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Deactivation

Deactivation

Common card from First Contact (1997)

Command codes, known only to key personnel, are needed to disable many system-level instructions.

InterruptSee prev Interrupt in alphabetical orderSee next Interrupt in alphabetical orderFirst ContactSee prev. card from First Contact (order by card typ, alphabetical)See next card from First Contact (order by card typ, alphabetical)strategy notes

Nullifies Auto-Destruct Sequence (unless Fractal Encryption Code present), Red Alert! or Static Warp Bubble. OR Erases any Away Team of only Hologram personnel. (Captains Order.)

 
   

Strategy notes

'crosslinks' - Deactivation

See Captain’s Order cards, personnel cards with Hologram Hologram icon in strategy area.

'downloading' - Deactivation is the target

Deactivation 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.)

Examine Singularity

Timing - each turn  Frequency - once per turn 

(Reason: download even from discard pile Bajoran Wormhole, Temporal Wake or Deactivation.
Location: to hand.)

James T. Kirk

Timing - suspends play  Frequency - once per game 

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

Strategy article

Card Extra from Neil Kirby (01/1998)

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