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Glossary - B
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A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - top
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ba - be - bi - bl - bo - br - bu - by
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ba
Bajoran An affiliation and a species. See affiliation and species.
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Bajoran Civil War Both downloaded personnel must be , whether they are
OFFICER, SECURITY, or Resistance
personnel. See Computer Crash.
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Bajoran Interceptor See interceptor.
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Bajoran Raider See report with crew.
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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.
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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).
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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.
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Bajoran Wormhole: Mirror Universe When you seed or play this doorway, you are
not required to download Bajoran Wormhole, but if you fail to do so, the
download opportunity is lost. Only one player
may download 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 Bajoran Wormhole is
destroyed. See between, card titles.
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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 and
and is counted twice. A mission location
destroyed by a Supernova is not counted at
all. Examples:
5 -1 or 5 - = 4. You lose points.
4 -2 or 4 -2 = 2. No point loss.
1 + 4 + 1 = 5 -2 = 3. You lose points.
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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.
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Barash icon  This icon, found on cards
such as Admiral Picard, is used by the Barash
Personnel card and a few other cards.
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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.
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Bareil This personnel cannot download an
artifact used as equipment.
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Bareil of Borg See counterpart.
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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.
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Bashir Founder This personnel cannot use
his special download while aboard a cloaked
or phased ship. See cloaking and phasing,
WEAPONS.
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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-
ships, facilities, or
Away Teams that wishes to initiate an attack
must have a leader present (if playing
, each must have a 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
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.
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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- ) does not remove affiliation
attack restrictions.
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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.
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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.
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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).
- 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.
- 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.
- 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)
- 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.
- 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.
- 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."
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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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
This symbol on your current tactic
means you place this card on the target
as a damage marker.
This 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 (
) for a hit, or four cards
( ) 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.)
- 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).
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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 symbol, use that
card as the damage marker for one of those
targets (your choice) and treat that symbol as
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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be
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.
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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
Bajoran Wormhole." The ship may move
either from or to the Bajoran Wormhole.
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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.
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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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bi
Big Picture, The See The Big Picture.
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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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bl
Black Hole This doorway may only be played
between two of the missions named Space,
not other universal 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.
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Blended This dilemma's requirement of "any
Scotty" refers to any representation of the
Montgomery Scott character.
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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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bo
Bok See characteristics, Non-Aligned.
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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.
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bonus points See points, bonus point area,
Altonian Brain Teaser, Intermix Ratio.
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Boratus See Ajur and Boratus.
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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.
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-
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 ( Communication,
Navigation, or 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
cards may not stock any non- -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
and non- cards present together
(The Naked Truth, Frame of Mind, etc.), normal
house arrest rules apply. (A card bearing the
"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) Objective
card face up in play, this is defined as your
current objective. You are limited to one
current objective at a time. You may have any
number of non- objectives in play at a
time. (You may also have other cards
such as incidents in play.)
When you play (or activate) a 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
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 objectives
are non-bonus points. Any other points you
score are bonus points (for example, points
from the 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.
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Borg-affiliation ships See Borg.
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Borg Cube Revised text:
...Your equipment and Borg personnel may
report aboard....
This ship allows reporting of any equipment
aboard (not just ). Personnel may report
to this ship using its game text even while
affected by a moving required action. See
actions - required.
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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.
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Borg Outpost Revised text:
Seed one at any mission with no affiliation
icons OR build at such a mission (or at an
assimilated planet) where you have a Borg
ENGINEER. Transwarp Network Gateway.
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Borg Queen See enigma icon, unique and universal, skills - modifying, skill-sharing.
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Borg Scout Vessel See report with crew.
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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.
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Borg subcommand icons  See Borg.
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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 Borg Cube).
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Borg Use Only icon  A card bearing this
icon in its title bar can be stocked in your deck
and used only when playing Borg.
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Borg Vinculum See skill-sharing.
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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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br
Brain Drain See showing your cards.
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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).
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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.
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B'Rel See affiliation and ship origin.
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brig See capturing.
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Brunt's Shuttle See report with crew.
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bu
Build Interplexing Beacon See Stop First Contact.
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by
Bynars card A "Bynars card" is any card with "Bynars" in its title. See any, card titles.
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A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - top
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