CURRENT RULINGS UPDATE 03/26/01

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Written by Jaglom Shrek at 27 March 2001 10:06:13:

STAR TREK CUSTOMIZABLE CARD GAME
CURRENT RULINGS UPDATE
03/26/01

This special "update" document contains only new or changed Current
Rulings issued since the last Current Rulings document (02/26/01). A
complete set of Star Trek Customizable Card Game rules consists of
the following documents, available on the Decipher website:

Rulebook Version 1.7 (August 2000)
Glossary Version 1.7 (August 2000)
Current Rulings (03/26/01 - full version)


SIGNIFICANT RULINGS CHANGES AND CLARIFICATIONS

* Disruptor Overload: Not a valid response to the play of an Equipment card.

* Gomtuu: May not target a facility.

* quarantine: Abandon Ship no longer overrides quarantine.

* random selection: If method not specified, selections are the
choice of the player playing the card or encountering the dilemma.


RULINGS

* 35th Rule of Acquisition - You may not use this event for a
download or card draw at the end of your first turn.

* Away Team battle - This phrase (or "Away Team or Rogue Borg
battle") on a card means "personnel battle," which may include Away
Teams, crews, and/or Rogue Borg.

* Cargo Bay - Replace the first paragraph of the Glossary entry with
the following:

You begin a "cargo run" (as described on this site) when one or more
of your personnel aboard a facility pick up one or more Equipment
cards aboard that facility and carry them directly aboard your ship
at the same location. You must announce the run and show your
opponent which personnel and equipment are involved (but you do not
have to specify now which personnel, equipment, or Cargo Bay you will
use to complete it). When that ship arrives at a different facility
any number of turns later, any of those same personnel who has been a
member of the ship's crew since the run was announced may carry any
of those equipment cards directly to the Cargo Bay to complete the
cargo run.

You may not begin or complete a cargo run by beaming a crew member
with equipment between universes with a Multidimensional Transport
Device, or by beaming them aboard a ship with Invasive Transporters
and then to Cargo Bay. You may not complete a cargo run begun by your
opponent (e.g, if you take control of the ship with Neural Servo
Device).

* Chula: The Abyss - If more than one Quark's Bar is in play, the
player encountering this dilemma chooses which one to relocate his
personnel to.

* Chula: The Way Home - If more than one Quark's Bar is in play, the
opponent of the player encountering this dilemma chooses which one to
relocate the personnel to.

* Computer Crash - You may not suspend the activation of this event
by using a special download icon.

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

* Denevan Neural Parasites - If the group selected by this dilemma
contains a dual-personnel card and you have only one disruptor
present, you may "protect" only one of the two personnel. Since the
other is not protected, both of the personnel die.

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

* Disruptor Overload - This interrupt is not a valid response to the
play of an Equipment card.

* dual-personnel cards - To make a random selection from a group
including a dual-personnel card, select the appropriate number of
cards as if all were single personnel. For example, Denevan Neural
Parasites requires random selection of "half the Away Team." If your
Away Team consists of six personnel (four single personnel and the
dual-personnel card Sons of Mogh), you select three cards. If one
card is Sons of Mogh, your opponent may choose to allow the increase
to four personnel, or require you to re-select.

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

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

* Gomtuu - This ship cannot target or "hurl" any facility.

* Make It So - This incident does *not* restore a ship's RANGE when
it "unstops" the ship (and crew).

* No Way Out - If you use this incident to place a dual-personnel
card in your point area, you score points only for the INTEGRITY of
each individual on the card who has Honor x2. For example, if Sons of
Mogh are killed in battle, you score points only for Worf.

* quarantine - Delete the second paragraph of the Glossary entry. No
card overrides a quarantine unless it specifically says it does.

* random selection - If a card does not specify a selection method,
it is the choice of the player who played the card or who encountered
the dilemma or Q-icon card.

* Scout Encounter - If the ship you download with this dilemma is
landable, it may "move away" by landing on the surface of a planet at
the same location. (It may not move to another location and then
land.)

* Type 18 Shuttlepod - When this ship reports with crew, Equipment
cards may be reported without regard to the requirement for
Navigation skill, which applies only to personnel.
Jolan tru,

Major Rakal
(Kathy McCracken)

Tal Shiar Agent and Star Trek CCG Intelligence Officer
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