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Glossary - M |
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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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Madam Pulaski |
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Madred This personnel may add 1 to Interrogation or Torture only when Madred and the captive are both aboard the same outpost. If he adds 1 to Interrogation, you score 2 points each time your opponent resists interrogation, and 11 points if he complies and you return the captive to him. If he adds 1 to Torture, your opponent loses 1 extra point each turn (the point box reads -7; if Madred "adds 1" for each of the three turns of the countdown, your opponent loses a total of 10 points). |
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Magic Carpet Ride OCD The owner of this artifact must use its game text immediately upon either player earning or acquiring the artifact. If there is no ship at the location to relocate, or if he chooses not to do so, the artifact is discarded. |
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Major Rakal This personnel retains her |
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Make It So |
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Make Us Go |
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Mandarin Bailiff |
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Manheim's Dimensional Door Example:
Treat this doorway as if it read, "...whenever any player has a card in hand matching one just played face up by opponent..." Thus, you may not use the Manheim effect when a hidden agenda is played (because it must be played face down, and is immune to "general use cards") or activated (because it was not "just played"). A "matching" card is a copy. |
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Martia |
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Masaka Transformations |
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Mas'ud |
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matching affiliation When a Nor or ship is commandeered and its affiliation changes to match one of the commandeering personnel, treat it as though the new affiliation icon were printed on the card. For example, if you commandeer your opponent's Cardassian Deep Space 9 / Terok Nor with a Romulan Away Team, it now conceptually has a Romulan icon; your Romulan cards now match the station's affiliation, while your opponent's Cardassian cards do not. A personnel matches a mission's affiliation if
he has one of the affiliation icons printed on
the card (or added conceptually by a card
such as Bribery or Arandis). A personnel
matches a homeworld's affiliation if he is of
the affiliation that belongs to that homeworld.
For example, Cloaked Mission (Romulus) is
the Romulan homeworld, but has a |
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matching commander When specified in the ship's lore, only the named personnel is the matching commander; another version of the persona with a different name, or an instance of a different persona, cannot serve as the matching commander. When specified in the personnel lore, no other versions of that persona (even with the same name) can serve as matching commander for a ship, and a ship must be specified by name (not by class). For example, The Emissary is not the matching commander for the U.S.S. Defiant; Commander Data is not the matching commander for the U.S.S. Sutherland; Jean-Luc Picard (Premiere) is not the matching commander for the U.S.S. Enterprise-E; Tomalak is not the matching commander of the D’deridex. A statement that a ship "transported" or was "used by" a personnel does not qualify that personnel as the ship's matching commander. For example, Kivas Fajo and Gowron are not matching commanders for Zibalian Transport or I.K.C. Buruk respectively. Unless otherwise specified (e.g., Cha’Joh), each ship can benefit from only one matching commander at a time. For example, the U.S.S. Enterprise does not gain +4 RANGE from Defiant Dedication Plaque with both Jean-Luc Picard (Premiere) and Admiral Picard aboard. The matching commander must not be disabled, in stasis, etc. (See present.) Matching commanders are defined only for ships; facilities get no benefits for a commander mentioned in the personnel or facility lore. Most matching commanders may be easily determined directly from the ship and/or personnel lore, following the rules given above. Two need clarification:
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meeting requirements
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Memory Wipe It may also be used in the normal play environment for either function, but your opponent is not required to use it and either player is free to nullify it. See Away Team and crew, loses affiliation, Stop First Contact, multi-affiliation cards.
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Menthar Booby Trap |
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Mickey D. |
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Mila |
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Mining Survey |
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Minuet |
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Miracle Worker |
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Mirasta Yale |
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Mirror Image Revealing this event is not a valid response to your opponent encountering Thought Fire. See actions - step 2: responses. This event is a successful probe for an |
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Mirror Quadrant |
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Mirror Quadrant icon |
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mirror universe However, when game text refers to cards
matching the affiliation of a homeworld (or
vice versa), it applies only to cards that also
match the universe of the homeworld. For
example, HQ: War Room on the mirror-universe
Bajor will enhance the attributes of
your Also, if an Assimilate Homeworld objective is completed on Bajor in the mirror universe, mirror-universe Bajorans may not report to any outpost for the rest of the game, but normal-universe Bajorans are not affected and may still report to outposts in the normal universe. Borg timeline disruption does not affect cards native to the mirror universe. See Stop First Contact, Hero of the Empire. Some cards refer to "opposite quadrant;" the Alpha Quadrant is the opposite of the Mirror Quadrant, and vice versa. See corresponding. |
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mis-seeds
If you and your opponent each seed an artifact, or a copy of the same card, under one mission, each has its normal effect (unless it is not duplicatable; see unique and universal). When a mis-seed is revealed during a mission, scouting, or commandeering attempt, it is placed out-of-play. Mis-seeds are not encountered; for example, a mis-seeded dilemma may not be replaced with a Q-Flash using Beware of Q. You may deliberately mis-seed cards under a mission as a bluff. When discovered, such mis-seeds are placed out-of-play as usual. However, if you reveal your own mis-seeded card under any mission, you may not solve that mission (or complete any objective targeting it) for the rest of the game. (If you reveal your own mis-seeded card under Empok Nor, you may not commandeer that Empok Nor while it is uncontrolled.) Revealing your opponent's mis-seeds, or your opponent revealing your mis-seeds, does not affect your ability to solve a mission or commandeer Empok Nor. Mis-seeds include (but are not limited to) non-seed cards (such as Equipment cards) placed under a mission as a bluff, multiple copies of the same card seeded under one mission by a single player, multiple artifacts seeded under one mission by a single player, space dilemmas seeded under planet missions (and vice versa), and personnel with no game text allowing them to seed (such as Mirasta Yale under a mission other than First Contact). If cards you seeded legally become mis-seeds later in the game, they will not affect your ability to complete a mission. For example, using a Pla-Net to discard a Cryosatellite will not make any personnel seeded with the artifact prevent you from completing the mission (but you may not earn the personnel). |
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mission There are three kinds of missions: space A mission's lore may indicate that it belongs to a specific region of space (locations in the same region must be seeded adjacent to each other). See regions of space. You may seed multiple copies of missions with
the universal Mission cards are designed with relevant
information facing both players. A summary of
the mission faces your opponent; complete
information faces you. Sometimes the
information facing your opponent is
intentionally different from the information
facing you. Unless otherwise specified by a
card, each player is affected by the following
only on the end of the mission facing him:
mission requirements, special instructions
(italic game text), affiliation icons (or other
indication of who may attempt a mission),
point box, and span. Thus, Construct Depot
may not be attempted or scouted by the
opponent, because the opponent's end has
no affiliation icons or text enabling an attempt,
and no point box. Any information not normally
included in the opponent's mission summary,
including quadrant icons, Icons (or game text) at each end of the Mission card indicate which affiliation(s) or other groups can attempt the mission. Game text also lists the requirements (skills, attributes, and other features) you must meet to complete (solve) the mission. (If there are no such icons or game text, or no requirements, that mission cannot be attempted.) Game text in italic type on a mission card represents special instructions for use of the mission (not requirements for solving the mission). Unless the text specifies when it takes effect (e.g., "when mission solved"), it is always in effect. For example, no ship-to-ship beaming is allowed at any time at Quash Conspiracy, before or after the mission is solved. All special mission text applies even when the mission is attempted and solved with alternate requirements (e.g., Subjugate Planet). See Reunion, mission attempt. You may not reduce a mission's point value to less than zero (e.g., with The Sheliak and Hero of the Empire). A mission without a point box has no point value (it is undefined) and thus is not affected by cards that change mission point values. |
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mission attempt For a mission to be attemptable, it must have
mission requirements (either printed or added
by an objective such as Establish Trade
Route), plus one or more affiliation icons
(either printed or added by a card such as
Bribery) or game text indicating who may
attempt the mission (e.g., "Any crew may
attempt mission"), on the end of the Mission
card facing you. Thus, you may not attempt To begin or continue a mission attempt, or to complete the mission, at least one crew or Away Team member must match one of the mission's affiliation icons (if any); other (non-matching) personnel in the crew or Away Team can assist in the attempt. (Dual-icon missions require a matching personnel in both the crew and the Away Team. Also, to attempt a space mission, at least one crew member must match the ship's affiliation. The ship does not have to be staffed for movement or match the mission's affiliation.) If you lose all matching personnel during the mission attempt, the mission attempt ends. (However, if you remove all matching personnel during a dilemma encounter with a card that suspends play, such as Flight of the Intruder, but other non-matching personnel remain, the dilemma resolves normally with the remaining personnel before the attempt ends.) If an Objective card requires a crew or Away Team of a specific affiliation to attempt or solve a mission, the crew or Away Team must include at least one member of that affiliation (but may include other affiliations unless otherwise specified). For example, Establish Dominion Foothold requires you to solve the mission with "your Dominion personnel." A mixed Away Team of Cardassian, Non-Aligned, and Dominion personnel may solve the mission. Either player may attempt a mission with appropriate personnel, regardless of who placed the card on the spaceline. Mission attempts may be made at scouted or unscouted locations, but may not be made at assimilated planets. Planet missions can be attempted by an Away Team on the planet's surface (outside a facility or landed ship). Space missions can be attempted by the entire active crew of one undocked ship. (dual-icon missions require both a ship with crew in orbit and an Away Team on the planet.) A mission attempt is a single action which may not be interrupted except by valid responses or actions that suspend play. See actions - interrupting. A mission attempt lasts from the time you announce you are attempting the mission until one of the following occurs:
Once the mission attempt is ended by one of these circumstances (except by solving the mission), you may reattempt the mission on the same turn with "unstopped" personnel (and an "unstopped" ship for a space mission). This constitutes a new mission attempt, not a "continuation" of the attempt. All Mission cards state what skills and other requirements are necessary to complete the mission. For example, if a planet mission requires Computer Skill x2, at least two personnel with Computer Skill (or one personnel with Computer Skill x2) must be present in the Away Team for you to complete the mission. However, the requirements for completing the mission need not be present in order for the crew or Away Team to attempt the mission (encounter dilemmas). (When a mission requires or allows you to discard cards as part of completing the mission, those cards must come from the crew or Away Team attempting the mission, not from your hand.) See meeting requirements. When you meet the requirements for solving a mission, you first score any mission points, then resolve any special game text on that mission (or on any objectives targeting it), then earn and resolve any artifact or cards seeded like artifacts. Equipment and artifacts that say "use as equipment" join your crew or Away Team; personnel that you seeded join your crew or Away Team (if compatible; otherwise they are under house arrest or form a separate Away Team); and personnel that your opponent seeded are captured. (See capturing. If scoring the mission points brings your score to victory conditions, the game ends immediately and you do not resolve any artifact.) A mission attempt may not be voluntarily aborted, either between dilemmas or before solving, unless specifically allowed by a card such as Mr. Garak. If you resolve all dilemmas and Q-Flashes and the remaining crew or Away Team meets the mission requirements, they must solve the mission (for example, they may not wait until a mission specialist joins the Away Team or crew for bonus points). Once you complete a mission, its points are yours to keep. Cards which affect a mission's points or attemptability (e.g., Supernova, Mordock, The Sheliak, Assimilate Planet) do not affect your score if they occur after the mission is completed (unless otherwise specified, as with I Tried to Warn You or Hero of the Empire). Alternate mission requirements - A mission attempt using alternate requirements provided by an objective is exactly like any other mission attempt. You do not need to have the requirements in the Away Team (i.e., you can redshirt), and you score the point value of the underlying mission when you complete it. The mission cannot then be completed with its normal requirements. In order to gain any additional benefits from such an objective (such as Establish Trade Route's download of a Ferengi Trading Post and equipment upon completing the mission), you must complete the targeted mission using the objective's alternate requirements. If an objective allows a different affiliation to attempt a mission than the icons on the Mission card, only that affiliation may use the requirements provided by the objective. |
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mission attempt - example Select and beam your Away Team to the planet, or have them disembark from your landed ship or exit from a planet facility. (At a space mission, select one ship and crew to attempt the mission; undock and/or decloak or dephase the ship, if necessary.) Announce that you are attempting the mission. Slide out the bottom seed card under the mission and turn it over. Look only at the bottom card. (If you encounter an artifact or a card seeded like an artifact, move it to the top of the seed card stack, sliding it just beneath the Mission card. Artifacts are not earned until the mission is completed.) If more than one copy of any card, seeded by the same player, is encountered under one mission, any copy after the first is placed out-of-play as a mis-seeds. Read the first Dilemma card aloud. (Dilemmas are intended to be read by the player encountering them.) Resolve the dilemma following the instructions under dilemma resolution. Failing to overcome a dilemma that has conditions immediately "stops" your Away Team and ends that mission attempt. A dilemma without conditions does not "stop" your crew or Away Team - they must continue the mission attempt unless otherwise specified.
Repeat this step for each dilemma (or Q-Flash) in turn until no more remain. Each dilemma must be resolved in turn before the mission can be completed. Once you have resolved all the dilemmas under a mission, if your remaining "unstopped" personnel can meet the mission requirements, you score the mission points and earn any artifacts present. To score the mission and mark it complete, slide the Mission card toward yourself about one-half card length. The completed mission remains on the table as a spaceline location, but it cannot be attempted or scored again. Your "unstopped" Away Team is free to beam back up to the ship and continue if desired. (Failing to complete the mission does not "stop" the Away Team.) |
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mission continues |
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Mission Debriefing |
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Mission Fatigue Personnel are "stopped" normally (until start of next turn), not for the duration of the countdown. The subsequent dilemma is responsible for "stopping" the personnel, not the Mission Fatigue dilemma. |
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mission II Each of these double-sided Mission cards has a built-in wormhole or outpost. (See card types.) They seed normally, and you may choose which side to have face-up initially. However, when you are using one or more double-sided missions, you must notify your opponent, and after you shuffle your mission stack he or she is allowed to see whether a double-sided card is on top and choose whether or not to cut the stack. See Borg - Cooperation. Each Mission II represents the same location as the corresponding original mission. For example, Secret Salvage and Secret Salvage II both occur at Wolf 359. Thus, you may not include both versions in your mission selection and if one player seeds Secret Salvage and the other seeds Secret Salvage II, they must overlap each other because they are duplicates of Wolf 359. If you solve such a mission, you score the points on your Mission card. Cards that specifically work with the original mission work with the corresponding Mission II; for example, Timicin scores 10 points if he helps solve either Test Mission or Test Mission II. ("Typhon Expanse" and "Beta Stromgren" are corrections of misspellings on the original missions, and are the same locations as "Typhone Expanse" and "Beta Stromgen.") Built-in Outpost: Mission II outposts do not prevent you from seeding other outposts of the same affiliation. For example, you could seed one Secret Salvage II, one Explore Black Cluster II, and one Klingon Outpost card. However, you may not establish a regular outpost at a location where you have a face-up built-in outpost or vice-versa. Cards that work with regular outposts, such as Spacedoor, work normally with built-in Mission II outposts. If the outpost is destroyed, any cards in play on the outpost are discarded when the mission is flipped over. If a built-in outpost must be placed out-of-play (e.g., a Federation outpost when the Borg disrupt the timeline), the mission should be flipped to the back side, placing the outpost conceptually out-of-play (it may not be rebuilt for the remainder of the game). To show that a ship is docked or that personnel are aboard a built-in outpost, place those cards so that the mission partially overlaps both the seed cards and your cards aboard or docked at the outpost. Built-in Wormhole: You may move in either
direction between your If you move between two of your own |
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mission requirements - alternate |
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mission specialist |
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mix |
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Mobile Holo-Emitter |
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Mona Lisa |
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Montana Missile Complex "Once Phoenix has taken off or Vulcan Lander has landed here, nullifies Stop First Contact" means that all Stop First Contact objectives are nullified for the rest of the game (similar to the once in play rule). The Phoenix that takes off to nullify Stop First Contact must be the one seeded under the time location, not a played copy. |
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Mordock |
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mortally wounded |
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Mortal Q |
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most cunning, strongest, highest total attributes, etc. |
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movement
You may move a card any number of times during your turn (except by walking). Whenever a card or rule allows or requires your personnel to move (e.g., Security Office, Emergency Transporter Armbands, walking between sites), they may carry Equipment cards with them. You may not transfer any card into space unless a card specifically allows you to do so (e.g., Airlock, Anti-Matter Pod). Your staffed ship can move along your side of the spaceline in either direction. The distance your ship can move on one turn is limited by its RANGE. You determine how far it can travel by adding up the span numbers on each Mission card the ship moves to (or passes), not counting the location where it begins. For example, three consecutive missions A, B, and C on a spaceline have spans of 2, 4, and 3. A ship starting at mission A will use 7 RANGE to reach mission C, and 6 RANGE to return from C to A. A ship does not have to move all of its
RANGE on a turn. A ship can stop at each
location as it moves, or it can "warp past"
locations without stopping there (but still
using RANGE). A ship flying by a location
cannot affect, and is not affected by, cards at
that location (unless the card says it affects
ships passing by), even if an action suspends
play at the moment the ship is passing the
location. For example, if play is suspended
when a ship is passing the You may move any number of ships on your turn, but they must move one at a time (not as a "fleet"). |
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movement between quadrants However, if game text uses the word spaceline or a reference to distance (e.g., nearest or farthest location, or a span) in this context, the movement is restricted to the current spaceline. In other words, "to any other spaceline location" means "to any other location on this spaceline," "farthest planet" means "farthest planet on this spaceline," etc. Examples of cards that are limited in this way include The Traveler, Where No One Has Gone Before, Magic Carpet Ride OCD, Dr. Q, Medicine Entity, Gomtuu, and Love Interest dilemmas. See Hippocratic Oath. |
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movement between time location and spaceline |
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Mr. Scott |
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multi-affiliation cards A multi-affiliation card (including a dual-personnel card) may use only one affiliation
at a time, but you may change its affiliation at any time (between other game actions), any
number of times during the course of the
game. For example, Lursa on the Sisters of
Duras cannot be When a multi-affiliation personnel is aboard your ship or facility, you may not change the affiliation of either the Personnel card or the ship/facility if it would cause that personnel to be placed under house arrest. You must remove the personnel from the ship/facility before changing its affiliation. You may not simultaneously change the affiliations of one or more Personnel cards, ships, and/or facilities; each change is a separate game action. Thus, if the Sisters of Duras are aboard the Cha’Joh, both in Romulan mode, you may not change either the Sisters of Duras or the Cha'Joh to Klingon mode without removing the Sisters first. If a multi-affiliation personnel, whose features are dependent on their affiliation mode, is assimilated or made Non-Aligned (e.g., by Memory Wipe), they may still switch "modes" as a game action. In the Voyager and later expansion sets, dual-affiliation cards are printed with two different border colors, one for each affiliation. The affiliation icon matching the border color appears on the left in each case. A card with one border color is a copy of the same card title with the other border color, and they have identical gameplay. If a report or download requires a personnel's
affiliation to match a ship or facility, you must
report or download the personnel in matching
affiliation mode (without creating a house arrest situation). For example, to use
Dominion War Efforts to download Dar
without discarding Assign Support Personnel, you must download him in |
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Multidimensional Transporter Device |
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multiple targets |
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Multiplexor Drone (Nine of Seventeen) |
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must do nothing but |
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Mutation |
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Mysterious Orb |
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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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