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Glossary - T
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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
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ta - te - th - ti - to - tp - tr - ts - tu - tw - ty
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ta
tactic A card type which comes into play only
through a special Battle Bridge side deck
(you cannot stock Tactic cards in your draw
deck or your Q’s Tent). Tactic cards increase
your offensive and/or defensive capabilities
during ship battles and also indicate specific
damage affecting your opponent's ships and
facilities.
If a card (e.g., Make It So, Falar) allow you to
download a Tactic card, it may be downloaded
only from your Battle Bridge side deck and
only at the start of battle (when Tactic cards
would normally be drawn). A Tactic card may
not be downloaded as a damage marker.
Some Tactic cards (e.g., Breen Energy-Dampening
Weapon, Chain Reaction Pulsar)
have game text starting with a phrase like
"Requires a ship with ... firing." Unlike most
tactics, which work for any ship but give
bonuses for particular kinds of ships (see
affiliation and ship origin), these tactics
cannot be used as your current tactic unless
you have the required ship firing in the battle.
When damage text takes a casualty, the
personnel is selected from all appropriate
personnel aboard the ship, including intruders.
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Talosian Cage See selections, showing your cards.
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Tal Shiar See skills - using.
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Tama The lore on this ship is written in
Tamarian. The phrase "Dathon, speaking first"
means that Dathon is its captain and thus its
matching commander.
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Tamarian-related dilemmas See Dathon.
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Tantalus Field You may not use this artifact
to kill a personnel if either the artifact or the
potential victim is aboard a cloaked or phased
ship. See cloaking and phasing.
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Tarchannen Study See dual-icon missions.
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Tarellian Plague Ship Revised text:
Entire crew immediately dies from plague
unless MEDICAL "beams over" (discarded)
to Tarellians. Discard dilemma.
An OFFICER with a Medical Kit overcomes
this dilemma if both cards "beam over" (are
discarded). Borg may overcome this dilemma
by "beaming over" a Borg with shared
MEDICAL skill. (The requirement for a
MEDICAL to "beam over" is not a choice; it is
a condition for overcoming the dilemma.) A
holographic MEDICAL may "beam over" to
pass this dilemma only if wearing a Mobile
Holo-Emitter (both are discarded). See
holographic personnel and equipment.
Barclay Transporter Phobia is a valid reponse
to an attempted "beaming." If the first
MEDICAL is prevented from beaming over,
another MEDICAL may be selected to do so.
This dilemma is assumed to provide
transporters if your crew or Away Team does
not have them available, but it cannot
overcome obstacles to beaming such as
Distortion Field.
See Quash Conspiracy, quarantine.
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Targ See ANIMAL.
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target Act of selecting and identifying a
particular thing such as a card, discard pile,
draw deck, player, etc. for a purpose specified
by a card or rule. Also, the thing that is
targeted. A card does not have to explicitly
use the word "target" to target something.
Targets are selected during the initiation step
of an action. You cannot target an action. For
example, Barclay Transporter Phobia targets a
personnel, randomly selected from a group
that is beaming. It does not target the
beaming action itself. See showing your cards, actions - step 1: initiation.
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Tasha Yar - Alternate Errata:
Armed with Starfleet Type II Phaser
This personnel has only two icons.
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te
Tekeny Ghemor See playing an affiliation (non-Borg).
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Telepathic Alien Kidnappers Using this event, you guess a card types at the end of
each of your turn, just before your card draw.
See Intruder Force Field.
When you have this event and any card
forcing your opponent to reveal his hand (e.g.,
Alien Probe, Ferengi Bug) both in play, you
must allow your opponent to shuffle and
conceal his hand before you make the
selection.
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Temporal Causality Loop If one of the
actions to be undone by this dilemma cannot
be undone, then the results of the action are
left intact. If the action was initiated by a card
play, that card returns to your hand. For
example, if you played a Scan card, you
cannot "undo" having seen the seed cards
under the mission, but the Scan card returns
to your hand. If you played a Regenerate to
shuffle your discard pile into your draw deck,
the draw deck remains intact (because you
cannot separate the cards), and the
Regenerate returns to your hand.
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Temporal Micro-Wormhole This doorway does not allow you to download personnel
(other than Dr. Telek R’Mor) or give permission
to play a card. It provides a destination for
reporting a personnel (e.g., one played as your
normal card play, or downloaded with another
card that does not provide a destination, such
as the last function of Defend Homeworld).
A personnel reported to your ship using this
doorway may mix even with an affiliation that
personnel normally does not work with. See
compatible. However, the doorway does not
allow you to stock Borg-affiliation cards in a
non-Borg deck, or vice versa. (See Borg -
Cooperation.) The allowance for a personnel
to mix with your other affiliations "for rest of
game" applies only to the copy of the
personnel you reported aboard your ship (not
to additional copies or other versions of the
persona). If that copy leaves play, the effect
does not apply to the same or another copy of
the card reported again normally. See once per game.
If you download Dr. Telek R'Mor with this
doorway, you may use the doorway's text to
report him aboard any of your ships and allow
him to mix with all your affiliations (discard the
doorway), or his own text to report him aboard
your compatible ship without "mixing"
permission (do not discard the doorway).
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Temporal Narcosis See double turn, Horga’hn.
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Temporal Rift This interrupt is not a valid
response to battle or a dilemma, and may not
be used to "escape" them. It may not target a
docked ship or carried ship. See actions - step 2: responses.
Cards may not be played on a ship in a
Temporal Rift, and you may not discard a
Space-Time Portal to return the ship to hand.
A card in a Temporal Rift is in play for
uniqueness only; it is not in the present, so
cards like Anti-Time Anomaly cannot affect it.
Countdown effects and icons, such as Plasma
Fire or Ketracel-White, also do not count
down while a ship is in a Temporal Rift. The
same rules also apply to a ship affected by a
Time Travel Pod. See time travel, Black Hole.
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Temporal Vortex When played for its last
function, this doorway relocates only one ship,
one time. Although it has a countdown icon, it
cannot perform any additional relocations
during the countdown. (Play the doorway on
the ship, and discard it at the end of the
countdown.)
If played on a Borg Ship when encountered,
the dilemma does not attack (so your cards
are not "stopped"), nor does it attack when it
reappears after the countdown expires or if
the doorway is "closed."
If a mission that corresponds to a time
location in play is destroyed by a Supernova,
the location remains the "corresponding
spaceline location" for time travel using this
doorway.
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Temporal Wake This interrupt may not target
a docked ship or carried ship to force it to
follow a time-traveling ship.
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Terok Nor See Deep Space 9 / Terok Nor.
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Terraforming Station This station allows
you to "terraform" (redefine) the requirements
of a planet mission for a subsequent game
with the same opponent. You may choose to
replace each requirement with another
requirement of the same type. You may
replace personnel type with personnel
types, other regular skills with regular skills
that are not personnel types. and attributes
with attributes. In addition, you may redefine
the name of a Personnel, Equipment, or
Artifact card. You may not redefine numbers,
icons, or special requirements such as "3
icon Personnel," or create redundant
requirements (such as "Treachery +
Treachery").
For example, if a mission requires "MEDICAL
+ Guinan + CUNNING > 30" it could be
changed to "SECURITY + Spock +
INTEGRITY > 30." The redefinition works for
both ends of the mission. The mission loses
the redefinition after your next game with the
same opponent, even if you don't use that
mission.
You must define the new requirements
immediately after the game ends. In
tournament play, give the redefinition to the
tournament director in writing, before the
cards are removed from the spaceline; it will
affect a later match in that same tournament, if
you play the same opponent. A redefinition of
mission requirements made outside of a
specific tournament cannot affect a match
within that tournament.
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Terran See species.
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Terran Empire icon  This icon indicates
Terrans (and their allies) from the mirror
universe. It is a special staffing icon, and also
has other uses defined by cards.
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Terran Rebellion HQ When this facility is in
play at the Search for Rebels mission location,
that location becomes a homeworld for all
Federation cards with a Terran Empire
icon, and thus may be targeted by cards such
as Assimilate Homeworld and Gold-Pressed
Latinum. To "match the affiliation of the
homeworld," a personnel card must have
, , and icons.
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Tetryon Field A ship without Navigation
aboard must stop moving at the location of
this event and cannot move for the remainder
of the turn, but is not "stopped" (e.g., it may
initiate battle or attempt a mission).
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th
The Artificial Intelligence This personnel's "NO STRENGTH" is an undefined attribute.
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The Art of Diplomacy This incident allows
your personnel to use 2 Treachery as if it were
1 Diplomacy (either one personnel with
Treachery x2, or two personnel, each with
Treachery). For example, two personnel who
have Treachery and another who has
Treachery x2 can provide 2 Diplomacy (if any
are mission specialists, this counts as using
their skill to meet a mission requirement for
the Assign Mission Specialists objective). A
personnel may not use their skill as Treachery
and Diplomacy at the same time. You do not
have to declare in advance how you are using
the 2 Treachery; when a requirement for
Diplomacy arises, you may meet that
requirement by showing 2 Treachery on
qualifying personnel in the crew or Away
Team.
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The Big Picture Once you have solved (or
scouted) both a space mission and a planet
mission (either before or after The Big Picture
is played), this event no longer affects you.
See victory conditions.
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The Clown: Playing Doctor See skills - First-listed skill.
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The Doctor This personnel is not a version of
the E.M.H. Program persona and cannot be
downloaded by Beverly Crusher (Prem).
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The Earring of Li Nalas This artifact must
have been brought into play prior to
completing Rescue Prisoners in order to
double its point box. The doubling effect
remains even if the Earring leaves play. See
once in play.
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The E.C.H. This personnel can download any
card with "Maneuver" in the title. See any,
card titles.
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The Emissary See affiliation and species, in play, report, Ops.
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The Emperor's New Cloak See stealing.
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The Genesis Device Once placed atop a
mission, this artifact is no longer being used
as an Equipment card, may not be destroyed
by Disruptor Overload, stolen, etc., and may
not be removed from the mission like
equipment. It cannot be used to alter the point
value of a mission that is already solved. See
playing an affiliation (non-Borg), point box.
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The Guardian of Forever To use this doorway to "return here from there," at least
one of the personnel returning from the time
location must have originally time traveled to
that time location from planet Gateway using
The Guardian of Forever. They may perform
other actions (including other forms of time
travel) between the original time travel and the
return. To draw cards, your Archaeology or
Anthropology personnel must time travel to,
and return from, a time location using the
Guardian.
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The Issue Is Patriotism This Q-icon interrupt forces you to initiate a battle only if
opposing ships or Away Teams are already
present together at any location; if not, discard
the interrupt without effect. You are not
required or allowed to move a ship or
personnel to another location in order to
initiate battle. "Opposing Away Teams" may
include any two groups of opposing
personnel, whether crew or Away Team.
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The Kazon Collective This incident's game
text, allowing mixing with an additional
affiliation, is active as soon as it is seeded. You
do not have to declare a specific affiliation to
mix with, or change it as a game action.
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The Line Must Be Drawn Here See hidden agenda.
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The Mask of Korgano Playing this event on
a unique personnel does not allow you to
bring another copy of that personnel (or any
other instance of the same persona) into play
at the same time. The presence or absence of
an icon does not affect the underlying
persona.
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The Needs of the Many A Tactic card just
placed as a damage marker is "about to
destroy your ship" if that marker will reduce
the HULL integrity to 0 or less. A dilemma is
"about to destroy your ship" if your opponent
is not using a Battle Bridge side deck and the
dilemma damages an already-damaged ship a
second time (or the Borg Ship dilemma is
destroying it in battle); or if its direct effect is
to destroy the ship rather than damage it (e.g.,
Cosmic String Fragment).
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The Nexus (updated by Current Rulings) This doorway destroys all ships
present when it is placed on the far end of the
spaceline; when it moves to a new location at
the end of every turn; and whenever a ship
moves to or appears at its location. (See Borg Ship for a definition of "appears at".) See far end of spaceline, farthest planet, etc..
A player may relocate their personnel from
under The Nexus either while it is on the
spaceline or after it is placed on table.
Personnel under The Nexus are in play and
may use skills when appropriate, but may not
initiate personnel battle.
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there See here.
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The Sheliak This dilemma is not a Ship card
and is not affected by cards that affect ships
(Q-Nets, etc).
"Mission then = zero points" applies only to an
uncompleted mission. If you have already
scored the mission points, you do not lose
them when The Sheliak arrives at the mission.
It has no effect on what the point box of the
mission shows. The mission is worth 0 points.
Only outposts, stations, and Away Teams are
destroyed (not headquarters or ships).
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Theta-Radiation Poisoning Only one
Medical Kit is required aboard the ship or
outpost affected by this dilemma to prevent
any personnel from dying at the end of each
turn.
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The Traveler This personnel's skill enables
normal ship movement requiring full staffing,
similar to the Wormhole interrupt, but is
restricted to the current spaceline.
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The Traveler: Transcendence This event
nullifies all Static Warp Bubbles in play or
played later, either yours or your opponent's.
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The Twin Mistresses of Evil Each of the
personnel on this dual-personnel card may
double the regular skills of only one Tom Paris
or Harry Kim present. See skills - modifying.
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The Vidiian Sodality This incident's game
text, allowing mixing with an additional
affiliation, is active as soon as it is seeded. You
do not have to declare a specific affiliation to
mix with, or change it as a game action.
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The Wake of the Borg This interrupt does
not destroy landed, cloaked, or phased ships.
See landed ships, cloaking and phasing.
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The Walls Have Ears See infiltration icon, intruder.
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The Whale Probe This dilemma places
cards in stasis when it is first placed on the
mission; when it moves to a new location at
the end of every turn; and when any ship or
personnel moves to or appears at its location.
See far end of spaceline, farthest planet, etc., Borg Ship (for
definition of "appears at").
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Thine Own Self Revised text:
Plays on opponent's one- or two-person
Away Team on a planet (unless in a facility).
Away Team is "lost" (place under mission).
Capture (or opponent rescues) by solving
mission.
This interrupt remains on the "lost" Away Team
until they are rescued or captured. See
discarding. The "lost" personnel are still an
Away Team and are vulnerable to cards such
as Anti-Time Anomaly, Risky Business, or
Dal'Rok, but they cannot use any skills or
features (as if disabled). They are placed
under the mission only as a marker of their
"lost" status and are not considered seed
cards that can be discarded with Ajur or
Boratus. A "lost" Borg scout may not be
retrieved when the Borg complete their
objective. See Away Team and crew.
You may play this interrupt on personnel
phased by the Phased Matter dilemma. You
may not play it on an Away Team at a time
location, because it requires you to place
them under a mission.
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Third of Five See drone.
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Thought Fire Revised text:
If The Traveler: Transcendence is affecting
you, all crew or Away Team members with
(CUNNING+INTEGRITY) < 12 are killed
unless Empathy present.
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thrice per game Three times per game. See once per game.
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ti
ties When a dilemma specifies a superlative
such as "strongest," "most CUNNING," or
"highest total attributes," and there is a tie, the
opponent of the player encountering the
dilemma gets to choose (unless the dilemma
states otherwise). See selections.
To determine such things as "nearest planet"
and "far end of spaceline," compare the
number of cards in each direction; if there is a
tie, then compare the total span in each
direction. If still a tie, the opponent chooses.
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timeline disruption The existence of time location makes it possible to conceptually
go back in time and alter history in such a way
that you change conditions in the present.
This will typically have a dramatic effect on the
game. The effects of Stop First Contact and
Build Interplexing Beacon are described under
Stop First Contact. The effects of other
timeline-disrupting cards, such as Hero of the
Empire, are described on the card.
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time location A card type representing a
location in the past or future of the Star Trek
universe. Time locations may be or
locations. A time location is not a mission or
spaceline location, but it has a corresponding
mission identified by the lore of both cards.
For example, the mission Agricultural
Assessment corresponds to the time location
Sherman's Peak; both are located at
Sherman's Planet. You may not seed or play a
time location unless the corresponding
spaceline location is in play.
A time location is placed by itself on the table,
creating its own planet or space location
separate from the spacelines. The card may
have special instructions to be carried out
when it is seeded or played; if you cannot
carry out all instructions, you may not seed or
play the time location. Playing a time location
uses your normal card play.
Cards that affect the mission, such as
Supernova or Black Hole, have no effect on
the time location. Cards at the time location
are not at the corresponding mission and
cannot attempt it. Ships and personnel may
travel between the time location and the
mission using a card that allows time travel.
The cards listed on a time location as "native
to this timeline" may be reported directly to
the location if it is in play. You may choose to
report personnel on the surface of a planet
time location, aboard any of your compatible
ships or facilities at the time location, or
aboard any opponent's facility there that you
are allowed to use (e.g., Deep Space Station
K-7). You may report a ship or facility in space
at the location (in orbit of a planet). When
reported in this manner, you do not need an
open doorway, such as an Alternate Universe
Door, to allow you to report these Alternate Universe icon cards.
You are not required to have the time location
in play to use cards native to that location, or
to report them to that time location if it is in
play. They may be reported normally to a
facility on the spaceline, or by any other legal
reporting method, if you have an open
Doorway card which allows cards to
play.
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Time To Reconsider You may play this
interrupt to "stop" your ship and crew on your
turn, but it will have no effect on an
opponent's ability to counter-attack on his turn
(because it only prevents a counter-attack
"this turn"). If you attacked your opponent this
turn, you may play the interrupt on your ship
during his turn to prevent him from counter-attacking.
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time travel There are two forms of time
travel.
- movement between a time location and a
spaceline is possible only via a pair of
Wormhole interrupts, a Q-related "relocator
card" such as Where's Guinan or Jealous
Amanda, or any card that specifically states
that it allows such movement, such as
Temporal Vortex or Orb of Time. Cards such
as Iconian Gateway, which do not so
specify, do not allow time travel.
Time travel is not restricted to
"corresponding spaceline location" unless
specified. For example, the Orb of Time
allows you to move from any spaceline
location (in any quadrant) to any timeline
location, or vice versa; or between two time
locations.
- Temporal Rift and Time Travel Pod represent
a different form of time travel, moving from
the present into the future while remaining at
the same physical location. The ship and all
cards aboard are in play for uniqueness
only, and are not affected by cards that
resolve while the ship has "disappeared,"
such as Anti-Time Anomaly, Stop First
Contact, or Supernova.
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Time Travel Pod This artifact refers to the full
turns of the player whose ship the card is
played upon. See Investigate Time Continuum, Temporal Rift, time travel.
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Timicin See helps.
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timing See turn, actions.
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to
Tomalak of Borg See counterpart, rest of game.
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Tommygun See holographic personnel and equipment.
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Tongo To "declare a move" for this incident,
you must have a bet to show. There is no
winner or loser if your opponent has no bet
(they must show their hand to verify this) or if
there is a tie for highest total attributes.
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Toral See skills.
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Torture See Madred.
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tournament scoring See the official
tournament guide for details of scoring victory
points and differential. Also see points, bonus points, winning the game.
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towing A ship may not tow anything unless a
card allows it, such as Activate Tractor Beam
or Radioactive Garbage Scow. When a ship
towing another ship or Scow moves or
relocates in any way (e.g., through the Bajoran
Wormhole, with Wormholes, The Traveler, time
travel, etc.), the towed ship is also moved or
relocated. A ship in tow cannot tow another
ship. A towed ship may cloak (but not the
towing ship). See cloaking and phasing,
tractor beam.
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Tox Uthat If you use this artifact to allow the
play of a Supernova, it is discarded even if
the Supernova is nullified. See actions - step 1: initiation.
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tp
T'Pan Errata:
SCIENCE Mindmeld
This personnel has two red icons and
is not a mission specialist.
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tr
tractor beam A type of ship's special equipment. A tractor beam has no built-in
functions, but is activated by other cards, such
as Activate Tractor Beam, Engage Shuttle
Operations, and Ship Seizure. See towing.
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Transporter Drones This Equipment card's
STRENGTH cannot be used outside of battle
or modified by cards that affect personnel
STRENGTH. It is not a weapon.
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Transporter Mixup Because a group of
personnel beams simultaneously, all four of
the personnel discarded by this incident are
considered to leave play simultaneously (the
cards are still placed in the discard pile one at
a time so the opponent can see them). See
exchanging cards.
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transporters All ships and facilities have
transporters unless otherwise specified. You
may not operate your opponent's transporters
unless you are allowed to use his facility
(except when infiltrating; see infiltration icon).
Transporters are not special equipment. See
beaming.
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Transporter Skill When using a card (such
as Invasive Beam-in) requires Transporter Skill
aboard a ship, the Transporter Skill personnel
must remain on the ship to operate the
transporters. See Miracle Worker, tribble.
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Transwarp Drone (Two of Nineteen) This personnel may download one doorway or
interrupt whose title includes "Transwarp," i.e.,
Transwarp Network Gateway (doorway) or
Transwarp Conduit (interrupt).
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Transwarp Network Gateway Revised text:
Seed one during facility phase on any
spaceline end OR play on any spaceline
location where you have a Borg. Any
player may play a Transwarp Conduit (or
another copy of this doorway) to allow
moving any or all of that player's ships ...
To move ships through Transwarp Network
Gateways, there must already be in play two
copies of this doorway at different locations.
You must play another Transwarp Network
Gateway doorway or a Transwarp Conduit
interrupt each time you wish to move a ship
(or group of ships) through the gateway
network. This does not use any of the ship's
RANGE, but is still normal ship movement,
requiring full staffing. Playing a Transwarp
Network Gateway requires a Borg
present even when download (e.g., with the
Borg Outpost's special download icon). See
spaceline.
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Traveler, The See The Traveler.
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Traveler: Transcendence, The See The Traveler: Transcendence.
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treaties Treaty cards make one player's cards
of two or more different affiliations compatible
and allow them to mix and cooperate. They do
not change any card's affiliation or make them
matching affiliation. If a treaty is destroyed,
incompatible personnel aboard a ship or
facility are placed under house arrest.
Treaties do not "chain." If you have Treaty:
Federation/Bajoran and Treaty:
Federation/Klingon in play, your Bajorans may
not mix with your Klingons. You must also play
Treaty: Bajoran/Klingon for all three groups to
mix.
A "Federation treaty" is any treaty which
includes the Federation as one of the parties.
For example, Treaty: Federation/Klingon and
Organian Peace Treaty are both Federation
treaties as well as Klingon treaties.
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Treaty: Federation/Romulan/Klingon You may not use this event's provisions if you have
any side deck in play (even if closed or
empty), including a Battle Bridge side deck.
Only your Federation, Romulan, and Klingon
affiliations are restricted from attempting your
opponent's missions; your personnel and
ships of all other affiliations may attempt any of
your opponent's missions that has an
appropriate icon or text.
Playing an Espionage cards will not permit you
to attempt an opponent's mission while this
treaty is in play. However, a required action
(such as Samaritan Snare) may compel you to
attempt an opponent's mission despite the
treaty restriction. See actions - required.
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tribble A card type which comes into play
only through a Tribble side deck. Tribble
cards represent single tribbles and groups of
10, 100, 1,000, etc. They may report or breed
as noted on each card.
You may play one Tribble card each turn per
group of your tribbles (whether the cards were
drawn from your side deck or downloaded by
playing a Storage Compartment Door). All of
your tribbles on one ship, facility, site, or
planet are one group. Reporting a 1 Tribble or
10 Tribbles card where there are no tribbles
creates a new group; you may not play
another Tribble card to that group on that turn.
You must have at least the required number of
tribbles present to breed tribbles. (You may
not breed tribbles from your opponent;s
tribble group.) For example, the 100 Tribbles
card "Breeds from 10 tribbles." You must have
at least 10 Tribbles (Bonus) (either ten 1
Tribble cards or one 10 Tribbles card) to play
a 100 Tribbles (Bonus) that group. When you
breed a tribble card, the tribbles required to
breed that card remain in play.
The small Tribble cards - 1 Tribble and 10
Tribbles - may be carried like equipment by
either player's personnel. Each personnel may
carry only one small Tribble card; when they
eventually "drop" it, they are "stopped." He is
not required to put it down while he performs
other actions, such as attempting a mission.
The large Tribble cards - 100 Tribbles and
greater - may not be carried, but may be
beamed by any Transporter Skill personnel.
Each personnel may beam up to one large
Tribble card for each unit of that skill they
have, then that personnel is "stopped" and
may beam no more Tribble cards that turn. You
may lower the SHIELDS of your Nor to beam
large Tribble cards. Although small Tribble
cards may not be beamed, you may beam the
personnel who are carrying them (this does
not require Transporter Skill and does not
"stop" anyone).
You may beam large tribble cards between
your opponent's ship and your own ship (if a
card, such as the Transport Drone or Invasive
Beam-In, allows you to beam cards through
SHIELDS). Your opponent must allow you to
see the tribble cards to select one or more for
beaming.
Each denomination of Tribble card (e.g., 1 Tribble (Bonus) in multiple versions, with
different images and card numbers, and a
different special colored icon such as Go,
Poison, and so on. All versions of a
denomination are treated as the same card in
the Star Trek Customizable Card Game (they
are not cumulative); the special icons are used
in the Tribbles Customizable Card Game
(Tribble cards from the Tribbles Customizable
Card Game may not be used in the Star Trek
Customizable Card Game, because they have
no game text allowing them to play.)
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Tribble Bomb Your Barry Waddle must be at
the same location as your tribble group to
allow you to play this incident (not just to play
it for free).
This incident cannot be moved except as
allowed by Trouble... in the Transporters, even
when Tribble cards from the tribble group
where it is played are carried or beamed.
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Tribble side deck This side deck is made up
of tribble and trouble cards. You can have as
many Tribble and Trouble cards in your side
deck as you like, even duplicates. The side
deck is activated during the doorway seed
phase by a Storage Compartment Door card
placed face up on top of the side deck. The
Storage Compartment Door allows you to
draw and play (or discard) up to three cards
from your side deck during each of your turns.
Your Tribble and Trouble cards are not part of
your normal hand, and thus are not affected by
cards such as Alien Probe and Energy Vortex.
Whenever a card from your Tribble side deck
is discarded or otherwise leaves the table,
place it face up underneath your side deck.
When your side deck runs out of face-down
cards, shuffle the face-up cards and place
them face down again underneath your
seeded Storage Compartment Door.
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tripling See doubling.
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trouble A card type which comes into play
only through a Tribble side deck. You may
play Trouble cards only where you have
tribbles present. You may play one Trouble
card each turn per group of your tribbles.
Each Trouble card lists the minimum number
of tribbles required to "activate" portions of its
game text. If you do not have the minimum
number present, the Trouble card stays in play,
but its game text is inactive. If you have no
tribbles present with a Trouble card, it is
discarded.
Whenever any of your Tribble cards (or your
Tribble Bomb) are moved, any or all of your
Trouble cards present may go along with
them.
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Trouble on the Bridge When this Trouble
card is present with at least 1,000 tribbles on
a ship with more than 10 personnel in its
crew, that crew may not attempt missions.
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Trust Me A Borg player may use this Q-icon
event to place non-Borg personnel or ships in
his discard pile and may use them normally if
retrieved to hand, but they may not mix with
his Borg.
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ts
Tsiolkovsky Infection Errata:
(Not cumulative.)
See skills.
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tu
turn Players alternate taking turns throughout
the play phase. During your turn you will do up
to five things, in this order:
- Perform any actions required or allowed by
game text that says it takes place at "start
of turn."
- Play a card from your hand. This "normal
card play" is optional. All cards except
interrupts and doorways may be played
only at this time, even those that play "for
free," unless a card specifically allows a
card play at another time.
During this segment of your turn, you may
take no actions other than:
- playing and downloading cards;
- actions that suspends play;
- actions that may occur at any time
(including activating hidden agendas and
playing interrupts and doorways); and,
- sub-actions of these actions.
Any other action advances you to the
"execute orders" segment of your turn,
after which you may no longer play cards
(except interrupts and doorways).
- Execute orders. This generally means
moving and/or using cards already on the
table, and is also optional. See execute orders.
- Perform any actions required or allowed by
game text that says it takes place at "end
of turn." (probing is also defined as an
end-of-turn action unless otherwise
specified.)
- Draw a card from your draw deck to your
hand. This is mandatory and signals the
end of your turn. See card draw. If you are
prevented from drawing a card (for
example, by the game text of Q’s Tent or
the Ops site, or because there are no
cards left in your draw deck), then you
simply announce when you are done with
your turn.
Game text that says it may be used "at any
time" may be used out of the normal turn
order, or during your opponent's turn, even if
the card type is normally playable only during
your own turn (e.g., an event or doorway).
However, such game text may not interrupt an
unrelated action. See actions - interrupting.
You may choose the order of start-of-turn and
end-of-turn actions. For example, you may
process ore either before or after a Rogue
Borg battle; you may probe either before or
after counting down countdown icons or
moving a Borg Ship dilemma. No other
actions may take place between start-of-turn
or end-of-turn actions, other than valid
responses. However, your normal card draw
(or any action that replaces it), is always the
last action of your turn. (In Warp Speed
format, evening up is the last action,
immediately following your card draw.)
If a card such as 35th Rule of Acquisition
allows you to draw a card at "end of each
turn" when conditions are met (but does not
say it is an extra or additional card draw), it is
the result of an "end-of-turn" action, which
must take place before your normal card draw
which ends your turn. However, if a card
allows an "extra" or "additional" card draw at
the end of your turn (e.g., The Traveler:
Transcendence or Quark’s Bar), it is a
modification to your normal card draw, and
thus is not an "end-of-turn" action.
Your separate Away Teams merging at the end
of your turn and "stopped" cards becoming
"unstopped" at the start of a turn are not
actions. They are changes of status that occur
automatically when a turn ends or starts.
A few other uses of the term "turn" are
clarified below:
- A "full turn" is one complete turn of one
player, from beginning to end, not including
the current turn.
- "Owner's turn" refers to the owner of the
card being affected, rather than the card
played.
- "Every turn" means every turn of both
players.
- "Each turn" means each turn of the subject
of the game text (skipping the other player).
The subject player is usually indicated by a
word such as "you," "opponent" or "owner."
("You" or "your" refers to the person playing
the card or encountering the dilemma.) It
may also be implied by game text instructing
the person who played the card to take
specific actions. If no player is specified or
implied, then the subject of the game text is
the player whom it affects. If it affects both
players equally, the subject is the person
who played or encountered the card.
Examples:
- Temporal Rift: "Ship ... must reappear here
after two of your full turns." The subject is
the person who played the interrupt.
- Hyper-Aging: "Away Team... dies at the end
of your third full turn." The subject is the
player encountering the dilemma.
- Warp Core Breach: "Ship explodes at end
of owner's next turn." The subject is the
owner of the ship.
- Telepathic Alien Kidnappers: "At end of each
turn, guess a card type..." The subject is the
person who played the card, who is
instructed to guess a card type.
- Plasma Fire: "Fire damages ship at end of
next turn." The subject is the owner of the
ship.
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Turrel See in play.
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tw
twice per game See once per game.
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Twin Mistresses of Evil, The See The Twin Mistresses of Evil.
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Two-Dimensional Creatures Revised text:
Place on ship. Empaths aboard are disabled.
Ship can't move until SCIENCE and
ENGINEER aboard, discarding dilemma and
curing empaths.
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ty
Type 18 Shuttlepod This ship may report with crew to the location of your Defiant-class
ship, in space (not aboard). The requirement
for Navigation skill applies only to personnel,
not to Equipment cards.
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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
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