Manual in English

Star Trek: Captain's Chair – To Boldly Go — Rules Manual

WizKids (I), Frosted Games · Board game · 2026
1–2 · best 1 Solo 60–120 min Weight 4.2/5 Official PDF 36 pages
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36 pages
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CONTENTS
Components ......................... 2
Common Cards ..................... 3
Central Setup ....................... 4
Player Setup ......................... 6
Game Overview .................... 8
Resupply Step ...................... 9
Control Step ......................... 9
Action Step ........................ 10
Clean-Up Step .................... 12
Game Concepts .................. 14
Final Scoring ...................... 24
Component Anatomy .......... 26
Cadet Training Mode ........... 28
Keywords In Detail .............. 29
Meet The Crew Decks ......... 34
Overview Of Play ............. 36
“We are all explorers,
driven to know what’s over the horizon,
what’s beyond our own shores.”
—
Jonathan Archer
“KHAAAAAAAAAN!”
—
James T. Kirk
It’s the last decade of the 32nd century, and Starfleet Academy has
reopened its doors. Aspiring young cadets from all over the recovering
Federation are flocking to its halls to learn and become the future’s great
explorers. Awaiting them is a new challenge: a simulation programmed
with everything and everyone of note from the past millennium—every
person and lifeform that has shaped the history of the Alpha Quadrant and
the galaxy. The cadets can now learn from anyone’s past successes and
failures, and once they’re ready, they are given a chance to take the place
of their paragon and recruit their own crew against simulated opponents
and other cadets. Do you think you can do better than the giants of
history? Do you think you have what it takes to sit in the Captain’s Chair?
Star Trek: Captain’s Chair is an asymmetric, thematic deck-
building game where you play as a famous captain and their crew,
recruiting new friends and allies, analyzing strange lifeforms,
surveying or conquering neutral planets, and managing your
resources. At the end of the game, the player with the most VP
(Victory Points) wins, usually…
IF YOU HAVE PLAYED STAR TREK: CAPTAIN’S CHAIR
You can skip reading most of this rulebook, as the game itself is unchanged. Find the rules highlighted with red text like this paragraph as they will be new even for you, and read the description of the new Crew Decks on page 34! We have also
made tiny tweaks and improvements to this rulebook, compared to the Core Box’s rulebook, but they are not meant to change the way you play the game. In case of any difference, this rulebook takes precedence.
WATCH THE TUTORIAL VIDEO!WATCH THE TUTORIAL VIDEO!

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ARCHER
23 CARDS
1 CREW BOARD
2 SHIP TOKENS:
NX-01 ENTERPRISE
SHUTTLEPOD ONE
KHAN
22 CARDS 1 CREW BOARD 12 TRAIT MARK TOKENS 2 SHIP TOKENS:
S.S. BOTANY BAY
HIJACKED U.S.S.RELIANT
KIRK
25 CARDS 1 CREW BOARD 4 SHIP TOKENS:
U.S.S. ENTERPRISE (REFIT)
U.S.S. ENTERPRISE-A
U.S.S. EXCELSIOR
H.M.S. BOUNTY
REBNER
22 CARDS 1 CREW BOARD 4 SHIP TOKENS:
MONDOR
THE CLUMPSHIP PAKLED
JACKABOG’S CLUMPSHIP
HARPY
GEORGIOU
23 CARDS 1 CREW BOARD 2 SHIP TOKENS:
U.S.S. SHENZHOU
CLASS C SHUTTLE
SOVAL
24 CARDS 1 CREW BOARD 2 SHIP TOKENS:
SELEYA
TI’MUR
COMPONENTS
6 CREW SPECIALTY MARKERS
(2 RED, 2 BLUE, 2 YELLOW)
51 GLORY TOKENS 10 “×5 RESOURCE” TOKENS
12 AWAY TEAM TOKENS (6 FOR EACH PLAYER) 1 STARTING PLAYER TOKEN 6 MISSION COMPLETION TOKENS
25 LATINUM TOKENS 9 ACTION TOKENS
ACTION TOKENS, DILITHIUM, LATINUM, AND GLORY ARE NOT MEANT TO BE LIMITED.
IF YOU RUN OUT DURING PLAY, USE ANY PROXY AS NEEDED.
30 DILITHIUM TOKENS
UM
#1
S
2

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13 COMMON SHIP TOKENS
1 GOMTUU SHIP TOKEN
20 LOCATION
2 SOLO CARDS
13 AUTOMATED COMMAND CARDS
8 ENCOUNTER
32 STARDATE CARDS
73 COMMON MARKET CARDS
1 MARKET STRIP
SOLO COMPONENTS
6 INCIDENT
SCORE PAD
COMMON CARD LIST
2 PLAYER AIDS
COMMON CARDS
13 <<SHIP
16 <<ALLY
18 <<CARGO
26 <<PERSON

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1. Place the Market strip in the middle of the table and perpendicularly between the two players as shown.
2. Separate all common cards (cards without a deck icon, see examples in step 14 on this page) into the following seven decks based on their suits shown in the top-left corner of each card:
PERSON
CARGO
SHIP
ALLY
ENCOUNTER
INCIDENT
LOCATION
3. Put the Location deck aside, and shuffle each of the other six decks. Place the four MARKET decks (PERSON, CARGO, SHIP, and ALLY) facedown on the four indicated spaces above the Market strip.
4. Place the Encounter deck facedown above them, rotated sideways.
5. Place the Incident deck facedown to the side of the Market strip on one side.
6. Leave space on the other side of the Market strip to be used as the Junk pile.
7. Reveal one card from each of the four Market decks, and place the cards faceup below their corresponding decks below the Market strip.
8. Separate the Location deck into STARTING LOCATIONS and ADVANCED LOCATIONS based on the position indicator at the bottom of each card. Shuffle all Advanced Locations and place them facedown below the Market, perpendicular to it.
9. Shuffle the Starting Locations. Without revealing it, place one card from the Starting Locations on top of the Advanced Locations; this will be referred to as the Location deck going forward.
10. Draw 3 more Starting Locations, and reveal them. Create a faceup row of them, going outwards from the Location deck (away from the Market); this will be referred to as the Neutral Zone. Return all remaining Starting Locations to the box, as they will not be used in this game.
11. Find all Stardate cards appropriate for the mode you are playing (for two-player games, look for the cards marked “2-PLAYER”), and sort them based on the sequence number (shown in the top-right), with the #1 card being on top and the highest-numbered card being on the bottom. Place this pile faceup near the Market. Return all other Stardate cards to the box, as they will not be used in this game.
12. Create a supply of Dilithium, Latinum, and Glory tokens within both players’ reach.
13. Place the indicated number of Glory tokens on the visible Stardate card.
14. Both players now choose a Crew deck to play with and take all cards and the Crew board of that Crew deck. (For your first game, we recommend choosing Georgiou and Soval.)
15. Create a supply of all Ship tokens belonging to common ships and ships of both Crew decks. Return all other Ship tokens belonging to unused captains to the box.
16. Give both players 3 Action tokens and 3 Mission Completion tokens. Place the remaining 3 Action tokens in the supply.
17. Randomly determine the starting player, and give them the Starting Player token.
COMBINING BOXES
Each Crew deck is balanced for its box's Market cards — so if you want to play decks from different boxes against each other, you need to combine common cards. Combining common cards increases unpredictability. We recommend playing against other Crew decks from the same box until you are familiar with all of the decks.
Here is how to combine common cards of To Boldly Go and the Core Box:
Duplicates: Remove the 45 cards marked •. (This includes the duplicate of the Solo Directive Reinforce)
Replacements: Find the 9 cards marked † and remove the old versions.
Stardate: Use the Stardate cards from this box.
Market, Locations, Encounters: Shuffle the respective remaining cards together.
Incidents: Shuffle remaining cards, then return cards to the box until 6 cards remain in the Incident deck (before adding additional Incidents from Crew decks in play).
Junk: After creating the Market, flip the top card of each of the four Market decks into the Junk pile.
CENTRAL SETUP
DECK ICONS FOR
GEORGIOU AND SOVAL

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PLAYER 1
PLAYER 2
LOCATION DECK
JUNK
SPACE
NEUTRAL ZONE 1
NEUTRAL ZONE 2
NEUTRAL ZONE 3
5
1
4
3
2
7
6
8
9
10
11
13
12
15
16
17
16
16
5
5

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1. Place your Crew board to the left side of your player area. Select whether you’ll be playing on the Basic or the Advanced side of your Crew board. (You do not have to play the same side as your opponent.) Place 3 Specialty markers on the zero space of all of your Specialty tracks.
• For your first few games (and for your first game with each new deck), we strongly recommend playing on the Basic side.
• If playing on the Basic side, return two of your three Mission Completion tokens to the box, as they will not be used in this game.
2. Separate your Crew deck based on the position indicator (or lack thereof) at the bottom of each card:
• INCIDENT DECK
• DEPLOYED
• CONTROLLED LOCATION
• DEVELOPMENT
• RESERVE
• AVAILABLE
• DISCARD
Your Captain card (and possibly a Status card) does not have a position indicator.
3. Place your Captain card to the right of your Crew board. Leave an empty space above this card (for your Duty Officer).
4. If you have a Status card, place it above your Crew board.
5. Shuffle all your AVAILABLE cards, and create a facedown deck of them; this is your Draw deck. Place the Draw deck below your Captain card.
YOUR DECK
“Your Deck” means “your Draw deck.” Any other deck (like Reserve deck, or opponents’ decks) will be explicitly named.
6. Place all of your DEVELOPMENT cards in a faceup pile, above your Crew board (and to the left of your Status card, if any). These cards form your Development pile.
7. Shuffle all your RESERVE cards, and place them in a facedown deck on top of your Development pile, rotated sideways to it. This is your Reserve deck.
8. If you have one or more CONTROLLED LOCATION cards, place them faceup to the right of your Duty Officer space.
• This row of cards (i.e., the top row of your player area) is known as your Location Area.
9. If you have one or more DEPLOYED cards, place them faceup to the right of your Captain.
• This row of cards (i.e., the middle row of your player area) is known as your Fleet Area.
• For deployed SHIP, find the corresponding Ship token from the supply, and place it on the card itself.
STAGING AREA
Spaces to the right of your Draw deck (i.e., the bottom row of your player area) are together known as your Staging Area. You will be playing cards here during your turns.
10. If you have one or more cards marked INCIDENT DECK (none of the Crew decks in this box do), shuffle them into the Incident deck created during the Central setup.
11. If you have one or more cards marked DISCARD, place them in a pile faceup on the far side of your Staging Area.
• This is your Discard pile.
12. Take 1 Dilithium, 1 Latinum, and 1 Glory from the supply (not from the Stardate card), to form your personal resource pool. Place it near your Crew board (along with your action tokens).
13. Place the indicated number of Away Team tokens onto your Captain card. Return any remaining tokens to the box. Each player should use Away Team tokens of a different color.
• If the number shown has a "+" sign, see that Crew deck's special rules (page 34) on where else to put Away Team tokens.
14. Draw 5 cards from your Draw deck into your hand. This is your starting hand (and your default hand size).
• If an already in-play card modifies your hand size, it already applies, possibly causing you to start the game with fewer or more cards than 5.
The player with the Starting Player token takes the first turn.
PLAYER SETUP
6

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STAGING AREA
DISCARD PILE
SPACE
DRAW DECK
STATUS CARD (IF ANY)
DUTY OFFICER
SPACE
LOCATION
AREA
SPACES
FLEET AREA
SPACES
13
3
12
1
5
14
8
9
10
4
6
7
7

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GAME OVERVIEW
This section will teach you the structure of the game, and the steps you take on each turn. For more detail on individual keywords and card interactions, refer to the “Keywords in Detail” section, from page 28 onwards. If during play you are unsure of any keyword’s exact meaning, it is best to head straight there. If “Keywords in Detail” appears to contradict one of the earlier sections, “Keywords in Detail” is correct.

GAME STRUCTURE
Play alternates between players, with each player completely resolving all four steps of their turn (see “Turn Structure” below), before passing play over to the other player. Players keep taking turns until the end of the game is triggered. The game can end in two ways:
• The last Stardate card empties, triggering a Resolution. Continue playing until the second player (i.e. not the one with the first player token) has finished their turn, then both players play one more turn each. Then, proceed to final scoring.
• If the Incident deck empties, the game ends immediately with the Burn. The player with fewer INCIDENT cards (whether in their hand, in play, Discard pile, Draw deck, or Captain’s Log—but not their Reserve deck) wins. In the case of a tie, proceed to final scoring.
»It is possible for the Burn to trigger even during the final turns after a Resolution has been triggered. In this case, the Burn takes priority, immediately ending the game.

FINAL SCORING
If the game does not end in the Burn, the winner will be the player with the most Victory Points. You can earn them through completing missions, advancing on Specialty tracks, having ENDGAME operations on your cards, collecting Glory tokens, and more. (See final scoring on page 24)

TURN STRUCTURE
A player’s turn has four steps in the following order:
RESUPPLY » CONTROL » ACTION » CLEAN-UP

RESOURCES
There are three types of resources: Dilithium, Latinum, and Glory.
When an effect instructs you to gain any number of these resources (or to place them on a card you have in play), take the indicated number of tokens of the specified type and move them to your resource pool (or to the card in question).

SUPPLY AND STARDATE CARD
In case of Latinum or Dilithium tokens, take them from the supply.
In the case of Glory tokens however, take them from the topmost Stardate card.
Once a Resolution has been triggered, take Glory from the supply instead.

SPENDING RESOURCES
When an effect requires you to spend a number of resources, return the indicated number of tokens of the specified type from your resource pool to the supply, regardless of the resource type. You may not spend resources from cards you have in play. If you are unable to spend the required resources, you cannot resolve that operation.
Glory tokens in your resource pool allow you to pay for costs you otherwise would not be able to:
• When spending Dilithium, you may instead spend any amount of Glory as if each were worth 1 Dilithium.
• When spending Latinum, you may instead spend any amount of Glory as if each were worth 2 Latinum.
No change is given when you do so.
• Outside of this, you cannot convert between Dilithium or Latinum and spend resources in lieu of one another unless explicitly permitted by an effect.
In most cases, LOCATION cards are the usual source of resources, both directly and indirectly (most commonly with the card Utilize).

UNLIMITED RESOURCES
Resource tokens are not meant to be limited. Use proxies wherever necessary, or use the included ×5 tokens along with one of a token type to indicate 5 resources of that type.

8

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You have two RESUPPLY operations.
The Xindi-Reptillian Battleship causes you to draw a card because you have 2 ANOMALY in play (Forced Singularity, and the Organians beamed to the U.S.S. Shenzhou).
EXAMPLE: RESUPPLY
RESUPPLY STEP
Some cards will have RESUPPLY operations. In the order of your choosing, trigger every RESUPPLY operation you have in play (excluding beamed cards, which are tucked behind other cards, see more about beaming on page 19). All effects are mandatory unless indicated otherwise.
It is most likely you will have no RESUPPLY operations to resolve on your first turn.
CONTROL STEP
A neutral LOCATION is secured by you if you have at least 3 tokens there, and at least 2 more than your opponent. These tokens can be Ship tokens and Away Teams in any combination; more on these tokens and how they get to a LOCATION later.
If, during this step, you have one or more secured neutral LOCATION, you may take control of one of them. The procedure to take control is as follows:
1. Your opponent gains 1 Glory for each token (Away Team or Ship) they have at that LOCATION.
2. All Away Teams at that LOCATION (yours and theirs) are removed (return them to their respective CAPTAIN cards), and all Ships (yours and theirs) are dismissed (move their cards to the Discard pile and return their standees to the supply).
3. Move the Location card from the Neutral Zone to your Location Area, then immediately resolve its CONTROL operation.
4. Refill the Neutral Zone to three by drawing and revealing the next card from the Location deck, if possible.
EXAMPLE: CONTROL
Since the Ship token for the U.S.S. Shenzhou and two tokens are on Archer IV, you choose to take control of it.
(A) Dismiss the U.S.S. Shenzhou to the Discard pile.
(B) Return the two to your CAPTAIN card.
(C) Move the LOCATION to your Location Area, and trigger the CONTROL operation, which in this case has no effect. Note that this is after the Resupply step, so the RESUPPLY operation does not trigger until the Resupply Step of your next turn.
Vice Admiral Pasalk allows you to up to twice, discard a card to draw a card. (The second is due to the aforementioned ONGOING Forced Singularity you have in play, even though it's not deployed). You can see the first draw's result before deciding what (if any) to discard for the second.
(D) Your opponent’s Away Team returns to their captain.
(E) For the “heroically wasted” efforts of the Away Team, your opponent gains 1 .
B C D E A
9

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ACTION STEP
The bulk of gameplay revolves around resolving
various card operations for their effects.
The two most common types of operations you
will be using during this Step are
PLAY operations
and
ACTIVATION operations.
You are not limited in the number of operations you can resolve, however you are limited to 3 actions you can take on a turn.
If a chosen operation starts with an
icon,
then resolving the operation requires you to
spend one of your 3 available actions for the
turn. When you spend one of your available
actions, place one of your action tokens (with
its spent side up) on the card as a reminder. If
you do not have an available action token, you
cannot resolve such an operation.
OPTIONAL OR
MANDATORY
All effects of a resolved operation are mandatory, unless
preceded by “may.” If a cost cannot be paid, you cannot
resolve that operation. If a non-cost effect cannot be
resolved (i.e., it’s a useless benefit), skip it.
Costs consist of spending resources or any effect “A” in a
“do A to do B” sentence.
ATTACKING OPERATIONS
Any operation preceded by the word
ATTACK
indicates that
some part negatively affects your opponent. If an ATTACK
operation forces your opponent to select an effect, they must choose one they can fully resolve.
Note that the presence of “
ATTACK” does not change
whether or not an operation requires you to spend an action.
PLAY OPERATIONS
During your Action Step, you may play any
number of cards from your hand. When you
play a card, place it into your Staging Area, then
resolve exactly one of its
PLAY operations (shown
on white background) entirely. If you cannot
resolve any of its
PLAY operations, you cannot
play the card.
Once you finish resolving a
PLAY operation, the
card in question stays in your Staging Area
unless one of the card’s effects explicitly instructs
you to move it somewhere else (e.g., deploy it,
log it, or promote it). This means that for the
rest of the turn, its traits and its suit might still
be used, for example to complete missions—but
more on traits, suits, and missions later.
EXAMPLE:
PLAY OPERATION
(WITHOUT ACTION)
First, you play
Set a Course, and select its second operation. You
draw a card, discard a card...
...then warp
Xindi-Reptillian
Battleship
’s Ship token to
Vulcan Science Academy.
Set a Course stays in your
Staging Area. Note that this did
not cost an action
!
CANNOT BE PLAYED
A small number of cards do
not have
PLAY operations,
but instead show “THIS CARD
CANNOT BE PLAYED.” That means
you cannot put it from your hand
to your Staging Area during your
Action Step—you can still do
everything else (beam, discard,
promote, etc) you
could do to a card of
that suit.
ENDGAME OPERATIONTABLE OPERATION(S)
RESUPPLY OPERATION
ACTION COST
CONTROL OPERATION
PLAY OPERATION
10

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PLAY OPERATION
(WITH ACTION)
Then, you play the Class C Shuttle, and select its first PLAY operation, sending an action to Vulcan Science Academy.
This operation costs an action, so you place one of your available action tokens on the card as a reminder of it being spent.
EXHAUSTING
To mark a card exhausted, rotate it sideways. To mark a card refreshed, rotate it back to the correct alignment.
TABLE OPERATIONS
You can use table operations on cards such as a deployed SHIP, a deployed ONGOING, a controlled LOCATION, or a PERSON in the Duty Officer slot, if they are in play, but not in your Staging Area or beamed (more on beaming on page 19).
There are three types of table operations:
• ACTIVATION operations can be used anytime during your turn’s Action Step—this includes before, after, or between card plays (but not interrupting the resolution of another operation). First, exhaust the card to indicate that the ACTIVATION is spent, and then resolve the ACTIVATION operation. You cannot use an ACTIVATION operation of an already exhausted card until the card is refreshed. If a card has multiple ACTIVATION operations, choose one of them to resolve.
• PASSIVE operations are always in effect. If they are triggered by a condition, they can be triggered any number of times, on either player’s turn. This operation is in effect even if its card is exhausted due to a REACTION/ACTIVATION. You must always resolve PASSIVE operations, even if they are not beneficial to you.
• REACTION operations may be used when their stated triggering condition is met, even outside of your Action Step, and even on your opponent’s turn. First, exhaust the card to indicate that the REACTION is spent, then resolve the REACTION operation. You cannot use the REACTION operation of an already exhausted card until the card is refreshed. More on Reaction Operations on page 32.
PROMOTING
While almost every PERSON has a table operation, you cannot use their table operations by simply playing them to your Staging Area. You will need a specific ability (usually found on your starting SHIP) to promote a PERSON to Duty Officer before their table operation can be used, and their table operation can only be used while they are in a Duty Officer slot.
NOT ON THE “TABLE”
Remember, table operations of cards in your Staging Area—such as an unpromoted PERSON or an undeployed SHIP—or cards beamed to (tucked under another card since you cannot see their table operations) cannot be resolved. See Beaming on page 19.
EXAMPLE:
ACTIVATION OPERATION
Afterwards, you activate Denaxi Depot and spend 1 action to find a SHIP.
You know the U.S.S. Shenzhou is in your Discard pile (it was dismissed in the Control Step), and another SHIP you gained earlier, the U.S.S. Pasteur is somewhere in your deck. You may choose to draw either, and you choose the U.S.S. Shenzhou.
COMPLETING GOALS
Also during your Action Step, you may complete one or more of your missions, as long as their GOAL is currently being met. When you do, immediately resolve their REWARD effects and mark the mission(s) complete with a Mission Completion token.
BEAMING AND GOALS
When a beamed card contributes to a mission being completed, it is dismissed. Other cards are not. For details, see page 20.
UNUSED ACTIONS
Any actions not used are lost (i.e., they do not carry over to the next round); however, some CLEAN-UP operations might give you additional benefits for such unused actions.
11

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CLEAN-UP STEP
The Clean-up Step is broken into a few substeps:
CLEAN-UP OPERATIONS » STARDATE RESOLUTION »
GLORY PLACEMENT » DISCARD, DRAW & REFRESH
CLEAN-UP OPERATIONS
Some cards will have CLEAN-UP operations. In the
order of your choosing, trigger every
CLEAN-UP
operation you have in play (excluding beamed
cards, but including cards in your Staging
Area). All effects are mandatory unless indicated
otherwise.
EXAMPLE:
CLEAN-UP OPERATION
You have played
Salt Vampires this turn. You must log a card from
your Staging Area, one of the cards you have played this turn
(excluding ones that deployed, logged, etc. themselves). Since you
obviously don’t want to give up your
Utilize, you either log the Salt
Vampires
themselves, or your Class C Shuttle. Confident in your
other ways of sending
, you log your Class C Shuttle.
EMPTYING A
STARDATE CARD
As mentioned earlier (on page 8), any Glory gained is
taken from the topmost Stardate card.
If at any point during your turn, gaining a Glory causes
a Stardate card to empty (not just during the Clean-up
Step), immediately execute any "When emptied" effect on
the Stardate card, which will usually instruct you to put
the card in the inactive player's Staging Area. Then add
the number of Glory tokens indicated to the new topmost
Stardate card from the supply. Then, continue gaining Glory
if necessary. The player who received the Stardate card
places it in their Staging Area where it remains until the
Stardate Resolution substep of their Clean-up Step.
Exception: If the final Stardate card empties (it is not
given to the inactive player), do not refill it with Glory
tokens. Remember, the final Stardate card being empty
is a reminder that a Resolution has now been triggered.
Continue gaining further Glory from the supply.
STARDATE RESOLUTION
If you have been given a Stardate card during the
other player’s previous turn, resolve its “Stardate
Resolution” effect now.
Wiping the Market means returning all resource
tokens from cards in the Market to the supply
and then placing all 4 Market cards into the
Junk pile. Reveal one replacement card for each
wiped card, if possible.
If the Stardate card instructs you to wipe the
Neutral Zone as well, remove any neutral
LOCATION with no tokens (no Ships, no
Away Teams) on it from the game, and draw replacements. Any neutral
LOCATION with one
or more Ship tokens or Away Teams remains untouched.
Return the resolved Stardate card to the box.
EXAMPLE:
RESOLVE A STARDATE CARD
During their previous turn, your opponent emptied the third
Stardate card. They refilled the fourth with 6 Glory
tokens,
and handed you the Stardate card (which you placed in your Staging Area, near your Discard pile, as a reminder).
Now, the card is triggered, instructing you to wipe the Market and
the Neutral Zone. All four cards are moved from the Market to Junk
pile (even the
CARGO that your opponent had placed a
token on recently).
Two
LOCATION in the Neutral Zone are removed from the
game (
LOCATION cards are never junked). Note that Argus
Array
is not, since it has your opponent’s Ship token on it.
Both the Market and the Neutral Zone are immediately refreshed,
before proceeding to the next step.
MARKET
NEUTRAL ZONE
12

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GLORY PLACEMENT
Take a Glory token from the current Stardate
card and place it on one of the four cards in
the Market. Each card can have any number of
tokens on it.
If this empties the current Stardate, give it to the
other player, the same way as you would if you
emptied it by gaining Glory during your turn
(see boxed instructions on page 12).
If a Resolution has already been triggered, take
the Glory token from the supply instead.
EXAMPLE: PLACE GLORY
After the Market refills, these cards are shown:
Degra, Universal Translator, Pakled Freighter,
Unimatrix Zero. You want Degra, but so does your
opponent—putting one Glory
on it would
tempt them to take it first.
You notice your opponent’s only card that can
gain CARGO is in their Discard pile. You place it on
Universal Translator. 5 Glory remains on the
Stardate card.
DISCARD CARDS
Move all cards from your Staging Area to your
Discard pile. You may discard any number of
cards remaining in your hand. Cards in your
Location and Fleet Areas remain in play, along
with your Duty Officer(s).
EXAMPLE: DISCARDING
You have 3 cards in your hand:
Recruit (which will be handy if
Degra is still around for your next turn), a Forced Singularity, and
an INCIDENT you didn’t have a chance to deal with. Since you
really want to get a CARGO next turn (see previous example),
and there are 5 cards left in your deck, you decide to discard
Forced Singularity and the INCIDENT to almost guarantee
drawing your
Analyze card, but you hold on to Recruit, intending to
play it next turn.
The cards you played into your Staging Area are all moved to the
Discard pile as well, while your Duty Officer
Vice Admiral Pasalk,
and your new LOCATION stay in play.
DRAW TO HAND SIZE
Then, draw cards from your Draw deck until
you have reached your current hand size (which
is typically five).
If you have equal or more cards in your hand
than your hand size, you do not have to discard
any of them, you simply don’t draw any. Hand
size is not a hand limit, you do not have a hand
limit in this game.
See the next chapter (“Deck Cycling and
Enlisting”) about what happens if your Draw
deck empties during this procedure (or any
other time when you need to draw one more
card).
REFRESH EXHAUSTED CARDS ,
RESET ACTION TOKENS
Finally, refresh all of your exhausted cards in
play (your CAPTAIN, your Duty Officer(s), any
deployed SHIP, controlled LOCATION, etc.).
Reset your action tokens so that you have 3 of them—on the available side—in your
personal pool.
Return to the supply any excess tokens you
might have gained during your turn.
SPECIAL OPERATIONS
A small number of cards have
SPECIAL operations
(usually for conditions that apply to situations where
a PASSIVE operation wouldn’t). These are meant to be
self-explanatory and will always state when they must be resolved.
sted cards in
(usually for conditions that apply to situations where
a PASSIVE operation wouldn’t). These are meant to be
self-explanatory and will always state when they must be
resolved.
MARKET
s only card that can
Discard pile. You place it on
ry remains on the
13

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GAME CONCEPTS
DECK CYCLING AND ENLISTING
If you ever need to draw a card, or an operation tells you to interact with the top card of your draw deck (draw it, discard it, or even look at it) and your deck is empty, shuffle your Discard pile to make a new one. Each Crew deck has a set of Reserve cards. Whenever you shuffle your Discard pile to form a new deck, you enlist a Reserve: put the top card of your Reserve deck on top of your newly created Draw deck, effectively increasing your deck size by one each time you shuffle and also guaranteeing that the next card you draw after the reshuffle is the newly enlisted card.
If your deck cycled while you were drawing multiple cards (for example, during Clean-up Step), continue drawing after the new deck has been created with the newly enlisted card on the top of it.
If your deck cycles multiple times, you are allowed to enlist multiple cards this way, whether during the same Step or split across different Steps.
EXAMPLE:
ENLIST RESERVE CARDS
What would happen if there were only 2 cards left in your deck?
You would draw those two cards.
Then reshuffle your Discard pile (which already contains all the cards discarded in the previous step).
Then draw the top card of the Reserve deck (Lt. Saru coming to bring some KELPIEN aid) and place it on top of your Draw deck.
Since at this point you only have 3 cards in your hand, you are allowed to continue drawing: the first card you draw is naturally Lt. Saru, while the second one is one of your reshuffled cards.
DEVELOPMENT CARDS
Besides your Reserve deck, you have a Development pile.
Whenever you shuffle your deck and your Reserve deck is empty, you have the opportunity to enlist a Development: you may pay the “development cost” on any one of your Development cards (your choice) to place it on top of your newly created Draw deck. These cards are often worth a lot of Victory Points or have major strategy-defining advantages, especially if you can gain access to them early enough.
EXAMPLE:
ENLIST DEVELOPMENT CARDS
What would happen if your Draw deck and Reserve deck were empty? You get to choose which Development to put on the top of your deck. You choose the Red Angel, paying its 3 development cost, it also instructs you to take INCIDENT INCIDENT.
Since the INCIDENT INCIDENT is added to your hand, it immediately counts against your hand size, so you are already at 5 cards, so in this rare case you do not get to draw the newly enlisted card—it remains on the top of your deck.
If a card effect explicitly lets you enlist a Development, you can do so, even if your Reserve deck is not empty.
SUITS
Each card in your deck has one of eight suits in its top-left corner.
PERSON, ALLY, CARGO, and SHIP cards are known collectively as Market cards. Suits are the primary categories cards belong to, and they usually matter when gaining new cards (see page 16).
14

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• PERSON cards represent notable people, crewmen, and specialists.
• CARGO cards represent everything from technological gadgets to artifacts and weird creatures—anything you might thematically transport on or equip onto your starship.
• SHIP cards represent starships and shuttles (and occasionally a starbase), either under your Captain’s command or friendly ships assisting you in your endeavors. They themselves can hold other cards (see “Beaming,” page 19).
• ALLY cards represent minor alien races, civilizations, or large organizations that you will either conquer or encounter and enlist for assistance, depending on your culture’s attitude toward others.
ENCOUNTER cards represent major events, findings, and breakthroughs of epic proportions.
INCIDENT cards represent hurdles and distractions along your travels—problems to overcome. You need to get rid of these cards by either playing them (and fulfilling their requirements) or having another card that allows you to return them to the Incident deck.
LOCATION cards are never added to your deck. Once in play in your Location Area, LOCATION cards count as controlled (under your protection, being surveyed, or being occupied, depending on the temperament of your culture). Most Crew decks include a number of their own LOCATION cards that start in them. Once played, these behave like any other LOCATION.
DIRECTIVE cards are the “utility” cards of your deck (with Recruit and Utilize being the most common), your deck cannot gain more of them.
TRAITS
Most cards have one to five different traits in their top-right corner. These usually show the thematic properties of the represented subject. On their own, traits have no effects—their purpose and importance is when they are referred to by other cards. A trait is considered “in play” if it’s on a card that’s in play (including beamed cards, see page 19).
Traits with octagonal icons and orange text boxes are species traits, such as HUMAN, FERENGI, ALIEN, etc. Some effects refer to these traits with phrases such as ANY SPECIES or DIFFERENT SPECIES.
Traits with red text boxes have gameplay relevance:
• Cards with ATTACK traits have at least one “ATTACK operation” that can affect other players negatively (and some other operations can react to or defend against them).
• Cards with ONGOING traits are deployed to the Fleet Area by their PLAY operation, even though they are not a SHIP themselves.
• The SURPRISE trait is only relevant in solo play against the Bot, and will be discussed in the solo rulebook.
The WILDCARD trait (with a light-red text box) can be considered to be any single trait (for the entirety of one operation or meeting one goal) if the owner of the card chooses so. This rule applies whether the card is in play or not. Note, since each trait can only appear on a card once, a WILDCARD trait is not counted as any other trait already appearing on the same card.
EXAMPLES:
USING WILDCARD
Having 1 BAJORAN, 1 KLINGON, and 1 WILDCARD traits in play would satisfy a theoretical requirement of “Have 3 DIFFERENT SPECIES in play”.
You could discard a card with a WILDCARD trait when an effect requires you to discard an ENGINEER.
If an attack forces you to dismiss a CARDASSIAN from play, you are not forced to dismiss a card with a WILDCARD.
Every other regular trait (such as WEAPON, STARFLEET, SCIENTIST, TIME TRAVEL, etc.) represents a type, an occupation, or an organization the person/object is a part of.
SPECIES TRAIT ATTACK TRAIT REGULAR TRAIT
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GAINING NEW CARDS
You gain cards from the Market (of the four
Market suits) via the gain and the scan keywords.
Gain [suit] (i.e., “gain PERSON”) allows you
to select either the faceup visible card of the indicated suit or the top card of the corresponding deck (without looking at it first). Look at the selected card, and place it on top of your Draw deck or in your Discard pile (your choice).
If a list of multiple suits is indicated, choose one.
Gain [trait] (i.e. “gain an ALIEN”) allows you
to take a faceup card of any suit from the Market
that has the indicated trait. Place the gained card
on top of your Draw deck or in your Discard pile
(your choice).
Scan # of [suit] (i.e., “scan 2 of CARGO”) allows
you to look at the top # cards of the indicated deck and then gain either one of the scanned cards or the faceup visible card of the same suit. Then, place the selected card either on the top of your Draw deck or in your Discard pile (your choice). Return any remaining unselected (not faceup) card(s) you looked at to the bottom of the
corresponding deck in any order.
If a list of multiple suits is indicated, choose one
suit to scan. You cannot choose another suit once
you have looked at cards of the chosen suit.
Scan for [trait/icon] (i.e. “scan for KLINGON” or “scan for ”) guarantees you gaining a card with
the indicated trait/icon (assuming any remain):
1. If any of the visible cards in the Market have
the indicated trait/icon, gain one of them, and
place it on top of your Draw deck or in your
Discard pile (your choice).
2. Otherwise, specify a suit, and reveal cards from
the top of that suit’s deck until a card with
the indicated trait/icon is found to be gained.
If found, place it either on top of your Draw
deck or in your Discard pile (your choice),
and shuffle the other remaining cards you have
revealed back into the corresponding deck.
3. If not found, specify one of the other three
suits, and repeat this procedure.
4. If not found in any of the four suits (i.e., no
card with this trait/icon remains anywhere in
the Market decks), you gain no cards but gain 2
as compensation instead.
For details of gain and scan, see page 30, 32.
In any case, if you select a faceup card from the
Market, also gain any resource tokens that are on
the card (usually ), then reveal the next card
of the corresponding deck to refill the Market. If the corresponding deck is empty, simply leave the spot empty.
SO WHERE DO I PUT IT?
Remember, when cards are gained (including via
scanning), you may choose to place them either on top of
your Draw deck or in your Discard pile.
This is not the case for cards you’ve enlisted (see page
14), as those always go to the top of your deck; or for
cards you’ve taken (see below), as those always go directly
to your hand.
EXAMPLE:
SCAN FOR A
TRAIT
You play Commander Shran. His PLAY
operation allows you to scan for an
ANDORIAN or WEAPON.
You choose WEAPON and look
through the PERSON deck.
You don’t find any WEAPON,
and though you find some
ANDORIAN, you cannot change
your mind about what you are
scanning for.
Next, you choose the SHIP
deck, where you find Holographic
Drone Ship. (so basically you're reliving the
episode where Shran helps Archer neutralize
the Romulan drone attack). You place the
newly gained card into your Discard pile
(since you have no immediate plans for it).
TAKING NEW CARDS
Certain cards are taken from the supply, instead
of gained. These cards go directly into your hand
when taken.
The ENCOUNTER cards are taken from the top of
the Encounter deck, usually by meeting the
requirements of a specific card from your deck
(Strange New Worlds).
The INCIDENT cards are taken either as a cost of some
of your effects, or as a penalty of an ATTACK
played by your opponent. When instructed, take the top card of the Incident deck (without looking at it first), and add it to your hand. When you’re returning an
INCIDENT (by playing it or
via another card’s effect), place it on the bottom of the Incident deck, facedown.
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SPECIALTIES
(RESEARCH, INFLUENCE, MILITARY)
The Specialties corresponding to the three tracks shown on your Crew board: Research, Influence, and Military. When an effect instructs you to gain one of these, advance the corresponding marker one space to the right. Each track has a value from 0 to 15, beyond which you cannot advance.
Some cards have icons on them, corresponding in color to one or more of these specialties. These icons are of two types:
• Skill icons (upper-left corner, below the card’s title bar) are counted most commonly by Utilize to allow you to advance on the Specialty tracks. A card can have up to three printed Skill icons. Some cards have “any” Skill icons, which can represent any one Specialty, or “variable” Skill icons, which change on certain conditions.
• A Focus icon (bottom-right, beside the Victory Point icon) indicates that the card’s value during endgame scoring is dependent on the highest-reached Victory-Point multiplier on your corresponding Specialty track, as long as you have completed at least one mission (see “Missions,” page 20). Some cards have a “best” Focus icon, which scores according to your best reached Victory-Point multiplier on any track.
SPECIALTY RESTRICTIONS
Any restrictions (indicated by the operations themselves) will state that a certain operation is available only if your indicated Specialty track is of the shown level or higher. If you do not meet this requirement, you can neither play nor resolve the operation.
USING SPECIALTIES
Certain cards will reference you having or discarding a card exhibiting a certain Specialty. This can be met by a card either with a Skill icon or a Focus icon of the correct color (or an "any" Skill / "best" Focus). However a card with merely a correct colored restriction does not count for this.
SPECIALTY VICTORY POINT MULTIPLIERS
Next to certain steps of your Specialty tracks on your Crew board is a Victory-Point multiplier. At the end of the game, if you have completed at least one mission, each card with a Focus icon is worth as many Victory Points as the highest-reached multiplier on the corresponding Specialty track.
RESEARCH RESTRICTION
INFLUENCE RESTRICTION
MILITARY RESTRICTION
RESEARCH FOCUS
RESEARCH SKILL
ANY SKILL
INFLUENCE SKILL
MILITARY SKILL
MILITARY FOCUS
BEST FOCUS
VARIABLE SKILL
INFLUENCE FOCUS
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LOCATIONS
LOCATION cards represent either planets and stations that are under your protection or places that you have surveyed, conquered, or otherwise connected to your spheres of influence.
Once you take control of a LOCATION, you can use its Skill icons, table operations, etc.
LOCATION cards in the Neutral Zone are not yet controlled by either player, and their operations and icons cannot be used.
DEPLOYED SHIPS
Most SHIPS can be deployed.
To do so, move their card into your Fleet Area, and gain access to their Ship token.
WARPING SHIPS
Once deployed, you can warp a SHIP, allowing you to move the corresponding Ship token to either a LOCATION controlled by you or a LOCATION in the Neutral Zone.
A SHIP can warp from one LOCATION to another, and there is no limit to the number of ship tokens that can be present at one LOCATION.
Once a Ship token is placed to a LOCATION, the SHIP is said to be “at” the LOCATION.
DISMISSING SHIPS
Any SHIP that is deployed can also be dismissed. If a SHIP is dismissed, return the associated Ship token to the supply and dismiss (move to your Discard pile) its card, and all cards that had been beamed to it.
EXAMPLE: DEPLOYING
You play the D'Kora Marauder that you gained earlier from the Market. Since its PLAY operation instructs you to deploy it, you move the card to your Fleet Area, and place the matching Ship token on it, and steal 1 from your opponent, while cackling like a Ferengi.
Later on your turn, you exhaust this card and spend 1 Dilithium to warp the D'Kora Marauder. Are you going to warp it to Vulcan Science Academy, a LOCATION you already control, trying to set up a later play of Strange New Worlds? Or are you going to warp it to an Ancient Relay Station in the Neutral Zone, so that you may play your Class C Shuttle you have in your hand?
You decide the latter, moving the D'Kora Marauder’s token to Ancient Relay Station, where the The Clumpship Pakled, your opponent’s vessel, is already awaiting you...
FLEET
AREA
NEUTRAL ZONE
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AWAY TEAMS
Some effects allow you to place Away Teams. Each Crew deck’s <<<<CAPTAINCAPTAIN card indicates the number of Away Team tokens that are placed on it (your personal pool). Away Teams can be placed on a LOCATION you control or a LOCATION in the Neutral Zone, as long as your opponent does not have more Ship tokens than you at the same neutral LOCATION. You are still able to place Away Teams on a LOCATION even if you do not have a Ship token present (thematically, they are transported down by a small shuttle that is not represented in the game).
If you run out of Away Teams and wish to place more, you can freely remove them from other cards as needed to complete any placements.
Away Teams removed from cards for any other reason are returned to your personal pool (on your CAPTAINCAPTAIN card).
EXAMPLE: AWAY TEAMS
You play Kamran Gant, and spend an action selecting the PLAY operation. This allows you to send an Away Team.
You can send your either to Argus Array or Dozaria, despite only having a Ship token at the latter, but you cannot send one to Tahal-Meeroj, because the opponent’s Seleya (D’Kyr) is in orbit.
If you had exhausted the U.S.S. Shenzhou to warp it to Tahal-Meeroj before playing Kamran Gant, tying your opponent in the number of Ship tokens, you would be able to target that LOCATION as well.

BEAMING
Some cards (usually deployed SHIP and some LOCATION) allow you to beam cards to them. This allows you to temporarily remove a card from your deck. When beaming a card, simply tuck it under the card where it was beamed to so that only its traits are visible. Beamed cards are still considered in play; however, since only their suit and trait icons are visible, their operations are not available. Whenever a SHIP leaves the Fleet Area, all cards beamed to it leave the same way (e.g., if the Ship is dismissed, the cards are dismissed too).
LOCATION cards (in your hand) cannot be beamed to other cards.
Cards beamed to a SHIP (and their suits and traits) are said to be "on" that ship, and cards beamed to a LOCATION (and their suits and traits) are said to be "at" that location (similarly as a SHIP warped to a LOCATION is said to be at that location).
EXAMPLE: BEAMED
Bolians and Tellarites have beamed to the U.S.S. Shenzhou. Lt. Detmer has beamed to Risa. All of their operations are hidden so they cannot be used unless recalled to your hand (see Recalling cards on pg 32). However, all of their traits (ATTACK, TELLARITE, STARFLEET, HUMAN, PILOT) are in play as they are still visible.

NEUTRAL ZONE
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MISSIONS
Missions have a GOAL—usually a Specialty track
value or a number of cards of certain suits and
traits being in play.
Some missions might specify suits/traits being
on the same SHIP. This counts icons on one
deployed SHIP and on every card beamed to
that particular SHIP.
Some missions might specify suits/traits being at the same
LOCATION. This counts icons on one
particular LOCATION, on every SHIP at that
LOCATION, and on every card beamed to any of
those SHIP or to the LOCATION itself.
While your mission’s
GOAL is met, you may
complete it anytime during your action step (without spending an action). When you do so:
1. Determine which cards have contributed to
the completion of the mission.
2. Resolve the
REWARD effect of the mission.
3. Dismiss all beamed cards that contributed
to the completion of the mission (other
in-play cards such as deployed
SHIP, any
LOCATION, cards in your Staging Area, etc.
are not dismissed).
It is possible for a contributing, beamed card to cease being beamed during the
REWARD
effect (by getting dismissed, promoted, logged, etc.). In such a case, it does not
need to be dismissed anymore. However, if a contributing card became beamed during the
REWARD effect, it does need to be dismissed.
4. Mark the mission as completed by placing a
Mission Completion token on it.
Each mission can be completed only once.
MISSION FAILED
If you don’t complete any missions, any card with a Focus
icon is worth 0 VP during final scoring (see “Final Scoring,”
page 24).
EXAMPLE: MISSIONS
You have the
U.S.S. Shenzhou deployed, and an
INCIDENT and
Cmdr. Burnham in your hand. Once you manage to beam the former,
and promote the latter you meet the requirement of the CALL IN
THE REINFORCEMENTS mission. This is for example possible by
playing
Class C Shuttle’s second play operation, then activating the
U.S.S. Shenzhou itself (Note that just playing Burnham would not
be enough, as the mission specifies her to be on duty, not merely
in play.)
Before resolving your next action, you choose to complete the
mission, gaining 3 Dilithium and scanning 1 of
SHIP and free
playing the
D’Kora Marauder you just gained. The conditional
effect of the reward does not trigger, since
Ash Tyler, the only
KLINGON you have in play is beamed, which is explicitly
excluded. Had you gained the
Vor’cha Attack Cruiser from your
scan, it would have fulfilled the requirement for you, but no such luck…
The
Hostile Contact is moved to your Discard pile, but Burnham
and the Shenzhou (and any other card beamed there, such as Tyler)
stay in play.
20
FLEET AREA
DUTY OFFICER

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CAPTAIN’S LOG
The Captain’s Log is a permanent way to remove
cards from your deck. When instructed to log
a card, place the card underneath your Captain
card. Some cards allow you to do this to thin
your deck, while other, more-powerful cards log
themselves, essentially limiting themselves to
a single use. With very few exceptions, logged
cards can never be used again, though they are
still counted during final scoring.
SELF-LOGGING CARDS
Many cards end their PLAY operation with the effect “Log
this card.” That means, you put the card in the Staging
Area, resolve its operation, and then move it to your Log.
The important thing to note is that outside of its own
operation’s resolution there is no point in which the card
(and its suit/traits) are in play.
It cannot contribute to missions or effects counting traits
since those would be evaluated either before the card in
question was played, or after it has already been moved
to the Log.
If you want them counted, you are better off beaming them
instead of playing them.
SECRET VS. PUBLIC
KNOWLEDGE
You and your opponent will have hands of cards and a
number of decks to interact with throughout the game.
The following information is kept secret:
• Your hand is kept secret from your opponent.
• The order of cards in your and your opponent’s
facedown decks.
• The facedown common decks should be unknown to
both of you.
The following information is public. You and your opponent
are free to discuss and/or ask questions about this
throughout the game:
• The Junk pile, Logs, Discard piles, Development piles,
beamed cards.
• The total composition of the common decks is assumed
to be available knowledge, but don’t be afraid: you
don’t have to memorize all the cards, the game comes
with a handy list of all common cards, their suit, traits,
Skill and Focus icons.
EXAMPLE: SELF-LOGGING
You play
Bynars. The first PLAY operation costs you an action and
gains you a
CARGO.
After this is done, you log
Bynars. You tuck the card under your
CAPTAIN’S oval.
If you have
V’Lar on duty, her
REACTION operation triggers, since
you have put an ALLY into play (even if it then immediately left
play). You draw a card, gain 1 Glory, and 1 Latinum.
However if you play
Energy Drain later
on this turn, the
ENGINEER trait
on the
Bynars cannot be counted
for it, since it’s no longer in play at
that time.
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EXAMPLE OF AN ENTIRE ACTION STEP
At the start of your Action Step:
Seleya is deployed. Subcommander T'Pol is on duty. Khitomer and Vulcan are in your Location Area, the latter with two Away Teams.
You activate the Seleya to promote Muroc from your hand to Duty Officer. Normally you'd have to dismiss either him or T'Pol, because of your limit of 1 Duty Officer—but the PASSIVE operation on Vulcan allows you to have one more, as long as at least one of them is a VULCAN.
Now, Muroc's table operations are available. You activate him to draw Ti'Mur from your Discard pile.
Then, you play Advisory from your hand (this does not cost an action): which for 1 gains you 1 Influence and draws you a card.
This causes your deck to reshuffle, enlisting a card from your Reserve, which — since it's placed on the top of your deck — becomes the next card you draw: Paan Mokar.
Also Advisory lets you beam a HUMAN to a deployed SHIP, so you place United Earth under the (currently exhausted) Seleya.
Now it's finally time to spend your first action, playing Paan Mokar, which in turn allows you to free play the Ti'Mur. Since your Research is at least 5, you can choose Ti'Mur's second PLAY operation, warping it to Paan Mokar, placing an Away Team there.
In the spirit appropriate for founding the Federation, you get some help from the Tellarite Ambassador Gral, who allows you to find a card with / . Now, you could go looking for the Tellarites ALLY you gained last turn, somewhere in your Draw deck—but you can also find a card in your Reserve deck, and you happen to remember that you haven't seen V'Lar yet!
LOCATIONS
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As your second action, you play V'Lar, spending your only latinum to gain Kaelon II Science Ministry from the Market, and drawing it.
You activate Vulcan, drawing 2 cards (Stel and Recruit), since you have a total of 3 on controlled LOCATION.
You activate the Ti'Mur and discard Stel to beam the Kaelon II Science Ministry to the ship. This counts as putting a SCIENTIST into play, so the Vulcan Science Directorate's REACTION gives you a choice of 2 or 1, you choose the latter.
As your third action, you play Infinite Diversity, in Infinite Combinations:
1. Removing an from Vulcan (you do not want to leave Paan Mokar unguarded)
2. Dismissing the Ti'Mur (along with its beamed card)
3. Logging Ambassador Gral from your Staging Area. You choose to take Gomtuu, placing it on the top of your deck.
Additionally, Khitomer's REACTION triggers (since the Tellarite Ambassador had an ATTACK trait), gaining you one additional action.
You activate your CAPTAIN card, dismissing United Earth to draw 2 cards, one of which will be Gomtuu.
You play and deploy Gomtuu. (It even comes with a ship token, despite being an ENCOUNTER!)
You choose to spend your fourth action on Gomtuu's ability to gain you 1 military for each research skill you have in play: You have one on Gomtuu, one on Vulcan, and one on Subcommander T'Pol, gaining you 3 military. This inches you ever closer to being able to unleash your mighty Vulcan Hello, which becomes available when you reach 9.
Your turn is now over, so you reset to your normal 3 actions and you choose to discard the last card remaining in your hand before you draw back up to 5 cards.
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FINAL SCORING
Final scoring occurs if a) the game end was triggered by a Resolution or b) if there was a tie during the Burn. In either case, remove all cards remaining in your Reserve deck and Development pile before scoring. They will not be counted.
All other cards you own count (including ones in the Captain’s Log and ones beamed to another card). Your score is the sum of the following elements:
• 1 VP for each Glory token you have, not including any tokens on cards you have in play.
• 1 VP for each token (Away Team or Ship token) you have on neutral Locations.
• ENDGAME operations on your in-play cards (usually your CAPTAIN, and controlled LOCATION).
ENDGAME conditions caring about unique traits count any number of WILDCARD traits as one unique trait.
COLLECTING YOUR CARDS
Once you have scored your ENDGAME conditions, you can pick up and collect all your cards for easier counting, as nothing else will care about where your cards were at the end of the game.
UNUSED ENDGAME OPERATIONS
If a card with a scoring condition is not in play (logged or not yet played from your deck), its printed Victory Point value still scores, but its ENDGAME operation is not evaluated.
WILDCARD TRAITS
WILDCARD traits do not count as any other trait during final scoring.
• Sum of the printed Victory Point values shown on all your cards.
ASTERISK VP
If a card has an asterisk in its Victory Point icon, the card’s SPECIAL operation explains how it affects final scoring (even if the card is not in play).
• For each Specialty track, the highest reached multiplier value (not step!), multiplied by the number of cards with the matching Focus icon.
Cards with a "best" Focus icon each score equal to your highest reached multiplier value on any Specialty track.
Important: If you have not completed any of your missions, skip this step entirely (i.e., score 0 VP for Focus icons).
• If playing on the Advanced side of your captain’s board, score the printed VP for each mission you have marked with a Mission completion token.
The player with the higher total Victory Points is the winner. In the case of a tie, both players win.
RESOURCES ON CARDS
Resources still on your cards during scoring are not yours, Glory there does not score, and none of it count towards ENDGAME conditions.

BEST FOCUS
24

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EXAMPLE: SCORING CARDS
These three cards have a total printed value of .
You have a total of 5 PERSON cards, ignoring the ones
from your Available and Reserve deck (since they don't score
, and they are VULCAN), but both developments you
have enlisted and
Vice Admiral Pasalk are also
VULCAN so
Soval's ENDGAME operation scores you .
Riva, Minister Kuvak, Holographic Drone Ship, and Khitomer have a yellow Focus icon, so are worth each.
From the cards in this example, you score a total of 24 :
4 from
T'Pau and 1 each from Phlox and Vice Admiral Pasalk
2 from Soval's ENDGAME
16 from Influence Focus icons
These three cards have a total printed value of .
Your Influence
Specialty track is past
the x4 multiplier.
25

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COMPONENT ANATOMY
CARD NAME
CARD TYPE
SEQUENCE NUMBER
GAME MODE
STARTING GLORY BOT
ACTION COUNT
(SOLO ONLY)
SKILLS
DECK ICON
TRAITS
AWAY TEAMS
TABLE OPERATION
(BLUE STRIP)
ENDGAME OPERATION
(RED STRIP)
CARD ID
STARDATE CARDS
DEVELOPMENT COST
(BLACK STRIP)
SPECIAL OPERATION
(PURPLE STRIP)
VICTORY POINTS
DECK ICON
SHIP NAME
PLAY OPERATION
(GREY STRIP)
RESUPPLY/CLEAN-UP
(GREEN STRIP)
FOCUS
POSITION INDICATOR
DECK ICON
EFFECT
SHIP TOKENS
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STATUS CARD BACK
COMMON LOCATION CARD BACK
NAME
RESEARCH
INFLUENCE
MILITARY
SPECIALTY VP MULTIPLIER
CAPTAIN CARD BACK STARDATE CARD BACKS
STANDARD CARD BACK
CREW BOARDS
MISSION
BASIC
SIDE
ADVANCED
SIDE
27

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THE CADET TRAINING MODE
To play the game alone without an opponent (because, for example, you’d like to practice how to
play a deck or to come to terms with the rules of the game without having to worry about learning
the rules of the solo opponent), use the following changes to the regular game.
SETUP
Instead of the regular Stardate cards, use the two Stardate cards marked “Cadet Training” (showing 5
each).
RULE CHANGES
• Every you gain comes from the
supply, not the Stardate cards.
• If an effect explicitly instructs you to
remove a from a Stardate card
outside of your Clean-up Step, ignore it.
• You have a virtual opponent, who
permanently has “one of everything”—
except Ship tokens at any neutral LOCATION.
E.g. if a card effect requires you to remove up to 2 opponent
to gain
1 each, it will gain you only 1 ; if
you can steal 3 , your opponent has
only 1 available to be stolen, etc. Note, you still only need 3 tokens to secure a neutral LOCATION (your virtual
opponent only has 1 there).
• Every time your opponent would be
forced to take an INCIDENT, skip it
and gain 1 instead. If you are giving
an INCIDENT to your opponent, gain
1 and return it instead.
• If at any point the Burn is triggered, you
lose.
CLEAN-UP AND STARDATES
During Clean-up, wipe one card of your
choice from the Market (i.e., return any
tokens on it to the supply and junk it), then
place 1
from the Stardate card on a
card in the Market.
NOTE: If you are playing with Burnham
(from the
Core Box), remove 1
from
the Stardate and place 1 instead.
(Her Status card says place 2 , but in
Cadet mode place only one.)
The first Stardate card will be emptied
during your 5th turn’s Clean-up Step. As
noted on the card, place it in your Staging
Area before refilling the second Stardate card with 5
from the supply. In the
Stardate Resolution substep of your next (6th) turn, wipe the Market, and all
LOCATION>> from the Neutral Zone that
you have no token(s) (Ship or Away Team) on. Then, proceed with the normal Clean-up (wipe one card, and place 1
from the
Stardate card).
The second Stardate card will be emptied
during your 10th turn’s Clean-up Step. As
noted on the card, this triggers the end of
the game, so after your 11th turn proceed to
Final Scoring.
FINAL SCORING
Score as usual.
If you’ve scored at least 70
, you
understand how to play
Captain’s Chair.
If you’ve scored at least 100
, you’re
getting quite proficient with this deck. If you’ve scored more than 120
, you
have done an outstanding job.
KEYWORDS IN DETAIL
AREAS (LOCATION, FLEET, STAGING, ETC)
See the entry for “In Play” (page 31) for
areas of your table.
ANOTHER, ALL OTHER
When an operation uses the expression
“another (suit identical to the card’s own)”
or “another (a trait the card itself has)”, it
means “one of the specified thing, excluding
that card”.
The expression “all other” similarly means
“everything matching the specification,
except that card”. Alternatively, the
expression “each [something] (excluding
this card)” is used when using one of the
short forms could lead to confusion. The two
expressions are equivalent.
Exclusions are always explicitly mentioned,
but inclusions are only occasionally
highlighted for clarity. Therefore if a
card does not specify either way, itself
is always included in any condition it
matches.
ATTACKED / NEGATIVE EFFECT
You are considered attacked, if your opponent resolves an operation preceded
by
ATTACK. All parts of the operation that
target you (your hand, your cards, your play area, your resources, giving you incidents, forcing you to do anything, etc) are the negative effect of the operation. If one of
your cards allows you to ignore the negative effect of an attack, you ignore all of these
parts of the operation. The attack has still happened (for the purpose of other effects) and your opponent gets to resolve any other part of their operation.
BEAM
Take a card from your hand (unless specified other
wise), and place it faceup underneath
a card (usually a SHIP) where it is being
beamed to so that only its suit/trait icons remain visible. The card underneath is now considered beamed. Each card can have multiple cards beamed to it; there is no limit to the number of beamed cards a single card can have. Some effects might specify the card’s suit that can be beamed.
Under no circumstances can a LOCATION be beamed to other cards.
(A SHIP however, can be beamed, even
to another SHIP—you can think of this
as one ship “tractor-beaming” the other.)
A beamed card is still considered in play, but
its operations and Skill Icons are not.
Cards beamed to a SHIP (and their suits
and traits) are said to be "on" that ship, and
cards beamed to a LOCATION (and their
suits and traits) are said to be "at" that location (and that
LOCATION is said to
be those cards' location).
If a card is beamed to a card that is then
dismissed/recalled/logged, the same effect
happens to the beamed card(s).
Beamed cards are public information.
CONSIDERED
(ANOTHER SUIT)
Some cards have a SPECIAL operation
declaring “This card is considered (another
suit) for all purposes.” This is
always in
effect (for non-bot players), essentially
making the card
dual suited. Any effect
limited to its original printed suit or its
KHAAAN!
If you are playing with Khan, see page
35 for the special rules concerning
Cadet mode.
28

that ship and cards beamed to a LOCATION and their suits and traits are said to be at that location and that LOCATION is said to be those cards location If a card is beamed to a card that is then dismissed recalled logged the same effect happens to the beamed card s Beamed cards are public information CONSIDERED ANOTHER SUIT Some cards have a SPECIAL operation declaring This card is considered another suit for all purposes This is always in effect for non bot players essentially making the card dual suited Any effect limited to its original printed suit or its KHAAAN If you are playing with Khan see page 35 for the special rules concerning Cadet mode 28

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additionally specified suit can target this card. If a card is considered a SHIPSHIP, then it has a Ship token which is used just as regular SHIPSHIP cards’ tokens are used.
DEPLOY
Only a SHIPSHIP or a card with ONGOING (a CARGOCARGO/ ALLYALLY/ DIRECTIVEDIRECTIVE/ ENCOUNTERENCOUNTER) can be deployed. Move an already in-play card from your Staging Area to your Fleet Area. If the card in question is a SHIPSHIP, also take the matching Ship token from the supply and place it on the card itself. The card’s table operations are now (i.e., immediately) available.
If due to a Duplicate effect (see “Duplicate”) a non-SHIPSHIP, non-ONGOING card would be deployed, this keyword has no effect.
DESTROY Destroyed cards—like logged cards—are permanently removed from the game.
However, unlike logged cards, when you are instructed to destroy a card, return it to the box; it is completely unavailable for the rest of the game, and you are no longer considered to own that card. Cards beamed to the destroyed card are also destroyed, ships present are dismissed from a destroyed LOCATION and are returned to their owner’s CAPTAIN card.
Any resource tokens still on the destroyed card are lost and returned to the supply.
DISCARD Select a card (matching the effect’s restrictions, if any) from your hand, and place it in your Discard pile.
Note: The discard keyword never interacts with cards in play, unlike the dismiss keyword.
DISMISS Move the indicated card from being in play to your Discard pile.
If the card had other cards beamed to it, place those in the Discard pile as well. If the dismissed card had been beamed to another card, the other card remains unaffected.
Any resource tokens still on the dismissed card are lost and returned to the supply.
Cards in your Staging Area cannot be dismissed.
A LOCATION cannot be dismissed (since most of them cannot enter your deck), unless explicitly instructed by the LOCATION itself.
If the dismissed card had an Action token on it, place the Action token near the Discard pile; the action itself does not become available again—it merely acts as a reminder of what you spent your previous action on.
If a SHIPSHIP is dismissed, return the associated Ship token to the supply and dismiss the Ship card and all cards that have had been beamed to the SHIPSHIP.
If an ATTACK allows you to dismiss one of the opponent’s in-play cards, it is placed in their Discard pile.
DRAW, DRAW FROM DISCARD Drawing from your deck is always done by taking the top card and adding it to your hand.
You do not have a hand limit.
If your deck is empty when you need to draw a card, reshuffle your Discard pile, then enlist either a Reserve—if you can—or, optionally, a Development—if your Reserve is already empty and you pay the cost of the Development. Then, continue drawing (drawing the newly enlisted card next).
Drawing from your Discard pile allows you to look through your entire Discard pile (since it’s faceup and order doesn’t matter) and then draw a card matching the effect’s restrictions. Note: The draw keyword never allows you to interact with cards in play, unlike the recall keyword.
DRONE, ASSIMILATE
These keywords currently have no known meanings or effects. But we dread the day when we find out what they mean.
DUPLICATE
Select a card of the specified suits from one of the specified positions (Market, Discard pile, or your Log), and resolve one of its indicated operations (usually a PLAY operation). Regardless of whether the resolved operation shows a cost or not, you do not have to spend an (additional) action token (beyond what you may have spent to trigger the duplicating effect). You are still required to meet any Specialty requirement of the target effect. If the duplicated operation in any way refers to its own card by name or by “this card” (the most common example being “Log this card”), the effect is applied to the card with the duplicating effect instead, if possible.
NO DUPLICATE
DUPLICATES
The duplicate keyword itself cannot be duplicated. Instead of a chain of duplications, this results in no effect.
(For example, using Laas to duplicate Orb of Time would only allow you to recall a card.)
EXAMPLE:
DUPLICATING
Using the Orb of Time to duplicate either of Denobulans operations would result in Orb of Time being logged.
However, using Vadic's Splinter Group to duplicate Cloaking Device would refresh up to 3 SHIPSHIP, allow for 2 cards to be drawn and 1 card junked, and—since Vadic's Splinter Group is not ONGOING nor a SHIPSHIP, it cannot be deployed.
ENLIST A DEVELOPMENT Pay the development cost shown on a chosen Development card in your Development pile, and place it on top of your Draw deck.
There is no order to the cards in your Development pile; you may look through these cards and select any of them. If an effect explicitly allows you to enlist a Development, you may do so even if your Reserve deck is not empty; otherwise, you will normally do so when reshuffling your deck after the Reserve deck has been emptied. You cannot enlist a Development card if you cannot fully pay/perform its development cost.
If an effect allows you to enlist for free, ignore every part (resource cost, side effect, or pre-condition) of the selected card’s development cost.
Other than the enlist keyword, cards in your Development pile cannot be interacted with, unless an effect explicitly says otherwise.
Cards still in your Development pile do not score during final scoring.
ENLIST A RESERVE
Move the top card of your Reserve deck to the top of your Draw deck, without looking at the contents of your Reserve deck. If your Reserve deck is empty, this keyword has no effect (i.e. you cannot enlist a Development instead). Cards remaining in your Reserve pile do not score during final scoring.
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its development cost If an effect allows you to enlist for free ignore every part resource cost side effect or pre condition of the selected card s development cost Other than the enlist keyword cards in your Development pile cannot be interacted with unless an effect explicitly says otherwise Cards still in your Development pile do not score during final scoring ENLIST A RESERVE Move the top card of your Reserve deck to the top of your Draw deck without looking at the contents of your Reserve deck If your Reserve deck is empty this keyword has no effect i e you cannot enlist a Development instead Cards remaining in your Reserve pile do not score during final scoring 29

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EXHAUST
Rotate a card in play (in your Fleet Area, in your Location Area, your Duty Officer, or your CAPTAIN) sideways, as if an ACTIVATION or REACTION operation has been resolved. Thus, the card’s ACTIVATION or REACTION cannot be used until the end of your Clean-up Step, unless another effect explicitly refreshes it. This effect is considered a cost; if you don’t have a card to exhaust, you cannot resolve the operation in question.

FIND [NAME/SUIT/TRAIT/ICON]
Look through your hand, Discard pile, and Draw and Reserve decks until you find a card you want with the indicated name/suit/trait/icon, and add that card to your hand (if it isn’t there already). You don’t have to choose the first card you find; you can keep looking for the card you want until you have run out of places to look. Some cases may restrict you to one or more of these positions to look through (with the most common case being “excluding Reserve,” thus restricting you to your hand, Discard pile, and Draw deck). If multiple names/suits/traits/icons are specified, you may look at all cards meeting these conditions and choose one of them to add to your hand.
Any effect allowing you to find a card with a particular trait also allows finding a card with the WILDCARD trait.
Any effect allowing you to find a card with a particular Skill/Focus icon also allows finding a card with / respectively.
Afterward, shuffle any cards you looked through back into the deck (Draw deck, Discard pile, Reserve) you looked through.

FORCE
When an effect tells you to force your opponent to do something, it means your opponent must resolve the indicated effect, but any choice within the effect is theirs. For example: “Dismiss an opponent SHIP” means you choose which of their Ships gets dismissed, while “Force your opponent to dismiss a SHIP” means they must resolve a “Dismiss a SHIP” effect (if able), but it is their choice which one.
Regardless, ownership of any affected card is not changed (unless explicitly instructed to give/place elsewhere), so “Log an opponent controlled LOCATION” means you get to choose which of their LOCATION is moved to their Captain’s Log–nothing is moved to your Log.
If the forced effect involves a choice (“either A OR B”), if able, they must choose one they can fully resolve. If they cannot resolve a forced effect at all, they ignore it.

FREE PLAY [A SUIT/TRAIT/INCIDENT/NAMED CARD]
Select a card matching the indicated suit/trait/name from your hand (unless indicated otherwise), and play it as you normally would. However, if your selected PLAY operation is preceded by , you do not have to spend an(other) action. Note: Free playing does not make any other cost of the operation’s effect free, nor does it grant you an additional action if you use it to play an operation that does not require the spending of one.

GAIN [A C]
Gain [suit] (for example: “gain PERSON”) allows you to select either the faceup visible card of the indicated suit or the top card of the corresponding deck (without looking at it first). Look at the selected card, and place it on top of your Draw deck or in your Discard pile (your choice, unless indicated otherwise).
If a list of multiple suits is indicated, choose one. If no cards of the indicated suit remain in the Market, this keyword has no effect.
Gain [trait] (F ALIEN”) allows you to take a faceup card of any suit from the Market that has the indicated trait. Place the gained card on top of your Draw deck or in your Discard pile (your choice, unless indicated otherwise). If no cards of the indicated trait are present in the Market, this keyword has no effect.
If you have selected a faceup card from the Market, also receive any resource tokens that are on the card, then reveal the next card of the corresponding deck to refill the Market. If the corresponding deck is empty, simply leave the spot empty.
If an effect allows you to “gain from the Junk,” look through the cards in the Junk pile and select any card of the indicated suit(s).

card of any suit from the Market that has the indicated trait Place the gained card on top of your Draw deck or in your Discard pile your choice unless indicated otherwise If no cards of the indicated trait are present in the Market this keyword has no effect If you have selected a faceup card from the Market also receive any resource tokens that are on the card then reveal the next card of the corresponding deck to refill the Market If the corresponding deck is empty simply leave the spot empty If an effect allows you to gain from the Junk look through the cards in the Junk pile and select any card of the indicated suit s

GAIN RESOURCES
When an effect instructs you to gain any number of resources, take the indicated number of tokens of the specified type and move them to your resource pool. In the case of Latinum or Dilithium tokens, take them from the supply; in the case of Glory tokens, take them from the topmost Stardate card (or the supply, if a Resolution has already been triggered).
If the topmost Stardate card empties, give it to the inactive player (i.e., whoever is not currently taking their turn), then add the number of Glory tokens indicated to the new topmost Stardate card from the supply. If you must gain more Glory than there are tokens on the topmost card, gain as many as you can (thereby emptying the Stardate card), give the Stardate card to the inactive player, and either fill the new Stardate card with the indicated amount of Glory tokens and continue gaining Glory or, if this was the last Stardate card, leave the Stardate card where it is and continue gaining Glory from the supply instead.
If instructed to gain [a resource] from [a particular card], take the resource from the specified card, not the supply. If the specified card does not have any of the specified resource’s tokens on it, you gain nothing.
Resource tokens are not meant to be limited. Use proxies wherever necessary, or use the included ×5 tokens along with one of a token type to indicate 5 resources of that type.

GAIN/SPEND AN (ACTION)
When an effect instructs you to gain an , take an additional (4th, 5th, etc.) action token from the supply, and place it with its available side up in your personal pool.
Gained actions are only for the current turn, during your Clean-Up step your personal pool always resets to 3 .
Action tokens are not meant to be limited. In the unlikely case of you gaining a 7th action, use any suitable proxy.
When an operation is preceded by , or an effect explicitly requires you to spend an , take an available action token from your personal pool and place it on the card in question, with the spent side up. If you do not have an available action token left, you cannot use that operation.

GIVE (A C)
Place the card–usually an INCIDENT–in question from your hand (unless specified otherwise) into your opponent’s hand. If you do not have such a card to give, this keyword has no effect (i.e. your opponent does not take an INCIDENT from the Incident deck if you cannot give one).
Giving an INCIDENT does not count as returning one for you, it however does count as taking one for your opponent–these distinctions are relevant for some PASSIVE/REACTION operations.
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HELMET, WEARING A HELMET
This keyword is mostly relevant when dealing with the PAKLED and their fascination with hats–see Rebner’s deck (page 34) for details.
Some effects allow you to beam a card with the HELMET trait to your Duty Officer. In this case, the PERSON on duty is said to be wearing the HELMET in question. This usually unlocks a stronger part of that card’s effect.
The Duty Officer is limited to wearing one HELMET, you cannot beam another to a PERSON already wearing one. If the Duty Officer wearing a HELMET is dismissed/recalled/logged, the same thing happens to the worn headgear.

IN PLAY / FROM PLAY
The following cards are considered “in play” for you:
• Cards in your Location Area: every LOCATION you control
• Cards in your Fleet Area: every SHIP and card with ONGOING you have deployed
• Your Duty Officer(s)
• Your CAPTAIN (and possibly your Status cards)
• Cards in your Staging Area (these will be moved to your Discard pile during your Clean-up Step, and their table operations are not available)
• Cards beamed to other cards, usually to a SHIP or a LOCATION (their table operations are not available as they are covered, and they are dismissed if their suit/trait icons are used to contribute to a mission).
Cards in the following places are not in play:
• your hand
• your Draw deck
• your Discard pile
• your Reserve deck
• your Development pile
• your Captain’s Log (underneath your CAPTAIN card)
Your opponent’s cards are in play for your opponent’s effects, but not for yours, unless explicitly indicated otherwise.

JUNK A CARD (FROM THE MARKET)
Choose a faceup card from the Market and place it in the Junk pile. Then reveal the next card of the corresponding deck to refill the Market. If the corresponding deck is empty, simply leave the spot empty.
You may never junk a card with one or more resource tokens on it but such a card may still be wiped by Stardate cards (see page 12).
Note: Junking always targets the Market, unless explicitly instructed otherwise. Cards from the Neutral Zone are never placed in the Junk. Cards in the Junk pile are out of play, and they cannot be interacted with unless a card effect specifies otherwise.

LOG
All cards underneath your CAPTAIN card are considered to be in your Captain’s Log. When an effect instructs you to log a card, place the card in question underneath your CAPTAIN card. If the logged card had card(s) beamed to it, the beamed card(s) are also logged.
If unspecified, the logged card must be selected from your hand.
Any resource tokens still on the logged card are lost and returned to the supply.
Ships present are dismissed from a logged LOCATION and are returned to the CAPTAIN card.
Cards in your Log are out of play, and they cannot be interacted with unless a card effect specifies otherwise. However, they still score Victory Points during final scoring. You may always look at the cards in your Log, but other players may not. If a card’s PLAY operation includes the effect “log this card,” move this card into your Captain’s Log after playing it (instead of keeping it in your Staging Area). If the card had an Action token on it, move the token near your CAPTAIN card as a reminder of what you spent your action on.
If an ATTACK allows you to log one of the opponent’s cards, it is placed in their log.

MARKET
When card text refers to the Market, it always means the offer of four (or rarely, fewer) faceup Market cards.

MOVE RESOURCES
When an effect requires you to move a number of resources to a specified card (in the Market, or in play), take the indicated number of tokens of the indicated type from your resource pool and put them on the specified card. This is not spending them, therefore cannot be used to substitute for / .

PLACE RESOURCES
When instructed to place a number of resources on a specified card (in the Market, or in play), take the indicated number of tokens of the indicated type from the supply—or in the case of , from the Stardate card, if able—and put them on the specified card.
Resources still on your cards during scoring are not yours (unless explicitly indicated otherwise).

RESOURCES When an effect requires you to move a number of resources to a specified card in the Market or in play take the indicated number of tokens of the indicated type from your resource pool and put them on the specified card This is not spending them therefore cannot be used to substitute for PLACE RESOURCES When instructed to place a number of resources on a specified card in the Market or in play take the indicated number of tokens of the indicated type from the supply or in the case of from the Stardate card if able and put them on the specified card Resources still on your cards during scoring are not yours unless explicitly indicated otherwise

PROMOTE (A PERSON TO DUTY OFFICER)
Select a PERSON from the indicated position (hand, Staging Area, or Discard pile) and place the card in your Duty Officer slot. Any listed table operations on the card are now (i.e., immediately) available. Some PLAY operations may instruct you to promote the resolving card itself to Duty Officer—in which case they are moved immediately and do not stay in the Staging Area.
If a promoted card has an action token on it, move the token with the card to remind you what you spent your previous action on; the presence of an action token does not prevent you from using any REACTION or ACTIVATION (not even one requiring an additional action).
If at any point during your turn you have more Duty Officers than your limit, you must dismiss one of them until you meet the limit. Your limit is normally 1, though some effects may increase it.
Sometimes an effect may only allow additional Duty Officers of a particular trait, or based on some other condition. If this effect is itself on a Duty Officer card, the other Duty Officer(s) must be meeting the condition: the Duty Officer with the effect cannot itself count as 'additional' for the purposes of the effect.
If you have more than one Duty Officer in play, shift cards in your Location Area so that there is enough space for all Duty Officers in the top row of your player area.
You cannot willingly dismiss your only Duty Officer. It can only be dismissed when explicitly instructed to or when promoting another.
If due to a Duplicate effect a non-PERSON card would be promoted, this keyword has no effect—a non-PERSON card can never be promoted.

PUT A CARD (SOMEWHERE)
Select a card (matching the effect’s restrictions, if any) from your hand (unless specified otherwise) and place it in the specified place (top of your deck, Staging Area, etc).
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PUT INTO PLAY
A card is being put into play if:
• it is being played, immediately after one of its PLAY operations is resolved,
• it is a neutral LOCATION being taken control of, immediately before its CONTROL operation is resolved,
• it is a PERSON being promoted to Duty Officer from your hand or Discard pile,
• it is being beamed to another card from your hand or Discard pile,
• it is explicitly being put into your Staging Area by another card’s effect.
A trait or a suit is being put into play if a card with such a trait or suit is being put into play.

REACTION OPERATIONS
It is not mandatory to trigger a REACTION operation when able; however, once you have started resolving one, all effects of the text are mandatory (unless indicated otherwise), as usual.
Resolving a REACTION operation can interrupt another operation at the point where the condition was met and then return to it once the REACTION has resolved.
If the PLAY or CONTROL operation of a card meets an “after [doing something]” condition of a REACTION on the same card (and the card is deployed/taken control of as the result of said operation), the REACTION can immediately be used.
If you have multiple cards with a REACTION triggering on the same condition, you may resolve any number of them, in the order of your choosing.

RECALL
Move the indicated card from being in play back into your hand.
It is possible to play a recalled card, potentially playing it a second time on the same turn. If the recalled card had other cards beamed to it, those are also recalled. If the recalled card had been beamed to another card, the other card remains unaffected.
Any resource tokens still on the recalled card are lost and returned to the supply.
A LOCATION cannot be recalled (since most of them cannot enter your deck), unless explicitly instructed by the LOCATION itself.
If the recalled card had an action token on it, the action token is placed aside (the action itself does not become available again, it merely acts as a reminder what you spent your previous action on). However, if you play the same card again after being recalled, spending an action again, you may wish to place both action tokens on it as a reminder that you spent two actions on playing this card twice this turn.

RECRYSTALLIZE
See Burnham’s deck in Core Box rules (page 35).

REFRESH
Refresh allows you to “un-exhaust” an exhausted card in play, effectively letting you use its ACTIVATION/REACTION operations again this turn—simply rotate the card the right way up to indicate it is available again. If the card has an action token on it, keep the token on it. The presence of an action token does not preclude you from using the card again; it merely acts as a reminder for you to know what you have spent your actions on.

RETURN AN INCIDENT
Place the INCIDENT in question from your hand (unless specified otherwise) facedown on the bottom of the Incident deck. If the INCIDENT had an action token on it, place the action token near the Incident deck as a reminder of what you spent your action on.
Individual cards in the Incident deck are out of play, and they cannot be interacted with unless a card effect specifies otherwise.

REQUIRES
Some operations begin with “Requires…”, denoting a precondition to resolving that operation. Most commonly, this precondition is a number of steps progressed on a specific Specialty track, but some operations have more complex, explicit requirements. If you do not meet a precondition you may not resolve any part of the operation in question.
You cannot use a PLAY operation you thus cannot resolve to play a card into your Staging Area, nor can you use an ACTIVATION operation you thus cannot resolve to exhaust a card.

deck as a reminder of what you spent your action on Individual cards in the Incident deck are out of play and they cannot be interacted with unless a card effect specifies otherwise REQUIRES Some operations begin with Requires denoting a precondition to resolving that operation Most commonly this precondition is a number of steps progressed on a specific Specialty track but some operations have more complex explicit requirements If you do not meet a precondition you may not resolve any part of the operation in question You cannot use a PLAY operation you thus cannot resolve to play a card into your Staging Area nor can you use an ACTIVATION operation you thus cannot resolve to exhaust a card

SCAN
Scan # of [suit] (for example: “scan 2 of CARGO”) allows you to look at the top # cards of the indicated deck and then gain either one of the scanned cards or the faceup visible card of the same suit. Then, place the selected card either on the top of your Draw deck or in your Discard pile (your choice, unless indicated otherwise). Return any remaining unselected (not faceup) card(s) you looked at to the bottom of the corresponding deck in any order.
• If there are fewer than # cards remaining in the deck, look at as many cards as you can. If no cards of the indicated suit remain in the Market (and its deck), this keyword has no effect.
• If a list of multiple suits is indicated, choose one suit of cards to look at. You cannot choose another suit once you have looked at cards of the chosen suit, and you cannot gain the faceup cards of the other suits either.
• If an effect allows you to “scan including the Junk,” then after looking at # cards, you may also look through the entirety of the Junk pile for cards of the indicated suit, choosing one of the cards you have looked at (from the Junk pile, the Market, or the original # cards).

Scan for [trait/icon] (for example: “i.e. “scan for KLINGON” or “scan for ”) guarantees you to gain a card with the indicated trait/icon (assuming any remains):
• If any of the visible cards in the Market have the indicated trait/icon, gain one of them, and place it on top of your Draw deck or in your Discard pile (your choice, unless indicated otherwise).
• Otherwise, specify a suit, and reveal cards from the top of that suit’s deck until a card with the indicated trait/icon is found to be gained. If found, place it on the top of your Draw deck or in your Discard pile (your choice), and shuffle the other remaining cards you have revealed back into the corresponding deck.
• If not found, specify one of the other three suits, and repeat this procedure.
• If not found in any of the four suits (i.e. no card with this trait/icon remains anywhere in the Market), you gain no cards, but receive 2 as compensation instead.
• If a list of multiple trait/icons is indicated, choose one to scan for. You cannot choose another trait/icon once you started looking through a Market deck.
• If an effect allows you to “scan including the Junk,” then after checking the Market but before looking through the decks, look through the Junk pile too. If any card(s) there has the indicated trait/icon, you may choose (one of) that card(s) to gain. If you choose not to, proceed to flip through the decks as normal.
If you have selected a faceup card from the Market, also receive any resource tokens that are on the card, then reveal the next card of the corresponding deck to refill the Market.
32

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If the corresponding deck is empty, leave the
spot empty.
Any REACTION specifying a condition of
“when you gain a [particular card]” can also
be triggered if the card was gained via a
scan effect.
SECURED
A neutral LOCATION is secured as long
as you have at least 3 tokens (Away Teams and Ship tokens combined) total and at least 2 more tokens than your opponent at the Location. This is relevant for your Control Step and for a small number of card effects that allow you to take control of a secured
LOCATION immediately.
SEND/REMOVE (AWAY TEAM)
Place/remove the indicated number of
tokens on/from the target LOCATION
(neutral or controlled). You do not need to have a Ship token there (unless the presence of a
SHIP is explicitly required by the
effect); however, you cannot place on
a LOCATION where your opponent
has more Ship tokens than you. If you run out of
tokens and wish to place more,
you can freely remove them from other cards. Any
removed from cards for any
reason (e.g., due to the LOCATION
being logged, an opponent’s attack, etc.) are returned to your personal pool on your
CAPTAIN card. The total number of
you have available is never reduced
during play.
SPEND RESOURCES When an effect requires you to spend a
number of resources, return the indicated
number of tokens of the specified type from your resource pool to the supply, regardless of the resource type. If you are unable to spend the required resources, you cannot resolve that operation. Glory tokens in your resource pool allow you to pay for
/
costs, including ones you otherwise would not be able to:
• When spending
, you may instead
spend any amount of
as if each Glory
were worth 1
.
• When spending
, you may instead
spend any amount of
as if each
were 2
. No change is given when
you do so.
• Outside of this, you cannot convert
between
or spend resources in lieu of
one another unless explicitly permitted
by an effect.
If instructed to spend all of your
/
,
spending all of zero is a valid option, and
you are never forced to spend for such
an effect.
If instructed to spend [resources] from (a
particular card), consider only the resources
on the specified card, and not the resources
in your resource pool. Otherwise all of the
above rules still apply. Important: you are
not allowed to spend resources from cards
unless explicitly instructed to do so.
STEAL [DILITHIUM/LATINUM/GLORY]
Stealing allows you to take the indicated
type and number of resources from your
opponent.
If your opponent possesses fewer
of the indicated resource, steal only as much
as you are able (possibly none)—you cannot
steal other types instead. Stealing is not
gaining; therefore, any
REACTION triggered
by gaining a resource does not get triggered by stealing.
TAKE [A C
Common uses include: Take an
INCIDENT, and Take the top
ENCOUNTER (or look at 2, and take one
of them). Place the indicated card directly into your hand (unlike gain/scan, which places it on top of your Draw deck or into your Discard pile).
Any
REACTION specifying “when you gain a
[particular card]” cannot be triggered in the
event of a matching card being taken into
your hand (particularly by the
Reinforce card
used during a solo campaign).
If an
ATTACK states that your opponent
takes an
INCIDENT, they place the top
card of the Incident deck directly into their
hand.
TAKE CONTROL
Take control always refers to a
LOCATION. If it is a neutral
LOCATION, dismiss all Ships present
there, and remove all from it. Your
opponent (the player who is not taking control of it) gains 1
for each token
removed/dismissed.
Move the card into your Location Area.
Resolve its
CONTROL operation. This
counts as putting this card into play, for the
purposes of a
REACTION.
Neutral
LOCATIONS are usually taken
control of during the Control Step of your turn, Locations from your own deck are played from your hand (with the
PLAY
operation specifying to execute the above procedure), while some other effects might give you control of a Location directly from the
LOCATION deck.
TOKEN Collective term for
(Away Team) and
Ship tokens. See: the Send/Remove and
Warp entries for details.
TREATED AS When a card is treated as (a specified trait),
it virtually gains that trait as long as the relevant operation is in effect.
“(Particular
cards) are additionally treated as [a trait]”
means all relevant cards keep all their printed traits and gain the indicated trait.
For the ones that already had a trait this
operation has no effect, as each card can
only have each trait once.
TRIGGER [A LOCATION’S
CONTROL OPERATION]
Resolve the selected (usually controlled)
LOCATION’s CONTROL operation,
as if you have just taken control of it. This does not count as taking control of a
LOCATION for purposes of
a REACTION. Tokens (Ships, Away
Teams, etc.) and beamed cards at the
LOCATION are unaffected by this
effect. If the LOCATION has a
PLAY operation (i.e., it is not from the
Location deck), then still only resolve the
CONTROL operation. Either way,
triggering the
CONTROL operation does not
(automatically) require you to spend an

traits and gain the indicated trait For the ones that already had a trait this operation has no effect as each card can only have each trait once TRIGGER A LOCATION S CONTROL OPERATION Resolve the selected usually controlled LOCATION s CONTROL operation as if you have just taken control of it This does not count as taking control of a LOCATION for purposes of a REACTION Tokens Ships Away Teams etc and beamed cards at the LOCATION are unaffected by this effect If the LOCATION has a PLAY operation i e it is not from the Location deck then still only resolve the CONTROL operation Either way triggering the CONTROL operation does not automatically require you to spend an

unless the text explicitly says so.
WARP
Once deployed, you can warp a SHIP:
this allows you to place or move the corresponding Ship token to either a
LOCATION controlled by you
or a LOCATION in the Neutral
Zone. A SHIP may warp from one
LOCATION to another, and there is
no limit to the number of SHIP tokens
that can be present at one LOCATION.
Staying in place is not warping. Once a Ship
token is moved off the SHIP card, it
cannot return to the SHIP card (except
by dismissing/recalling the SHIP, then
playing and deploying it again). Once a Ship token is placed to a
LOCATION, the
SHIP (along with all cards beamed to
it) is said to be “at” the LOCATION,
and the LOCATION is said to be “[that
ship]’s LOCATION.” Some cards might
refer to one particular LOCATION
called the Badlands— this location does not
appear in this box, as it has yet to be charted by brave pioneers...
33

---

MEET THE CREW DECKS
GEORGIOU
(STARFLEET)
Complexity: 2 of 10
Captain Philippa Georgiou prefers to be an explorer of alien life–like the mysteriously peaceful Kaminar, home of her science officer Lieutenant Saru. She’d rather collect trusted colleagues–like Ambassador Sarek, and his ward, Commander Burnham. But with the Klingons marching for war, Georgiou won’t have the luxury of ignoring the military build-up. She and her crew must hold the line at the Binary Stars. Will Detmer’s piloting and Connor’s sacrifice be enough? Can the war ever be won without Starfleet's secret technological marvels, such as the Red Angel suit?
Referenced episodes to watch: (DIS, unless noted): Vulcan Hello; Battle of the Binary Stars; The Butcher’s Knife Cries not for the Lamb’s Cry; Lethe; Perpetual Infinity; Brightest Star (ST)
SOVAL
(VULCAN)
Complexity: 3 of 10
Ambassador Soval is a veteran of many engagements, political and military alike. He commands respect of SCIENTIST at the Vulcan Science Directorate (who have determined TIME TRAVEL to be impossible). As Ambassador to Earth, he's grown dismissive of HUMAN contacts, but maybe Subcommander T’Pol can bring new methods from her time with Starfleet and remind him of Infinite Diversity in Infinite Combinations.
The Vulcan Expeditionary Force explores the quadrant at a respectable pace, but as conflict for Paan Mokar heats up, Soval faces a choice: Let High Command secure territorial interests via Military Specialty (using the infamous Vulcan Hello), or navigate T’Pau’s revolution to safeguard Vulcan’s Influence. Meanwhile, logic dictates skillful Research as a way to the PATH OF SURAK.
Referenced episodes to watch (ENT, unless noted): Broken Bow; Breaking the Ice; Shadows of P’Jem; Fallen Hero; Cease Fire; Impulse; Home; The Forge/Awakening/Kir’Shara; Vulcan Hello (DIS); Amok Time (TOS); The Search for Spock (Movie)
KIRK
(STARFLEET)
Complexity: 4 of 10
Kirk embodies Starfleet versatility. Instead of choosing either research, influence, or military–you must pursue all three! Surrounded by legendary crew, you will be able to overcome any challenge, just not all at once. Kirk's crew has more wild Skill icons than any other crew in the game. Call reinforcements of Sulu and U.S.S. Excelsior if you’re looking for a show of force.
Sarek will guide you to Vulcan if you’re up for politics. Like any Starfleet captain, Kirk is eager to visit Strange New Worlds recommended by Starfleet Headquarters. If you go where No Man has Gone Before on Kirk’s first mission, you will be able to experience more ENCOUNTER than anyone else. Who will you lose when you have to consider The Needs of the Many or deal with “What Have I Done?”
Referenced episodes to watch (Movies): The Wrath of Khan; The Search for Spock; The Voyage Home; The Final Frontier; The Undiscovered Country
ARCHER
(STARFLEET)
Complexity: 6 of 10
Led by the first Starfleet captain, pioneering from Earth, the crew of the NX-01 Enterprise have to write their own book, and invent new solutions to make up for the lack of experienced. While Archer's leadership is inspiring, it comes with limited resources. Rely on Faith of your Heart and Strength of your Soul to assemble your crew from the PERSON deck. Research is the safest path, guided by T’Pol, but will you Reach any Star in a dangerous galaxy? Will you look for new friends, building a Federation? Will you wage war against the XINDI or convince their Council to become your allies?
Referenced episodes to watch (ENT): Broken Bow; Shuttlepod One; Cold Front; Dead Stop; A Night in Sickbay; The Expanse; The Council/Countdown/Zero Hour; The Forge/Awakening/Kir’Shara; Babel One/United/The Aenar
ARCHER'S RESERVE
Some cards in Archer's deck instruct you to put a card on top of your Reserve deck. This is possible even if your Reserve deck has been emptied before, recreating it, causing you to possibly enlist from Reserve after enlisting a Development during a previous reshuffle.
ARCHER'S AWAY TEAMS
Besides setting up 2 tokens to your CAPTAIN card, leave the other 4 nearby, out of play, some of your developments will refer to them.
REBNER
(PAKLED)
Complexity: 8 of 10
You may think the Pakleds are dumb, that they only care about big weapons, that they wouldn’t know research or influence if it fell in their lap. You would be absolutely right. Pakleds give the authority to whoever is wearing the biggest HELMET. Playing Rebner is an experience unlike any other. Your DIRECTIVE cards Pakled Decree and Samaritan Snare are ONGOING and they can only be used if you have the helmet for it. Your hand size is only 3 (instead of 5). You can draw more, but it costs you dearly if you don't play all your cards. To offset these issues, you can junk cards and dig cards out of the Junk pile. Any enemy fleet trembles at the sight of your Clumpships. You could stumble into a historic ENCOUNTER, but let’s face it, nobody has heard of a Pakled scientific breakthrough yet, for good reason.
Referenced episodes to watch (LDS, unless noted): Samaritan Snare (TNG); No Small Parts; Kayshon, His Eyes Open; The Spy Humongous; wej Duj; Grounded
RULES FOR REBNER
Your hand size is decreased to only 3 cards. Draw 3 cards in step 14 of player setup, and refill your hand to 3 in each Clean-up Step. Your and multipliers are always, even playing on the BASIC side of your Crew board. Essentially, it is pointless to advance those tracks, except in the rare case of meeting a requirement on a common card. (This rule also applies to the bot, when playing against Rebner in solo.)
Rebner’s deck makes extensive use of cards with HELMET and the related wearing keyword (see page 31), as every PAKLED PERSON gets stronger with a big hat!
Once a HELMET is beamed to a LOCATION or a DIRECTIVE, the only way to return it to your deck’s circulation is the card named Rebelution. Time its use wisely.
34

and refill your hand to 3 in each Clean up Step Your and multipliers are always even playing on the BASIC side of your Crew board Essentially it is pointless to advance those tracks except in the rare case of meeting a requirement on a common card This rule also applies to the bot when playing against Rebner in solo Rebner s deck makes extensive use of cards with HELMET and the related wearing keyword see page 31 as every PAKLED PERSON gets stronger with a big hat Once a HELMET is beamed to a LOCATION or a DIRECTIVE the only way to return it to your deck s circulation is the card named Rebelution Time its use wisely 34

---

KHAN
(AUGMENT)
Complexity: 9 of 10
Khan and his AUGMENT followers are exiled to the harsh planet of Ceti Alpha V. With no warp-capable ship to speak of, securing a new land is slow and tedious. Worse, once Ceti Alpha VI explodes, their home’s orbit will shift, completely desolating it. A wrathful Khan seeks payback against whoever he blames for his exile, and he’ll have a list of scores to settle. If his beloved Marla McGivers dies in the harsh conditions, he stops at nothing to taste sweet Revenge, a dish best served cold. With the terrifying Ceti Eel, he gains MIND CONTROL, hijacking Commander Chekov and the U.S.S. Reliant, all for the Genesis Device —the ultimate power, making a new livable planet or destroying an existing one. Thanks to Khan’s wrath (and his Moby Dick quotes), playing with or against this deck will give a whole new meaning to INCIDENT management…
Referenced episodes to watch: Space Seed (TOS); The Wrath of Khan (Movie)
RULES FOR KHAN
Your CAPTAIN card and Ceti Alpha V are double-sided cards.
Make sure you place them the right side up during setup: the Wrathful side of your CAPTAIN and the Devastated side of your home should not be visible when gameplay begins. Your hand size is increased by Ceti Alpha V. Draw 6 cards in step 13 of player setup, and refill your hand to 6 cards during each Clean-up Step until it flips to Devastated Ceti Alpha V.
You have no Reserve deck. “Enlist a Reserve” has no effect for you. Also, as noted on your CAPTAIN card you do not enlist when cycling your deck. The primary way for you to enlist your Developments is found on Devastated Ceti Alpha V, and is built around managing your AUGMENT cards (so try to get more such followers, if possible).
Your Crew board is completely unique: you do not have Specialty tracks, instead you are marking traits you have collected. Effects that gain / have no effect for you.
Initially you cannot meet Specialty restrictions, but once your CAPTAIN card is flipped to its Wrathful side, you automatically meet any. Focus icons initially score nothing for you, once Wrathful, they score or each, depending on the number of traits marked. When you flip your CAPTAIN, transfer any on the card to the other side.
You have twelve markers initially placed on your board on the “unmarked” side. As indicated on your board, after you gain a card or take control of a LOCATION that has one or more traits shown on your board you have not yet marked, you may mark one of them as collected by flipping the corresponding token to the other side. ( WILDCARD counts as any one trait for this purpose, although there are currently no Market cards or common LOCATION with such a trait.)
Important: taking a card ( ENCOUNTER, INCIDENT, or being given something by your opponent) with such a trait does not allow you to mark the trait.
Each trait can only be marked once, and you have to make the decision immediately upon gaining (or before resolving the CONTROL operation) on which trait to mark if a card has multiple options, and you cannot change this later. Traits can be marked in any order.
Two of the entries of your board depend on your opponent’s CAPTAIN card. The two entries have to be marked as two different, non- HUMAN, if possible traits. The trait used to mark one of these two entries can be a duplicate of a trait already listed on your Crew board, however you cannot mark the two entries with the same card.
EXAMPLE: If playing against Captain Archer, you can use any two of NX-01, PILOT, and STARFLEET, while if you play against Kirk, they have to be STARFLEET and HUMAN (since Kirk has no other traits).If playing against Soval, you need a card with AMBASSADOR and a card with TELEPATH to mark their respective entries, one more of either to mark one of the CAPTAIN specific ones, and a VULCAN to mark the other.
RULES FOR KHAN
IN CADET MODE
When using Khan in Cadet mode, select a random different CAPTAIN to determine which traits you need to mark for your last two entries.
Revenge Is A Dish Best Served Cold's first operation lets you mark a trait from a card in the Junk instead. When its second operation instructs you to log it and an INCIDENT in your opponent’s Log, destroy both cards and gain 4 instead.
RULES FOR
KHAN BOT
When playing against Khan in solo, apply the following changes compared to the usual bot rules:
Return Ceti Alpha V and Ceti Alpha VI to the box. The bot does not use these cards. The bot does not flip its CAPTAIN card.
The bot uses the crew board for marking traits the same way you would when playing Khan, except the bot marks one trait whether the card was gained, taken control of, or taken. If a card contains multiple unmarked traits, it marks the first applicable one on its crew board (top to bottom, left to right).
If the bot is instructed to mark a trait, simply use the same tie-breaker to select any unmarked trait, and mark it.
Some instructions on Khan's Automated Command Cards use unmarked to restrict preferences, as if it was a trait: it is shorthand for "any unmarked trait". Amongst applicable cards containing unmarked traits, it prefers highest value card (independent of the order of unmarked traits).
To set up the Supplement deck, shuffle all developments except Genesis Device together, and then place Genesis Device on the bottom.
(If a Solo Challenge instructs you to include a card in the bot’s Reserve, simply place it on the top of the Supplement deck.)
Put aside the two (regular) Automated Command Cards, and use only the card marked “KHAN IN EXILE”. It will instruct you when to return itself to the box and start using the regular Automated Command Cards (setting them up on the “TRAITS ” and “SUITS WITH NO DUTY OFFICER” side, as usual).
Follow the special rules indicated on the top of the “KHAN IN EXILE” and “TRAITS ” cards. Only the special rules on the currently in-play command card are in effect.
UNMARKED
MARKED
35

Genesis Device together and then place Genesis Device on the bottom If a Solo Challenge instructs you to include a card in the bot s Reserve simply place it on the top of the Supplement deck Put aside the two regular Automated Command Cards and use only the card marked KHAN IN EXILE It will instruct you when to return itself to the box and start using the regular Automated Command Cards setting them up on the TRAITS and SUITS WITH NO DUTY OFFICER side as usual Follow the special rules indicated on the top of the KHAN IN EXILE and TRAITS cards Only the special rules on the currently in play command card are in effect UNMARKED MARKED 35

---

ICON REFERENCE
SPECIES
TRAITS
ANY SPECIES
DIFFERENT SPECIES
ALIEN
AENAR
ANDORIAN
ANDROID
BAJORAN
BETAZOID*
BORG
BREEN
CARDASSIAN
CHANGELING
FERENGI
HUMAN
HIROGEN*
JEM’HADAR*
KAZON
KELPIEN
KLINGON
ORION
PAKLED
REMAN*
ROMULAN
SYNTHETIC
TALAXIAN*
TELLARITE
TRANSCENDENT
TRILL*
VAU N’AKAT
VORTA*
VULCAN
XB*
XINDI
REGULAR TRAITS
AMBASSADOR
ANCIENT
ANOMALY
AUGMENT
BEVERAGE
BUSINESS
CLOAK
COMMUNICATION
CREATURE
CROSSOVER*
DOCTOR
DOMINION
ENGINEER
HELMET
HOLOGRAM
IMPERIAL
MIND CONTROL
OPS
PATH OF SURAK
PILOT
MAQUIS*
NX-01
SCIENTIST
SECURITY
SHADY
SPY
STARBASE
STARFLEET
TELEPATH
TIME TRAVEL
WEAPON
OTHER TRAITS
ATTACK
LOWER DECKER*
ONGOING
SURPRISE
WILDCARD
CARD SUITS
ALALLYLY†
CAPTAIN
CARCARGOGO†
DIRECTIVE
ENCOUNTER
INCIDENT
MISSION
LOCATION
PERSON†
SHIP†
OTHER ICONS

RESEARCH
RESEARCH FOCUS
RESEARCH RESTRICTION
RESEARCH SKILL
INFLUENCE
INFLUENCE FOCUS
INFLUENCE RESTRICTION
INFLUENCE SKILL
MILITARY
MILITARY FOCUS
MILITARY RESTRICTION
MILITARY SKILL
BEST FOCUS
ANY SKILL
VICTORY POINTS
ACTION TOKEN
AWAY TEAM
BORG COLLECTIVE*
BORG DRONE*
DILITHIUM
LATINUM
GLORY
TREACHERY*
COMMON TERMS
Gain, Scan: New card from Market, to the top of your Draw deck or to the Discard pile.
Take: Directly to hand (from Incident deck, Encounter deck, etc).
Enlist: New card from Reserve deck or Development pile to the top of your deck.
Find: Choose matching card from your hand, Draw deck, Discard pile, or Reserve deck, and add it to your hand.
Deploy: From Staging Area to Fleet Area.
Recall: From being in-play, to hand.
Dismiss: From being in-play, to Discard pile.
Discard: From hand (or top of a specified deck) to Discard pile.
Promote: Move Person to Duty Officer slot. Limit: 1
Log: Move to Captain’s Log.
Junk: Move to the Junk pile.
Destroy: Return to the box.
OVERVIEW OF PLAY
A turn has four Steps in order: 1) Resupply, 2) Control, 3) Action, 4) Clean-up
THE GAME ENDS
WHEN EITHER...
Emptying the last Stardate card triggers a Resolution. Continue until both players have taken an equal number of turns, then both players play one more turn each. Then, proceed to final scoring.
The Incident deck empties and triggers the Burn. Player with fewer INCIDENT cards in hand, in play, Discard pile, Draw deck, or Captain’s Log (not Reserve) wins.
If tied, proceed to final scoring.
FINAL SCORING
• for each of your Glory tokens. (excl. on cards)
• for each of your Away Teams or Ship tokens on neutral Locations.
• Your ENDGAME operations in play.
• Sum of the printed VICTORY POINTS on your cards.
• If at least one mission completed: for Research, Influence, Military, multiplied by corresponding Specialty track multiplier value.
• Completed Missions (Advanced mode only).
SUBSTITUTING RESOURCES:
* These icons are not used in this box. †These suits are known as Market cards.
1 = 2 / 1
CREDITS
Game Design: Dávid & Adam Turczi with Nigel Buckle
Game Development: Eric Meyers, Neo Teng Whay, Joseph Summa, Adam Turczi
Rules Editing: Dávid Turczi and Brendan Irvin
Testing Engineer & Card Editing: Mark Hutchinson
Lead Testers: Jace Ravensburg, Shane Ryan, Neo Teng Whay, Mark Hutchinson, Dusty Jones
Blind Testing: Graham Charlton, Jeremy Freeman, Hlias Giannopoulos, Sean Nyikos, Devin Hubbard
Additional Testers: Alexander Christ, Joseph Summa, Willem Verhoef, Joshua Potter, Isabella Mattasits, Dominik Goldnagl, Hendri Adriaens, Connor Breckenfi eld, Carl Zee, Laurens van der Beek, Jonathan “JP” Parnaby, Riccardo Fabris, Rob Mesotten, Debbie Moynihan
Graphic Design: Daniel Solis
Art Direction: Daniel Solis
Original Art: Kurt Komoda, Gong Studios, Reed Cahill
Additional Art: Shutterstock
Special Thanks to Star Trek Online for ship illustrations.
© 2025 WIZKIDS/NECA, LLC. WIZKIDS and related marks and logos are trademarks of WizKids. All rights reserved.
WIZKIDS/NECA, LLC
603 Sweetland Ave. Hillside, NJ 07205 USA
www.wizkids.com
TM & © 2025 CBS Studios Inc.
STAR TREK and all related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

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