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Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

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considered a target for purposes of<br />

dilemma resolution.]<br />

“Unless you have at least 50 points...”<br />

Not all uses of “unless” identify conditions.<br />

If a dilemma has a delayed effect “unless”<br />

the required skills, etc. are present by a<br />

specified time, that is a cure, not<br />

conditions. See the last example under<br />

Cure. If your Away Team or crew can meet<br />

the conditions of a dilemma, they<br />

automatically overcome and discard it. You<br />

cannot choose not to overcome a dilemma<br />

with conditions. See meeting<br />

requirements.<br />

Cures – One or more skills, personnel,<br />

equipment, or other characteristics that, if<br />

present, will cancel a dilemma’s ongoing or<br />

delayed effect. Diseases most commonly<br />

have cures. An action, such as playing a<br />

card or returning a ship to the outpost, can<br />

also be a cure. When the requirements for<br />

a cure are met, the dilemma is discarded.<br />

Examples:<br />

”Cure with 2 MEDICAL and Biology.”<br />

”Cure with Emergency Transporter<br />

Armbands, Timepod Ring, or new<br />

ENGINEER arriving.”<br />

”[Ship] is destroyed at the end of your<br />

second full turn unless 2 SCIENCE OR 2<br />

ENGINEER aboard by that time.”<br />

When a dilemma has an effect that can be<br />

cured, that effect happens; then, if the<br />

required skills are still present, it is cured<br />

immediately, before proceeding to the next<br />

dilemma. This is different from a dilemma<br />

with a nullifier, which is discarded before<br />

taking effect.<br />

“Stopping” – A dilemma only “stops” the<br />

Away Team or ship and crew if it has<br />

conditions and you fail to overcome those<br />

conditions. (See “stopped”.) A dilemma<br />

without conditions never “stops” your cards<br />

unless it explicitly says it does. If not<br />

“stopped,” the remaining Away Team or<br />

crew must continue the mission attempt.<br />

Entering play – Any dilemma with a longterm<br />

effect “enters play.” The dilemma<br />

may state that it is played on table or<br />

placed on a personnel, ship, facility,<br />

mission, or the spaceline; or it may be<br />

implied that it enters play as a marker for<br />

an ongoing effect. A dilemma that enters<br />

play may have a continuous effect or one<br />

that occurs at the start (or end) of each<br />

turn of the player encountering it or every<br />

turn of both players. Such a dilemma will<br />

be discarded when it is nullified, cured,<br />

expired, or otherwise destroyed. For<br />

example, when a dilemma is placed on a<br />

personnel, it will be discarded if the<br />

personnel is discarded for any reason.<br />

Examples of dilemmas that enter play are<br />

Borg Ship, Harvester Virus, Nitrium Metal<br />

Parasites, Rascals, Hyper-Aging, Lethean<br />

Telepathic Attack, and Interphasic Plasma<br />

Creatures.<br />

Discarding – A dilemma is discarded<br />

without effect if a required trigger or a<br />

target with specific features is not present,<br />

or if it is nullified.<br />

If a dilemma has conditions, and you do<br />

not overcome it, replace the dilemma under<br />

the mission to be encountered again, unless<br />

it enters play or says “discard dilemma” or<br />

“mission continues.” When you overcome<br />

the dilemma, discard it. For example, if you<br />

do not overcome the following dilemmas:<br />

Ancient Computer is replaced under the<br />

mission; Gravitic Mine (“Discard dilemma”)<br />

and Garanian Bolites (“Mission continues”)<br />

are discarded; Lethean Telepathic Attack is<br />

placed on a personnel; Interphasic Plasma<br />

Creatures plays on the table.<br />

If a dilemma has no conditions, it is<br />

discarded after you follow its instructions<br />

(unless it enters play), whether it has any<br />

effect or not. Examples include Maman<br />

Picard, Ooby Dooby, and Shot in the Back.<br />

Choices – Some dilemmas require the<br />

player to make a choice between ways to<br />

resolve the dilemma. Once you make your<br />

choice, carry out that part of the game text<br />

and ignore the other choice. Examples:<br />

“Abandon mission attempt until any player<br />

has completed a different mission OR<br />

continue but lose points if you fail this<br />

turn.”<br />

“One Away Team member is killed OR<br />

beam up that personnel at a penalty.”<br />

Dilemmas with choices do not generally<br />

have conditions. See Tarellian Plague<br />

Ship.<br />

Point boxes – A dilemma may have a<br />

positive or negative bonus point box. The<br />

points are scored when you overcome its<br />

conditions (e.g., Chalnoth), when you cure<br />

it (e.g., Hyper-Aging), or according to the<br />

dilemma’s instructions (e.g., Cytherians,<br />

Borg Ship, Edo Probe). Place the dilemma<br />

in your bonus point area, even if says to<br />

discard it. (Discard the dilemma if you are<br />

playing Borg.) You do not score bonus<br />

points for a dilemma that is nullified or<br />

discarded for lack of a trigger or targets, or<br />

when you fail to meet its conditions<br />

or cure it.<br />

Scouting vs. mission attempts – Dilemma<br />

text such as “mission continues” or “abort<br />

mission” refers to both mission and<br />

scouting attempts (for the Borg, they mean<br />

“scouting the mission continues” and “abort<br />

scouting of the mission”). However,<br />

dilemma text referring to “mission<br />

attempts,” “attempting a mission,” or<br />

“solving a mission” does not include<br />

scouting attempts.<br />

dilemma resolution – summary –<br />

Resolve a dilemma by checking its features<br />

in the following order.<br />

1. If a required trigger is not present (and<br />

there is no “otherwise” clause), OR if the<br />

dilemma specifies targets with specific<br />

features, and no such target is present,<br />

discard the dilemma without further effect,<br />

and continue the mission attempt.<br />

2. If the dilemma has conditions, check to<br />

see if the crew or Away Team meets the<br />

conditions.<br />

• If you meet the conditions, discard the<br />

dilemma (place in your bonus point<br />

area if it has a point box). The crew or<br />

Away Team must proceed with the<br />

mission attempt.<br />

• If you do not meet the conditions,<br />

carry out the dilemma’s instructions.<br />

The Away Team or ship and crew are<br />

“stopped” and the mission attempt<br />

ends (unless the dilemma says<br />

“mission continues”). Unless the<br />

dilemma says “Discard dilemma” or<br />

“mission continues,” or it enters play<br />

(placed on a mission, ship, personnel,<br />

or the spaceline), replace it under the<br />

mission, face down under the stack, to<br />

be encountered again.<br />

3. If the dilemma does not have conditions,<br />

carry out the dilemma’s instructions. The<br />

ship and crew or Away Team are not<br />

“stopped” (unless the dilemma explicitly<br />

“stops” one or more cards), and remaining<br />

personnel must continue the mission<br />

attempt. Discard the dilemma unless it<br />

enters play (place in your bonus point area<br />

if it has a point box).<br />

4. If you nullify the dilemma with skills,<br />

personnel, etc. present, or by playing a<br />

card or taking a specified action, discard it<br />

without further effect, and continue the<br />

mission attempt.<br />

5. If the dilemma has a cure, first it takes<br />

effect. Then, if the skills still remain in the<br />

crew or Away Team to cure it, discard the<br />

dilemma (place in your bonus point area if<br />

it has a point box) before proceeding with<br />

the mission attempt. Any temporary effects<br />

such as disabling are cancelled when you<br />

discard the dilemma.<br />

Note: this summary assumes that your<br />

opponent does not make any responses to<br />

the dilemma encounter (such as replacing it<br />

with a Q-Flash using Beware of Q). A<br />

dilemma may be responded to only after<br />

any targets for the dilemma have been<br />

chosen (or a trigger/target has been found<br />

to be absent) and you have checked to see<br />

if the crew or Away Team can meet the<br />

dilemma’s conditions (if any). See actions<br />

– step 1: initiation.<br />

dilemma timing – A mission, scouting, or<br />

commandeering attempt is a single action,<br />

with sub-actions of encountering seed cards<br />

(and for a mission attempt, completing<br />

(solving) the mission). An attempt may not<br />

be interrupted except by valid responses<br />

and actions that suspend play. See actions<br />

– interrupting.<br />

You may make valid responses to the<br />

encounter of specific dilemmas during the<br />

attempt or to the results of a dilemma. For<br />

example, Eyes in the Dark is a valid<br />

response to any dilemma, Q2 to any Qrelated<br />

dilemma, and Howard Heirloom

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