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Glossary - I

Glossary

 

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Iconia Investigation
Revised lore:
Neutral Zone Region - Iconia

 

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.

 

icons in game text
Game text may use an icon to refer to a trait of another card, such as a Affiliation Federation personnel or a Referee 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 Referee card to play for free, meaning any card identified by the Referee icon in its title bar (or with the icon added by Q the Referee). Saavik and Chula: Crossroads are not Referee cards, even though they have the Referee icon in their game text.

 

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I Do Not Take Orders From You!
This interrupt cannot be used to kill Rogue Borg.

 

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I.K.C. Bortas
Revised lore:
Flagship commanded by Gowron during the Klingon Civil War of 2367-68.

 

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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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.
 

Impersonate Captive
See skills - modifying.

 

impersonator
See persona, infiltration icon.

 

implant card
This phrase, used on Assimilation Table, refers to any card with the word "implant" in the title, such as Optical Implants.

 

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).

 

Impressive Trophies
See selections, showing your cards.

 

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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.

 

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.

 

Incoming Message - Federation, etc.
See outpost.

 

infiltration icon Infiltration Bajoran Infiltration Dominiom Infiltration Federation Infiltration Klingon Infiltration Romulan
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.

 

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.

 

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.

 

in place of a card draw
See card draw.

 

in place of normal card play
See card play.

 

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.

 

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.

 

Intercept Maquis
See WEAPONS.

 

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 Universal 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).

 

Interlink Drone
This personnel enables skill-sharing within a hive.

 

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.

 

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.

 

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.

 

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.
 

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 Affiliation Borg ships or the Borg Ship dilemma.

 

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.

 

Intruder Alert!
Activating this incident is not a valid response to the play of Rogue Borg. See hidden agenda, Intruder Force Field, protecting cards.

 

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!

 

invalid card plays
See actions - step 2: responses.

 

Invasive Beam-In
See landed ships, Transporter Skill.

 

invasive transporters
A type of ship's special equipment. It has no built-in functions, but is activated by the Invasive Beam-in card.

 

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.

 

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.

 

Investigate "Shattered Space"
Revised lore:
Neutral Zone Region - Near Neutral Zone

 

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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Isabella
This interrupt does not affect Affiliation Borg ships. The ship is destroyed at the end of the next turn of the player who plays the interrupt. See nebula.

 

Ishka
See skills - modifying.

 

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.

 

Issue Is Patriotism, The
See The Issue Is Patriotism.

 

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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