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Glossary - I
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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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ic - id - ik - im - in - is
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ic
Iconia Investigation Revised lore:
Neutral Zone Region - Iconia
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icons In this Glossary, icons are represented
by text in square brackets. Most icon
abbreviations are listed in Appendix B; a
separate full-color icon identification sheet is
also available on www.decipher.com.
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icons in game text Game text may use an
icon to refer to a trait of another card, such as
a personnel or a card. Such a
reference always refers to an icon in its normal
location on a card, not to an icon within game
text. For example, Q the Referee allows a
card to play for free, meaning any card
identified by the icon in its title bar (or
with the icon added by Q the Referee). Saavik
and Chula: Crossroads are not cards,
even though they have the icon in their
game text.
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id
I Do Not Take Orders From You! This interrupt cannot be used to kill Rogue Borg.
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ik
I.K.C. Bortas Revised lore:
Flagship commanded by Gowron during the
Klingon Civil War of 2367-68.
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I.K.C. T'Ong This ship can report to any
spaceline end, in any quadrant. It may report
to a facility only if located at a spaceline end.
The report with up to three personnel is not a
report with crew action (full staffing is not
required, and no equipment may report).
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im
immune If a card is immune to another card,
it may not be affected by that card in any way.
For example:
- An Event card that is "immune to Kevin
Uxbridge" may not be nullified by Kevin
Uxbridge.
- When Adapt: Modulate Shields is played on
a Vidiian Harvester, your Borg may not be
stunned or mortally wounded using that
weapon, and it may not be be used to
harvest their organs with Organ Theft.
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Impersonate Captive See skills - modifying.
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impersonator See persona, infiltration icon.
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implant card This phrase, used on
Assimilation Table, refers to any card with the
word "implant" in the title, such as Optical
Implants.
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Impose Order After this mission has been
solved, non-Borg players can "steal" its points
back and forth from each other (slide the
Mission card toward whomever stole the
points last).
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Impressive Trophies See selections, showing your cards.
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in
incident A card type similar to an Event card.
It may play on and affect another card, or may
play on the table to have a widespread effect
on various aspects of the game. Most
incidents have a lasting effect (unless the card
is nullified or discarded according to its game
text). A seedable incident may be seeded
during any seed phases unless otherwise
specified. Playing an Incident card uses your
normal card play.
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Incoming Message: Attack Authorization If you use this interrupt to attack your own
ship when using a Battle Bridge side deck,
you may draw and use a current tactic. The
single current tactic applies to both the
attacking and defending ships. However, if
either of your ships is damaged, damage is
applied as usual from your opponent's Battle
Bridge side deck (or rotation damage if he has
no side deck). See battle - ship.
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Incoming Message - Federation, etc. See outpost.
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infiltration icon  Your personnel who has a diamond-shaped
infiltration icon may infiltrate your
opponent's cards, if your opponent is playing
that affiliation, in one of two ways:
- It may report to your opponent's side of the
table, to a compatible facility (regardless of
quadrant); or
- It may report for duty normally, and infiltrate
later in the game, during either player's turn,
if present with an opponent's crew or Away
Team compatible with that affiliation.
If your opponent is not playing that affiliation,
you may not infiltrate his cards with that
personnel. See playing an affiliation (non-Borg).
When your personnel starts infiltrating, its
affiliation changes to match that of the
infiltration icon and it becomes an infiltrator.
- The infiltrator is part of your opponent's
crew or Away Team, but is still under your
control. For example, your opponent may not
treat the infiltrator as "his personnel" to
benefit from his hand weapons. (Your
infiltrator may not take your equipment into
your opponent's Away Team.)
- Your opponent may not treat your infiltrator
as an intruder (e.g., his cards cannot initiate
battle against your infiltrator, and vice versa).
However, you may treat your infiltrator as an
intruder for cards such as The Walls Have
Ears.
- Whenever any of the opponent's personnel
present take any action (e.g., beam, attempt
a mission, initiate a personnel battle), your
infiltrator may choose whether or not to
participate (or to contribute to ship staffing
requirements). He may also move
independently, during your opponent's turn,
by beaming, walking, etc. He may control
the opponent's transporters and SHIELDS
long enough to move or beam himself to,
from, or between your opponent's ships,
facilities, etc. He may not take any other
actions unless specifically allowed by a
card.
Your infiltrator stops infiltrating if he is
"exposed" during either player's turn, either
voluntarily; by a card such as Caught Red-Handed;
by being present with any true or
mirror version of the persona he or she is
impersonating; or by returning to your own
crew or Away Team. When exposed, that
personnel reverts to its previous affiliation and
is no longer an infiltrator; if aboard the
opponent's ship or facility, he becomes an
intruder. He cannot infiltrate again until after
being away from (not present with) all of the
opponent's personnel.
If an incompatibility situation arises where your
infiltrator would be placed under house arrest
by your opponent, the infiltrator may choose to
be exposed instead.
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infiltrator A personnel with an infiltration icon is not an infiltrator unless he is actually
infiltrating the opponent's cards. A personnel
who is infiltrating cannot oppose the
opponent's cards unless allowed by a card.
Mirror versions of personnel are not
impersonators or infiltrators. See persona -
Mirror versions.
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in orbit A ship is in orbit or orbiting a planet
when it is in space, undocked, at a planet
location. A docked ship is not considered to
be in orbit even if the facility is orbiting a
planet.
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in place of a card draw See card draw.
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in place of normal card play See card play.
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in play A card is "in play" if it
- has been played or seeded face up; or
- has been exchanged for a card already in play; or
- has been activated by turning it face up (hidden agendas); or
- has been encountered like a dilemma or during a Q-Flash; or
- has been earned or acquired like an artifact (unless placed in the hand for later play);
AND it has not left play.
A card in play may leave play by being
discarded (to the discard pile, bonus point area, The Next Emanation, etc.), placed out-of-play, re-seeded (e.g., with Q-Type Android),
relocated as a marker (e.g., a completed
objective such as Assimilate Homeworld), or
returned to a player's hand, draw deck, or side
deck; it is then no longer "in play." (A card
such as Jem’Hadar Shrouding may also
specify that certain cards are not in play.) Any
cards placed on (or under) or played on (or
aboard) that card are treated likewise (except
cards which are exchanged for a card in hand
or replaced by another card, and cards which
are protected from Borg timeline disruption;
see exchanging cards, Stop First Contact).
Thus, a Personnel card is "in play" whether
reported for duty, exchanged for another
persona version, or recovered from an earned
Cryosatellite. The personnel aboard a
Cryosatellite are not "in play" until the
Cryosatellite is earned and the personnel
come aboard the ship. Personnel who are
captured, in a Penalty Box, under The Nexus,
"held" by a dilemma, or "lost" to Thine Own
Self, are still in play.
Game text may say that a Personnel card
placed in the point area is in play for
uniqueness only - if non-universal, you may
not report another copy of that personnel (or
another version of that persona). Cards in
stasis or in a Temporal Rift or Time Travel
Pod are also considered in play for
uniqueness only. The skills and other features
of such cards may not be used. For example,
Kai Opaka placed in your bonus point area
with Duranja does not prevent Orb artifacts
from being nullified; while in a Temporal Rift,
10 and 01 cannot nullify Computer Crash and
The Emissary does not enhance the
INTEGRITY of Bajorans in play. However, you
may not play another copy of Kai Opaka, 10
and 01, or The Emissary (or any other version
of the Benjamin Sisko persona) under these
conditions.
When a personnel or ship leaves play, all
previous effects on that card are cancelled
(except use of a once per game function). If
the same card is reported again, treat it as if it
were a new copy of the card being reported.
For example, replayed cards are "unstopped,"
a ship is undamaged and any RANGE used
this turn is restored, a personnel is no longer
affected by Frame of Mind, and one who has
already "walked" this turn can walk again.
When an effect depends on another card "in
play" or when another term not specifying
"present," "with," or "location" is used, it may
benefit from either player's card (unless "your"
or "opponent's" is specified, as with Ressikan
Flute or Flaxian Assassin). Examples:
Disabled cards and cards in play for
uniqueness only cannot trigger such effects.
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insert into spaceline When a card is allowed to be inserted into the spaceline, it
may be placed at either end of the spaceline
or between two cards already on the
spaceline.
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Intercept Maquis See WEAPONS.
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interceptor Some ships of this class have a
variable RANGE. For example, Bajoran and
Alliance Interceptors have RANGE 5+X,
where X=4 if moving within a region.
When you move one of these ships from a
location in a region of space to another
location in the same region, without "flying
past" any location that is not part of the region
(e.g., an inserted Space), your maximum
available RANGE is 9 (less any RANGE
already used that turn). At all other times
(including when the ship is not moving), your
maximum RANGE is 5, less the RANGE used
that turn. See regions of space
Thus, when moving from Kressari Rendezvous
(Cardassia Region, span 2) to Establish
Station (no region, span 5), your RANGE is 5
and will be exhausted by the move. When
moving in the other direction, your RANGE is
also 5, and at the end of the move your
remaining RANGE is 3. If you then make a
separate move from Kressari Rendezvous to
the adjacent Orb Negotiations (Cardassia
Region, span 4), your RANGE at the start of
the move will be 7 (9 - 2 used), and at the end
your remaining RANGE will be 3 (for further
moving within the region).
Rebel Interceptor work the same way except
RANGE is 6+X and X=3 if moving within a
region.
Some interceptors also have the ability to take
off or land once each turn. If another card
allows the ship to land or take off, it does not
use up the one landing or takeoff per turn
allowed by the ship's own game text. For
example, if Establish Landing Protocols is in
play, the ship may land or take off once per
turn using its own text, and land or take off
once more per turn using the event's text (and
using 1 RANGE).
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Interlink Drone This personnel enables skill-sharing within a hive.
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Intermix Ratio This event prevents bonus
points in excess of your non-bonus points
from counting toward a winning score (but
does not cancel them). See points, In the Zone. Example:
You have 20 non-bonus points and 80 bonus
points. 80:20 is greater than a 1:1 ratio, so
the excess 60 bonus points do not count
toward winning. A total of 40 points (20 non-bonus
+ 20 bonus) count toward winning.
However, if you encountered the Dead End
dilemma, you would pass it, because you
actually have 100 points.
If you score another 30 non-bonus points, you
now have 50 non-bonus points and 80 bonus
points. The excess is now only 30 points, and
50 of the bonus points count toward winning,
so you win with 100 points.
Your bonus point total is the total of your
positive and negative bonus points; e.g., if you
have 45 bonus points and then lose 10 points
to Edo Probe, your bonus point total is 35. If
your bonus point total is negative, you have no
"excess bonus points" and the ratio will be
negative (less than 1:1), so Intermix Ratio has
no effect on your score.
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Interrogation You do not lose any points
already scored with this event if the
interrogated personnel is rescued. For
example, if on three successive turns your
opponent answers "Four," "Four," and "Five,"
you score a total of 12 points (1+1+10) and
then return the captive to your opponent's
outpost. See Madred, outpost.
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interrupt A card type which generally has a
temporary impact on the game, and is then
discarded (though a few remain in play
permanently or until a countdown has
expired). An interrupt does not use your
normal card play. You may play as many
interrupts as you like, during either player's
turn, and at any time between other actions.
Some Interrupt cards specify that they
respond directly to another action, allowing
them to literally "interrupt" that action (for
example, to nullify it). See actions - interrupting.
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In the Zone For this incident, the points you
score during a turn are the net total of positive
and negative points scored. The points that
do not count toward winning are the last
positive points scored during a turn in which
you score more than 50 points. For example:
- You complete a mission for 45 points. Later
that same turn, you complete a Cytherians
dilemma for 15 points, for a total of 60
points. 10 of the 15 Cytherians points do
not count toward winning.
- Reversing the previous example, you
complete a Cytherians dilemma and then
solve a 45-point mission on the same turn.
10 of the mission points do not count
toward winning.
- Continuing the second example, you then
score -5 points from The Higher... The Fewer
in the same turn. You now have a net total of
55 points; 5 of the mission points do not
count toward winning.
The effects of In the Zone, Intermix Ratio,
and Altonian Brain Teaser are independent;
each one could affect the same points. If you
are affected by more than one of these cards,
evaluate your points that count toward
winning for each card separately; the lowest
total is your current "points that count toward
winning." Example:
- You are affected by both Intermix Ratio and
In the Zone. You solve a mission for 30
points and earn a Ressikan Flute with 9
Music personnel in play. Your actual score is
75. For In the Zone, 25 Ressikan Flute
points do not count toward winning, for a
"winning score" of 50. For Intermix Ratio, 15
points do not count towards winning, for a
"winning score" of 60. In the Zone thus
limits you to 50 points counting toward
winning.
- Next turn you score 15 bonus points for a
total score of 90. For In the Zone, 25 points
still do not count toward winning, for a
"winning score" of 65. For Intermix Ratio, 30
bonus points do not count toward winning,
for a "winning score" of 60. Now Intermix
Ratio is the card that limits your score to 60
points toward winning.
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Into the Breach Because all damage is
resolved as a group, this Q-icon event will not
repair a ship that has received enough
damage to destroy it. It does not affect
ships or the Borg Ship dilemma.
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intruder Your personnel aboard a ship or
facility controlled by your opponent is both an
Away Team member and an intruder. Rogue
Borg interrupts aboard any ship or facility are
also intruders (unless Lore Returns makes
them its crew). Intruders cannot attempt or
scout missions.
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Intruder Alert! Activating this incident is not
a valid response to the play of Rogue Borg.
See hidden agenda, Intruder Force Field,
protecting cards.
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Intruder Force Field When this event
"reverses Telepathic Alien Kidnappers
affecting you," interpret your opponent's
Telepathic Alien Kidnappers as though you
had played it. That is, you now guess a card
type at the end of each of your turns and point
to a card in your opponent's hand. Only one
copy may affect Telepathic Alien Kidnappers
each turn (the copy played by the opponent of
the player using Telepathic Alien Kidnappers).
See cumulative.
This event disables Rogue Borg unless there
are at least three aboard your ship. This effect
may be extended to personnel intruder with
Intruder Alert!
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invalid card plays See actions - step 2: responses.
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Invasive Beam-In See landed ships, Transporter Skill.
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invasive transporters A type of ship's
special equipment. It has no built-in functions,
but is activated by the Invasive Beam-in card.
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Investigate Incursion This mission is worth
extra points if an appropriate Borg-related
card is at that spaceline location when the
mission is solved. See report with crew.
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Investigate Legend When Aldea, the planet
represented on this mission, is cloaked, cards
may not beam to or from the planet and ships
may not land or take off. Iconian Gateways,
Dimensional Shifting, Love Interests, and other
such forms of movement function normally.
Turn the Mission card face down when it
cloaks. The mission acts like a cloaked ship in
terms of interactions with the "outside world."
(See cloaking and phasing.) For example,
the mission may be attempted or scouted
while cloaked by an Away Team already on the
planet; you may probe to assimilate the planet
while it is cloaked if you have Borg on the
planet surface (but not if all your Borg at the
location are on a ship in orbit). An outpost at
this location is located in space and thus is
not cloaked. See points.
The 2 Youth discarded to solve this mission
can be part of the 3 Youth used to fulfill the
first part of the mission requirements.
You may score a maximum of 15 points from
Assign Mission Specialists, even if you solve
with five different Youth mission specialists.
Discarding a personnel card does not use its
skill.
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Investigate "Shattered Space" Revised lore:
Neutral Zone Region - Near Neutral Zone
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Investigate Time Continuum To complete
this mission using the Time Travel Pod, you
must play it as an interrupt on the mission and
discard it.
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is
Isabella This interrupt does not affect
ships. The ship is destroyed at the end of the
next turn of the player who plays the interrupt.
See nebula.
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Ishka See skills - modifying.
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Isolytic Burst When this tactic is your
current tactic and you hit your target, the
current tactic is placed as the first damage
marker. It kills one personnel with its damage
text, plus an additional personnel according to
its game text. Additional copies placed as
damage markers take only one casualty.
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Issue Is Patriotism, The See The Issue Is Patriotism.
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Issue Secret Orders This objective requires
the owner of the ship and crew to use them to
move to and attempt the targeted mission. The
infiltrator's owner does not control the ship
and crew. See actions - required.
The opponent must attempt the mission
targeted by this objective "if possible." That
means the mission must be attemptable by
the opponent's affiliation and must not have
been made unattemptable (e.g., with I Tried To
Warn You).
In general, the entire crew must participate in
the attempt. However, affiliated personnel
cannot be forced to beam to Qualor II
Rendezous; since they would be placed in
stasis upon beamdown, it is not possible for
those personnel to attempt this mission.
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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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