STAR TREK CUSTOMIZABLE CARD GAME CURRENT RULINGS 4/7/98 Current Rulings are periodic updates to the FAQ, including rules changes, clarifications and situations not addressed in the rulebook, supplements or FAQ. Current Rulings are the official supplement to the FAQ and should be used by tournament directors in making tournament rulings. This document contains all Current Rulings issued since the 5/16/97 FAQ Update. Entries that are new or changed since the last Current Rulings document (3/6/98) are marked with an asterisk (*) before the topic. Answers given by official Decipher representatives are not official until included in the FAQ or in a Current Rulings document. Such answers are highly recommended for use by tournament directors, but the TD always has the final authority on rulings. NOTE: Borg drones are listed by their designations (e.g., Interlink Drone, not Nine of Eleven). Text in square brackets represents an icon. Most icon designations are listed below. LEGEND [AU] Alternate Universe [BO] Borg use only [Borg] Borg affiliation [C] Command [CD] Optical Compact Disk [Com] Communication subcommand (blue icon) [D] Delta Quadrant [Def] Defense subcommand (red icon) [EE] U.S.S. Enterprise-E [Fed] Federation affiliation [H] Holographic re-creation [HA] Hidden Agenda [Klg] Klingon affiliation [NA] Non-Aligned [Nav] Navigation subcommand (green icon) [Nem] Nemesis [P] Planet [Rom] Romulan affiliation [S] Space [S/P] Space/Planet [SD] Special download [ST] Staff [univ] Universal {3} Countdown box [35] Point box SIGNIFICANT RULES CHANGES TO NOTE Several earlier rulings have been changed to enhance gameplay. For details, see the following listings (entries marked with an asterisk have been added since the previous Current Rulings): * ASSIMILATE COUNTERPART: Only names and locations of personnel must be revealed. * BRAIN DRAIN: Only names and locations of personnel must be revealed. BRAINWASH: Now removes all affiliation-based restrictions. DUAL-ICON MISSIONS: Planet dilemmas are not removed during space-location scouting by Borg. * DUPLICATION RULE: Superceded by Persona Rule. EQUIPMENT CARDS, AFFILIATION-SPECIFIC: Affiliation-specific equipment may not be reported for duty or used by other affiliations in any way. HOLOGRAPHIC PERSONNEL: May not be projected via Holo-projectors to an Away Team from an outpost. Holo-Projectors allows projection only from a ship. LANDED SHIPS: May not be targeted by cards that do not specifically target a landed ship. MATCHING COMMANDERS: Tomalak is the matching commander for the universal D'deridex. (Complete current list of matching commanders included.) MISSION ATTEMPTS FROM OUTPOSTS: Space missions may not be attempted from outposts. A crew on a ship is now required. * PERSONAS: Expanded to supercede the duplication rule and to include ships. PROCUREMENT DRONE: Equipment this drone "steals" may be used regardless of affiliation restrictions. READY ROOM DOOR: A Captain's Order event just downloaded may be nullified before it can be protected by Ready Room Door. * REMODULATION: Has errata (nullifies Adapt: Modulate Shields). SELECTING SKILLS: Selected skills may include any classification except ANIMAL, and any regular skill found in the game. * SHIP REPAIRS: Non-aligned ships may be repaired at affiliated outposts. SHIP SPECIAL EQUIPMENT: "Special equipment" includes only ship systems expressed in a short phrase, not full-sentence game text. * SHOWING YOUR CARDS: When you must reveal your cards, only pertinent information must be revealed. SOONG-TYPE ANDROID: May not be given ANIMAL classification. May be neuter gender. ADAPT: NEGATE OBSTRUCTION A dilemma may be nullified by this interrupt *only* just after that dilemma is revealed in a Borg Scouting attempt. See Encountered. ALIEN PARASITES When you control your opponent's ship and crew with this dilemma, you may use only "legal moves"--e.g., they must still obey affiliation attack restrictions, may attempt only missions of appropriate affiliation, must obey Borg restrictions, etc. If a Borg scout encounters Alien Parasites without INTEGRITY>32, the opponent may beam the scout back to the ship, and move the ship along the spaceline. He must follow all Borg Away Team restrictions (i.e., he may not beam Borg off the ship, except when counter-attacking or when allowed by the controlling player's current objective or by another card such as Emergency Transporter Armbands). If the opponent is not playing Borg, he may not use the Borg to attempt a mission, because Borg don't attempt missions; or to scout--not even the mission where the Parasites were encountered--because he has no current objective to allow it. He may not initiate battle. If the opponent *is* also playing Borg, he could use the controlled Borg to scout for his own current objective. If a non-Borg ship and crew are controlled by a Borg player, the Borg player may use them exactly like any non-Borg ship and crew controlled by Alien Parasites--they may attempt missions, beam personnel off, etc. They may not mix with the Borg player's Borg personnel. If they complete a mission, neither player may score the mission points. In all cases, when the opponent is done controlling the ship, the dilemma is replaced under the mission to be encountered on the next mission or scouting attempt. The Borg may nullify the dilemma on a second encounter with Adapt: Negate Obstruction. ARTIFACTS ACQUIRED BY BORG AT SPACE LOCATIONS When Borg are scouting a space location, any artifacts found there (e.g. Cryosatellite, Magic Carpet Ride OCD) are "moved to the back" normally. The Borg must complete an objective targeting that location before the Survey Drone can acquire the artifact(s). * ASSIGN MISSION SPECIALISTS Although this objective may be seeded, it does not have a Hidden Agenda icon and may not be seeded face down. The two mission specialists are downloaded immediately upon seeding of this card, during the seed phase, so you must seed it after you have seeded an outpost. The mission specialists are not seed cards, however, but come from your draw deck or Q's Tent. This objective has two effects. First, it allows a one-time download of two mission specialists to an outpost. If you choose to use the optional download, you must do so immediately upon seeding or playing the objective. Because the card is "Unique," 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. 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. The extra points are not limited to the specialists downloaded with the ASM card currently in play. The player decides which of his personnel present use their skills in meeting mission requirements. A mission specialist's skill may be used even if another personnel present also possesses that skill, and a personnel with a skill at the x2 level or higher is not required to use all of his levels of that skill. However, two mission specialists with the same skill may not both score 5 points when satisfying the same skill requirement (unless the mission requires that skill at x2 level or higher, thus allowing both of them to "use their skill"). For example, the mission Reported Activity requires Navigation + Honor x2. It is solved by the following Away Team: B'iJik (Navigation, mission specialist) Konmel (Navigation, mission specialist) Kahless (Honor x2, mission specialist) Batrell (Honor, mission specialist) Governor Worf (Honor x2 plus other skills, not a mission specialist) A maximum of 15 extra points may be scored (5 by Kahless, 5 by 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. * ASSIMILATE COUNTERPART When choosing a target for this objective, your opponent is required to reveal to you the names and locations of all of his personnel in play. See Showing Your Cards. ASSIMILATION, CLASSIFICATION AND SKILLS See Skills, assimilated personnel's * ASSIMILATION OF BORG PERSONNEL AND SHIPS In a Borg vs. Borg game, your Borg may assimilate your opponent's Borg personnel or ships. The normal assimilation rules for conversion of icons and adjustment of attributes do not apply if the assimilated personnel or ship is already Borg. ¥ A Borg retains its subcommand icon and attributes when assimilated by the opponent's Borg, and simply becomes a member of a different collective. ¥ If the Borg Queen or Locutus of Borg is assimilated as a drone, it retains all three subcommand icons and the same attributes. Its gender, species, and lore become irrelevant. ¥ If you assimilate your opponent's Locutus of Borg as a counterpart (with the Assimilate Counterport objective), he retains all his subcommand icons and the same attributes, and simply becomes a member of your collective. You will score points from the objective for his skill dot icons. ¥ A Borg ship assimilated by the opponent retains all its staffing icons but is controlled by the opponent. * BATTLE As explained in the First Contact rules supplement, you may retaliate against an opponent's attack in two ways: by *returning fire* during the attack and by *counter-attacking* on your next turn. You may retaliate in both ways to a battle, if desired. Return fire is only possible against the opponent's cards which directly participate in the original attack. During a personnel battle, you may return fire only by attempting to kill opposing personnel; during a ship battle, you may return fire only by attempting to damage or destroy one opposing ship. Counter-attack is possible against any or all of the opponent's ships, Away Teams, outposts, crews (if you can beam through the SHIELDS), etc. still at the location of the original attack. It is possible to perform multiple counter-attacks to one original attack, as long as they are all at that location and during your following turn. BLACK HOLE 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 really at that location; we just leave the card there to indicate where it will eventually return. Move the ship to the Black Hole location itself until it reappears "on schedule," at the end of a turn. Note, however, if you nullify the Temporal Rift with an Alternate Universe Door before the time it would be pulled in, you may move the ship away before the end of the turn and escape destruction. This doorway may currently only be played between two of the missions named [univ] Space. It does not refer to universal space-location missions, such as [univ] Patrol Neutral Zone. * BLUEGILLS "Bluegills," referred to on the interrupt Alas, Poor Queen, are the small parasites featured in the episode "Conspiracy." Although Bluegills are pictured on the Alien Parasites dilemma, the Alas, Poor Queen interrupt does not affect that dilemma. It will affect other Bluegill cards in a future expansion set. BONUS POINTS The First Contact rule supplement says "Bonus points are defined as points (whether positive or negative) that come from any source other than Mission and Objective cards." For example, MordockÕs five point "bonus" is derived from his Personnel card, and is therefore considered bonus points. BORG-AFFILIATION SHIPS, INTERACTION WITH OTHER CARDS The First Contact rules supplement indicates how various cards interact with Borg affiliation ships. The net results of these rules are listed in the chart below: Card Affects Borg Affects Borg- Ship dilemma? affiliation ships? Plasma Fire NO NO Warp Core Breach NO NO Isabella NO NO Into The Breach NO NO Anti-Matter Spread (first function) NO YES (second function) YES NO Hugh YES NO BORG CONTROL OF NON-BORG PERSONNEL If a player has Borg and non-Borg cards present together (The Naked Truth, Frame of Mind, etc.), normal house arrest rules apply. BORG CUBE AND QUEEN'S BORG CUBE These ships are intended to allow reporting of Borg personnel and Borg Use Only equipment aboard. Other equipment must be reported at a Borg Outpost, played with Devidian Door, etc. * BORG OUTPOST As stated in the First Contact rules, your opponent may not move to or affect your Delta Quadrant Borg outpost, the location itself, or any cards at the location, in any way. Among other things, he may not play a Revolving Door to close a Transwarp Network Gateway played at the outpost, a Temporal Rift on a ship located at the outpost, or a Brain Drain on a personnel at the location. The only way to play a Transwarp Network Gateway at the Delta Quadrant outpost is by using its special download icon, since the Borg Outpost is not a "spaceline" location (which is required for normal play of the Gateway). BORG QUEEN The skill that the Borg Queen selects must be a regular skill, and may be shared through the Interlink Drone like any other regular skill in the hive. See Skills, Selecting. BORG SERVO The personnel assimilated by this dilemma remains on the ship or planet where he was assimilated, until the Borg player can beam him to his Borg ship. Like all Borg, the newly assimilated drone must obey normal attack and movement requirements. Thus, he cannot normally attack unless attacked first or allowed by a current objective. If on a ship, he may be used by the Borg player to scout the ship for Assimilate Starship on his turn, if that is his current objective. BORG SHIP Like Borg-affiliation ships, this dilemma must be destroyed in battle for the opponent to earn the bounty points. Other forms of destruction do not count. * BRAIN DRAIN When choosing a target for this interrupt, your opponent is required to reveal to you the names and locations of all of his personnel in play. See Showing Your Cards. BRAINWASH This event removes *all* affiliation-based restrictions on using the Brainwashed personnel "as your own." Examples: 1. Not only will Galen work with the Federation if Brainwashed, he will work with a Brainwashed Federation personnel even if not Brainwashed himself. 2. The Borg may Brainwash a non-Borg captive. The Brainwashed captive is not assimilated and thus may not share skills with the Borg. He may not be used to scout (because he is not Borg), but may be used to attempt missions of his affiliation (though the Borg may not join him because they do not attempt missions). If the Brainwashed personnel solves a mission, the Borg player will not score the mission points. The Borg may use the captive's skills for purposes other than scouting. For example, if he had SCIENCE classification or skill, he could enhance SHIELDS with Metaphasic Shields in play; a Brainwashed android could prevent the ship from being relocated at Paxan "Wormhole." 3. Other affiliations may Brainwash a Borg captive. The Brainwashed Borg will work with that affiliation, but may not join mission attempts (because it is still Borg). However, the Brainwashed Borg may be used in other ways. For example, if it is an ENGINEER, it could facilitate carrying and launching shuttles with Engage Shuttle Operations; if it has Navigation skill, it could help deal with cards such as Tetryon Field and Anti-Matter Pod. Earlier online rulings removed the restrictions from the Brainwashed personnel only. This more liberal interpretation enhances the usefulness of Brainwash and extends its use to the Borg. CAPTAIN'S LOG See Matching Commanders. CLASSIFICATION, ASSIMILATED PERSONNEL'S See Skills, assimilated personnel's * CYBER DRONE (FIVE OF ELEVEN) This drone's special skill only prevents Borg personnel from entering stasis, and cannot release them from stasis once established. 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. Because this dilemma only places ships and crews in stasis at the time it is encountered, if the Cyber Drone is beamed off the ship, the remaining Borg will remain active. While the drone's presence in a group of Borg relocated to an unsolved Qualor II Rendezvous would prevent them from entering stasis, he cannot release them from stasis if brought there after the relocation. See Stasis. 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 indefinitely; you may re-attempt the mission if you have more than 50 points, but this does not nullify the dilemma. * DILEMMAS, BORG OVERCOMING In general, dilemmas affect Borg normally. With the exception of dilemmas with gender-related text, which are discarded, Borg must meet all conditions imposed by a dilemma in order to pass it, including requirements for skills that the Borg do not possess, such as Empathy. Such skills may be provided by assimilating a personnel with the required skill, or by selecting that skill for the Borg Queen at the beginning of a turn, and sharing the skill if necessary through the Interlink Drone. Such dilemmas may also be nullified (on a subsequent encounter) with Adapt: Negate Obstruction. DILEMMAS, PLAYING CARDS BETWEEN Interrupts and Doorways may be played between dilemmas, but other actions may not be taken unless they specifically allow this. DILEMMAS REFERRING TO CREW OR AWAY TEAM Some "either" dilemmas, such as Thought Fire, Frame of Mind, and Chinese Finger Puzzle, incorrectly refer either to a ship's crew or to an Away Team. These cards should apply to the personnel attempting the mission regardless of whether they are located on a ship or a planet. Treat such cards as if they said "crew or Away Team." DISTORTION OF SPACE/TIME CONTINUUM When this interrupt is played on a ship, Away Team, or ship/Away Team pair, the ship gets its RANGE back and if any of the affected cards (ship and Away Team) were "stopped," they are "unstopped." "DOWNLOAD IN PLACE OF ONE CARD DRAW" You may use this ability each time you are allowed to draw a card, whether at the end of your turn or from a card such as Kivas FajoÐCollector. See "Draw no cards this turn." DOWNLOADING A card that is downloaded via a special download (the triangle-shaped icon) must be put into play immediately; if this is not possible, the card may not be downloaded. (With a normal download, the downloaded cards may be put into your hand or played immediately.) A special download suspends play; a regular download does not suspend play (unless it specifically says it does). "DRAW NO CARDS THIS TURN" You may perform as many actions as you like that have this restriction (Activate Subcommands, QÕs Tent, etc.) per turn. You may not then draw any more cards for the remainder of the turn, by any means. This includes Kivas Fajo -- Collector, Masaka Transformations, and the card draws granted by the Traveler. You also may not use an ability that allows you to perform an action in place of a card draw. DUAL-ICON MISSIONS The Borg do not need both a crew and an Away Team to scout a dual-icon mission such as Tarchannen Study. They scout the space location *or* the planet, according to the current objective targeting the mission. The Borg may first scout the space location and complete an objective such as Establish Gateway, then target the planet itself for Assimilate Planet. The objectives may not be completed in reverse order, because Establish Gateway requires an unscouted location (while Assimilate Planet only requires that the planet not be already assimilated). When scouting the space location, the Borg encounter any space-only or space/planet dilemmas, and any Q-Flash seeded there. If a planet-only dilemma is turned over, it is moved to the back of the seed stack as for an artifact. Scouting is complete for the space objective when no space or space/planet dilemmas or Q-Flashes remain to be encountered. The remaining planet-only dilemmas will be encountered if and when the planet is scouted for Assimilate Planet. Any space-permissible artifacts (Cryosatellite, Magic Carpet Ride OCD) may be acquired by a Survey Drone upon completion of the space objective. Any planet artifacts may be acquired by the Survey Drone only after completion of Assimilate Planet. Picard's Artificial Heart would be acquired by its owner upon completion of scouting for any objective. * DUPLICATION RULE The "duplication rule" disallowing one player from playing two copies of a unique personnel or ship has been superceded by the persona rule. When the First Contact rules refer to "obeying the duplication rule" after assimilation of a personnel or ship, it should be taken to mean "obeying the persona rule." See Personas. EDO VESSEL Only if the Edo Vessel is attacked by another ship (the battle is initiated by another ship) do you get to flip the coin to determine if the attack is nullified. Returning fire is not considered an "attack," it's just part of the current battle. E.M.H. PROGRAM Although this personnel may be downloaded to an outpost, he will be deactivated until taken aboard a ship with a holodeck (or any ship with Holo-Projectors in play). If downloaded to a ship attempting a mission, he joins the crew attempting that mission, even during a dilemma. See Holographic Personnel. ENCOUNTERED Dilemmas are considered to be "encountered" (or "faced") only when they are just revealed in a scouting or mission attempt. Thus, dilemmas that enter play, such as Cytherians, the Borg Ship dilemma, and Coalescent Organism, are not considered "encountered" when they affect you later on the spaceline. ENTERPRISE-E ICON This staffing icon, found on most of the new bridge crew, may be used to staff only the Enterprise-E. It does not substitute for a Command or Staff star. This represents the fact the personnel were specifically trained for and assigned to this ship, and is important to the gameplay balance between the original and new versions of these personas. EQUIPMENT CARDS, AFFILIATION-SPECIFIC Affiliation-specific equipment is treated much like affiliated ships for reporting and use. If an equipment card is restricted to the use of a specific affiliation (e.g., PADDs), or an affiliation and non-aligned (e.g., disruptors), it may be reported only to that affiliation's outposts, or to Neutral or Non-aligned outposts, unless an appropriate treaty is in play. "Use" of affiliation-specific equipment includes carrying it in an Away Team or aboard a ship, using for its stated game text purposes (e.g., enhancing STRENGTH), and using it to overcome a dilemma (e.g., using a Disruptor to overcome Zaldan). EQUIPMENT CARDS, UNATTENDED Equipment can work by itself (with no personnel present), but it will rarely be useful in this fashion. An Engineering Kit is useless without personnel to enhance; an Echo Papa 607 Killer Drone is also useless, as there are no provisions for "Away Team versus Equipment" battles. On the other hand, the Orb of Prophecy and Change would work unattended, and a Plasmadyne Relay would add to the SHIELDS of an empty ship. EQUIPMENT CARDS, USE BY BORG Like all affiliations, the Borg may possess and carry equipment cards. However, they may report equipment for duty and use it only if they meet the requirements for its reporting and use. For example, the Borg may not report and use a Romulan Disruptor, because it is restricted to Romulan and non-aligned use only. Borg may not gain SCIENCE skill from a Tricorder, because they have no classifications, and a Tricorder only gives the skill to ENGINEER-classification personnel. But they could use the Tricorder to pass Alien Labyrinth. See Procurement Drone. FAR END OF SPACELINE, FARTHEST PLANET, ETC. See Ties, Who Chooses? FIVE OF ELEVEN See Cyber Drone. GI'RAL For Gi'ral and Tokath to work together to build a Colony, they must be present in the same Away Team, and they cannot be in the same Away Team unless there is a treaty. HIDDEN AGENDA A Hidden Agenda card may not automatically be seeded. Only those Hidden Agenda cards which say that they are seedable may be seeded. See "Seeds or plays." HOLOGRAPHIC EQUIPMENT Holographic equipment follows the same rules as holographic personnel. They require a holodeck or Holo-projectors to use, and if a holographic card is killed, destroyed, or abandoned (by the projecting ship moving away), it returns to the ship and is deactivated until the start of your next turn. HOLOGRAPHIC PERSONNEL Holographic personnel are reported normally to an outpost like any other personnel, but are deactivated while aboard the outpost. Conceptually, the Holo-Projectors event represents the installation of holodeck and holoemitter technology aboard all of your ships. Thus, it allows projection of holograms aboard ships, but not aboard outposts; and projection to Away Teams only *from* ships, and not from outposts. INTERLINK DRONE As indicated in the First Contact Rules Supplement, only *regular* (not special) skills are shared through this drone. All regular skills from each group of Borg at one location are shared by all Borg at that location, if there is a [Com] icon in each group. The skill-sharing is not limited to the [Com] Borg, or to their skills alone. * LACK OF PREPARATION For a Borg player, overcoming this dilemma requires simply all three subcommand icons Ñ not necessarily three separate personnel. Locutus or the Borg Queen can overcome this dilemma. 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). See Mission Attempt. LANDED SHIPS 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. (Currently, no cards specifically allow this.) Thus, landed ships are immune to Temporal Rift, Loss of Orbital Stability, Wormholes, Warp Core Breach, Magic Carpet Ride OCD, Rogue Borg Mercenaries, etc. LAUNCHING SHIPS When you have game text in play that allows you to launch ships from other ships, it is implied that you can also recover such ships. For example, because Engage Shuttle Operations allows you to launch shuttlecraft (and also scout vessels if enhanced by a Launch Portal), it also allows you to re-load shuttles (and scouts) aboard your ships with Tractor Beam and ENGINEER. Likewise, Borg spheres can re-load aboard Borg cubes. MATCHING COMMANDERS For a personnel to be the matching commander of a ship, either the ship lore must name a personnel as its captain or commander, or the personnel card must state he/she was the captain or commander of a ship card. Earlier online rulings restricting these benefits to "specific" ships have been removed, in order to give players maximum creative flexibility in building their decks. Thus, Tomalak now is the matching commander of the universal D'deridex card (as well as the Decius). The current list of matching commanders follows. (P = defined by personnel lore, S = defined by ship lore) U.S.S. Bozeman: Morgan Bateson (S, P) U.S.S. Enterprise: Jean-Luc Picard [Premiere] (P); Admiral Picard (P) U.S.S. Enterprise-C: Rachel Garrett (S, P) U.S.S. Enterprise-E: Jean-Luc Picard [First Contact] (P) U.S.S. Pasteur: Beverly Picard (S, P) U.S.S. Phoenix: Benjamin Maxwell (S, P) U.S.S. Stargazer: Jean-Luc Picard [Premiere or First Contact] (S) U.S.S. Sutherland: Data [Premiere or First Contact] (S) I.K.C. Bortas: Gowron (S) * I.K.C. Chang: Governor Worf (S) I.K.C. Hegh'ta: Kurn (S) I.K.C. Maht-H'a: Nu'Daq (S, P) I.K.C. Pagh: Kargan (S, P) D'deridex: Tomalak (P) Decius: Tomalak (S) * Devoras: Mendak (S, P) Haakona: Taris (P) Khazara: Toreth (P) Terix: Sirol (S, P) Queen's Borg Cube: Borg Queen (S) Queen's Borg Sphere: Borg Queen (S) Gomtuu: Tam Elbrun (S) Mercenary Ship: Baran (S, P) Phoenix: Zefram Cochrane (S) Tama: Dathon (S) * Vulcan Lander: Solkar (S) * Three matching commander definitions need a bit of clarification: I.K.C. Bortas: "Gowron's flagship" means "flagship commanded by Gowron". Tama: "Dathon, speaking first" is Tamarian for "commanded by Dathon". Decius: The Decius was actually commanded by a Tomalak for whom no card currently exists (not Commander Tomalak). As a result, we have elected to give command to the original Tomalak. 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 immediately activated in response, both players must choose someone to draw 3 cards. If they both choose the *same* player, that player must draw 6 cards. * MISSION ATTEMPT A mission attempt lasts from the time you announce you are attempting the mission until one of the following occurs: ¥ The entire Away Team or crew is "stopped" (e.g., by dilemmas, or by Rogue Borg battle between dilemmas). ¥ No one remains in the crew or Away Team, either through elimination by dilemmas, or through use of a card that removes them from the mission (e.g., Emergency Transporter Armbands). ¥ A dilemma prevents the mission attempt from continuing (e.g., Cytherians, Radioactive Garbage Scow). ¥ A card forces your turn to end (e.g., End Transmission). ¥ All dilemmas are resolved but the Away Team or crew 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 the forced end of your turn or solving the mission), you may re-attempt 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. MISSION ATTEMPTS FROM OUTPOSTS Missions may not be attempted directly from an outpost or station. Planet missions have always required an Away Team on the planet; now, space missions require a crew aboard a ship. (The ship need not meet staffing requirements, which only affect ship movement.) Conceptually, outposts and stations do not have all of the specialized equipment a ship would have for attempting missions, and an outpost or station cannot nimbly maneuver around a spatial anomaly, wrap a warp field around an errant moon, etc. There is now no question of whether a dilemma encountered at a mission where the outpost is located will have any effect; there will always be a ship involved in the mission attempt to "trigger" a ship-related dilemma. * MISSION DEBRIEFING This event "stops" personnel after any mission attempt, whether successful or unsuccessful; that is, it stops the personnel "no matter what". 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. See Mission Attempt. MISSIONS All players must still include 6 missions among their seed cards, even if playing Borg. MONTANA MISSILE COMPLEX The personnel and ships listed on this time location ("native to this timeline") may be reported only to the time location if it is in play (by either player). Even when using an unusual reporting mechanism such as Devidian Door, the personnel is still required to report to the time location. If the time location is not in play, they may be reported at any outpost as normal Alternate Universe personnel (with an open Alternate Universe Door). MOST CUNNING, STRONGEST, HIGHEST TOTAL ATTRIBUTES, ETC. See Ties, Who Chooses? * MULTIPLEXOR DRONE (NINE OF SEVENTEEN) This personnel's skill allows its ship to fire WEAPONS against multiple targets during a battle, if the current objective allows targeting of multiple ships (no objective currently allows this) or if retaliating. 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 (total of 3 [Def]) may attack both ships and the outpost with 24 WEAPONS against each of the three targets. This drone allows multiplex targeting against the attacking cards even when you *return fire* (which normally limits you to a single target). NEAREST PLANET, ETC. See Ties, Who Chooses? * NEUTRAL AND NON-ALIGNED While neither Neutral nor Non-Aligned designates an affiliation, cards with these icons may mix and work with cards of any affiliation or with each other. Thus, Spot may work with Non-Aligned cards. NINE OF ELEVEN See Interlink Drone. NINE OF SEVENTEEN See Multiplexor Drone. * OBJECTIVES Points for an objective that has a points 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. ONE OF ELEVEN See Procurement Drone. OUTPOSTS Seeded outposts still count toward your maximum of 30 seed cards. The new rule that you are not required to seed or stock outposts in your deck simply eliminates the old requirement to have a minimum number of outposts (one for each affiliation you play) and the implied requirement to seed at least one. * PERSONAS Two non-universal Personnel cards are instances of the same persona if: ¥ they are duplicates (exact copies); or ¥ they have the exact same card title; or ¥ one has the other's name in boldface type in its lore; or ¥ they both have the same persona name in boldface type in their lore. The presence or absence of [AU] icons does not in itself determine whether two personnel are instances of the same persona. You may not have more than one instance of the same persona in play at the same time, including personnel who have been captured, assimilated, or otherwise controlled by your opponent. Example: Jean-Luc Picard (premiere), Jean-Luc Picard (First Contact), Locutus of Borg and Galen are all instances of the same persona (i.e., the "Jean-Luc Picard" persona), while Admiral Picard and Lt. (j.g.) Picard are not. The latter two are instances of different personas (one from Barash's illusion, and one from an alternate timeline). Two non-identical instances of the same persona are not "duplicates" for purposes of Doppleganger, and may not be substituted for matching commanders, mission requirements, etc., if they do not meet other applicable criteria (same name, matching commander lore). Treat unique ships in the same way, i.e., you may not have more than one instance of a ship "persona" in play at the same time. Although currently this affects only duplicate cards, it would also apply to different versions of a ship with the same name or with bold-faced lore, if such cards were to be produced. See Duplication Rule. PROCUREMENT DRONE (ONE OF ELEVEN) The Procurement Drone may steal *any* equipment card for the Borg to use, regardless of that equipment's affiliation restrictions. Q'S TENT You must have at least one card in your Tent to play a Q's Tent. See "Draw no cards this turn." READY ROOM DOOR When this doorway is used to download Assign Mission Specialists, the timing works as follows: Play Ready Room Door. Download and play Assign Mission Specialists (shuffle*). Download and report the two mission specialists (shuffle*). Assign Mission Specialists has now had its result. Ready Room Door has now had its result. (* Shuffling your draw deck is required if you look through it. However, because shuffling twice is usually redundant, you may skip the first one if you will be performing the second.) Dispose of the Ready Room Door in one of the three ways specified. If it is placed on top of the draw deck, this happens *after* all shuffling is over. When Ready Room Door is used to download, play and protect a Captain's Order event, the placing of the doorway to protect the event happens only *after* the opponent declines or fails to nullify that event. REGENERATE All discarded cards go to their owner's discard pile, including artifacts, dilemmas, Q-icon cards, missions discarded due to a Supernova or Black Hole, etc., and thus will be shuffled into the owner's draw deck when this event is played to replenish the deck. Because there is no valid way to play any of these seed cards from the hand (though dilemmas and one artifact may be reseeded at a Q's Planet), they may not be played in any way when drawn from the deck. They may be discarded only when a card allows you to discard (e.g., Ooby Dooby, Visit Cochrane Memorial, Static Warp Bubble). The Regenerate card itself is not shuffled into the deck, but instead is discarded after the deck regeneration. * REMODULATION This interrupt has errata: "Nullifies Adapt: Neutralize Weapon" should instead say "Nullifies Adapt: Modulate Shields." * RETALIATION See Battle. * 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. * SCOUTING When an objective calls for scouting a mission location, you must scout even if there are no dilemmas remaining when you began (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. At the end of that turn, scouting is complete. When an objective requires you to target a space 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. SCOUTING WITH MULTIPLE BORG The rules on beginning planet scouting by beaming down a single scout merely represent the normal situation. If you have multiple unstopped Borg on a planet by any legal means (Emergency Transporter Armbands, Near-Warp Transport, Iconian Gateway, left over from a counter-attack, etc.), they may be used together to scout the planet if it is targeted by a current objective, even if you have not previously begun scouting with a single Borg. The same rule applies to scouting a ship, if you have one or more Borg aboard a ship from Undetected Beam-In, left over from a counter-attack, etc. "SEEDS OR PLAYS" As stated in the First Contact Rules Supplement, cards with this phrase may be seeded during any part of the seed phase. Players alternate seeding cards as usual during each phase, regardless of whether they are seeding the normal cards for that phase (such as dilemmas during the dilemma seed phase) or a "seeds or plays" card. Not all cards with this phrase are seeded face down as Hidden Agendas. Cards which say "Seeds or plays" may seed face down *only* if they have a Hidden Agenda icon. SHIP ATTRIBUTE ENHANCEMENTS Attribute enhancements refer only to positive changes in a shipÕs attributes. Shipwreck and Weak Spot do not affect an outpostÕs ability to extend its shields around ships. * SHIP MOVEMENT There are two kinds of ship movement: ¥ Normal movement -- often indicated by the word "move." Normal movement includes using RANGE, landing, taking off, launching and loading, and this is the default type of movement when a any card does not specify otherwise. Normal movement requires the ship to be fully staffed. ¥ Relocation -- identified by the word "relocate," or by a euphemism such as "hurl" (Gomtuu), "transport" (Maman Picard) or "must follow" (Temporal Wake). Relocation does *not* require the ship to be staffed. Unless game text uses the term "relocate" (or a euphemism), staffing is required for movement. For example, the first function of Temporal Vortex ("any ships may time travel") is normal movement and thus requires staffing, whereas the last function ("Relocates one of your ships") is relocation and does not require staffing. SHIP REPAIRS The rulebook states, "A damaged ship can be repaired by returning to its outpost." Previously, "its outpost" was interpreted as an outpost of matching affiliation, so non-aligned ships could not be repaired without a Spacedock. We are adopting a more liberal interpretation. Your ships may now be repaired at any of your outposts of compatible affiliation (except the Neutral Outpost, which allows no repairs). If the ship is able to report for duty at an outpost, it may be repaired there. This includes non-aligned ships at any affiliated outpost, affiliated ships at a different affiliation's outpost with an appropriate treaty in play, and affiliated ships at a Non-aligned Outpost (should one ever exist). SHIP 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, Holodeck, Tractor Beam, Long-Range Scan Shielding, Particle Scattering Device and MEDICAL (on U.S.S. Pasteur). Other game text on the ship card, usually expressed as a complete sentence, is not considered 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. * SHIP STAFFING According to the Alternate Universe rules, "one personnel cannot meet more than one staffing requirement." Therefore, a Borg cube requires seven personnel to staff it, even if the Queen or Locutus is aboard. Ships must be fully staffed: ¥ to perform normal movement (see Ship 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. Initiating a ship battle requires only a leader or [Def] Borg; returning fire requires any personnel aboard; attempting a space mission requires only one personnel of matching affiliation. SHIPWRECK See Ship attribute enhancements. * SHOWING YOUR CARDS You must allow your opponent to see your personnel cards when you report them for duty, regardless of how or where they are reported. When they board a ship, they are placed out of sight beneath the ship card; an Away Team may be placed face down on a planet. After the cards are concealed, you only have to show them ¥ if a card is played which requires you to reveal cards; or ¥ if a player needs to prove he has a particular card or skill, e.g., to pass a dilemma or solve a mission; or ¥ in personnel battle, where your opponent must be allowed to see which adversary he is engaging, and the adversary's STRENGTH. A card would require revealing your cards if it says so explicitly (e.g., Long-Range Scan) or if it allows the opponent to target one of a group of cards in a non-random manner (e.g., Brain Drain or Assimilate Counterpart). 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. SKILLS, ASSIMILATED PERSONNEL'S The classification of an assimilated personnel becomes the first-listed skill of that personnel. SKILLS, SELECTING Most restrictions on selecting regular skills have been removed. When selecting skills for the Borg Queen, K'chiQ, Frame of Mind, etc., valid choices include any classification 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, Leadership, Mindmeld, Miracle Worker, Music, Navigation, Obsidian Order, Physics, Stellar Cartography, Tal Shiar, Transporter Skill, Treachery, and Youth. When a card such as Lal or Frame of Mind requires you to select two or more skills, you may not pick the same skill twice, and if double or triple skills (such as Diplomacy x2) are present, you may only pick that skill at a x1 level. Thus, if Jean-Luc Picard and Sarek were present when Lal was reported, she could gain any two of the following skills: Diplomacy, Leadership, Honor, Navigation, Archaeology, Music, or Mindmeld. She could not choose Diplomacy twice, nor could she choose Sarek's Diplomacy x3 as one skill. Similarly, K'chiQ can only pick single regular skills, not double skills such as Diplomacy x2. See Vulcan Mindmeld. SKILLS VS. RED DOT ICONS The number of skills possessed by a personnel is not necessarily the same as the number of [red dot] skill icons on the personnel card. Skills may be added or lost; some personnel, such as Major Rakal, have several skills preceded by only one dot; and [special download] skills have the triangular icon instead of the dot. When a card such as Assimilate Counterpart or Mandarin Bailiff refers to the number of [red dot] icons on a personnel, use the actual number of dots printed on the card. The only exceptions are for cards that have errata, which are official changes; for example, Tasha Yar - Alternate's special skill has been changed to mean [SD] Starfleet Type II Phaser, so she should be considered to have one less dot than the printed card shows. SOONG-TYPE ANDROID This personnel may not be given the classification of ANIMAL. It may be assigned the gender of "neuter," like Soren and Exocomp. * STASIS Cards in stasis may not use any of their game text or implied abilities. For example, Borg personnel may not be reported to a Borg Cube in stasis using the ship's game text. (Although, for example, the Borg Queen could report to Queen's Borg Cube using Ready Room Door, because this does not require 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. "STOPPED" When the crew on board a ship attempts a space mission and is "stopped" by a dilemma, the ship is also stopped. A stopped ship (and the crew aboard it) cannot attempt a mission. So, if you have two ships at the same location, you could beam personnel back and forth as desired, then attempt from one ship. If it is stopped, then you could attempt from the other ship. If the second ship is also stopped, then you would need to bring another ship to that location to attempt the mission again that turn. STUNNED OR MORTALLY WOUNDED PERSONNEL Stunned and mortally wounded personnel are treated as disabled personnel (e.g., stunned MEDICAL personnel cannot run the Genetronic Replicator). However, they may still enhance other personnelÕs attributes (e.g., Targ, Keiko OÕBrien) because the attribute enhancement is based on their presence, not any actions that they take. * SUPERNOVA This event plays only on a Mission card, and thus may not be played on non-mission locations such as a Borg Outpost in the Delta Quadrant, time locations, Gaps In Normal Space, Black Hole, etc. TARCHANNEN STUDY See Dual-Icon Missions. TARGETING See Showing Your Cards. TARELLIAN PLAGUE SHIP This dilemma has conditions of "Unless MEDICAL volunteers to permanently beam over (discarded)." If these conditions are met, the dilemma is overcome and the points are scored (unless playing Borg). Because these are *conditions*, this is not considered "choosing a point-related option" for the Borg; thus, the Borg are allowed to beam over a MEDICAL to overcome this dilemma. That MEDICAL skill may be a shared skill (through the Interlink Drone) if a [Com] Borg is beamed over. THE LINE MUST BE DRAWN HERE When this Hidden Agenda event is activated in response to the play of one of the target cards, the player of that target card loses 5 points, even if the target card is then nullified by a counter-card responding to it. * THE MASK OF KORGANO 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. See Personas. * THETA-RADIATION POISONING Only one Medical Kit is required aboard the ship or outpost affected by this dilemma to prevent any personnel from dying. A death occurs only if personnel are aboard at the end of the turn without a Medical Kit. THINE OWN SELF This interrupt may be played on Borg scouts, which are an Away team like any other. Since the Borg do not complete missions, the scout is not retrieved when the Borg complete their objective. TIES, WHO CHOOSES? 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. 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* needed to go in each direction. If still a tie, the opponent chooses. TIME TRAVEL POD This artifact should refer to "full turns (of the player the Pod is played on)." As with all cards that don't specify otherwise, it refers to the full turns of the player the card is played upon. TOMMYGUN See Holographic Equipment. TRANSWARP DRONE This personnel's special skill allows him to download one doorway or interrupt whose title includes "Transwarp", i.e., currently, Transwarp Network Gateway (doorway) or Transwarp Conduit (interrupt). It does not allow the download of any other interrupt. TRANSWARP NETWORK GATEWAY Each time you wish to move your ship(s) from one Transwarp Network Gateway to another, you must first play another Transwarp Network Gateway doorway (or a Transwarp Conduit interrupt) from your hand. TWO OF NINETEEN See TransWarp Drone. TWO OF SEVENTEEN See Unity Drone. UNDETECTED BEAM-IN The drones downloaded by this dilemma remain on the ship, outpost or planet to which they were downloaded, until the Borg player can beam them to his Borg ship. Like all Borg, these drones must obey normal attack and movement requirements. Thus, they cannot normally attack unless attacked first or allowed by a current objective. If on a ship, they may be used by the Borg player to scout the ship for Assimilate Starship on his turn, if that is his current objective. Note that, because Rogue Borg play only on occupied ships, they may not be downloaded to a planet, outpost or unoccupied ship. UNITY DRONE Example: You have an Away Team on a planet consisting of three Borg: Bio-Med Drone [Com] CUNNING 5 Tactical Drone [Def] CUNNING 5 Talon Drone [Def] CUNNING 5 This Away Team alone has a total CUNNING of 15. You have a Borg ship at a neighboring spaceline location containing the following personnel: Astrogation Drone [Nav] CUNNING 7 Guard Drone [Def] CUNNING 5 Unity Drone [Com] CUNNING 5 This crew alone has a total CUNNING of 17. 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. Now suppose that the Bio-Med Drone is killed. Because 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. VULCAN MINDMELD With this interrupt, you add all (regular) skills on the other personnel's card, including multiples. For example, if Sarek (Diplomacy x3) Mindmelded with Picard (Diplomacy x2), Sarek would have Diplomacy x5. WEAK SPOT See Ship attribute enhancements. WORMHOLE This interrupt plays "just as [a ship] begins to move." Thus, a ship wormholed onto a Borg Ship never actually stops at the Borg Ship's location and can continue to move, away from the Borg Ship (RANGE and Q-Nets permitting, of course). The phrase "just as it begins to move" refers to the ship controllerÕs intention to move the ship. Since that intended movement will be provided by the wormhole cards themselves, it is not necessary to have any RANGE left to use wormholes (conceptually, the ship can be "just beginning to move" using its thrusters). Also, it is not necessary for there to be an adjacent location to theoretically move to. This is why wormholes work at a time location. TM & (c) 1998 Paramount Pictures. All Rights Reserved. Used under authorization by Decipher Inc. TM, (r) & (c) 1998 Decipher Inc., P.O. Box 56, Norfolk, VA 23501. All Rights Reserved. Original gameplay by Technical Game Services.