards
(als o c ons idered an affiliation). E ac h affiliation has  a dis tinc t border
c olor and a unique ic on in the upper left c orner of eac h c ard.
A  few  c ards , s uc h as  T allera, the K laes tron O utpos t, and the C ha’J oh,
are m ulti-affiliation ; they have tw o or m ore different affiliations  for
you to c hoos e from .
W hen c us tom izing a dec k, you m ay c hoos e to play w ith one affiliation
or form  allianc es  of tw o or m ore. N orm ally, c ards  from  different
affiliations  c annot w ork together (are not c om patible), w ith one
exc eption: N on-A ligned and N eutral c ards  are c om patible w ith any
affiliation exc ept B org. F or exam ple, your F ederation pers onnel c annot
board your B ajoran s hip. H ow ever, s pec ial c ards  s uc h as  treatiesm ay
allow  tw o or m ore affiliations  to w ork together.
T he B org differ from  the other affiliations  in a num ber of im portant
w ays  – for exam ple, the B org never m ix or c ooperate w ith c ards  of
other affiliations , and do not attem pt m is s ions . B efore playing the B org
affiliation, you s hould learn to play w ith one of the traditional
affiliations  firs t, and fam iliarize yours elf w ith the differenc es  by reading
the G los s ary entry on B org(and related entries ). (A  B org rulebook is
als o available from  the D ec ipher w ebs ite.)
C US TOMIZING  A DE C K
Y ou c us tom ize a gam e dec k from  all the c ards  in your c ollec tion.
T here are tw o parts  to every c us tom ized gam e dec k: the s eed dec k
and the draw  dec k. In addition, you m ay have one or m ore optional
s ide dec ks .
A  c ard bearing the “B org U s e O nly” ic on in its  title bar c an be s toc ked
in your dec k and us ed only w hen playing the B org affiliation. A ls o,
players  us ing [B org] affiliation c ards  m ay not inc lude any non-B org
pers onnel, s hips , or fac ilities  in their s eed dec k, draw  dec k, or any s ide
dec ks .
S E E D  D E C K
Y our s eed dec k m ay inc lude s everal types  of s eed c ards .
• It m ay inc lude up to 30 of the follow ing: D ilem m a and A rtifac t
c ards , plus  any other c ards  w hic h are allow ed or required by gam e text
to be s eeded, s uc h as  c ertain F ac ility, D oorw ay, O bjec tive, Inc ident, and
E vent c ards . (If you s eed any c ard that is  not a s eed c ard, it is  a m is-
seed.)
• It m ay inc lude up to s ix S ite c ards , w hic h s eed "for free" (i.e., in
addition to the 30 c ards  in the firs t c ategory).
• It m us tinc lude exac tly s ix M is s ion c ards , w hic h als o s eed "for free."
E ac h of your s ix m is s ions  m us t be different, exc ept for thos e that are
univers al (their c ard title begins  w ith the univers al Os ym bol).
D R A W  D E C K
Y our draw  dec k m ay be of any s ize, as  long as  it c ontains  at leas t 30
c ards . Y ou m ay put any c ard in your draw  dec k (exc ept T ac tic , T ribble,
T rouble, and Q-ic on c ards), although you s hould avoid c ards  that
m us t be s eededrather than played– s uc h as  dilem m as  – bec aus e
norm ally there is  no w ay to us e them  in your draw  dec k. Y ou m ay
inc lude as  m any c opies  of eac h c ard as  you like; in fac t, m os t dec ks
inc lude extra c opies  of im portant c ards  to inc reas e the likelihood that
they w ill c om e into play early in the gam e.
S ID E  D E C K S
S ide dec ks  are optional c us tom ized dec ks  of c ards  s eparate from , and
in addition to, your norm al gam e dec k. E ac h s ide dec k is  s huffled and
plac ed fac e dow n on the table, then ac tivated during the doorw ay s eed
phas e by a D oorw ay c ard plac ed fac e up on the s ide dec k. (T his  c ard
c ounts  tow ard your 30-s eed c ard m axim um ; the c ards  in the s ide dec k
are not s eed c ards .)
T he four types  of s ide dec ks  are the Q-C ontinuum ,Q’s T ent,
B attle B ridge, and T ribble side dec ks . Y ou m ay us e any or all of
thes e s ide dec ks  in the s am e gam e if you like, but you m ay have only
one s ide dec k of eac h type in play.
HOW TO PL A Y
T he goal of the gam e is  to s c ore 100 points  – prim arily by
ac c om plis hing m is s ions  (or by c om pleting objec tives , if playing B org).
T he gam e begins  by c hoos ing a s tarting player us ing any m utually
agreeable m ethod.
E ac h gam e c ons is ts  of four s eed phas esfollow ed by the play phas e .
T he s tarting player w ill go firs t in eac h s eed phas e and w ill take the firs t
turn in the play phas e.
S tar T rek™ C ustom izable C ard G am e™ Rulebook
Version 1.7 – August 2000
page  1
page  2
THE  S E E D PHAS E S
T he s eed phas es  “s et the s tage” for your adventure, and offer a great
deal of s trategic  opportunity. T here are four s eed phas es  that m us t
oc c ur in s equenc e: the doorw ay phas e, m is s ion phas e, dilem m a phas e,
and fac ility phas e (form erly c alled the “outpos t phas e”).
D uring eac h phas e, players  take turns  s eeding c ards  on the table.
E ac h tim e it is  your turn, you m ay either s eed a c ard or s ay “pas s .” A s
s oon as  both players  pas s  c ons ec utively , that phas e ends  (even if you
w anted to s eed m ore c ards  in that phas e).
B efore the s eed phas es  begin, s huffle any s ide dec ks  you have.
1. D O O R W A Y  P H A S E
B eginning w ith the s tarting player, you and your opponent take turns
plac ing s eedable doorw ays  (s uc h as  the A lternate U nivers e D oor), and
any other c ards  that m ay or m us t s eed during this  phas e (s uc h as  O pen
D iplom atic  R elations ), on the table or on top of s ide dec ks  as  s pec ified
by the c ard’s  gam e text.
If you w is h to s eed any c ards  c ontaining an Alternate Universe
[AU] ic on, you m us t s eed a doorw ay during this  phas e, s uc h as  the
A lternate U nivers e D oor or S pac e-T im e P ortal, w hic h allow s  s uc h c ards
to s eed. (C ards  w hic h are “native” to a tim e loc ationare an
exc eption.)
2. M IS S IO N  P H A S E
In this  phas e, you and your opponent c reate one or tw o lines  of
M is s ion c ards , c alled s pac elines . E ac h s pac eline repres ents  a different
quadrantof the galaxy. T he s pac elines  func tion like a gam eboard
w here your other c ards  w ill m ove and interac t.
S huffle your s ix m is s ions  and plac e them  fac e dow n in a tem porary
pile; your opponent does  likew is e. If you are the s tarting player, draw
the top m is s ion from  your pile and plac e it fac e up on the table. T ake
turns  w ith your opponent plac ing eac h s uc c es s ive m is s ion fac e up on
either end of the s pac eline appropriate for that m is s ion (A lpha
Q uadrant or G am m a Q uadrant). Y ou m ay not pas s  until you have no
m is s ions  left to s eed.
A lpha Q uadrant and G am m a Q uadrant m is s ions  m ay be dis tinguis hed
from  eac h other by the des ign of
their point boxes . G am m a
Q uadrant m is s ion point boxes
inc lude a Γs ym bol; A lpha
Q uadrant m is s ion points  boxes
have no s ym bol. (M is s ions  w ith no
point box m ay be plac ed in either
quadrant, even if there are no
other m is s ions  in the quadrant
yet. N o m is s ions  m ay be plac ed in
the D elta Q uadrant yet.)
B ec aus e both players  have c ards  on the playing s urfac e, you s hould
alw ays  orient your c ards  tow ard yours elf. T his  m akes  it eas y to identify
your ow n c ards  and to retrieve them  after the gam e. (W hen turning
over a c ard, be s ure to flip it w idthw is ein order to retain its
orientation.)
S om e m is s ions  are identified in their lore as  belonging to a partic ular
region of spac e. W henever you add a regional m is s ion to a s pac eline,
you m us t plac e (or ins ert) it next to another m is s ion in the s am e region,
if pos s ible. T he defined regions  are lis ted in the G los s ary.
A  m is s ion that s ays  it m ay be ins erted in the s pac eline m ay be plac ed
anyw here w ithin or on the end of the s pac eline.
M is s ions  w ithout the univers al Os ym bol in their title are not
duplic atable. W hen you attem pt to s eed a non-univers al m is s ion that is
already repres ented on the s pac eline, plac e your c opy on top of the one
already s eeded (leaving half of your opponent’s  c opy expos ed). T he
m is s ion is  treated by both players  as  “their” m is s ion for all purpos es ;
eac h player ignores  the “opponent’s  end” of the c ards . (T he c om pleted
s pac eline w ill have one few er m is s ion.) T he m is s ion m ay only be
c om pleted onc e. S ee unique and universal.
W hen the m is s ion phas e is  over, the one or tw o s pac elines  c reated w ill
look s om ething like this :
3. D IL E M M A  P H A S E
N ext, you and your opponent hide dilem m as  and artifac ts  fac e dow n
under m is s ions . T ypic ally you w ill plac e dilem m as  under your
opponent’s  m is s ions  and artifac ts  under your ow n m is s ions , but this  is
not the only s trategy to follow .
If you are the s tarting player, ins ert one c ard of your c hoic e fac e
dow n beneath any m is s ion, then take turns  until you and your
opponent c ons ec utively pas s . W henever you s eed a c ard beneath a
m is s ion, that c ard alw ays  goes  on the bottom  of any other c ards
already s tac ked there. (T hus , w hen you attem pt a m is s ion during the
play phas e, you w ill s lide out the bottom  c ard – the las t one s eeded –
and enc ounter it firs t.) T he rules  for s eeding c ards  during this  phas e are
as  follow s :
• P lanet dilem m as  and artifac ts  s eed under any m is s ion w ith a planet
ic on.
• S pac e dilem m as  s eed under any m is s ion w ith a s pac e ic on.
• S pac e/planet dilem m as  s eed under any m is s ion.
• Y ou m ay not s eed m ore than one c opy of any c ard under the s am e
m is s ion.
• Y ou m ay s eed as  m any different dilem m as  as  you like under eac h
m is s ion, but only oneartifac t (unles s  a c ard s tates  otherw is e, s uc h
as  C ryos atellite or O rb N egotiations ). If you illegally s eed tw o or
m ore artifac ts  at the s am e loc ation, allof your artifac ts  there are
c ons idered m is -s eeded.
• S om e gam e text allow s  you to s eed P ers onnel or E quipm ent c ards
beneath m is s ions . S uc h c ards  are s eeded fac e-dow n, like artifac ts ,
and are earned w hen you s olve the m is s ion (exc ept Mirasta
Y ale).
• Y ou m ay s eed Q-ic ondilem m as  under m is s ions  onlyw hen you
have previous ly s eeded the O bjec tive c ard B ew are of Q , or if the
c ard’s  text s ays  it m ay be s eeded (s uc h as  H ide and S eek).
A ny c ards  s eeded under m is s ions  other than des c ribed above are m is-
seedsand are plac ed out-of-playupon dis c overy. (In addition to
ac c idental m is -s eeds , a player m ight deliberately m is -s eed planet
dilem m as  under a s pac e m is s ion, or non-s eed c ards , s uc h as  E quipm ent
c ards , under a m is s ion as  a bluff.) If you reveal your ow n m is -s eeded
c ard in a m is s ion or s c outing attem pt, you m ay not c om plete and s c ore
that m is s ion or any objec tive targeting it.
4. F A C IL IT Y  P H A S E
A fter the dilem m a phas e is  c om pleted, you and your opponent take
turns  es tablis hing s eedable outpos ts , headquarters , and s tations  (and
any related s ites ) in their native quadrant. F ac ilities  w ith a ΓG am m a
S tar T rek™C us tom izable C ard G am e™R ulebook
A lpha Q uadrant and G am m a Q uadrant
m is s ions  m ay be dis tinguis hed from  eac h
other by the des ign of their point boxes .
A lpha Q uadrant     G am m a Q uadrant
(M is s ions  w ith no point box m ay be
plac ed in either quadrant.)
30
30
A lp h a  Q u a d ra n t
G a m m a  Q u a d ra n t
B a d la n d s  R e g io n
S lid e  D ilem m a a n d  A rtifac t c a rd s
fa c e  d o w nu n d e r M is s ion c a rd s .
« page  3
or ∆D elta ic on are native to thos e quadrants ; fac ilities  w ithout either
ic on are native to the A lpha Q uadrant. P lac e eac h of your F ac ility c ards
fac e up in front of a m is s ion on your s ide of the s pac eline.
Y ou m ay not s eed or build a fac ility at any loc ation w here you already
have a fac ility (unles s  one allow s  the other to “c o-exis t” there). B oth
players  m ay eac h s eed a fac ility at the s am e loc ation.
O utpos ts– M os t outpos ts  s tate “S eed one” in gam e text, allow ing
eac h player to s eed only one c opy of that O utpos t c ard. (Y ou m ay build
m ore during the gam e if the text allow s  it.) A n outpos t m ay be s eeded
(or built) at either a planet or a s pac e m is s ion, s eeded by either player,
but only if that m is s ion inc ludes  the appropriate affiliation ic on (e.g., a
C ardas s ian outpos t m ay not be plac ed at a B ajoran-only m is s ion).
O utpos ts  m ay never be es tablis hed at any affiliation’s  hom eworld.
Y ou m ay not us e your opponent’s  outpos ts  unles s  a c ard s pec ific ally
allow s  it. (S pec ial interim  rules  apply to the B org Outpost.)
H eadquarters– A  headquarters  m ay be s eeded or built only on the
s pec ified hom ew orld. E ac h headquarters ’ gam e text s pec ifies  that it is
not duplic atable; how ever, it als o allow s  both players  (if playing w ith
c om patible c ards ) to m ake us e of the headquarters .
S tations– S tations  m ay be es tablis hed only at loc ations  s pec ified by
the c ard. T he gam e text of m os t s tations  allow s  them  to be us ed by both
players .
S ites– Y ou m ay s eed up to s ix s ites  during the fac ility phas e. E ac h s ite
m ay be added to any appropriate s tation, as  indic ated on the low er left
of the S ite c ard, no m atter w hic h player s eeded that s tation. (T he s ix
s ites  s eed for free. Y ou m ay not s eed additional s ites  as  part of your 30
s eed c ards .)
A ll s ites  added to eac h s tation are arranged s ide-by-s ide in a s traight
line next to that s tation. E ac h s ite indic ates  w hic h level of the s tation it
belongs  to (O ps  M odule, P rom enade, H abitat R ing, or D oc king R ing),
and the s ites  m us t be kept together on the table in this  order (from  left
to right). W hen plac ing a s ite on the table, you m ay ins ert it betw een
other s ites , as  long as  you obey this  grouping s ys tem .
B y default, s ites  are “unique per s tation.” T hat is , eac h s tation is
lim ited to one of eac h kind of s ite c ard. H ow ever, s om e s ites  are O
universaland thus  m ay exis t in m ultiple on eac h s tation.
W hile you are not required to s eed or play any s pec ific  s ites  on a N or,
all reporting, doc king, repair, and other func tions  are enabled by s ite
text (not the N or its elf). A ls o, reporting to any s ite is  allow ed onlyif
that N or als o has  at leas t one doc king s ite.
O T H E R  S E E D IN G  R U L E S
• S om e c ards  have text that s pec ifies  that they s eed during a
different phas e than us ual for the c ard type. F or exam ple, the
T rans w arp N etw ork G atew ay (a doorw ay) s eeds  during the fac ility
phas e; D eep S pac e 9 (a fac ility) s eeds  during the dilem m a phas e.
(A ll s ites  s eed in the fac ility phas e regardles s  of w hen the fac ility is
s eeded.)
• A  few  E vent, O bjec tive, and Inc ident c ards  have gam e text w hic h
allow s  them  to s eed. U nles s  they s pec ify a partic ular phas e, you
m ay s eed s uc h c ards  during any s eed phas e.
• C ards  s eeded under a m is s ion and c ards  w ith a hidden agenda
ic on alw ays  s eed fac e dow n (a hidden agenda m ay not be ac tivated
during the s eed phas e). A ll other c ards  s eed fac e up.
• W hen a c ard s eeded fac e-up allow s  an im m ediate dow nload during
the s eed phas e, the dow nloaded c ards  c om e from  your draw  dec k
or Q ’s  T ent (they are not s eed c ards ).
• R egardles s  of w hic h phas e it is  or w hic h type of c ard is  being
s eeded, you and your opponent alw ays  take turns  s eeding or
pas s ing. F or exam ple, during the m is s ion phas e your opponent
m ight s eed a m is s ion, then you m ight s eed an objec tive, then your
opponent m ight s eed his  next m is s ion. Y ou m ay nots eed m ultiple
c ards  at onc e (e.g., a group of dilem m as , m ultiple s ites  at a N or, or
a C ryos atellite and its  c ontents ).
• A fter all the s eed phas es  are over, s how  any unus ed s eed c ards  to
your opponent and then plac e them  out-of-play.
THE  PL A Y PHAS E
S huffle your draw  dec k and plac e it fac e dow n on the table. D raw
s even c ards  to form  your s tarting hand. (T here is  no lim it to the
num ber of c ards  you m ay hold in your hand during the gam e.)
T he s tarting player takes  the firs t turn, then players  alternate turns.
O n eac h turn you w ill do up to three things , in the follow ing order:
1. P lay a c ard from  your hand to the table. T his  is  optional.
2. E xec ute orders . T his  m eans  m oving and/or us ing c ards  already on
the table. T his  is  als o optional.
3. D raw  a c ard from  your draw  dec k to your hand. T his  is  m andatory
if your draw  dec k is  not em pty and s ignals  the end of your turn.
1. PL A Y A C ARD
A t the s tart of your turn, firs t c arry out any gam e text that s ays  it
takes  plac e at “s tart of turn.” T hen, you m ay play one c ard from  your
hand. T his  is  referred to as  your “norm al c ard play.” (Interrupt and
D oorw ay c ards  do not c ount as  your norm al c ard play and are not
lim ited to the c ard play s tep of your turn; they are dis c us s ed below .)
T here are a few  w ays  to play additional c ards  during your turn. F or
exam ple, s om e gam e text allow s  a c ard to play or report “for free”;
s uc h a c ard m us t s till play in this  s egm ent of your turn, but does  not us e
up your norm al c ard play. T he event R ed A lert! allow s  you report
m ultiple P ers onnel, S hip, and E quipm ent c ards  in plac e of your norm al
c ard play. A nother w ay to play additional c ards  is  w ith a c ard that
allow s  downloading.
C ards  are alw ays  played fac e up, unles s  they have a hidden agenda
ic on. E xc ept w hen playing a hidden agenda c ard, announc e the nam e of
the c ard w hen you put it into play. Y our opponent m ay exam ine any
c ard that you play fac e up at the tim e of play , but not later unles s
allow ed by a rule or c ard. (S ee showing your c ards.)
S om e c ards  m ay be nullified(c anc eled) by another c ard. S om e
E vent, O bjec tive, and other c ards  have a c ountdown ic on . W hen you
play one of thes e c ards , it nullifies  its elf after the s pec ified num ber of
your turns  (not c ounting your opponent’s  turns ).
Y ou m ay norm ally play c ards  w ith an Alternate Universe [AU]
ic ononlyif you have an open D oorw ay c ard w hic h allow s  s uc h c ards  to
play, s uc h as  the A lternate U nivers e D oor or S pac e-T im e P ortal.
C ard plays  are of tw o types : “reporting for duty” and other c ard
plays .
R E P O R T IN G  C A R D S  F O R  D U T Y
P ers onnel, S hip, and E quipm ent c ards  m us t norm ally report for duty
to a c om patibleoutpos t, headquarters , s ite, or other plac e that allow s
reporting (i.e., pers onnel m ay not norm ally be reported direc tly aboard
a s hip or to a planet). O utpos ts  and headquarters  allow  all c om patible
c ards  to report there (headquarters  als o allow  c ertain c ards  to report for
free). S tations  do not allow  reporting unles s  s pec ified in the text of the
s tation or its  s ites ; s ites  allow  only c ertain c ards  to report, as  indic ated
on eac h S ite c ard. Y ou m ay not us e your opponent’s  outpos t unles s  a
c ard s pec ific ally allow s  it; both players  m ay generally us e a
headquarters  or s tation.
W hen a fac ility (or its  s ite) allow s  you to report a c ard for duty, you
m ay do s o only if the c ard to be reported is  c om patiblew ith the
fac ility, and that c ard and the fac ility are both in their native
quadrant. (W hen the reporting is  allow ed by another c ard, s uc h as
J em ’H adar B irthing C ham ber or D evidian D oor, the c ard m ay report to
S tar T rek™ C us tom izable C ard G am e™R ulebook
page  4
any quadrant, even if it happens  to be reporting aboard a fac ility.)
E quipm ent c ards  are native to all quadrants  and thus  m ay report to any
appropriate fac ility that is  in its  native quadrant.
A ny P ers onnel, S hip, or E quipm ent c ard reported or m oved to a N or
m us t be plac ed at an appropriate s ite. (T hey m ay not report direc tly to
the N or its elf.) E ac h s ite lis ts  in its  gam e text w hat kinds  of c ards  m ay
report to that s ite. R eporting to a s ite is  allow ed onlyif that N or als o has
at leas t one doc king s ite (i.e., D oc king P ylons , D oc king P orts , or
D oc king P ads ).
S pec ific  c ard text m ay allow  reporting for dutyin other w ays . F or
exam ple, B ajorans  m ay report w here T he E m is s ary is  pres ent. S pec ial
rules  apply to reporting c ards  w hic h are “native” to a tim e loc ationin
play.
P e rs o n n e l c a rd s
P lac e the P ers onnel c ard fac e up at the appropriate fac ility or s ite and
announc e the c ard nam e. (Y our opponent m ay look at the c ard w hen
you report it. A fterw ards , he m ay only s ee that c ard w hen nec es s ary,
s uc h as  during pers onnel battle or w hen you m us t prove you have a
partic ular s kill, s taffing ic on, etc . S ee showing your c ards.) T his
pers onnel is  now  loc ated aboard the fac ility. S tac k P ers onnel c ards  on
top of the appropriate s ite (for a N or) or underneath the F ac ility c ard
(for any other fac ility).
Y ou m ay have only one c opy of eac h unique pers onnel in play at a
given tim e. (S om e P ers onnel c ards , s uc h as  E lim  G arakand P lain,
S im ple G arak, repres ent different vers ions  of the s am e persona; you
m ay have only one of thos e vers ions  in play at a tim e.) Y ou m ay s toc k
extra c opies  of s uc h c ards  in your dec k, but w hile one is  in play , you
m ay not play another. O n the other hand, you m ay have any num ber
of c opies  of a Ounivers al pers onnel in play at a given tim e. S ee
unique and universal.
Holographic  personnel(w ith the [H olo] ic on) are reported like
other pers onnel, but they need tec hnology , s uc h as  a s hip’s  holodec k or
the H olo-P rojec tors  event, to be us ed in a c rew  or A w ay T eam .
S h ip  c a rd s
A  s hip reports  for duty by doc king at a c om patible s pac e fac ility , or by
orbiting a planet w here a c om patible headquarters  is  loc ated. P lac e the
s hip fac e up at a s pac e fac ility or its  doc king s ite and announc e the c ard
nam e. T hen plac e it on top of the S ite c ard or underneath the O utpos t
c ard. If there are pers onnel s tac ked there, plac e the s hip underneath
the pers onnel.
A  headquarters  is  a planet fac ility , and thus  s hips  do not ac tually doc k
there. Ins tead, a s hip s im ply reports  for duty in orbit of the planet
(plac e it at the s pac eline and announc e the c ard nam e); trans porters
m ay be us ed to beam  pers onnel and equipm ent up and dow n.
Y ou m ay have only one c opy of a unique s hip in play at a given tim e.
O n the other hand, you m ay have any num ber of c opies  of a O
univers al s hip in play at a given tim e.
E q u ip m e n t c a rd s
E quipm ent c ards  enter play like pers onnel, typic ally by reporting to a
fac ility in its  native quadrant. (B ec aus e E quipm ent c ards  have no
affiliation ic ons , they are c om patible w ith all fac ilities .) Holographic
equipm entis  s ubjec t to the s am e lim itations  as  holographic  pers onnel.
O T H E R  C A R D  P L A Y S
Ins tead of reporting a S hip, P ers onnel, or E quipm ent c ard for duty,
you m ay play s om e other kind of c ard. O ther c ards  of various  types
des c ribe in their gam e text w hat happens  w hen the c ard is  played, and
w hether it affec ts  one or both players .
F a c ility a n d  S ite  c a rd s
M os t fac ilities  have gam e text w hic h allow s  them  to be built during
the play phas e. A lthough they m ay be s eededonly in their native
quadrant, during the play phas e they m ay be builtin any quadrant, if
appropriate. (C ards  m ay not report for duty at fac ilities  built outs ide
their native quadrant. H ow ever, s uc h a fac ility m ay perform  other
func tions  s uc h as  repairing s hips  or extending S H IE L D S .) In addition, all
s ites  m ay play during the play phas e.
Y ou m ay not build a fac ility at any loc ation w here you already have a
fac ility (unles s  gam e text allow s  the fac ilities  to “c o-exis t”). H ow ever,
you c ould have tw o fac ilities  at a loc ation as  a res ult of m oving or
c om m andeering one.
O utpos ts  m ay be built only at a m is s ion w ith a m atc hing affiliation
ic on (but not at any hom eworld). O ther fac ilities  m ay be built only at
the loc ations  s pec ified on the c ard.
E ve n t, O b je c tive , a n d  In c id e n t c a rd s
W hile m os t events , objec tives , and inc idents  have a las ting effec t on
the gam e (unles s  the c ard is  nullified or des troyed), a few  s ay to dis c ard
them  after us e bec aus e their effec t is  intended to be tem porary. A  c ard
w ith a c ountdown ic onw ill be dis c arded w hen it expires .
A n objec tive m ay require you to target (s elec t) a s hip, planet,
pers onnel, etc . If the target of the objec tive is  rem oved from  play or
bec om es  an invalid target, the O bjec tive c ard is  im m ediately dis c arded.
O therw is e, the objec tive rem ains  in play until dis c arded or reloc ated
ac c ording to its  gam e text or w hen its  c ountdow n has  expired.
T im e  L o c a tio n  c a rd s
A  tim e loc ation is  plac ed by its elf on the table, c reating its  ow n planet
or s pac e loc ation s eparate from  the s pac elines . T he c ard m ay have
s pec ial ins truc tions  to be c arried out w hen it is  played; if you c annot
c arry out all ins truc tions , you m ay not play the tim e loc ation.
In te rru p t c a rd s
Interrupts  are virtually unres tric ted. Y ou m ay play as  m any interrupts
as  you like, during either player’s  turn, and at any tim e betw een other
ac tions. S om e Interrupt c ards  s pec ify that they res pond direc tly to
another ac tion, allow ing them  to literally “interrupt” that ac tion (for
exam ple, to nullify it).
M os t interrupts  have an im m ediate effec t on the gam e and are then
dis c arded (though a few  rem ain in play perm anently or until a
c ountdownhas  expired).
D o o rw a y c a rd s
Y ou m ay play a doorw ay at any tim e that an interrupt w ould be legal,
but only during your ow n turn. Y ou m ay play as  m any doorw ays  as  you
like during your turn unles s  a c ard’s  text res tric ts  it to one per turn.
S P A C E L IN E  S U M M A R Y
A fter a few  turns  of playing and m oving c ards , both s ides  of the
s pac eline(s ) w ill look s om ething like this :
S tar T rek™ C us tom izable C ard G am e™R ulebook
D ra w  d e c k
A n  a re a  fo r yo u r s p e c ia l c a rd s
D is c a rd  p ile
Y o u r s h ip  m o vin g
d o w n  s p a c e lin e
S h ip  u n d o c ke d  a t
yo u r o u tp o s t
page  5
2. E XE C UTE  ORDE RS
A fter you play a c ard from  your hand (or c hoos e not to do s o this
turn), you c an exec ute orders  – that is , m ove and/or us e your c ards
already in play. T here is  no lim it on the num ber of ac tionsyou c an
take in one turn. Y ou c an m ove pers onnel and equipm ent, s taff and
m ove s hips , attem pt m is s ions , s c out loc ations  or s hips  (if playing B org),
c om m andeer a fac ility or s hip, engage in battle, or even do all of thes e
things . M os t of thes e ac tions  are des c ribed below ; s ee sc outingand
c om m andeeringin the G los s ary for inform ation on thos e ac tions .
T o exec ute orders , you m ay us e any c om bination of your c ards  on the
table. A fter c om pleting one ac tion, you c an us e the s am e c ards  to
c om plete another ac tion. Y ou c an c ontinue taking ac tionsuntil the c ards
are “stopped.”
• E nc ountering a dilem m a w ith c onditionsthat the c rew  or A w ay
T eam  c an’t overc om e “s tops ” that entire A w ay T eam  or s hip and
c rew .
• P artic ipating in a battle “s tops ” all c ards  involved in the battle.
• C arrying (and then dropping) or beam ing a T ribblec ard “s tops ”
the pers onnel w ho did s o.
• S om e c ards  m ay explic itly “s top” one or m ore pers onnel or s hips .
Y our c ards  aboard your “s topped” s hip are als o “s topped.” (U s ing up its
R A N G E  does  not “s top” a s hip.)
C ards  that are “stopped”m ay not be beam ed, m ove, w alk, c loak,
phas e, partic ipate in a battle, s taff a s hip, or partic ipate in a m is s ion,
c om m andeering, or s c outing attem pt. C ards  m ay affec t “s topped” c ards ,
as  long as  they do not require them  to take any of thes e ac tions . C ards
that are “s topped” m ayperform  other ac tions  and us e s kills  as
appropriate. A ls o, w henever “s topped” c ards  are attac ked, they are
“uns topped” for the duration of that battle and m ay defend
them s elves .
“S topped” c ards  bec om e “uns topped” autom atic ally at the s tart of the
next turn, unles s  a longer period is  s pec ified.
M O V IN G  P E R S O N N E L  A N D  E Q U IP M E N T
Y ou m ay m ove your P ers onnel and E quipm ent c ards  betw een s hips ,
betw een a fac ility and a s hip, betw een s ites  on the s am e N or, or
betw een a s hip or fac ility and a planet. Y ou m ay m ove a c ard any
num ber of tim es  during your turn (exc ept by w alking, w hic h is
des c ribed below ). W henever a c ard or rule allow s  or requires  your
pers onnel to m ove, they m ay c arry E quipm ent c ards  w ith them .
W henever you have pers onnel, equipm ent, or s hips  aboard (or
doc ked at) a fac ility , s tac k them  on top of the appropriate s ite (for a
N or) or underneath the F ac ility c ard (for any other fac ility). P ers onnel
and E quipm ent c ards  aboard a s hip doc ked at an outpos t s hould be
s tac ked underneath the s hip c ard, w hile thos e aboard the outpos t its elf
s hould be s tac ked betw een the s hip c ard and the outpos t c ard.
W hen your pers onnel are aboard a s hip or s pac e fac ility that you
c ontrol, they are a c rew . In all other s ituations , they are an A w ay T eam .
W hen aboard a s hip or fac ility c ontrolled by your opponent, they are
als o c alled intruders. Intruders  c annot attem pt or s c out m is s ions , but
m ay battle oppos ing pers onnel pres ent (if allow ed). A ll your c om patible
pers onnel aboard one s hip or fac ility (at one s ite, if a N or), or on one
planet (outs ide a fac ility or landed s hip) form  a s ingle A w ay T eam  or
c rew , exc luding pers onnel w ho are “s topped,” dis abled, or in s tas is
(they form  a s eparate group during your turn). W hen a dilem m a
“s tops ” s om e of your pers onnel, they tem porarily form  a s eparate
A w ay T eam  or c rew . A ny s uc h s eparate groups  autom atic ally rejoin w ith
other c om patible A w ay T eam s  or c rew s  pres ent at the end of your turn.
M os t pers onnel m ay form  A w ay T eam s  freely. A n A w ay T eam  on a
planet need not attem pt the m is s ion or m atc h the m is s ion’s  affiliation
ic on(s ). H ow ever, you m ay not us e holographic  personnelin A w ay
T eam s  unles s  you have H olo-P rojec tors  in play and a s hip to projec t
them  from . (B orgare als o res tric ted in form ing A w ay T eam s .)
Y ou do not have to s how  your opponent w hic h c ards  are in an A w ay
T eam  or aboard a s hip, exc ept w hen nec es s ary for verific ation. (S ee
showing your c ards.)
M os t fac ilities  are c onc eptually loc ated “in s pac e,” even w hen s eeded
or built at a planet loc ation. A  few , s uc h as  headquarters , s pec ify that
they are s eeded or built on a planet. If the fac ility is  loc ated on a
planet, pers onnel m us t beam  to and from  the s hip. If the fac ility is
loc ated in s pac e and allow s  a s hip to doc k, pers onnel do not have to
beam  (they board through a c onc eptual airloc k).
E n te rin g  a n d  E xitin g  F a c ilitie s  a n d  L a n d e d  S h ip s
Y our pers onnel aboard a s pac e fac ility m ay board any of your s hips  of
c om patibleaffiliation doc ked at the s am e fac ility (if at a N or, all the
c ards  m us t be at the s am e doc king s ite). S tac k the pers onnel beneath
the s hip, fac e up in a pile, w ith the S hip c ard on top. T his  s ym bolizes
that the pers onnel have boarded the s hip. W hen the s hip m oves ,
everything on board m oves  w ith it. S im ilarly , a s hip c an unload c ards  to
a fac ility, if des ired.
Y our pers onnel in a planet fac ility (or aboard a landed s hip) m ay exit
from  the fac ility or s hip. R em ove the c ards  from  under the fac ility or
s hip and s tac k them  c ros s w is e on the M is s ion c ard, s ignifying that they
are loc ated on the planet s urfac e. S im ilarly , your pers onnel on the
planet s urfac e m ay enter a planet fac ility or your landed s hip of
c om patible affiliation.
B e a m in g
B eam ing us es  trans porters  to trans fer pers onnel, equipm ent, and
tribbles  over s hort dis tanc es . T here is  no lim it to the num ber of tim es
you c an beam  during your turn. T o beam  c ards  dow n to a planet
s urfac e, announc e the beam ing, rem ove the c ards  from  the s hip or
fac ility, and plac e them  in a pile c ros s w is e on the M is s ion c ard at that
loc ation. A ll c ards  in a group beam  s im ultaneous ly unles s  you s pec ify
otherw is e.
Y ou c an als o beam  c ards  betw een s hips  and/or fac ilities  that you
c ontrol (or m ay us e). T he s hips  and/or fac ilities  m us t be at the s am e
s pac eline loc ation and be c om patible w ith any pers onnel beam ing
aboard. (F or exam ple, you c ould beam  your B ajoran and/or N on-
A ligned pers onnel onto your B ajoran or N on-A ligned s hip, but you c ould
not beam  your F ederation pers onnel aboard your B ajoran s hip w ithout
a treaty.) A nnounc e the beam ing and m ove the c ards  betw een the s hips
or fac ilities .
T o beam  to or from  a s hip or fac ility , its  S H IE L D S  m us t be c onc eptually
dropped (by any player w ho m ay us e the s hip or fac ility), or a c ard or
rule m us t allow  dropping or beam ing through the S H IE L D S . T hus , you
m ay not beam  c ards  to or from  an opponent’s  s hip or fac ility w hic h is
protec ted by S H IE L D S  >0, unles s  a c ard or rule allow s  it. If S H IE L D S =0
or are dis abled or off line, you m ay beam  freely. (A ls o, B org
s hip/fac ility S H IE L D S  do not bloc k trans porter beam s , exc ept during
s hip battle.)
A ll s hips  and fac ilities  have their ow n trans porters  unles s  the c ard
indic ates  otherw is e. H ow ever, bec aus e dropping a large s pac e s tation’s
S H IE L D S  to perm it beam ing is  ris ky , you are not allow ed to beam  c ards
(exc ept tribbles ) to, from , or w ithin a N or w ithout a s pec ial c ard. T hus ,
you c annot beam  from  a s hip doc ked at the N or to the planet it orbits ,
betw een tw o doc ked s hips , or betw een a doc ked s hip and an undoc ked
one.
S pec ial beam ing c ards , s uc h as  N ear-W arp T rans port or E m ergenc y
T rans porter A rm bands , are a form  of beam ing and do not allow  you to
overc om e any norm al obs tac les  to beam ing, s uc h as  A tm os pheric
Ionization, being “s topped,” etc .
S tar T rek™ C us tom izable C ard G am e™R ulebook
page  6
W a lkin g
Y our pers onnel aboard a N or m ay m ove (“w alk”) from  s ite to s ite,
individually or as  a group, and they m ay c arry E quipm ent c ards  w ith
them . M ove the pers onnel or group along the row  of s ites , one s ite at a
tim e, until they reac h their des tination. (T hey m us t ac tually “pas s  by”
eac h s ite in turn; they do not reloc ate from  s ite to another.) T hey m ay
w alk along m ore than one s ite eac h turn; how ever, as  s oon as  they s top
at any s ite, for any reas on (e.g., to pic k up an E quipm ent c ard), they
m ay not w alk again that turn (although they m ay perform  other
ac tions , s uc h as  boarding a s hip doc ked there).
S T A F F IN G  A N D  M O V IN G  S H IP S
E ac h s hip requires  a m inim um  c rew  aboard before it c an m ove (s ee
m ovem ent). C rew  requirem ents  for eac h s hip are lis ted on the c ard,
us ually as  ic ons  repres enting c om m and ability and/or s taff ability.
(O ther c rew  requirem ents  m ay inc lude A lternate U nivers e or N on-
A ligned ic ons , s pec ific  s kills , s uc h as  E m pathy x2, or a s pec ies  of
pers onnel, s uc h as  a V ulc an.) A ny c om patiblepers onnel c an be us ed to
m eet a s hip’s  lis ted c rew  requirem ents , but at leas t one c rew  m em ber of
m atc hing affiliationm us t be on board. (If a s hip lis ts  no s pec ific  c rew
requirem ents , any one pers onnel of m atc hing affiliationc an fly it.) M os t
P ers onnel c ards  have c om m and or s taff ability ic ons . T hos e w ith
c om m and ability c an als o ac t as  s taff. (O ther s taffing ic ons , s uc h as  the
E nterpris e-E  ic on, m ay not s ubs titute for c om m and or s taff ability.)
O ne pers onnel
c annot m eet m ore
than one s taffing
ic on requirem ent.
T hus , a s hip
requiring three
s taffing ic ons  m us t
be s taffed by a
m inim um  of three
pers onnel, even if
one of the
pers onnel has
m ore than one of
the required ic ons .
T he m inim um
c rew  is  not needed
for attem pting
m is s ions , initiating
battle, firing
W E A P O N S , or other
ac tions  that do not
involve s hip
m ovem ent. F or
s uc h ac tions , any pers onnel of m atc hing affiliation aboard w ill s uffic e.
O nc e your s hip has  the required c rew , it c an m ove along your s ide of
the s pac eline in either direc tion. T he dis tanc e your s hip c an m ove on
one turn is  lim ited by its  R A N G E . Y ou determ ine how  far it c an travel by
adding up the s pan num bers  on eac h M is s ion c ard the s hip m oves  to (or
pas s es ), not c ounting the loc ation w here it begins .
A  s hip does  not have to m ove all of its  R A N G E  on a turn. A  s hip c an
s top at eac h loc ation as  it m oves , or it c an “w arp pas t” loc ations  w ithout
s topping there (but s till us ing R A N G E ). W hen flying by a loc ation, a s hip
is  not affec ted by another c ard at that loc ation (s uc h as  an enem y s hip),
unles s  the c ard s ays  it affec ts  s hips  pas s ing by. Y ou m ay m ove any
num ber of s hips  on your turn, but they m us t m ove one at a tim e (not as
a “fleet”).
If a s hip los es  one of its  required c rew , it w ill be s talled (unable to
m ove) until appropriate reinforc em ents  c an be brought aboard
(typic ally by beam ing them  from  a planet, fac ility , or another s hip at
the s am e s pac eline loc ation). A  s talled s hip is  not “s topped” and c an s till
beam  A w ay T eam s , attac k and defend its elf, or attem pt the m is s ion at
its  loc ation.
W hen m oving a s hip to the loc ation of a c om patible s pac e fac ility , you
m us t dec lare w hether the s hip is  doc ked there by plac ing it under the
outpos t or on top of the doc king s ite. W hen doc ked, a s hip is  protec ted
by 50%  of the fac ility’s  S H IE L D S , but m ay not attem pt m is s ions  or fire
its  W E A P O N S  (even to return fire).
A  s hip m ay not m ove from  one quadrant to the other w ithout a c ard
s uc h as  W orm hole, T rans w arp N etw ork G atew ay or B ajoran W orm hole.
(S ee m ovem ent between quadrants .)
M ovem ent betw een a tim e loc ationand the s pac eline is  pos s ible
only us ing W orm hole interrupts , Q -related “reloc ator c ards ” (W here’s
G uinan, J ealous  A m anda), or c ards  that s pec ific ally allow  s uc h tim e
travel(e.g., O rb of T im e or T em poral V ortex), .
A T T E M P T IN G  M IS S IO N S
C om pleting m is s ions  is  the prim ary m ethod of s c oring points  for all
affiliations  exc ept B org. Y ou attem pta m is s ion by bringing one or m ore
pers onnel to the m is s ion loc ation and enc ountering and res olving any
dilem m as  w hic h m ay be pres ent. If the pers onnel rem aining after all
dilem m as  have been res olved have the s kills , attributes , and other
features  required by the m is s ion (or if you bring m ore pers onnel for
another attem pt), they c om plete (or “s olve”) the m is s ion and s c ore its
points .
Missionc ards  are des igned w ith relevant inform ation fac ing both
players . A  s um m ary of the m is s ion fac es  your opponent; c om plete
inform ation
fac es  you.
(S om etim es  the
inform ation
fac ing your
opponent is
intentionally
different from
the inform ation
fac ing you. If s o,
eac h player is
affec ted only by
the inform ation
fac ing him . )
Ic ons  (or gam e text) at eac h end of the M is s ion c ard indic ate w hic h
affiliation(s ) or other groups  c an attem pt the m is s ion. (If there are no
s uc h ic ons  or gam e text, that m is s ion c annot be attem pted.) E ither
player c an us e pers onnel of the indic ated affiliation to attem pt the
m is s ion, regardles s  of w ho plac ed the c ard on the s pac eline.
T o begin or c ontinue a m is s ion attem pt, or to c om plete the m is s ion, at
leas t one pers onnel in the c rew  or A w ay T eam  m us t m atc h one of the
m is s ion’s  affiliation ic ons ; other (non-m atc hing) pers onnel in the c rew
or A w ay T eam  c an as s is t in the attem pt. (A ls o, to attem pt a s pac e
m is s ion, at leas t one c rew  m em ber m us t m atc h the s hip’s  affiliation.) If
you los e all m atc hing pers onnel during the m is s ion attem pt, the m is s ion
attem pt ends .
P lanet m is s ions  c an be attem pted by an A w ay T eam  on the planet’s
s urfac e (outs ide a fac ility or landed s hip). S pac e m is s ions  c an be
attem pted by the entire c rew  of oneundoc ked s hip. (Dual-ic on
m issionsrequire both a s hip w ith c rew  in orbit and an A w ay T eam  on
the planet.)
A ll M is s ion c ards  s tate w hat s kills  and other requirem ents  are
nec es s ary to c om plete the m is s ion. F or exam ple, if a planet m is s ion
requires  C om puter S kill x2, at leas t tw o pers onnel w ith C om puter S kill
S tar T rek™ C us tom izable C ard G am e™R ulebook
A ffilia tio n  Ic o n  / N a m e
C o m m a n d  A b ility Ic o n
S ta ff A b ility Ic o n
O rb  Ic o n
e tc .
P e rs o n n e l C la s ific a tio n
P e rs o n n e l L o re 
S kills
A ttrib u te s
A ffilia tio n  Ic o n  / N a m e
S h ip  C la s s
S h ip  L o re 
S ta ffin g  R e q u ire m e n ts
A ttrib u te s
S p e c ia l E q u ip m e n t 
M is io n  s u m m a ry fo r yo u r o p p o n e n t
S p a c e  Ic o n
P la n e t Ic o n
M is s io n  n a m e
M is s io n  d e s c rip tio n
R e q u ire m e n ts  to  c o m p le te
S p e c ia l in s tru c tio n s
A ffilia tio n s  th a t c a n  a tte m p t m is io n
S p a n  (th e  d is ta n c e  a c ro s s  th is  c a rd )
P o in ts  e a rn e d  w h e n  c o m p le te d 
page  7
(or one pers onnel w ith C om puter S kill x2) m us t be pres ent in the A w ay
T eam  for you to c om plete the m is s ion. H ow ever, the requirem ents  for
c om pletingthe m is s ion need not be pres ent in order for the c rew  or
A w ay T eam  to attem ptthe m is s ion (enc ounter dilem m as ). (W hen a
m is s ion requires  or allow s  you to dis c ard c ards  as  part of c om pleting the
m is s ion, thos e c ards  m us t c om e from  the c rew  or A w ay T eam  attem pting
the m is s ion, not from  your hand.) W hen your A w ay T eam  or c rew
s uc c es s fully c om pletes  a m is s ion, you earn c ontrol of any artifac ts
s eeded at that m is s ion loc ation.
T he follow ing exam ple s how s  how  to attem pt a planet m is s ion w ith
dilem m as  and artifac ts  pres ent. (A  s pac e m is s ion is  attem pted in a
s im ilar fas hion, w ith an entire s hip’s  c rew  ins tead of an A w ay T eam . T he
G los s ary explains  how  to attem pt a dual-ic on m ission .)
S elec t and beam  your A w ay T eam  to the planet, or have them
dis em bark from  your landed s hip or exit from  a planet fac ility. (A t a
s pac e m is s ion, s elec t one s hip and c rew  to attem pt the m is s ion; undoc k
and/or dec loak the s hip, if nec es s ary.) A nnounc e that you are
attem pting the m is s ion.
S lide out the bottom  s eed c ard under the m is s ion and turn it over.
L ook only at the bottom  c ard. (If you enc ounter an artifac tor a c ard
s eeded like an artifac t, m ove it to the top of the s eed c ard s tac k, s liding
it jus t beneath the M is s ion c ard. A rtifac tsare not earned until the
m is s ion is  c om pleted.) If m ore than one c opy of any c ard , s eeded by
the s am e player, is  enc ountered under one m is s ion, any c opy after the
firs t is  plac ed out-of-playas  a m is-seed.
R ead the firs t
D ilem m a c ard
aloud. E ac h
dilem m a m us t be
res olved in turn
before the
m is s ion c an be
c om pleted. S ee
dilem m a
resolutionfor
m ore inform ation
about the
follow ing points .
• A  D ilem m a c ard m ay lis t c ertain s kills , attributes , equipm ent, or
other features  that m us t be pres ent to overc om ethe dilem m a or to
“get pas t” it. If the A w ay T eam  m eets  thes e c onditions , then it
overc om es  the dilem m a and m us t im m ediately proc eed. If the
c onditions  c annot be m et, do w hatever the dilem m a ins truc ts .
(S kills  that nullifyor c urea dilem m a are not c onditions .)
• A  c ondition s uc h as  S T R E N G T H >40 refers  to the total S T R E N G T H  of
the A w ay T eam . If the S T R E N G T H  of the A w ay T eam  added together
is  greater than 40, the A w ay T eam  overc om es  the dilem m a; if les s
than or equal to 40, they do not overc om e the dilem m a.
• M os t dilem m as  w ith c onditions  end w ith the phras e, “D is c ard
dilem m a.” W hether you overc om e s uc h a dilem m a or not, you only
have to fac e it onc e, and then you dis c ard it. If a dilem m a w ith
c onditionsdoes  not s ay “D is c ard dilem m a,” it s tays  until you
overc om e it (regardles s  of its  effec ts ). S lide s uc h a dilem m a bac k
under the m is s ion, on the bottom  of the s tac k, to be enc ountered
again the next tim e a player attem pts  that m is s ion. O nc e the
dilem m a is  overc om e, dis c ard it. (S ee disc ard pile.)
• F ailing to overc om e a dilem m a that has  c onditions  im m ediately
“s tops ” your A w ay T eam  and ends  that m is s ion attem pt. If pos s ible,
you c an s end another A w ay T eam  dow n on this  turn, but the firs t
A w ay T eam  rem ains  “s topped” and c annot help the s ec ond A w ay
T eam  on this  turn. (A t a s pac e m is s ion, both your s hip and c rew  are
s topped. Y our c rew  of another s hip m ay attem pt the m is s ion again
on this  turn.)
• S om e dilem m as  have no c onditions . T hey s im ply have their effec t
regardles s  of the s kills  you have pres ent. S uc h a dilem m a does  not
autom atic ally “s top” your c rew  or A w ay T eam  – they m us t c ontinue
the m is s ion attem pt unles s  otherw is e s pec ified. If a dilem m a w ith
no c onditions  does  not ins truc t you to reloc ate it s om ew here in play,
s im ply dis c ard it after it has  had its  effec t.
• S om e dilem m as  c ontain bonus points. T o earn thes e points , you
m us t overc om e the dilem m a (if it has  c onditions ). W henever you
earn points  from  a dilem m a (or other c ard) w ith a point box, s et
the c ard as ide in a bonus point areaas  a rem inder, even if that
dilem m a ins truc ted you to dis c ard it.
• W hen firs t enc ountered, dilem m as  norm ally affec t only the
pers onnel in the c rew  or A w ay T eam  attem pting the m is s ion. (If a
dilem m a “s tops ,” reloc ates , or dis ables  only part of the c rew  or
A w ay T eam , thos e pers onnel no longer partic ipate in the m is s ion
attem pt.) O ther A w ay T eam s  on the planet, or c rew s  of other s hips
at the loc ation, are not affec ted unles s  the dilem m a s ays  s o. A
dilem m a w hic h enters  play m ay affec t other pers onnel, even the
opponent’s , after the m is s ion attem pt is  over.
• P ers onnel w ho die and s hips  or equipm ent that are des troyed are
plac ed in your disc ard pile. (Holographic  personnel and
equipm entare an exc eption; they are deac tivatedins tead.)
• P ers onnel m ay be c hos en for death or other effec ts  by random
selec tion, opponent’s c hoic e, or ow ner’s  c hoic e. W hen a
dilem m a s pec ifies  a s uperlative s uc h as  “s tronges t,” “m os t
C U N N IN G ,” or “highes t total attributes ” and there is  a tie, the
opponent of the player enc ountering the dilem m a gets  to c hoos e.
• In addition to dilem m as , you m ay enc ounter a Q -F las h doorw ay
s eeded like a dilem m a. W hen you do, your c rew  or A w ay T eam
m us t c ollec tively fac e a num ber of c ards  from  your opponent’s  Q-
C ontinuum  side dec kequal to the num ber of pers onnel pres ent.
R epeat this  s tep for eac h dilem m a (or Q -F las h) in turn until no m ore
rem ain.
O nc e begun, a m ission attem ptm ay not be aborted unles s  the
A w ay T eam  or c rew  is  “s topped” or no pers onnel rem ain at the m is s ion
loc ation. A  m is s ion attem pt is  all one ac tion. N o other ac tions  m ay be
perform ed during a m is s ion attem pt unles s  they s pec ific ally nullify or
m odify a dilem m a or the m is s ion attem pt its elf.
O nc e you have res olved all the dilem m as  under a m is s ion, if your
rem aining “uns topped” pers onnel c an m eet the m is s ion requirem ents ,
you s c ore the m is s ion points  and earn any artifac ts  pres ent. (E quipm ent
and artifac ts  that s ay “us e as  equipm ent” join your c rew  or A w ay T eam .
P ers onnel that you s eeded join your c rew  or A w ay T eam , if c om patible;
otherw is e they are under house arrestor form  a s eparate A w ay
T eam . P ers onnel that your opponent s eeded are c aptured. S ee
c apturing.) T o s c ore the m is s ion and m ark it c om plete, s lide the
M is s ion c ard tow ard yours elf about one-half c ard length. T he c om pleted
m is s ion rem ains  on the table as  a s pac eline loc ation, but it c annot be
attem pted or s c ored again.
Y our “uns topped” A w ay T eam  is  free to beam  bac k up to the s hip and
c ontinue if des ired. (F ailing to c om plete the m is s ion does  not “s top” the
A w ay T eam .)
O nc e you c om plete a m is s ion, its  points  are yours  to keep. C ards
w hic h affec t a m is s ion’s  points  or attem ptability (e.g., S upernova,
M ordoc k, T he S heliak, A s s im ilate P lanet) do not affec t your s c ore if they
oc c ur after the m is s ion is  c om pleted (unles s  otherw is e s pec ified, as  w ith
I T ried to W arn Y ou or H ero of the E m pire).
S tar T rek™ C us tom izable C ard G am e™R ulebook
D ile m m a  Ic o n
S p a c e
P la n e t
S p a c e /P la n e t
D ile m m a  N a m e
D ile m m a  L o re 
In s tru c tio n s  fo r u s in g  th is  c a rd
B o n u s  p o in ts  (n o t a ll d ile m m a s  h a ve  b o n u s  p o in ts )
page  8
E N G A G IN G  IN  B A T T L E
T w o types  of battles  c an oc c ur: s hip battles  (w hic h m ay als o involve
fac ilities ) and pers onnel battles  (w hic h m ay als o involve R ogue B org).
(A  pers onnel battle is  c alled an “A w ay T eam  battle” or “A w ay T eam  or
R ogue B org battle” on s om e c ards .) F ollow ing are s om e rules  c om m on
to both types  of battles  (s ee battlein the G los s ary for m ore
inform ation):
• Y ou m ay initiate battle only during your ow n turn.
• Y ou m ay attac k only c ards  w hic h you do not c ontrol, unles s  a c ard
or rule requires  or allow s  you to attac k your ow n c ards . (T he B org
S hip dilem m a and R ogue B org are c ons idered s elf-c ontrolled.)
• Y ou m ay attac k c ards  only if they are pres ent w ith your c ards .
S hips , s pac e fac ilities , and the B org S hip dilem m a c an be pres ent
together in s pac e at the s am e loc ation (for s hip battle). P ers onnel
and R ogue B org c an be pres ent together on the s am e planet, s hip,
fac ility, or s ite (for pers onnel battle). S hips  (and the B org S hip
dilem m a) c an als o attac k planet fac ilities  at the s am e loc ation.
• M os t affiliations  have res tric tions  on w hom  they m ay attac k.
N orm ally, an affiliation m ay attac k any affiliation other than their
ow n. T here are exc eptions :
K lingon, N on-A ligned, and N eutralforc es  m ay als o attac k their
ow n affiliations .
F ederationforc es  c annot attac k anyaffiliation (exc ept B org).
B orgforc es  m ay not initiate battle exc ept w hen allow ed or
required by a c ard. W hen allow ed to initiate battle, they m ay
attac k any affiliation inc luding oppos ing B org.
A  “m ixed” forc e is  s ubjec t to allthe attac k res tric tions  of its
m em bers . F or exam ple, a m ixed A w ay T eam  of F ederation and
N on-A ligned pers onnel, or a F ederation c rew  aboard a N on-A ligned
s hip, is  a F ederation forc e, and m ay not initiate a battle agains t
any affiliation. A  R om ulan c rew  aboard a N on-A ligned s hip is  a
R om ulan forc e, and m ay not be attac ked by other R om ulans . (T he
B org S hip dilem m a and R ogue B org interrupts  are alw ays  able to
initiate battle.) A board a N or you c ontrol, your affiliation battle
res tric tions  are determ ined by all your pers onnel aboard w ho are
c om patible w ith the s tation’s  affiliation.
• E ac h of your s hips , fac ilities , or A w ay T eam s  that w is hes  to initiate
an attac k m us t have a leaderor (if playing B org) a [D ef]
pers onnel pres ent. A  leader is  any pers onnel w ith L eaders hip s kill
or any O F F IC E R . E ac h s hip or fac ility m us t als o have at leas t one
pers onnel of m atc hing affiliationaboard (w hic h m ay or m ay not
be the leader). If the fac ility is  a N or, the leader and m atc hing
pers onnel m us t be in O ps .
• N o other ac tionsc an oc c ur during a battle unles s  a c ard
s pec ific ally allow s  them . F or exam ple, you c annot beam  pers onnel
off your s hip during a battle w ithout a c ard s uc h as  E m ergenc y
T rans porter A rm bands .
• W hen a battle is  over, all c ards  involved in the battle are
“stopped.”
• If your opponent attac ks  you, during your next turn you m ay
initiate one or m ore c ounter-attac ksagains t any or all of your
opponent’s  s hips , A w ay T eam s , fac ilities , c rew s  (if you have a w ay
to beam  through the S H IE L D S ), etc . w hic h are s till at the loc ation of
the opponent’s  attac k, regardles s  of the form  of the original attac k.
W hen you c ounter-attac k, no leader or [D ef] pers onnel is  required
and no affiliation res tric tions  apply. Y our opponent, on his  next
turn, m ay then initiate his  ow n c ounter-attac k, and s o on. C ounter-
attac king is  alw ays  optional. A  c ounter-attac k is  a new  battle, not a
“c ontinuation” of the previous  battle.
P e rs o n n e l B a ttle s  (w h ic h  m a y a ls o  in c lu d e  R o g u e  B o rg )
1. A nnounc e your attac k. Identify w hic h one of your A w ay T eam s  or
c rew s  is  attac king and w hic h one of your opponent’s  A w ay T eam s
or c rew s  they are attac king. (T he group that you attac k m ay
inc lude pers onnel w hic h are dis abled, though they do not engage
in pers onal c om bat, but not thos e in s tas is .) T he battle has  now
been initiated.(T hroughout the res t of this  s ec tion, “pers onnel”
s hould be taken to m ean “pers onnel or R ogue B org.” S ee Rogue
B org Merc enaries. S pec ial rules  als o apply to holographic
personnel.)
2. Y ou and your opponent m ay now  us e any c ards  that apply at the
s tart of battle. T hes e res pons es  to the battle initiation m ay inc lude
an interrupt s uc h as  V ulc an N erve P inc h or equipm ent that m ay
report to a jus t-initiated battle s uc h as  D ’k T ahg.
3. S huffle your pers onnel (not inc luding any w hic h are disabled,
stunnedor m ortally wounded) and plac e them  fac e dow n to
form  a “c om bat pile.” Y our opponent does  likew is e.
4. Y ou and your opponent then s im ultaneous ly turn over the top c ard
of your c om bat piles , and thes e tw o advers ariesengage in
pers onal c om bat. C om pare their individual S T R E N G T H  attributes
(applying relevant m odifiers  s uc h as  phas ers  or L ow er D ec ks ):
• If one pers onnel’s  S T R E N G T H  is  greater than the other’s , the
higher-S T R E N G T H  pers onnel m ay c hoos e to s tunhis  advers ary
(tem porarily rotate the advers ary c ard 90 degrees ).
• If one pers onnel’s  S T R E N G T H  is  m ore than double the other’s ,
that pers onnel m ay c hoos e to m ortally w oundhis  advers ary
(tem porarily rotate the advers ary c ard 180 degrees ).
• If the tw o c om batants  have equal S T R E N G T H , neither m ay s tun
or m ortally w ound the other.
R epeat this  s tep until one player’s  c om bat pile runs  out. A ny c ards
rem aining in the other player’s  c om bat pile are then turned fac e
up.
5. T o determ ine the w inner of the overall pers onnel battle, c om pare
your total rem aining S T R E N G T H  to your opponent’s  total rem aining
S T R E N G T H  (applying relevant m odifiers ). S tunned and m ortally
w ounded c ards  do not add their ow n S T R E N G T H  to the total, but
m ay s till m odify other c ards  (e.g., a s tunned S hakaar E don s till
m akes  other B ajorans  s tronger). T he player w ith the higher total is
the w inner, and im m ediately kills  one oppos ing pers onnel (random
s elec tion from  am ong thos e not m ortally w ounded, but inc luding
thos e w ho are s tunned or dis abled). If the S T R E N G T H  totals  are
equal, no one w ins  or los es  the overall battle.
6. A fter the pers onnel battle is  over, m ortally w ounded c ards  die
(dis c arded), s tunned c ards  rec over from  being s tunned, and all
s urvivors  of the battle are “s topped.”
S tar T rek™ C us tom izable C ard G am e™R ulebook
page  9
S h ip  B a ttle s  (w h ic h  m a y a ls o  in c lu d e  fa c ilitie s )
T hes e rules  apply w hether B attle B ridge side dec ksare being us ed
by zero, one, or both players .
1. A nnounc e your attac k, then identify w hic h of your s hips  and/or
fac ilities  w ill be firing and w hic h enem y s hip or fac ility they are
targeting. Y ou c an us e any or all of your c om patible s hips /fac ilities
at that loc ation, but c an target only oneenem y s hip or fac ility per
battle. (B org S hip dilem m as  and B org-affiliation s hips  w ith a
M ultiplexor D rone aboard are allow ed to fire W E A P O N S  agains t
tw o or m ore targets  in the s am e battle. S ee battle – ship–
m ultiple targets .) If the c ard you are targeting had been
“s topped,” it is  “uns topped” for this  battle. E ac h of your s hips  that
w ill be firing W E A P O N S  m us t have W E A P O N S >0 and be
“uns topped,” undoc ked, and unc loaked.
2. If your opponent w is hes  to return fire during this  battle, he m us t
als o now  identify w hic h oneof your s hips  or fac ilities  at that
loc ation he w ill be targeting, and w hic h of his  s hips  and/or
fac ilities  there w ill be returning fire agains t that target. (T he target
m us t be one of your c ards  that is  involved in your initial attac k.)
E ac h of your opponent’s  s hips  that returns  fire m us t als o have
W E A P O N S >0, be “uns topped,” undoc ked, and unc loaked, and
have a pers onnel of m atc hing affiliation aboard (but no leader is
required). T he battle has  now  been initiated.
3. Y ou and your opponent m ay now  us e any c ards  that apply at the
s tart of the battle. T hes e res pons es  to the battle initiation m ay
inc lude c ards  w hic h w ill allow  you to draw  extra T ac tic  c ards  in the
next s tep, s uc h as  B attle B ridge D oor or A ttac k P attern D elta.
4. E ac h player w ho has  a B attle B ridge s ide dec k m ay do the
follow ing:
• draw  up to tw o T ac tic  c ards  (or m ore if allow ed by a c ard played
in s tep 3) from  the top of his  s ide dec k (he m ay look at eac h one
before dec iding w hether or not to draw  the next);
• c hoos e oneof thos e T ac tic  c ards  (regardles s  of how  m any s hips
are firing) to play fac e dow n on the table as  his  c urrent tac tic
(optional); and
• plac e his  unplayed T ac tic  c ard(s ) fac e-up underneath his  s ide
dec k. (U s ed T ac tic  c ards  never go to your dis c ard pile. Ins tead,
w henever one of them  is  dis c arded or otherw is e leaves  the table,
plac e it fac e upunderneath your s ide dec k. W hen your B attle
B ridge s ide dec k runs  out of fac e-dow n T ac tic  c ards , s huffle the
fac e-up c ards  and plac e them  fac e dow n again underneath your
s eeded B attle bridge door.)
A ny c urrent tac tic s  played on the table are then revealed at the
s am e tim e.
(Y our T ac tic  c ards  are not part of your norm al hand, and thus  are
not affec ted by c ards  s uc h as  A lien P robe and E nergy V ortex.)
5. C om pute your A T T A C K  total by adding together the total W E A P O N S
pow er of all your attac king c ards  (c ounting all applic able
enhanc em ents  from  other c ards ) plus  the A T T A C K  bonus  from  your
c urrent tac tic  (if any). (T he A T T A C K  bonus  is  added only onc e, not
onc e for eac h s hip.)
Y our opponent c om putes  his  D E F E N S E  total by adding the S H IE L D S
of his  targeted s hip or fac ility (c ounting all applic able
enhanc em ents ) to the 50%  fac ility S H IE L D S  extens ion (if the target
is  a doc ked s hip) plus  the D E F E N S E  bonus  from  his  c urrent tac tic  (if
any).
N ow  c om pare the tw o totals  to s ee if you s c ore a hit (but dam age is
not applied until afteryour opponent’s  return fire, if any).
• If your A T T A C K  total is  greater than your opponent’s  D E F E N S E
total, you s c ore a hit.
• If your A T T A C K  total is  m ore than double your opponent’s
D E F E N S E  total, you s c ore a direc t hit.
• If your A T T A C K  total is  les s  than or equal to your opponent’s
D E F E N S E  total, the target is  not hit.
6. If your opponent announc ed during the initiation of the battle that
he w ould return fire, he does  s o now . H e c om putes  his  A T T A C K  total
(inc luding his  c urrent tac tic ’s  A T T A C K  bonus ) and you c om pute your
D E F E N S E  total (inc luding your c urrent tac tic ’s  D E F E N S E  bonus ). Y our
s hip m ay s uffer a “hit” or “direc t hit” as  des c ribed above.
7. A pply any dam age c aus ed by either or both players . If you s c ored
a hit or direc t hit on your opponent’s  s hip or fac ility , indic ate the
dam age as  follow s :
• If you are notus ing a B attle B ridge s ide dec k, rotate the target
180 degrees  to indic ate that it is  dam aged, w ith thes e effec ts :
R A N G E  is  reduc ed to 5 (if it is  already les s  than 5, it rem ains  the
s am e), C loaking D evic e is  off line, and H U L L  integrity is  reduc ed
by 50% . (If it is  dam aged again before being repaired, reduc ing
the H U L L  integrity to 0, it is  des troyed.) If you s c ored a direc t hit,
H U L L  integrity is  reduc ed by 100%  and the target is  thus
im m ediately des troyed.
• If you are us ing a B attle B ridge s ide dec k, the am ountof
dam age to your opponent is  determ ined by s ym bols  on your
c urrent tac tic , and the kindsof dam age are m arked by one or
m ore of your T ac tic  c ards  (w hic h are referred to as  “dam age
m arkers ).
òT his  s ym bol on your c urrent tac tic  m eans  you plac e this
c ard on the target as  a dam age m arker.
ÆT his  s ym bol on your c urrent tac tic  m eans  you draw  a new
T ac tic  c ard from  your s ide dec k to plac e on the target as  a
dam age m arker.
• If you are us ing a B attle B ridge s ide dec k, but you c hos e not to
play a c urrent tac tic  in this  battle (or it w as  nullified), your
opponent s uffers  default dam age . D efault dam age is  tw o c ards
from  your s ide dec k (ÆÆ) for a hit, or four c ards  (ÆÆÆÆ)
for a direc t hit.
If your s ide dec k is  ever c om pletely out of T ac tic  c ards  (bec aus e
they are all in play as  dam age m arkers ), you w ill be unable to
further dam age your opponent until s om e of your dam age
m arkers  return to your s ide dec k. Y ou m ay not m ix dam age
m arkers  and “rotation” dam age if you are us ing a B attle B ridge
s ide dec k.
8. A t the end of the battle, dis c ard your c urrent tac tic  (fac e-up under
your B attle B ridge s ide dec k) unles s  it w as  us ed as  a dam age
m arker. D es troyed s hips  and fac ilities  (and all c ards  aboard them )
are dis c arded and all s urviving s hips , fac ilities , and c rew s  involved
in that battle are “s topped.” S hips  w hic h had been doc ked at a
des troyed fac ility are notdes troyed (unles s  landed on D oc king
P ads ).
9. If a c ard, s uc h as  a dilem m a, dam ages  your s hip, apply dam age as
though it rec eived a “hit” in battle. If your s hip’s  dam age is
indic ated by your opponent’s  dam age m arkers , you m ay rem ove
one dam age m arker (random  s elec tion) at the end of eac h of your
turns  that s hip rem ains  doc ked at an outpos t w hic h m akes  repairs
or a D oc king P ylons  s ite for the full turn. If your s hip’s  dam age is
indic ated by c ard rotation, you m ay repair it by doc king at an
outpos t w hic h m akes  repairs  or a D oc king P ylons  s ite for tw o of
your full turns . It is  not pos s ible to repair a dam aged fac ility
w ithout a s pec ial c ard. S ee dam agefor m ore details  about
dam age and repairs .
S tar T rek™ C us tom izable C ard G am e™R ulebook
page  10
3. DRA W A C ARD
A fter you have finis hed exec uting orders , perform  any ac tions  that
m ay or m us t take plac e at the end of your turn (s uc h as  probingor
being forc ed to dis c ard by a S tatic  W arp B ubble), before draw ing a c ard
from  your draw  dec k to end your turn. If there is  m ore than one thing
s c heduled to happen at the end of your turn, you m ay c hoos e w hic h to
do firs t (but all m andatory end-of-turn ac tions  m us t happen before
optional ones ).
A fter all end-of-turn ac tions  are c om plete, draw  one c ard from  your
draw  dec k to s ignal the end of your turn. (Ins tead, you m ay perform  an
ac tion “in plac e of one c ard draw ,” s uc h as  downloadinga c ard us ing
the B org Q ueen’s  s kill.)
If you are prevented from  draw ing a c ard (for exam ple, by the gam e
text of Q ’s  T ent or the O ps  s ite, or bec aus e there are no c ards  left in
your draw  dec k), then you s im ply announc e w hen you are done w ith
your turn (after res olving any end-of-turn ac tions ).
WINNING  THE  G AME
P layers  c ontinue taking turns  until one player s c ores  100 points  and is
dec lared the w inner, or until both players ’ draw  dec ks  run out (at
w hic h point the player w ith the m os t points  is  dec lared the w inner).
C ONT AC TING  DE C IPHE R
I f you have any ques tions , pleas e feel free to c ontac t D ec ipher.
T el: (757) 623 3600
F ax: (757) 623 3630
M ail: P .O . B ox 56, N orfolk, V A  23501
W eb s ite: w w w .dec ipher.c om
Internet s ales : w w w .ec c entric .c om
E m ail:
G am eplay ques tions  – M ajorR akal@ dec ipher.c om
O ther inform ation – s eans @ dec ipher.c om
T ournam ent info – tournam ents @ dec ipher.c om
T M , ® & © 2000 P aram ount P ic tures . A ll R ights  R es erved. S T A R  T R E K  is  a regis tered tradem ark of
and all c harac ters  and related m arks  are tradem arks  of P aram ount P ic tures . D ec ipher Inc . A uthorized
U s er. T M , ® & © 2000 D ec ipher Inc ., P . O . B ox 56, N orfolk, V irginia U .S .A . 23501-0056. A ll R ights
R es erved. C us tom izable C ard G am e, E xpand Y our P ow er in the U nivers e, and T he A rt of G reat G am es

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