|
|
|
|
|
|
||
|
Glossary - C |
|
|
|
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 |
||
|
Calamarain This event may not cause damage that will destroy a ship. When used with a Battle Bridge side deck, it causes default damage. Draw the two damage markers from your side deck, one at a time, and place each one on the ship unless it would destroy that ship (in which case discard that damage marker instead). |
||
|
cancel |
||
|
Captain Kirk |
||
|
Captain Proton cards |
||
|
Captain's Log See matching commander. |
||
|
Captains Order Red Alert is not a Captain's Order. |
||
|
captives |
||
|
capturing
Each of your crews and Away Teams may escort any number of captives, and may move them like Equipment cards. At any given time a captive can be in one of three conditions: (1) held by a trap, in a Brig, or by escorting personnel, (2) Brainwashed, or (3) left unattended. You may change the captive's condition during your turn. A trap card placed on a captive is not in play; it is a marker of captive status and can no longer be nullified. For example, you may nullify Mandarin Bailiff with Q2 or Q-Flash when it is encountered (after the captive is selected but before placing the card on it as a trap), but not later. You may not initiate battle against personnel you have captured, unless a card allows or requires it. See White Deprivation. All captured cards are returned to their owner at the end of the game. Brigs - Some cards allow you to add a Brig to a ship or facility. While you control the ship or facility, you may move captured personnel into and out of the Brig during your turn (while in the Brig they are held but not escorted). If your opponent commandeers or assimilates the ship or facility, his personnel may subsequently release any of his other personnel held captive in the Brig (if present). Rescue - Captives that are held or Brainwashed may be rescued only by using a card that specifically rescues or releases captives (such as Rescue Captives, His Honor The High Sheriff of Nottingham, or Prisoner Exchange). Unattended captives, however, are conceptually "tied up and left behind" and thus may be rescued by their owner's other personnel present, without any special card. Whenever a captive is rescued or released, all capturing-related card played on that captive are discarded. |
||
|
capturing-related card
Examples of capturing-related cards include Thine Own Self, Ilon Tandro, Wolf, Brainwash, Rescue Captives, Impersonate Captive, Holding Cell Door, Fajo’s Gallery, Gul Madred, and Madred. |
||
|
Cardassian |
||
|
card draw An action that is "in place of one card draw" may replace any card draw. Unless the action is explicitly restricted to once per turn, you may replace as many card draws as you are entitled to. For example, downloads with the Borg Queen's special skill may replace any or all of the three card draws from Kivas Fajo - Collector. The replacement action must be performed at the time you would normally make that card draw. You may perform as many actions as you like each turn that have the restriction "draw no cards this turn" (e.g., playing a Q’s Tent, downloading with Ops). You may not then draw any more cards for the remainder of the turn, by any means (normal card draw, Kivas Fajo - Collector, Masaka Transformations, etc.), or use an ability (such as the Borg Queen's special skill) that allows you to perform an action in place of a card draw. However, if the first action you perform imposing a restriction of "draw no cards this turn" triggers a "just" action or valid response of drawing a card, the "just" action or valid response occurs before the restriction takes effect. See turn, actions - just. |
||
|
card play Your normal card play is defined as the one card play you are allowed each turn by rule. Although optional, this must take place before executing orders (see execute orders). Interrupts and doorways do not use up (or count as) your normal card play. All other playable card types use your normal card play unless otherwise specified, or unless brought into play via a mechanism such as downloading or as the direct result of playing an interrupt or doorway (such as Barzan Wormhole). If you are allowed to report a card using ongoing game text of a card that remains in play, such as Caretaker's Array, then that report uses your normal card play (unless otherwise specified). Cards are always played face up, unless they have a hidden agenda icon. Except when playing a hidden agenda card, announce the name of the card when you put it into play. Your opponent may examine any card that you play face up at the time of play, but not later unless allowed by a rule or card. (See showing your cards.) An action that is "in place of your normal card play" must be performed when you would make your normal card play. Such an action may be a group action with several sub-actions; interrupts may not be played between those sub-actions. See actions - group. Only one such "replacement" action may be performed each turn. For example, two Spacedoors will not allow you to download two ships. |
||
|
card titles A card title group consists of a card with a basic card title, plus one or more cards with the same basic card title followed by a colon or dash and an additional phrase. (Cards such as "HQ:" cards also form a card title group, even though there is no card named "HQ".) When a card refers to the basic card title of a card title group (e.g., nullifies it, downloads it, is immune to it, plays on it), it applies to all cards in that card title group. Examples:
If one card title includes another, but they are not differentiated by a colon or dash, those cards do not form a card title group. Examples:
Sometimes a card or rule will refer to the titles (or part of the titles) of cards that are not part of a card title group. These references are preceded by the word "a", "an", "any", or "one", or are followed by the name of a card type or by the word "card." Examples:
Personnel and Ship cards do not belong to card title groups; they are covered by the persona rule. A Personnel card is never grouped with a non-Personnel card. For example, Jovis cannot download Kivas Fajo - Collector. See "any". Words in lowercase (e.g., "disruptor") are not necessarily references to card titles; they refer to any card with those characteristics. |
||
|
card types The following are not separate card types: cards of different affiliations; Outpost, Station, and Headquarters (all are Facility cards); Q-icon cards (a Q-icon dilemma is a Dilemma card, etc.); Mission II (Mission cards); and Combo dilemmas (Dilemma cards). A card that says it is "played as" or "used as" another card type counts as both card types for all purposes. (But a card that "seeds like" a dilemma does not count as a dilemma, and a card that is "moved like" equipment or a ship does not count as an Equipment or Ship card.) For example, an artifact that plays as an Event card can be nullified by Kevin Uxbridge: Convergence. An artifact that is used as an Equipment card may be stolen by a Procurement Drone, discarded to satisfy Rebel Encounter, or (if reclaimed from discard pile with Reclamation) reported in any way that an Equipment card may be reported. Artifacts must still be earned legally before use. |
||
|
Caretaker's Array |
||
|
Cargo Bay You may not begin or complete a cargo run by beaming a crew member with equipment between universes with a Multidimensional Transport Device, or by beaming them aboard a ship with Invasive Transporters and then to Cargo Bay. You may not complete a cargo run begun by your opponent (e.g, if you take control of the ship with Neural Servo Device). Your ship can take any path from the starting facility to the ending facility, giving you credit for each mission passed (except starting and ending locations). You may count each mission only once per cargo run. See passing locations. While you may have multiple ships making cargo runs concurrently, a single ship's crew can complete only one at a time, earning card draws or Latinum downloads for only one piece of equipment. To deliver any additional equipment, a crew must begin a new cargo run. See report. |
||
|
Cargo Rendezvous |
||
|
cargo run |
||
|
Carlos |
||
|
carried ships Game text that allows you to launch carried ships also allows you to load or recover such ships. For example, Engage Shuttle Operationss allows you to launch shuttlecraft from, and re-load them aboard, your ships with Tractor Beam and ENGINEER. Launching and loading require full staffing (see movement). Personnel aboard a carried ship are also part of the crew of the carrying ship, or are intruders if the carrying ship is controlled by a different player. Cards that may not target docked ships also may not target carried ships.
If you launch a carried ship into space from a landed ship, it counts as both launching and taking off; reloading a ship aboard a landed ship counts as both reloading and landing. For example, to launch the Delta Flyer from your landed U.S.S. Voyager, you must have a card such as Blue Alert to allow it to take off, using 2 RANGE. |
||
|
Cha'Joh |
||
|
Chamber of Ministers This facility can play (but not seed) on the Mirror Universe Bajor. No cards may report there because the facility is not in its native quadrant. |
||
|
chameloid |
||
|
changeling |
||
|
characteristics
Context determines whether a word actually defines a characteristic or not. For example, the phrase "Uses the same hull as the Cardassian shuttlecraft" in the lore of Patrol Ship does not make this ship a shuttlecraft. A personnel may be identified in its card title or lore as currently or formerly having a characteristic. A title with the prefix "vice" counts as that title. For example, Alynna Nechayev ("Vice-Admiral") counts as an Admiral for Going to the Top or Office of the President; Bok ("former Ferengi DaiMon") is enhanced by Calandra. Information on other cards (such as a Ship card) may not be used to define a characteristic for a personnel (except for matching commander, which may use information from either the personnel or ship lore). Thus Alidar Jarok ("Conscientious admiral...") may report for free to the Office of the Proconsul, but not Mendak, who is not identified in his card title or lore as an admiral (although the Devoras identifies him as Admiral Mendak). The presence in lore of a word or phrase that is the name of a skill is not a characteristic and does not confer that skill on a personnel. For example, Jaron ("former member of the Tal Shiar") does not have Tal Shiar skill and is not a "Tal Shiar personnel" (e.g., for Continuing Committee). |
||
|
Characterize Neutrino Emissions |
||
|
Children of Light |
||
|
Chinese Finger Puzzle |
||
|
Chula: The Abyss |
||
|
Chula: The Chandra |
||
|
Chula: The Way Home |
||
|
Chula: Trickery |
||
|
Clan People |
||
|
clarifications |
||
|
class |
||
|
Classic Communicator Because this card is not cumulative, you may not use two copies to add two skills to the same personnel, but you may use two copies to add a skill (the same or different) to two different personnel (even in the same crew or Away Team). |
||
|
Classic Films icon |
||
|
Classic Medical Tricorder |
||
|
Classic Tricorder Because this card is not cumulative, you may not use two copies to add two skills to the same personnel. If you combine two personnel groups, each with a skill added from a Classic Tricorder, choose one tricorder to add its selected skill to all applicable personnel. |
||
|
classification |
||
|
cloaking and phasing Cloaking and phasing are different game conditions. Cards that specifically affect cloaked ships, such as Tachyon Detection Grid, La Forge Maneuver, T’Rul, and the Tachyon Drone, do not affect phased ships. Engage Cloak specifically states that it applies to both cloaking and phasing. A cloaked or phased ship is invisible; in addition, a phased ship is "out of phase" with the universe and thus can fly through planets and other obstructions and cannot interact in any way with the rest of the universe. While phased, the ship receives a RANGE enhancement as indicated on the card providing the phasing ability. A cloaked or phased ship (and its crew) cannot be affected by any external action that would require that a lifeform could see or sense the ship. For example, the ship may not be attacked, boarded (e.g., with Invasive Beam-In), or targeted with Establish Tractor Lock, Long-Range Scan, Romulan Ambush, Rogue Borg, or Isabella; a crew member may not be targeted by Protection Racket (unless the threatening Ferengi is aboard the ship); the Tantalus Field on a cloaked ship may not be used to kill a personnel outside that ship. A cloaked ship can be affected by cards representing external cosmic phenomena, spontaneous events, or inanimate objects that are independent of the visibility of the ship. For example, a cloaked ship may not pass through a Q-Net and may be damaged by Stellar Flare or Anti-Matter Pod, destroyed by Supernova or Black Hole, disappear into a Temporal Rift, or be returned to hand with a Space-Time Portal. However, a phased ship is not affected by any external phenomena such as these. Both phased and cloaked ships are vulnerable to global effects caused by changes in the timeline, such as Anti-Time Anomaly and Stop First Contact. A cloaked or phased ship may also receive communications that do not depend on the visibility of the ship (e.g., an Incoming Message). A cloaked ship may execute all normal movements, including docking, undocking, landing, taking off, launching, and loading, using RANGE, Wormholes, Transwarp Network Gateways, or Bajoran Wormhole. A phased ship may move only by using RANGE; for example, it may not move through the Bajoran Wormhole. A phased ship may not dock, land, or load; if it phases while docked, landed, or carried, it "passes through" the ship or planet and ends up in space. Your opponent may verify the RANGE of your cloaked or phased ship. A cloaked or phased ship, and its crew, may not affect anything external to the ship. Thus, it may not initiate battle, attempt or scout a mission, allow probing for an objective with an external target (e.g., Assimilate Planet, Establish Gateway), provide opposition for Patrol Neutral Zone or a ship presence to maintain Post Garrison, prevent your opponent from passing Quantum Fissure, play Hail on a passing ship, use a tractor beam, or load or unload personnel or equipment (either by beaming or by walking on or off while docked at a facility) or a carried ship; a Borg crew may not share skills with other Borg not aboard. It may scan a mission, because the scan does not affect the mission. A cloaked or phased ship is affected normally by cards or actions that are internal to the ship. For example, Plasma Fire and Auto-Destruct Sequence may be played on a cloaked or phased ship, and you may probe to complete Assimilate Counterpart if the target is on an Assimilation Table aboard the ship. Also, cards may report to a cloaked or phased ship (when reporting is allowed by a card such as Ready Room Door, Borg Cube, The Emissary, Dr. Telek R’Mor, Assign Support Personnel, etc). Unless otherwise specified here, any Glossary reference to cloaking applies to phasing as well. |
||
|
cloaking device |
||
|
Clone Machine |
||
|
Coalescent Organism |
||
|
Colony |
||
|
combo dilemma Cards that specifically affect the first half of a combo dilemma do not automatically affect the second half. For example, if Male's Love Interest is replaced by Beware of Q, overridden by Jealous Amanda, discarded by Senior Staff Meeting, or nullified by Kareen Brianon, you still encounter the Tarellian Plague Ship half of the card. Similarly, if you fail to overcome Alien Parasites and your opponent uses your personnel to re-attempt the mission, they will begin by facing REM Fatigue Hallucinations. However, Mission Fatigue "stops" a personnel before each subsequent dilemma, so one personnel will be "stopped" before each half of the combo. You may not legally seed a combo dilemma at the same location as either of the original dilemma cards on which it is based; the second one encountered would be a mis-seeds. (See copy.) If the mis-seed is the first half of a combo dilemma, place it "conceptually" out-of-play while you encounter the second half, then place it physically out-of-play (instead of discarding it) once the second half has been resolved. |
||
|
commandeering When you commandeer a ship or facility, it comes under your control, and its affiliation changes to match the affiliation of one of the non-ANIMAL commandeering personnel (your choice) in the Away Team (e.g., Ops or Commandeer Ship) or crew(s) (e.g., Outgunned). If you have no personnel at the location (e.g., A Fast Ship Would Be Nice), the ship's affiliation does not change until your personnel arrive to take custody of the ship. You do not take control of any opposing personnel or equipment aboard unless otherwise specified by the card allowing you to commandeer. You continue to maintain control of the facility or ship, even if you have no personnel aboard. However, your opponent may retake control by bringing unopposed Computer Skill to Ops, or by using a ship-commandeering card. You may commandeer only cards which you do not control (including a Nor or ship that your Borg opponent assimilated from you), and only if a card allows it. (Borg may not commandeer a ship or facility; instead, they must use a card that allows them to assimilate it.) See facility - Control of facilities, Empok Nor, docking, actions - required. |
||
|
Commandeer Ship |
||
|
Commander Data |
||
|
compatible
Compatible personnel may mix in the same crew or Away Team and board compatible ships and facilities. Personnel and ships may report to compatible facilities. However, you must still have a personnel of matching affiliation when required by a card or rule. Example: If you have a Treaty: Romulan/Cardassian in play, your Romulan, Cardassian, and Non-Aligned cards are compatible with your Cardassian Outpost, with Central Command, and with a Cardassian Nor, but your Klingon cards are not. Only your Cardassian cards match the facilities.
If a card allowing compatibility is nullified or destroyed, incompatible personnel aboard a ship or facility are placed under house arrest. If a mixed Away Team is on a planet, the incompatible personnel form a separate Away Team and cannot return to the ship. The text does not work with means the cards are incompatible. |
||
|
Compromised Mission |
||
|
Computer Crash If you initiate the play of a multi-function card such as Bajoran Civil War, and select a function that requires a download, it may be responded to by the activation of this event. The card returns to your hand; you may then play it for its other function, but you are not required to do so. A card may allow but not require downloading, and thus may be played despite Computer Crash. For example, if Computer Crash is activated in response to an attempted download with Assign Mission Specialists, the download is prevented, but the card remains in play. You may not suspend the activation of this event by using a special download icon. |
||
|
Construct Depot |
||
|
Construct Starship |
||
|
Containment Field Activating this incident will nullify a Destroy Radioactive Garbage Scow that is already in play on a mission. The mission's point value is restored (even if it has already been solved) and the owner of the Destroy Radioactive Garbage Scow places the interrupt in his bonus point area to score -10 points. |
||
|
control If you control your opponent's ship, any cards "played on" or "placed on" the ship (such as Kurlan Naiskos or Cytherians) come under your control also. Cards that are aboard the ship (personnel, equipment, carried ships) do not come under your control unless specifically stated by the card or rule giving you control. If you control your opponent's personnel, any cards "played on" or "placed on" the personnel (such as Ocular Implants or Mobile Holo-emitter) come under your control. Only your own treaties, ship enhancement cards, etc. apply to the controlled cards. Thus, your Bynars Weapons Enhancement would increase the ship's WEAPONS, while your opponent's Metaphasic Shields would not increase its SHIELDS. Temporary control - When you temporarily control a ship and crew with a card such as Alien Parasites or Neural Servo Device, treat the ship and personnel as if they were your own with regard to attempting missions, encountering dilemmas and Q-Flashes, scoring points, playing cards that play on "your ship" (such as Auto-Destruct Sequence), etc. The only exception is that you may not bring the personnel aboard one of your ships or facilities and you may not bring your personnel aboard their ship. You may use only "legal moves" - e.g., the ship and crew must still obey affiliation attack restrictions and Borg Away Team restrictions, may attempt only missions of appropriate affiliation, etc. Within those constraints, you may move the ship, abandon personnel on planets, engage in battle, attempt missions (if you solve a mission, you score its points unless playing Borg), etc. |
||
|
Conundrum Cloaked, phased, or landed ships, or ships in a Temporal Rift or Time Travel Pod are invalid targets. You may change targets at any time. If the selected target at any time becomes invalid or leaves play, you must target a different ship. If at any time there are no valid targets in play, the dilemma is discarded. Moving to a different spaceline or to a time location does not invalidate the target. Once you have attacked a target ship, the dilemma is "cured" and discarded. |
||
|
cooperate |
||
|
copy Personnel and ships: Two Personnel or Ship cards are copies of each other if their card titles and game text are the same (taking into account revised titles and game text of reprinted cards). Examples of copies:
Other cards: Other than personnel and ships, two cards are copies of each other if their card titles are the same (taking into account revised titles of reprinted cards). Also, each half of a combo dilemma is considered a copy of the original dilemma on which it was based (the "card title" included in its game text). Examples of copies:
|
||
|
corresponding A corresponding location or region in an "opposite quadrant" is a location or region with the same name. For example, Bajor in the normal universe (Alpha Quadrant) corresponds to Bajor in the mirror universe (Mirror Quadrant). |
||
|
Council of Warriors |
||
|
countdown icon |
||
|
counter-attack |
||
|
Countermanda |
||
|
counterpart A counterpart may not be downloaded or affected by cards that specify drones. Your collective is limited to one counterpart in play at a time. Thus, if you have one counterpart in play, you may not play or assimilate another, and if you acquire another one (e.g., from a Cryosatellite), the second one must be discarded. A counterpart may be converted to a drone with He Will Make An Excellent Drone. The assimilated counterparts are native to the Alpha or Gamma Quadrant and may not report to a Borg Outpost in any quadrant (see facility, native quadrant). An assimilated counterpart's skill that enhances their ship's WEAPONS and SHIELDS +4 against their former affiliation works against any force that includes that affiliation. For example, Locutus of Borg's skill would enhance his ship against a Non-Aligned ship with some Federation crew or a mixed fleet of Federation and other ships under treaty. |
||
|
counting cards |
||
|
Covert Installation |
||
|
crew |
||
|
Crew Reassignment |
||
|
Crisis |
||
|
Crossover The incident is discarded only when you report a Multidimensional Transport Device as your normal card play and then download one of the listed personnel to that Device. If you report Ezri without this incident in play, and immediately use her special download for Crossover, you cannot then use Crossover to download a Multi-Dimensional Transporter Device to Ezri because it is no longer "just after" she reported. See actions - just. |
||
|
Cryosatellite All cards seeded with this artifact count as seed cards. They are seeded one at a time, not as a group. See personnel - seeded. |
||
|
Crystalline Entity If this dilemma is encountered after DNA Clues with Lore in play, 6 MEDICAL and 2 SCIENCE are required to pass the dilemma. See dilemma resolution. |
||
|
cumulative While you may have multiple copies of a non-cumulative card in play, they cannot have the same effect on the same targets at the same time. Also, multiple copies of a non-cumulative card "played" or "placed" on the same card may not have the same effect at the same time, even on different targets. Targets may include cards (e.g., personnel, ships) or a player. An action (such as beaming, ship movement, a battle, or a mission attempt) is not a target. Examples of effects include modifying skills, attributes, or mission or dilemma requirements; killing a personnel; damaging a ship; and generating benefits (such as card draws or points) for a player. For purposes of cumulativity only, all end-of-turn actions (or start-of-turn actions) are considered to occur "at the same time." Multiple responses to a single action (such as a battle) generally resolve one at a time, and thus are not restricted by cumulativity rules (unless they generate a continuing effect). Cards that may be played or have effects "once per (each, every) turn" are covered by the once per turn rule. Examples:
|
||
|
Cyber Drone (Five of Eleven) It does not prevent ships from being placed in stasis (e.g., by the Quantum Singularity Lifeforms dilemma), though it can prevent the Borg personnel aboard from entering stasis. |
||
|
Cybernetics |
||
|
Cyrus Redblock |
||
|
Cytherians |
||
|
Cytoplasmic Life-form |
||
|
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 |
||