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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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in play – A card is “in play” if it<br />

• has been played or seeded face up; or<br />

• has been exchanged for a card already<br />

in play; or<br />

• has been activated by turning it face<br />

up (hidden agendas); or<br />

• has been encountered like a dilemma<br />

or during a Q-Flash; or<br />

• has been earned or acquired like an<br />

artifact (unless placed in the hand for<br />

later play);<br />

AND it has not left play.<br />

A card in play may leave play by being<br />

discarded (to the discard pile, bonus<br />

point area, The Next Emanation, etc.),<br />

placed out-of- play, re-seeded (e.g., with<br />

Q-Type Android), relocated as a marker<br />

(e.g., a completed objective such as<br />

Assimilate Homeworld), or returned to a<br />

player’s hand, draw deck, or side deck; it is<br />

then no longer “in play.” (A card such as<br />

Jem’Hadar Shrouding may also specify that<br />

certain cards are not in play.) Any cards<br />

placed on (or under) or played on (or<br />

aboard) that card are treated likewise<br />

(except cards which are exchanged for a<br />

card in hand or replaced by another card,<br />

and cards which are protected from Borg<br />

timeline disruption; see exchanging<br />

cards, Stop First Contact).<br />

Thus, a Personnel card is “in play” whether<br />

reported for duty, exchanged for another<br />

persona version, or recovered from an<br />

earned Cryosatellite. The personnel aboard<br />

a Cryosatellite are not “in play” until the<br />

Cryosatellite is earned and the personnel<br />

come aboard the ship. Personnel who are<br />

captured, in a Penalty Box, under The<br />

Nexus, “held” by a dilemma, or “lost” to<br />

Thine Own Self, are still in play.<br />

Game text may say that a Personnel card<br />

placed in the point area is in play for<br />

uniqueness only – if non-universal, you may<br />

not report another copy of that personnel<br />

(or another version of that persona). <strong>Card</strong>s<br />

in stasis or in a Temporal Rift or Time<br />

Travel Pod are also considered in play for<br />

uniqueness only. The skills and other<br />

features of such cards may not be used.<br />

For example, Kai Opaka placed in your<br />

bonus point area with Duranja does not<br />

prevent Orb artifacts from being nullified;<br />

while in a Temporal Rift, 10 and 01 cannot<br />

nullify Computer Crash and The Emissary<br />

does not enhance the INTEGRITY of<br />

Bajorans in play. However, you may not<br />

play another copy of Kai Opaka, 10 and 01,<br />

or The Emissary (or any other version<br />

of the Benjamin Sisko persona) under these<br />

conditions.<br />

When a personnel or ship leaves play, all<br />

previous effects on that card are cancelled<br />

(except use of a once per game function).<br />

If the same card is reported again, treat it<br />

as if it were a new copy of the card being<br />

reported. For example, replayed cards are<br />

“unstopped,” a ship is undamaged and any<br />

RANGE used this turn is restored, a<br />

personnel is no longer affected by Frame of<br />

Mind, and one who has already “walked”<br />

this turn can walk again. When an effect<br />

depends on another card “in play” or when<br />

another term not specifying “present,”<br />

“with,” or “location” is used, it may benefit<br />

from either player’s card (unless “your”<br />

or “opponent’s” is specified, as with<br />

Ressikan Flute or Flaxian Assassin).<br />

Examples:<br />

• Your opponent’s Kareen Brianon<br />

enhances your Ira Graves’ skills.<br />

• Your K’nera scores points if either<br />

player’s Korris or Konmel is killed in<br />

battle.<br />

• Disabled cards and cards in play for<br />

uniqueness only cannot trigger such<br />

effects.<br />

In the Zone – For this incident, the<br />

points you score during a turn are the net<br />

total of positive and negative points scored.<br />

The points that do not count toward<br />

winning are the last positive points scored<br />

during a turn in which you score more than<br />

50 points. For example:<br />

• You complete a mission for 45 points.<br />

Later that same turn, you complete a<br />

Cytherians dilemma for 15 points, for<br />

a total of 60 points. 10 of the 15<br />

Cytherians points do not count toward<br />

winning.<br />

• Reversing the previous example, you<br />

complete a Cytherians dilemma and<br />

then solve a 45-point mission on the<br />

same turn. 10 of the mission points do<br />

not count toward winning.<br />

• Continuing the second example, you<br />

then score -5 points from The<br />

Higher... The Fewer in the same turn.<br />

You now have a net total of 55 points;<br />

5 of the mission points do not count<br />

toward winning.<br />

The effects of In the Zone, Intermix<br />

Ratio, and Altonian Brain Teaser are<br />

independent; each one could affect the<br />

same points. If you are affected by more<br />

than one of these cards, evaluate your<br />

points that count toward winning for each<br />

card separately; the lowest total is your<br />

current “points that count toward<br />

winning.” Example:<br />

• You are affected by both Intermix<br />

Ratio and In the Zone. You solve a<br />

mission for 30 points and earn a<br />

Ressikan Flute with 9 Music personnel<br />

in play. Your actual score is 75. For In<br />

the Zone, 25 Ressikan Flute points do<br />

not count toward winning, for a<br />

“winning score” of 50. For Intermix<br />

Ratio, 15 points do not count towards<br />

winning, for a “winning score” of 60.<br />

In the Zone thus limits you to 50<br />

points counting toward winning.<br />

• Next turn you score 15 bonus points<br />

for a total score of 90. For In the<br />

Zone, 25 points still do not count<br />

toward winning, for a “winning score”<br />

of 65. For Intermix Ratio, 30 bonus<br />

points do not count toward winning,<br />

for a “winning score” of 60. Now<br />

Intermix Ratio is the card that limits<br />

your score to 60 points toward<br />

winning.<br />

incident – A card type similar to an Event<br />

card. It may play on and affect another<br />

card, or may play on the table to have a<br />

widespread effect on various aspects of the<br />

game. Most incidents have a lasting effect<br />

(unless the card is nullified or discarded<br />

according to its game text). A seedable<br />

incident may be seeded during any seed<br />

phase unless otherwise specified. Playing<br />

an Incident card uses your normal card<br />

play.<br />

Incoming Message – Federation, etc. –<br />

See outpost.<br />

Incoming Message: Attack<br />

Authorization – If you use this interrupt<br />

to attack your own ship when using a Battle<br />

Bridge side deck, you may draw and use a<br />

current tactic. The single current tactic<br />

applies to both the attacking and defending<br />

ships. However, if either of your ships is<br />

damaged, damage is applied as usual from<br />

your opponent’s Battle Bridge side deck (or<br />

rotation damage if he has no side deck).<br />

See battle – ship.<br />

infiltration icon <br />

– Your personnel who has a<br />

diamond shaped infiltration icon may<br />

infiltrate your opponent’s cards, if your<br />

opponent is playing that affiliation, in one<br />

of two ways:<br />

• It may report to your opponent’s side<br />

of the table, to a compatible facility<br />

(regardless of quadrant); or<br />

• It may report for duty normally, and<br />

infiltrate later in the game, during<br />

either player’s turn, if present with an<br />

opponent’s crew or Away Team<br />

compatible with that affiliation.<br />

If your opponent is not playing that<br />

affiliation, you may not infiltrate his cards<br />

with that personnel. See playing an<br />

affiliation.<br />

When your personnel starts infiltrating, its<br />

affiliation changes to match that of the<br />

infiltration icon and it becomes an<br />

infiltrator.<br />

• The infiltrator is part of your<br />

opponent’s crew or Away Team, but is<br />

still under your control. For example,<br />

your opponent may not treat the<br />

infiltrator as “his personnel” to benefit<br />

from his hand weapons. (Your<br />

infiltrator may not take your<br />

equipment into your opponent’s Away<br />

Team.)<br />

• Your opponent may not treat your<br />

Infiltrator as an intruder (e.g., his<br />

cards cannot initiate battle against<br />

your infiltrator, and vice versa).<br />

However, you may treat your<br />

infiltrator as an intruder for cards such<br />

as The Walls Have Ears.<br />

• Whenever any of the opponent’s<br />

personnel present take any action<br />

(e.g., beam, attempt a mission, initiate<br />

a personnel battle), your infiltrator<br />

may choose whether or not to<br />

participate (or to contribute to ship

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