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Glossary - M

Glossary

 

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Madam Pulaski
This personnel's special skill gives you additional points for each unique mission you solve which was seeded by both players (i.e., both players seeded a copy of the same mission), not all unique missions seeded by either player. She must be in play when the mission is solved (but need not be present).

 

Madred
This personnel does not have Obsidian Order skill. See lore, skills - using, Non-Aligned.

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).

 

Magic Carpet Ride OCD
This artifact may relocate a docked (but not landed) ship at its location. If the ship is docked at its opponent's Nor, its crew disembarked on the Nor are an Away Team and subject to relocation with the ship. Any Away Teams associated with the ship are relocated to the planet surface at the new location. See Away Team and crew.

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.

 

Major Rakal
Errata (lore): Physically altered, the half-Betazoid, half-human Deanna Troi (Prem) was coerced to assume the identity of a Tal Shiar major in the 2369 M'ret defection plot.

This personnel retains her Alternate Universe icon. Her attribute adjustments in Federation mode are a special skill. See Assign Support Personnel.

 

Makbar
See dilemma resolution.

 

Make It So
This incident does not restore a ship's RANGE when it "unstops" the ship and crew.

 

Make Us Go
The ENGINEER who passes this dilemma is relocated from the ship or planet (even though at the same location). He may not use or share skills. See quarantine. If the dilemma is cured, the ENGINEER returns to the crew or Away Team that cures it (not necessarily to where it was encountered).

 

Mandarin Bailiff
You may "post bail" for this Q-icon dilemma by transferring points to your opponent even if your score is zero or less. This will give you a negative score. "Transferring points" means that you lose points, while your opponent gains points.

 

Manheim's Dimensional Door
When this doorway allows a card to be played during a "temporal hiccup," that card may itself be suspended and allow another card to be played, and so on. It is suggested that you take the suspended cards and put them in a stack. When no more temporal hiccups occur, resolve the suspended cards in order from the top of the stack to the bottom. Each card play may be responded to normally, and a card may be played that affects an earlier, suspended card play. See actions - step 2: responses.

Example:

  1. I play K’chiQ. You show a K'chiQ from hand; mine is suspended.
  2. You play Palor Toff. I show a Palor Toff; yours is suspended.
  3. I play Q’s Tent. You show a Q's Tent; mine is suspended.
  4. You play Q's Tent (the same one you showed earlier). I show no Q's Tent (my original one has been set aside and is not in my hand), so the card plays start to resolve.
  5. Your Q's Tent resolves; you retrieve Wrong Door from your Tent.
  6. I attempt to resolve my Q's Tent, but you respond with Wrong Door. I play Amanda Rogers to nullify your Wrong Door. My Q's Tent resolves and I retrieve a Countermanda.
  7. You attempt to resolve Palor Toff. I play Countermanda, suspend your Palor Toff, and take three cards out of your discard pile. Your Palor Toff resolves; if no card remains to retrieve, simply discard Palor Toff.
  8. My K'chiQ resolves and reports for duty.

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.

 

Marika
See Lansor.

 

Martia
See shapeshifter.

 

Martok
Revised text:
Special Download D’k Tahg

 

Masaka Transformations
If you have earned an artifact that is placed on the bottom of your draw deck due to this event, you may still play that artifact if you later draw it back into your hand. You must be able to verify that the copy you draw is the same copy that you placed under your deck.

 

Mask of Korgano, The
See The Mask of Korgano.

 

Mas'ud
This personnel may download Ceti Eel to the adversary he just stunned only if your Khan is present, and only to a non-Hologram, non-android personnel, as required by Ceti Eel's text.

 

matching affiliation
Two cards are of matching affiliation if their affiliation icon are the same. For example, if you have a Romulan/Cardassian treaty in play, your Cardassians match your Nor, but your Romulan and Non-Aligned cards do not (they are, however, compatible). If a site refers to a matching personnel, it means matching the affiliation of that facility. See loses 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 Affiliation Klingon affiliation icon. Gowron matches the mission's affiliation (icon), while Tomalak matches the homeworld's affiliation.

 

matching commander
A personnel is the matching commander for a ship if either the ship lore or the personnel lore states that the personnel is or was the commander or captain of the ship. (Also, a few personnel, such as Rinnak Pire and Regent Worf, have special game text that allows them to act as, or assign another personnel as, the matching commander of a ship.) For example, Jean-Luc Picard (Premiere) and Admiral Picard are both matching commanders for the U.S.S. Enterprise, while Jean-Luc Picard (First Contact) is the matching commander for the U.S.S. Enterprise-E. Both Jean-Luc Picards are matching commanders for the U.S.S. Stargazer.

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:

  • I.K.C. Bortas has revised lore (Gowron is its matching commander).
  • Tama (AU): "Dathon, speaking first" is Tamarian for "commanded by Dathon."
 

Matthew Dougherty
See helps.

 

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meeting requirements
You choose which personnel to use to meet mission and dilemma requirements, and in which order. Any "excess" personnel are not required to apply their skills, etc. toward meeting the requirements. Thus, a personnel with Picard's Artificial Heart will not die when facing a dilemma with a STRENGTH requirement if you can satisfy the requirement with other personnel in the Away Team.

 

Memory Wipe
This event implements a special play environment when playing Starter Deck II vs. Starter Deck II. You and your opponent must each seed the card and may not nullify it. This allows each player's cards of different affiliations to mix without having to use one or more Treaty cards.

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.

 

Mendak
See Going To The Top, facility, characteristics.

 

Menthar Booby Trap
Errata: Place on ship; it cannot move. Unless MEDICAL present, one crew member killed (random selection). Discard with Ship can't move until 2 ENGINEER present aboard.

 

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Mickey D.
This personnel automatically wins a Royale Casino side game for you if he is in your Away Team attempting the mission (not if he is in your hand).

 

Mila
This personnel cannot download an artifact used as equipment.

 

Mining Survey
If you add an affiliation icon to this mission (e.g., a Affiliation Ferengi icon with Bribery), you may attempt it with that affiliation without controlling a Nor with Ore Processing Unit there.

 

Minuet
See Bynars card.

 

Miracle Worker
This skill includes Transporter Skill.

 

Mirasta Yale
This personnel may not be reported normally, by downloading, by Devidian Door, etc. She may only be brought into play by seeding like a dilemma under Malcor III (the mission First Contact). Unlike a personnel seeded like an artifact, she enters play immediately when encountered by an Away Team during a mission or scouting attempt, even though the mission is not solved, joining the Away Team, forming a separate Away Team, or being captured as appropriate (see personnel - seeded).

 

Mirror Image
When this hidden agenda event is activated in response to the play of one of the target cards, the target card immediately takes effect for all players. For example, if Kivas Fajo - Collector is played and Mirror Image is activated in response, each player must choose someone to draw 3 cards. If they both choose the same player, that player must draw 6 cards.

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 Event or Hidden Agenda icon, even though the icons appear reversed.

 

Mirror Quadrant
The Mirror Quadrant is composed of mission with the Mirror Quadrant M icon in their point box. These missions are also identified in their lore as belonging to the mirror universe.

 

Mirror Quadrant icon Mirror Quadrant
Personnel, ships, and facilities with this icon are native to the Mirror Quadrant. See native quadrant.

 

mirror universe
The mirror universe is represented by the Mirror Quadrant. (The normal universe is represented by the Alpha, Gamma, and Delta Quadrants.) In general, the Mirror Quadrant functions exactly like other quadrants (for example, to report a card to a facility or its site, both the card and the facility must be native to the quadrant; cards that allow travel between "normal" quadrants also allow travel to and from the Mirror Quadrant). Cards that are physically in one universe (on a spaceline) do not normally affect cards in the opposite universe. For example, closing Bajoran Wormhole: Mirror Universe does not affect movement through the Bajoran Wormhole between the Alpha and Gamma Quadrants.

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 Mirror Quadrant Bajorans, but not your Alpha Quadrant Bajorans (regardless of which quadrant the personnel are located in); Homefront on mirror-universe Bajor will allow you to download only Mirror QuadrantAffiliation Bajoran SECURITY personnel; downloading cards with Defend Homeworld depends on your Mirror QuadrantAffiliation Bajoran card being attacked at mirror-universe Bajor; and Assimilate Homeworld requires a counterpart matching the homeworld's universe and affiliation.

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.

 

mis-seeds
If you seed, under one mission:

  • more than one copy of the same dilemma (or card seeded like a dilemma): the first has its normal effect, the second is a mis-seed.
  • more than one artifact (whether duplicates or not): all your artifacts there are mis-seeds.
  • more than one copy of a card seeded like an artifact (such as personnel at Rescue Prisoners): all copies are mis-seeds. (Personnel may not be seeded in duplicate, even if they have a universal icon.)

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).

 

mission
A card type representing a location in space, in the present time of the Star Trek universe, where missions and objectives can be accomplished and battles may take place.

There are three kinds of missions: space Space icon, planet Planet, and dual-icon missions Space iconPlanet. During the mission seed phases, missions are laid out in one or more spaceline representing different quadrants of the galaxy. A mission's quadrant may be determined from its point box (if any). Gamma, Delta, and Mirror Quadrant missions have a Gamma Quadrant, Delta Quadrant or Mirror Quadrant symbol in their point boxes. Missions with no symbol (or no point box) are Alpha Quadrant missions. All missions may be seeded only on the appropriate spaceline. Missions without point boxes (including Q’s Planet) may not be seeded (or played) in any quadrant except Alpha. Missions (and other spaceline locations) may not be moved between quadrants by cards that relocate locations.

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 Universal icon, but only one copy of a unique mission (without the icon); if a unique mission is a duplicate of one your opponent has seeded, stack your mission on top of his to form a single location.

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, Space icon and Planet icons, and the mission name and lore (including regions) apply to both players.

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.

 

mission attempt
Completing missions is the primary method of scoring points for all affiliations except Borg. You attempt a mission by bringing one or more personnel to the mission location and encountering and resolving any dilemmas which may be present. If the personnel remaining after all dilemmas have been resolved have the skills, attributes, and other features required by the mission (or if you bring more personnel for another attempt), they complete (or "solve") the mission and score its points. A mission may be solved only once per game.

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 Universal Space or Universal Nebula from either side, or Construct Depot from the opponent's side. Artifacts seeded at an unattemptable mission may not be acquired.

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:

  • The entire crew or Away Team is "stopped".
  • No one remains in the crew or Away Team.
  • A dilemma prevents the mission attempt from continuing (e.g., Radioactive Garbage Scow).
  • All dilemmas are resolved but the crew or Away Team does not meet the requirements to solve the mission. (They are not "stopped" unless Mission Debriefing is in play.)
  • The mission is solved.

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.

 

mission attempt - example
The following example shows how to attempt a planet mission with dilemmas and artifacts present. (A space mission is attempted in a similar fashion, with an entire ship's crew instead of an Away Team. See dual-icon missions.)

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.

  • Personnel who die and ships or equipment that are destroyed are placed in your discard pile. (holographic personnel and equipment are not killed or destroyed; they are deactivated instead.)
  • Personnel may be chosen for death or other effects by random selections, opponent's choice, or owner's choice. See ties.
  • In addition to dilemmas, you may encounter a Q-Flash doorway seeded like a dilemma. When you do, your crew or Away Team must collectively face a number of cards from your opponent's Q-Continuum side deck equal to the number of personnel present.

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.)

 

mission continues
See dilemma resolution.

 

Mission Debriefing
This event "stops" personnel after any mission attempt, whether successful or not. For example, if your Away Team resolves all dilemmas but cannot complete the mission, that mission attempt ends (unsuccessfully), and the Away Team is "stopped" if this event is in play. Additional personnel brought to the mission may complete the mission (and then will also be "stopped"), but the "stopped" personnel from the previous attempt may not assist them.

 

Mission Fatigue
While this dilemma is in play atop the mission, treat each subsequent dilemma or Q-Flash encountered as if it had the following text before its actual text: " ?Stops' one personnel (random selection); cannot get past unless any other personnel remain." (A Q-Flash will "stop" only one personnel, not one for each Q-icon card encountered.) In other words, the randomly selected personnel is not "stopped" until the dilemma is revealed and encountered, but you must have at least one personnel left to face the actual dilemma text.

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.

See actions - step 1: initiation, combo dilemma.

 

mission II
(The following rules apply to standard constructed-deck play. Some special rules, described in the Warp Speed rules supplement, apply to Warp Speed sealed-deck format play.)

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 Deep Space Nine mission and a non-Deep Space Nine mission where you play a Wormhole interrupt. You may not move between your opponent's Deep Space Nine mission and a non-Deep Space Nine mission. If your opponent nullifies your Wormhole interrupt, your ship does not move through the wormhole and you do not flip the Deep Space Nine mission. You may not discard a Space-Time Portal as the Wormhole interrupt (it may be discarded only as the second Wormhole interrupt of a pair).

If you move between two of your own Deep Space Nine missions, flip only one of them (your choice). If you move between your Deep Space Nine mission and your opponent's Deep Space Nine mission, flip only your own mission.

 

mission requirements - alternate
See mission attempt.

 

mission specialist
See Assign Mission Specialists.

 

mix
This term is interchangeable with mix and cooperate. When a card allows cards of different affiliations to mix, those cards are compatible.

 

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Mobile Holo-Emitter
This Equipment card may be placed on a deactivated (disabled) holographic personnel (see holographic personnel and equipment). It is still being "worn" even if the hologram is deactivated. "While worn, does not count as an Equipment card" means it cannot be targeted as an Equipment card (e.g., it is immune to Disruptor Overload, Common Thief, stealing, etc.).

 

Mona Lisa
You are directly responsible for destroying this artifact if you play a card, such as Disruptor Overload, Plasma Fire, or Loss of Orbital Stability, with the intent of destroying the artifact or the ship it is on; or if you attack or return fire against a ship it is on, destroying that ship and the artifact. Playing a spaceline hazard, such as Subspace Warp Rift, which your opponent is not required to cross, does not count. If an outside force that neither player controls (such as a Borg Ship or a Subspace Warp Rift) destroys the ship, then no points are lost.

 

Montana Missile Complex
Seeding a Phoenix from outside the game beneath this time location is mandatory. If you do not have a Phoenix to seed, you may not play the time location.

"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.

 

Mordock
If you participate in any battle at any time during the game (before or after you score points with Mordock), you lose any bonus points already scored with this personnel's skill, and you may not score any further points from his skill. You have participated in a battle if you attack or are attacked by your opponent or another force (such as Rogue Borg or the Borg Ship dilemma), whether you return fire or not. If Mordock is killed, captured, loses his skill, etc., you keep the bonus points scored as long as you do not battle (but the points are still lost if you battle after he is killed).

 

mortally wounded
See stunned and mortally wounded.

 

Mortal Q
This personnel's CUNNING of "Q" is an undefined attribute. It is not affected by the value of "Q" defined by Ar-Q-ologist or The Higher... The Q-er. See skills, once in play.

 

most cunning, strongest, highest total attributes, etc.
See ties.

 

movement
There are two kinds of movement:

  • Normal movement - often indicated by the word "move." This is the default type of movement when a card does not specify otherwise. "Stopped" cards cannot perform normal movement.
    • Normal ship movement includes using RANGE, landing, taking off, launching, loading, docking, undocking, time travel (Orb of Time, first function of Temporal Vortex), and use of cards such as Wormholes, Transwarp Network Gateways, and Bajoran Wormhole. Normal movement requires full ship staffing.
    • Normal personnel movement includes beaming, walking between sites, boarding and disembarking from a docked, landed, or carried ship, entering and exiting from a planet facility, time travel, and placing a personnel on an Assimilation Table.
  • Relocation - identified by the word "relocate" (Mysterious Orb, second function of Temporal Vortex) or by a euphemism such as "hurl" (Gomtuu), "transport" (Maman Picard), or "must follow" (Temporal Wake). Relocation does not require full ship staffing, and "stopped" cards may be relocated.

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 Universal Nebula mission and the opponent scores points while play is suspended, that ship does not face a dilemma.

You may move any number of ships on your turn, but they must move one at a time (not as a "fleet").

See movement between quadrants.

 

movement between quadrants
Any game text which allows or requires a card to move directly from one location to another may potentially relocate or allow that card to move to a different quadrant. Examples of cards that can work across quadrants include Bajoran Wormhole, Mysterious Orb, Iconian Gateway, Transwarp Network Gateway, Go Back Whence Thou Camest, Where’s Guinan?, and Wormhole.

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.

 

movement between time location and spaceline
See time travel.

 

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Mr. Scott
This personnel's special skill allows him to meet two staffing requirements: one using a staffing icon found on his card (Command, Alternate Universe, or Classic Films), and any other staffing requirement (whether he has that icon or not).

 

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multi-affiliation cards
Multi-affiliation cards have two or more affiliation icons. Their skills and other features may differ according to their current affiliation "mode." Declare the affiliation of a multi-affiliation card when you seed or play it face-up (personnel or ship affiliation must be compatible with the facility where it reports; an outpost's affiliation must match an affiliation icon on the mission) or when you earn it (if seeded under a mission).

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 Affiliation Klingon while B’Etor is Affiliation Romulan; if Major Rakal encounters Zaldan while in Affiliation Federation mode, she cannot change to Affiliation Romulan mode during the mission attempt.

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 Affiliation Dominion mode to a Affiliation Dominion ship or facility. If you download him in Affiliation Hirogen mode to a Affiliation Hirogen ship or facility, you must discard Assign Support Personnel.

 

Multidimensional Transporter Device
This equipment may be beamed along with the personnel it is affecting, or left behind. See corresponding, mirror universe.

 

multiple targets
See battle - ship.

 

Multiplexor Drone (Nine of Seventeen)
This personnel's skill allows its ship to fire WEAPONS against multiple targets during a battle, if a current objective or other card (e.g., Gowron of Borg) allows targeting of multiple ships, or if returning fire or counter-attacking. For example, if your opponent attacked any of your forces on the previous turn, and he has two ships and an outpost at the location of that attack, your Borg Cube with a Multiplexor Drone and two other Borg Defense Borg aboard may attack both ships and the outpost with 24 WEAPONS against each of the three targets. See battle - ship - multiple targets.

 

must do nothing but
See actions - required.

 

Mutation
This interrupt is discarded after you shuffle the top two cards of your discard pile into your draw deck or discard a card to draw two. See actions - step 3: results.

 

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Mysterious Orb
See HQ: Return Orb to Bajor, anywhere, Assimilate Counterpart.

 

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