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Star Trek: The Card Game from Fleer/SkyBox International
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What is Star Trek: The Card Game?
Star Trek: The Card Game is a collectible card game (CCG) from Fleer/SkyBox International based on the original Star Trek television series. The initial series of 306 playable cards, plus an information card, was released in August, 1996, in 65-card starter decks and 15-card booster packs.
How does Star Trek: The Card Game relate to the Star Trek: The Next Generation Customizable Card Game?
Star Trek: The Card Game is not related to, nor does it have compatibility with, the Star Trek: The Next Generation Customizable Card Game from Decipher. They are completely different game systems based on two different properties, usually differentiated on the Internet by the initials ST:TCG for the Fleer/SkyBox game and ST:CCG for the Decipher game.
What is ST:TOS?
ST:TOS stands for Star Trek: The Original Series to differentiate it from ST:TNG, which stands for Star Trek: The Next Generation, ST:DS9 (Star Trek: Deep Space Nine) and ST:VOY (Star Trek: Voyager). The seven (soon to be eight) Star Trek movies are usually listed by number: STI, ST2, etc.
How can I get a checklist and rarities?
By simply e-mailing FSNetRep@aol.com and requesting one. Please specify format. Excel 5.0 is best, as this file includes not only the checklist and rarities, but also functionality for each card. The checklist and rarities, without the functionality, can be provided in lower versions of Excel, Works, or TXT files. In addition, a complete alphabetical checklist with rarities and functions can be found in InQuest #18.
The checklist has three duplicate Effect cards listed: Medikit, Phaser Blast and Tricorder Reading. What s up with that?
These are not actually duplicate cards. While the images and effects are the same, they have different icons for icon draw and icon flip actions (one Medikit has a Logic icon and one has Humanity, for example).
Who is targeted on Icon Flips, and how do they work?
As discussed on pages 24-25 of the rule book, crew facing an icon flip are in grave danger and could be killed. Icon flips resulting from Episode Cards (e.g., 2XC, Icon Flip from the Shore Leave Plot Card) and Wild Cards (e.g. the Unknown Virus Wild Card) force the current player to select a member of the landing party as the target. The current player selects the targeted crew whether s/he plays the episode card or the opponent plays it on top of a default. The current player then draws one card from the top of his/her draw pile to indicate the result of the icon flip: A red phaser (Combat) means the targeted crew is killed; a yellow Federation shield (Humanity) means the targeted crew is neutralized for the remainder of the episode; a blue Vulcan greeting (Logic) means the targeted crew is not affected (i.e., very lucky!). Note that if two or more Icon Flips are required by an Episode Card, the current player must choose a different member of the landing party for each icon flip, and each flip is resolved with a separate card draw.
Some successful challenges also result in an icon flip (Ambush, Attack, Fatal Allure, Mind Control, and Outwit). The target of this icon flip is the crew who lost the challenge, and it is handled as above.
When a member of the core crew is killed, what happens? How about a member of a player s crew complement?
If a member of the core crew is killed, that card is removed from the game for the rest of the game. That crew member is no longer available to any players. If a member of a player s crew complement is killed, that card is also removed from the game, but since players may have multiple cards of the same crew, this crew member may come back into play by the same or another player.
How are XC s awarded to the challenging player for episode and challenge cards?
Immediately after a Discovery card is played, the turn moves into the Resolution phase, the first step of which is to award the challenging player 1XC for each card played by the challenging player that is still on the table, including episode cards played on defaults and challenges that have not yet been defeated. In addition, the challenging player is refunded the cost of any challenge cards that required an XC payment and are still on the table.
When XC s are spent to use a crew ability, where do they go?
To the challenging player that caused/forced that use. For example, if Kirk intercedes on behalf of a wimpy crewman, the 1XC cost to do so goes from Kirk to the challenging player who played the challenge card to which Kirk is responding. A general rule of thumb is that XC s spent from crew go to the opponent, while XC s spent on challenges and for Permanent Wilds go to the Ship s Stores.
When XC s are spent from a Permanent Wild, where do they go?
XC s spent from a Permanent Wild to utilize one of the card s features are paid into the Ship s stores.
The rule book refers to the deck, the draw pile and the discard pile. What is the difference?
The deck and the draw pile are the same thing: those cards available for drawing to play the game. The discard pile is where all used cards (except for cards forcibly removed from the game) go to be recycled/reshuffled into the game once the bottom of the draw pile is reached.
Argue, Command and Conquer challenges are directed against the landing party members with the lowest logic (Argue and Command) and humanity (Conquer) ratings. What happens if there is a tie between two or more members of the landing party for lowest rating?
Unlike most issues, the challenging player gets to resolve this tie, since the challenge is looking for the lowest ratings and is therefore making a choice anyway.
Explain the REWARD ability, for which there is an error in the rule book.
Some crew cards feature a REWARD ability, which can increase the number of XC gained from a particular episode. The words or Neutralized should be deleted from the third line of the REWARD rule description on page 35. The correct rule is that only crew cards that are in the landing party and successfully complete the mission (i.e., are not killed, converted or neutralized) are eligible for the reward.
What is the difference between two-player and multi-player rules?
Final multi-player rules are still being tested, but many are already playing multi-player games under the same rules as the two-player rules with one exception: The challenging players must take turns playing episode cards on defaults and challenge cards at each stage of the episode; the first challenging player may pass to the second, and so on, but once one challenge/episode card is played at each episode phase, no further such cards may be played during that phase (unless another plot card is played, which then starts another plot phase). As soon as the multi-player rules are tested and finalized, you will see them here first!
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