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Glossary - B

Glossary

 

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Bajoran
An affiliation and a species. See affiliation and species.

 

Bajoran Civil War
Both downloaded personnel must be Universal, whether they are OFFICER, SECURITY, or Resistance personnel. See Computer Crash.

 

Bajoran Interceptor
See interceptor.

 

Bajoran Raider
See report with crew.

 

Bajoran Resistance Cell
Revised text (correction of typographical error):
...may download a Bajoran espionage card to one of your missions...

A Resistance personnel is one with Resistance skills. See Espionage cards.

 

Bajoran Shrine
"Using a disruptor at an adjacent site," which can destroy this site, means that a personnel is present there with a disruptor which he can legally use (see equipment). For example, a Klingon could destroy the site if he is carrying a Klingon Disruptor, but not a Romulan Disruptor. The disruptor does not have to be used in battle, nor does destroying the Shrine count as a battle.

The "other Bajoran" who must be present for the Prylar, Vedek, or Kai to conduct services may be any other Bajoran Personnel card, including another Prylar, Vedek, or Kai (even a copy of the first one).

 

Bajoran Wormhole
Whenever you play or download this doorway to the Alpha Quadrant, you must use its text to download another copy to the Gamma Quadrant (creating that spaceline if there are no missions there yet). The Alpha Quadrant Bajoran Wormhole card must be placed or inserted adjacent to a Bajor Region location if any are on the spaceline. If not, the doorway may be inserted anywhere on the spaceline that is not within another region, creating a Bajor Region. If one end of the Bajoran Wormhole is destroyed, the other end is discarded also. See doorway, wormholes - movement through.

 

Bajoran Wormhole: Mirror Universe
When you seed or play this doorway, you are not required to download Deep Space Nine Bajoran Wormhole, but if you fail to do so, the download opportunity is lost. Only one player may download Deep Space Nine Bajoran Wormhole; the player who seeded or played Bajoran Wormhole: Mirror Universe gets the first opportunity to do so. This doorway is not discarded if the Deep Space Nine Bajoran Wormhole is destroyed. See between, card titles.

 

Balancing Act
The point loss for this dilemma is not scored at any specific location and thus is not affected by Altonion Brain Teaser.

To see if you are affected by this dilemma, count all your missions with point boxes in all quadrants. A dual-icon mission is both Space icon and Planet and is counted twice. A mission location destroyed by a Supernova is not counted at all. Examples:

5Planet-1Space icon or 5Space icon-Planet = 4. You lose points.

4Planet-2Space icon or 4Space icon-2Planet = 2. No point loss.

1Space iconPlanet + 4Space icon + 1Planet = 5Space icon-2Planet = 3. You lose points.

 

banned cards
The only card banned from tournament play is Raise the Stakes. All other issued cards, in all border colors, including foils, are allowed in tournament play.

 

Barash icon Barash-Illusion Icon
This icon, found on cards such as Admiral Picard, is used by the Barash Personnel card and a few other cards.

 

Barclay Transporter Phobia
This interrupt plays as a response to the initiation of transport. The affected personnel refuses all beaming, including the transport just initiated. Place the interrupt on the affected personnel as a marker.

 

Bareil
This personnel cannot download an artifact used as equipment.

 

Bareil of Borg
See counterpart.

 

Barzan Wormhole
Reporting a ship with crew is a result of playing this doorway, which you may do at any time during your turn. It does not use your normal card play. See between, Supernova, report with crew.

 

Bashir Founder
This personnel cannot use his special download while aboard a cloaked or phased ship. See cloaking and phasing, WEAPONS.

 

battle
A conflict you initiate during the executing orders segment of your turn. Two types of battles can occur: ship battles (which may also involve facilities or the Borg Ship dilemma) and personnel battles (which may also involve Rogue Borg). ("Personnel battle" is synonymous with "Away Team battle" or "Away Team or Rogue Borg battle.") The following rules are common to both types of battles:

  • You may initiate battle only during your own turn.
  • You may attack only cards which you do not control, unless a card or rule requires or allows you to attack your own cards. (The Borg Ship dilemma and Rogue Borg are considered self-controlled.) You may attack an opponent's ship or facility even if you have intruders aboard.
  • You may attack only cards which are present with your cards (for personnel battle) or at the same location (for ship battle). Personnel and Rogue Borg are present together if they are on the same planet, ship, facility, or site. Ships, space facilities, and the Borg Ship dilemma may attack other ships or facilities in space, or planet facilities, at the same location. Landed ships may not attack or be attacked unless a card specifically allows it.
  • Each of your non-Affiliation Borg ships, facilities, or Away Teams that wishes to initiate an attack must have a leader present (if playing Affiliation Borg, each must have a Borg Defense personnel present instead). A leader is any personnel with Leadership skill or any OFFICER. Each ship or facility must also have at least one personnel of matching affiliation aboard (which may or may not be the leader). If the facility is a Nor, the leader and matching personnel must be in Ops.
  • No other actions can occur during a battle unless they are a valid response or suspend play, or a card specifically allows them. For example, you cannot beam personnel off your ship during a battle without a card such as Emergency Transporter Armbands.
  • When a battle is over, all cards involved in the battle are "stopped." If a properly initiated battle (or "attack") is cancelled, prevented, or nullified (e.g., with Hugh or I'm a Doctor, Not a Doorstop), all cards involved have still participated in a battle and are "stopped."
  • If your opponent attacks you, during your next turn you may initiate one or more counter-attacks against any or all of your opponent's ships, Away Teams, facilities, crews (if you have a way to beam through the SHIELDS), etc. which are still at the location of the opponent's attack, regardless of the form of the original attack. (You may bring additional forces to the location.) When you counter-attack, no leader or Borg Defense personnel is required and no affiliation restrictions apply. Your opponent, on his next turn, may then initiate his own counter-attack, and so on. Counter-attacking is always optional. A counter-attack is a new battle, not a "continuation" of the previous battle.

Non-battle cards - Cards that kill personnel or damage and destroy ships do not constitute a battle unless they specify that they include a battle or attack involving your opponent's personnel or ships, or Rogue Borg or the Borg Ship dilemma. For example, destroying a ship with Romulan Ambush or a Nemesis icon is not a ship battle; tossing a personnel out an Airlock is not a personnel battle. A dilemma such as El-Adrel Creature, which "attacks" your personnel, is not a battle.

 

battle - affiliation restrictions
Most affiliations have restrictions on whom they may attack. Normally, an affiliation may attack any affiliation other than their own. There are exceptions:

  • Klingon, Kazon, Non-Aligned, and Neutral forces may also attack their own affiliations.
  • Federation forces cannot attack any affiliation (except Borg).
  • Borg forces may not initiate battle except when allowed or required by a card. When allowed to initiate battle, they may attack any affiliation including opposing Borg.

A mixed force is subject to all the attack restrictions of its members. For example, a mixed Away Team of Federation and Non-Aligned personnel, or a Federation crew aboard a Non-Aligned ship, is a Federation force, and may not initiate a battle (except against Borg). A Romulan crew aboard a Non-Aligned ship is a Romulan force, and may not be attacked by other Romulans. (The Borg Ship dilemma and Rogue Borg interrupts are always able to initiate battle.) Aboard a Nor you control, your affiliation battle restrictions are determined by all your personnel aboard who are compatible with the station's affiliation.

If a card allows you to attack a specific affiliation, then you may attack any forces that include that affiliation, even if other cards are working with them. For example, Admiral Leyton allows you to attack a Dominion/Cardassian force.

When a card, such as Emblem of the Empire, removes affiliation attack restrictions from a group of cards, they may attack any affiliation, including their own. If cards from that group mix with other cards whose affiliation attack restrictions have not been removed, the entire force is subject to the restrictions of the second group. A card that allows a specific attack (e.g., Captain Kirk may initiate battle against non-Affiliation Federation) does not remove affiliation attack restrictions.

 

Battle Bridge Door
The second function of this doorway enhances the WEAPONS of only those ships and facilities involved in the battle, and only for the duration of that battle.

 

Battle Bridge side deck
This side deck is made up of tactic cards which increase your offensive and/or defensive capabilities during ship battle and also indicate damage affecting your opponent's ships and facilities. You can have as many Tactic cards in your side deck as you like, even duplicates. The side deck is activated during the doorway seed phase by a Battle Bridge Door card placed face up on top of the side deck. See battle - ship.

Your Tactic cards are not part of your hand, and thus are not affected by cards such as Alien Probe and Energy Vortex. Your used Tactic cards do not go to your discard pile. Instead, whenever one of them is discarded or otherwise leaves the table, place it face up underneath your side deck. When your side deck runs out of face-down Tactic cards, shuffle the face-up cards and place them face down again underneath your seeded Battle Bridge Door.

 

battle - personnel
Personnel battles may also include Rogue Borg. Throughout this section, "personnel" should be taken to mean "personnel or Rogue Borg." See Rogue Borg Mercenaries. Special rules also apply to holographic personnel (see holographic personnel and equipment).

  1. Announce your attack. Identify which one of your Away Teams or crews is attacking and which one of your opponent's Away Teams or crews they are attacking. (The group that you attack may include personnel which are disabled, though they do not engage in personal combat, but not those in stasis.) The battle has now been initiated.
  2. You and your opponent may now use any cards that apply at the start of battle. These responses to the battle initiation may include an interrupt such as Vulcan Nerve Pinch or equipment that may report to a just-initiated battle such as D’k Tahg. See Emergency Transporter Armbands.
  3. Shuffle your personnel (not including any which are disabled, stunned, or mortally wounded) and place them face down to form a "combat pile." Your opponent does likewise. (See stunned and mortally wounded)
  4. You and your opponent then simultaneously turn over the top card of your combat piles, and these two adversaries engage in personal combat. Compare their individual STRENGTH attributes (applying relevant modifiers such as phasers or Lower Decks):
    • If one personnel's STRENGTH is greater than the other's, the higher-STRENGTH personnel may choose to stun his adversary (temporarily rotate the adversary card 90 degrees).
    • If one personnel's STRENGTH is more than double the other's, that personnel may choose to mortally wound his adversary (temporarily rotate the adversary card 180 degrees).
    • If the two combatants have equal STRENGTH, neither may stun or mortally wound the other.
    Repeat this step until one player's combat pile runs out. Any cards remaining in the other player's combat pile are then turned face up.
    If both cards in a combat pairing have a stun effect, or if both players wish to make a response to a combat pairing, the player whose turn it is has the first opportunity to do so. For example, your Data (Prem) just engaged your opponent's Fek'lhr who has ?45 Dom Perignon present. You wish to play Android Headlock, while your opponent wishes to use the ability of the ?45 Dom Perignon. If it is your turn, you may play Android Headlock first.
  5. To determine the winner of the overall personnel battle, compare your total remaining STRENGTH to your opponent's (or the Rogue Borg's) total remaining STRENGTH (applying relevant modifiers). Stunned and mortally wounded cards do not add their own STRENGTH to the total, but may still modify other cards (e.g., a stunned Shakaar Edon still makes other Bajorans stronger). The force with the higher total is the winner, and immediately kills one opposing personnel (random selection from among those not mortally wounded, but including those who are stunned or disabled). If the STRENGTH totals are equal, no one wins or loses the overall battle.
  6. After the personnel battle is over, mortally wounded cards die (discarded), stunned cards recover from being stunned, and all survivors of the battle are "stopped."
 

battle - ship
Ship battles may also include facilities or the Borg Ship dilemma. These rules apply whether Battle Bridge side deck are being used by zero, one, or both players.

  1. Announce your attack, then identify which of your ships and/or facilities will be firing and which enemy ship or facility they are targeting. You can use any or all of your compatible ships/facilities at that location, but can target only one enemy ship or facility per battle. (Borg Ship dilemmas and Borg-affiliation ships with a Multiplexor Drone aboard are allowed to fire WEAPONS against two or more targets in the same battle. See battle - ship - multiple targets.) If the card you are targeting had been "stopped," it is "unstopped" for this battle. Each of your ships or facilities that will be firing WEAPONS must have WEAPONS > 0, be "unstopped," undocked, uncloaked, and unphased, and have a leader and a personnel of matching affiliation aboard.
  2. If your opponent wishes to return fire during this battle, he must also now identify which one of your ships or facilities (involved in the initial attack) he will be targeting, and which of his ships and/or facilities there will be returning fire against that target. Each of your opponent's ships and facilities that returns fire must also have WEAPONS > 0, be "unstopped," undocked, uncloaked, and unphased, and have a personnel of matching affiliation aboard (but no leader is required). The battle has now been initiated.
  3. You and your opponent may now use any cards that apply at the start of the battle. These responses to the battle initiation may include cards which will allow you to draw extra Tactic cards in the next step, such as Battle Bridge Door or Attack Pattern Delta.
  4. Each player who has a Battle Bridge side deck may do the following:
    • draw up to two Tactic cards (or more if allowed by a card played in step 3) from the top of his side deck (he may look at each one before deciding whether or not to draw the next);
    • choose one of those Tactic cards (regardless of how many ships are firing) to play face down on the table as his current tactic (optional); and
    • place his unplayed Tactic card(s) face-up underneath his side deck. (Used Tactic cards never go to your discard pile. Instead, whenever one of them is discarded or otherwise leaves the table, place it face up underneath your side deck. When your Battle Bridge side deck runs out of face-down Tactic cards, shuffle the face-up cards and place them face down again underneath your seeded Battle bridge door.)
    Any current tactics played on the table are then revealed at the same time. If you choose to use a special download icon for a Tactic card, you must do so at the time you would normally draw Tactic cards, and you must use the downloaded tactic as your current tactic.
    You may use a current tactic even if your only card participating in the battle is a facility. ATTACK and DEFENSE bonuses work normally; if the facility has no usable WEAPONS, it cannot target an opponent's card and thus cannot use the ATTACK bonus.
  5. Compute your ATTACK total by adding together the total WEAPONS power of all your attacking cards (counting all applicable attribute enhancements from other cards) plus the ATTACK bonus from your current tactic (if any). (The ATTACK bonus is added only once, not once for each ship.)
    Your opponent computes his DEFENSE total by adding the SHIELDS of his targeted ship or facility (counting all applicable enhancements) to the 50% facility SHIELDS extension (if the target is a docked ship) plus the DEFENSE bonus from his current tactic (if any).
    Now compare the two totals to see if you score a hit (but damage is not applied until after your opponent's return fire, if any).
    • If your ATTACK total is greater than your opponent's DEFENSE total, you score a hit.
    • If your ATTACK total is more than double your opponent's DEFENSE total, you score a direct hit.
    • If your ATTACK total is less than or equal to your opponent's DEFENSE total, the target is not hit.
  6. If your opponent announced during the initiation of the battle that he would return fire, he does so now. He computes his ATTACK total (including his current tactic's ATTACK bonus) and you compute your DEFENSE total (including your current tactic's DEFENSE bonus). Your ship may suffer a hit or direct hit as described above.
  7. Apply any damage caused by either or both players. If you scored a hit or direct hit on your opponent's ship or facility, indicate the damage as follows:
    • If you are not using a Battle Bridge side deck, apply rotation damage - rotate the target 180 degrees to indicate that it is damaged, with these effects: RANGE is reduced to 5 (if it is already less than 5, it remains the same), Cloaking Device is off line and HULL integrity is reduced by 50%. (If it is damaged again before being repaired, reducing the HULL integrity to 0, it is destroyed.) If you scored a direct hit, HULL integrity is reduced by 100% and the target is thus immediately destroyed.
    • If you are using a Battle Bridge side deck, the amount of damage to your opponent is determined by symbols on your current tactic, and the kinds of damage are marked by one or more of your Tactic cards (which are referred to as damage markers).
      Tactic downThis symbol on your current tactic means you place this card on the target as a damage marker.
      Tactic flipThis symbol on your current tactic means you draw a new Tactic card from your side deck to place on the target as a damage marker.
    • If you are using a Battle Bridge side deck, but you chose not to play a current tactic in this battle (or it was nullified), your opponent suffers default damage. Default damage is two cards from your side deck (Tactic flip Tactic flip) for a hit, or four cards (Tactic flip Tactic flip Tactic flip Tactic flip) for a direct hit.
    If your side deck is completely out of Tactic cards, you will be unable to further damage your opponent until some of your damage markers return to your side deck. See damage for further details.
    The player whose ships and/or facilities sustain the least HULL integrity loss (maximum of 100% loss per ship or facility) during that battle is the winner. (If the HULL integrity losses are equal, there is no winner or loser.)
  8. At the end of the battle, discard your current tactic (face-up under your Battle Bridge side deck) unless it was used as a damage marker. Destroyed ships and facilities (and all cards aboard them) are discarded and all surviving ships, facilities, and crews involved in that battle are "stopped." Ships which had been docked at a destroyed facility are not destroyed (unless landed on Docking Pads).
 

battle - ship - multiple targets
Borg Ship dilemmas and Borg-affiliation ships with a Multiplexor Drone aboard are allowed to fire WEAPONS against two or more targets in the same battle. This expands the fire (or return fire) portion of the battle into two or more engagements. Each engagement has only one target, but it is possible to have multiple cards firing upon that target.

Compute separate ATTACK and DEFENSE totals for each engagement, repeatedly using the appropriate bonuses from each player's current tactic each time. In other words, each player is limited to one current tactic for the battle, but it will apply to each engagement.

If your multiplexed Borg Ship scores a hit (or direct hit) against two or more targets and your current tactic has a Tactic down symbol, use that card as the damage marker for one of those targets (your choice) and treat that symbol as Tactic flip for damage to each remaining target. All damage markers drawn from your side deck must be placed on the hit targets randomly, without looking at the markers before placing them; choose a ship, draw and place the markers for it, choose another ship, and so on.

Because ships and facilities destroyed in battle are not discarded until the end of the battle, you cannot retrieve any damage markers from targets at -100% HULL integrity to use in separate engagements of the same battle.

 

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beaming
Beaming uses transporters to transfer personnel, equipment, and tribbles over short distances. All ships and facilities have their own transporters unless the card indicates otherwise. To beam to or from a ship or facility, its SHIELDS must be conceptually dropped by a player, or a card or rule must specifically allow dropping or beaming through the SHIELDS. Transporters and SHIELDS may be operated by the player who controls a ship, or by any player who is allowed to use a facility. (You need not have a Personnel card aboard a ship or facility in order to use its transporters.) For example, you may normally beam cards to or from your opponent's headquarters, but not to or from your opponent's ship or outpost which is protected by SHIELDS. If SHIELDS=0 or are disabled or off line, you may beam freely.

You may beam cards between two ships and/or facilities that you control or are allowed to use, or between a ship or facility and a planet surface. The starting and ending point of the transport must be at the same location and a ship or facility must be compatible with any personnel beaming aboard, unless you are invading an opponent's ship or facility that you are not allowed to use. (Equipment cards have no affiliation.) You may not use the transporters of one ship or facility to transport cards directly between a planet and another ship or facility without transporters. You may not beam any card into space unless a card specifically allows you to do so.

Because dropping a large space station's SHIELDS to permit beaming is risky, you are not allowed to beam cards (except tribble) to, from, or within a Nor unless a card allows it. Thus, you cannot normally beam from a ship docked at the Nor to the planet it orbits, between two docked ships, or between a docked ship and an undocked one. (If a card allows you to beam aboard a Nor, personnel need not be compatible with the Nor.)

To beam cards, announce the beaming, remove the cards from the ship, facility, or planet, and move them to their destination, placing them under a ship or facility or on top of a planet. All cards in a group beam simultaneously unless you specify otherwise. There is no limit to the number of times you can beam during your turn.

Special beaming cards such as Near-Warp Transport or Emergency Transporter Armbands, or dilemmas such as Extradition, do not overcome obstacles to beaming, such as Atmospheric Ionization, Katherine Pulaski's beaming restriction, Barclay Transporter Phobia, or being "stopped," and do not provide transporters, allow you to use your opponent's transporters, or allow beaming from a Nor unless specified.

 

between
When a card allows a ship or personnel to move between one location and another, it may move in either direction. For example, Bajoran Wormhole: Mirror Universe allows a ship to move "between here and a Deep Space Nine Bajoran Wormhole." The ship may move either from or to the Deep Space Nine Bajoran Wormhole.

 

Beware of Q
When you seed this objective (and have a Q-Continuum side deck), you must declare which function you are seeding the card for. If you wish to use the first two functions, you must have two copies in play. The first function does not require a Q-Continuum side deck or a seeded Q-Flash. It allows seeding of Q-icon dilemmas only (not other Q-icon card types).

Using this objective to replace a dilemma with a Q-Flash is a valid response to the initiation of the dilemma encounter. See actions - step 1: initiation. If you replace a dilemma with a Q-Flash at a location where you seeded another Q-Flash, the second one revealed is discarded as a mis-seeds. The second function of this objective can be used to replace a dilemma seeded at Empok Nor.

If a mission has already been solved (or a Borg objective allowing it to be scouted has been completed), seeding a Q-Flash under it does not allow it to be solved again, or targeted with another Borg objective.

See encountered, Q-icon cards, scouting locations.

 

Beyond the Subatomic
If the last card in your deck is the card type you named when you played this interrupt, you do not lose the game.

 

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Big Picture, The
See The Big Picture.

 

Birth Of Junior
Revised text:
Place on ship. End of each turn, RANGE reduced by 1; if reduced to 0, ship destroyed. Nullify with 3 ENGINEER.

A ship whose RANGE is disabled by "Pup" has not been reduced to 0 by Birth of "Junior"" and thus is not destroyed.

 

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Black Hole
This doorway may only be played between two of the missions named Universal Space, not other universal Space icon missions.

This doorway will pull in all cards (including ships) at the adjacent location even if a Q-Net is between the Black Hole and the adjacent location. If it pulls in the last location on either end of the spaceline, it stops alternating and continues to pull in locations from the remaining side. Cards that can close a doorway (e.g., Revolving Door) suspend the Black Hole's game text and are not pulled in.

When a ship in a Temporal Rift (or Time Travel Pod) is located at a spaceline location that is pulled into a Black Hole, the ship is not immediately discarded, because the ship is time traveling and thus not at that location "in the present"; the card only indicates where it will eventually reappear. Move the ship to the Black Hole location itself until it reappears.

 

Blended
This dilemma's requirement of "any Scotty" refers to any representation of the Montgomery Scott character.

 

Blood Screening
On this event, "pooling skills" refers to two or more personnel combining their skills together for a dilemma, mission, etc.

 

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Bok
See characteristics, Non-Aligned.

 

bonus point area
When you score points from any non-mission card with a point box, that card (unless it remains on a target) is placed in a bonus point area near your discard pile, as a reminder of those points, even if the card says to discard it. This is not part of your discard pile and is unaffected by cards such as Res-Q or Fire Sculptor.

Cards in the bonus point area are no longer in play unless otherwise specified. For example, if a unique captive is placed in the point area using Relics of the Chase, its owner may report another copy of that personnel.

If points are scored from a card without a point box (such as Lack of Preparation), that card is discarded when resolved, not placed in the point area. You must keep track of such points by another method.

 

bonus points
See points, bonus point area, Altonian Brain Teaser, Intermix Ratio.

 

Boratus
See Ajur and Boratus.

 

Borg
There are a number of important differences between the Borg and other affiliations. An overview is presented here. Although "Borg" is considered both an affiliation and a species, unless otherwise specified, throughout this section, the term "Borg" refers to cards of Affiliation Borg affiliation.

The Collective and Hive - All of your Borg-affiliation cards in play make up your Borg collective. All of your Borg-affiliation cards at one spaceline location (or time location), whether in space, on a planet, aboard a ship or facility, etc., make up a Borg hive.

Borg Personnel - Most Borg Personnel cards represent drone. A drone's lore identifies it as such and lists its species of origin (or "Biological Distinctiveness"). The Borg Queen, assimilated counterpart such as Locutus of Borg, and former Borg of non- Affiliation Borg affiliations are not drones. A Borg is considered to be both Borg species and its species of origin.

Gender is irrelevant to the Borg. Borg-affiliation cards are not affected by gender-related game text on non-Borg-related cards (e.g., Love Interests, Matriarchal Society, Arachnia).

Borg personnel have no classifications, though several of the personnel types appear as skills. Regular skills (including the Borg Queen's selected skill) may be shared throughout a Borg hive using the Interlink Drone's skill or the Borg Vinculum. (See skill-sharing.) Your Borg may also share CUNNING using the Unity Drone's skill.

Each Borg personnel has an icon identifying which subcommand (Borg Communication Communication, Borg Navigation Navigation, or Borg Defense Defense) it is assigned to within the Borg collective. Subcommand icons are used primarily to staff Borg ships, but also have other uses indicated by cards. Some Borg, such as the Borg Queen, have more than one subcommand icon, but may each contribute only one icon at a time to meet ship staffing requirements unless otherwise specified. See Seven of Nine.

Borg-Affiliation Ships - Each Borg ship has a bonus point box. These bonus points do not contribute to a Borg player's score, but are earned by your non-Borg opponent whenever he destroys your Borg ship in battle (and only in battle).

Borg-affiliation ships are not affected by Plasma Fire, Warp Core Breach, Isabella, Into The Breach, Hugh, or the second function of Anti-Matter Spread. (They are affected normally by the first function of Anti-Matter Spread, like any other ship.)

Cooperation - Borg don't mix or cooperate with cards of other affiliations (they are not compatible with them). A player using Affiliation Borg-affiliation cards may not stock any non-Affiliation Borg-affiliation personnel, ships, or facilities in their game deck or any side decks, including former Borg such as One, or a mission II with a built-in non-Borg outpost (even if they do not use that function of the card). If a player has Affiliation Borg and non-Affiliation Borg cards present together (The Naked Truth, Frame of Mind, etc.), normal house arrest rules apply. (A card bearing the "Borg Use Only" Borg-use-only icon in its title bar can be stocked in your deck and used only when playing the Borg affiliation.) See playing Borg.

Objectives - Unlike other affiliations, Borg never attempt missions. Instead, a Borg player uses Objective cards to accomplish goals such as destroying a ship, scouting a space location, or assimilating a planet. Some Borg objectives score points; others confer different benefits, such as disrupting the timeline (see Stop First Contact).

When you are playing Borg and you have an uncompleted Borg-use-only (Borg Use Only) Objective card face up in play, this is defined as your current objective. You are limited to one Borg-use-only current objective at a time. You may have any number of non-Borg-use-only objectives in play at a time. (You may also have other Borg-use-only cards such as incidents in play.)

When you play (or activate) a Borg-use-only Objective card, you must immediately target an appropriate location, ship, personnel, etc., as specified by the objective. Objectives may target solved or unsolved mission locations. The objective then allows your Borg to scout the ship or location, initiate battle, abduct a target, etc. See scouting locations, scouting ships.

Your Borg must complete scouting (if an objective involves scouting) and meet any other listed requirements (such as having Borg present at the location) before you may probe (usually at the end of your next turn) to determine your current objective's outcome and score its points, if any. See probing.

Scoring points - A Borg player scores points, both positive and negative, only from Borg-use-only cards and cards which specify that they affect Borg. When you or your Borg are confronted with any other card which is point-related, play out the card but ignore the points. If that card presents a choice, you must choose an option which is not point-related, if possible. Points you score from completing Borg-use-only objectives are non-bonus points. Any other points you score are bonus points (for example, points from the Borg-use-only Add Distinctiveness incident or the negative points from Balancing Act).

Assimilation - You may assimilate planets or your opponent's personnel and ships by using Objective and other cards that allow assimilation. (Also see abduction.)

Borg Away Team Restrictions - Your Borg may not form Away Teams (either on a planet or on an opponent's ship or facility) except when counter-attacking or when allowed by your current objective or another card (e.g., Emergency Transporter Armbands, Near-Warp Transport, Iconian Gateway, Devidian Door).

Borg Battle Restrictions - Your Borg may not initiate battle except when counter-attacking or when allowed or required by your current objective (e.g., Assimilate Counterpart, Eliminate Starship) or another card (e.g., Conundrum, The Issue Is Patriotism). When allowed to initiate battle, they may attack any affiliation, including Borg.

Other Borg Restrictions - Borg do not commandeer (they assimilate instead), and do not use hand weapons for any purpose.

 

Borg-affiliation ships
See Borg.

 

Borg Cube
Revised text:
...Your equipment and Borg personnel may report aboard....

This ship allows reporting of any equipment aboard (not just Borg-use-only). Personnel may report to this ship using its game text even while affected by a moving required action. See actions - required.

 

Borg Nanoprobes
This Equipment card is not a hand weapon. A "Species 8472-related dilemma" is one that mentions Species 8472 in its lore. See drone.

 

Borg Outpost
Revised text:
Seed one at any Space icon mission with no affiliation icons OR build at such a mission (or at an assimilated planet) where you have a Borg ENGINEER.
Special Download Transwarp Network Gateway.

 

Borg Queen
See enigma icon, unique and universal, skills - modifying, skill-sharing.

 

Borg Scout Vessel
See report with crew.

 

Borg Ship
This dilemma attacks only when it is first encountered; when it moves to a new location at the end of every turn; and when a target arrives or appears at its location. (It does not attack when reappearing from a Temporal Vortex.) A "target" is any ship or facility that may normally be targeted in a ship battle. When encountered and when it moves to a new location, it attacks all targets at that location. When a target arrives at (and stops at) or appears at its location, it attacks only that target. (A moving ship may fly past the dilemma without being attacked.) A target may "appear" by decloaking, dephasing, reappearing from a Temporal Rift, time travel, or reporting.

If you have "unstopped" ships at the location of a Borg Ship dilemma during your turn, they may attack the dilemma. It will return fire against all ships (and facilities) that attacked it (but not other targets that were not involved in the attack).

The battle is conducted according to normal ship battle rules, with the exception that the Borg Ship dilemma fires on multiple targets (see battle - ship - multiple targets). Hits, direct hits, and damage to the dilemma are calculated and applied as if it were a ship. Its bonus points are earned when a non-Borg player destroys the dilemma in battle (and only in battle).

Battle Bridge side decks affect this dilemma as follows:

  • When battling the Borg Ship dilemma, you may use a current tactic and may place damage markers on the dilemma if appropriate.
  • The dilemma does not use either player's Tactic cards; thus, your ships and facilities it hits suffer default damage (two damage markers for a hit, four for a direct hit) if your opponent is using a Battle Bridge side deck, or card rotation damage if your opponent is not.
  • When the dilemma is attacking both players' cards, it does so as two separate battles. The player whose turn it is chooses which happens first.
  • If both players have damaged the Borg Ship dilemma but only one of them has a Battle Bridge side deck, some of the dilemma's damage will be indicated by damage markers and some of it will be indicated by card rotation. The card rotation damage is equivalent to HULL -50% and combines with the damage markers to determine whether the Borg Ship dilemma is destroyed.

The Borg Ship dilemma attacks Borg-affiliation cards normally. It is not a ship and is not affected by cards that affect ships (such as Calamarain, Q-Net, Wormholes, etc.) or by Plasma Fire, Warp Core Breach, Isabella, Into The Breach, or the first function of Anti-Matter Spread. See Hugh.

 

Borg subcommand icons Borg Navigation Borg Communication Borg Defense
See Borg.

 

Borg Tactical Cube
This ship is a "Borg cube" (for cards such as Commandeer Ship or Harness Particle 010) but may not be downloaded by Retask (which downloads the ship named Universal Borg Cube).

 

Borg Use Only icon Borg-use-only Borg-use-only
A card bearing this icon in its title bar can be stocked in your deck and used only when playing Borg.

 

Borg Vinculum
See skill-sharing.

 

bottom seed card
The bottom seed card at a mission is the card on the bottom of the mission stack (the first card you would encounter if attempting the mission).

 

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Brain Drain
See showing your cards.

 

Brainwash
This event does not change a captive's affiliation, but makes it compatible with your personnel and removes all affiliation-based restrictions on using the Brainwashed personnel as your own. (See capturing.)

Examples:

  • Galen will work with the Federation if Brainwashed, or with a Brainwashed Federation personnel (even if not Brainwashed himself).
  • A Brainwashed captive in your crew or Away Team does not add affiliation-based attack restrictions (e.g., a Brainwashed Federation captive will not prevent your Klingons from initiating battle).
  • A non-Borg captive Brainwashed by the Borg is not assimilated and thus may not share skills or scout, but may attempt missions of his affiliation (the Borg may not join the mission attempt and the Borg player may not score the mission points). The captive's skills may be used for other purposes, such as using SCIENCE to enhance SHIELDS with Metaphasic Shields.
  • A Borg captive, Brainwashed by a non-Borg captor, will work with that affiliation, but may not join mission attempts. The captive's skills may be used in other ways, such as using Transporter Skill to nullify an Anti-Matter Pod. A Brainwashed Talon Drone could assimilate an opposing personnel stunned in battle (it would immediately be placed under house arrest or would become a separate Away Team).
 

Breen CRM114
his Equipment card may report wherever your Breen or arms dealer is present, and only where your Breen or arms dealer is present, even when reporting by using another card (e.g., Devidian Door, Security Office). A Breen or arms dealer need not be present to acquire a Breen CRM114 seeded at Search for Weapons.

Using this disruptor to damage a planet facility or landed ship is a special kind of attack (battle), requiring a leader in the Away Team and subject to all normal attack restrictions. The attack automatically succeeds; place one damage marker on the target from your Battle Bridge side deck (no damage is applied if you aren't using the side deck). Cards involved in the attack are "stopped" and your opponent is allowed to counter-attack there normally. See once per turn.

 

B'Rel
See affiliation and ship origin.

 

brig
See capturing.

 

Brunt's Shuttle
See report with crew.

 

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Build Interplexing Beacon
See Stop First Contact.

 

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Bynars card
A "Bynars card" is any card with "Bynars" in its title. See any, card titles.

 

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