header
headerhomehomehomestrategyrulescardsheader
     
cards
   

Glossary - C

Glossary

 

A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - top

 

ca - ch - cl - co - cr - cu - cy

 

back to top of page ca

Caithlin Dar
See Release This Pain.

 

Calamarain
This event's owner moves it in the same way as he would move a ship, but it is not a ship, is not affected by cards that affect ships, such as Q-Nets or Wormholes, and cannot move through the Bajoran Wormhole. Discard the event after either use (damaging a ship or killing Mortal Q). Calamarain cannot damage a cloaked or phased ship. See cloaking and phasing, Explore Interstellar Matter.

This event may not cause damage that will destroy a ship. When used with a Battle Bridge side deck, it causes default damage. Draw the two damage markers from your side deck, one at a time, and place each one on the ship unless it would destroy that ship (in which case discard that damage marker instead).

 

cancel
Act of preventing an action (such as a card play or a battle) from having its result. Any costs paid to initiate that action remain paid. When you cancel an action that was limited to once per turn, that action may not be initiated again during that turn. See nullify.

 

Captain Kirk
This personnel's special skill, "May initiate battle against non-Affiliation Federation," allows only his ship to initiate battle. Your other Federation ships (or ships with any Federation crew) present may not participate in that battle. (He may also lead an Away Team or crew in personnel battle.) See battle - affiliation restrictions.

 

Captain Proton cards
Several cards in the Holodeck Adventures set represent people and things from Tom Paris' holoprogram based on the 1930s sci-fi serial, The Adventures of Captain Proton. Like the world of Captain Proton itself, these cards are entirely in black-and-white. Any icons appearing on them should be treated as normal, color versions of those icons. Thus, Captain Proton is treated as a normal, Non-Aligned personnel; also, if you are probing for Omega Directive and reveal him as your probe card, his special download icon triggers the "Threat eliminated" outcome.

 

Captain's Log
Errata:
Plays on table. Any of your personnel aboard a ship he or she commanded or captained (as referenced in ship lore) raises SHIELDS +3 and WEAPONS +3. (Not cumulative.) Each of your ships with its matching commander aboard is WEAPONS and SHIELDS +3. (Captain's Order.)

See matching commander.

 

Captains Order
In addition to the cards marked with this phrase, Captain’s Log, Lower Decks, Yellow Alert, and Senior Staff Meeting are also Captain's Order cards. You need not have Ready Room Door or Commander's Office (which list this definition) in play for these cards to be Captain's Orders and downloadable by James T. Kirk.

Red Alert is not a Captain's Order.

 

captives
Personnel who are "held" by a dilemma are not captives. See capturing.

 

capturing
Some cards and rules allow you to capture your opponent's personnel (never a personnel you control). Captives are disabled (unless a card such as Brainwash specifies otherwise). The captives are escorted by your personnel as follows:

  • Upon capture, captives are immediately relocated to one of your crews or Away Teams at that location, if possible (to the specific crew or Away Team making the capture, if any, such as when using Ilon Tandro or Captured).
  • Otherwise, the capturing card remains in play and serves as a temporary "trap" to hold the captives on your side of that location until your personnel can arrive to take them into custody. (If there is a planet at that location, the trap is on the planet.) Your ship with transporters (in space) or your Away Team (on a planet) can subsequently take custody of the captives if present with the trap, then discard the trap card.

Each of your crews and Away Teams may escort any number of captives, and may move them like Equipment cards.

At any given time a captive can be in one of three conditions: (1) held by a trap, in a Brig, or by escorting personnel, (2) Brainwashed, or (3) left unattended. You may change the captive's condition during your turn.

A trap card placed on a captive is not in play; it is a marker of captive status and can no longer be nullified. For example, you may nullify Mandarin Bailiff with Q2 or Q-Flash when it is encountered (after the captive is selected but before placing the card on it as a trap), but not later.

You may not initiate battle against personnel you have captured, unless a card allows or requires it. See White Deprivation.

All captured cards are returned to their owner at the end of the game.

Brigs - Some cards allow you to add a Brig to a ship or facility. While you control the ship or facility, you may move captured personnel into and out of the Brig during your turn (while in the Brig they are held but not escorted). If your opponent commandeers or assimilates the ship or facility, his personnel may subsequently release any of his other personnel held captive in the Brig (if present).

Rescue - Captives that are held or Brainwashed may be rescued only by using a card that specifically rescues or releases captives (such as Rescue Captives, His Honor The High Sheriff of Nottingham, or Prisoner Exchange). Unattended captives, however, are conceptually "tied up and left behind" and thus may be rescued by their owner's other personnel present, without any special card. Whenever a captive is rescued or released, all capturing-related card played on that captive are discarded.

 

capturing-related card
This phrase, used on Prepare the Prisoner, includes any card that

  • captures personnel or prevents their capture;
  • specifically affects captives or allows them to be used in any way;
  • has an effect when a captive is taken or escorted; or
  • downloads, nullifies, or modifies another capturing-related card (specified by title).

Examples of capturing-related cards include Thine Own Self, Ilon Tandro, Wolf, Brainwash, Rescue Captives, Impersonate Captive, Holding Cell Door, Fajo’s Gallery, Gul Madred, and Madred.

 

Cardassian
An affiliation and a species. See affiliation and species.

 

card draw
A card draw refers to any card drawn from your draw deck (or from your discard pile, if using Carlos' skill; but not from a side deck), either as the player's end-of-turn draw(s) or through the use of a card that specifies that you "draw cards," such as Kivas Fajo - Collector. (Cards chosen from your deck using a Betazoid Gift Box are not "drawn.") Each card draw is a separate action.

An action that is "in place of one card draw" may replace any card draw. Unless the action is explicitly restricted to once per turn, you may replace as many card draws as you are entitled to. For example, downloads with the Borg Queen's special skill may replace any or all of the three card draws from Kivas Fajo - Collector. The replacement action must be performed at the time you would normally make that card draw.

You may perform as many actions as you like each turn that have the restriction "draw no cards this turn" (e.g., playing a Q’s Tent, downloading with Ops). You may not then draw any more cards for the remainder of the turn, by any means (normal card draw, Kivas Fajo - Collector, Masaka Transformations, etc.), or use an ability (such as the Borg Queen's special skill) that allows you to perform an action in place of a card draw.

However, if the first action you perform imposing a restriction of "draw no cards this turn" triggers a "just" action or valid response of drawing a card, the "just" action or valid response occurs before the restriction takes effect. See turn, actions - just.

 

card play
A card play refers to any card played by any means (normal card play for the turn, normal interrupt or doorway play, a card played "for free," downloaded into play, Devidian Door, etc.), except those "drawn" from a side deck (such as a Tactic card drawn from a Battle Bridge side deck). Card plays are of two types: Personnel, Ship, Equipment, and Tribble cards report (for duty), while all other card types are simply "played." See entries for specific card types for details of playing that card type.

Your normal card play is defined as the one card play you are allowed each turn by rule. Although optional, this must take place before executing orders (see execute orders). Interrupts and doorways do not use up (or count as) your normal card play. All other playable card types use your normal card play unless otherwise specified, or unless brought into play via a mechanism such as downloading or as the direct result of playing an interrupt or doorway (such as Barzan Wormhole). If you are allowed to report a card using ongoing game text of a card that remains in play, such as Caretaker's Array, then that report uses your normal card play (unless otherwise specified).

Cards are always played face up, unless they have a hidden agenda icon. Except when playing a hidden agenda card, announce the name of the card when you put it into play. Your opponent may examine any card that you play face up at the time of play, but not later unless allowed by a rule or card. (See showing your cards.)

An action that is "in place of your normal card play" must be performed when you would make your normal card play. Such an action may be a group action with several sub-actions; interrupts may not be played between those sub-actions. See actions - group. Only one such "replacement" action may be performed each turn. For example, two Spacedoors will not allow you to download two ships.

 

card titles
Cards (other than Personnel and Ship cards) are grouped together in terms of their interactions with other cards by their card titles.

A card title group consists of a card with a basic card title, plus one or more cards with the same basic card title followed by a colon or dash and an additional phrase. (Cards such as "HQ:" cards also form a card title group, even though there is no card named "HQ".) When a card refers to the basic card title of a card title group (e.g., nullifies it, downloads it, is immune to it, plays on it), it applies to all cards in that card title group. Examples:

If one card title includes another, but they are not differentiated by a colon or dash, those cards do not form a card title group. Examples:

Sometimes a card or rule will refer to the titles (or part of the titles) of cards that are not part of a card title group. These references are preceded by the word "a", "an", "any", or "one", or are followed by the name of a card type or by the word "card." Examples:

Personnel and Ship cards do not belong to card title groups; they are covered by the persona rule. A Personnel card is never grouped with a non-Personnel card. For example, Jovis cannot download Kivas Fajo - Collector. See "any".

Words in lowercase (e.g., "disruptor") are not necessarily references to card titles; they refer to any card with those characteristics.

 

card types
The current card types are Artifact, Doorway, Dilemma, Equipment, Event, Facility, Incident, Interrupt, Mission, Objective, Personnel, Ship, Site, Tactic, Time Location, Tribble, and Trouble.

The following are not separate card types: cards of different affiliations; Outpost, Station, and Headquarters (all are Facility cards); Q-icon cards (a Q-icon dilemma is a Dilemma card, etc.); Mission II (Mission cards); and Combo dilemmas (Dilemma cards).

A card that says it is "played as" or "used as" another card type counts as both card types for all purposes. (But a card that "seeds like" a dilemma does not count as a dilemma, and a card that is "moved like" equipment or a ship does not count as an Equipment or Ship card.) For example, an artifact that plays as an Event card can be nullified by Kevin Uxbridge: Convergence. An artifact that is used as an Equipment card may be stolen by a Procurement Drone, discarded to satisfy Rebel Encounter, or (if reclaimed from discard pile with Reclamation) reported in any way that an Equipment card may be reported. Artifacts must still be earned legally before use.

 

Caretaker's Array
This incident allows a ship to relocate here from any Badlands Region location in any quadrant. It allows any ship with fewer than four staffing icons to report with crew here, regardless of the native quadrant of the ship or crew members (but you may not disregard Alternate Universe icons or ship text restricting where it may report). Reporting with crew uses your normal card play and may not be combined with other reporting mechanisms (e.g., the Delta Flyer may not report with crew for free aboard your Voyager at the Caretaker’s Array). The ship may not report landed, but may report docked at your compatible outpost there.

 

Cargo Bay
You begin a cargo run (as described on this site) when one or more of your personnel aboard a facility pick up one or more Equipment cards aboard that facility and carry them directly aboard your ship at the same location. You must announce the run and show your opponent which personnel and equipment are involved (but you do not have to specify now which personnel, equipment, or Cargo Bay you will use to complete it). When that ship arrives at a different facility any number of turns later, any of those same personnel who has been a member of the ship's crew since the run was announced may carry any of those equipment cards directly to the Cargo Bay to complete the cargo run.

You may not begin or complete a cargo run by beaming a crew member with equipment between universes with a Multidimensional Transport Device, or by beaming them aboard a ship with Invasive Transporters and then to Cargo Bay. You may not complete a cargo run begun by your opponent (e.g, if you take control of the ship with Neural Servo Device).

Your ship can take any path from the starting facility to the ending facility, giving you credit for each mission passed (except starting and ending locations). You may count each mission only once per cargo run. See passing locations.

While you may have multiple ships making cargo runs concurrently, a single ship's crew can complete only one at a time, earning card draws or Latinum downloads for only one piece of equipment. To deliver any additional equipment, a crew must begin a new cargo run.

See report.

 

Cargo Rendezvous
Revised text:
ENGINEER + Physics + INTEGRITY > 30 OR Greed + Treachery + CUNNING > 32

 

cargo run
See Cargo Bay.

 

Carlos
This personnel's special skill has no effect on probing or any other function that involves the draw deck, other than drawing cards.

 

carried ships
One ship may not be carried aboard another ship unless a card, such as Engage Shuttle Operations or Borg Sphere, allows it. If the "mother ship" is destroyed, any ship it carries is also destroyed. If a carried ship is destroyed, the "mother ship" is damaged.

Game text that allows you to launch carried ships also allows you to load or recover such ships. For example, Engage Shuttle Operationss allows you to launch shuttlecraft from, and re-load them aboard, your ships with Tractor Beam and ENGINEER. Launching and loading require full staffing (see movement).

Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is controlled by a different player.

Cards that may not target docked ships also may not target carried ships.

If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your landed U.S.S. Voyager, you must have a card such as Blue Alert to allow it to take off, using 2 RANGE.

 

back to top of page ch

Cha'Joh
See multi-affiliation cards, affiliation and ship origin.

 

Chamber of Ministers
The text "A Nor may coexist here" on this facility overrides the normal rule that you may not establish more than one facility at a location. However, Chamber of Ministers is not required in order to seed Deep Space 9 / Terok Nor/Deep Space 9 / Terok Nor at Bajor. "A Nor" is a reference to the type of station (allowing Deep Space 9 or Terok Nor to seed there), not to the card named "Nor," which may not be established at a Bajor region location.

This facility can play (but not seed) on the Mirror Universe Bajor. No cards may report there because the facility is not in its native quadrant.

 

chameloid
See shapeshifter.

 

changeling
A species. All changelings are shapeshifter. (But not all shape-shifters are changelings.) See assimilation - personnel.

 

characteristics
Personnel, Ship, and Equipment cards have game-relevant features called characteristics (e.g., human, female, admiral, leader, shuttlecraft, Jem'Hadar ship, disruptor). Some characteristics (species, gender, ship origin) are determined from a combination of affiliation, appearance (card image), and lore. Others are defined by a rule or card text, based on skills or other features of the card (e.g., a leader is any personnel with OFFICER or Leadership). However, many characteristics, especially ranks and titles, are printed on the cards, usually in the card title, ship class, or lore. For example:

  • The characteristic "admiral" is found in Admiral McCoy's card title and Norah Satie's lore.
  • The characteristic "Nagus" is found in Krax's special skill.
  • The characteristic "shuttlecraft" is found in the class of Quark’s Treasure and Romulan Shuttle, and in the lore of Type 18 Shuttlepod.
  • The characteristic "Jem'Hadar ship" is found in the card title of Jem'Hadar Attack Ship and the lore of Stolen Attack Ship.
  • The characteristic "disruptor" is found in the title of Romulan Disruptor Rifle and the lore of Breen CRM114.

Context determines whether a word actually defines a characteristic or not. For example, the phrase "Uses the same hull as the Cardassian shuttlecraft" in the lore of Patrol Ship does not make this ship a shuttlecraft.

A personnel may be identified in its card title or lore as currently or formerly having a characteristic. A title with the prefix "vice" counts as that title. For example, Alynna Nechayev ("Vice-Admiral") counts as an Admiral for Going to the Top or Office of the President; Bok ("former Ferengi DaiMon") is enhanced by Calandra.

Information on other cards (such as a Ship card) may not be used to define a characteristic for a personnel (except for matching commander, which may use information from either the personnel or ship lore). Thus Alidar Jarok ("Conscientious admiral...") may report for free to the Office of the Proconsul, but not Mendak, who is not identified in his card title or lore as an admiral (although the Devoras identifies him as Admiral Mendak).

The presence in lore of a word or phrase that is the name of a skill is not a characteristic and does not confer that skill on a personnel. For example, Jaron ("former member of the Tal Shiar") does not have Tal Shiar skill and is not a "Tal Shiar personnel" (e.g., for Continuing Committee).

 

Characterize Neutrino Emissions
You may seed any number of different Orb artifacts (no duplicates) under this mission, regardless of whether the artifacts may normally be seeded in space, in place of the single artifact normally allowed at a mission.

 

Chief O'Brien
See once per turn.

 

Children of Light
This incident allows you to capture your opponent's Hologram personnel present with your Iden (or aboard a damaged ship at his location).

 

Chinese Finger Puzzle
Revised text:
If android present, crew or Away Team is stopped until end of turn and androids are stopped for X full turns, where X = number of androids present. Discard dilemma.

 

Chula: The Abyss
If more than one Quark's Bar is in play, the player encountering this dilemma chooses which one to relocate his personnel to.

 

Chula: The Chandra
For a personnel to continue past this dilemma, at least one attribute number must match the same attribute on the randomly selected personnel (e.g., INTEGRITY must match INTEGRITY). Apply all relevant attribute modifiers. See dual-personnel card.

 

Chula: The Way Home
If more than one Quark's Bar is in play, the opponent of the player encountering this dilemma chooses which one to relocate the personnel to.

 

Chula: Trickery
For this dilemma, your opponent "recites {the personnel's} attribute numbers" by reading the printed attributes off the card, in order (INTEGRITY, CUNNING, STRENGTH), without applying modifiers. Attributes of dual-personnel cards are not added together, but are read as printed, for example, 3+3, 8+8, 5+5.

 

back to top of page cl

Clan People
Revised text:
To get past, must have Kai Opaka present OR CUNNING > 38 from up to five Away Team members.

 

clarifications
See revised text.

 

class
See ship class.

 

Classic Communicator
The skill added by a personnel with this Equipment card is retained only while that personnel is present with the communicator and the personnel from whom the skill was added remains at the same location, or until you re-select the skill. See skills - modifying.

Because this card is not cumulative, you may not use two copies to add two skills to the same personnel, but you may use two copies to add a skill (the same or different) to two different personnel (even in the same crew or Away Team).

 

Classic Films icon Classic Films
This icon (formerly known as the Excelsior icon) appears on personnel and ships from the "Classic Films" era of the late 23rd century. It is used as a special ship staffing icon and for other purposes defined on various cards.

 

Classic Medical Tricorder
This Equipment card works like the Classic Tricorder.

 

Classic Tricorder
When this Equipment card joins your crew or Away Team, select which skill the Enterprise ENGINEER- and SCIENCE-classification personnel present add. They retain that skill until they are no longer present with the tricorder, or until you re-select the skill added by that tricorder (see skills - modifying). If more personnel of appropriate classification join the crew or Away Team, they add the same skill already selected.

Because this card is not cumulative, you may not use two copies to add two skills to the same personnel. If you combine two personnel groups, each with a skill added from a Classic Tricorder, choose one tricorder to add its selected skill to all applicable personnel.

 

classification
A personnel's classification is found only in their classification box. A personnel type such as MEDICAL in the skills box is a skill, not a classification. A card referring to "MEDICAL-classification personnel" refers only to personnel who have MEDICAL in their classification box. Borg personnel have no classification. See skills.

 

cloaking and phasing
A ship may cloak or phase if it has a Cloaking Device or Phasing Cloak (either in its game text or added by another card). To cloak or phase a ship, turn the Ship card face down; to decloak or dephase, turn it face up. You may cloak, decloak, phase, or dephase your ship only during your own turn, unless a card allows otherwise, and only if it is not "stopped." A ship may perform only one cloaking, decloaking, phasing, or dephasing action each turn and it may not be cloaked and phased at the same time. A ship may not enter play cloaked or phased.

Cloaking and phasing are different game conditions. Cards that specifically affect cloaked ships, such as Tachyon Detection Grid, La Forge Maneuver, T’Rul, and the Tachyon Drone, do not affect phased ships. Engage Cloak specifically states that it applies to both cloaking and phasing.

A cloaked or phased ship is invisible; in addition, a phased ship is "out of phase" with the universe and thus can fly through planets and other obstructions and cannot interact in any way with the rest of the universe. While phased, the ship receives a RANGE enhancement as indicated on the card providing the phasing ability.

A cloaked or phased ship (and its crew) cannot be affected by any external action that would require that a lifeform could see or sense the ship. For example, the ship may not be attacked, boarded (e.g., with Invasive Beam-In), or targeted with Establish Tractor Lock, Long-Range Scan, Romulan Ambush, Rogue Borg, or Isabella; a crew member may not be targeted by Protection Racket (unless the threatening Ferengi is aboard the ship); the Tantalus Field on a cloaked ship may not be used to kill a personnel outside that ship.

A cloaked ship can be affected by cards representing external cosmic phenomena, spontaneous events, or inanimate objects that are independent of the visibility of the ship. For example, a cloaked ship may not pass through a Q-Net and may be damaged by Stellar Flare or Anti-Matter Pod, destroyed by Supernova or Black Hole, disappear into a Temporal Rift, or be returned to hand with a Space-Time Portal. However, a phased ship is not affected by any external phenomena such as these. Both phased and cloaked ships are vulnerable to global effects caused by changes in the timeline, such as Anti-Time Anomaly and Stop First Contact. A cloaked or phased ship may also receive communications that do not depend on the visibility of the ship (e.g., an Incoming Message).

A cloaked ship may execute all normal movements, including docking, undocking, landing, taking off, launching, and loading, using RANGE, Wormholes, Transwarp Network Gateways, or Bajoran Wormhole. A phased ship may move only by using RANGE; for example, it may not move through the Bajoran Wormhole. A phased ship may not dock, land, or load; if it phases while docked, landed, or carried, it "passes through" the ship or planet and ends up in space. Your opponent may verify the RANGE of your cloaked or phased ship.

A cloaked or phased ship, and its crew, may not affect anything external to the ship. Thus, it may not initiate battle, attempt or scout a mission, allow probing for an objective with an external target (e.g., Assimilate Planet, Establish Gateway), provide opposition for Patrol Neutral Zone or a ship presence to maintain Post Garrison, prevent your opponent from passing Quantum Fissure, play Hail on a passing ship, use a tractor beam, or load or unload personnel or equipment (either by beaming or by walking on or off while docked at a facility) or a carried ship; a Borg crew may not share skills with other Borg not aboard. It may scan a mission, because the scan does not affect the mission.

A cloaked or phased ship is affected normally by cards or actions that are internal to the ship. For example, Plasma Fire and Auto-Destruct Sequence may be played on a cloaked or phased ship, and you may probe to complete Assimilate Counterpart if the target is on an Assimilation Table aboard the ship. Also, cards may report to a cloaked or phased ship (when reporting is allowed by a card such as Ready Room Door, Borg Cube, The Emissary, Dr. Telek R’Mor, Assign Support Personnel, etc).

Unless otherwise specified here, any Glossary reference to cloaking applies to phasing as well.

 

cloaking device
When engaged, this special equipment makes a ship invisible and invulnerable to attack. See cloaking and phasing.

 

Clone Machine
This incident does not allow you to have more than one version of a persona in play at one time. Boreth is the premiere mission Investigate Disturbance. No mission at Mariposa exists yet.

 

Clown: Playing Doctor, The
See The Clown: Playing Doctor.

 

back to top of page co

Coalescent Organism
This dilemma can be passed on to anyone who is present at the end of the turn, regardless of ownership. The dilemma is played on the selected personnel. Discard it if the personnel dies alone or from some other cause.

 

collective
All of one player's Affiliation Borg affiliation cards in play.

 

Colony
The Away Team must be "in" this facility to score points.

 

combo dilemma
A combo dilemma is a two-dilemma combination in one Dilemma card. (See card types.) Encountering a combo dilemma is like encountering two separate dilemmas: if you meet the conditions of the first half, you continue on to face the second half; if not, you place the card back under the mission and will have to face the first half again. However, some combo dilemmas with conditions say "not repeatable" in the first half; this phrase takes the place of "discard dilemma" and means that the first half is conceptually discarded after you face it; when you or your opponent encounter that same exact card on another attempt, the first half of the combo is skipped. If the first half has no conditions (e.g., Male’s Love Interest), it is always conceptually discarded after it has its effect. See dilemma resolution.

Cards that specifically affect the first half of a combo dilemma do not automatically affect the second half. For example, if Male's Love Interest is replaced by Beware of Q, overridden by Jealous Amanda, discarded by Senior Staff Meeting, or nullified by Kareen Brianon, you still encounter the Tarellian Plague Ship half of the card. Similarly, if you fail to overcome Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing REM Fatigue Hallucinations. However, Mission Fatigue "stops" a personnel before each subsequent dilemma, so one personnel will be "stopped" before each half of the combo.

You may not legally seed a combo dilemma at the same location as either of the original dilemma cards on which it is based; the second one encountered would be a mis-seeds. (See copy.) If the mis-seed is the first half of a combo dilemma, place it "conceptually" out-of-play while you encounter the second half, then place it physically out-of-play (instead of discarding it) once the second half has been resolved.

 

commandeering
When your opponent first establishes a facility or reports a ship, he controls it. (It is also controlled by the affiliation printed on the card.) You may subsequently commandeer that facility or ship using a card that allows commandeering. For example, you may commandeer a Nor by having any of your Computer Skill personnel unopposed at its Ops site, as stated in the Ops text (a Nor without an Ops site may not be commandeered). You may commandeer a ship using a card such as Commandeer Ship or Outgunned.

When you commandeer a ship or facility, it comes under your control, and its affiliation changes to match the affiliation of one of the non-ANIMAL commandeering personnel (your choice) in the Away Team (e.g., Ops or Commandeer Ship) or crew(s) (e.g., Outgunned). If you have no personnel at the location (e.g., A Fast Ship Would Be Nice), the ship's affiliation does not change until your personnel arrive to take custody of the ship. You do not take control of any opposing personnel or equipment aboard unless otherwise specified by the card allowing you to commandeer.

You continue to maintain control of the facility or ship, even if you have no personnel aboard. However, your opponent may retake control by bringing unopposed Computer Skill to Ops, or by using a ship-commandeering card.

You may commandeer only cards which you do not control (including a Nor or ship that your Borg opponent assimilated from you), and only if a card allows it. (Borg may not commandeer a ship or facility; instead, they must use a card that allows them to assimilate it.) See facility - Control of facilities, Empok Nor, docking, actions - required.

 

Commandeer Ship
The personnel who commandeers a ship with this objective may meet any three staffing icon requirements, whether he has those icons or not. For example, Christopher Hobson may commandeer the Decius and meet its entire staffing icon requirement of CommandStaffAlternate Universe.

 

Commander Data
This personnel is an android.

 

compatible
Your cards of different affiliations may mix and work together only if they are compatible.

  • Cards with the same affiliation icon are compatible with each other.
  • Non-Aligned and Neutral cards are compatible with all affiliations except Borg.
  • Borg cards are not compatible with any other affiliation.
  • If a card allows cards of different affiliations to "mix" (or "mix and cooperate"), it makes those cards compatible with each other. Some cards that make different affiliations compatible are Treaty cards, Brainwash, Ferengi Trading Post (only while aboard), The Kazon Collective, Temporal Micro-Wormhole, and Memory Wipe (seeded).

Compatible personnel may mix in the same crew or Away Team and board compatible ships and facilities. Personnel and ships may report to compatible facilities. However, you must still have a personnel of matching affiliation when required by a card or rule.

Example: If you have a Treaty: Romulan/Cardassian in play, your Romulan, Cardassian, and Non-Aligned cards are compatible with your Cardassian Outpost, with Central Command, and with a Cardassian Nor, but your Klingon cards are not. Only your Cardassian cards match the facilities.

  • Your Romulan and Non-Aligned cards may report to your Cardassian Outpost, to Central Command, or to a Cardassian Nor (but may not be downloaded using the Ops text, which requires a matching affiliation).
  • Your Romulan and Non-Aligned personnel may supply staffing icons for your Affiliation Cardassian ship, if at least one Affiliation Cardassian personnel is aboard (see ship staffing).
  • You may attempt a mission using a mixed Romulan/Cardassian/Non-Aligned crew or Away Team as long as at least one personnel matches one of the mission's affiliation icons.
  • Your Romulan forces may assist your Cardassian forces in battle, but your Klingon forces may not.

If a card allowing compatibility is nullified or destroyed, incompatible personnel aboard a ship or facility are placed under house arrest. If a mixed Away Team is on a planet, the incompatible personnel form a separate Away Team and cannot return to the ship.

The text does not work with means the cards are incompatible.

 

Compromised Mission
You may attempt this mission with a crew containing a personnel of the affiliation matching an icon on the end facing you.

 

Computer Crash
You may activate this hidden agenda event as a response to an attempt to play a Q’s Tent or a card requiring downloading (e.g., Activate Subcommands), or an attempt to download a card (e.g., by using the Borg Queen (FC)'s skill or any special download icon), but not during the seed phase. The Q's Tent or card requiring downloading becomes an illegal card play and returns to the owner's hand; an attempted download is simply aborted (and does not use up any resource). See actions - step 2: responses.

If you initiate the play of a multi-function card such as Bajoran Civil War, and select a function that requires a download, it may be responded to by the activation of this event. The card returns to your hand; you may then play it for its other function, but you are not required to do so.

A card may allow but not require downloading, and thus may be played despite Computer Crash. For example, if Computer Crash is activated in response to an attempted download with Assign Mission Specialists, the download is prevented, but the card remains in play.

You may not suspend the activation of this event by using a special download icon.

 

Construct Depot
This mission may not be attempted or scouted by the opponent. You may not download a Remote Supply Depot if you already have a facility at this mission location.

 

Construct Starship
This objective allows you to download a facility only if it has text allowing it to play (or be built). For example, Husnock Outpost cannot be downloaded because it may only be seeded.

 

Containment Field
If this incident is discarded or placed beneath the draw deck using Q the Referee, any cards stacked on it are likewise discarded or placed beneath their owners' draw decks. See Devidian Door.

Activating this incident will nullify a Destroy Radioactive Garbage Scow that is already in play on a mission. The mission's point value is restored (even if it has already been solved) and the owner of the Destroy Radioactive Garbage Scow places the interrupt in his bonus point area to score -10 points.

 

control
Some cards allow you to take control of an opponent's cards permanently (by capturing, commandeering, assimilating, or stealing) or temporarily. (All controlled cards are returned to their owners at the end of the game.)

If you control your opponent's ship, any cards "played on" or "placed on" the ship (such as Kurlan Naiskos or Cytherians) come under your control also. Cards that are aboard the ship (personnel, equipment, carried ships) do not come under your control unless specifically stated by the card or rule giving you control. If you control your opponent's personnel, any cards "played on" or "placed on" the personnel (such as Ocular Implants or Mobile Holo-emitter) come under your control.

Only your own treaties, ship enhancement cards, etc. apply to the controlled cards. Thus, your Bynars Weapons Enhancement would increase the ship's WEAPONS, while your opponent's Metaphasic Shields would not increase its SHIELDS.

Temporary control - When you temporarily control a ship and crew with a card such as Alien Parasites or Neural Servo Device, treat the ship and personnel as if they were your own with regard to attempting missions, encountering dilemmas and Q-Flashes, scoring points, playing cards that play on "your ship" (such as Auto-Destruct Sequence), etc. The only exception is that you may not bring the personnel aboard one of your ships or facilities and you may not bring your personnel aboard their ship.

You may use only "legal moves" - e.g., the ship and crew must still obey affiliation attack restrictions and Borg Away Team restrictions, may attempt only missions of appropriate affiliation, etc. Within those constraints, you may move the ship, abandon personnel on planets, engage in battle, attempt missions (if you solve a mission, you score its points unless playing Borg), etc.

 

Conundrum
When you fail to overcome this dilemma, your ship and crew are "stopped" and you must immediately target one of your opponent's ships. (If there is no valid target, the dilemma is immediately discarded without effect and your cards are not "stopped.") Once "unstopped," the ship and crew must chase and attack that target. This is a required action (see actions - required), and must be carried out alone; your other ships at the location may not join the battle.

Cloaked, phased, or landed ships, or ships in a Temporal Rift or Time Travel Pod are invalid targets. You may change targets at any time. If the selected target at any time becomes invalid or leaves play, you must target a different ship. If at any time there are no valid targets in play, the dilemma is discarded. Moving to a different spaceline or to a time location does not invalidate the target. Once you have attacked a target ship, the dilemma is "cured" and discarded.

 

cooperate
See mix.

 

copy
A copy (or duplicate) of a card is defined by its card title and, for personnel and ships, its game text. Different images, copyright dates, lore, expansion icons, affiliation border colors, or property logos do not affect whether cards are copies.

Personnel and ships: Two Personnel or Ship cards are copies of each other if their card titles and game text are the same (taking into account revised titles and game text of reprinted cards). Examples of copies:

  • Alyssa Ogawa (Prem) (First Contact) is a copy of Alyssa Ogawa (Trouble With Tribbles starter deck reprint with a tribble in the card image). Alyssa Ogawa (Premiere) is not a copy of this card because her game text is different (they are two versions of the same persona).
  • Quark Son of Keldar (First Anthology preview) is a copy of Quark Son of Keldar (Blaze of Glory reprint) despite a minor rewording of his game text and the Blaze of Glory expansion icon.
  • Tasha Yar - Alternate (Alternate Universe) is a copy of Tasha Yar - Alternate (Reflections foil). Her special skill was changed by errata.
  • Lwaxanna Troi (Premiere alpha printing) is a copy of Lwaxana Troi (Premiere beta printing).
  • B’Elanna Torres (blue Federation border) is a copy of B'Elanna Torres (gold Non-Aligned border). See multi-affiliation cards.

Other cards: Other than personnel and ships, two cards are copies of each other if their card titles are the same (taking into account revised titles of reprinted cards). Also, each half of a combo dilemma is considered a copy of the original dilemma on which it was based (the "card title" included in its game text). Examples of copies:

  • Radioactive Garbage Scow (Premiere) is a copy of Radioactive Garbage Scow (Voyager) and of the Radioactive Garbage Scow half of Female’s Love Interest & Garbage Scow. You may not seed more than one of these under one mission; your Borg could Adapt to any of them after encountering any version.
  • Medical Kit (Premiere) is a copy of Medical Kit (Voyager). You may not use a copy of each to add two MEDICAL skills to your OFFICER.
  • Ready Room Door (First Contact) is a copy of Ready Room Door (Voyager). You may not play both during one turn.
  • UniversalKlingon Outpost (Trouble With Tribbles starter deck reprint) is a copy of the Outpost card titled "Klingon" (Premiere). The card titles of most outposts have been revised. You may seed only one.
 

corresponding
The corresponding spaceline location for a time location is the mission with the same location in its lore. For example, the mission Agricultural Assessment (Sherman's Planet) corresponds to the time location Sherman's Peak (2267 Sherman's Planet).

A corresponding location or region in an "opposite quadrant" is a location or region with the same name. For example, Bajor in the normal universe (Alpha Quadrant) corresponds to Bajor in the mirror universe (Mirror Quadrant).

 

Council of Warriors
This objective may not be nullified once it is relocated to your point area. Bringing a non-Klingon personnel into play by persona exchange, earning a Cryosatellite, or switching the affiliation of a multi-affiliation personnel is not "playing a non-Klingon personnel." See card play, report, affiliation and species.

 

countdown icon Countdown Countdown Countdown Countdown Countdown
When your card with a countdown icon enters play (is played face up, activated, or encountered), it nullifies itself and is discarded at the end of the specified number of your turns (regardless of when it is played or activated or who encounters it). If the card enters play during your turn, it counts down at the end of that turn. For example, your card with a countdown of 3 nullifies itself at the end of your third turn. A convenient way to keep track of your countdown icons is to turn the card 90 degrees at the end of each of your turns.

 

counter-attack
See battle.

 

Countermanda
This interrupt is not an "Amanda Rogers card." See card titles, discard pile.

 

counterpart
A counterpart is a Borg personnel with "assimilated counterpart" in his lore, or a personnel assimilated with the objective Assimilate Counterpart. An "assimilated counterpart" may be used as a "matching counterpart" for the objective Assimilate Homeworld. However, when a card requires that a counterpart match the affiliation of a homeworld, it must also match the homeworld's universe. See mirror universe.

A counterpart may not be downloaded or affected by cards that specify drones.

Your collective is limited to one counterpart in play at a time. Thus, if you have one counterpart in play, you may not play or assimilate another, and if you acquire another one (e.g., from a Cryosatellite), the second one must be discarded. A counterpart may be converted to a drone with He Will Make An Excellent Drone.

The assimilated counterparts are native to the Alpha or Gamma Quadrant and may not report to a Borg Outpost in any quadrant (see facility, native quadrant).

An assimilated counterpart's skill that enhances their ship's WEAPONS and SHIELDS +4 against their former affiliation works against any force that includes that affiliation. For example, Locutus of Borg's skill would enhance his ship against a Non-Aligned ship with some Federation crew or a mixed fleet of Federation and other ships under treaty.

 

counting cards
At any time, you may count the cards in your own hand. You may request that your opponent count his own hand and tell you the correct count. You may also count the seed cards under a mission and check their orientation to determine the owners.

 

Covert Installation
Revised text (lore):
Neutral Zone Region - Devora

 

back to top of page cr

crew
See Away Team and crew.

 

Crew Reassignment
The ship to which a personnel may report using this event must have the icon as one of its staffing icons. For example, Alternate Universe personnel without an Enterprise icon may not report to Starship Enterprise (TMP) (Trouble With Tribbles) using Crew Reassignment. See ship staffing.

 

Crisis
Because the ship at the location is not actually attempting the mission, the ship and crew are not "stopped" if this dilemma is not overcome. Only the attempting Away Team is "stopped."

 

Crosis
See Rogue Borg Mercenaries.

 

Crossover
When this incident allows your Mirror Quadrant personnel to ignore their Mirror Quadrant icon when reporting, treat them as if they have no quadrant icon (i.e., as if native to the Alpha Quadrant). Thus they may report to a native Alpha Quadrant facility, or (if Alternate UniverseEnterprise) to Sherman's Peak.

The incident is discarded only when you report a Multidimensional Transport Device as your normal card play and then download one of the listed personnel to that Device.

If you report Ezri without this incident in play, and immediately use her special download for Crossover, you cannot then use Crossover to download a Multi-Dimensional Transporter Device to Ezri because it is no longer "just after" she reported. See actions - just.

 

Cryosatellite
Revised text:
Seed at a space location. May seed one additional artifact and up to 3 Alternate Universe personnel here. They are earned when Cryosatellite earned; then discard Cryosatellite.

All cards seeded with this artifact count as seed cards. They are seeded one at a time, not as a group. See personnel - seeded.

 

Crystalline Entity
This dilemma is an exception to the normal rule that dilemmas affect only the personnel in the crew that encounters the dilemma. It "kills all life on ship," including tribbles, intruders, and personnel who are "stopped," disabled, etc., and not participating in the mission or scouting attempt. (However, it does not kill personnel in stasis.)

If this dilemma is encountered after DNA Clues with Lore in play, 6 MEDICAL and 2 SCIENCE are required to pass the dilemma. See dilemma resolution.

 

back to top of page cu

cumulative
If a card is cumulative, multiple copies of the card can have the same effect on the same target(s) at the same time. Damage markers (Tactic cards) are cumulative, as are cards specifically marked "cumulative." All other cards are not cumulative.

While you may have multiple copies of a non-cumulative card in play, they cannot have the same effect on the same targets at the same time. Also, multiple copies of a non-cumulative card "played" or "placed" on the same card may not have the same effect at the same time, even on different targets.

Targets may include cards (e.g., personnel, ships) or a player. An action (such as beaming, ship movement, a battle, or a mission attempt) is not a target.

Examples of effects include modifying skills, attributes, or mission or dilemma requirements; killing a personnel; damaging a ship; and generating benefits (such as card draws or points) for a player.

For purposes of cumulativity only, all end-of-turn actions (or start-of-turn actions) are considered to occur "at the same time." Multiple responses to a single action (such as a battle) generally resolve one at a time, and thus are not restricted by cumulativity rules (unless they generate a continuing effect).

Cards that may be played or have effects "once per (each, every) turn" are covered by the once per turn rule.

Examples:

  • HQ: War Room: Multiple copies may not enhance the attributes of the same personnel at the same time.
  • Science Kit: Multiple copies may not add multiple SCIENCE skills to the same personnel at the same time.
  • Reflection Therapy: Multiple copies may not replace multiple skills on one personnel at the same time.
  • Process Ore, Colony: You may not process ore at more than one Nor or score points at more than one Colony (start-of-turn actions) each turn. (The player is the target.)
  • Telepathic Alien Kidnappers, The Traveler: Transcendence: Multiple copies of each card do not allow you to "guess" multiple cards or draw multiple extra cards (end-of-turn actions) each turn.
  • Transwarp Conduit: This card generates a continuing effect (for the rest of the turn). A second copy played on the same ship while the first is still in effect will not quadruple its RANGE.
  • Automated Security System, Dal’Rok, Establish Tractor Lock: If multiple copies are played or placed on the same Ops, mission, or ship, only one copy of each card can kill a personnel each turn or immobilize a ship, even if different targets are present.
  • Fajo’s Gallery: Multiple copies will not generate additional card draws when you capture a unique personnel.
  • REM Fatigue Hallucinations: If two copies on the same group of personnel are cured at the same time, only one will score points.
  • Personnel: Multiple copies of the same personnel (whether universal or unique) may not score points for Colony, Ressikan Flute, or Assign Mission Specialists, or extra points for missions such as Establish Settlement or A Good Day to Live, at the same time. (But they may be used to meet mission or dilemma requirements.)
  • Romulan Disruptor: This card is marked "cumulative." Each personnel present with three disruptors will be STRENGTH +6.
  • Android Headlock, Antique Machine Gun, Barclay Transporter Phobia: The effects of multiple copies of each of these cards occur as separate actions (not at the same time) and have different targets, and are thus not restricted by cumulativity rules.
  • Alas Poor Drone, Cybernetics Expertise, Borg Nanoprobes: Although these cards are not restricted by cumulativity, they have "once per turn" effects that are governed by that rule.
 

current objective
See Borg, objective.

 

back to top of page cy

Cyber Drone (Five of Eleven)
This personnel's special skill only prevents Borg personnel from entering stasis, and cannot release them from stasis once established. For example, a Cyber Drone in a group of Borg relocated to an unsolved Qualor II Rendezvous would prevent them from entering stasis, but it cannot release them if brought there after the relocation.

It does not prevent ships from being placed in stasis (e.g., by the Quantum Singularity Lifeforms dilemma), though it can prevent the Borg personnel aboard from entering stasis.

 

Cybernetics
This skill no longer has a built-in function, but is utilized by the incident Cybernetics Expertise.

 

Cyrus Redblock
This personnel's special skill includes dilemmas with variants such as "murdered" and "murderous" in title or lore (but not synonyms such as "assassinated"). See actions - step 1: initiation.

 

Cytherians
This dilemma represents a moving required action. When it is encountered, the mission or scouting attempt immediately ends. If Mission Debriefing is in play, the crew is "stopped" before they can use any remaining RANGE to move that turn. The dilemma does not relocate your ship; you must use normal ship movement to move to the far end of the spaceline. Once the far end of the spaceline is identified (i.e., right or left end), that destination does not change even if the spaceline is rearranged with Q. See actions - required, ties.

 

Cytoplasmic Life-form
For this dilemma, "different personnel" may include multiple copies of a personnel. For example, a mission with requirements of Computer Skill x2 + Navigation would require three personnel to complete, and could be solved with three copies of Sam Lavelle. A "skill requirement" includes skills that are personnel type, such as MEDICAL.

 

A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - top