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Mission Debriefing Mission Debriefing

Mission Debriefing

Uncommon card from Voyager (2001) / Uncommon card from First Contact (1997)

Voyager: Keeping detailed records of missions and discoveries is an essential part of any crew's daily routine. This is even more critical for the only Federation crew in the Delta Quadrant.

First Contact: Bureaucracies require field commanders to submit a complete "after action report" on any mission. Though necessary, the process can be time consuming.

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Seeds or plays on table. Whenever any crew or Away Team finishes a mission attempt (whether successful or not), it is "stopped." (Captain's Order.)

Special-icons: Hidden Agenda [HA]

 
   

Strategy notes

'crosslinks' - Mission Debriefing

See Captain’s Order cards in strategy area.

'downloading' - Mission Debriefing is the target

Mission Debriefing could be downloaded by the following cards:

Ready Room Door

Timing - each turn  Frequency - once per turn 

(Reason: download one Captain's Order card.
Location: into play.)

Commander's Office

Timing - each turn  Frequency - once per turn  Cost - in place of one card draw 

(Reason: download one Captain's Order card.
Location: to hand.)

Commander Leeta

Timing - suspends play  Frequency - once per game 

(Reason: Special Download Mission Debriefing.
Location: plays on table.)

James T. Kirk

Timing - suspends play  Frequency - once per game 

(Reason: Special Download a Captain's Order card.
Location: plays on table.)

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Rule notes

Official Runlings:

This event "stops" personnel after any mission attempt, whether successful or not. For example, if your Away Team resolves all dilemmas but cannot complete the mission, that mission attempt ends (unsuccessfully), and the Away Team is "stopped" if this event is in play. Additional personnel brought to the mission may complete the mission (and then will also be "stopped"), but the "stopped" personnel from the previous attempt may not assist them.

Taken from: Rulebook Glossary (08/2002)

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