@DataBase ep.guide @$VER: ep.guide 5.1 (18-Feb-2001) @(c) Copyright 1996-2001 by Ralf Schwate @Author Ralf Schwate @Index "XXPATH:stccg.guide/INDEX" @Node MAIN "ep.guide" @TOC "XXPATH:stccg.guide/UNIVERSE" @{b}@{u}Ep.guide@{ub}@{uu} @{" Enhanced Premiere " link EP} Enhanced Starter Packs with 20 new cards @{" Main " link "XXPATH:STCCG.guide/CONTENT"} back to Main Node of STCCG @EndNode @Node EP "Enhanced Premiere" @TOC "XXPATH:stccg.guide/UNIVERSE" @{b}@{u}Enhanced Premiere@{ub}@{uu} 21 new cards released in October 2000. @{" The Cards " link EPLIST} all 21 new cards @{" The Rules " link EPRULES} the rules @{" The FAQ " link EPFAQ} the FAQ @{" An Article " link ART1} from Decipher's Website @{" Main " link "XXPATH:STCCG.guide/CONTENT"} back to Main Node of STCCG @EndNode @Node EPLIST "Enhanced Premiere/Card List" @TOC MAIN @{b}Enhanced Premiere@{ub} consists of the following 21 new cards: @{"Alien Parasites and REM Fatigue" link "XXPATH:dilemma.guide/ALPARREMFAT"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Anaphasic Organism and Nagilum" link "XXPATH:dilemma.guide/ANAORGNAG"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Ancient Computer and Microvirus" link "XXPATH:dilemma.guide/ANCCOMMIC"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Computer Weapon and Hyper-Aging" link "XXPATH:dilemma.guide/COMWEAHYPAFE"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Female's Love Interest and Garbage Scow" link "XXPATH:dilemma.guide/FEMLOVINTGARSCO"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Male's Love Interest and Plague Ship" link "XXPATH:dilemma.guide/MALLOVINTPLASHI"} @{"Combo Dilemma" link "XXPATH:dilemma.guide/DILEMMA"} @{"Covert Installation II" link "XXPATH:mission.guide/COVERTINSTALLATION||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Excavation II" link "XXPATH:mission.guide/EXCAVATION||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Explore Black Cluster II" link "XXPATH:mission.guide/EXPLOREBLACKCLUSTER||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Explore Typhon Expanse II" link "XXPATH:mission.guide/EXPLORETYPHONEXPANSE||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Investigate Anomaly II" link "XXPATH:mission.guide/INVESTIGATEANOMALY||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Investigate Sighting II" link "XXPATH:mission.guide/INVESTIGATESIGHTING||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Relief Mission II" link "XXPATH:mission.guide/RELIEFMISSION||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Secret Salvage II" link "XXPATH:mission.guide/SECRETSALVAGE||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Test Mission II" link "XXPATH:mission.guide/TESTMISSION||"} @{"Mission" link "XXPATH:mission.guide/MISSION"} @{"Beverly and Will" link "XXPATH:nonaligned.guide/BEVWILL"} @{"Non-Aligned Personnel" link "XXPATH:non-aligned.guide/NAPERS"} @{"Data and Geordi" link "XXPATH:federation.guide/DATAGEORDI"} @{"Federation Personnel" link "XXPATH:federation.guide/FEDPERS"} @{"Data and Picard" link "XXPATH:romulan.guide/DATAPICARD"} @{"Romulan Personnel" link "XXPATH:romulan.guide/ROMPERS"}/@{"Federation Personnel" link "XXPATH:federation.guide/FEDPERS"} @{"Jean-Luc and Beverly" link "XXPATH:federation.guide/JEANLUCBEVERLY"} @{"Federation Personnel" link "XXPATH:federation.guide/FEDPERS"} @{"Sons of Mogh" link "XXPATH:klingon.guide/SONSOFMOGH"} @{"Klingon Personnel" link "XXPATH:klingon.guide/KLGPERS"} @{"The Trois" link "XXPATH:ferengi.guide/THETROIS"} @{"Ferengi Personnel" link "XXPATH:ferengi.guide/FERPERS"}/@{"Federation Personnel" link "XXPATH:federation.guide/FEDPERS"} TM, ©, ®, 2000 Paramount Pictures. All Rights Reserved. STAR TREK is a registered trademark of and all characters and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorised User. TM, ©, ®, 2000 Decipher Inc., P.O. Box 56, Norfolk, VA, USA. All Rights Reserved. Customizable Card Game, Expand Your Power in the Universe and The Art of Great Games are trademarks of Decipher Inc. @EndNode @Node EPRULES "Enhanced Premiere/Rules" @TOC MAIN @{b}Star Trek (TM) Customizable Card Game (TM)@{ub} @{b}Enhanced Premiere Premium Cards@{ub} Each individual box of Enhanced Premiere contains four 15-card unlimited Premiere expansion packs plus @{b}five@{ub} black-border premium cards, and provides everything you need to play in the new streamlined Warp Speed sealed deck tournament format. The premium cards all follow a twocardsinone design, and each group of five includes the following: one Dual-Personnel card (visible through the package cut-out window), one space-oriented Mission II with a built-in outpost, and a randomized selecetion of three additional premium cards, usually consisting of two Combo Dilemmas plus one planet-oriented Mission II with a built-in wormhole. @{b}DUAL-PERSONNEL CARDS@{ub} Two powerful main characters on one Personnel card provide strong and unique skill combinations. These cards function according to the rules for dual-personnel cards in the current @{Glossary link XXPATH:glossary.guide/DUAL}. @{b}COMBO DILEMMAS@{ub} A two-dilemma combination in one Dilemma card! Encountering the combo is like encountering two separate dilemmas: if you get past the first half, you continue on to face the second half; if not, you place the card back under the mission and will have to face the first half again. However, some Combo Dilemmas say "not repeatable" in the first half; this phrase takes the place of "discard dilemma" and means that the first half is @{b}conceptually@{ub} discarded after you face it; when you re-encounter that same exact card on another attempt, you skip the first half of the combo. Things that specifically affect the first half of a Combo Dilemma do @{b}not@{ub} automatically affect the second half. For example, if Male's Love Interest is replaced by Beware of Q, overridden by Jealous Amanda, or nullified by Kareen Brianon or Adapt: Negate Obstruction, you still encounter the Tarellian Plague Ship half of the card. Similarly, if you fail to overcome Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing REM Fatigue Hallucinations. You may not legally seed a Combo Dilemma at the same location as either of the original dilemma cards on which it is based; the second one encountered would be a mis-seed. @{b}MISSION IIs@{ub} Each of these double-sided Mission cards has a built-in wormhole or outpost! They seed normally, and you may choose which side to have face-up initially. However, when you are using one or more double-sided missions, you must notify your opponent, and after you shuffle your mission stack he or she is allowed to see whether a double-sided card is on top and choose whether or not to cut the stack. Each Mission II represents the same location as the corresponding original mission. For example, Secret Salvage and Secret Salvage II both occur at Wolf 359. Thus, you may not include both versions in your mission selection and, in normal play, if one player seeds Secret Salvage and the other seeds Secret Salvage II, they must overlap each other because they are duplicates of Wolf 359. (Mission II outposts do not prevent you from seeding other outposts of the same affiliation. For example, in regular play you could seed one Secret Salvage II, one Explore Black Cluster II, and one Klingon Outpost card.) Cards that work with regular outposts work normally with built-in Mission II outposts. Cards that specifically work with the original mission also work with the corresponding Mission II; for example, Timicin scores 10 points if he helps solve either Test Mission or Test Mission II. @{b}@{i}WARP SPEED!@{ub}@{ui} An easy, streamlined, and fun sealed deck format for playing Star Trek Customizable Card Game. @{b}Deckbuilding@{ub} Each player has 30 minutes to customize a deck from the contents of one individual box of Enhanced Premiere. Boxes must be distributed randomly and face down. (If a player brings their own box, to preserve randomness the Tournament Director should mix it with the others before distribution.) Each player may have up to three missions (mission selection will typically include at least one planet and one spacemission; see Winning, below). Decks must follow a 10/20 rule; no more than 10 cards in the seed deck (missions do not count against this limit), and no fewer than 20 cards in the draw deck. If you wish, your 10 seed cards may include @{b}one@{ub} Personnel, Ship, or Equipment card (your choice), to be seeded face up aboard your outpost. Each player may seed only @{b}one@{ub} outpost (of any kind); additional outposts may be built during the play phase by including Outpost cards in the draw deck and/or flipping over a "face- down" Mission II. @{b}Seed Phase@{ub} Missions are not shuffled; instead, players choose the sequence. The first player seeds one mission at his or her own left end of the spaceline; this @{b}must@{ub} be that player's initial outpost location (in other words, either it must be a "face-up" Mission II with outpost or the player must seed an appropriate Outpost card there in the facility phase). Players then take turns alternating missions toward the other end of the spaceline. The second player @{b}must@{ub} save their outpost location to seed last. The spaceline will thus have the outposts at opposite ends (except in the rare case that the second player seeds only two missions). In Warp Speed, duplication between players is allowed (in other words, do not overlap duplicated mission locations). "Batch Seeding" of artifacts and dilemmas is mandatory. For each location, take all of the cards you want to seed face down there and place the in a stack on your side of that mission (your opponent will be doing likewise at the same time). When all the stacks are ready, slide them underneath the appropriate missions (if both players have stacks for the same mission, the owner of the mission slides their stack underneath first). Each player who chooses to seed a single Personnel, Ship, or Equipment card must seed it face-up on their outpost during the facility phase. @{b}Play Phase@{ub} Warp Speed adds the following rules: - Each player may make up to @{b}two@{ub} normal card plays at the start of each turn. - All affiliations are allowed to mix and cooperate as if there were a universal treaty in effect. (A matching personnel is still required for mission attempts, ship staffing, etc.) - There are no affiliation attack restrictions. - Holographic re-creations are treated as normal personnel - simply disregard the @{b}[Holo]@{ub} icon. - A player may not attempt their opponent's missions. - Red Alert! applies to both players. - At the end of each of your turns, you must draw one card (or two if using The Traveller: Transcendence). Then, iy you do not hold exactly seven cards in your hand, you must "even up" by drawing or discarding cards to bring your hand back to seven (if possible). - If necessary, each player will "regenerate" their draw deck once per game. The first time you need to draw a card and cannot, take all the cards from your discard pile that @{b}report for duty@{ub} (personnel, ships, and equipment) and reshuffle them to replenish your draw deck. (Leave the non-reporting cards in your discard pile.) @{b}Winning@{ub} Each round of play lasts 30 minutes. If within that time limit your solve one of your planet missions and one of your space missions, you score a Full Win. If no player achieves a Full Win (either because time runs out or because both players exhaust their draw decks again after regenerating), then a Modified Win is awarded to the player who solved the most missions. If the players have solved the same number of missions, then a Modified Win goes to the player with the most points. (If players are tied for both missions and points, this is a True Tie.) Differential is calculated normally (as stated in the Tournament Guide). However, in Warp Speed format it is possible to achieve a Full Win with a lower score than your opponent, in this case your differential is +1 and your opponent's is -1. TM, ©, ®, 2000 Paramount Pictures. All Rights Reserved. STAR TREK is a registered trademark of and all characters and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorised User. TM, ©, ®, 2000 Decipher Inc., P.O. Box 56, Norfolk, VA, USA. All Rights Reserved. Customizable Card Game, Expand Your Power in the Universe and The Art of Great Games are trademarks of Decipher Inc. @EndNode @Node EPFAQ "Enhanced Premiere/FAQ" @TOC MAIN @{b}Enhanced Premiere FAQ@{ub} from 10/2/00 This document answers the most frequently-asked questions about the Enhanced Premiere premium cards which are not directly covered by the rules sheet for that set or by existing rules in the Glossary. It is an official interim rules document, which should be referred to (along with the Enhanced Premiere rules sheet) for all events using Enhanced Premiere cards until the rulings are in- corporated into the next Current Rulings update. @{b}DUAL-PERSONNEL CARDS@{ub} Most questions about the dual-personnel cards are covered by the @{"Glossary" link "XXPATH:glossary.guide/DUAL"} entry on that topic. The key concepts are: - any effect that happens to one of the two personnel also happens to the other. and - if a dual-personnel c ard causes a group limit to be exceeded, the opponent may either allow the group limit to be increased or cause a re-selection (but a group on one is always automatically increased to two). @{b}Can I download Sons of Mogh with Defend Homeworld?@{ub} Yes, because Worf is a SECURITY personnel. (This is similar to downloading 10 and 01 with Quark's Isolinear Rods based on 10's Computer Skill x2.) @{b}Can Data and Geordi (or Data and Picard) report for free if Cybernetics is present?@{ub} Yes. The Cybernetics skill allows Data to report for free, and Geordi (or Picard) comes along as a bonus. @{b}What happens when an Away Team including Beverly and Will encounters a dilemma that selects cards of a specific gender, such as Parallel Romance?@{ub} Regardless of which gender you are selecting, you must shuffle the dual- personnel card with the others in the Away Team, because it includes both a male and a female personnel. For Parallel Romance, first select one card from all males, the select one from all females. If you select Beverly and Will each time. the just those two are "stopped." If you select Beverly and Will for one gender, and a different card for the other gender, then all three personnel are "stopped." @{b}Can I perform a persona replacement with Data and Geordi plus Jean-Luc Picard in my hand, exchanged for Data and Picard plus Geordi La Forge in play?@{ub} Yes. as long as all the versions in play are present together and you can do a one-for-one exchange. For example, you cannot exchange just Data in play for Data and Geordi in hand. @{b}How does Lore's Fingernail affect Data and Picard@{ub} Since a dual-personnel card may have only one affiliation at any time for both personnel, when Lore's Fingernail makes Data Non-Aligned, Picard becomes Non-Aligned as well. @{b}What happens if Data and Geordi are targeted by Q-Type Android and the opponent chooses the first function?@{ub} Both personnel are affected by the card. In this case, that means Data becomes human, and Geordi becomes a Q-Type android. @{b}Is Jean-Luc (of Jean-Luc and Beverly) the matching commander of the U.S.S. Enterprise?@{ub} No, because neither his lore nor the ships lore says he is the captain. Different versions of a persona cannot serve as matching commanders unless they also meet the definition. @{b}COMBO DILEMMAS@{ub} @{b}Is "Combo Dilemma" a new card type (for purpose of Telepathic Alien Kidnappers or Burial Ground)?@{ub} No, a combo dilemma is simply a Dilemma card, just as a Q-icon dilemma is. @{b}How does Mission Fatigue affect a combo dilemma?@{ub} It affects each part of the combo as if it were a separate dilemma, so one personnel is "stopped" before each part is encountered. @{b}If I accidentally mis-seed an Iconian Computer Weapon dilemma plus Computer Weapon & Hyper-Aging at the same mission, and Iconian Computer Weapon is encoutered first, how do I place half a combo out-of-play when I encounter it?@{ub} The second Iconian Computer Weapon, which is part of the combo dilemma, is "conceptually" placed out-of-play when the combo is encountered. Your opponent still must encounter the Hyper-Aging half of the combo, however: When it is time to discard the Hyper-Aging (either when it is cured or when it kills the entire Away Team or crew), place the card physically out-of-play instead of discarding it. @{b}MISSION IIs - Built-In Wormholes@{ub} @{b}Can I discard a Space-Time Portal from the table in place of playing a Wormhole interrupt to use a built-in Wormhole?@{ub} No, because the Space-Time Portal may be discarded only as the "second Wormhole interrupt" of a pair. Only one Wormhole interrupt is played to make use of the built-in Wormhole. @{b}Can I move to Covert installation II from a non-[Wormhole] mission by playing a Wormhole interrupt at the other mission, or can I only move from the [Wormhole] mission to the non-[Wormhole] mission? You may move in either direction. @{b}if i move between two [Wormhole] missions, do I have to flip both missions over, or just one?@{ub} You flip only one (you choose which one if they are both your missions). @{b}May I move between my opponent's [Wormhole] mission and my own?@{ub} Yes, but you must flip your mission over. @{b}May I move between my opponent's [Wormhole] mission and a non- [Wormhole] mission by playing a Wormhole interrupt?@{ub} No, because the text allowing you to move using the built-in Wormhole appears only on the owner's end of the mission. @{b}If my opponent nullifies my Wormhole interrupt, do I still have to flip over the mission and lose the use of the built-in Wormhole?@{ub} No. Flipping the mission over is part of the reszlt of the action of using the Wormhole, and occurs after your ship travels through the wormhole. If your Wormhole interrupt is nullified, the ship does not move through and you don't flip the mission. @{b}MISSION IIs - Built-In Outposts@{ub} Note: "Typhon Expanse" and "Beta Stromgren" are the same location as the original mission locations "Typhone Expanse" and "Beta Stromgen." These misspellings were corrected on the Enhanced Premiere missions. @{b}Can a Borg player seed one of the space Mission IIs, such as Secret Salvage II, with the outpost side down?@{ub} No. A Borg player may not include any non-Borg facilities in his deck, including a non-Borg outpost built into a mission, even if he does not use that function of the card. @{b}If I seed Excavation II and my opponent seeds Excavation, do I score 20 or 25 points when I solve it?@{ub} 20 points. When duplicated missions are stacked to form one location, you ignore the end of your opponent's mission that faces you. @{b}Can I seed a Spacedoor on a Mission II built-in outpost?@{ub} Yes. All cards that refer to outposts work normally with the built-in outposts. @{b}What happens to the Spacedoor if the outpost is destroyed and the mission flipped over?@{ub} The Spacedoor is discarded. @{b}How do I show that my ship is docked at a buil-in outpost or that personnel are aboard the outpost?@{ub} Pull the mission towards you so that it partially overlaps both the seed cards and your cards that are aboard or docked at the outpost. @{b}Can I seed a separate Federation outpost at Test Mission II with the built-in outpost face down, and then flip the mission over with an ENGINEER there during the game?@{ub} No, flipping the mission is building an outpost, and you cannot build a facility where you already have a facility. TM, ©, ®, 2000 Paramount Pictures. All Rights Reserved. STAR TREK is a registered trademark of and all characters and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorised User. TM, ©, ®, 2000 Decipher Inc., P.O. Box 56, Norfolk, VA, USA. All Rights Reserved. Customizable Card Game, Expand Your Power in the Universe and The Art of Great Games are trademarks of Decipher Inc. @EndNode @Node ART2 "Enhanced Premiere/Articles/Product Notes" @TOC MAIN Here's the lowown on this new Star Trek CCG product: 21 New Premium Cards - 12 are fixed and 9 are randomized, as explained below. - 9 Mission IIs - 6 Dual Personnel - 6 Combined Dilemmas Sold in six different facings, each box contains four packs of unlimited (white border) Star Trek CCG Premiere, and five of the Enhanced Premiere premium cards. The Enhanced Premiere box front is die-cut, which allows a view of the face card, which will always be one of the six Dual Personnel. Each box is assembled so that the Dual Personnel card is followed by its corresponding Mission II card. They are synchronized in pairs, so the Dual-Personnel you get will provide skills, attributes, et., that help solve the mission. The six Mission IIs tht have outposts are enhanced with a visual outpost adde to the card image, using Federation, Klingon and Romulan space stations developed for Activision's Star Trek: Armada computer game. So, the first two cards in every box are fixed. The remaining three premium cards in each box are randomized to increse the enjoyment of Warp Speed Sealed Deck play. One of them will always be a Premiere mission enhanced with a built-in Wormhole (another kind of Mission II). These are also double-sided "flip cards" and there are three different ones availabe randomly. The final two premium cards in each pack are Combo Dilemmas. Each Combo Dilemma is two Premiere dilemmas combined together on the same card (two dilemmas in one). You get two different Combo Dilemmas randomly in each pack, from a pool of six available. A cool thing about these Combo Dilemmas is that they generally combine one space dilemma with one planet dilemma, so the complete card is a dual-mode space/planet. This means you can now use certain dilemmas at missions where they could never go before. Randomization of premium cards is new, and in this case is necessary for the Warp Speed play environment (if they were all fixed, I would know what your dilemmas are as soon as I see your missions). However, the random cards are more frequent than the fixed cards. If your purchased all six different facings of EP, you would have exactly one each of the 12 fixed cards, and -- on average -- two copies of each of the 9 randomized cards (although some trading will probably be needed if you want the perfect case of two of eah). TM, ©, ®, 2000 Paramount Pictures. All Rights Reserved. STAR TREK is a registered trademark of and all characters and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorised User. TM, ©, ®, 2000 Decipher Inc., P.O. Box 56, Norfolk, VA, USA. All Rights Reserved. Customizable Card Game, Expand Your Power in the Universe and The Art of Great Games are trademarks of Decipher Inc. @EndNode @Node ART1 "Enhanced Premiere/Articles/Seeing Double" @TOC MAIN @{b}Seeing Double: Star Trek CCG Enhanced Premiere in Constructed Decks@{ub} The Enhanced Premiere premium cards, while uniquely designed to enhance Warp Speed sealed-deck play with their two-in-one capabilities, are just as worthwhile in a constructed deck. Dynamic Duos The strong main charactes appearing on the six dual-pesonnel cards can enhance any non-Borg constructed deck. One card draw and one card play gets you two personel worth of attributes and staffing icons, two classifications, and six skills What's more, each of the personnel is a new version of an existing persona, so you can exchange them with the corresponding "single" personnel from your hand (or vice versa) for more or different skills. 21 premium cards - each "two cards in one:" 6 combo dilemmas 6 dual personnel 9 missions IIs Some skills are selected from previous versions of the persona; other skills are new to the persona, such as the Romulan Picard's Anthropology and several special downloads. Just remember that you can't do half an exchange: you must have single versions of both personnel to exchange with the dual card. Double Trouble When it comes down to those 30 seed slots, dilemmas are always in hot competition with doorways, artifacts, hidden agendas, etc. Combo dilemmas ease the pinch by combining two separate dilemmas into one space/planet Dilemma card. A mission with two cards ner it looks deceptively easy, until your opponent discovers they represent three of four dilemmas. The combos also shake up expectations about where you can encounter certain dilemmas, with Love Interests and Alien Parasites turning up in space and Radioactive Garbage Scows and Tarellian Plague ships orbiting your planets. You may need to rethink your crew and Away Team requirements when suddenly you need ENGINEERs to tow a garbage scow away from a planet. When creating dilemma combinations that include combo dilemmas keep in mind that if your opponent fails to meet the conditions (if any) of the first dilemma on the card, he will be "stopped" and won't have to immediately face the second dilema, but now knows what to be prepared for. So choose a followu dilemma or Q-Flash that takes advantage of that fact. For example, if he fails Ancient Computer, he know that he not only needs to meet one of its requirements but also must have MEDICAL and SECURITY to pass Mircovirus. Thos three to five personnel are an adequate pool for a Q-Flash or dilemma that targets two or more personnel, such as Hunter Gangs; or simply follow with a dilemma that targets MEDICAL or ENGINEER. It's possible to affect one of the dilemmas on a combo without affecting the other. For example, if you replace the first half of a combo with a Q-Flash, it replaces only that dilemma as if it were two separate cards, unless the card affecting it specifies that it affects a card and not a dilemma (for example, Ajur discards all but three seed cards, not all but three dilemmas). Despite some small wording changes, the halves of each combo are equivalent to the original dilemmas they are based on as far as seeding rules go. If you seed Ancient Computer and Hyper-Aging and Ancient Computer at the same location, the second Ancient Computer encountered will be a mis-seed and placed out-of-play. Combo dilemmas follow normal rules for meeting conditions, being "stopped," and discarding, with the addition of one new teram. If the first part of the dilemma says "not repeatable," you conceptually discard that part of the combo after you encounter it, and don't face it again. The second dilemma still remains to be faced, so the dilemma is replaced under the mission. Double Duty Each "Mission II" performs double duty by adding the features of another card to a Mission card. The six space missions each have a built-in outpost for one of the affiliations that can attempt that mission -- two each for Federation, Romulan, and Klingon. Each built-in outpost is the functional equivalent of the affiliation's standard outpost (its SHIELD are the same, you can seed a Spacedoor on it or download mission specialists to it, etc.), with two advantages: first, the outpost seeds for free along with the mission, freeing a seed slot; second, if the outpost is destroyed, you can rebuild it without having to retrieve it from the discard pile. Because built-in outposts don't have the same card title or "seed one" text of normal outposts, in constructed-deck play you can use both versions (Warp Speed format allows only one seeded outpost). So your Romulan deck could use Explore Typhone Expanse II for its only outpost, backing up dual headquarters, or could add Investigate Sighting II and a Romulan Outpost, starting the game with three Romulan-affiliation outposts. You'll never be far from the safety of an outpost, and it costs you only one seed slot. The three planet missions each have a built-in wormhole. In constructed-deck play it can be a substitute for discarding a Space-Time Portal (although without the same flexibility because one end of the wormhole is fixed). With two or more of the missions in play, you can move between them without any played Wormholes. Using the womhole text "closes" the wormhole, but you can re-open it for re-use by playing Long-Range Scan there. While all Mission IIs are based on existing Premiere missions (and represent the same location as the original, so you stack your Excavation II on top of your opponent's Excavation), the planet missions have one extra twist: each has an additioal affiliation icon, one each for Cardassian, Bajoran, and Ferengi. Both planet and space Missions IIs are worth 5 points less than the originals, to compensate for the card advantage of the outpost or wormhole. In many cases you can make up the 5 points with a mission specialist or, in the case of Test Mission II, by using Timicin to help solve it for his 10-point bonus. Kathy McCracken Major Rakal @EndNode TM, ©, ®, 2000 Paramount Pictures. All Rights Reserved. STAR TREK is a registered trademark of and all characters and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorised User. TM, ©, ®, 2000 Decipher Inc., P.O. Box 56, Norfolk, VA, USA. All Rights Reserved. Customizable Card Game, Expand Your Power in the Universe and The Art of Great Games are trademarks of Decipher Inc.