Rulebook - Version 1.7 Decipher (August 2000)

INTRODUC TIONWelc 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 erequires  tw o players , eac h w ith a dec k c us tom ized from  the c ards  in hisor her c ollec tion. Y our pers onnel w ill report for duty, fly s hips  to m is s ionloc ations , and overc om e obs tac les  c alled “dilem m as ” before they c anc 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, rareartifac ts , and events  from  the S tar T rek univers e w ill aid or ham pertheir progres s .T his  rulebook is  des igned to teac h you the bas ic  proc edures  forplaying the S tar T rek C us tom izable C ard G am e. T he c om panion G los s aryV ers ion 1.7 is  c om prehens ive, and c ontains  all S tar T rek C us tom izableC ard G am e rules  and rulings  as  of A ugus t 2000. (It’s  not nec es s ary toread 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 ins ubs equent gam es . It takes  a little prac tic e and patienc e to m as terthe infinite pos s ibilities  of this  gam e.• A  term  or phras e appearing in bold typeindic ates  that there ism ore inform ation on the topic  in the c om panion G los s ary. T heG los s ary explains  topic s  in detail and addres s es  s pec ial term s  w hic hm ay not be s elf-explanatory (e.g., downloading), as  w ell asinc luding revis ed gam e text and ans w ers  to F requently A s kedQ ues tions  (F A Q s ) on s pec ific  c ards . T he G los s ary is  available fromthe s ourc es  lis ted at the end of this  rulebook under “C ontac tingD ec ipher.”• A  c ard’s  s pec ific  gam e text m ay alw ays  override a general rule, ands pec ific  rules  override m ore general rules .THE  AF F IL IA TIONST
here are nine full affiliations  in the S tar T rek™  C us tom izable C ardG 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 borderc 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  foryou 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 affiliationor form  allianc es  of tw o or m ore. N orm ally, c ards  from  differentaffiliations  c annot w ork together (are not c om patible), w ith oneexc eption: N on-A ligned and N eutral c ards  are c om patible w ith anyaffiliation exc ept B org. F or exam ple, your F ederation pers onnel c annotboard your B ajoran s hip. H ow ever, s pec ial c ards  s uc h as  treatiesm ayallow  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 portantw ays  – for exam ple, the B org never m ix or c ooperate w ith c ards  ofother affiliations , and do not attem pt m is s ions . B efore playing the B orgaffiliation, you s hould learn to play w ith one of the traditionalaffiliations  firs t, and fam iliarize yours elf w ith the differenc es  by readingthe G los s ary entry on B org(and related entries ). (A  B org rulebook isals o available from  the D ec ipher w ebs ite.)C US TOMIZING  A DE C KY
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 kand the draw  dec k. In addition, you m ay have one or m ore optionals 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 kedin 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 orgpers onnel, s hips , or fac ilities  in their s eed dec k, draw  dec k, or any s idedec ks .S E E D  D E C KY 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 tc ards , plus  any other c ards  w hic h are allow ed or required by gam e textto be s eeded, s uc h as  c ertain F ac ility, D oorw ay, O bjec tive, Inc ident, andE 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., inaddition 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 areunivers al (their c ard title begins  w ith the univers al Os ym bol).D R A W  D E C KY our draw  dec k m ay be of any s ize, as  long as  it c ontains  at leas t 30c 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  thatm us t be s eededrather than played– s uc h as  dilem m as  – bec aus enorm ally there is  no w ay to us e them  in your draw  dec k. Y ou m ayinc lude as  m any c opies  of eac h c ard as  you like; in fac t, m os t dec ksinc lude extra c opies  of im portant c ards  to inc reas e the likelihood thatthey w ill c om e into play early in the gam e.S ID E  D E C K SS ide dec ks  are optional c us tom ized dec ks  of c ards  s eparate from , andin addition to, your norm al gam e dec k. E ac h s ide dec k is  s huffled andplac ed fac e dow n on the table, then ac tivated during the doorw ay s eedphas e by a D oorw ay c ard plac ed fac e up on the s ide dec k. (T his  c ardc ounts  tow ard your 30-s eed c ard m axim um ; the c ards  in the s ide dec kare 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 ofthes e s ide dec ks  in the s am e gam e if you like, but you m ay have onlyone s ide dec k of eac h type in play.HOW TO PL A YT
he goal of the gam e is  to s c ore 100 points  – prim arily byac 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 utuallyagreeable 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 tturn in the play phas e.S tar T rek™ C ustom izable C ard G am e™ RulebookVersion 1.7 – August 2000page  1page  2THE  S E E D PHAS E ST
he s eed phas es  “s et the s tage” for your adventure, and offer a greatdeal of s trategic  opportunity. T here are four s eed phas es  that m us toc 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 ss oon as  both players  pas s  c ons ec utively , that phas e ends  (even if youw 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 EB eginning w ith the s tarting player, you and your opponent take turnsplac ing s eedable doorw ays  (s uc h as  the A lternate U nivers e D oor), andany other c ards  that m ay or m us t s eed during this  phas e (s uc h as  O penD iplom atic  R elations ), on the table or on top of s ide dec ks  as  s pec ifiedby 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  theA lternate U nivers e D oor or S pac e-T im e P ortal, w hic h allow s  s uc h c ardsto s eed. (C ards  w hic h are “native” to a tim e loc ationare anexc eption.)2. M IS S IO N  P H A S EIn this  phas e, you and your opponent c reate one or tw o lines  ofM is s ion c ards , c alled s pac elines . E ac h s pac eline repres ents  a differentquadrantof the galaxy. T he s pac elines  func tion like a gam eboardw 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 porarypile; your opponent does  likew is e. If you are the s tarting player, drawthe top m is s ion from  your pile and plac e it fac e up on the table. T aketurns  w ith your opponent plac ing eac h s uc c es s ive m is s ion fac e up oneither end of the s pac eline appropriate for that m is s ion (A lphaQ uadrant or G am m a Q uadrant). Y ou m ay not pas s  until you have nom 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 hedfrom  eac h other by the des ign oftheir point boxes . G am m aQ uadrant m is s ion point boxesinc lude a Γs ym bol; A lphaQ uadrant m is s ion points  boxeshave no s ym bol. (M is s ions  w ith nopoint box m ay be plac ed in eitherquadrant, even if there are noother m is s ions  in the quadrantyet. N o m is s ions  m ay be plac ed inthe D elta Q uadrant yet.)B ec aus e both players  have c ards  on the playing s urfac e, you s houldalw ays  orient your c ards  tow ard yours elf. T his  m akes  it eas y to identifyyour ow n c ards  and to retrieve them  after the gam e. (W hen turningover a c ard, be s ure to flip it w idthw is ein order to retain itsorientation.)S om e m is s ions  are identified in their lore as  belonging to a partic ularregion 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 edanyw 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 notduplic atable. W hen you attem pt to s eed a non-univers al m is s ion that isalready repres ented on the s pac eline, plac e your c opy on top of the onealready s eeded (leaving half of your opponent’s  c opy expos ed). T hem 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 pleteds pac eline w ill have one few er m is s ion.) T he m is s ion m ay only bec 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 illlook s om ething like this :3. D IL E M M A  P H A S EN ext, you and your opponent hide dilem m as  and artifac ts  fac e dow nunder m is s ions . T ypic ally you w ill plac e dilem m as  under youropponent’s  m is s ions  and artifac ts  under your ow n m is s ions , but this  isnot the only s trategy to follow .If you are the s tarting player, ins ert one c ard of your c hoic e fac edow n beneath any m is s ion, then take turns  until you and youropponent c ons ec utively pas s . W henever you s eed a c ard beneath am is s ion, that c ard alw ays  goes  on the bottom  of any other c ardsalready s tac ked there. (T hus , w hen you attem pt a m is s ion during theplay 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 areas  follow s :• P lanet dilem m as  and artifac ts  s eed under any m is s ion w ith a planetic 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 em is s ion.• Y ou m ay s eed as  m any different dilem m as  as  you like under eac hm is s ion, but only oneartifac t (unles s  a c ard s tates  otherw is e, s uc has  C ryos atellite or O rb N egotiations ). If you illegally s eed tw o orm ore artifac ts  at the s am e loc ation, allof your artifac ts  there arec 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 ardsbeneath 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 MirastaY ale).• Y ou m ay s eed Q-ic ondilem m as  under m is s ions  onlyw hen youhave previous ly s eeded the O bjec tive c ard B ew are of Q , or if thec 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 toac c idental m is -s eeds , a player m ight deliberately m is -s eed planetdilem m as  under a s pac e m is s ion, or non-s eed c ards , s uc h as  E quipm entc ards , under a m is s ion as  a bluff.) If you reveal your ow n m is -s eededc ard in a m is s ion or s c outing attem pt, you m ay not c om plete and s c orethat m is s ion or any objec tive targeting it.4. F A C IL IT Y  P H A S EA fter the dilem m a phas e is  c om pleted, you and your opponent taketurns  es tablis hing s eedable outpos ts , headquarters , and s tations  (andany related s ites ) in their native quadrant. F ac ilities  w ith a ΓG am m aS tar T rek™C us tom izable C ard G am e™R ulebookA lpha Q uadrant and G am m a Q uadrantm is s ions  m ay be dis tinguis hed from  eac hother 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 beplac ed in either quadrant.)3030A lp h a  Q u a d ra n tG a m m a  Q u a d ra n tB a d la n d s  R e g io nS lid e  D ilem m a a n d  A rtifac t c a rd sfa c e  d o w nu n d e r M is s ion c a rd s .«
page  3or ∆D elta ic on are native to thos e quadrants ; fac ilities  w ithout eitheric on are native to the A lpha Q uadrant. P lac e eac h of your F ac ility c ardsfac 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 alreadyhave a fac ility (unles s  one allow s  the other to “c o-exis t” there). B othplayers  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 ingeac h player to s eed only one c opy of that O utpos t c ard. (Y ou m ay buildm 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., aC 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 allyallow 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 thes pec ified hom ew orld. E ac h headquarters ’ gam e text s pec ifies  that it isnot duplic atable; how ever, it als o allow s  both players  (if playing w ithc 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 bythe c ard. T he gam e text of m os t s tations  allow s  them  to be us ed by bothplayers .S ites– Y ou m ay s eed up to s ix s ites  during the fac ility phas e. E ac h s item ay be added to any appropriate s tation, as  indic ated on the low er leftof the S ite c ard, no m atter w hic h player s eeded that s tation. (T he s ixs ites  s eed for free. Y ou m ay not s eed additional s ites  as  part of your 30s eed c ards .)A ll s ites  added to eac h s tation are arranged s ide-by-s ide in a s traightline next to that s tation. E ac h s ite indic ates  w hic h level of the s tation itbelongs  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  leftto right). W hen plac ing a s ite on the table, you m ay ins ert it betw eenother 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 islim ited to one of eac h kind of s ite c ard. H ow ever, s om e s ites  are Ouniversaland 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 itetext (not the N or its elf). A ls o, reporting to any s ite is  allow ed onlyifthat 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 adifferent phas e than us ual for the c ard type. F or exam ple, theT rans w arp N etw ork G atew ay (a doorw ay) s eeds  during the fac ilityphas 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 iss eeded.)• A  few  E vent, O bjec tive, and Inc ident c ards  have gam e text w hic hallow s  them  to s eed. U nles s  they s pec ify a partic ular phas e, youm 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 agendaic on alw ays  s eed fac e dow n (a hidden agenda m ay not be ac tivatedduring 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 duringthe s eed phas e, the dow nloaded c ards  c om e from  your draw  dec kor 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  beings eeded, you and your opponent alw ays  take turns  s eeding orpas s ing. F or exam ple, during the m is s ion phas e your opponentm ight s eed a m is s ion, then you m ight s eed an objec tive, then youropponent m ight s eed his  next m is s ion. Y ou m ay nots eed m ultiplec ards  at onc e (e.g., a group of dilem m as , m ultiple s ites  at a N or, ora 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  toyour opponent and then plac e them  out-of-play.THE  PL A Y PHAS ES
huffle your draw  dec k and plac e it fac e dow n on the table. D raws even c ards  to form  your s tarting hand. (T here is  no lim it to thenum 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 onthe 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 andatoryif your draw  dec k is  not em pty and s ignals  the end of your turn.1. PL A Y A C ARDA t the s tart of your turn, firs t c arry out any gam e text that s ays  ittakes  plac e at “s tart of turn.” T hen, you m ay play one c ard from  yourhand. T his  is  referred to as  your “norm al c ard play.” (Interrupt andD oorw ay c ards  do not c ount as  your norm al c ard play and are notlim 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 orexam 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 eup your norm al c ard play. T he event R ed A lert! allow s  you reportm ultiple P ers onnel, S hip, and E quipm ent c ards  in plac e of your norm alc ard play. A nother w ay to play additional c ards  is  w ith a c ard thatallow s  downloading.C ards  are alw ays  played fac e up, unles s  they have a hidden agendaic on. E xc ept w hen playing a hidden agenda c ard, announc e the nam e ofthe c ard w hen you put it into play. Y our opponent m ay exam ine anyc ard that you play fac e up at the tim e of play , but not later unles sallow 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 eE vent, O bjec tive, and other c ards  have a c ountdown ic on . W hen youplay one of thes e c ards , it nullifies  its elf after the s pec ified num ber ofyour 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  toplay, 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 ardplays .R E P O R T IN G  C A R D S  F O R  D U T YP ers onnel, S hip, and E quipm ent c ards  m us t norm ally report for dutyto a c om patibleoutpos t, headquarters , s ite, or other plac e that allow sreporting (i.e., pers onnel m ay not norm ally be reported direc tly aboarda s hip or to a planet). O utpos ts  and headquarters  allow  all c om patiblec ards  to report there (headquarters  als o allow  c ertain c ards  to report forfree). S tations  do not allow  reporting unles s  s pec ified in the text of thes tation or its  s ites ; s ites  allow  only c ertain c ards  to report, as  indic atedon eac h S ite c ard. Y ou m ay not us e your opponent’s  outpos t unles s  ac ard s pec ific ally allow s  it; both players  m ay generally us e aheadquarters  or s tation.W hen a fac ility (or its  s ite) allow s  you to report a c ard for duty, youm ay do s o only if the c ard to be reported is  c om patiblew ith thefac ility, and that c ard and the fac ility are both in their nativequadrant. (W hen the reporting is  allow ed by another c ard, s uc h asJ em ’H adar B irthing C ham ber or D evidian D oor, the c ard m ay report toS tar T rek™ C us tom izable C ard G am e™R ulebookpage  4any 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 anyappropriate 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 orm us t be plac ed at an appropriate s ite. (T hey m ay not report direc tly tothe N or its elf.) E ac h s ite lis ts  in its  gam e text w hat kinds  of c ards  m ayreport to that s ite. R eporting to a s ite is  allow ed onlyif that N or als o hasat leas t one doc king s ite (i.e., D oc king P ylons , D oc king P orts , orD oc king P ads ).S pec ific  c ard text m ay allow  reporting for dutyin other w ays . F orexam ple, B ajorans  m ay report w here T he E m is s ary is  pres ent. S pec ialrules  apply to reporting c ards  w hic h are “native” to a tim e loc ationinplay.P e rs o n n e l c a rd sP lac e the P ers onnel c ard fac e up at the appropriate fac ility or s ite andannounc e the c ard nam e. (Y our opponent m ay look at the c ard w henyou 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 apartic ular s kill, s taffing ic on, etc . S ee showing your c ards.) T hispers onnel is  now  loc ated aboard the fac ility. S tac k P ers onnel c ards  ontop 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 agiven 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; youm ay have only one of thos e vers ions  in play at a tim e.) Y ou m ay s toc kextra c opies  of s uc h c ards  in your dec k, but w hile one is  in play , youm ay not play another. O n the other hand, you m ay have any num berof c opies  of a Ounivers al pers onnel in play at a given tim e. S eeunique and universal.Holographic  personnel(w ith the [H olo] ic on) are reported likeother pers onnel, but they need tec hnology , s uc h as  a s hip’s  holodec k orthe 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 sA  s hip reports  for duty by doc king at a c om patible s pac e fac ility , or byorbiting a planet w here a c om patible headquarters  is  loc ated. P lac e thes hip fac e up at a s pac e fac ility or its  doc king s ite and announc e the c ardnam e. T hen plac e it on top of the S ite c ard or underneath the O utpos tc ard. If there are pers onnel s tac ked there, plac e the s hip underneaththe pers onnel.A  headquarters  is  a planet fac ility , and thus  s hips  do not ac tually doc kthere. 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 portersm 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 Ounivers al s hip in play at a given tim e.E q u ip m e n t c a rd sE quipm ent c ards  enter play like pers onnel, typic ally by reporting to afac ility in its  native quadrant. (B ec aus e E quipm ent c ards  have noaffiliation ic ons , they are c om patible w ith all fac ilities .) Holographicequipm 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 SIns 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  typesdes c ribe in their gam e text w hat happens  w hen the c ard is  played, andw hether it affec ts  one or both players .F a c ility a n d  S ite  c a rd sM os t fac ilities  have gam e text w hic h allow s  them  to be built duringthe play phas e. A lthough they m ay be s eededonly in their nativequadrant, during the play phas e they m ay be builtin any quadrant, ifappropriate. (C ards  m ay not report for duty at fac ilities  built outs idetheir native quadrant. H ow ever, s uc h a fac ility m ay perform  otherfunc tions  s uc h as  repairing s hips  or extending S H IE L D S .) In addition, alls 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 afac 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 orc om m andeering one.O utpos ts  m ay be built only at a m is s ion w ith a m atc hing affiliationic on (but not at any hom eworld). O ther fac ilities  m ay be built only atthe 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 sW hile m os t events , objec tives , and inc idents  have a las ting effec t onthe gam e (unles s  the c ard is  nullified or des troyed), a few  s ay to dis c ardthem  after us e bec aus e their effec t is  intended to be tem porary. A  c ardw 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 orbec 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 atedac 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 sA  tim e loc ation is  plac ed by its elf on the table, c reating its  ow n planetor s pac e loc ation s eparate from  the s pac elines . T he c ard m ay haves pec ial ins truc tions  to be c arried out w hen it is  played; if you c annotc arry out all ins truc tions , you m ay not play the tim e loc ation.In te rru p t c a rd sInterrupts  are virtually unres tric ted. Y ou m ay play as  m any interruptsas  you like, during either player’s  turn, and at any tim e betw een otherac tions. S om e Interrupt c ards  s pec ify that they res pond direc tly toanother ac tion, allow ing them  to literally “interrupt” that ac tion (forexam ple, to nullify it).M os t interrupts  have an im m ediate effec t on the gam e and are thendis c arded (though a few  rem ain in play perm anently or until ac ountdownhas  expired).D o o rw a y c a rd sY 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  youlike 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 YA fter a few  turns  of playing and m oving c ards , both s ides  of thes 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 ulebookD ra w  d e c kA n  a re a  fo r yo u r s p e c ia l c a rd sD is c a rd  p ileY o u r s h ip  m o vin gd o w n  s p a c e lin eS h ip  u n d o c ke d  a tyo u r o u tp o s tpage  52. E XE C UTE  ORDE RSA fter you play a c ard from  your hand (or c hoos e not to do s o thisturn), you c an exec ute orders  – that is , m ove and/or us e your c ardsalready in play. T here is  no lim it on the num ber of ac tionsyou c antake in one turn. Y ou c an m ove pers onnel and equipm ent, s taff andm 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 ethings . M os t of thes e ac tions  are des c ribed below ; s ee sc outingandc 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 thetable. A fter c om pleting one ac tion, you c an us e the s am e c ards  toc om plete another ac tion. Y ou c an c ontinue taking ac tionsuntil the c ardsare “stopped.”• E nc ountering a dilem m a w ith c onditionsthat the c rew  or A w ayT eam  c an’t overc om e “s tops ” that entire A w ay T eam  or s hip andc 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 itsR 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 ardsthat are “s topped” m ayperform  other ac tions  and us e s kills  asappropriate. 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 defendthem s elves .“S topped” c ards  bec om e “uns topped” autom atic ally at the s tart of thenext 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 TY 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, orbetw een a s hip or fac ility and a planet. Y ou m ay m ove a c ard anynum ber of tim es  during your turn (exc ept by w alking, w hic h isdes c ribed below ). W henever a c ard or rule allow s  or requires  yourpers 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 (ordoc ked at) a fac ility , s tac k them  on top of the appropriate s ite (for aN or) or underneath the F ac ility c ard (for any other fac ility). P ers onneland E quipm ent c ards  aboard a s hip doc ked at an outpos t s hould bes tac ked underneath the s hip c ard, w hile thos e aboard the outpos t its elfs 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 youc 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 areals o c alled intruders. Intruders  c annot attem pt or s c out m is s ions , butm ay battle oppos ing pers onnel pres ent (if allow ed). A ll your c om patiblepers onnel aboard one s hip or fac ility (at one s ite, if a N or), or on oneplanet (outs ide a fac ility or landed s hip) form  a s ingle A w ay T eam  orc 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 eparateA w ay T eam  or c rew . A ny s uc h s eparate groups  autom atic ally rejoin w ithother 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 aplanet need not attem pt the m is s ion or m atc h the m is s ion’s  affiliationic on(s ). H ow ever, you m ay not us e holographic  personnelin A w ayT eam s  unles s  you have H olo-P rojec tors  in play and a s hip to projec tthem  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 ayT eam  or aboard a s hip, exc ept w hen nec es s ary for verific ation. (S eeshowing your c ards.)M os t fac ilities  are c onc eptually loc ated “in s pac e,” even w hen s eededor built at a planet loc ation. A  few , s uc h as  headquarters , s pec ify thatthey are s eeded or built on a planet. If the fac ility is  loc ated on aplanet, pers onnel m us t beam  to and from  the s hip. If the fac ility isloc ated in s pac e and allow s  a s hip to doc k, pers onnel do not have tobeam  (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 sY our pers onnel aboard a s pac e fac ility m ay board any of your s hips  ofc om patibleaffiliation doc ked at the s am e fac ility (if at a N or, all thec ards  m us t be at the s am e doc king s ite). S tac k the pers onnel beneaththe s hip, fac e up in a pile, w ith the S hip c ard on top. T his  s ym bolizesthat 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  toa fac ility, if des ired.Y our pers onnel in a planet fac ility (or aboard a landed s hip) m ay exitfrom  the fac ility or s hip. R em ove the c ards  from  under the fac ility ors hip and s tac k them  c ros s w is e on the M is s ion c ard, s ignifying that theyare loc ated on the planet s urfac e. S im ilarly , your pers onnel on theplanet s urfac e m ay enter a planet fac ility or your landed s hip ofc om patible affiliation.B e a m in gB eam ing us es  trans porters  to trans fer pers onnel, equipm ent, andtribbles  over s hort dis tanc es . T here is  no lim it to the num ber of tim esyou c an beam  during your turn. T o beam  c ards  dow n to a planets urfac e, announc e the beam ing, rem ove the c ards  from  the s hip orfac ility, and plac e them  in a pile c ros s w is e on the M is s ion c ard at thatloc ation. A ll c ards  in a group beam  s im ultaneous ly unles s  you s pec ifyotherw is e.Y ou c an als o beam  c ards  betw een s hips  and/or fac ilities  that youc ontrol (or m ay us e). T he s hips  and/or fac ilities  m us t be at the s am es pac eline loc ation and be c om patible w ith any pers onnel beam ingaboard. (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 ouldnot beam  your F ederation pers onnel aboard your B ajoran s hip w ithouta treaty.) A nnounc e the beam ing and m ove the c ards  betw een the s hipsor 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 eptuallydropped (by any player w ho m ay us e the s hip or fac ility), or a c ard orrule m us t allow  dropping or beam ing through the S H IE L D S . T hus , youm ay not beam  c ards  to or from  an opponent’s  s hip or fac ility w hic h isprotec 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 =0or are dis abled or off line, you m ay beam  freely. (A ls o, B orgs hip/fac ility S H IE L D S  do not bloc k trans porter beam s , exc ept durings hip battle.)A ll s hips  and fac ilities  have their ow n trans porters  unles s  the c ardindic ates  otherw is e. H ow ever, bec aus e dropping a large s pac e s tation’sS 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 kedone.S pec ial beam ing c ards , s uc h as  N ear-W arp T rans port or E m ergenc yT rans porter A rm bands , are a form  of beam ing and do not allow  you tooverc om e any norm al obs tac les  to beam ing, s uc h as  A tm os phericIonization, being “s topped,” etc .S tar T rek™ C us tom izable C ard G am e™R ulebookpage  6W a lkin gY 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 iththem . M ove the pers onnel or group along the row  of s ites , one s ite at atim 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 ayw alk along m ore than one s ite eac h turn; how ever, as  s oon as  they s topat any s ite, for any reas on (e.g., to pic k up an E quipm ent c ard), theym ay not w alk again that turn (although they m ay perform  otherac 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 SE ac h s hip requires  a m inim um  c rew  aboard before it c an m ove (s eem 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  ofpers onnel, s uc h as  a V ulc an.) A ny c om patiblepers onnel c an be us ed tom eet a s hip’s  lis ted c rew  requirem ents , but at leas t one c rew  m em ber ofm atc hing affiliationm us t be on board. (If a s hip lis ts  no s pec ific  c rewrequirem ents , any one pers onnel of m atc hing affiliationc an fly it.) M os tP ers onnel c ards  have c om m and or s taff ability ic ons . T hos e w ithc om m and ability c an als o ac t as  s taff. (O ther s taffing ic ons , s uc h as  theE nterpris e-E  ic on, m ay not s ubs titute for c om m and or s taff ability.)O ne pers onnelc annot m eet m orethan one s taffingic on requirem ent.T hus , a s hiprequiring threes taffing ic ons  m us tbe s taffed by am inim um  of threepers onnel, even ifone of thepers onnel hasm ore than one ofthe required ic ons .T he m inim umc rew  is  not neededfor attem ptingm is s ions , initiatingbattle, firingW E A P O N S , or otherac tions  that do notinvolve s hipm ovem ent. F ors 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 ofthe s pac eline in either direc tion. T he dis tanc e your s hip c an m ove onone turn is  lim ited by its  R A N G E . Y ou determ ine how  far it c an travel byadding up the s pan num bers  on eac h M is s ion c ard the s hip m oves  to (orpas 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 ans top at eac h loc ation as  it m oves , or it c an “w arp pas t” loc ations  w ithouts topping there (but s till us ing R A N G E ). W hen flying by a loc ation, a s hipis  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 anynum ber of s hips  on your turn, but they m us t m ove one at a tim e (not asa “fleet”).If a s hip los es  one of its  required c rew , it w ill be s talled (unable tom 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 atthe s am e s pac eline loc ation). A  s talled s hip is  not “s topped” and c an s tillbeam  A w ay T eam s , attac k and defend its elf, or attem pt the m is s ion atits  loc ation.W hen m oving a s hip to the loc ation of a c om patible s pac e fac ility , youm us t dec lare w hether the s hip is  doc ked there by plac ing it under theoutpos t or on top of the doc king s ite. W hen doc ked, a s hip is  protec tedby 50%  of the fac ility’s  S H IE L D S , but m ay not attem pt m is s ions  or fireits  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 ards 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 ibleonly us ing W orm hole interrupts , Q -related “reloc ator c ards ” (W here’sG uinan, J ealous  A m anda), or c ards  that s pec ific ally allow  s uc h tim etravel(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 SC om pleting m is s ions  is  the prim ary m ethod of s c oring points  for allaffiliations  exc ept B org. Y ou attem pta m is s ion by bringing one or m orepers onnel to the m is s ion loc ation and enc ountering and res olving anydilem m as  w hic h m ay be pres ent. If the pers onnel rem aining after alldilem m as  have been res olved have the s kills , attributes , and otherfeatures  required by the m is s ion (or if you bring m ore pers onnel foranother attem pt), they c om plete (or “s olve”) the m is s ion and s c ore itspoints .Missionc ards  are des igned w ith relevant inform ation fac ing bothplayers . A  s um m ary of the m is s ion fac es  your opponent; c om pleteinform ationfac es  you.(S om etim es  theinform ationfac ing youropponent isintentionallydifferent fromthe inform ationfac ing you. If s o,eac h player isaffec ted only bythe inform ationfac ing him . )Ic ons  (or gam e text) at eac h end of the M is s ion c ard indic ate w hic haffiliation(s ) or other groups  c an attem pt the m is s ion. (If there are nos uc h ic ons  or gam e text, that m is s ion c annot be attem pted.) E itherplayer c an us e pers onnel of the indic ated affiliation to attem pt them 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, atleas t one pers onnel in the c rew  or A w ay T eam  m us t m atc h one of them is s ion’s  affiliation ic ons ; other (non-m atc hing) pers onnel in the c rewor A w ay T eam  c an as s is t in the attem pt. (A ls o, to attem pt a s pac em is s ion, at leas t one c rew  m em ber m us t m atc h the s hip’s  affiliation.) Ifyou los e all m atc hing pers onnel during the m is s ion attem pt, the m is s ionattem pt ends .P lanet m is s ions  c an be attem pted by an A w ay T eam  on the planet’ss urfac e (outs ide a fac ility or landed s hip). S pac e m is s ions  c an beattem pted by the entire c rew  of oneundoc ked s hip. (Dual-ic onm issionsrequire both a s hip w ith c rew  in orbit and an A w ay T eam  onthe planet.)A ll M is s ion c ards  s tate w hat s kills  and other requirem ents  arenec es s ary to c om plete the m is s ion. F or exam ple, if a planet m is s ionrequires  C om puter S kill x2, at leas t tw o pers onnel w ith C om puter S killS tar T rek™ C us tom izable C ard G am e™R ulebookA ffilia tio n  Ic o n  / N a m eC o m m a n d  A b ility Ic o nS ta ff A b ility Ic o nO rb  Ic o ne tc .P e rs o n n e l C la s ific a tio nP e rs o n n e l L o re S killsA ttrib u te sA ffilia tio n  Ic o n  / N a m eS h ip  C la s sS h ip  L o re S ta ffin g  R e q u ire m e n tsA ttrib u te sS 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 tS p a c e  Ic o nP la n e t Ic o nM is s io n  n a m eM is s io n  d e s c rip tio nR e q u ire m e n ts  to  c o m p le teS p e c ia l in s tru c tio n sA ffilia tio n s  th a t c a n  a tte m p t m is io nS 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 ayT eam  for you to c om plete the m is s ion. H ow ever, the requirem ents  forc om pletingthe m is s ion need not be pres ent in order for the c rew  orA w ay T eam  to attem ptthe m is s ion (enc ounter dilem m as ). (W hen am is s ion requires  or allow s  you to dis c ard c ards  as  part of c om pleting them is s ion, thos e c ards  m us t c om e from  the c rew  or A w ay T eam  attem ptingthe m is s ion, not from  your hand.) W hen your A w ay T eam  or c rews uc c es s fully c om pletes  a m is s ion, you earn c ontrol of any artifac tss 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 ithdilem m as  and artifac ts  pres ent. (A  s pac e m is s ion is  attem pted in as im ilar fas hion, w ith an entire s hip’s  c rew  ins tead of an A w ay T eam . T heG 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 themdis em bark from  your landed s hip or exit from  a planet fac ility. (A t as pac e m is s ion, s elec t one s hip and c rew  to attem pt the m is s ion; undoc kand/or dec loak the s hip, if nec es s ary.) A nnounc e that you areattem 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 ards eeded like an artifac t, m ove it to the top of the s eed c ard s tac k, s lidingit jus t beneath the M is s ion c ard. A rtifac tsare not earned until them is s ion is  c om pleted.) If m ore than one c opy of any c ard , s eeded bythe s am e player, is  enc ountered under one m is s ion, any c opy after thefirs t is  plac ed out-of-playas  a m is-seed.R ead the firs tD ilem m a c ardaloud. E ac hdilem m a m us t beres olved in turnbefore them is s ion c an bec om pleted. S eedilem m aresolutionform ore inform ationabout thefollow ing points .• A  D ilem m a c ard m ay lis t c ertain s kills , attributes , equipm ent, orother 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 itoverc om es  the dilem m a and m us t im m ediately proc eed. If thec 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  ofthe A w ay T eam . If the S T R E N G T H  of the A w ay T eam  added togetheris  greater than 40, the A w ay T eam  overc om es  the dilem m a; if les sthan 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 arddilem m a.” W hether you overc om e s uc h a dilem m a or not, you onlyhave to fac e it onc e, and then you dis c ard it. If a dilem m a w ithc onditionsdoes  not s ay “D is c ard dilem m a,” it s tays  until youoverc om e it (regardles s  of its  effec ts ). S lide s uc h a dilem m a bac kunder the m is s ion, on the bottom  of the s tac k, to be enc ounteredagain the next tim e a player attem pts  that m is s ion. O nc e thedilem 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 tA w ay T eam  rem ains  “s topped” and c annot help the s ec ond A w ayT eam  on this  turn. (A t a s pac e m is s ion, both your s hip and c rew  ares topped. Y our c rew  of another s hip m ay attem pt the m is s ion againon this  turn.)• S om e dilem m as  have no c onditions . T hey s im ply have their effec tregardles s  of the s kills  you have pres ent. S uc h a dilem m a does  notautom atic ally “s top” your c rew  or A w ay T eam  – they m us t c ontinuethe m is s ion attem pt unles s  otherw is e s pec ified. If a dilem m a w ithno 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 , youm us t overc om e the dilem m a (if it has  c onditions ). W henever youearn points  from  a dilem m a (or other c ard) w ith a point box, s etthe c ard as ide in a bonus point areaas  a rem inder, even if thatdilem 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 thepers onnel in the c rew  or A w ay T eam  attem pting the m is s ion. (If adilem m a “s tops ,” reloc ates , or dis ables  only part of the c rew  orA w ay T eam , thos e pers onnel no longer partic ipate in the m is s ionattem pt.) O ther A w ay T eam s  on the planet, or c rew s  of other s hipsat the loc ation, are not affec ted unles s  the dilem m a s ays  s o. Adilem m a w hic h enters  play m ay affec t other pers onnel, even theopponent’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 areplac ed in your disc ard pile. (Holographic  personnel andequipm 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 randomselec tion, opponent’s c hoic e, or ow ner’s  c hoic e. W hen adilem m a s pec ifies  a s uperlative s uc h as  “s tronges t,” “m os tC U N N IN G ,” or “highes t total attributes ” and there is  a tie, theopponent 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 ays eeded like a dilem m a. W hen you do, your c rew  or A w ay T eamm 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 orerem ain.O nc e begun, a m ission attem ptm ay not be aborted unles s  theA w ay T eam  or c rew  is  “s topped” or no pers onnel rem ain at the m is s ionloc ation. A  m is s ion attem pt is  all one ac tion. N o other ac tions  m ay beperform ed during a m is s ion attem pt unles s  they s pec ific ally nullify orm 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 yourrem 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 entand 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 ayT eam . P ers onnel that your opponent s eeded are c aptured. S eec apturing.) T o s c ore the m is s ion and m ark it c om plete, s lide theM is s ion c ard tow ard yours elf about one-half c ard length. T he c om pletedm is s ion rem ains  on the table as  a s pac eline loc ation, but it c annot beattem 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 andc ontinue if des ired. (F ailing to c om plete the m is s ion does  not “s top” theA w ay T eam .)O nc e you c om plete a m is s ion, its  points  are yours  to keep. C ardsw 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 theyoc c ur after the m is s ion is  c om pleted (unles s  otherw is e s pec ified, as  w ithI 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 ulebookD ile m m a  Ic o nS p a c eP la n e tS p a c e /P la n e tD ile m m a  N a m eD ile m m a  L o re In s tru c tio n s  fo r u s in g  th is  c a rdB 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  8E N G A G IN G  IN  B A T T L ET w o types  of battles  c an oc c ur: s hip battles  (w hic h m ay als o involvefac 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  orR ogue B org battle” on s om e c ards .) F ollow ing are s om e rules  c om m onto both types  of battles  (s ee battlein the G los s ary for m oreinform 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 ardor rule requires  or allow s  you to attac k your ow n c ards . (T he B orgS 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 enttogether in s pac e at the s am e loc ation (for s hip battle). P ers onneland 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 hipdilem 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 theirow n. T here are exc eptions :K lingon, N on-A ligned, and N eutralforc es  m ay als o attac k theirow 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 orrequired by a c ard. W hen allow ed to initiate battle, they m ayattac 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 itsm em bers . F or exam ple, a m ixed A w ay T eam  of F ederation andN on-A ligned pers onnel, or a F ederation c rew  aboard a N on-A ligneds hip, is  a F ederation forc e, and m ay not initiate a battle agains tany affiliation. A  R om ulan c rew  aboard a N on-A ligned s hip is  aR om ulan forc e, and m ay not be attac ked by other R om ulans . (T heB org S hip dilem m a and R ogue B org interrupts  are alw ays  able toinitiate battle.) A board a N or you c ontrol, your affiliation battleres tric tions  are determ ined by all your pers onnel aboard w ho arec 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 initiatean 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 killor any O F F IC E R . E ac h s hip or fac ility m us t als o have at leas t onepers onnel of m atc hing affiliationaboard (w hic h m ay or m ay notbe the leader). If the fac ility is  a N or, the leader and m atc hingpers onnel m us t be in O ps .• N o other ac tionsc an oc c ur during a battle unles s  a c ards pec ific ally allow s  them . F or exam ple, you c annot beam  pers onneloff your s hip during a battle w ithout a c ard s uc h as  E m ergenc yT 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 ayinitiate one or m ore c ounter-attac ksagains t any or all of youropponent’s  s hips , A w ay T eam s , fac ilities , c rew s  (if you have a w ayto beam  through the S H IE L D S ), etc . w hic h are s till at the loc ation ofthe 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  requiredand no affiliation res tric tions  apply. Y our opponent, on his  nextturn, 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  orc rew s  is  attac king and w hic h one of your opponent’s  A w ay T eam sor c rew s  they are attac king. (T he group that you attac k m ayinc lude pers onnel w hic h are dis abled, though they do not engagein pers onal c om bat, but not thos e in s tas is .) T he battle has  nowbeen 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 RogueB org Merc enaries. S pec ial rules  als o apply to holographicpersonnel.)2. Y ou and your opponent m ay now  us e any c ards  that apply at thes tart of battle. T hes e res pons es  to the battle initiation m ay inc ludean interrupt s uc h as  V ulc an N erve P inc h or equipm ent that m ayreport 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 toform  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 ardof your c om bat piles , and thes e tw o advers ariesengage inpers 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 , thehigher-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 tunor m ortally w ound the other.R epeat this  s tep until one player’s  c om bat pile runs  out. A ny c ardsrem aining in the other player’s  c om bat pile are then turned fac eup.5. T o determ ine the w inner of the overall pers onnel battle, c om pareyour total rem aining S T R E N G T H  to your opponent’s  total rem ainingS T R E N G T H  (applying relevant m odifiers ). S tunned and m ortallyw ounded c ards  do not add their ow n S T R E N G T H  to the total, butm ay s till m odify other c ards  (e.g., a s tunned S hakaar E don s tillm akes  other B ajorans  s tronger). T he player w ith the higher total isthe w inner, and im m ediately kills  one oppos ing pers onnel (randoms elec tion from  am ong thos e not m ortally w ounded, but inc ludingthos e w ho are s tunned or dis abled). If the S T R E N G T H  totals  areequal, 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 alls urvivors  of the battle are “s topped.”S tar T rek™ C us tom izable C ard G am e™R ulebookpage  9S 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 edby zero, one, or both players .1. A nnounc e your attac k, then identify w hic h of your s hips  and/orfac ilities  w ill be firing and w hic h enem y s hip or fac ility they aretargeting. Y ou c an us e any or all of your c om patible s hips /fac ilitiesat that loc ation, but c an target only oneenem y s hip or fac ility perbattle. (B org S hip dilem m as  and B org-affiliation s hips  w ith aM ultiplexor D rone aboard are allow ed to fire W E A P O N S  agains ttw 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  thatw 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 tals o now  identify w hic h oneof your s hips  or fac ilities  at thatloc ation he w ill be targeting, and w hic h of his  s hips  and/orfac ilities  there w ill be returning fire agains t that target. (T he targetm 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 haveW E A P O N S >0, be “uns topped,” undoc ked, and unc loaked, andhave a pers onnel of m atc hing affiliation aboard (but no leader isrequired). T he battle has  now  been initiated.3. Y ou and your opponent m ay now  us e any c ards  that apply at thes tart of the battle. T hes e res pons es  to the battle initiation m ayinc lude c ards  w hic h w ill allow  you to draw  extra T ac tic  c ards  in thenext 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 thefollow ing:• draw  up to tw o T ac tic  c ards  (or m ore if allow ed by a c ard playedin s tep 3) from  the top of his  s ide dec k (he m ay look at eac h onebefore 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 hipsare 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 idedec 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 attleB ridge s ide dec k runs  out of fac e-dow n T ac tic  c ards , s huffle thefac e-up c ards  and plac e them  fac e dow n again underneath yours eeded B attle bridge door.)A ny c urrent tac tic s  played on the table are then revealed at thes am e tim e.(Y our T ac tic  c ards  are not part of your norm al hand, and thus  arenot 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 Spow er of all your attac king c ards  (c ounting all applic ableenhanc em ents  from  other c ards ) plus  the A T T A C K  bonus  from  yourc urrent tac tic  (if any). (T he A T T A C K  bonus  is  added only onc e, notonc 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 Sof his  targeted s hip or fac ility (c ounting all applic ableenhanc em ents ) to the 50%  fac ility S H IE L D S  extens ion (if the targetis  a doc ked s hip) plus  the D E F E N S E  bonus  from  his  c urrent tac tic  (ifany).N ow  c om pare the tw o totals  to s ee if you s c ore a hit (but dam age isnot 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 Etotal, you s c ore a hit.• If your A T T A C K  total is  m ore than double your opponent’sD 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’sD E F E N S E  total, the target is  not hit.6. If your opponent announc ed during the initiation of the battle thathe 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 yourD E F E N S E  total (inc luding your c urrent tac tic ’s  D E F E N S E  bonus ). Y ours 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 oreda hit or direc t hit on your opponent’s  s hip or fac ility , indic ate thedam age as  follow s :• If you are notus ing a B attle B ridge s ide dec k, rotate the target180 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  thes am e), C loaking D evic e is  off line, and H U L L  integrity is  reduc edby 50% . (If it is  dam aged again before being repaired, reduc ingthe 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  thusim m ediately des troyed.• If you are us ing a B attle B ridge s ide dec k, the am ountofdam age to your opponent is  determ ined by s ym bols  on yourc urrent tac tic , and the kindsof dam age are m arked by one orm ore of your T ac tic  c ards  (w hic h are referred to as  “dam agem arkers ).òT his  s ym bol on your c urrent tac tic  m eans  you plac e thisc 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 newT ac tic  c ard from  your s ide dec k to plac e on the target as  adam age m arker.• If you are us ing a B attle B ridge s ide dec k, but you c hos e not toplay a c urrent tac tic  in this  battle (or it w as  nullified), youropponent s uffers  default dam age . D efault dam age is  tw o c ardsfrom  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 ethey are all in play as  dam age m arkers ), you w ill be unable tofurther dam age your opponent until s om e of your dam agem arkers  return to your s ide dec k. Y ou m ay not m ix dam agem arkers  and “rotation” dam age if you are us ing a B attle B ridges ide dec k.8. A t the end of the battle, dis c ard your c urrent tac tic  (fac e-up underyour B attle B ridge s ide dec k) unles s  it w as  us ed as  a dam agem 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  involvedin that battle are “s topped.” S hips  w hic h had been doc ked at ades troyed fac ility are notdes troyed (unles s  landed on D oc kingP ads ).9. If a c ard, s uc h as  a dilem m a, dam ages  your s hip, apply dam age asthough it rec eived a “hit” in battle. If your s hip’s  dam age isindic ated by your opponent’s  dam age m arkers , you m ay rem oveone dam age m arker (random  s elec tion) at the end of eac h of yourturns  that s hip rem ains  doc ked at an outpos t w hic h m akes  repairsor a D oc king P ylons  s ite for the full turn. If your s hip’s  dam age isindic ated by c ard rotation, you m ay repair it by doc king at anoutpos t w hic h m akes  repairs  or a D oc king P ylons  s ite for tw o ofyour full turns . It is  not pos s ible to repair a dam aged fac ilityw ithout a s pec ial c ard. S ee dam agefor m ore details  aboutdam age and repairs .S tar T rek™ C us tom izable C ard G am e™R ulebookpage  103. DRA W A C ARDA fter you have finis hed exec uting orders , perform  any ac tions  thatm ay or m us t take plac e at the end of your turn (s uc h as  probingorbeing forc ed to dis c ard by a S tatic  W arp B ubble), before draw ing a c ardfrom  your draw  dec k to end your turn. If there is  m ore than one things c heduled to happen at the end of your turn, you m ay c hoos e w hic h todo firs t (but all m andatory end-of-turn ac tions  m us t happen beforeoptional ones ).A fter all end-of-turn ac tions  are c om plete, draw  one c ard from  yourdraw  dec k to s ignal the end of your turn. (Ins tead, you m ay perform  anac tion “in plac e of one c ard draw ,” s uc h as  downloadinga c ard us ingthe B org Q ueen’s  s kill.)If you are prevented from  draw ing a c ard (for exam ple, by the gam etext of Q ’s  T ent or the O ps  s ite, or bec aus e there are no c ards  left inyour draw  dec k), then you s im ply announc e w hen you are done w ithyour turn (after res olving any end-of-turn ac tions ).WINNING  THE  G AMEP
layers  c ontinue taking turns  until one player s c ores  100 points  and isdec lared the w inner, or until both players ’ draw  dec ks  run out (atw 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 RI
f you have any ques tions , pleas e feel free to c ontac t D ec ipher.T el: (757) 623 3600F ax: (757) 623 3630M ail: P .O . B ox 56, N orfolk, V A  23501W eb s ite: w w w .dec ipher.c omInternet s ales : w w w .ec c entric .c omE m ail:G am eplay ques tions  – M ajorR akal@ dec ipher.c omO ther inform ation – s eans @ dec ipher.c omT ournam ent info – tournam ents @ dec ipher.c omT 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 ofand all c harac ters  and related m arks  are tradem arks  of P aram ount P ic tures . D ec ipher Inc . A uthorizedU 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 ightsR 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