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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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was just killed and there were no other<br />

personnel present, select any other<br />

personnel controlled by the same player.<br />

That personnel is captured.<br />

Event: Plays on table. The opponent’s next<br />

personnel to report for duty must be<br />

universal or a holographic re-creation. Then<br />

place this card out-of-play. (Event is not<br />

duplicatable.)<br />

If you play this card as an interrupt when<br />

one of your own personnel was killed, the<br />

selected personnel is captured by your<br />

opponent. See reporting for duty,<br />

capturing.<br />

DNA Clues – Once this dilemma is placed<br />

on the mission and the choice is made<br />

either to continue or to “stop” (if possible),<br />

the altered MEDICAL requirements for<br />

further dilemmas encountered at that<br />

location affect both players. The DNA Clues<br />

dilemma is not encountered again, so no<br />

future Away Team or crew can alter those<br />

requirements. The dilemma remains on the<br />

mission even after it is solved. The<br />

MEDICAL requirements may be reduced to<br />

zero.<br />

do not count toward winning – See<br />

points.<br />

docked ship – The following cards may<br />

not target a docked ship (or a carried<br />

ship): Asteroid Sanctuary, Loss of Orbital<br />

Stability, Near-Warp Transport, Temporal<br />

Rift, Wormhole (on a ship as it undocks or<br />

launches), and Temporal Wake (to force it<br />

to follow another time-traveling ship). All<br />

other cards that target a ship may target<br />

docked or carried ships (if applicable)<br />

unless otherwise specified on the card. See<br />

docking.<br />

docking – You must indicate which of your<br />

ships are docked (placed under an outpost,<br />

or on top of docking site at a Nor) and<br />

which are undocked (placed on the<br />

spaceline). When a space facility allows a<br />

ship to report there, the ship must report<br />

docked. Docking or undocking is a form of<br />

movement and requires the ship to be<br />

staffed. Docked ships are protected by<br />

extension of 50% of the facility’s SHIELDS,<br />

but may not attempt missions or fire<br />

WEAPONS. Docked ships are not damaged<br />

or destroyed when the facility is destroyed<br />

(unless landed on Docking Pads). Certain<br />

cards may not be played on a docked<br />

ship. Any card or rule that requires a ship<br />

to “return to” a space facility implies that it<br />

must dock at that facility. For example, a<br />

ship must dock at an outpost to be repaired<br />

by a Spacedock there or to cure REM<br />

Fatigue Hallucinations. You may not undock<br />

a ship docked at an opponent’s facility<br />

(even a commandeered ship) unless<br />

specific game text allows it (e.g.,<br />

Croden’s Key, Docking Ports). When<br />

compatibility with a facility is required to<br />

dock a ship, only the ship itself must be<br />

compatible with the facility; incompatible<br />

crew members aboard do not prevent<br />

docking. Such personnel cannot board an<br />

outpost from the ship, but they may board<br />

a Nor.<br />

Docking Pads – Errata:<br />

This site is located on the Habitat Ring.<br />

No other cards (such as Establish Landing<br />

Protocols) are needed to enable ships with<br />

no staffing requirements to land (dock) and<br />

take off (undock) at this site. The site itself<br />

allows the ship to land and take off. A ship<br />

docked at the Docking Pads site is both<br />

docked and landed, and is subject to the<br />

rules applying to landed ships.<br />

While a docked ship is normally not<br />

affected when the facility is destroyed, a<br />

ship docked at Docking Pads is actually<br />

“aboard” the Nor and thus would be<br />

destroyed along with the facility and<br />

discarded.<br />

Doctor, The – This personnel is not a<br />

version of the E.M.H. Program persona and<br />

cannot be downloaded by Beverly Crusher.<br />

does not use – See equipment.<br />

does not work with – A card that “does<br />

not work with” a particular group<br />

(affiliation, species, specific skills) cannot<br />

mix or cooperate with cards of that group<br />

in any way, in the same way that cards of<br />

incompatible affiliations cannot work<br />

together without a treaty (see<br />

compatible). For example:<br />

• Lore “Does not work with [Fed]<br />

affiliation.” He doesn’t mix with [Fed]<br />

personnel, cannot board a [Fed] ship,<br />

and cannot report to or board a [Fed]<br />

facility.<br />

• Miles O’Brien “does not work with<br />

<strong>Card</strong>assians.” He doesn’t mix or<br />

cooperate with personnel of<br />

<strong>Card</strong>assian species or affiliation, even<br />

under treaty. If he is aboard your ship,<br />

it cannot assist another of your ships<br />

in battle if it has <strong>Card</strong>assians aboard.<br />

If a personnel is inadvertently placed in a<br />

situation where he is mixing with cards that<br />

he “cannot work with,” he will form a<br />

separate Away Team or (on your ship or<br />

facility) be placed under house arrest. For<br />

example, Solkar “does not work with<br />

personnel who have Treachery.” If your<br />

opponent boarded your ship and played<br />

Reflection Therapy on one of your crew to<br />

give him Treachery, Solkar would be placed<br />

under house arrest. You may not<br />

deliberately place your personnel in such a<br />

situation.<br />

“Does not work with” restrictions that are<br />

completely affiliation-based are overcome<br />

by any card that allows cards to mix<br />

“regardless of affiliation,” such as<br />

Brainwash and Temporal Micro-Wormhole.<br />

Dominion – An affiliation.<br />

Dominion War Efforts – See multi-<br />

affiliation cards.<br />

doorway – A card type representing a<br />

physical door or a passage to another time<br />

or place in the space/time continuum. A<br />

seedable Doorway card must be seeded<br />

during the doorway phase, unless<br />

otherwise specified. Playable doorway cards<br />

do not use your normal card play and may<br />

play whenever an Interrupt card play is<br />

legal, but only during your own turn, unless<br />

its text explicitly states that it suspends<br />

play or may play at any time.<br />

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

cards you may play per turn, unless stated<br />

otherwise on a card.<br />

Doorways that remain in play may be<br />

“closed” (made inactive) by other cards. A<br />

card that closes a Doorway card (such as<br />

Door-Net or Revolving Door) may be played<br />

on a doorway that is already closed. When<br />

a doorway is closed, its ongoing game text<br />

related to its “doorway functions” is not<br />

active. For example, no cards may be taken<br />

from a closed side deck, a closed Ready<br />

Room Door does not protect an event from<br />

nullification; a doorway with a countdown<br />

icon stops counting down (the countdown<br />

resumes if the doorway is reopened). Game<br />

text relating to how the doorway is played<br />

(e.g., creating a spaceline location and its<br />

span) or nullified, terms such as “Not<br />

duplicatable,” “Unique,” or “Limit one,”<br />

and icons such as [AU] or [Ref] that are not<br />

part of the game text are not affected.<br />

Thus, while a ship may not pass through<br />

the Bajoran Wormhole if either end is<br />

closed, it may still stop at the location and<br />

requires 1 RANGE to move to the location.<br />

Also, another Bajoran Wormhole may not<br />

be played in either quadrant if the existing<br />

one is closed.<br />

Doppelganger – With this event in play, if<br />

two copies of a unique Personnel card are<br />

in play at two different locations, and one<br />

moves to the location of the other, the<br />

non-moving one is discarded. If the two<br />

cards are always at the same location (even<br />

if they are moving simultaneously), no one<br />

is discarded. Reporting, beaming from a<br />

planet to a ship, or moving from one site to<br />

another is not “moving to a location.”<br />

A “duplicate” is equivalent to a copy. Other<br />

instances of the same persona (even with<br />

the same card title) are not duplicates. For<br />

example, Jean-Luc Picard (Premiere) is not<br />

a duplicate of Jean-Luc Picard (First<br />

Contact) or Galen.<br />

double turn – When a card allows you<br />

take double turns, you take one complete<br />

turn from beginning to end, then another<br />

complete turn from beginning to end (not<br />

one turn with two card plays, two end-ofturn<br />

card draws, etc.). A double turn counts<br />

as two of your full turns.<br />

doubling – When numerical values, such<br />

as attributes or point boxes, are<br />

simultaneously modified by a card that adds<br />

or subtracts and another card that doubles

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