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Senior Staff Meeting

Senior Staff Meeting

Uncommon card from Alternate Universe (1995)

Standard operating procedure on starships is to call a meeting of senior officers or department heads to help find solutions to paramount problems.

InterruptSee prev Interrupt in alphabetical orderSee next Interrupt in alphabetical orderAlternate UniverseSee prev. card from Alternate Universe (order by card typ, alphabetical)See next card from Alternate Universe (order by card typ, alphabetical)strategy notesrule notes

Plays on a ship with OFFICER, ENGINEER, MEDICAL, SCIENCE and SECURITY aboard, just before the initial attempt of a space mission. First dilemma encountered is discarded.

 
   

Strategy notes

'crosslinks' - Senior Staff Meeting

See Captain’s Order cards in strategy area.

'downloading' - Senior Staff Meeting is the target

Senior Staff Meeting 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.)

Sarish Rez

Timing - suspends play  Frequency - once per game 

(Reason: Special Download Senior Staff Meeting.
Location: anywhere at Sarish Rez's location at any quadrant.)

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 interrupt is played "just before" a mission attempt; once played, neither you nor your opponent may take any other action before the attempt begins (except valid responses, such as Amanda Rogers). If nullified, you must still begin the mission attempt and may not play another Senior Staff Meeting.

The first attempt of a mission made by any player is "the initial attempt" of that mission. If your opponent has already attempted the mission, you may not play this interrupt for your first attempt.

If the first seeded card is a Q-Flash, then it is not discarded and has its normal effect. However, if a Q-icon dilemma is encountered within the Q-Flash, it is discarded as "the first dilemma encountered." If no dilemma is encountered during the initial mission attempt (e.g., you encounter only a Q-Flash and no Q-icon dilemmas are faced), then no results are obtained from the interrupt. It does not carry over to another attempt. mis-seeds are not encountered.

If the first dilemma encountered is a combo dilemma, only the first part of the combo is conceptually discarded. The crew must immediately face the second part.

Taken from: Rulebook Glossary (08/2002)

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