A NEW WAY TO PLAY!
INTRODUCTION
RULES SUMMARY
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 objectives they will attempt to complete.
Each time a player’s personnel attempt to complete an objective, they may face dilemmas – obstacles selected by an opponent. These dangerous twists must be overcome before the objective 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 or even destroyed by powerful and persistent attacks.
If you reach 100 points, and your personnel have completed objectives both on a planet and in space, you are the winner!
TYPES OF CARDS
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, four other types of cards are used in the game: locations, objectives, tactics, and dilemmas.
The following tells you more about each of the nine types of cards in the game.
PERSONNEL
A personnel has attributes (Integrity, Cunning, and Strength) and skills, used to help you overcome dilemmas and complete objectives. A personnel’s icons may indicate how he or she can be played or help you staff ships.
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Other Icons include:
command
staff
past
alternate
future
Deep Space Nine
Duras
Earth
Maquis
Qo’Nos
Terok Nor
The Next Generation
The Next Generation Movies
The Original Series
The Original Series Movies
Voyager
Alpha Quadrant
Gamma Quadrant
Delta Quadrant
SHIPS
A ship carries personnel and equipment to your locations. Its attributes (Range, Weapons, and Shields) determine how far it can move each turn, as well as its offensive and defensive capabilities.
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Other Icons include:
command
staff
past
alternate
future
Deep Space Nine
Duras
Earth
Maquis
Qo’Nos
Terok Nor
The Next Generation
The Next Generation Movies
The Original Series
The Original Series Movies
Voyager
Alpha Quadrant
Gamma Quadrant
Delta Quadrant
TACTIC
Tactic cards increase your offensive and/or defensive abilities during ship engagements, and double as damage markers, doling out penalties to enemies who cannot withstand your firepower.
EQUIPMENT
An equipment is a weapon, tricorder, or other kind of device. Equipment will typically enhance your personnel or ships.
EVENT
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 location.
INTERRUPT
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 cards explained so far, interrupts can sometimes be played during an opponent’s turn.
LOCATION
Each player has exactly five location cards, representing the places that personnel and ships travel to and from. Locations 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 locations. Planet locations and space locations are where you must complete objectives to score points. You must complete an objective at one of each to win the game. Headquarters locations are where your personnel and ships are played; from there they move out to the other locations.
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Location Type Icons include: Quadrant Icons include:
headquarters Alpha Quadrant
planet Gamma Quadrant
space Delta Quadrant
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If more than one player has played a copy of the same location, they are treated as separate locations. Cards at one copy of the location are not considered to be at any other copy of the location.
DILEMMA
A dilemma is a problem or obstacle an opponent’s personnel must face when attempting to complete an objective. Dilemmas are kept separate from your deck and objectives, in a dilemma pile containing only dilemma cards.
There are three types of dilemmas. Planet dilemmas and space dilemmas correspond to locations that have the same icon, and may be used only against personnel attempting that type of objective. Dual dilemmas may be used at planet locations or space locations.
Dilemma Icons include:
dual
planet
space
OBJECTIVE
Objectives represent tasks you must complete, usually for points or some other benefit. They also have requirements, which state what skills are needed to accomplish the objective, the type of location where it must be completed, and a point box specifying the number of points a player receives for completing the objective. If a player completes at least one planet location objective, one space location objective, and scores 100 points, that player wins the game.
SYSTEM
A system represents equipment that is installed on a ship. These enhancements can vary from ship to ship and make a seemingly average ship of a given class truly unique or outfit it for a specific purpose. These can only be deployed aboard or removed from a ship while at a headquarters. To deploy or remove a system, pay the cost of the card. Only one of each type of system can be deployed on a ship.
SETTING UP THE GAME
BUILDING A DECK
The STAR TREK Customizable Card Game universe truly expands when you customize your deck using cards from your collection.
Each player brings to the game at least 60 cards:
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5 different locations, (including at least 2 non-headquarters locations)
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a dilemma pile of at least 20 dilemmas, and
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a main deck of at least 35 cards.
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a tactic pile of at least 15 tactics
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an objective pile of at least 10 objectives
You may use no more than three copies of each card title (ignoring subtitles). For example: 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.
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GETTING READY TO PLAY
Take all five of your location 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. Locations must be grouped by quadrant. Each player’s locations are placed back-to-back. If you are playing any time locations, they must be grouped together in their normal quadrants. Shuffle your dilemma pile and objective and tactic side decks and place them off to your left. Shuffle your deck and place it off to your right.
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Draw a number of objectives equal to the number of non-headquarters location you have in play. These are your active objectives.
Determine randomly who goes first. Draw seven cards from your deck to form your opening hand. Make sure to remember who takes the first turn, as it may be important later in the game.
PLAYING THE GAME
Each player, going clockwise around the table, takes a turn comprised of the following sequence of turn segments.
1. Play and Draw Cards
2. Execute Orders
3. Discard Excess Cards
When one player finishes his or her turn, the next player in clockwise rotation (to the left) takes a turn, and so on.
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TURN SEQUENCE
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.
1. PLAY AND DRAW CARDS
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. These counters can be spent on any combination of playing and drawing cards in any order, so long as you do not spend more than seven counters per turn. You may spend as many counters as you wish on your turn however unspent counters do not carry over to your next turn.
DRAWING CARDS
You may pay one counter to draw a card from your draw deck. You may draw multiple cards each turn.
If you do not have an active objective, you must draw one from your objective side deck. This does not cost any counters.
PAYING COSTS
Each time you play a card, you subtract its cost from your 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.
Some cards might have an additional cost to play in their game text. Such costs will always precede the word “to”. You cannot play these cards unless you pay all their costs. If the cost is losing points, you must have points to lose to pay this cost and play the card.
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Some cards will use the words “when” or “while” to restrict when that card can be played. “When” means that the card can only be played in response to the indicated trigger. “While” means that the card can only be played as long as the trigger is true.
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IN PLAY/NOT IN PLAY
Once a player successfully plays a card, it is “in play.” Cards in any player’s draw deck, hand, discard pile, dilemma pile, side decks, and cards removed from the game are not “in play”. Cards placed directly from one of these locations on an event or dilemma are not in play unless specified. Cards that are not in play may not be affected by game text unless that game text specifically permits it to affect cards that are not in play.
SHOWING YOUR CARDS
Whenever a card enters play for any reason, all opponents may examine it. Personnel and equipment, after being shown when entering play, are then concealed (placed face down). Whenever you use a personnel’s or equipment’s game text, attributes, icons, or other characteristic, or when an opponent’s game text will affect your personnel or equipment in a non-random manner, that opponent may examine only the relevant portion of that 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.
Your other cards in play may be examined by anyone at any time, regardless of their location.
Your opponents may not examine cards in your hand or deck unless specifically permitted by a card.
PLAYING SPECIFIC KINDS OF CARDS
Personnel, Ships, and Equipment are played at a headquarters location if that location’s game text allows those cards to be played there. Place personnel and equipment cards in a single stack on the location at which they are played. Place each ship by itself in line with the location at which it is played.
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System cards are played on your ship at a Headquarters location. You may install or uninstall a system on that ship by paying its cost each time. You may only have one of each type of system on a ship at a time as indicated in the card’s game text (propulsion, weapons, power, auxiliary).
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A card's native quadrant is indicated by an icon on its right side. Cards that are native to the Delta Quadrant have the icon, cards native to the Gamma Quadrant have the icon, and cards native to the Alpha Quadrant (the majority of cards in the game) have the icon. When reporting for duty, both the card reporting and the headquarters it reports to must be in their native quadrants.
Equipment cards have no native quadrant and may report to any quadrant.
Events are usually played either in a part of your play area, called your core, or on another card, as indicated in the game text of that event card. Sometimes they are not played anywhere but have an effect and are then destroyed.
Interrupts are simply revealed to all players, then destroyed after you follow their instructions. Unlike other cards, interrupts are not all played during this segment of your turn. Interrupts will indicate when they can be used by using the word “when” (meaning the interrupt can only be played when the indicated trigger occurs), the word “while” (meaning the interrupt can be played any time the indicated condition is true), or the word “Order -”, which means they can only be used during the second part of your turn, the EXECUTE ORDERS segment.
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2. EXECUTE ORDERS
During this segment of your turn, you make use of cards you have already played. The different Orders you can give your cards are:
• Order – Beam personnel.
• Order – Move your ship.
• Order – Attempt an objective.
• Order – Initiate combat/engagement.
• Order actions on cards.
GENERAL RULES ON EXECUTING ORDERS
You may use the same cards to execute multiple orders during a turn. There is no limit to the number of orders you can execute during this segment of your turn or to the number of times you can execute an individual order. You may execute orders in any sequence you choose. For example: You can beam personnel, move a ship, beam personnel, attempt an objective, beam personnel, move a ship, and again attempt an objective in the same 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.
ORDER – BEAM PERSONNEL
This order allows you to move around your personnel and equipment at a location. To execute this order, you must command a ship at that same location. Choose any number of your unstopped personnel and equipment at that location and move them in one of the following three ways.
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From a planet or headquarters location up to one of your unstopped ships. Take the cards from their stack on top of the location and place them “aboard” the ship, directly beneath the ship card (in any order).
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From your unstopped ship down to a planet or headquarters location. Take the cards from their stack beneath your ship and place them crosswise on top of the location (as though you had played them there).
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Between two of your unstopped ships. Take the cards from their stack beneath one of your ships, and place them beneath one of your other ships at the same location.
You cannot beam aboard an opponent’s ship, but you may beam down to any planet or headquarters location, regardless of who played the location. Beaming cannot be used to move from one location to another location.
ORDER – MOVE A SHIP
This order allows you to move your ship from one location to another. The following conditions must be met for you to execute this order:
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The ship must be staffed. A ship is staffed when both the following conditions are met:
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All the icons in the ship’s staffing requirements can be found among your unstopped personnel of matching affiliation aboard that ship. Each personnel can contribute only one staffing requirements icon. A personnel with a icon can instead provide a icon, but not the other way around.
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You have your unstopped personnel of the ship’s affiliation aboard that ship.
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For example: 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).
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The ship must have adequate range remaining. Add the span numbers of the location from which the ship is moving and the location to which the ship is moving. If the two locations have different quadrant icons, you must be able to move between them by use of the game text on one of them or by another card. If the two locations have the same “Region: X” keyword, subtract two. The ship’s remaining range must be equal to or greater than this total.
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 locations you move to and from, subtracting them from the ship’s remaining Range each turn.
For example: moving from Earth (span 2) to Khitomer (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 Khitomer again, but not the span of the location 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.
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ORDER – ATTEMPT AN OBJECTIVE
This order allows your personnel at one of your planet or space locations to attempt to complete your active objective. If successful, you will score points and come closer to winning the game.
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A planet objective is attempted by all of your unstopped personnel on that planet.
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A space objective is attempted by all of your unstopped personnel aboard your choice of your unstopped ships at that location.
Your personnel may attempt only your own objectives, not an opponent’s. Sometimes, locations use keywords to indicate special attributes of that location. If an objective indicates that it must be attempted at a location with that keyword, they must match. Game text may also list requirements to attempt an objective there. These are additional requirements which must be met before making the attempt. Once you begin an objective attempt, you cannot “abort” that attempt. An objective attempt has two parts: facing dilemmas and checking requirements.
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FACING DILEMMAS
When your personnel begin an objective attempt, count them and reveal the total. If you attempt an objective where there are overcome dilemmas underneath it, the number of those dilemmas is subtracted from that total first.
The player on your left sets his or her hand aside, then draws that number of cards from his or her dilemma pile. That number is also the total cost in dilemmas your opponent can spend on dilemmas.
For example: If you attempt an objective with eight personnel where there are three dilemmas already overcome beneath the objective, your opponent draws only five dilemmas during the attempt, and 5 is the total cost your opponent can spend on dilemmas.
That opponent examines those dilemmas and chooses which ones your personnel must face during the objective attempt. 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. This is his or her dilemma stack. Your opponent then reveals the top card of his or her dilemma stack to you. You must read and follow the instructions on the dilemma. You must read and follow
the instructions on the dilemma.
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A dilemma will typically have a negative effect on your personnel attempting the objective, 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 objective attempt.
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Sometimes a dilemma will tell you to place it in a 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 objective you are attempting. Your opponent then reveals the next dilemma in the stack he or she created.
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As you continue through your opponent’s dilemmas, some of your personnel may be killed or stopped. Remove stopped personnel from the objective attempt; they are not subject to the effects of any further dilemmas, nor can you use them to help overcome more dilemmas.
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If all the personnel you have attempting an objective are killed, stopped, or otherwise removed from the objective attempt, your personnel do not face any remaining dilemmas in your opponent’s dilemma stack. Instead, those remaining dilemmas are overcome.
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If your opponent reveals more than one copy of the same dilemma in an objective attempt, your personnel do not face that dilemma and it is overcome. If your opponent reveals a space dilemma while your personnel are attempting an objective at a planet location (or a planet dilemma while your personnel are attempting an objective at a space location), your personnel do not face that dilemma and it is overcome. If your opponent reveals a dilemma that would make the total cost of dilemmas greater than the total cost your opponent can spend on dilemmas, you do not face that dilemma and it is overcome, along with any remaining dilemmas (regardless of their cost).
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CHECKING OBJECTIVE REQUIREMENTS
An objective’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 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.
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If your personnel have all the required skills, and their attribute total is higher than the specified total, you have successfully completed the objective. Pull it in a pile to the right of your core. Add its points to your score. Any dilemmas that have been overcome there remain beneath that location. You cannot attempt the objective again for the rest of the game.
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If you cannot meet the objective’s requirements, your objective attempt has failed, and all your remaining personnel in that objective attempt are stopped. You can try again later to attempt that objective on this turn or following turns, either with different personnel, or with the same personnel if they become unstopped.
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ORDER – INITIATE COMBAT/ENGAGEMENT
Your personnel may attack any opposing personnel present with them on the same planet or ship. This is referred to as "combat"
Your ships may attack your opponent's ships at the same location. This is referred to as an "engagement”.
COMBAT
To initiate combat, 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 location.
Sometimes, 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 may also describe an effect you may use if you win the combat. Apart from this game text (or that of another card with a combat-related effect), there are no other effects caused by winning or losing the combat.
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When combat ends, all your personnel who were involved are stopped. (Your opponent’s personnel are not stopped.)
ENGAGEMENTS
For you to initiate an engagement, you must have a ship at the same location 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 location, you choose which opponent to involve.
You cannot begin an engagement at a headquarters location.
Sometimes, 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 location, 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.
Each player may draw one or two tactic cards from the top of that side deck. (Players may look at each tactic before deciding whether to draw the next.) A player who has thus drawn may decide to play one (and only one) tactic card face down on the table. If so, this card becomes his or her active tactic for the remainder of the current engagement. Any unused tactic cards are placed face-up beneath the tactic side deck. (Tactics cards are never discarded. Whenever the side deck is exhausted, face-up cards are shuffled and replaced face-down, regenerating the side deck.)
Some cards allow special downloading of a tactic card. If you choose to use such a download, you must do so instead of drawing tactics, and you must use the downloaded tactic as your current tactic.
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Once both players have selected their current tactics (or chosen not to use a tactic during this engagement), they are revealed simultaneously by turning them face up.
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 winner places their active tactic on the losing ship as a damage marker. The damage effect stated in the tactic’s game text now effects the ship. If a ship accumulates 100% or more of Hull damage, it is “destroyed” and is discarded with all crew, equipment, and other cards aboard. Damage markers on that ship are returned to the owner’s tactic discard pile.
The card allowing you to begin the engagement may also describe 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 stopped. (Your opponent’s ships and personnel are not stopped and they may choose to counterattack, in which you begin the engagement process again.)
ATTACK RESTRICTIONS
Most affiliations ( , , , , , and ) have standard attack restrictions: they may attack opponents' cards of any affiliation except their own. For example, your Starfleet affiliation ships may attack your opponent's Ferengi or Federation ships, but may not attack your opponent's Starfleet ships (or ships with Starfleet personnel aboard).
and have no attack restrictions. For example, your Klingon Away Teams may attack any opposing Away Team, including another Klingon Away Team.
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may initiate combat and engagements only against
Otherwise, may battle only during a counterattack, or when permitted or required by a card.
ORDER ACTIONS ON CARDS
Some cards have game text that begins with “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 any interrupts whose game text begins with the word “Order -“ during this segment of your turn.
Once you are done executing orders, proceed to the next segment of your turn.
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3. DISCARD EXCESS CARDS
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 cards 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.
WINNING THE GAME
A player wins the game when he or she:
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has scored 100 points (or more);
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commands at least one completed objective at a planet location; and
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commands at least one completed objective at a space location.
The game ends immediately when all three of these conditions are simultaneously met. (The active player 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:
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the player with the highest score who has completed an objective at a planet location and a space location; or if there is no such player,
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the player with the highest score who has completed any objective; or if there is no such player,
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the player with the highest score.
If multiple players meet one of these conditions and their score is the same, the game ends in a tie between those players.