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 1 rare.

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.


NEW TERMINOLOGY

The Alternate Universe expansion set introduces a few new terms and concepts:
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.

Wartime Conditions

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 is involved.

Coalescent Organism

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.

The Higher ... The Fewer

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.)

Cryosatellite

If it is somehow destroyed before it is earned by completing the mission, all the artifacts and personnel aboard it are also discarded.

Gomtuu

When in battle with Gomtuu, both sides get to use their weapons regardless of whether Gomtuu fired first.

Rishon Uxbridge

The "Not Cumulative" here means you cannot put more than one of these cards at a time on the same Event.

Diplomatic Conference

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.

Qualor II Rendezvous

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!

Casino Royale

The players show their hands and count up the total CUNNING numbers on their personnel to determine their numbers for a blackjack match.

Barclay Transporter Phobia

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.)

Receptacle Stones

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 affected.

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.)

Devidian Door

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.