Star Trek: Discovery – Black Alert
Star Trek: Discovery – Black Alert Rulebook
Table of Contents
Table of Contents
Component Overview
- 1 Game board: This board is divided into three sections:
- Hex Grid: The middle grid of hexes represents the mirror universe as well as the spore drive network that the Discovery uses for traveling.
- U.S.S. Discovery and I.S.S. Charon: Each ship has multiple locations where players can go to perform various actions.
- 19 Network tiles: Individual hexagonal tiles that indicate the different network paths Discovery can travel when navigating from one location to another. There are three types of tiles, each with a different back:
- Starting tile: Interphasic Space has a fixed location on the Game board.
- Mission tiles: These tiles are placed around the edge of the board in specifically marked locations. Each of these tiles is 2-sided with a white-outlined Mission location to be used when the corresponding Mission card is in play.
- Network tiles: Tiles without a specific location, these fill up the rest of the game board.
- 10 Character standees: Each Character uses one of these standees to show who and where they are. Players move their standees to activate the various systems on the ships over the course of the game.
- 2 Ship standees: Used to show the location of the two ships in space.
- 2 Fleet tokens: These standees represent ships of the Terran Empire looking to damage or infiltrate the Discovery.
Setup
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Game Board: Place the Game board in the center of the table, leaving space around the edges for card decks and resources.
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Prepare Card Decks:
- a. Threat Deck: Shuffle these cards and place the deck facedown on the table where indicated beside the Game board.
- b. Command Decks: Shuffle the Command cards in their respective decks, forming Terran Empire and Starfleet decks. Place them near their respective ships, leaving space for a discard pile next to each.
- c. Ready Commands: Draw 3 cards from the Starfleet Command deck and place them faceup in the Ready Command slots beside the Game board.
- d. Mission Deck: Shuffle the Mission cards and place 3 of them faceup beside the board. These are the Missions the Discovery team must complete in order to succeed and return back to their home universe. Return the unused Mission cards to the game box.
- e. Damage Cards: Shuffle the Damage cards in their respective piles facedown, forming Charon and Discovery damage piles. Place them near their respective edges of the board.
- f. Wounded / Detained Cards: Place the Wounded / Detained cards in a pile beside the board.
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Network Tile Setup:
- a. Place the Interphasic Space tile in the matching center space of the board.
Playing with 3 Players
When playing with three players, the player who is on a team by themselves will control two Characters. They should pick two Characters during setup. Each of these Characters has their own hand of cards, and these cards should be kept separate at all times. The player cannot combine these hands or swap cards between them.
- Place Characters: Place each chosen Character standee in their starting location listed on their Character card.
- Current Player: Give the Current Player token to the Characters on each team with the highest rank number (1 being the highest).
- Draw Starting Hands: Each player draws three Command cards from their corresponding deck.
You are now ready to play! The current player on the Starfleet team takes the first turn.
Important Concepts
Objectives
Starfleet Objective: The crew of the Discovery is attempting to return to the prime universe by gathering knowledge. If they complete three Mission cards, they are able to use their understanding of the spore drive and of the mirror universe to return to their universe and immediately win the game.
Terran Objective: The crew of the Charon is attempting to capture the Discovery and its unique spore drive. They do this by using Infiltration cards in their Command deck to compromise various systems on board the U.S.S. Discovery. If they can get three infiltration effects in play, they will be able to use the Discovery to dominate the mirror universe and emerge victorious.
Spore Drive Network
This network is a collection of pathways and nodes connected together. Pathways are the lines on the tiles and nodes are the circles on the pathways. Some nodes represent named planets, others represent unnamed moons containing resources, and some are merely points in space.
Two nodes are considered to be connected if there is a pathway between them without another node in between. Two nodes are considered to be on the same network if there is a pathway between them, regardless of the number of nodes between them.
Network Edge Pathways and Nodes: Some edges of the network feature looping pathways that return to the same or adjacent tiles. These are treated the same way as pathways and nodes on tiles.
Discovery travels along these paths, and may end in an edge node as described under "Bridge - Navigate" on page 16. Edge nodes are considered to be part of the Network tile they are connected to.
Example: Discovery and Charon are considered to be on the same Network tile. A and B nodes are connected. A and B nodes are all in the same network. C is not connected and not in the same network as A or B.
Resources
Each ship has a Resource Pool. Whenever a player gains resources, they are placed in the Resource Pool of their own ship. Resources in pools are shared by all players on a team. They can be freely spent by players on that team, regardless of which ship their Characters are aboard.
Resource Limit: Each ship's Resource Pool can hold a maximum of 8 Resource tokens. If a pool would ever have more than 8 resources, the current player on that team must immediately return resources to the supply until there are 8 remaining.
Corrupted Spore Network
When the players place the last Corruption token and there are none left in the supply, the spore network has become too corrupted to sustain life. At this point, it will start to collapse. Both teams have lost the game and neither team wins.
In addition, either team can lose when their ship is crippled by suffering 5 Damage. If the Charon is crippled, the Discovery players win the game, and vice versa. As soon as the fifth Damage card is placed on a ship, the other team is victorious.
Turns
Play starts with the crew member of the Discovery with the Current Player token. Once they finish their turn, play transitions over to the Character on the opposing team with the Current Player token (the one with the highest rank number - 1 being the highest).
On a player's turn, they perform these steps in this order:
- Draw Cards
- Move (Optional)
- Action
- Clean Up
At any point during a player's turn, after the Draw Cards step, a player may perform free actions such as choosing to use a Command card or using their Character's special ability. A player can only use a single Command card each turn for its text ability. A Character's special ability can only be used once per game. A player can use both their special ability and a Command card on the same turn. See "Free Actions" on page 9.
1. Draw Cards
Before drawing, a player may choose to discard 1 card. They then draw Command cards from their deck until they have 3 cards in hand. If they already have 3 or more cards in hand, they do not draw any.
Whenever a player must draw cards and their team's Command deck is empty, reshuffle the discards to form a new deck and continue drawing.
2. Move
A player may move to any location on their current ship. Moving is optional. If a player wishes, they can remain in the same location and use it again.
Transporter Range: If the Discovery and Charon are on the same Network tile, a player may move to any location on either ship.
3. Action
After moving, the player may perform one action in their current location, either:
- 3A. Use a Location
- 3B. Repair a Location
- 3C. Return to Your Ship
3A. Use a Location
Every location has two effects, one associated with each team. When a player uses a location, they process the location's text associated with their team. Starfleet Characters cannot use Terran location effects and vice-versa.
Example: Stamets can use the action in the Starfleet section of Weapons but cannot use the Terran action.
Locations can also be used to complete Missions. See "Completing Missions" on page 10.
- Challenges: Some location text is preceded by the "Challenge:" keyword. These actions start a challenge, which grants the other team a chance to prevent them. This is described in greater detail under "Challenges" on page 11.
- Enhancements: Some locations have an Enhancement row under their text that allows a player to spend resources for an additional effect. This is described in greater detail under "Location Actions" on page 15.
3B. Repair a Location
Damage cards prevent a team from using a location's effects on their home ship. Note that damage does not affect the ability of invaders to use that location! To repair a location and remove the damage card there, a player must pay either the Resolve cost or the resource cost on the Damage card. Once the cost is paid, return the card back to the appropriate collection of Damage cards facedown. Shuffle the cards and continue playing. For more information about paying Resolve costs, see "Paying Resolve" on page 10.
Example: The Ready Room is damaged so no Starfleet Character can use the action. However, Captain Killy, being a Terran, can use the Terran action that is present. To repair this damage, a Starfleet Character must pay 3 Resolve or 1 Dilithium from their resource pool.
3C. Return to Your Ship
If a Character is on the opposite ship (e.g. a Starfleet Character on the Charon, or a Terran Character on the Discovery), they can use their action to return to their home ship. In this case, the Character moves back to any location on their home ship, even if the two ships are not within Transporter Range.
4. Clean Up
Two things happen in this step:
4A. Corruption Risk: For each "Corruption Risk" Command card that was placed in a discard pile this turn for any reason, the current player on the matching team reveals and discards a Threat card. The Threat card has a number in the top corner ranging from 0 - 2. This is the number of Corruption tokens the player must place on Network tiles. Each Corruption token must be placed on a Network tile that does not already have a Corruption token on it, but which is adjacent to one or more Network tiles that do have a Corruption token on them. If the current player is placing multiple Corruption tokens, they are placed individually and do not need to be placed adjacent to each other.
If 1 or more "Corruption Risk" cards were added to both discard piles, the player whose turn it is resolves all of theirs first. If a discard pile was shuffled to form a new Command deck, you will need to remember how many "Corruption Risk" cards were placed in it this turn.
4B. Move Current Player Token: The Current Player token moves to the other Character on the team (In a 2p game, there is no need to use the current player tokens, as each side has only one character). Once this is done, the Character on the opposing team with the opposing team's Current Player token takes a turn.
Free Actions
Free actions are actions that the current player can take at any time during their turn after the Draw Cards step. A player can take any number of free actions, but each of them can only be taken once a turn. This section describes the possible free actions.
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Play a Command Card: The player plays a Command card from their hand and does what the text says. They must do as much of the text as possible. After the action is complete, discard the Command card into the appropriate discard pile.
Important: Players cannot look through discard piles unless they are specifically allowed to by a game effect such as Saru's special ability or the Terran ability of the Ready Room location.
Some Command cards have the Challenge keyword, indicating that this action can be challenged as described under "Challenges" on page 11. If a card can be challenged, it will indicate who is eligible to challenge it.
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Use Special Ability: Each Character has a unique once-per-game ability that they can use for a specific and powerful benefit. This is described on their Character card. After using the ability, the player flips the Character card facedown to indicate that the power has been used.
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Draw a Ready Command (Starfleet Only): If there are any cards in Ready Command slots beside the U.S.S. Discovery's half of the board, the current player may add one of them to their hand. Terran players never use this free action.
Paying Resolve
In addition to their text ability, Command cards can be used for their Resolve value. The Resolve value of a Command card is indicated in the top-left corner of the card. This is used for a variety of game effects, including challenges, repairing locations, and avoiding negative effects of Terran fleet tokens or other Command cards.
When a Character needs to pay Resolve, they discard one or more Command cards and total up the Resolve value of the discarded cards. Be aware that no change is given! If a player is required to pay 1 Resolve and discards a card worth 4, the excess is lost. Sometimes it's necessary!
Corruption / Terran Fleet Tokens
When the Discovery enters a tile with a Corruption token or Terran Fleet token, its travel is paused. The player navigating the ship must draw a Threat card and process the section that matches the type of token. After processing the card, the ship continues its navigation (unless the card says otherwise). If there are multiple tiles with tokens along a pathway, repeat this process for each token.
If the Starfleet player moves Discovery onto a tile with both a Corruption token and Fleet token(s), they must draw one card and process both halves of the card. The player who drew the card decides which half to process first.
If a Fleet token enters a tile with the Discovery, draw a Threat card and process the Terran Fleet section.
If the Starfleet player moves Discovery onto a tile containing both Fleet tokens they still only draw one Threat card. However, if both Fleet tokens move onto Discovery's tile, two cards will be drawn and processed.
It is important to note that Corruption and Terran Fleet tokens are not removed from the board after the Discovery encounters them.
The Charon does not encounter either of these tokens while navigating. However, it is possible for a Terran player to draw a Threat card (and suffer the corruption effect) when navigating the Charon by enhancing the Throne Room's effect or when playing certain Command cards. If the Threat deck is ever empty, shuffle the discards to form a new Threat deck.
Completing Missions
Each Starfleet Mission card provides an additional action to a location aboard the U.S.S. Discovery allowing a Starfleet Character at that location to complete the Mission.
To complete a Mission the following four criteria must also be met:
- The Discovery must be at the specified node on a Network tile.
- The specified location aboard Discovery must not be damaged. Note: The "System Bypass" Starfleet Command card can allow you to complete a Mission in a damaged location.
- The current player must pay the specified resolve cost. See "Paying Resolve" above.
- The specified resource cost (if any) must be paid.
If all four of these requirements are met, turn the Mission card facedown to indicate it has been completed. If this is the third completed Mission card, the Starfleet team wins the game.
Example mission card, "Meeting at Rebel Stronghold": To complete this Mission:
- Discovery must be at Harlak.
- Discovery's Weapons location must not be damaged.
- Current player must pay 4 Resolve.
- Current player must pay 1 Intel from Discovery's Resource pool.
Damaged Locations
When a location is damaged on a ship, a player flips over one of the facedown damage cards for the respective ship that was damaged and places it over the location indicated on the card.
The Charon is damaged. The top Charon Damage card is flipped, revealing the Throne Room. Place the card on the Throne Room.
Damage cards cover the artwork and location effect for the team that owns the ship. As a result, only the opposition team can still use the effect of a damaged location.
If a specific location needs to be damaged, search through the Damage cards, find the appropriate one, and then shuffle the remaining Damage cards. If a specific location is already damaged, damage a random location as described above.
Remember that if a ship receives five Damage cards, the ship is crippled and the other team will automatically be victorious.
Detained
When a Character is detained, move the Character standee to either the Brig or the Agony Booth, depending on which ship they were on, and give their player a Detained card. On their next turn, they escape by skipping the Move phase of their turn and must choose the action 3C Return to Your Ship. At this point they are no longer detained and they place their Detained card back in the Wounded / Detained card pile.
Detained Characters cannot be involved in challenges, use Command cards, or use special abilities.
Wounded
In a few situations, members of the crew will become wounded. If a Character is wounded, place their standee flat on the board in their current location and give their player a Wounded card. On their next turn, they skip the Move and Action steps of their turn. They place their standee upright to indicate that they are no longer wounded and place their Wounded card back in the Wounded / Detained card pile. They may still use Free Actions.
Wounded Characters may not be involved in challenges.
Challenges
The main way challenges occur is when a player is using their action to activate a location with the "Challenge:" keyword. Some Command cards also have effects that cause challenges.
The Character that starts the challenge by taking a particular action is the Initiator of the challenge, and their team is the initiating team. The other team is the opposing team.
Whenever a challenge occurs, each team makes a bid by placing Command cards from their hand facedown in front of them. To win the challenge, a team must have the highest total of Resolve values on the Command cards in their bid. If the initiating team wins, the effects of the action are carried out. If the opposing team wins or ties, the effects of the action are not carried out and the action is spent. In either case, the active player then continues their turn.
Challenges on Command Cards
Challenges started with Command cards follow the same rules as challenges started by using locations. In those situations, the Initiator is the Character who played the Command card. Consider the Character's current location as the location for determining who can become the Opposition Leader or assist.
Resolving Challenges
Follow the steps below in order to resolve a challenge:
- Initiator Bids: The Initiator bids one or more Command cards.
- Opposition Leader Bids: One Character on the opposing team who is in the opposing location may declare themselves as the Opposition Leader. By default, the opposing location is the location of the Initiator, but some challenges may change this. The Opposition Leader (if any) then bids zero or more Command cards.
- Initiating Team Assists: If the other Character on the initiating team is on the same ship as the Initiator, they may bid up to 1 Command card from their hand to add to their team's bid.
- Opposing Team Assists: Each Character on the opposing team who is on the same ship as the opposing location and who is not the Opposition Leader may bid up to 1 Command card from their hand to add to their team's bid. They may do this even if there is no Opposition Leader.
- Reveal Bids and Apply Effects: Flip all of the Command cards in the bids faceup. Some Command cards have special effects that apply when they are bid during a challenge. Apply these effects, but ignore the effects of any other Command cards bid.
- Add Bonus Command Cards: Each team adds one Command card to their bid from the top of the corresponding Command deck. This happens even if the opposing team bid no cards. Only the Resolve values matter on these bonus Command cards; the card's effects are not applied.
- Determine Victor: Total the Resolve values of all cards in each bid. Whichever bid has a higher total wins the challenge. Ties are decided in favor of the opposing team. After bids are totaled, place all the cards bid into the corresponding discard piles.
- Resolve Effect: If the Initiator wins, the Resolve Effect of the challenge occurs. Otherwise, it does not.
If a challenge indicates different rules for the opposing location, or how many bonus Command cards should be added for a particular team, the challenge rules take precedence.
Challenge Example
Gabriel Lorca is on the Charon and wants to take advantage of the fact that it is on the same Network tile as Discovery. He moves to the Charon's Weapons location and initiates a challenge to attack Discovery by using the location's action. He places two cards facedown as his bid.
Cadet Tilly is on the Bridge of the Discovery, so she can become the Opposition Leader due to the text on Charon's Weapons location declaring the Bridge as the opposing location. Saru is also on the Discovery, but he is in Engineering, so he can only assist. Cadet Tilly chooses to become Opposition Leader and places two Command cards facedown in front of her to start the Starfleet bid.
Now it is time for assists. First, the Terrans decide whether or not to assist. Unfortunately for them, Ellen Landry is currently on the Discovery. In order for her to assist, she would need to be on the Charon: therefore, no one is able to assist the Terrans.
As the Weapons location declares that the Discovery Bridge is the opposing location for this challenge, anyone on the Discovery can assist, but only on the side of Starfleet. Saru chooses to assist, playing one card facedown. Since he is only assisting, he can only play a single card.
The cards are then revealed and any text abilities that would apply, take effect. One of Lorca's cards is Power to Weapons. This means that if he succeeds, he will get to damage Discovery twice.
Now, bonus Command cards are revealed, one from each deck. The Terrans draw General Order Four, which is a 2-Resolve card that has a text ability indicating it is worth 4 when used during a Weapons challenge. However, since it was revealed from the deck, the text does not apply and only the printed Resolve value is counted.
After flipping the bonus card for Starfleet, we add the Resolve totals. The Terrans have a combined total of 5, while Starfleet has a combined total of 6. This means the challenge fails, and no damage is applied. If Lorca had played General Order Four instead of it being drawn off the deck, the challenge would have succeeded!
Infiltration Effects
The Terran Command deck includes five Infiltration cards which represent the Terrans attempting to compromise Discovery's personnel and systems with the goal of stealing the ship. Each Infiltration card corresponds to a different location aboard Discovery. When a Terran player bids an Infiltration card as part of a challenge in the listed location, it provides an alternate Resolve Effect if the Terrans succeed.
Successful Infiltration cards are tucked beside the game board, showing only the permanent Infiltration Effect section. These cards can no longer be discarded or used for any other purpose.
If the Terrans tuck a third Infiltration card, they immediately win the game.
Location Actions
Below are the individual actions and their effects each location provides.
Location effects are provided in detail in this rulebook, but are written in shorthand on the board and reference material. If you have a question on what a location fully does, refer to the rulebook.
Remember that locations with the "Challenge:" keyword start a challenge and can potentially be prevented by the other team.
If a location initiates a challenge, the player must decide whether they are enhancing it (and pay the resources) before the challenge starts. Unless an Enhancement modifies the number of bonus cards in a challenge, the Enhancement only applies if the challenge is successful.
A player may only pay to Enhance an action once per action. They may not pay the Enhancement cost multiple times to receive that bonus multiple times.
Enhancing Location Actions
Some locations have an Enhancement row under their text that provides an additional effect. When a Character uses a location, they may choose to Enhance it by spending resources from their own ship's Resource Pool and returning them to the supply. For example, a Starfleet Character can pay for an Enhanced action aboard the Charon if the required resources are in Discovery's Resource Pool.
[Editor's note: the source shows each Enhancement cost as a coloured resource icon. The icons are rendered here as words: blue = Intel, red = Dilithium, yellow = Tritanium, per the Resource tokens key in Component Overview. The number of icons is the number of resources to pay.]
Discovery Locations
Brig - Arrest Imposter
- Starfleet [Challenge]: Choose a Terran Character on the Discovery. The targeted player gets to draw a Command card before the challenge begins. The targeted player can also always choose to become Opposition Leader or not participate, regardless of their location. Resolve Effect: Move the target here, detaining them: See "Detained" page 11.
- Enhanced (1 Tritanium): The Terrans gain no bonus cards for this challenge.
- Terran: Return to any location on the Charon.
Cargo Bay - Gain Resources
- Starfleet: Gain 1 Resource token from the supply that matches the Discovery's current node and place it in Discovery's Resource Pool. At any point when gaining resources, if the pool gains more than eight, immediately discard down to eight.
- Enhanced (1 Tritanium): Do this effect three times.
- Terran [Challenge]: Resolve Effect: Choose up to 2 resources in the Discovery's Resource Pool and place them in the Charon's Resource Pool.
- Enhanced (1 Intel): Resolve Effect: Apply the base Resolve Effect and then gain an additional 2 resources provided by nodes on the Network tile where the Discovery is currently located. They do not need to be from the specific node where the Discovery is.
Engineering - Alter Network
- Starfleet: Pick up a Network tile and rotate it to any orientation.
- Enhanced (1 Intel): Rotate any two Network tiles to any orientation.
- Terran [Challenge]: Resolve Effect: Place a Corruption token on an adjacent tile.
- Enhanced (1 Dilithium): Starfleet gains no bonus cards for this challenge. This has the same Resolve Effect.
Weapons - Attack Charon
- Starfleet [Challenge]: This location has two possible effects, and both cause a challenge. Choose one when using it before starting the challenge:
- Choose 1 Terran Fleet token on Discovery's current Network tile. Anyone in Charon's Fleet Command can become the Opposition Leader, and anyone on the [word missing in source; presumably "Discovery"] may assist the Terrans. Resolve Effect: Remove the Fleet token from the board. It has been destroyed.
- Attack the Charon if it is on the same Network tile as the Discovery. Anyone in the Charon's Throne Room can become the Opposition Leader, and anyone on the Charon may assist the Terrans. Resolve Effect: Reveal a Damage card for the Charon and place it on the ship.
- Terran [Challenge]: Choose a location on the Discovery and attempt to damage it. For this challenge, Starfleet gains 2 bonus cards instead of 1. Resolve Effect: Find the appropriate Damage card and place it on the Discovery.
- Enhanced (1 Intel): Starfleet only gains the normal one bonus card for this challenge. This has the same Resolve Effect.
Bridge - Navigate
- Starfleet: The Discovery travels either to a different node on the same Network tile or through the network to a connected node. Remember that if the Discovery enters a tile with a Corruption or Fleet token, the active player must draw a Threat card and process the corresponding section. Discovery never draws a Threat card for moving between two nodes on the same Network tile.
- Enhanced (2 Dilithium): Activate this location twice.
- Terran [Challenge]: Resolve Effect: Force the Discovery to travel to a different node on the same Network tile.
Ready Room - Reserve Command
- Starfleet: Discard all cards from the Ready Command slots, then draw 3 cards from the Starfleet Command deck and place them faceup in the Ready Command slots. If there aren't enough cards in the Starfleet Command deck, reshuffle the discards to form a new deck and continue drawing.
- Enhanced (1 Dilithium): Draw 4 cards from the Starfleet Command deck instead. Choose 3 to place faceup in the Ready Command slots, and give the extra to any Starfleet player (including yourself).
- Terran [Challenge]: Resolve Effect: Look through the Terran Command discard pile and choose 1 card. Give that card to any Terran player (including yourself).
- Enhanced (1 Tritanium): Resolve Effect: Apply the base Resolve Effect and also discard all faceup cards in the Ready Command slots.
Charon Locations
Aft Cargo Bay - Gain Resources
- Terran: Gain 1 Resource token from the supply that matches each node on the Charon's Network tile and place them in the Resource Pool. If at any point the Resource Pool has more than eight, immediately discard down to eight.
- Enhanced (1 Dilithium): Gain 2 additional resources of any type available from the nodes on the Charon's Network tile.
- Starfleet [Challenge]: Resolve Effect: Choose up to 4 resources from the Charon Resource Pool and place them in Discovery's Resource Pool. If there are no resources in the ship's Resource Pool, gain any 2 resources from the supply.
Agony Booth - Arrest Imposter
- Terran [Challenge]: Choose a Starfleet Character on the Charon. The targeted player gets to draw a Command card before the challenge begins. The targeted player can also always choose to become Opposition Leader or not participate, regardless of location. Resolve Effect: Move the target here, detaining them: See "Detained" page 11.
- Enhanced (1 Tritanium): Starfleet gains no bonus cards for this challenge.
- Starfleet: Return to any location on the Discovery.
Throne Room - Navigate
- Terran: The Charon travels to an adjacent Network tile. The Charon travels one Network tile at a time. It does not reside on a specific node or care about spore paths or Corruption tokens.
- Enhanced (2 Dilithium): Travel twice as per the instructions above, then draw and process a Threat card.
- Starfleet [Challenge]: Resolve Effect: Force the Charon to an adjacent Network tile. The Charon travels one Network tile at a time. It does not reside on a specific node or care about the spore paths or Corruption tokens.
Reactor - Corrupt Network
- Terran: Repair multiple locations on the Charon, paying 1 Resolve for each repair. These must be paid for individually (i.e. a player cannot use a single 3-Resolve card to repair three locations, a player would need to pay with three separate Command cards).
- Enhanced (2 Tritanium): Use one Command card to pay for multiple repair locations. The total Resolve cost still needs to be paid (i.e. a player can use a single 3-Resolve card to repair three locations, but repairing a fourth would require an additional card).
- Starfleet [Challenge]: For this challenge, the Terrans gain 2 bonus cards instead of 1. Resolve Effect: Remove all Corruption tokens from the Charon's Network tile and Network tiles adjacent to it, and return them to the box. The Charon draws 1 Damage card for each Corruption token removed.
- Enhanced (1 Intel): The Terrans only gain the normal one bonus card for this challenge.
Weapons - Attack Discovery
- Terran [Challenge]: This action is only possible if the Discovery is on the same Network tile as the Charon. Anyone on the Bridge of the Discovery can become the Opposition Leader, and anyone on the Discovery may assist Starfleet. Resolve Effect: Reveal a Damage card for the Discovery and place it on the ship.
- Enhanced (1 Intel): Resolve Effect: If the challenge succeeds, draw two Damage cards and choose which one to apply. If a special effect deals multiple Damage cards, this ability only applies for the first Damage card.
- Starfleet [Challenge]: For this challenge, the Terrans gain 2 bonus cards instead of 1. Resolve Effect: Choose a location on the Charon. Find the matching Damage card and place it on the location.
- Enhanced (1 Intel): The Terrans only gain the normal one bonus card for this challenge. This has the same Resolve Effect.
Fleet Command - Call Terran Fleet
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Terran: Either 1 Fleet token travels to an adjacent Network tile or add 1 Fleet token to the Network tile where the Charon is located. You may only add Fleet tokens if there are any in the supply (because they were destroyed by the Discovery).
Remember that the current Starfleet player must draw a Threat card and process the Terran Fleet section if a Fleet token enters the network tile containing the Discovery.
- Enhanced (1 Tritanium): Both Fleet tokens travel or can be added in this way. If both Fleet tokens enter the tile with the Discovery, draw two Threat cards.
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Starfleet [Challenge]: Resolve Effect: One Fleet token travels up to two Network tiles. The Initiator chooses which Fleet token and which Network tiles.
- Enhanced (1 Tritanium): Resolve Effect: The base Resolve Effect applies to both Fleet tokens.
Important Terms
- Adjacent (location): Location panels on the ship boards that share an edge.
- Assist: When a player is helping a challenge without being the Initiator or leader of the opposition. A player who is assisting can only contribute one card to the challenge.
- Bonus cards: Command cards added to a challenge from the top of the deck. The text on these cards does not apply; only the Resolve value of the cards affects the challenge.
- Challenge: An action where at least one Character from the mirror universe may attempt to stop you from performing the action. This is also a keyword on some Command cards, indicating that the action itself can be challenged.
- Connected Nodes: Two nodes are connected if there is a pathway between them with no other nodes in between.
- Initiator: In a challenge, the Initiator is the one who took the action that results in a challenge being started.
- Initiating team: In a challenge, the initiating team is the player or players attempting to make the action succeed.
- Node: The individual circles on the Network tiles.
- On the same network: Two nodes are considered to be on the same network if there is a pathway connecting them, regardless of the number of nodes between them.
- Opposing team: In a challenge, the opposing team is the player or players attempting to prevent the action from succeeding.