Dream Cards AtoZ-The Encyclopedia of Dreams - Doorways

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A[248]Arch, Doorway
-Plays or seeds on table. While in play, you may store all your  personnel and equipment and program cards under it. These may report to any of your Holodecks or Holosuites for free during your turn. When deactivated, they return here. In place of your normal card play, you may return all your  and Program cards to Arch. While Computer Crash is in play, one card here is destroyed per turn.

A[26]Aunt Adele's Home Remedies, Doorway
-Seeds on table. Allows your  icon cards to come into play. Discarded if any Picard dies. OR Play from hand to nullify any opponent's  icon card from draw deck.
Optionally, players may forgo the use of this card if their decks are heavy on AtoZ cards.

B[94]Barzan Wormhole, Doorway
-Requires two Barzan Wormhole cards; each inserts into a spaceline to create a location (span 1). Play one in Alpha Quadrant (adjecent to Wormhole Negociations); download the other to one end of Delta Quadrant. Limit one per quadrant. While in play, any ship may move from one end to the other. At the start of each of your turns, Wormhole in Delta Quadrant moves one location towards other end of spaceline. When it leaves that end, discard both doorways.
Now exists as Barzan Wormhole.

C[323] Crew Manifest, Doorway
-Seed one atop Crew Manifest side deck (up to 7 different personnel cards). Each time you report a  personnel you didn't just download, you may exchange it with one personnel from here (random selection). OR Stock in deck and use as follows: Play to download one Long-Range Scan, suspending any active Long-Range Scan Shielding. OR Nullifies any card closing your Crew Manifest; discard doorway.

C[349]Cultural Database, Doorway
-Plays where you have Anthropology to download any card required there. OR Plays on table. While in play, any affiliation (except Borg) may attempt Cultural missions. Such missions are worth +5 points to you. (Nullified by Computer Crash.)

C[254]Doorway to Opportunity, Doorway
-Seeds on table with four different Youth personnel underneath (these do not count toward you seed card limit). Once per game, retrieve one personnel from Doorway (random selection) and report it to any of your facilities in play for free. OR Stock in deck and play from hand to turn one CIVILIAN into an OFFICER.

B+[23] Hall of Fame, Doorway
-Once per game, play to discard any baseball card artifact in play and bring from outside the game to anywhere in play any one non-seed  card OR  card OR foil card OR Future Enterprise OR Spock OR Admiral McCoy OR Data Laughing OR  icon  personnel OR Mogh OR Gi'ral OR Ja'rod OR Thomas Paris OR Dr. Telek R'Mor OR Ensign Tuvok OR Enhanced AtoZ card.

A+[48] The Dreaming, Doorway
-Seeds or plays on table. You may stock up to 5 different  cards or Mind Locations underneath. Every time a personnel is placed in stasis, you may take one card here (your choice) and put it into play (seeding dilemmas at appropriate missions). If Nightmare ever in play, both it and The Dreaming are nullified and placed out-of-play, along with cards underneath this one.

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Star Trek TM Paramount Pictures; Star Trek: Customizable Card Game TM Decipher Inc.