Star Trek: The Next Generation ® Customizable Card Game (TM)
Alternate Universe Rules Supplement
This first expansion set for the Star Trek: The Next
Generation ® Customizable Card Game (ST:TNG CCG) contains
some new terms and concepts. This sheet is a supplement to
the rules contained in the basic starter sets.
ABOUT THE ALTERNATE UNIVERSE SET
The complete 122-card set contains 40 common, 40 uncommon and
41 rare cards plus 1 ultra-rare card assorted randomly.
Forty-nine of these cards contain subject matter related to
alternate realities or universes: time travelers, alternate
timelines, parallel universes, illusory or visionary
experiences, surreal worlds and different "phases" of
existence. These cards are identified by a special Alternate
Universe icon on the card. The remaining 72 cards expand upon
existing elements of ST:TNG CCG, deepening the gameplay in
various ways. Alternate Universe expansions are sold only in
15-card packs containing a ratio of 11 common, 3 uncommon and
The First Ultra-Rare Card
Issued by popular demand,
the first "ultra-rare" card in the ST:TNG CCG can be found in
the Alternate Universe expansion set. The Future Enterprise,
seen in the episode "All Good Things..." is three times as
rare as a normal rare card. Since so many fans requested that
ultra-rares be distributed this way, we have honored that
request. Decipher has more ultra-rare cards in the works
(some are very unusual) that will utilize a different
distribution approach, so stay tuned!
HOW TO USE YOUR ALTERNATE UNIVERSE CARDS
This expansion set introduces a new category of cards called
"doorways." These cards "link" elements of Star Trek ® that
would ordinarily be separate so that those elements can
logically mix with the "normal" ST:TNG CCG cards. In this
case, we are linking cards from an "alternate universe" to
the normal ST:TNG ® universe. Future expansion sets will
utilize similar Doorway cards, if necessary.
Alternate Universe Doorway
This is a common card
played during the seed phase to ensure that it is brought
into play easily. While this doorway is "open," you can bring
into play cards containing Alternate Universe icons. If this
doorway is "closed" (i.e., by a Revolving Door card), you
cannot bring in additional Alternate Universe cards until it
is re-opened; cards already in play are unaffected by closed
doorways. In addition to their function as a linking card,
doorways may have other uses (as indicated on the card). In
all such cases the Doorway card is normally playable at any
time during your own turn.
The Alternate Universe expansion set introduces a few new
terms and concepts:
- "Unique" -- Personnel or ships that are not "universal"
(i.e., have no universal icon) are considered "unique." For
example, Jean-Luc Picard is an example of a unique personnel;
Ensign McKnight is universal.
- "Not Duplicable" -- A card that says it is "not
duplicable" means that only one of that particular card can
be in use at a time. For example, if one Ressikan Flute is
already in play, neither you nor your opponent may bring
another one into play.
- "Reverse" -- To "reverse" a particular card means to
reflect its effects upon another card or player.
- "Stasis" -- A personnel card placed in stasis is both
stopped and unconscious (unable to defend itself if attacked)
for the duration of time specified by the card. A ship can
also be placed in stasis.
- "Captive" -- This set introduces various ways to capture
opposing personnel. When this occurs, captured personnel are
placed on the table by your draw deck. You cannot use such
personnel as your own, but you can interrogate them.
(Additional options for treatment of captured personnel will
appear in future expansions.) An opponent can rescue captured
personnel using cards designed for that purpose. Captured
cards are returned to their owner at the end of the game. You
cannot capture your own personnel. Captives are considered
"in play" and therefore vulnerable to effects such as the
- "Side Game" -- A quick "game within a game," activated
by a card. The Casino Royale: Blackjack card is the first
such card to be introduced.
- "Dual-Affiliation" Personnel -- Personnel that have two
affiliation icons are considered "dual-affiliation" to
reflect their split personality. The skills they have differ
according to which affiliation is being used, as stated on
the card. Major Rakal and Stefan DeSeve are the first two
dual affiliation cards; there will be others in future sets.
They can be used for either affiliation, but both
affiliations cannot be used at the same time. (The
affiliations can, however, change from one to the other
during the course of the game.)
- The "Colon Rule" -- A simple method to interpret, by
glancing at the name of a card, whether or not it is grouped
with other cards that portray the same character. For
example: can the mission that requires Data to complete it
also be done by an "alternate universe" version of Data? The
answer is as follows: if two similar cards have the exact
same name, or the same name differentiated by a colon (like
"Kevin Uxbridge" and "Kevin Uxbridge: Convergence") then they
are grouped together in terms of how they relate to other
cards. If two similar cards have a different name (even a
slight difference, such as "Tasha Yar" and
"Tasha Yar- alternate timeline..." or "Amanda Rogers" and "Countermanda")
and there is no colon, then they are NOT grouped together.
- (*) Asterisks -- Some cards introduce unusual features
that require more detailed explanations than room allows in
the box. This is indicated by an asterisk ("*") or sometimes
an "X." Elsewhere on the card the asterisk is explained. (For
example, the Gomtuu ship has a special weapon so an asterisk
can be found in its Weapons box.)
- "Special" Skills and Classifications -- Some Alternate
Universe personnel have special abilities or effects. These
are described in their skills box in addition to any "normal"
skills. Some new ships also have special features. In
addition, this set introduces a new personnel classification
called "Animal." Treat animal personnel like normal personnel
cards. (This is one way animals will be used in ST:CCG; they
usually have a symbolic "skill.")
- "Special" Missions -- There are several new missions
that have unusual skill requirements or other instructions of
importance stated on the card. Some use X's or asterisks as
outlined above, or they may have other "weird" features
(i.e., one mission has different span numbers on its two
ends). These are not misprints!
ADDITIONAL EXPLANATIONS OF SELECTED CARDS
Engage Shuttle Operations
This card provides a
mechanism for carrying shuttles aboard ships, launching
shuttles from ships and using them to ferry personnel down to
a planet. If the "mother ship" is destroyed, any shuttle it
carries is also destroyed. If the shuttle on board is
destroyed, the "mother ship" is damaged. Both are affected by
a dilemma being faced by the crew on the mother ship.
Missions cannot be attempted from a carried shuttle. If the
Engineer who operates the shuttle is lost, it cannot be
launched or recovered. Launching the shuttle from the ship
uses no Range of the shuttle. To land the shuttle on a
planet, or to take off from the planet, requires the use of
the full normal movement Range of the shuttle. It must start
with all of its Range intact and it expends all its Range
during the landing process. Therefore, landing and launching
would normally be a two-turn operation. Landing a shuttle is
a good way to avoid blocks or hazards to beaming, of which
there are now many. It will be developed further in future
expansions. See Rule FAQs for additional details.
This allows the Federation to
declare war if it is attacked first. Thereafter it can freely
attack the affiliation that initiated the conflict. Note that
the card has an Alternate Universe icon. It applies to both
players when in play. When played, it destroys a
corresponding treaty if one exists. If destroyed by
Kevin Uxbridge, its effects no longer apply. You cannot attack
yourself in order to use this card.
Tama, the Tamarian Ship
The "lore" on this card is
written in Tamarian. The phrase "Dathon, speaking first"
means that Dathon is the captain, which is important to know
if you use the Captain's Log card.
Echo Papa 607 Killer Drone
The effects of this card
accumulate as described for each separate battle in which it
The idea behind this dilemma is
that it can be passed on. The affected personnel can be used
normally until it dies at the end of owner's subsequent turn.
At that time, if it is in the same location as any other
personnel (including opposing personnel), the Coalescent
Organism is transferred to one of them via random selection.
Keep the Dilemma card with the personnel card to show who is
affected. If the affected personnel is alone when it dies,
the Dilemma is discarded.
Designed to discourage
"overloading," you are penalized one point for each personnel
present (indicated by the variable "X" on the card) when this
card is present. You will need to remember this amount and
subtract it from your cumulative score. (There are also
several new cards in the set that discourage "red-shirting"
missions with just one or two personnel.)
If it is somehow destroyed before it is
earned by completing the mission, all the artifacts and
personnel aboard it are also discarded.
When in battle with Gomtuu, both sides get to
use their weapons regardless of whether Gomtuu fired first.
The "Not Cumulative" here means you
cannot put more than one of these cards at a time on the same
You do not have to have a
three-way treaty to arrange the conference. You just need to
bring the VIPs to this planet, where they can mix together as
if in separate Away Teams.
A mission for non-aligned
personnel because affiliated personnel are in stasis here (as
stated on the card), requiring non-aligned personnel to
handle the entire job themselves!
The players show their hands and count
up the total CUNNING numbers on their personnel to determine
their numbers for a blackjack match.
The affected personnel
refuses transporting as described, including when it is first
affected. If necessary, keep the card with the personnel to
remind you of this limitation until cured.
Alternate Universe Ships
Several of the Alternate
Universe ships have one or more Alternate Universe icons in
the "staffing requirements" box. This means you must have an
Alternate Universe personnel present for each such icon to
staff the ship. Also one personnel cannot meet more than one
staffing requirement. (i.e., Alternate Universe personnel
with command ability can meet either a command requirement or
an Alternate Universe requirement, but not both.)
If this card is used, and both
players are affected by a dilemma, the player whose turn it
is will be affected first. When finished, the other player is
Federation Battle Rules
A few cards in this set
provide logical ways for the Federation to initiate battles
in ways that occurred in the series. These cards supersede
the "house rules" that have been published in FAQs for
allowing Federation attacks in certain circumstances. (See
FAQs for more details.)
A link between the present and the
future, it is supposed to create the "flavor" of suddenly
having someone appear NOW -- out of the blue -- from the
future. Its effect comes before its cause! When you use it by
announcing "Devidian Door" and bringing someone into play,
you MUST play the card on your next turn or lose the game.
(Because if you did not play the card, you could not have
caused the effect that happened, and have thus ruined the
space-time continuum!) It is a very strong card, but using it
can be risky. If you are prevented from playing it on your
very next turn, you automatically lose the game. It is
possible to not have the card in hand and yet still attempt
to play it. However, you are gambling that you can get it
into your hand by the next turn (i.e., by using a
Betazoid Gift Box). If you use it but the game ends before your next
turn, you still must show that you had the Devidian Door in
hand, or lose the game. To prove that you have the
Devidian Door, you simply show it to your opponent(s) and place it out
of play. Thus, it is not affected by the Energy Vortex or
Revolving Door cards. Note that the card can be played "at
any time" which means that it can be played during an
opponent's turn (like an Interrupt card is played). The
Devidian Door is not nullified by Amanda Rogers because it is
not an Interrupt card.
TM & © 1996 Decipher Inc. All Rights Reserved.
TM & © 1996 Paramount Pictures. All Rights Reserved.
Used under authorization by Decipher Inc.