15.12.2012 Views

Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

card allows it. Thus, you cannot normally<br />

beam from a ship docked at the Nor to the<br />

planet it orbits, between two docked ships,<br />

or between a docked ship and an undocked<br />

one. (If a card allows you to beam aboard a<br />

Nor, personnel need not be compatible with<br />

the Nor.)<br />

To beam cards, announce the beaming,<br />

remove the cards from the ship, facility, or<br />

planet, and move them to their destination,<br />

placing them under a ship or facility or on<br />

top of a planet. All cards in a group beam<br />

simultaneously unless you specify<br />

otherwise.<br />

There is no limit to the number of times<br />

you can beam during your turn.<br />

Special beaming cards such as Near-Warp<br />

Transport or Emergency Transporter<br />

Armbands, or dilemmas such as Extradition,<br />

do not overcome obstacles to beaming,<br />

such as Atmospheric Ionization, Katherine<br />

Pulaski’s beaming restriction, Barclay<br />

Transporter Phobia, or being “stopped,”<br />

and do not provide transporters, allow you<br />

to use your opponent’s transporters, or<br />

allow beaming from a Nor unless specified.<br />

between – When a card allows a ship or<br />

personnel to move between one location<br />

and another, it may move in either<br />

direction. For example, Bajoran Wormhole:<br />

Mirror Universe allows a ship to move<br />

“between here and a Bajoran Wormhole.”<br />

The ship may move either from or to the<br />

Bajoran Wormhole.<br />

Beware of Q – When you seed this<br />

objective (and have a Q-Continuum side<br />

deck), you must declare which function<br />

you are seeding the card for. If you wish to<br />

use the first two functions, you must have<br />

two copies in play. The first function does<br />

not require a Q-Continuum side deck or a<br />

seeded Q-Flash. It allows seeding of Q-icon<br />

dilemmas only (not other Q-icon card<br />

types). Using this objective to replace a<br />

dilemma with a Q-Flash is a valid response<br />

to the initiation of the dilemma encounter.<br />

See actions – step 1: initiation. If you<br />

replace a dilemma with a Q-Flash at a<br />

location where you seeded another Q-Flash,<br />

the second one revealed is discarded as a<br />

mis-seed. The second function of this<br />

objective can be used to replace a dilemma<br />

seeded at Empok Nor. If a mission has<br />

already been solved (or a Borg objective<br />

allowing it to be scouted has been<br />

completed), seeding a Q-Flash under it<br />

does not allow it to be solved again, or<br />

targeted with another Borg objective.<br />

See encountered, Q-icon cards,<br />

scouting locations.<br />

Beyond the Subatomic – If the last card<br />

in your deck is the card type you named<br />

when you played this interrupt, you do not<br />

lose the game.<br />

Big Picture, The – Once you have solved<br />

(or scouted) both a space mission and a<br />

planet mission (either before or after The<br />

Big Picture is played), this event no longer<br />

affects you. See victory conditions.<br />

Birth of “Junior” – Revised text:<br />

Place on ship. End of each turn,<br />

RANGE reduced by 1; if reduced to 0,<br />

ship destroyed. Nullify with 3<br />

ENGINEER.<br />

A ship whose RANGE is disabled by “Pup”<br />

has not been reduced to 0 by Birth of<br />

“Junior,” and thus is not destroyed.<br />

Black Hole – This doorway may only be<br />

played between two of the missions named<br />

❖ Space, not other universal [S] missions.<br />

This doorway will pull in all cards (including<br />

ships) at the adjacent location even if a Q-<br />

Net is between the Black Hole and the<br />

adjacent location. If it pulls in the last<br />

location on either end of the spaceline, it<br />

stops alternating and continues to pull in<br />

locations from the remaining side. <strong>Card</strong>s<br />

that can close a doorway (e.g., Revolving<br />

Door) suspend the Black Hole’s game text<br />

and are not pulled in.<br />

When a ship in a Temporal Rift (or Time<br />

Travel Pod) is located at a spaceline<br />

location that is pulled into a Black Hole, the<br />

ship is not immediately discarded, because<br />

the ship is time traveling and thus not at<br />

that location “in the present”; the card only<br />

indicates where it will eventually reappear.<br />

Move the ship to the Black Hole location<br />

itself until it reappears.<br />

Blended – This dilemma’s requirement of<br />

“any Scotty” refers to any representation of<br />

the Montgomery Scott character.<br />

*Blood Oath – Erratum:<br />

Plays on a non-Borg personnel who<br />

has INTEGRITY

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!