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Glossary - T

Glossary

 

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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.

 

Talosian Cage
See selections, showing your cards.

 

Tal Shiar
See skills - using.

 

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.

 

Tamarian-related dilemmas
See Dathon.

 

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.

 

Tarchannen Study
See dual-icon missions.

 

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 Communication 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.

 

Targ
See ANIMAL.

 

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.

 

Tasha Yar - Alternate
Errata:
Armed with Special Download Starfleet Type II Phaser

This personnel has only two Red Dot icons.

 

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Tekeny Ghemor
See playing an affiliation (non-Borg).

 

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.

 

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.

 

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).

 

Temporal Narcosis
See double turn, Horga’hn.

 

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.

 

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.

 

Temporal Wake
This interrupt may not target a docked ship or carried ship to force it to follow a time-traveling ship.

 

Terok Nor
See Deep Space 9 / Terok Nor.

 

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 Alternate Universe 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.

 

Terran
See species.

 

Terran Empire icon Terran
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.

 

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 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 Affiliation Federation, Terran, and Mirror Quadrant icons.

 

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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The Artificial Intelligence
This personnel's "NO STRENGTH" is an undefined attribute.

 

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.

 

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.

 

The Clown: Playing Doctor
See skills - First-listed skill.

 

The Doctor
This personnel is not a version of the E.M.H. Program persona and cannot be downloaded by Beverly Crusher (Prem).

 

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.

 

The E.C.H.
This personnel can download any card with "Maneuver" in the title. See any, card titles.

 

The Emissary
See affiliation and species, in play, report, Ops.

 

The Emperor's New Cloak
See stealing.

 

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.

 

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.

 

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.

 

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.

 

The Line Must Be Drawn Here
See hidden agenda.

 

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 Alternate Universe icon does not affect the underlying persona.

 

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).

 

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.

 

there
See here.

 

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).

 

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.

 

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.

 

The Traveler: Transcendence
This event nullifies all Static Warp Bubbles in play or played later, either yours or your opponent's.

 

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.

 

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.

 

The Wake of the Borg
This interrupt does not destroy landed, cloaked, or phased ships. See landed ships, cloaking and phasing.

 

The Walls Have Ears
See infiltration icon, intruder.

 

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").

 

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.

 

Third of Five
See drone.

 

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.

 

thrice per game
Three times per game. See once per game.

 

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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.

 

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.

 

time location
A card type representing a location in the past or future of the Star Trek universe. Time locations may be Space icon or Planet 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 Alternate Universe cards to play.

 

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.

 

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.
 

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.

 

Timicin
See helps.

 

timing
See turn, actions.

 

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Tomalak of Borg
See counterpart, rest of game.

 

Tommygun
See holographic personnel and equipment.

 

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.

 

Toral
See skills.

 

Torture
See Madred.

 

tournament scoring
See the official tournament guide for details of scoring victory points and differential. Also see points, bonus points, winning the game.

 

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.

 

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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T'Pan
Errata:
Red Dot SCIENCE Red Dot Mindmeld
This personnel has two red Red Dot icons and is not a mission specialist.

 

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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.

 

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.

 

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.

 

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.

 

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.

 

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).

 

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 Navigation 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 Navigation Borg present even when download (e.g., with the Borg Outpost's special download icon). See spaceline.

 

Traveler, The
See The Traveler.

 

Traveler: Transcendence, The
See The Traveler: Transcendence.

 

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.

 

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.

 

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.)

 

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.

 

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.

 

tripling
See doubling.

 

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.

 

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.

 

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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Tsiolkovsky Infection
Errata:
(Not cumulative.)

See skills.

 

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turn
Players alternate taking turns throughout the play phase. During your turn you will do up to five things, in this order:

  1. Perform any actions required or allowed by game text that says it takes place at "start of turn."
  2. 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).
  3. Execute orders. This generally means moving and/or using cards already on the table, and is also optional. See execute orders.
  4. 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.)
  5. 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.
 

Turrel
See in play.

 

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twice per game
See once per game.

 

Twin Mistresses of Evil, The
See The Twin Mistresses of Evil.

 

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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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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