TIMING -- This has been a sticky situation for some time that has never
been fully clarified. Page 16 of the rulebook says that Interrupt cards
can literally be played at any time. This is true, but they will not
necessarily resolve instantly. The general rule is:
"An action cannot be interrupted unless a card specifically allows it.
Interrupts are resolved first in, first out, and "between" individual
actions. They do not alter the previous action unless the card
specifically says so."
Examples of "actions" are: moving a ship (the entire movement, not the
individual movements from location to location); resolving a dilemma
(from the moment you look at it until it has been completely resolved --
for more, see "Dilemmas", below); battling (from the moment the battle is
initiated until damage or death is resolved); and beaming.
So, you *cannot* use a card to interrupt your opponent while he is moving,
beaming, or encountering a dilemma. Similarly, you can't use cards to do
the same to your own ship or Away Team. The only exceptions to this are
interrupts which cancel cards (such as @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"}, Kevin Uxbridge and
Q2) or when the interrupt itself specifically says that it can be played
during an action (such as Hugh or Eyes in the Dark).
If you encounter a Borg Ship dilemma, you cannot play Temporal Rift on
your own ship to avoid the attack. You cannot use
Emergency Transporter Armbands to avoid a dilemma (except Firestorm).
You can't play Loss of Orbital Stability on a ship moving past a planet
location.
The reason for this confusion is mainly because of the statement on
page 16. Also, many ST:CCG players come over from Magic, where "last in,
first out" is the rule for instant spells. "Last in, first out" is not
how Interrupts are handled in Star Trek, unless the Interrupt says that
it interrupts the current action.
Here are some examples of Interrupts you can play during an opponent's
action:
- You can play Hail on a ship passing one of your ships. The card "Hail"
says that you can.
- You can play Barclay Transporter Phobia as your opponent is attempting
to beam, even if he's trying to do it during a dilemma (such as
Punishment Zone or Portal Guard). Again, the card specifically says
that you can play it during beaming.
- You can use Howard Heirloom Candle when your opponent encounters an
Anaphasic Organism. Because the card affects the dilemma, it must be
played when the dilemma is encountered.
The above cards all state that they can "break the rules" when it comes
to using them during an action. Howard Heirloom Candle does not
specifically state this, but the card would be useless if you couldn't
use it to react to your opponent's discovering of an Anaphasic Organism.
Similarly, cards like @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} and Q2 would be useless if you
couldn't use them to "respond." Also, Kevin Uxbridge can be used to
"counter" an Event that is immediately played and discarded (such as
Kivas Fajo); this is errata on the card, and it should be read to say
that it "nullifies" any Event. Except for special cards like these, you
cannot alter or change the result of any action, yours or your opponent's!
Note that playing an interrupt is an action by itself, which can itself
be interrupted regardless of the "framing action."
Example: You are moving a ship past an opponent's ship. He plays a Hail
card on the ships, which can be played during movement. You want to
counter this Hail with an @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA}. Can you? @{"Amanda" link "STCCG:interrupts.guide/AMANDA"} doesn't say
she can be played during movement. However, at this moment, we are not
resolving movement. Right now, the only action that matters is the
interrupt (Hail) that has just been played. So, the question is, can
you play @{"Amanda" link "STCCG:interrupts.guide/AMANDA"} in response to another interrupt? The answer is yes.
Another example: Suppose that, instead of @{"Amanda" link "STCCG:interrupts.guide/AMANDA"}, you wanted to play
"Warp Engine Overload," a fictional Interrupt that says "Play on any
ship, even if it is moving. That ship is immediately destroyed."
(Why would you want to blow up your own ship? I don't know!) Can you?
He has just played a Hail, so the only thing that is resolving at this
time is that Hail. Although it can be played during movement,
Warp Engine Overload doesn't say that it can be played in response
to an interrupt (the action in progress) or that it cancels any interrupt.
At this time, we ignore the fact that the ship is moving, since the only
action we are resolving is the Hail interrupt. So, the two interrupts
go in first in, first out order: he Hails you, and then your Warp Engine
Overload destroys your ship.
@{b}Q:@{ub} @{i}CHAINS OF INTERRUPTS -- How do "chains" of Interrupts work when played
in sequence? For example, my opponent is about to send down an away team.
I stop them (essentially) by interrupting with Rogue Borg. This starts
a chain -- He plays Hugh to counter Rogue Borg. I play @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} to
nullify Hugh. Can he now play another Hugh to counter my Rogue Borg again?
Can he also play another @{"Amanda" link "STCCG:interrupts.guide/AMANDA"} to counter Rogue Borg (again.)?@{ui}
@{b}A:@{ub} When Interrupts that affect other Interrupts are played, players can
get caught up in an "interrupt battle" or "chain", as in the example
of this question. Such chains could be very long. For instance: You
play a Rogue Borg on me. I play Hugh to nullify it. Result ... so far,
Rogue Borg are nullified. You play @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} to nullify Hugh....
Rogue Borg are active again. I play Q2 to nullify your @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"}...
Rogue Borg nullified. You play another @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} to nullify my Q2...
Rogue Borg active. I have no more Q2s. The result of the chain --
the Rogue Borg remains active and will have their effect, unless I
have some other cards up my sleeve that may nullify it. If it is still
active after I've exhausted all my possible nullifiers, then it gets
through.
@{b}Q:@{ub} @{i}INTERRUPTING "ACTIONS" IN PROGRESS -- Can Interrupts be played
"during" an action of the opponent (i.e., after he starts doing
something and before he finishes)? For example, I am about to beam
up personnel to my empty ship. As I do this, my opponent tries to
"interrupt" my beaming by playing a Ship Seizure card. He claims this
will tow away the ship to which I am beaming so that my Personnel will
beam into space. Can Interrupts "interrupt" an action in progress like
that?@{ui}
@{b}A:@{ub} Interrupting an "action in progress" is normally not possible. Actions
in the game are normally disctinct and happen in sequence. Interrupts
allow you to literally stop the normal sequential flow and "insert"
something special. But it doesn't mean inserting this interrupt "into
the middle" of the previous action in the game. Thus, in the example,
the personnel are beamed to the ship before the Ship Seizure could
take effect. However, there can be cards that interrupt an action as
it is happening if the card itself says so. In the example, if instead
of playing the Ship Seizure he had played some sort of card that can
be played "during" transport (such as Barclay's Transporter Phobia),
there would have been a different effect.
@{b}Q:@{ub} @{i}TIME TO RESPOND -- Do I have to give my opponent time to read and/or
react to an interrupt, in case he/she wants to cancel it? For example,
can I play a Neural Servo Device on his ship and immediately play an
Auto-Destruct Sequence on that ship before he gets a chance to Uxbridge
the Neural Servo Device?@{ui}
@{b}A:@{ub} Each card play is an individual action, and either player can perform
actions (such as playing an Interrupt) between those actions. Also,
common courtesy says that he/she gets a reasonable time to decide on
such things (especially for inexperienced players who might need to
read the interrupt card to see what it does before deciding whether
to react), otherwise people would lay down a slew of Interrupts all
together, causing unnecessary confusion. Give the opponent at least
a little time to speak up, enough time to understand each step in
your combination and to blurt out a "wait!" to stop you if he can.
@{b}Q:@{ub} @{i}ANTI-TIME ANOMALY -- It will kill all Personnel on table.
1) Does this include Rogue Borg?
2) would it include Personnel in your hand which are "on the
table" due to an Alien Probe card being in play?@{ui}
@{b}A:@{ub} 1) No. Only Personnel cards.
2) No. "on the table" here means "in play on the table." It
doesn't include Personnel in the draw pile or discard pile
just because these are laying on the table, or hand cards that
happen to be on the table, etc.
@{b}Q:@{ub} @{i}ATMOSPHERIC IONIZATION -- It says, "Plays crosswise on any planet
location. Maximum of three personnel per turn can be beamed up
or down at this location." Does this mean 3 limit at any one time,
or for the entire turn? Does it refer to 3 up and 3 down, or 3
total?@{ui}
@{b}A:@{ub} It means, up to 3 people can beam once, up or down, every turn
(i.e. 2 down and 1 up or any such combination).
@{b}Q:@{ub} @{i}BARYON BUILDUP -- If I play enough on a ship to reduce its Range
to zero, what happens? Is it destroyed?@{ui}
@{b}A:@{ub} No, it just has a Range of zero ("Warp engines are offline.
Impulse engines are offline. All I can give you is thrusters").
It is not "stopped" (see definition of "Stopped", above), it just
cannot move. Your opponent has two choices. Either bring another
ship over to evacuate the Baryon-ed ship. Or play some
Kevin Uxbridges (or one Kevin Uxbridge: Convergence) to nullify
some of the Baryon Buildups.
@{b}Q:@{ub} @{i}CAPTAIN'S LOG: DETERMINING ELIGIBILITY -- How do you determine
if a ship receives Captain's Log benefits? Do you have to go by
the ship card lore alone? Can you go by the lore on the personnel
card, or personal knowledge?@{ui}
@{b}A:@{ub} You must strictly follow the rule listed on the C.Log card, which
says that a ship gets C.Log benefits if any of "...your personnel
are aboard a ship he or she 'captained' or 'commanded' (as
referenced on ship card lore)..." This strict definition makes
it reasonably easy to determine this benefit, whereas Personnel
lore or personal knowledge are too murky and debatable. Here is
a list of all the Ships currently in the game, and with whom they
can get C.Log benefits:
SHIP LIST FOR "CAPTAIN'S LOG" BENEFITS (* Means see note below.)
Enterprise -- None (*-1)
Yamato -- Donald Varley (*-3)
Phoenix -- Benjamin Maxwell
Sutherland -- Data
Hood -- Robert DeSoto (*-3)
Enterprise-C -- Rachel Garrett
Future Enterprise -- Admiral Riker (*-3)
Bortas -- None (*-2)
Pagh -- Kargan
Hegh'ta -- Kurn
Haakona -- Taris (*-3)
Devoras -- Admiral Mendak
Khazara -- Commander Toreth (*-4)
Decius -- Tomalak (*-7)
@{"Mercenary Ship" link MERSHIP} -- @{"Baran" link BARAN} (*-5)
Gomtuu -- Tam Elbrun
@{"Tama" link TAMA} -- @{"Dathon" link DATHON} (*-6)
Notes:
(*-1) See the question below about why Picard is not listed.
(*-2) Bortas says it was "Gowron's flagship..." but the ruling
is that this is too different from the main criteria for
C.Log benefits.
(*-3) Subcommander Taris, Robert DeSoto, Donald Varley, and
Admiral Riker are not yet in the game, but will be.
(*-4) "Commander Toreth's warbird" is deemed to be "close enough"
to the main criteria for C.Log benefits, although it is a
stretch.
(*-5) @{"Mercenary Ship" link MERSHIP} is unusual because it is the only "universal"
ship with a named captain. The ruling is that if more than
one such ship is in play, @{"Baran" link BARAN} gives the C.Log benefit to
the one he is aboard.
(*-6) "@{"Dathon" link DATHON}, speaking first." as indicated in the A.U. Rule Notes,
is Tamarian for "commanded by @{"Dathon" link DATHON}."
(*-7) Tomalak's eligibility is also a bit confusing -- see the
question below.
@{b}Q:@{ub} @{i}OTHER CAPTAIN'S LOG QUESTIONS --
1) Why doesn't the Enterprise get C.Log benefits when
Jean Luc Picard is aboard? Everyone knows he was the captain!
2) If Captain's Log is in play, can I have several ships receiving
this benefit at the same time?
3) C.Log benefits provide SHIELDS +3 and WEAPONS +3 for the ship.
How does this apply to Gomtuu's unusual weapon?
4) The Decius says it was "Commanded by Tomalak". Which Tomalak
does this refer to?@{ui}
@{b}A:@{ub} 1) There are many reasons we chose this method, even though we
knew some fans might object. First, we all know that Picard
commanded the Enterprise, but at various times so did Geordi,
Beverly, Data, Riker, Deanna, and Captain Jellico!
Perhaps most importantly, The U.S.S. Enterprise D to some extent
already has C.Log benefits "built-in" to it. This is the
justification for why its numbers are slightly higher than
other Galaxy-class ships, which theoretically should be very
similar to each other. The higher numbers reflect the
excellence of the Enterprise crew and the leadership of Picard,
and these benefits come automatically without the need for
having the C.Log card in play. Also, we wanted people to "bring
together" ship and captain combinations they wouldn't normally
play with, like Data on the Sutherland, Maxwell on the Phoenix,
etc. Chances are, if you have Picard and the Enterprise in your
deck, you're going to get them together anyway! For all these
reasons, we defined the card the way we did.
By the way, note that the U.S.S. Sutherland and the
U.S.S. Phoenix both get C.Log benefits, which is their
advantage over the U.S.S. Nebula (all the same class). There
is one other edge we wanted to give those ships which did not
make it into AU, but will eventually.
2) Yes. Each one with the "correct" captain aboard gets the
benefit.
3) See "Gomtuu" under "Ships -- Non-Aligned".
4) It refers to the original "Tomalak" from the initial set, not
the "Commander Tomalak" from the AU set. This is an example of
the "Colon Rule". Because the Decius only refers to "Tomalak,"
we have to only allow the basic Tomalak to captain the ship.
@{b}Q:@{ub} @{i}DISTORTION FIELDS -- Can I play two Distortion Fields on a planet,
rendering it impenetrable?@{ui}
@{b}A;@{ub} Yes, if you time it right.
@{b}Q:@{ub} @{i}ENGAGE SHUTTLE OPERATIONS --
1) What's the point of Engage Shuttle Operations? Is it just to
get around obstacles to beaming?
2) When landing shuttles, what is meant by "using their full
Range"?
3) Is a Runabout considered a shuttle for this purpose? It says
so on the Rules Sheet!
4) Can a shuttle "parked" on a planet be affected by
Loss of Orbital Stability?@{ui}
@{b}A:@{ub} 1) Engage Shuttle Operations can do several things for you:
a) A shuttle can be an escape craft. If you know your ship will
be destroyed at the end of your turn, you can load everybody
onto a shuttle and leave the ship. This wouldn't work during
a battle or dilemma, only when you would logically have
plenty of time to react.
b) Shuttles can be "ferries" to extend your RANGE temporarily,
or (for example) to transport Picard past the Q-Net to an-
other ship which doesn't have 2 Diplomacy.
c) Shuttles can fly down to planets, bypassing
Atmospheric Ionization, Distortion Fields, and
Particle Scattering Fields, etc.
2) The shuttle requires the full range to land -- that is, it must
begin the landing attempt with all of its range intact, and
when it lands on the planet its range is gone. This means it
can't move anymore, just like any ship that uses up its range.
The personnel aboard can disembark and go about their business
on the planet, as if they had beamed down. The shuttle uses its
entire range again when it goes back into orbit.
3) This is an error on the AU rules sheets. Runabouts are not
considered shuttles, so the only two cards presently affected
are the Type VI Shuttlecraft and the @{"Yridian Shuttle" link YRIDIAN}. Although
Runabouts *do* fit on Galaxy-class ships, they are found there
only on very special occasions. In any case, we did not want the
Runabouts to get this benefit for reasons of gameplay mechanics.
4) It makes sense that the shuttle would be immune to
"Loss of Orbital Stability" if it is located on a planet.
@{b}Q:@{ub} @{i}GAPS IN NORMAL SPACE --
1) Does it create a new spaceline location?
2) Can you place more than one "Gaps in Normal Space" card between
the same two missions (creating a mega-gap of 8, 12, 16, etc)?
3) Is the gap created by "Gaps In Normal Space" considered to be
Planetary, Space, or neither?
4) If the Gaps card is destroyed by Kevin Uxbridge, what happens
to the gap and what happens to any other cards that might have
been located at that gap?@{ui}
@{b}A:@{ub} 1) Essentially, yes. You place it between one of the spaceline
locations, where it creates a new location with a span of 4
across it. Anything stopping there gets a crewmember killed,
so you have to "fly over" it. It can be destroyed by
Kevin Uxbridge: Convergence.
2) No. The card specifically says between "two mission cards", not
"between a mission card and another Gap card". The intention is
that mega-gaps aren't allowed, otherwise someone could
stock 20 of them in a deck and make the spaceline impassable.
3) Gaps in Normal Space "creates a gap with a span of 4" where it
is placed. It is considered to be a "space" location on the
spaceline. As the card says, ships can stop there (but one
personnel will be killed if they do). Ships can also battle
there, and any Events which are normally played on space
locations can be played there, combining the effects of the
two cards. i.e., a Tetryon Field played on the Gaps would
cause a player to stop there (if they have no Navigation),
which in turn would have one personnel aboard killed by the
Gaps. So, Yes, you can play Events onto the Gaps' location
and get the combined effects.
4) When destroyed by Kevin, the Gaps in Normal Space card is
discarded, and the "gap" in the spaceline is closed up. If
there were any other Event cards played on the Gaps, like a
Tetryon Field, than these Events disappear with the Gaps. If
there were any ships located there, including Escape Pods,
Borg Ships, and other such things (which are not an integral
part of the surrounding space but "just passing through", so
to speak), these are not destroyed along with the Gaps.
Instead, we can assume that Kevin Uxbridge, being a personable
fellow, would slide them to safety. The player who played
Kevin would chose to which neighboring spaceline location these
ships would be relocated.
Here is a fun house rule: in this situation, if the ship in
question was a @{"Husnock ship" link HUSNOCK}, Kevin would not save it, but
allow it to be destroyed instead!
@{b}Q:@{ub} @{i}GENETRONIC REPLICATOR --
1) Is the benefit of the Replicator applied before or after the
results of the Dilemma? For example, will the Replicator
prevent any Away Team member from dying as long as that Away
Team consisted of at least 2 MEDICAL *before* the dilemma, or
will it be effective only if there are 2 MEDICAL present *after*
the randomly chosen Away Team member is determined (for
potential death)?
2) Does the Genetronic Replicator work for the crew of a ship?
3) Does it help against Barclay's Protomorphosis Disease?
4) If an Away Team has 3 MEDICAL Personnel in it, will the
Replicator be sufficient to prevent *any* Away Team members'
deaths?@{ui}
@{b}A:@{ub} The Genetronic Replicator says, "Plays on table. Prevents any of
your Away Team members from being killed if 2 MEDICAL present."
1) This refers to having two *unaffected* MEDICAL present at the
time of the Dilemma's effect, not bringing them there later.
If you're being wiped out by a disease or shot by an Archer,
you can't effectively operate on yourself!
2) It applies only to Away Teams
3) No, the Barclay's Protmorphosis Disease acts upon the entire
group, and thus the MEDICAL personnel would be affected too
4) An Away Team with 3 MEDICAL plus the G.Replicator is thus
fairly safe, since even if one of the Medical personnel is
attacked the other two can save it. But they would not be safe
from Dilemmas which act upon the entire Away Team or large
numbers of the Away Team members, etc. since you must have
two unaffected MEDICAL there.
@{b}Q:@{ub} @{i}GODDESS OF EMPATHY -- Can you Interrupt the Goddess of Empathy as
it is being played? i.e., Player A plays Goddess of Empathy, can
player B play his Interrupts as the Goddess is being played? Or
would B have had to declare Interrupt before the Goddess even hit
the table?)@{ui}
@{b}A:@{ub} No. This is another Timing issue (see "Timing," above). If you
wanted to play Interrupts, you would have to play them before
your opponent announces that he's playing the Goddess.
@{b}Q:@{ub} @{i}INTERROGATION --
1) How does the sequence of scoring points through Interrogation
work?
2) Can you Interrogate multiple captured personnel using the same
Interrogation card? Or does each captive require a separate
Interrogator?@{ui}
@{b}A:@{ub} 1) First of all, when undergoing Interrogation, we suggest that you
ham it up a bit. When asked, "How many lights are there?", yell
out like Picard, "There are FOUR lights!!!!" and let the tears
stream down your face in stiff-lipped defiance!
The way the scoring works is simple. If the opponent says there
are "five" lights, it means he gives in to the interrogation.
You add 10 points to your score, and return the personnel. If
the opponent says something besides "five" (we recommend saying
"four", as in the episode, but any other reply gets the same
result), it means the personnel is bravely resisting for another
turn, and you add one point to your score.
In either case, these scores are permanently yours. For example,
in the following sequence the eventual score of a "10" does not
wipe-out previous "1" scores earned.
Turn 1: Answer "Four" -- points scored: 1
Turn 2: Answer "Four" -- points scored: 2
Turn 3: Answer "Four" -- points scored: 3
Turn 4: Answer "Four" -- points scored: 4
Turn 5: Answer "Five" -- points scored: 10, and personnel
returned to outpost
Total points for interrogator: 14.
If the Interrogated personnel is rescued (i.e., using
Rescue Captives or other such cards in the future), you still
keep the points you earned until that time.
2) You can Interrogate several captives at a time, but there must
be an Interrogation card played for each one.
@{b}Q:@{ub} @{i}INTRUDER FORCE FIELD -- If my opponent has this card in play, and
I play 3 Rogue Borg on his ship, do they attack him with a
Strength of 1 or 9?@{ui}
@{b}A:@{ub} They attack him with a Strength of 9. The assumption is that two
are captured, but the third released the first two from the
force field and they attack the crew together.
@{b}Q:@{ub} @{i}KIVAS FAJO -- The card says to "choose any player to immediately
draw 3 cards from the top of their deck". Does this mean you draw
3 cards from the top of someone else's deck, or you choose somebody,
who gets to draw 3 cards?@{ui}
@{b}A:@{ub} The person you choose (which can be yourself) draws three cards
from the top of their own deck.
@{b}Q:@{ub} @{i}LORE'S FINGERNAIL -- Why bother using Lore's Fingernail when a
treaty card would work just as well?@{ui}
@{b}A:@{ub} If you don't like it now, it will be more useful as time goes on
in the expansion sets. (Actually, there are some significant
differences between the two cards.) Remember that future cards
reference older cards, and that part of the ongoing design for
the game involves attempting as much as possible to make more
useful cards which turned out to be little-used.
@{b}Q:@{ub} @{i}LORE RETURNS --
1) How does the Lore Returns card affect the ability to try to
recapture a ship from the Rogue Borg?
2) Can I play a Lore Returns on my opponent's Rogue Borg after
they have taken over one of my ships and beam them all off so
I can have my ship back? Or for that matter have them attack
my opponent?@{ui}
@{b}A:@{ub} 1) When Lore Returns comes into play, he "comandeers" the ship
(page 32), making it more like a normal ship, under the control
of the player and able to move around and attack. It then is a
pirated ship and behaves like a normal ship. You normally can
not beam aboard an opponent's ship, so you could not beam aboard
a ship under Lore Returns.
2) No. The card says, "... *your* Rogue Borg..."
For more on Rogue Borg, see Rogue Borg under "Interrupts,"
below.
@{b}Q:@{ub} @{i}MASAKA TRANSFORMATIIONS -- What if I discover an Artifact, place
it in my hand, and then my opponent plays Masaka Transformation
on me? It goes to the bottom of my deck, and then what? When I
draw it again, can I use it?@{ui}
@{b}A:@{ub} Yes. See "Artifacts," above.
@{b}Q:@{ub} @{i}MOT'S ADVICE -- If I play Mot's Advice on Mot the Barber, does he
have Barbering x2?@{ui}
@{b}A:@{ub} Yes! You seem to think that is not significant!
@{b}Q:@{ub} @{i}PLASMA FIRE -- If it continues to damage a ship every turn, does
that mean it destroys a ship in 2 rounds or just keeps it in a
"damaged" state until SECURITY puts it out?@{ui}
@{b}A:@{ub} The ship gets damaged by the Plasma Fire at the end of each of your
turns, beginning at the end of your next turn. "Damage" here means
normal ship damage, like battle damage. Thus, normally if it is not
extinguished the ship is a goner in 2 turns. However, there is the
chance the player might be able to "repair" the ship, thus keeping
it alive longer, or bring the SECURITY in the meantime.
@{b}Q:@{ub} @{i}Q-NET -- Can a Q2 get rid of a Q net?@{ui}
@{b}A:@{ub} No. Q2 can only interfere with Q-related Dilemmas. Q-Net is an
Event.
@{b}Q:@{ub} @{i}RAISE THE STAKES -- When Raise the Stakes is brought in, it says
that opponent must immediately forfeit or agree that the eventual
winner choose a random card from the loser's 60 card deck. Does
this agreement hold even if the Raise the Stakes event is later
destroyed (by Kevin Uxbridge)?@{ui}
@{b}A:@{ub} No. Destroying it "lowers" the stakes.
@{b}Q:@{ub} @{i}RED ALERT -- After the Red Alert is in play, allowing you to play
as many Ship, Personnel, or Equipment as desired each turn, do
these cards count as your normal card play or can you also play,
say, an Event?@{ui}
@{b}A:@{ub} Once the Red Alert card is in play a group of cards played under a
Red Alert count as your normal card play during any turn. If you
want to play an Event, you can't play any Red Alert cards that turn
too. This also applies for the turn on which you play the Red Alert.
In other words, playing the Red Alert itself is your one card play
for that turn.
@{b}Q:@{ub} @{i}RES-Q (and PALOR TOFF) --
1) When using cards like Res-Q or Palor Toff to regenerate a card,
does the card go into your hand or into play?
2) Can Res-Q or Palor Toff regenerate a Dilemma card?
3) Can Res-Q or Palor Toff rescue a discarded artifact (say, the
@{"Betazoid Gift Box" link BGB})? If so, does it return to your hand, playable
on your next turn? Can you Res-Q the same Artifact repeatedly?
Also, artifacts can be intentionally mis-seeded during the seed
phase, in which case the rules say that such cards are
"discarded." In that case, such cards can be retrieved from
the discard pile into the players hand using Res-Q or Palor Toff.
Is this legal?@{ui}
@{b}A:@{ub} 1) The card goes into your hand.
2) Theoretically you can -- however at the present time there is
no way to use a Dilemma card in your hand, so there would be
no point to it. Dilemma cards are only used during the seed
phase. It is likely, however, that we will have a card in a
future expansion set that allows later use of Dilemmas.
3) Yes, it is legal -- sort of. As you can no doubt see, such a
combination is extremely powerful, and unless your opponent is
lucky enough to have a Countermanda handy, it can severely
unbalance the game.
Standard Tournament Rules (which most players abide by, even in
casual games) say that artifacts which are discarded (for any
reason, including mis-seeding) are instead placed out-of-play.
Therefore, they cannot be retrieved by Res-Q or Palor Toff. If
you are having problems with this situation, we suggest you
adopt Standard Tournament Rules as your House Rules.
@{b}Q:@{ub} @{i}RISHON UXBRIDGE -- Rishon says that she is "not cumulative," which
means that you couldn't put two of her on the same Event, right?
But could I put one Rishon on another?@{ui}
@{b}A:@{ub} No. Nice try, though ;)
@{b}Q:@{ub} @{i}SPACEDOCK -- Would a Spacedock allow me to repair ships at a
@{"Neutral Outpost" link NEOUT}?@{ui}
@{b}A:@{ub} Yes
@{b}Q:@{ub} @{i}STATIC WARP BUBBLE --
1) It says the player must discard a card. Could this include
discarding a card that is already in play on the table, or
does it refer only to cards in your hand?
2) What exact effect does the Traveler have on this card?@{ui}
@{b}A:@{ub} 1) Only to cards in your hand.
2) See "The Traveler: Transcendence", below.
@{b}Q:@{ub} @{i}SUPERNOVA --
1) If I have the @{"Tox Uthat" link TOX} out on the table, can my opponent play a
Supernova?
2) Page 32 of the rule book refers to there being cards which
"de-nova" a supernova to reinstate the mission underneath. There
may, of course, be cards in future expansions, but are there any
cards capable of doing this that are currently available? Can
Kevin Uxbridge?@{ui}
@{b}A:@{ub} 1) No. The Supernova card says, " *You* must have @{"Tox Uthat" link TOX} already
on table..."
2) No. No such cards are yet able to "de-nova" a Supernova. You
could play Kevin Uxbridge just as your opponent is playing the
Supernova to nullify it, but you couldn't nullify it after the
Supernova has had its effect.
@{b}Q:@{ub} @{i}TELEPATHIC ALIEN KIDNAPPERS--
1) Does the opponent have to show you the card you just guessed?
If yes, that gives me information about his cards so I can
guess more accurately next time.
2) When using this, it specifies a "type" of card. Is a "type" an
Event, Interrupt, Personnel, Ship or Equipment?
3) It says that its effects happen at the end of each turn. Does
this actually mean *each* turn, or each of your own turns?...
4) Are these cards cumulative? If you have two can you guess twice
each turn? If your opponent only has one card in his/her hand,
and I have 2 (or 3 or 4 etc.) telepathic alien kidnappers, what
does this mean?@{ui}
@{b}A:@{ub} 1) Yes. That's more like what telepathy does.
2) Yes, plus Outpost, Artifact, or Doorway.
3) Each of your own turns (see definition of "Turns", above).
4) Yes.
@{b}Q:@{ub} @{i}THE TRAVELLER: TRANSCENDENCE --
1) The Traveler: Transcendence says it nullifies Static Warp Bubbles. Do warp bubbles played after the Traveller have any effect, or are they also nullified?
2) Does the Traveler nullify all SWBs in play or just my
opponent's?
3) Does the Traveler cause my opponent to discard the SWB or
just make it ineffective until he can Kevin my Traveler?@{ui}
@{b}A:@{ub} 1) The Traveler says, "...while in play, nullifies
Static Warp Bubble." So, as long as it is in play
Static Warp Bubbles are nullified (discarded).
2) Just your opponent's -- the ones played by the opponent that
are affecting you.
3) Nullify = Discards.
@{b}Q:@{ub} @{i}TREATIES --
1) When a treaty is out, can personnel from one affiliation report
for duty in the other affiliation's outpost?
2) If a mixed crew under treaty is aboard a non-aligned ship and
the treaty is broken, what happens? Are all the personnel except
non-aligned put under house arrest?
3) If there was a treaty, could a Romulan outpost be used to repair
Klingon ships and counteract the REM sleep Dilemma?
4) If a mixed Klingon/Romulan crew (with a treaty) has both
Klingon and Romulan disruptor equipment cards aboard their
ship, do they each get +2 strength from their respective
disruptors, or does the whole crew get +4 because of the
treaty?
5) Under Treaty, must you have at least one crew of matching
affiliation aboard a ship to move it?@{ui}
@{b}A:@{ub} 1) Yes. The rules say, "When a treaty card is in play, the
personnel, ships, outposts, etc. can all be shared by the
players as if they were one affilition." Thus, they can share
the outpost.
2) Normally on a non-aligned ship you can have non-aligned personnel
and one affiliation of personnel, but you can't mix two
affiliations there without a treaty. The current interpretation
is that if there are mixed-affiliation personnel there (under
a treaty) and the treaty is broken, the minority affiliation
personnel are the ones put under house arrest. (See page 30,
Treaties) In the event of a tie, determine randomly.
3) Yes. Again, they can use the Outpost "as their own."
4) Yes.
5) No. The rules say, "When a treaty card is in play, the personnel,
ships, outposts, etc. can all be shared by the players as if
they were one affiliation." Thus, you don't have to have a
"host" aboard the ship. Remember, however, if the treaty gets
destroyed the non-matching affiliation personnel will go to
house arrest, and thus such a ship would be stranded with no
active crew. (You do, however, need at least one personnel of
matching affiliation to try a mission, as the rules state,
page 30).
@{b}Q:@{ub} @{i}WARTIME CONDITIONS --
1) Can I use this if my Fed ship is attacked by a non-aligned ship?
2) What if it is attacked by the opponent's Fed ship (under the
influence of an "Attack Authorization" order)? If I play it,
can all Fed ships attack all other Fed ships at will?
3) Must I play Wartime Conditions immediately after the attack, or
can I play it any time after my Fed ship was attacked?
4) Can I have more than one W. Conditions in play at the same time?
Say, one against the Klingons and one against the Romulans?@{ui}
@{b}A:@{ub} 1) Since "Wartime Conditions" card refers to declaring war
against "the attacking ship's affiliation", it will not work
against a non-aligned ship, which by definition does not have
its own affiliation (at least at this time).
2) Yes! One might rationalize this by considering an episode like
"The Wounded" where Picard was almost called upon to fire upon
Benjamin Maxwell and the Phoenix or that any number of alternate
realities could have resulted in a Federation Civil War!
3) You can play it any time after the attack, it doesn't have to
be played immediately after the attack. Sometimes it takes
those bureaucrats at Starfleet Headquarters awhile to make up
@{b}Q:@{ub} @{i}TIMING -- If my opponent plays card X or does activity Y, can I
respond with the Interrupt...@{ui}
@{b}A:@{ub} No! Unless a card is meant to be played as a response to an-
other action (such as @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} or Barclay Transporter Phobia
or Hail), you cannot play it while your opponent is in the middle
of doing something else (resolving a mission, moving a space ship,
beaming, etc). Interrupts are resolved in the order they are de-
clared. Of course, if your opponent is moving through is actions
too fast, you are entitled to ask him to "slow down," or even to
do his actions one step at a time, so that you can play Interrupts
in between. See Section 1.4, "Timing".
@{b}Q:@{ub} @{i}@{"AMANDA ROGERS" link "STCCG:interrupts.guide/AMANDA"} -- Can @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} be played against Wormholes?
Does she nullify both of them, or just one?@{ui}
@{b}A:@{ub} @{"Amanda" link "STCCG:interrupts.guide/AMANDA"} only works against the last Interrupt "just played." The
Wormhole cards are required to be played in a pair, but do come
onto the table in a definite order. So when using @{"Amanda" link "STCCG:interrupts.guide/AMANDA"} against
them, she nullifies the second Wormhole (the "Exit"). That end of
the Wormhole is discarded. At this point, the "Entrance" to the
wormhole is still trying to form, so to speak.
Two things can happen. If the Wormhole player has another Wormhole
card in hand, he can play it to re-form the two ends of the Wormhole
successfully. Otherwise, the entrance Wormhole "collapses" (fails to
form) and is also discarded, but the ship inside it can "escape" out
the way it came in.
Note: it is our intention with this ruling that if you are playing
a multiplayer game, one of your opponents can come to your rescue
and "reform" the exit of your Wormhole for you, if desired. Perhaps
some pleading or a small bribe would be in order.
@{b}Q:@{ub} @{i}ANTI-MATTER SPREAD --
1) Is it cumulative?
2) Does it affect all my opponent's ships or just one?
3) Could I use it *on behalf* of the Borg Ship, so that ships (my
opponent's, most likely) would have reduced firepower against it?@{ui}
@{b}A:@{ub} 1) No.
2) Yes. The cards says "opposing ships' WEAPONS -1...", which means
all of your opponent's ships.
3) I would say so. Those Borg learn quick. :)
@{b}Q:@{ub} @{i}ASTEROID SANCTUARY -- Can I use Asteroid Sanctuary to prevent the
Borg Ship from blowing me away when I uncover it? If yes, can I then
continue with that ship?@{ui}
@{b}A:@{ub} Yes, you can avoid the battle. You can't "come out" until the
Borg Ship has moved away, however, or the Borg will see you!
@{b}Q:@{ub} @{i}AUTO-DESTRUCT SEQUENCE -- Can this be used *during* a Ship Battle?
For example, Ship A attacks Ship B with enough weapons to destroy it
(direct hit). Owner of Ship B wants to go down fighting by playing
an Auto-Destruct to damage Ship A (since the ship will be destroyed
anyway).@{ui}
@{b}A:@{ub} Self-Destruct says it takes effect "at the end of the turn". This
means Ship B will be already destroyed before the Self Destruct could
take effect. As Sandy Wible (JediMaster) says, "The valiant but doomed
officers of the ship begin the Auto-Destruct countdown, only to be
blown to bits before the countdown is reached!"
@{b}Q:@{ub} @{i}BRAIN DRAIN -- How does Brain Drain "double"
Interphasic Plasma Creatures? Do I need 4 SCIENCE/2 Mindmeld, or does
it lower Strengths by 4?@{ui}
@{b}A:@{ub} It lowers Strengths by 4.
@{b}Q:@{ub} @{i}COUNTERMANDA --
1) What nullifies Countermanda, Q2 or @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"}?
2) How many Telepathic Alien Kidnappers does Countermanda nullify?
All on the table, all of the opponent's, or just one?
3) Countermanda says that it "suspends" Palor Toff or Res-Q. Does
this mean that after the three cards are removed, you can still
use Toff or Res-Q? If so, what if another Countermanda were played?@{ui}
@{b}A:@{ub} 1) By the "Colon Rule" explained on the insert sheet and in Section 1.3,
Countermanda is not an @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"} card. She is therefore not
nullified by Q2 and only nullified by @{"Amanda Rogers" link "STCCG:interrupts.guide/AMANDA"}.
2) Countermanda nullifies one TAK at a time.
3) Yes, you can still do the Palor Toff or Res-Q. You can't play
multiple Countermandas because the card states "If opponent just
played Res-Q or Palor Toff..." Once one Countermanda has been
played, the Palor Toff or Res-Q has not been "just played."
@{b}Q:@{ub} @{i}DEAD IN BED -- "Kills any one personnel currently in stasis." How do
you select which one if there is more than one to choose from (such
as if an entire ship is in stasis).@{ui}
@{b}A:@{ub} It is the player's choice, not random selection.