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