SECOND EDITION RULEBOOK
Version 1.1 from 08/19/2003
Table of Contents
Welcome to a universe with endless possibilities. Most card games have just one deck of cards that never changes, but a customizable card game (or CCG) works differently. In a CCG, you personalize your playing deck using cards from your collection.
The STAR TREK Customizable Card Game provides two or more players with adventures set in the rich universe of STAR TREK. This allows you to explore strange new worlds, to seek out new life and new civilizations - "to boldly go where no one has gone before."
Each player's cards include a number of personnel, each represented by a different card. Other cards represent the equipment, events, and interrupts that help support them, the ships that will take them out into the galaxy, and the missions they will attempt to complete.
Each time a player's personnel attempt to complete a mission, they may face dilemmas - obstacles selected by an opponent. These dangerous twists must be overcome before the mission is completed and its points are scored.
The risks will prove even greater against opponents not content with peaceful exploration of the galaxy. Your personnel may find themselves in combat, or even in the confines of an opponent's brig. Your ships may be damaged in engagements, even destroyed by powerful and persistent attacks.
If you reach 100 points, and your personnel have completed missions both on a planet and in space, you are the winner!
Your deck may contain up to five different types of cards: personnel, ships, equipment, events, and interrupts. In addition to the cards in your deck, two other types of cards are used in the game: missions and dilemmas. The following pages tell you more about each of the seven types of cards in the game.
A personnel has attributes (Integrity, Cunning, and Strength) and skills, used to help you overcome dilemmas and complete missions. A personnel's icons may indicate how he or she can be played, or help you staff ships.
Other Icons include:
A ship carries personnel and equipment to your missions. Its attributes (Range, Weapons, and Shields) determine how far it can move each turn, as well as its offensive and defensive capabilities.
Staffing Requirements include:
Other Icons include:
An equipment is a weapon, tricorder, or other kind of device carried and used by a personnel.
An event is a card representing a significant change in the universe. Some events instruct you to destroy them (place them in your discard pile) after you play them. All others stay in play until something else destroys them. Some events are played on other cards, such as a personnel or a mission.
An interrupt is a card representing an important occurrence, which you destroy (place in your discard pile) after you play it. Interrupts have no cost. Unlike the other kinds of card explained so far, interrupts can sometimes be played during an opponent's turn.
Each player has exactly five missions cards, representing the places that personnel and ships travel to and from. Missions are kept separate from the deck and played in a row in front of their owner at the start of the game.
There are three types of missions. Planet missions and space missions are worth points to you, and you must complete one of each to win the game. Headquarters missions are where your personnel and ships are played; from there they move out to the other missions.
Mission Type Icons include:
A dilemmas is a problem or obstacle an opponent's personnel must face when attempting to complete a mission. Dilemmas are kept separate from your deck and missions, in a dilemma pile containing only dilemma cards.
There are three kinds of dilemmas. Planet dilemmas and space dilemmas correspond to missions that have the same icon, and may be used only against personnel attempting that kind of mission. Dual dilemmas may be used at planet missions or space missions.
Dilemma Type Icons include:
Each personnel and ship belongs to a specific affiliation. Color, background texture, and an icon in the upper left corner indicate the affiliation of a personnel or ship. There are nine affiliations in the STAR TREK CCG Second Edition: Bajoran, Borg, Cardassian, Dominion, Federation, Ferengi, Klingon, Romulan, and Non-Aligned.
You'll find it easier to play with cards from just one or two affiliations. However, your deck may contain cards from several different affiliations if you like. Once a personnel or ship is played, it may mix freely with any other affiliation.
These words are used to refer to a specific player.
The word "your" is often used as shorthand to refer to a card you command. For example: Each of your Treachery personnel is Cunning +2. This game text affects the Cunning of each Treachery personnel you command.
The words "an opponent's" are used similarly, as shorthand for a card your opponent commands.
These words refer to placing a card in its owner's discard pile.
Personnel have a number of skills included in their game text, each one marked by a skill dot icon (). Some personnel excel at certain skills, and have a number showing that they have 2 or more "levels" of that skill.
During the game, other cards require you to use these skills. Unless told otherwise, you may group personnel together to provide those skills. For example, if a card requires 2 Leadership, you can use two different personnel who each have Leadership, or one personnel who has 2 Leadership.
If a personnel has 2 or more levels of the same skill, he or she can meet a requirement for just one level of that skill. For example, a personnel who has 2 Diplomacy can meet a requirement of Diplomacy.
Some cards allow personnel to gain skills. If a personnel gains a skill he or she already has, it increases his or her level of that skill. For example, a personnel who already has Astrometrics and gains another Astrometrics now has 2 Astrometrics.
Many cards have one or more keywords in boldface type at the beginning of their text. (On a personnel, keywords are listed on the next line after their skills.) Keywords have no special rules associated with them, but are sometimes referenced by other cards.
A single keyword can consist of more than one word. Examples of this include Bajoran Resistance and Region: Neutral Zone. On a card, each different keyword ends with a period.
The words "Damage" and "Order," though printed on cards in boldface, are not keywords. These two words are always followed by a dash (-), and do have special rules associated with them, described later.
These words tell you when you can use some actions. Each such action has a trigger describing when it can happen. The trigger is always described first, and followed by a comma.
This word allows you to retrieve a card directly from your deck. Look through your deck for the specified card and place it in your hand. Whenever you download a card, you must reveal that card to all players so they can verify that the correct card was downloaded. Afterward, shuffle the remaining cards in your deck.
Downloads can refer to an exact card title or a certain characteristic. For example: When you play this personnel, you may download Prejudice and Politics. This game text downloads only the card named "Prejudice and Politics." For example: When you play this personnel, you may download an Honor Klingon. This game text downloads any Klingon who has Honor.
There is no penalty if you don't find (or choose not to take) a card you are allowed to download.
The 60 cards in the fixed portion of your starter deck are designed to work together, but the three rare cards in your starter deck are inserted at random, and may not work well with the rest. If this is your first experience with the STAR TREK CCG Second Edition, you should set your rare cards aside. Rare cards have an "R" in their collector's info in the lower right corner.
Take all five of your mission cards and place them face up in a row on the table in front of you. You may place them in any order you choose. Shuffle your dilemma pile and place it off to your left. Shuffle your deck and place it off to your right. (See table layout)
Determine randomly who goes first. Draw seven cards from your deck to form your opening hand.
Each player, going clockwise around the table, takes a turn according to the following turn sequence.
When one player finishes his or her turn, the next player in clockwise rotation (to the left) takes a turn, and so on.
When your turn begins, you may complete any actions that happen "at the start of each of your turns." Each of these actions may be performed only once per turn. You may perform them in any order.
During this segment of your turn, you may play cards from your hand and draw cards from your deck.
You have seven "counters" to spend each turn. Each time you play a card (except an interrupt), you subtract its cost from this limit of seven. You may play more than one card each turn, but you cannot play a card if you do not have enough counters remaining to pay its cost.
You cannot play a card with a dot () in its title if you already command another copy of that card.
Personnel are played at a headquarters mission, if a mission's game text allows. For example: You may play cards, cards, and equipment at this mission. This game text allows personnel and personnel to be played; other affiliations would require a different headquarters mission. Place personnel crosswise in a single stack on top of the mission where you play them.
Ships are played at a headquarters mission, if a mission's game text allows. For example: You may play cards, cards, and equipment at this mission. This game text allows ships and ships to be played; other affiliations would require a different headquarters mission. Place ships just behind the mission where you play them. If you have multiple ships at one mission, place them in a line behind the mission.
Equipment is played at a headquarters mission. All headquarters allow any kind of equipment to be played there. Place equipment with your personnel, crosswise in a single stack on top of the mission where you play them.
Events are played either in a part of your play area called your core, or on another kind of card, as indicated in the game text of the event card.
Interrupts are simply revealed to all players, then destroyed after you follow their instructions. Interrupts are not limited to this segment of your turn. Many interrupts use the word "when" (as described earlier), and may be played only when the described trigger occurs. Others use the word "Order" (as described later), and may be played only during the execute orders segment of your turn. Within these limitations, you may play an interrupt in any segment of your turn, or during an opponent's turn.
Your opponents may examine any card at the time you play it. After you play a personnel or equipment card, you may turn it face down to conceal it from your opponents. They may only examine the personnel and equipment cards you command:
In these situations, an opponent may only examine the relevant portions of a card. For example, when you use an icon, you need to reveal only that icon; when you use skills, you need to reveal only those skills, etc. Other cards in play may be examined freely by any player at any time.
You may pay one counter to draw a card. You may draw multiple cards each turn, paying one counter for each card.
You may play and draw cards in any order.
You might begin your turn by paying one to draw a card, then decide to play the card you just drew. If that card's cost was 2, you would still have four counters remaining with which to play or draw more cards.
As long as you have cards remaining in your deck, you must spend all seven counters each turn. If you cannot play enough cards to use up your seven counters (or if you do not wish to), you must spend any remainder to draw cards from your deck. Once you are done playing and drawing cards, proceed to the next segment.
During this segment of your turn, you make use of the cards you have already played. The different "orders" you can give your cards are:
You may use the same cards to execute multiple orders. There is no limit to the number of orders you can execute during this segment of your turn.
You may execute only one order at a time. This includes playing interrupts; if an interrupt uses the word "Order" in its effect, you cannot play it while you are executing another order.
Your personnel and ships may become stopped by rules or by game text while they are executing orders (and they will remain stopped until the end of your turn). You may use only unstopped personnel and ships to execute orders; a stopped card cannot execute any further orders.
Beaming allows you to move around your personnel and equipment at a mission.
You must command a ship at that same mission. Choose any number of your personnel and equipment at that mission and move them in one of the following three ways.
You cannot beam aboard an opponent's ship, but you may beam down to any planet or headquarters mission, regardless of who played the mission. Beaming cannot be used to move from one mission to another mission.
Ships may move from one mission to another, taking along any other cards aboard them. A ship must be "staffed" in order to move.
Your ship is staffed when you can meet both of these conditions:
Each icon in the staffing requirements must be provided by a different personnel. A personnel with a icon can substitute for a icon requirement, but not the other way around.
A stopped personnel cannot help staff a ship.
The Federation ship U.S.S. Galaxy has staffing requirements of . It is staffed when you have aboard it one unstopped personnel who has the icon, three other unstopped personnel who have or icons, and one unstopped personnel (which could be one of the four providing the or icons).
Move a staffed ship by taking it from the mission above it and placing it behind any other mission, yours or an opponent's.
The ship's Range must be high enough to allow this move. When you want to move from one mission to another, add the span numbers of the two missions together. If this total is not higher than the Range available on your ship, you may move to the new mission.
A portion of a ship's Range is used each time you move it, and this Range is not restored until the end of your turn. Keep track of the spans of the missions you move to and from, subtracting them from the ship's available Range each turn.
Moving from Earth (span 2) to Intercept Renegade (span 3) requires 5 Range. If the U.S.S. Galaxy made this move, it would be unable to move again; the 3 Range it would have remaining is enough to cover the span of Intercept Renegade again, but not the span of the mission it would be trying to move to. You would have to wait until your next turn, when the ship's full Range of 8 has been restored.
Personnel at one of your planet or space missions may attempt to complete it. If successful, you will score points and come closer to winning the game.
You may attempt only your own missions, not an opponent's. To attempt a mission, the affiliation icon on a personnel you are using must match one of the icons on that mission. Sometimes, missions use text rather than icons to tell you which affiliations may attempt them. Once you begin a mission attempt, you cannot "abort" that attempt.
When you begin a mission attempt, count the number of personnel involved and reveal the total. The player on your left sets his or her hand aside, then draws that number of cards from his or her dilemma pile.
That opponent examines those dilemmas and chooses which ones your personnel must face during the mission attempt. The total cost of the dilemmas he or she chooses cannot be higher than the number of personnel you have attempting the mission. Your opponent cannot choose more than one copy of the same dilemma. He or she cannot choose any space dilemmas if you are attempting a planet mission, and cannot choose any planet dilemmas if you are attempting a space mission. Dual dilemmas may be used in either case.
Any dilemmas your opponent does not choose (or is unable to choose) are returned face up to the bottom of his or her dilemma pile. Any time a player reaches a face up card in his or her dilemma pile, that player shuffles the entire pile and places it face down.
Your opponent takes the dilemmas he or she has chosen and places them in a face down stack in the order of his or her choice. Your opponent then reveals the top card of that stack to you. You must read and follow the instructions on the dilemma.
A dilemma will typically have a negative effect on your personnel attempting the mission, or require they have certain skills or attribute totals to prevent such an effect. Dilemmas do not normally affect personnel, ships, and equipment not involved in the mission attempt.
Sometimes a dilemma will tell you to place it in specific location, like back in your opponent's dilemma pile (place such cards face up on the bottom of that pile) or on your ship. If you carry out all instructions on a dilemma and have not been told where to place it, then you have overcome that dilemma; place it face up beneath the mission you are attempting. Your opponent then reveals the next dilemma in the stack he or she created.
As you continue through your opponent's dilemmas, some of your personnel may be killed or stopped. Remove stopped personnel from the mission attempt; they are not subject to the effects of any further dilemmas, nor can you use them to help overcome more dilemmas.
If all the personnel you have attempting a mission are killed or stopped by dilemmas, you do not face any remaining dilemmas your opponent has chosen. Instead, those remaining dilemmas are overcome.
If your opponent selects a space dilemma for a planet mission (or a planet dilemma for a space mission), you do not face that dilemma and it is overcome. If your opponent selects a dilemma that would make the total cost of dilemmas higher than he or she was allowed, you do not face that dilemma and it is overcome, along with any remaining dilemmas (regardless of their cost).
A mission's requirements list a number of skills and an attribute. If you face all the dilemmas your opponent chose and still have personnel remaining, check to see if they meet those requirements. (You are not required to have a personnel with a matching affiliation icon to complete the mission.)
You may use the same personnel to provide more than one skill.
You meet an attribute requirement by totaling all your personnel remaining in the attempt.
If your personnel have all the required skills, and their attribute total is higher than the required total, you have successfully completed the mission. Pull it half a card length toward you. Add its points to your score. Any dilemmas that have been overcome there remain beneath that mission. You cannot attempt it again for the rest of the game.
If you cannot meet the mission's requirements, your mission attempt has failed, and all your remaining personnel in that mission attempt are stopped.
You can try again later to attempt that mission, either with different personnel, or with the same personnel if they become unstopped. If you attempt a mission where you have already overcome dilemmas in an earlier attempt, the number of those dilemmas is subtracted from the number your opponent may use to select new ones.
If you attempt a mission with eight personnel where there are three dilemmas already overcome beneath the mission, your opponent draws only five dilemmas during the attempt, and cannot exceed a total cost of 5 in choosing dilemmas for your personnel to face. Your opponent may choose a copy of a dilemma that you have overcome in a previous attempt.
Some cards describe actions that begin with the word Order. You may use these actions only during the execute orders segment of your turn. The game text will describe what to do when you execute that order.
You may also play interrupts using the word Order during this segment of your turn. Once you are done executing orders, proceed to the next segment of your turn.
During this segment of your turn, you may be required to discard cards from your hand. If you have more than seven cards in your hand, you must choose and discard until you have only seven.
Next, you may complete any actions that happen "at the end of each of your turns." Each of these actions may be performed only once per turn. You may perform them in any order.
Once you have done these things, your turn ends. At this time, all stopped cards commanded by all players become unstopped, and all ships commanded by all players have their full Range restored.
A player wins the game when he or she has:
The game ends immediately when all three of these conditions are met. (The winner does not finish the rest of his or her turn.)
The game also ends if all players have no cards remaining in their decks. In this situation, the winner is:
If multiple players meet one of these conditions and their score is the same, the game ends in a tie between those players.
The STAR TREK CCG universe truly expands when you personalize your deck using cards from your collection.
Each player brings to the game at least 60 cards:
You may use no more than three copies of each card title (ignoring subtitles).
You may have three copies of Jean-Luc Picard, Explorer in your deck, or you may have two copies of that card and one copy of Jean-Luc Picard, Argo Pilot. You cannot have three copies of each of those cards, since they have the same title.
Many cards (especially personnel and ships) represent something that there is only one of. Such a card has a dot () before the card title, marking that you may command only one of that card at a time.
You can have only one card with the card title of -Jean-Luc Picard in play at one time. Other players may also have a card with the title of -Jean-Luc Picard in play, but only one is allowed per player.
Two cards represent the same thing if they have the same card title, even if their subtitles are different. You cannot play a card to replace another card in play, even if those cards have the same card title or represent the same thing.
You cannot take command of an opponent's unique card if you already command a copy of that card.
All cards that do not have a dot () before their card title are non-unique. This means that all players may have many copies of those cards in play at one time.
Most events are non-unique, and you may have multiple copies of these events in play at one time. The effects of these cards are cumulative.
This word is a way one personnel or equipment card refers to other personnel and equipment cards.
Some cards have game text allowing you to begin combat between personnel. For you to do so, you must have any number of personnel present with any number of an opponent's personnel. The combat involves all of your unstopped personnel there, and all personnel there commanded by that opponent. If more than one opponent has personnel present, you choose which opponent to involve.
You cannot begin combat at a headquarters mission.
Often, a card will require a certain skill or characteristic to begin the combat.
For example: Destroy this event to begin a combat involving your personnel. You must have at least one personnel involved in the combat.
Total the Strength of all your personnel involved in the combat. Your opponent does the same for his or her personnel. Compare totals. The player with the higher total is the winner. If the totals are tied, there is no winner.
The card allowing you to begin combat also describes an effect you may use if you win the combat. Apart from this game text (or that of another card with a combatrelated effect), there are no other effects caused by winning or losing the combat.
When combat ends, all your personnel who were involved are stopped. (Your opponent's personnel are not stopped.)
Some cards have game text allowing you to begin an engagement between ships.
For you to do so, you must have a ship at the same mission as an opponent's ship. The engagement involves one of your ships (which must be staffed), and one opponent's ship of your choice (which may or may not be staffed). If more than one opponent has a ship at that mission, you choose which opponent to involve.
You cannot begin an engagement at a headquarters mission.
Often, a card will require a certain skill or characteristic to begin the engagement. For example: Destroy this event to begin an engagement involving your Treachery personnel. You must have at least one personnel who has Treachery aboard a ship involved in the engagement.
Some cards allow additional ships to join an engagement. For example: When an engagement involving your ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement. When that ship joins the engagement, you will have two ships to your opponent's one. Each player may use different cards to add any number of ships to an engagement. Only staffed ships may join an engagement.
Total the Weapons of all your ships involved in the engagement. Your opponent totals the Shields of all his or her ships. Compare totals. The player with the higher total is the winner. If the totals are tied, there is no winner.
The card allowing you to begin the engagement also describes an effect you may use if you win the engagement. Apart from this game text (or that of another card with an engagement-related effect), there are no other effects caused by winning or losing the engagement.
When an engagement ends, all your ships and all your personnel that were involved are are stopped. (Your opponent's ships and personnel are not stopped.)
Some cards (most often, events that cause engagements and dilemmas) instruct you to place them on an opponent's ship, then use the word Damage before describing the effects they have on that ship. Once a card is placed on a ship in this way, any game text other than the damage effect is ignored.
Each ship can carry only two damage cards. When a third damage card is placed on a ship, that ship is destroyed, and all cards on that ship are placed in their owners' discard piles. Exception: Any dilemma is returned to the bottom of its owner's dilemma pile instead.
You may remove damage by taking a ship to a headquarters mission where you would be allowed to play that ship. At the end of each of your turns, you may remove one damage card from each such ship.
You are allowed to play a D’deridex at Romulus (Romulus allows you to play cards there). At the end of your turn, if a D'deridex with two damage cards on it was at Romulus, you could remove one of those damage cards.
You cannot use game text to remove damage cards unless that text specifically refers to damage cards. Destroy an event. Lose 5 points. This game text cannot remove a damage card that happens to be an event.
Some cards allow you to take personnel belonging to your opponent and place them in your brig. Your brig is a part of the play area (like your core). A personnel in a brig is called a captive.
When your personnel is a captive, you cannot use any of its game text, attributes, icons, or other characteristics. You may take no actions involving that captive. For example, you cannot play a card requiring that you command a Leadership personnel if your only Leadership personnel is a captive.
If your unique personnel is a captive, you cannot command another copy of that personnel.
When a card uses the phrase "your captive" or "you have a captive," this refers to an opponent's personnel in your brig, not to your personnel in an opponent's brig.
You do not command a personnel in your brig. For example, you may play Gowron when you have a Gowron from each of two other players in your brig.