header
headerhomehomehomestrategyrulescardsheader
     
cards
   

Glossary - D

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

 

da - dd - de - di - dn - do - dr - dt - du

 

back to top of page da

Dabo
While you may have a copy of this incident in play on each of two Quark’s Bars, you may not get probe results using both copies at the end of a turn. See cumulative, probing, Writ of Accountability.

 

Dal'Rok
This dilemma is an exception to the rule that dilemmas affect only the personnel in the encountering crew or Away Team. Even at first encounter, all personnel at the location (including the opponent's) must be checked for lowest total attributes. The total attributes > 150 required to nullify the dilemma must be in one crew or Away Team. See ties.

 

damage
When you are using a Battle Bridge side deck, any damage to your opponent's ships or facilities, whether from a hit in battle, dilemmas, or other causes, is indicated by damage markers, which are Tactic cards from your side deck. The damage results appear at the bottom of each Tactic card. See battle - ship.

Some damage results are immediate and have a one-time effect (such as killing a crew member or downloading a Warp Core Breach). Other damage results have an ongoing effect (such as reduced attributes or off-line transporters) as long as that damage marker is in play. Most damage markers also specify a reduction to HULL integrity. When a ship's or facility's HULL integrity is reduced to 0%, it is destroyed.

Multiple copies of the same damage marker are cumulative, including reductions to attributes and HULL integrity.

If your side deck is ever completely out of Tactic cards (because they are all in play as damage markers), you will be unable to further damage your opponent until some of your damage markers return to your side deck. You may not mix damage markers and rotation damage on your opponent's ship.

Rotation damage - If you are not using a Battle Bridge side deck, any damage to your opponent's ship (from a hit in battle or from a card such as a dilemma) is indicated by rotating the target 180 degrees to indicate that it is damaged, with these effects: RANGE is reduced to 5 (if it is already less than 5, it remains the same), Cloaking Device is off line, and HULL integrity is reduced by 50%. If you scored a direct hit in battle, HULL integrity is reduced by 100% and the target is thus immediately destroyed. If a ship with rotation damage is damaged again before it is repaired, the additional HULL integrity reduction of 50% also destroys the ship.

A ship is damaged (for dilemmas such as Abandon Ship!) if it has any damage markers on it (even if there is no HULL damage), or has received rotation damage. Reduction of attributes from other causes is not "damage."

You may never substitute rotation damage for damage marker symbols (e.g., Breen CRM114, HQ: Orbital Weapons Platform). To use such symbols you must have a Battle Bridge side deck.

Off line - When a damage result indicates that something is off line, the affected item may not be used in any way as long as that damage marker is in play. attribute enhancements being off line affects all enhancements to the specified attribute.

Default damage - When you are using a Battle Bridge side deck, sometimes your opponent's ship or facility will be damaged when you do not have a current tactic (such as when encountering a dilemma or during a battle in which you choose not to play a current tactic). Whenever this occurs, the default damage is two cards from your side deck, or four cards for a direct hit. (Default damage should not be confused with "card rotation" damage, which applies only when you are not using a Battle Bridge side deck.)

Order of damage results - In most cases, the sequence in which you apply damage results will not matter. Occasionally the order may be significant. In these cases, carry out immediate damage results first and check the HULL reduction last.

For example, suppose the HULL integrity of your opponent's ship has already been reduced by 80% when it is damaged again, and the two damage markers from your side deck each specify one casualty and HULL -30%. If your opponent wants to play an Escape Pod, he must suffer both casualties first, so the Escape Pod saves only the remaining crew.

See repair.

 

Data's Body
This personnel counts as a seed card if "reported" at your outpost during the seed phase.

When your Data’s Body is present with your Data's Head, you may declare them to be attached (or detached) as desired during your turn. See disabled. When attached, Data (Prem)'s Head is no longer treated as an artifact (and thus is immune to Disruptor Overload, for example); instead, the two cards together are used as a single Personnel card. If the combination is discarded, the two cards are no longer attached and Data’s Head is again treated as an artifact. Like any other artifact, Data's Head must be earned before use.

 

Data's Head
See Data’s Body.

 

Data's Medals
See battle - personnel, battle - ship.

 

Dathon
This personnel is the matching commander of the Tama (AU). His special skill nullifies El-Adrel Creature and Shaka, When the Walls Fell.

 

David Marcus
This personnel's special skill allows you to ignore the text "If not playing Affiliation Federation" on The Genesis Device if you place it on a planet you seeded.

 

back to top of page dd

D'deridex Advanced
This ship is considered D'deridex-class for any card that requires that class of ship, such as Romulan Ambush, unless otherwise specified. See attribute enhancements, skills - using.

 

back to top of page de

deactivated
See holographic personnel and equipment.

 

Dead End
This dilemma is discarded only if the player first encountering it overcomes it by having at least 50 points. Otherwise, it is placed atop the mission and remains there permanently (unless nullified by Dropping In); you may re-attempt the mission if you have more than 50 points, but this does not nullify or discard the dilemma. Although it will "stop" a Borg scout on initial encounter, it does not prevent later scouting.

 

Dead in Bed
You choose the personnel in stasis to be killed when you play this interrupt.

 

Deanna Troi (First Contact)
This personnel must be part of the "stopped" Away Team to "unstop" them. For example, if two other personnel in her Away Team are "stopped" by Parallel Romance, they become a separate Away Team. She may not "unstop" them because she is not part of that Away Team. See once per game.

 

death
See discarding.

 

deck
There are two parts to every game deck: the seed deck and the draw deck. In addition, you may have one or more optional side deck.

 

Deep Space 9
Deep Space 9 / Terok Nor and Terok Nor are two versions of the same conceptual station, which is not duplicatable (see unique and universal). Thus, if a player seeds Deep Space 9 during the dilemma phase, his opponent may not seed Deep Space 9 / Terok Nor during the facility phase; it is instead placed out-of-play. See Chamber of Ministers.

This station has no matching commander, which are defined only for ships.

 

Deep Space Station K-7
Like all stations, this station has no built-in reporting, docking, or repair functions. No sites may play here. However, because this station is at a time location, compatible personnel and equipment native to the timeline may report aboard the station using the time location's reporting function.

 

default damage
See damage.

 

Defend Homeworld (updated by Current Rulings)
When this objective allows a download of personnel and ships in response to battle, it is to a specific destination ("download there") and thus the cards may report anywhere at the location (e.g., personnel may report aboard ships), ignoring quadrants. However, a SECURITY personnel downloaded with the objective's final function must be reported to a facility or other place where that personnel may normally report, because no destination is specified. See downloading. If a facility or site provides the place for the downloaded SECURITY personnel to report, both the personnel and facility must be in their native quadrant. You may not download cards with this objective when your opponent attacks your Non-Aligned ship at your homeworld, even if there are crew members aboard matching the homeworld's affiliation. The specific card that is attacked (the ship) must match the homeworld and its universe (see mirror universe).

An attack by a Borg Ship dilemma or Rogue Borg, which are self-controlled, will not allow the download. Your opponent must attack your card with his ships or personnel.

 

DEFENSE bonus
A feature of tactic cards. In a ship battle, the DEFENSE bonus on your current tactic (if any) is added to the SHIELDS of your ship that is being fired upon (plus any SHIELDS extension from a facility where the ship is docked), to calculate your DEFENSE total. The DEFENSE bonus is not an attribute enhancements. See battle - ship.

 

Dejaren
See dilemma resolution - Targets.

 

Deliver Supplies
The freighter or transport used to solve this mission must be in orbit with Transporter Skill aboard. See dual-icon missions.

 

Delta Quadrant
A "Delta quadrant mission" is one with a Delta Quadrant Delta Quadrant icon in its point box.

 

Delta Quadrant icon Delta Quadrant
Personnel, ships, and facilities with this icon are native to the Delta Quadrant. See native quadrant.

 

Delta Quadrant Spatial Scission
This incident does not allow you to have more than one version of the same persona in play at one time. When you use it to place a card out-of- play, you may choose to do one of the following: play two cards OR draw two cards OR play one card and draw one card (in any order). You may not draw two cards AND play two cards.

 

Denevan Neural Parasites
See dual-personnel card.

 

destroy
See nullify.

 

Destroy Radioactive Garbage Scow
You may not reduce the same mission's points more than once with multiple copies of this interrupt. See cumulative. The points are not bonus points because the mission's value is reduced. If the mission has already been completed, no points are lost. See Containment Field.

 

Devidian Door
Although this doorway is never "played," it has an Alternate Universe icon and represents the use of an Alternate Universe effect. Thus, you must have an open doorway (e.g., Alternate Universe Door or Space-Time Portal) which allows the play of Alternate Universe cards in order to play a personnel or equipment card with a Devidian Door. (The use of the Alternate Universe function counts toward your limit of one Alternate Universe card per turn allowed by a Space-Time Portal, so you may not report an Alternate Universe card using only the Spoce-Time Portal.) If the doorway is closed afterwards, you may still show the Devidian Door on your next turn. "Showing" the Devidian Door cannot be affected by an Energy Vortex.

You may show the Devidian Door at any time during your next turn. If the game ends on or before your next turn, you must immediately show the doorway from your hand. If you do not show the door when required, or must skip that turn because of Containment Field, you automatically lose the game with a 0(-100) score. If you report multiple cards by saying "Devidian Door," you must show the same number of Devidian Doors from your hand during your next turn.

You may not play a card by "Devidian Door" when playing in a restricted environment where this doorway is not a legal card.

See anywhere, Ophidian Cane, Persistence of Memory, report.

 

Deyos
Using this personnel's special skill to draw a card is a "just" action; it must be used immediately after the non-Youth Jem'Hadar enters play at his location, even if that Jem'Hadar enters play as a sub-action of a group action (e.g., multiple reports under Red Alert). See actions - group, actions - just, card draw.

 

back to top of page di

dilemma
A type of card hidden beneath Mission cards, which create hidden challenges to be dealt with when attempting missions. Dilemmas must be seeded during the dilemma seed phases. There are three types: planet Planet, space Space icon, and space/planet Space / Planet. See combo dilemma.

Dilemmas are encountered and resolved one at a time during a mission or scouting attempt. Each dilemma describes what happens when your crew or Away Team encounters it. It may list certain skills, attributes, equipment, or other requirements to overcome, cure, or nullify the dilemma; specific types of personnel that it affects; and various results such as damaging or destroying a ship or "stopping," disabling, or killing personnel. Some dilemmas have bonus points that you score when you overcome the dilemma. See dilemma resolution, dilemma - timing.

 

dilemma resolution
This section applies to dilemmas seeded under a mission (or Empok Nor), including Q-icon dilemmas seeded as Space / Planet dilemmas (e.g., Hide and Seek, or with Beware of Q). It does not apply to Q-icon dilemmas encountered during a Q-Flash.

Unless otherwise specified, all references in these sections to a "mission attempt" include scouting or commandeering attempts. An overview explaining how to apply the rules in this section can be found under dilemma resolution - summary. Also see the supplemental Dilemma Resolution Guide for application of the rules to specific dilemmas.

Dilemmas are encountered and resolved one at a time. (Some special rules apply to combo dilemma.) When you attempt a mission, slide out the bottom seed card under the mission, turn it over, and read it. (Dilemmas are meant to be read by the encountering player. See your.)

Each dilemma may have one or more of these features, described in more detail below: a trigger, targets, a nullifier, conditions, and/or a cure. Nullifiers, conditions, and cures are collectively referred to as requirements. For example, Ancient Computer, Isolinear Puzzle, and Phased Matter all include requirements for ENGINEER (conditions, nullifier, and cure, respectively). However, No Loose Ends targets ENGINEERS but does not require that skill.

A requirement such as STRENGTH > 40 refers to the total STRENGTH of the Away Team or crew. When requirements or targets include attributes, apply any relevant attribute modifiers, such as Lower Decks, phasers, The Emissary, etc. A requirement for a personnel type, such as MEDICAL, may be met by either a skill or a classification, unless otherwise specified. A requirement for multiples of a skill, such as "2 Navigation", may be met by two personnel with Navigation or by one personnel with Navigation x2. (However, a requirement for "a personnel with 2 Navigation" must be met by a single personnel.)

If a card "doubles a dilemma's effects" (Howard Heirloom Candle), it doubles only the results, e.g., kills two personnel instead of one. If a card "doubles a dilemma" (Taar, Lore), it doubles all features of the dilemma (requirements, results, point values). If a dilemma is affected by a card that adds or subtracts requirements and another that doubles requirements, add or subtract first, then double. A requirement may not be reduced below zero.

Only personnel in the crew or Away Team attempting the mission may trigger, be targeted by, overcome, nullify, or cure a dilemma during the mission attempt. Personnel who are "stopped," disabled, in stasis, intruders, etc. are not affected by dilemma text targeting "crew," "entire crew," "all crew," "Away Team," or "entire Away Team" (which refer only to the crew or Away Team facing the dilemma). If a dilemma "stops," disables, or places in stasis part of the crew or Away Team, they are no longer participating in the attempt and thus may not affect or be affected by subsequent dilemmas. If personnel are placed or "held" with a dilemma atop a mission, "held by aliens," etc., they may not use (or share) their skills or attributes.

Only dilemmas using broader terms such as "all life on ship" or "personnel at this location" can affect personnel not involved in a mission attempt, when the dilemma is encountered. Dilemmas that enter play and have continuing effects may affect other personnel, even the opponent's, after the mission attempt is over. See Crystalline Entity, Dal’Rok, present, "stopped."

If a dilemma states that it "damages" your ship, apply default damage of two damage markers (if your opponent is using a Battle Bridge side deck) or "rotation" damage (if he is not).

Triggers - A trigger is an element that must be present (or a situation that must exist) for the dilemma to have any effect. This is stated at the beginning of the dilemma and is often preceded by the word "if". If the trigger is not present, discard the dilemma immediately without effect (unless it has an "otherwise" clause with an alternate effect). Examples:

  • "If the Traveler: Transcendence is affecting you..."
  • "If this is a Federation Ship..."
  • "'Stops' SECURITY androids and OFFICER androids, if any present. Otherwise, kills one non-android Away Team member..."

Targets - The targets of a dilemma include the cards it affects (e.g., personnel selected to die), a personnel, ship, or facility that the dilemma is placed on, or a target destination for a relocation.

Targets may be chosen by random selections, opponent's choice, or owner's choice. 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.

If no personnel remain to be targeted by a dilemma just encountered, because you used game text that allows you to remove them, replace that dilemma under the mission (the mission attempt ends). For example, Elim Garak ("May avoid any random selection") encounters Armus - Skin of Evil. If you choose to have Elim Garak avoid the random selection, there is no one left to be targeted by Armus, and it is replaced under the mission. Another card that might remove all personnel before you can resolve a dilemma is Flight of the Intruder.

However, if a dilemma targets cards with specific features (e.g., a personnel with Empathy, a male, a non-Cardassian), and there are no cards present with those features, discard the dilemma immediately without effect, as when a trigger is not present. (This does not include personnel with specific features which are required as a condition for overcoming the dilemma. See Conditions below.) If two targets with different specific features are specified (e.g., one Hologram personnel and one non-Hologram personnel), and only one is present, target that one. A specified number of personnel is not a "specific feature;" if a card specifies that two target personnel are to be selected but only one personnel is present, it selects that one.

Also discard the dilemma if there is no ship or facility to place the dilemma on, or no destination for a relocation (e.g., "furthest planet" when there is no other planet on the spaceline).

Nullifiers - A dilemma may list skills, attributes, other characteristics, personnel, equipment, an action, or a card play that can nullify the dilemma. Also, another card may state that it nullifies a dilemma. (Some form of the word "nullify" is always used; conditions and cures are not nullifiers.) Nullifying a dilemma is a valid response to the initiation of the dilemma encounter. See actions - step 1: initiation. If the nullifier is present (or a nullifier card is played) when the dilemma is encountered, the dilemma is discarded and has no effect. Some dilemmas that enter play or have a lasting effect on a personnel or ship may also be nullified after the initial encounter. (Such a nullifier acts similar to a cure.) A dilemma with a countdown icon self-nullifies after the specified number of turns of the player who seeded it, and is discarded at that time. Examples:

  • "Nullify dilemma with Shelby OR 4 SECURITY."
  • "To nullify, evacuate ship at your outpost until end of turn."
  • "Nullify with Plexing."
  • "Nullifies Tamarian-related dilemmas where present." (Dathon)

Conditions - One or more skills, personnel, equipment, attribute totals, or other characteristics that must be present to avoid the ill effects of a dilemma, often indicated by "unless" or requirements "to get past" the dilemma. A few dilemmas have conditions that apply to the player rather than the Away Team (see last example). Examples:

  • "Unless SECURITY and MEDICAL present..."
  • "To get past requires Empathy, Diplomacy, Morn or any Scotty."
  • "To get past, most CUNNING MEDICAL present must help aliens (relocated with dilemma...)" (Note: the MEDICAL is not considered a target for purposes of dilemma resolution.)
  • "Unless you have at least 50 points..."

Not all uses of "unless" identify conditions. If a dilemma has a delayed effect "unless" the required skills, etc. are present by a specified time, that is a cure, not conditions. See the last example under Cure.

If your Away Team or crew can meet the conditions of a dilemma, they automatically overcome and discard it. You cannot choose not to overcome a dilemma with conditions. See meeting requirements.

Cures - One or more skills, personnel, equipment, or other characteristics that, if present, will cancel a dilemma's ongoing or delayed effect. Diseases most commonly have cures. An action, such as playing a card or returning a ship to the outpost, can also be a cure. When the requirements for a cure are met, the dilemma is discarded. Examples:

  • "Cure with 2 MEDICAL and Biology."
  • "Cure with Emergency Transporter Armbands, Timepod Ring, or new ENGINEER arriving."
  • "(Ship) is destroyed at the end of your second full turn unless 2 SCIENCE OR 2 ENGINEER aboard by that time."

When a dilemma has an effect that can be cured, that effect happens; then, if the required skills are still present, it is cured immediately, before proceeding to the next dilemma. This is different from a dilemma with a nullifier, which is discarded before taking effect.

"Stopping" - A dilemma only "stops" the Away Team or ship and crew if it has conditions and you fail to overcome those conditions. (See "stopped".) A dilemma without conditions never "stops" your cards unless it explicitly says it does. If not "stopped," the remaining Away Team or crew must continue the mission attempt.

Entering play - Any dilemma with a long-term effects "enters play." The dilemma may state that it is played on table or placed on a personnel, ship, facility, mission, or the spaceline; or it may be implied that it enters play as a marker for an ongoing effect. A dilemma that enters play may have a continuous effect or one that occurs at the start (or end) of each turn of the player encountering it or every turn of both players. Such a dilemma will be discarded when it is nullified, cured, expired, or otherwise destroyed. For example, when a dilemma is placed on a personnel, it will be discarded if the personnel is discarded for any reason. Examples of dilemmas that enter play are Borg Ship, Harvester Virus, Nitrium Metal Parasites, Rascals, Hyper-Aging, Lethean Telepathic Attack, and Interphasic Plasma Creatures.

Discarding - A dilemma is discarded without effect if a required trigger or a target with specific features is not present, or if it is nullified.

If a dilemma has conditions, and you do not overcome it, replace the dilemma under the mission to be encountered again, unless it enters play or says "discard dilemma" or "mission continues." When you overcome the dilemma, discard it. For example, if you do not overcome the following dilemmas: Ancient Computer is replaced under the mission; Gravitic Mine ("Discard dilemma") and Garanian Bolites ("Mission continues") are discarded; Lethean Telepathic Attack is placed on a personnel; Interphasic Plasma Creatures plays on the table.

If a dilemma has no conditions, it is discarded after you follow its instructions (unless it enters play), whether it has any effect or not. Examples include Maman Picard, Ooby Dooby, and Shot in the Back.

Choices - Some dilemmas require the player to make a choice between ways to resolve the dilemma. Once you make your choice, carry out that part of the game text and ignore the other choice. Examples:

  • "Abandon mission attempt until any player has completed a different mission OR continue but lose points if you fail this turn."
  • "One Away Team member is killed OR beam up that personnel at a penalty."

Dilemmas with choices do not generally have conditions. See Tarellian Plague Ship.

Point boxes - A dilemma may have a positive or negative bonus point box. The points are scored when you overcome its conditions (e.g., Chalnoth), when you cure it (e.g., Hyper-Aging), or according to the dilemma's instructions (e.g., Cytherians, Borg Ship, Edo Probe). Place the dilemma in your bonus point area, even if says to discard it. (Discard the dilemma if you are playing Borg.) You do not score bonus points for a dilemma that is nullified or discarded for lack of a trigger or targets, or when you fail to meet its conditions or cure it.

Scouting vs. mission attempts - Dilemma text such as "mission continues" or "abort mission" refers to both mission and scouting attempts (for the Borg, they mean "scouting the mission continues" and "abort scouting of the mission"). However, dilemma text referring to "mission attempts," "attempting a mission," or "solving a mission" does not include scouting attempts.

 

dilemma resolution - summary
Resolve a dilemma by checking its features in the following order.

  1. If a required trigger is not present (and there is no "otherwise" clause), OR if the dilemma specifies targets with specific features, and no such target is present, discard the dilemma without further effect, and continue the mission attempt.
  2. If the dilemma has conditions, check to see if the crew or Away Team meets the conditions.
    • If you meet the conditions, discard the dilemma (place in your bonus point area if it has a point box). The crew or Away Team must proceed with the mission attempt.
    • If you do not meet the conditions, carry out the dilemma's instructions. The Away Team or ship and crew are "stopped" and the mission attempt ends (unless the dilemma says "mission continues"). Unless the dilemma says "Discard dilemma" or "mission continues," or it enters play (placed on a mission, ship, personnel, or the spaceline), replace it under the mission, face down under the stack, to be encountered again.
  3. If the dilemma does not have conditions, carry out the dilemma's instructions. The ship and crew or Away Team are not "stopped" (unless the dilemma explicitly "stops" one or more cards), and remaining personnel must continue the mission attempt. Discard the dilemma unless it enters play (place in your bonus point area if it has a point box).
  4. If you nullify the dilemma with skills, personnel, etc. present, or by playing a card or taking a specified action, discard it without further effect, and continue the mission attempt.
  5. If the dilemma has a cure, first it takes effect. Then, if the skills still remain in the crew or Away Team to cure it, discard the dilemma (place in your bonus point area if it has a point box) before proceeding with the mission attempt. Any temporary effects such as disabling are cancelled when you discard the dilemma.

Note: this summary assumes that your opponent does not make any responses to the dilemma encounter (such as replacing it with a Q-Flash using Beware of Q). A dilemma may be responded to only after any targets for the dilemma have been chosen (or a trigger/target has been found to be absent) and you have checked to see if the crew or Away Team can meet the dilemma's conditions (if any). See actions - step 1: initiation.

 

dilemma - timing
A mission, scouting, or commandeering attempt is a single action, with sub-actions of encountering seed cards (and for a mission attempt, completing (solving) the mission). An attempt may not be interrupted except by valid responses and actions that suspend play. See actions - interrupting.

You may make valid responses to the encounter of specific dilemmas during the attempt or to the results of a dilemma. For example, Eyes in the Dark is a valid response to any dilemma, Q2 to any Q-related dilemma, and Howard Heirloom Candle to Anaphasic Organism, Empathic Echo, or Coalescent Organism; Strike Three is a valid response to a battle initiated by the Cardassians downloaded with Sleeper Trap. A dilemma may also be interrupted by a card or action that "suspends play." See actions - step 2: responses.

 

Diplomatic Conference
Revised text:
One V.I.P. from each of three aligned affiliations + one Non-Aligned V.I.P.

This mission creates a temporary "all-way treaty" on the planet surface, but only during the mission attempt (it does not extend to other actions, such as building a Colony with Gi'ral and Tokath). Form your Away Team with personnel from any affiliations (at least one personnel's affiliation must match one of the mission icons) and attempt the mission normally. The three V.I.P.s of different aligned affiliations may be from any three affiliations, not just the affiliations whose icons appear on the mission.

 

direct hit
If your ATTACK total is more than twice your opponent's DEFENSE total, you score a direct hit on the target ship. See battle - ship , damage.

 

disabled
A disabled personnel is conceptually unconscious. Personnel may be disabled by a card (e.g., Hypospray, Ktarian Game) or by a rule (e.g., captives are disabled unless Brainwashed). They remain disabled until the card or effect is cured or nullified. Also, holographic personnel who are deactivated are treated as if disabled (see holographic personnel and equipment).

Disabled personnel may not be used in any way (including game text, attributes, icons, lore, skills, traits such as gender, species, or matching commander status, etc.), may not enable game text requiring that personnel to be in play, and may not perform any actions. They may be beamed or moved in the same way as Equipment cards (but are not treated as equipment in any other way).

For example, a disabled Treachery personnel does not allow you to download personnel there with Recruit Mercenaries; a disabled android aboard a ship at Paxan "Wormhole" cannot prevent that ship from being relocated; and a disabled Data (Prem) does not allow you to choose for All Threes. See present. (If a personnel worth bonus points when killed, such as Aamin Marritza, is killed while disabled, the disabling effect ends when he is killed and the points are scored.)

When a crew or Away Team that includes disabled personnel is attacked in personnel battle, the disabled personnel do not engage adversaries, but may be randomly selected to die at the end of the battle.

Though similar in some ways to personnel in stasis, disabled personnel are not affected by cards that specifically affect personnel in stasis.

A ship attribute that is "disabled" (e.g., by "Pup") is an undefined attribute. When special equipment is disabled (e.g., by Vole Infestation), it is "off line" and not usable for any purpose (see damage). A disabled attribute or special equipment does not disable the ship itself.

 

discarding
You may not discard cards from your hand or from the table unless a card or rule allows or requires you to do so. Discarded cards normally go to the owner's discard pile, unless a point box or other card allows or requires you to discard it to your bonus point area, under The Next Emanation, or elsewhere. (Also see side deck.)

When multiple discards result from the same action (e.g., you discard a destroyed ship and all cards aboard; you discard your entire hand using Handshake), place the cards in your discard pile one at a time (allowing your opponent to see them), in the order you choose.

When a mission allows or requires you to discard a card as part of its requirements, or for extra points, that card must come from the crew or Away Team attempting the mission, not from your hand, at the time the mission is solved. All other discards (e.g., for Static Warp Bubble) come from the hand unless otherwise specified. A single discard cannot satisfy two discard requirements. For example, the required discard for Static Warp Bubble cannot also be used to reopen a Spacedoor.

Cards that have a long-term effects on one or more personnel, such as Barclay's Transporter Phobia or Brain Drain, are "played on" the affected personnel, even if the card text does not say so explicitly. The card functions as a reminder of the effect, and will only be discarded if nullified, cured, or expired, or if the personnel is discarded.

A personnel who is "discarded" according to the text of a dilemma or other card is not considered to die or be killed unless the card causing the discard specifically says so (Yuta a is an exception). See in play.

 

discard pile
You may not rearrange or look through cards in any player's discard pile unless a card allows you to. For example, Palor Toff - Alien Trader allows you to look through (but not rearrange) your discard pile to choose a target card. You must discard face up, and any time you retrieve a card from your discard pile (except for seed cards to be placed under a mission such as Q’s Planet, or with Hide and Seek), you must show it to your opponent.

When you play a card which allows you to "exchange" it for a card in your discard pile (e.g., Palor Toff - Alien Trader, Res-Q), the two cards trade places: the card from the discard pile goes into your hand, and the card you played takes the position of that card in the discard pile. Selecting the target card is part of the results step of the action. (Only the discard pile itself is targeted in the initiation step.) For example, you initiate the play of Res-Q without naming an intended target; your opponent may respond with Countermanda, removing three cards from your discard pile before you look through the pile and select a card to exchange for.

Unless otherwise specified, all discarded cards (except those which enter play from certain side deck) go to the original owner's discard pile. (Cards with point boxes for which you score the points discard to your bonus point area.)

A discarded artifact may not be reused, even if returned to your hand, unless you re-earn it. When a card is discarded, all effects on that card end and are not reactivated if the card is retrieved and replayed. For example, if a personnel affected by Frame of Mind is killed and discarded, he is no longer affected by Frame of Mind if he is replayed. (But once per game text may not be used again.)

 

Discommendation
See battle - personnel, battle - ship.

 

Disrupt Alliance
See card titles.

 

Disruptor Overload
Errata:
Plays on any ship or Away Team. One Equipment card OR one artifact played as an Equipment card is destroyed at that location Where present, destroys one Equipment card or one card used as an Equipment card (random selection).

This interrupt is not a valid response to the play of an Equipment card.

 

Distortion Field
Errata:
Plays crosswise face up on any planet location. On each of your turns Once each turn, flip card over. While face up, prevents any beam down/up here unless Pattern Enhancers in play all beaming up/down here. (Cumulative.)

This event must be flipped during the turn on which you play it.

 

Distortion of Space/Time Continuum
Revised text:
Plays on any ship. "Unstops" ship, crew and ship's Away Teams and restores any of this turn's RANGE already used by that ship.

See Away Team and crew.

 

Dixon Hill
This personnel's skill allows you to ignore the requirements of a mission only when solving it. Ignoring requirements is not the same as meeting requirements. For example, if his Away Team encounters Lack of Preparation and would not have been able to meet the requirements at the start of that mission attempt, they lose points and are "stopped."

 

Dixon Hill's Business Card
In Federation Standard, this interrupt/event would read:
Interrupt: If any personnel (except a Borg) was just killed and there were no other personnel present, select any other personnel controlled by the same player. That personnel is captured.
Event: Plays on table. The opponent's next personnel to report for duty must be universal or a holographic re-creation. Then place this card out-of-play. (Event is not duplicatable.)

If you play this card as an interrupt when one of your own personnel was killed, the selected personnel is captured by your opponent. See reporting for duty, capturing.

 

back to top of page dn

DNA Clues
Once this dilemma is placed on the mission and the choice is made either to continue or to "stop" (if possible), the altered MEDICAL requirements for further dilemmas encountered at that location affect both players. The DNA Clues dilemma is not encountered again, so no future Away Team or crew can alter those requirements. The dilemma remains on the mission even after it is solved. The MEDICAL requirements may be reduced to zero.

 

back to top of page do

docked ship
The following cards may not target a docked ship (or a carried ships): Asteroid Sanctuary, Loss of Orbital Stability, Near-Warp Transport, Temporal Rift, Wormhole (on a ship as it undocks or launches), and Temporal Wake (to force it to follow another time-traveling ship). All other cards that target a ship may target docked or carried ships (if applicable) unless otherwise specified on the card. See docking.

 

docking
You must indicate which of your ships are docked (placed under an outpost, or on top of docking site at a Nor) and which are undocked (placed on the spaceline). When a space facility allows a ship to report there, the ship must report docked. Docking or undocking is a form of movement and requires the ship to be staffed. Docked ships are protected by extension of 50% of the facility's SHIELDS, but may not attempt missions or fire WEAPONS. Docked ships are not damaged or destroyed when the facility is destroyed (unless landed on Docking Pads). Certain cards may not be played on a docked ship.

Any card or rule that requires a ship to "return to" a space facility implies that it must dock at that facility. For example, a ship must dock at an outpost to be repaired by a Spacedock there or to cure REM Fatigue Hallucinations.

You may not undock a ship docked at an opponent's facility (even a commandeered ship) unless specific game text allows it (e.g., Croden's Key, Docking Ports).

When compatibility with a facility is required to dock a ship, only the ship itself must be compatible with the facility; incompatible crew members aboard do not prevent docking. Such personnel cannot board an outpost from the ship, but they may board a Nor.

 

Docking Pads
Errata:
This site is located on the Habitat Ring.

No other cards (such as Establish Landing Protocols) are needed to enable ships with no staffing requirements to land (dock) and take off (undock) at this site. The site itself allows the ship to land and take off. A ship docked at the Docking Pads site is both docked and landed, and is subject to the rules applying to landed ships.

While a docked ship is normally not affected when the facility is destroyed, a ship docked at Docking Pads is actually "aboard" the Nor and thus would be destroyed along with the facility and discarded.

 

Doctor, The
See The Doctor.

 

does not use
See equipment.

 

does not work with
A card that "does not work with" a particular group (affiliation, species, specific skills) cannot mix or cooperate with cards of that group in any way, in the same way that cards of incompatible affiliations cannot work together without a treaty (see compatible). For example:

  • Lore "Does not work with Affiliation Federation affiliation." He doesn't mix with Affiliation Federation personnel, cannot board a Affiliation Federation ship, and cannot report to or board a Affiliation Federation facility.
  • Miles O’Brien (BoG) "does not work with Cardassians." He doesn't mix or cooperate with personnel of Cardassian species or affiliation, even under treaty. If he is aboard your ship, it cannot assist another of your ships in battle if it has Cardassians aboard.

If a personnel is inadvertently placed in a situation where he is mixing with cards that he "cannot work with," he will form a separate Away Team or (on your ship or facility) be placed under house arrest. For example, Solkar "does not work with personnel who have Treachery." If your opponent boarded your ship and played Reflection Therapy on one of your crew to give him Treachery, Solkar would be placed under house arrest. You may not deliberately place your personnel in such a situation.

"Does not work with" restrictions that are completely affiliation-based are overcome by any card that allows cards to mix "regardless of affiliation," such as Brainwash and Temporal Micro-Wormhole.

 

Dominion
An affiliation.

 

Dominion War Efforts
See multi-affiliation cards.

 

do not count toward winning
See points.

 

doorway
A card type representing a physical door or a passage to another time or place in the space/time continuum. A seedable Doorway card must be seeded during the doorway phase, unless otherwise specified (see seed phases - doorway phase). Playable doorway cards do not use your normal card play and may play whenever an Interrupt card play is legal, but only during your own turn, unless its text explicitly states that it suspends play or may play at any time. There is no limit to the number of Doorway cards you may play per turn, unless stated otherwise on a card.

Doorways that remain in play may be "closed" (made inactive) by other cards. A card that closes a Doorway card (such as Door-Net or Revolving Door) may be played on a doorway that is already closed. When a doorway is closed, its ongoing game text related to its "doorway functions" is not active. For example, no cards may be taken from a closed side deck, a closed Ready Room Door does not protect an event from nullification; a doorway with a countdown icon stops counting down (the countdown resumes if the doorway is reopened). Game text relating to how the doorway is played (e.g., creating a spaceline location and its span) or nullified, terms such as "Not duplicatable," "Unique," or "Limit one," and icons such as Alternate Universe or Referee that are not part of the game text are not affected. Thus, while a ship may not pass through the Bajoran Wormhole if either end is closed, it may still stop at the location and requires 1 RANGE to move to the location. Also, another Bajoran Wormhole may not be played in either quadrant if the existing one is closed.

 

Doppelganger
With this event in play, if two copies of a unique Personnel card are in play at two different locations, and one moves to the location of the other, the non-moving one is discarded. If the two cards are always at the same location (even if they are moving simultaneously), no one is discarded. Reporting, beaming from a planet to a ship, or moving from one site to another is not "moving to a location."

A "duplicate" is equivalent to a copy. Other instances of the same persona (even with the same card title) are not duplicates. For example, Jean-Luc Picard (Prem) (Premiere) is not a duplicate of Jean-Luc Picard (First Contact) or Galen.

 

double turn
When a card allows you take double turns, you take one complete turn from beginning to end, then another complete turn from beginning to end (not one turn with two card plays, two end-of-turn card draws, etc.). A double turn counts as two of your full turns.

 

doubling
When numerical values, such as attributes or point boxes, are simultaneously modified by a card that adds or subtracts and another card that doubles (or triples) that value, add or subtract first, then multiply. See skills - modifying.

 

downloading
When you download a target card, you first look through any or all of four places: your hand, draw deck, Zalkonian Storage Capsule, and Q’s Tent (if open). (If there is more than one possible target card for the download, you do not name a specific target before looking for and choosing one.) When you choose the target card you must show it to your opponent (even if it has a hidden agenda icon), then you must immediately play or report the card, unless the card allowing the download:

  • requires or allows you to download to hand (e.g., Quark’s Isolinear Rods, 1st Rule of Acquisition); or
  • works "in place of one card draw" (e.g., Blood Oath, Borg Queen (FC)), in which case you may either play the card or place it in your hand (however, you may not download from your hand to your hand).

If you are required to play the card but cannot, the download is invalid.

An artifact may be downloaded only by a card that says it downloads artifacts, or that names a specific artifact.

Other rules for downloading are as follows:

  • A card or rule may allow or require a download from another source, such as your discard pile (Examine Singularity) or from a side deck (Storage Compartment Door; also see tactic).
  • Downloading does not count as your normal card play(unless so specified), and is not considered a card draw. If the card is played or reported for duty, this card play is subject to all normal responses, such as nullification. It is "played from" the source it was downloaded from, e.g., "played from your hand" or "played from your draw deck."
  • If a card says "download in place of one card draw," you may use this ability each time you are allowed to draw a card.
  • If the downloaded card has a hidden agenda icon, you may not activate it as part of the download (unless it is a valid response, or was downloaded by a special download icon).
  • Although some downloads are optional, others require you to download a certain target card (or group of target cards). If you cannot do everything required, the entire download is invalid. To verify that you could not carry out the download, your opponent is allowed to look through your hand, draw deck, Zalkonian Storage Capsule, and Q's Tent (if open), or any other source specified for the download.
  • Attempting a download usually requires the expenditure of some resource such as playing a card, using a special icon, or forfeiting a card draw. That resource remains used even if the download is invalid.
  • If you attempt a download using a resource such as your card draw and the download is invalid because no target card is available, you may not attempt to use that download again unless a downloading source is replenished (discard pile regenerated into the draw deck) or reopened (a closed Q's Tent).
  • If any player looks through your draw deck or any side deck during a download, you must reshuffle it afterwards.
  • If you can download multiple cards to a specific destination, you must download all cards to the same destination.
  • A download does not suspend play, except for special downloads and cards that specify that they suspend play.
  • Downloads allowed by a special download icon Special Download have special requirements. See downloading - special download.

When a card is downloaded into play, you must obey all normal requirements for playing that card, whether stated in the rules or the card's game text.

Downloading Ships, Personnel, and Equipment: When the text of a facility or site allows you to download and report a Ship, Personnel, or Equipment card, both the facility and the downloaded card must be in their native quadrant and all other applicable requirements for reporting (such as a doorway that allows Alternate Universe cards to report) must be met. For example:

  • Ops allows you to download a matching SECURITY-classification personnel to Security Office; that personnel (and the Nor) must be its native quadrant.
  • Empok Nor, when commandeered, allows each player to "download to station any number of different compatible Site and Equipment cards." You must obey the site restrictions for downloading equipment (e.g., MEDICAL-related equipment to Infirmary).

When a card other than a facility or site allows you to download a Ship, Personnel, or Equipment card, but does not specify where you may report it, you must obey all normal reporting requirements and report the card to a place that card could normally report (e.g., to a compatible facility and/or an appropriate site, in its native quadrant). For example, Defend Homeworld allows you download a SECURITY personnel, but does not specify a destination. You must report the personnel someplace it could normally report. In most cases this will be a compatible facility in its native quadrant; however, a Borg player could download a SECURITY Borg aboard a Borg Cube (which allows reporting aboard), and a downloaded Luther Sloan could report anywhere, as specified by his skills.

When a card other than a facility or site allows you to download and report a Ship, Personnel, or Equipment card to a specific destination (such as "download to here," "to this location," "to one of your ships," "to an outpost," etc.), you must report the card where specified; normal reporting requirements related to where you play the card (e.g., a facility, appropriate site, native quadrant) do not apply. A special download Special Download icon also implies a specific destination ("here"). For example:

  • Assign Mission Specialists allows you to download two mission specialists "to one of your outposts." Neither the personnel nor the outpost needs to be in its native quadrant.
  • Recruit Mercenaries allows you to download certain Treachery personnel "to where you have Treachery present," whether they are aboard a facility or ship or on a planet, in any quadrant.
  • Anya has a special download icon for Salia. You may report Salia anywhere at Anya's location, aboard a facility or ship or on a planet surface, in any quadrant.

You must still obey any reporting restrictions on the downloaded card, such as an Alternate Universe card requiring an open doorway that allows such cards to report, and personnel played aboard your ship or facility must be compatible with that ship or facility (and any other cards aboard).

If a card allows you to download a personnel or equipment card during a mission attempt, it cannot join the attempt unless downloaded by a special download icon at the mission location.

Downloading Facilities: When a card allows you to download a facility to a location, you must meet all normal requirements for building (playing) the facility, unless specifically overridden by the card text. These requirements include a non-homeworld, matching affiliation mission for outposts, no other facility controlled by you at the location, and any play requirements in the facility's game text (such as an appropriate ENGINEER for building an outpost). Examples:

  • You may not download Primary Supply Depot with Establish Dominion Foothold, because that outpost may only be seeded, not built. You may download Remote Supply Depot only to a non-homeworld, Affiliation Dominion mission where you have no other facility and where you have a Dominion ENGINEER.
  • Subjugate Planet specifically states that you may download Remote Supply Depot to the non-homeworld, non-Affiliation Dominion planet mission targeted by the objective. This overrides the matching affiliation requirement, but not the requirement for a Dominion ENGINEER.

Downloading Sites: When a card allows the download of a Site card to a facility, the site must be allowed to exist on that facility. For example, you may not download Garak's Tailor Shop to Empok Nor, because that site plays only on Deep Space 9 / Terok Nor or DS9.

 

downloading - special download
A card with a special download icon Special Download allows you to suspend any play phase action at any time (even during your opponent's turn) while you download the specified target card and immediately play it. Special downloads may not be used during the seed phases. If the card is played at (or to affect something at) one particular spaceline or timeline location, the special download icon must be at that location. (If it is not possible to play the card according to these rules, then the target card may not be downloaded.) For example, Arandis may download Jamaharon at any time to nullify a Horga’hn (because that artifact is not specific to any location), but may download it to relocate a male to Risa only if she is at his location. See suspends play.

When you use a special download icon to download a hidden agenda card, you must play that card to the table, then immediately activate it and follow its game text (targeting something at the location of the special download icon if applicable).

A card with this icon allows a special download only once per game, no matter how many copies of that card you use during the game. On a Personnel card, this icon is defined as a special skills.

 

back to top of page dr

draw
See card draw.

 

draw deck
Your draw deck may be of any size, as long as it contains at least 30 cards. You may put any card in your draw deck (except tactic, tribble, trouble, and Q-icon cards), although you should avoid cards that must be seeded rather than played - such as dilemmas - because normally there is no way to use them in your draw deck. You may include as many copies of each card as you like.

 

draw no cards this turn
See card draw.

 

Dr. Farek
See Non-Aligned.

 

Dr. McCoy (The Motion Pictures)
This personnel's special skill allows you to look through your discard pile (without rearranging it) until you find the topmost personnel (it need not be the topmost card).

 

drone
A Borg drone has "Drone" as part of its Identification. All personnel your Borg assimilate are drones unless assimilated as a counterpart using the Assimilate Counterpart objective. The Borg Queen (FC), counterparts, and non-Affiliation Borg-affiliation personnel who are Borg or former Borg are not drones and may not be downloaded or affected by cards that specify drones. A Borg drone has no gender and may not be targeted with Assimilate Counterpart or any card that specifically targets a male or female personnel.

 

Drought Tree
This event is discarded and its points are lost if the mission it is played on is destroyed.

 

Dr. Q, Medicine Entity
This Q-icon interrupt may affect Event cards on ships, personnel, or any other cards present at a spaceline location.

 

Dr. Reyga
See Non-Aligned.

 

Dr. Soong
This personnel may "reprogram" only those android which have variable features chosen when it reported for duty. He may replace the classification and/or gender of the UniversalSoong-type Android, and may replace one or both of Lal's two selected skills with regular skills present with her at the time of reprogramming. He may reprogram androids belonging to either player, but only once during each of his owner's turns. See skills - modifying.

Dr. Soong's "nemesis" is Lore. See nemesis icon.

 

back to top of page dt

D'Tan
This personnel's special skill works on himself as well as on others, giving him an INTEGRITY of 8.

 

back to top of page du

dual-affiliation
See multi-affiliation cards.

 

dual-icon missions
Dilemmas of all types, and Q-Flashes, may be seeded at a dual-icon mission. To begin or continue a mission or scouting attempt, or to solve such a mission (even using alternate requirements provided by an objective such as Subjugate Planet), you must have both a crew on a ship in orbit and an Away Team on the planet (each group must have a personnel whose affiliation matches one of the mission's icons). If either the crew or the Away Team is "stopped," disabled, killed, or otherwise removed, the attempt immediately ends. (If either group is "stopped," the other group is also "stopped.")

Space dilemmas affect the ship and crew. Planet dilemmas affect the Away Team. When a Space/Planet dilemma (or a Q-icon card) is encountered, the player attempting the mission chooses whether it applies to the crew or to the Away Team. (When a Q-Flash is encountered, X = the number of personnel in the crew and Away Team combined.)

See scouting locations, mission attempt.

 

dual-personnel card
A dual-personnel card, such as Sons of Mogh, is one card that includes two personnel. Classifications, staffing icons, and attributes on a dual-personnel card appear in the same order as the individual personnel's skills are listed. For example, on Sons of Mogh, Kurn's skills, classification (OFFICER), and STRENGTH (8) are listed before Worf (Prem)'s.

Anything that happens to one of the individuals on a dual-personnel card automatically happens to the other. For example, if one individual is selected to die, the other individual also dies. If the card is dual-affiliation, both personnel must have the same affiliation at the same time, and cards that affect the affiliation of one of the personnel on the card affect the affiliation of both personnel. Thus, Data and Picard both become Non-Aligned if Lore’s Fingernail is in play. See Q-Type Android.

Random selections - To make a random selections from a group including one or more dual-personnel cards, select the appropriate number of cards (as if all were single personnel) and apply the results to all personnel selected. Examples:

  • Armus - Skin of Evil randomly selects one personnel to die. Select one card; both personnel will die.
  • Denevan Neural Parasites randomly selects "half the Away Team." If your Away Team contains six personnel cards, your opponent will select three cards. All are killed, regardless of the total number of personnel affected. (Two phasers or disruptors are required to protect both personnel on a dual card.)
  • If a dual-personnel card is randomly selected for Chula: The Chandra, all personnel with at least one attribute number matching either of the dual personnel would continue. (If a single personnel is randomly selected, a dual-personnel card will follow him if either of the dual personnel has an attribute that matches.)

If a card targets a personnel of a specific gender, include a male/female dual-personnel card in the selection regardless of gender. For example, if Beverly and Will are in the Away Team encountering Parallel Romance, include the card in the selections of both the male and the female. If Will is selected as the male to be "stopped," Beverly is also "stopped," regardless of who is selected as the female to be "stopped."

Opponent's or owner's choice - When a selection is made by choice, select the appropriate number of personnel, which may include one individual on a dual-personnel card. The result of the selection will then affect the other personnel on the card as well. Examples:

  • Outpost Raid allows your opponent to choose two personnel to be killed. He may select Lursa (on Sisters of Duras) and Tomalak. B’Etor will also be killed along with Lursa and Tomalak.
  • Mercenary Ship requires StaffStaff for staffing. For the Abandon Ship! dilemma, you may choose Beverly (on Beverly and Will) and Narik (EG) to staff it. Since Beverly must remain on the ship to staff it, Will remains also.
  • With Extradition, your SECURITY personnel capture both personnel on a dual-personnel card if their STRENGTH exceeds that of either individual.
  • You select Lursa (on Sisters of Duras) to be controlled by a Ceti Eel. B'Etor is also controlled by the same Ceti Eel card.

Specific criteria - If a dilemma targets a personnel who meets specific criteria, such as the "most CUNNING" or "lowest STRENGTH," examine the relevant attribute of each individual on a dual-personnel card. If either individual meets the criteria, both personnel are affected by the dilemma. For example, if the "most CUNNING" personnel in your Away Team is Nog (on Jake and Nog), then both Jake and Nog are "stopped" by Altonian Brain Teaser. (They pool their CUNNING for the "If their CUNNING < 15" clause.)

Reporting and downloading - If one of the personnel on a dual-personnel card can be reported for free (e.g., an android with Cybernetics present) or downloaded (e.g., a SECURITY personnel with Defend Homeworld), the other individual is also reported for free or downloaded.

Costs and benefits - If you pay a cost for reporting or downloading a dual-personnel card, you pay that cost only for the individual(s) to whom the costs apply. See Ferengi Conference. If you gain a benefit (such as scoring points) based on the features of an individual personnel, you get that benefit only for the individual(s) on the card with those features. See No Way Out.

Personnel battle - Both individuals on the card jointly engage a single adversary, combining their STRENGTH values together to determine the outcome of the personal combat.

Assimilation - Dual-personnel cards may not be targeted for assimilation as a counterpart. If one individual is assimilated as a drone, the other is also assimilated. Each individual's staffing icons and attributes are adjusted separately. See assimilation - personnel.

Personas - Some dual-personnel cards contain versions of single-card personas. For example, you may not have Sisters of Duras in play at the same time as Lursa and/or B'Etor. persona replacement must include both individuals.

 

Dukat of Borg
See counterpart.

 

duplicatable
See unique and universal.

 

duplicate
See copy.

 

Duranja
See in play.

 

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