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Glossary - P

Glossary

 

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Palor Toff - Alien Trader
See discard pile.

 

Panel Overload
You may use only one copy of this incident to kill a Computer Skill personnel each time your opponent plays a Scan or Full Planet Scan. See cumulative.

 

Parallax Arguers
This interrupt has multiple functions. During initiation of the card play, you must declare which function of the interrupt you are using and meet any conditions for using that function. If you do not meet the conditions for that function, it is an invalid card play and the card returns to your hand. See actions - step 1: initiation.

The condition for using the first function of the card is that "that (the previous game action) was cool." This means that you say it was cool, and your opponent does not disagree with you. (He does not have to actively agree.) The condition for using the second function of the card is that "you just argued" over the coolness of the last game action. This means that you said it was cool, and your opponent disagreed. No other "arguments" count for this card.

Here's how to play Parallax Arguers (PA) for the first two functions:

  1. Just after a game action is completed, say "That was cool," and attempt to play PA. If your opponent does not disagree, carry out the results of the first function: place the PA in your bonus point area, with X=5. If your opponent disagrees, return the PA to your hand; it was an invalid card play (the condition was not met).
  2. You now meet the conditions for the second function. If you want to use that function, say, "We just argued," and play the PA. Carry out the results of the second function: play an Event card from your hand, and place the PA in your bonus point area with X=0. If you do not want to use this function, you don't have to.

Here's how the third function (nullifying another PA) works:

  1. I play a PA (for coolness). X=5, but...
  2. You respond by playing a PA to nullify my PA. Mine is discarded; for yours, X=10, but...
  3. I respond by playing another PA to nullify yours. Yours is now discarded; for mine, X=15.

In other words, if we play a chain of PAs, each one nullifies the previous one, and the last player to play a PA scores a total of 5 points for each PA in the chain. All PAs except the last, unnullified one are discarded. The last one goes in its owner's bonus point area.

Unless nullified, this interrupt is placed in your bonus point area regardless of its use, even if its point value is 0. (X=5, 0, or "opponent's Arguers points + 5.") Thus, it may not be retrieved and reused after using it to play an event.

 

Particle Fountain
You may play this interrupt only on a mission that you completed.

 

particle scattering device
A type of ship's special equipment. It has no built-in function, but is activated by the Particle Scattering Field card.

 

passing locations
To "pass" or "fly by" a location (e.g., for Cargo Bay, Subspace Warp Rift, or Hail), your ship must move to it from one location and away from it to a different one, all using span numbers. The ship is not considered to pass a mission if it moves away from it back in the direction it came from (e.g., picking up someone stranded at the end of the spaceline), or if it moves to or from the mission without using span numbers (e.g., Wormhole).

 

Patrol Neutral Zone
Revised lore:
Neutral Zone Region - Nebula

There are "no opposing ships in Neutral Zone" if your opponent has no opposing ships (including landed and docked ships) at any location that is part of the Neutral Zone (see regions of space). See unopposed, cloaking and phasing.

 

Paul Rice
This personnel may nullify one Echo Papa 607 Killer Drone per turn.

 

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P'Chan
See Lansor.

 

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Penalty Box
This Q-icon event is not a capturing-related card.

 

Persistence of Memory
This artifact "reverses" the effect of one of a number of cards. The following entries are the official definitions of "reverse" for the cards affected by Persistence of Memory:

  • Horga’hn - Artifact allows opponent to take double turns from now on. (Not cumulative.)
  • Thought Maker - Look at your draw deck for ten seconds and rearrange as desired.
  • Mona Lisa - If destroyed, the opponent of the player directly causing the destruction (if any) loses points. (Not duplicatable.)
  • Static Warp Bubble - You must discard one card before ending each turn. (Not cumulative.)
  • Kivas Fajo - Collector - Opponent chooses any player to immediately draw three new cards from the top of their draw deck. Discard event after use.
  • The Traveler: Transcendence - That player's opponent must draw one extra card at the end of each turn. Also, while in play, nullifies Static Warp Bubble. (Not cumulative.)
  • Devidian Door - Allows you to send a card "to the future." Whether or not you currently have a Devidian Door in your hand, at any time say "Devidian Door" and take (from anywhere in play) one of your Personnel or Equipment cards to your hand. However, any time during your next turn, you must show opponent a Devidian Door from your hand and place it out-of-play, or you lose the game. (Note that you play Persistence of Memory on the "Devidian Door" announcement, not when the Doorway card is shown.)
  • Black Hole - Remains a location with span of 1. Every four full turns, inserts one new Universal Space location from outside the game (regardless of out-of-play restrictions). Alternates, first inserting one on your left, then on your right, and so on. (Not duplicatable.)
  • Supernova - Remove from mission (discard event). Everything previously destroyed there remains destroyed except Mission card (which is restored and may be attempted unless already solved).
  • Anti-Time Anomaly - Regenerates literally ALL personnel from discard piles (both players' cards) at the end of your third full turn, unless anti-time anomaly destroyed first. Players take turns placing their personnel anywhere personnel can normally exist in play (regardless of uniqueness and reporting restrictions).
 

persona
Two Personnel or Ship cards are instances of the same persona if they are duplicates (copies); or if they have the exact same card title; or if one has the other's name in boldface type in its lore; or if they both have the same persona name in boldface type in their lore. The presence or absence of Alternate Universe icons does not determine whether two cards are instances of the same persona.

You may not have more than one instance of the same non-universal persona in play at the same time, including cards which have been captured, commandeered, assimilated, or are otherwise controlled by your opponent, unless a card specifically allows it. You may have multiple instances of a universal persona in play. See unique and universal. You and your opponent may each have a copy of the same non-universal persona in play. Examples:

Jean-Luc Picard (Prem) (Premiere), Jean-Luc Picard (First Contact), Locutus of Borg, and Galen are all instances (different versions) of the same persona (the "Jean-Luc Picard" persona). You may have only one of them in play at a time. Admiral Picard and Lt. (j.g.) Picard are instances of different personas (one from Barash's illusion, and one from an alternate timeline). You may have Jean-Luc Picard and Admiral Picard (for example) in play at the same time.

Starship Enterprise (TMP) (The Trouble With Tribbles) and Starship Enterprise (The Motion Pictures) are two instances of the same ship persona; you may have only one in play at a time. U.S.S. Enterprise and Future Enterprise are instances of different personas; you may have both in play at one time.

You may have any number of copies of Universal Linda Larson in play at the same time; they are all instances of the Linda Larson persona. Only one copy may probe (once per game) for Visit Cochrane Memorial if It's Only a Game is in play. You may also have any number of copies of Universal Starship Constitution (TMP) (The Trouble With Tribbles) and Universal Starship Constitution (The Motion Pictures) in play at one time.

Two nonidentical instances of the same persona are not duplicates (e.g., for Doppelganger) or copies, and may not be substituted for matching commander, mission requirements, etc., if they do not meet other applicable criteria (same name, matching commander lore, etc.). For example, The Emissary is not the matching commander for the U.S.S. Defiant, which states that Benjamin Sisko is its commander.

Some cards, such as Delta Quadrant Spatial Scission and Clone Machine, allow you to have more than one copy of a unique personnel (or ship) in play, but do not allow you to have more than one version of a unique persona in play. For example, if you have two copies of Tom Paris in play, you may not exchange one for a Captain Proton from your hand.

Treat non-duplicatable facilities in the same way, i.e., you may not have more than one instance of a non-duplicatable station "persona" (such as Deep Space 9 / Terok Nor and Terok Nor) in play at the same time.

The persona rule does not apply to other card types such as events or interrupts. See card titles.

Persona replacement - When you have one version of a personnel or ship persona in play and a second version of that same persona in your hand, you may exchange them at the start of your turn for free. (Facilities may not be exchanged.) All cards aboard or played/placed on the first version (e.g., Orb Experience, Framed For Murder) , and any rotation damage, are transferred to the second version, if applicable. Those cards not applicable return to their owners' hands. You may not replace the same persona more than once at the start of a turn. Replacing a persona is not a card play or reporting for duty. See exchanging cards, in play.

Persona replacements involving dual-personnel card must exchange versions of both personas on that card. For example, you must replace Sisters of Duras with both Lursa and B’Etor (or vice versa).

To replace one version of a persona with another, the first version must have been originally played under, and still be under, your control (not your opponent's). Thus, you may not replace your personnel or ship which has been captured, commandeered, abducted, or assimilated; and you may not replace a Jean-Luc Picard you assimilated from your opponent with your Locutus of Borg. (You can still play your Locutus of Borg, because you did not play Jean-Luc Picard.) See Add Distinctiveness.

Impersonators - A personnel who has a bold italic "persona name" in its lore, and a diamond-shaped infiltration icon, is an impersonator, not a true version of that persona. An impersonator may not be exchanged for any version of that persona and may not be substituted for a matching commander, mission requirement, or dilemma condition, cure, or nullifier. See species.

Mirror versions - A personnel who has a bold italic "persona name" in its lore, and a mirror quadrant icon, is a mirror version, not a true version of that persona. You may have both in play at the same time. Regular version(s) of a persona are called the opposites of the mirror version, and vice versa. For example, the mirror universe personnel Mr. Quark is the opposite version of Quark, Lumba, and Quark Son of Keldar, and he does not qualify as Quark unless the reference is to "any Quark." A mirror version may not be exchanged for a regular version of that persona and may not be substituted for a matching commander, mission requirement, or dilemma condition, cure, or nullifier (unless the requirement is for "any (name)").

 

personnel
A card type representing a character from the Star Trek universe. Personnel have eight different classification and three attribute - INTEGRITY, CUNNING, and STRENGTH. These classifications and attributes, along with skills listed on the cards (e.g., Navigation or Stellar Cartography), are used to overcome dilemmas and complete missions. Personnel also may have icons indicating such features as ship-staffing ability, origination in an alternate universe or timeline, Orb experience, or membership in the Maquis. (Borg have no classifications, and have special subcommand icons.)

 

personnel movement
See movement.

 

personnel - seeded
Some game text allows you to seed Personnel cards under a mission (e.g., Cryosatellite, Rescue Prisoners, Tora Ziyal, Q-Type Android). Such cards are seeded face-down, like artifacts, and are earned when the mission is solved or a Borg objective targeting the mission is completed (if the Survey Drone is present). (Mirasta Yale is an exception; she seeds like a dilemma and is earned when encountered.) Seeded personnel that you own join your crew or Away Team, if compatible; otherwise they are placed under house arrest (on a ship) or form a a separate Away Team (on a planet).

Seeded personnel owned by your opponent become your captives. See capturing, mis-seeds.

 

personnel type
The eight personnel types are OFFICER, ENGINEER, MEDICAL, SCIENCE, SECURITY, V.I.P., CIVILIAN, and ANIMAL. All personnel types appear as classifications; some also appear as skillss. If a card requires a personnel type without specifying either a classification or a skill, either will satisfy the requirement.

 

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Phased Matter
Revised text:
Away Team is split into two Away Teams (owner's your choice). Only the smaller team may beam up Larger team is phased and cannot beam until cured by ENGINEER and SCIENCE present in another Away Team on planet.

If you split the Away Team encountering this dilemma into two groups of equal size, designate one the "larger" group. If there is only one personnel in the Away Team, your two "groups" contain one and zero personnel. The smaller Away Team must continue the mission attempt (if possible).

Like phased ships, phased personnel are both invisible and untouchable. They are not affected by external phenomena (e.g., The Sheliak), and may not affect non-phased cards (e.g., engage in battle with non-phased cards, attempt or scout missions), but remain vulnerable to global effects caused by changes in the timeline (e.g., Anti-Time Anomaly, Stop First Contact). See cloaking and phasing, Thine Own Self.

Phased personnel are initially unaffected by a Supernova, but will be killed upon exposure to space (except Borg or androids).

 

Phaser Burns
Errata:
If you have phasers or disruptors present during an Away Team a personnel battle, before a winner is determined randomly select two opposing personnel stunned cards to die.

 

phasing
See cloaking and phasing.

 

phasing cloak
This special equipment allows a ship and its crew to go "out of phase" with the universe. The ship is both invisible and untouchable, and thus can fly through planets and other navigational obstructions. While phased, the ship receives a RANGE enhancement as indicated on the card providing the phasing ability. See cloaking and phasing.

 

Phoenix
This ship must be undocked to be in orbit of a planet and worth bonus points. If reported in space, it is considered conceptually to have already taken off and so cannot take off again if landed. "NO WEAPONS" is an undefined attribute. See Montana Missile Complex.

 

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Picard's Artificial Heart
This Q-icon artifact can be stocked only in your Q-Continuum side deck. When your opponent encounters it, immediately seed it under the mission where encountered. Whenever the mission is completed (or scouted), you - the card's owner - always take it into your hand. See meeting requirements.

 

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Plain, Simple Garak
This personnel's special skill allows you to perform a persona replacement at any time, rather than only at the start of your turn. He may be replaced only by another true version of the Elim Garak persona. (The Alternate Universe Garak and Mirror Quadrant Security Chief Garak are not true versions of the Elim Garak persona.)

 

planet facility
A planet facility is any headquarters or station which says that it seeds or plays on a planet (whether it names a specific planet or not). All other facilities, including all outposts, are space facilities.

 

Plans of the Obsidian Order
The personnel with Obsidian Order skill must be at the mission location where you play your Espionage cards for free. You do not need such a personnel in play to use the other functions of these objectives.

 

Plans of the Tal Shiar
The personnel with Tal Shiar skill must be at the mission location where you play your Espionage cards for free. You do not need such a personnel in play to use the other functions of these objectives.

 

Plasma Fire
The ship is damaged by this event at the end of each of the turn of the ship's owner, beginning at the end of the owner's next turn.

 

played as
See card types.

 

playing an affiliation (non-Borg)
You are "playing {affiliation}" or are an "(affiliation name) player" if you have played, seeded face-up, or seeded face-down and acquired, any personnel, ship, or facility of that affiliation, or used a multi-affiliation card you seeded or played in that affiliation mode at any time during the game, regardless of whether any such cards are still in play. Your opponent's cards that you control with Brainwash, Ceti Eel, etc., or that have been reported to you by The Naked Truth, do not cause you to be "playing that affiliation." See playing Borg.

 

playing Borg
You are playing Borg (or are a "Borg player") if you stock any Affiliation Borg-affiliation personnel, ships, or facilities (or any Borg-use-only cards) in your game deck or in any side deck, even if you have not seeded or played them. If playing Borg, you may not stock any non-Affiliation Borg-affiliation cards. You are not playing Borg if you stock non-Affiliation Borg-affiliation Borg personnel such as One or Icheb.

 

play phase
After the seed phases are over, shuffle your draw deck and place it face down on the table. Draw seven cards to form your starting hand. (There is no limit to the number of cards you may hold in your hand during the game.)

The starting player (chosen before the seed phases began) takes the first turn, then players alternate turns until one player scores 100 points, or until both players' draw decks run out. See winning the game.

 

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point box
A point box on a card may contain a number (a point value) or a variable such as X or 10X. "A point box" is any point box regardless of its contents. "A point box with a number" is one with just a number and no variable.

When a card refers to a mission point box "showing at least 40 points," it means the actual number printed on the card, not what the mission may be worth. Thus, the point box on Quest for the Sword always shows 40 points, even after The Sheliak arrives and makes the mission worth 0 points. Likewise, Reunion's point box never shows any points, although it may be worth 15 or 40 points.

 

points
"Scoring points" refers to any change in a player's score, either gaining or losing points. A card with a negative point value reduces your score by those points, possibly resulting in a negative score. For example, if your score is 0 and you score a dilemma with a -10 point value, your score is -10.

Points scored from Mission cards and Borg-use-only Objective cards are non-bonus points. Positive or negative points from any other source are bonus points.

When points are transferred between players, the changes in score are treated independently. For example, if you nullify a point loss from Mandarin Bailiff with Bribery, your opponent still gains points. If you are playing Borg and cannot gain bonus points, your non-Borg opponent will still lose them.

If a card, such as Intermix Ratio or In the Zone, says that certain points "do not count toward winning," those points are not counted in your final score for the game (whether you win or lose), either for determining a winner and loser or for calculating differential. The points are not lost or cancelled, and still count for other purposes, such as passing Dead End.

 

pooling skills
See Blood Screening.

 

Post Garrison
See cloaking and phasing.

 

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Prefix Code Transmission
You may play this interrupt on your ship if it is firing on a multi-affiliation ship that has an affiliation icon matching yours, even if the target is not currently in that mode. See multi-affiliation cards.

 

Prepare Assault Teams
Activating this objective is a valid response to the initiation of personnel battle, activating all its text. You may download a weapon or use SECURITY as a leader even if you do not split your Away Team. If you split your personnel, each assault team must have at least one personnel card in it; it may not consist solely of Equipment cards. If you initiated the battle, your assault team that you choose to participate in the battle must contain a leader (unless counter-attacking).

 

Prepare the Prisoner
See capturing-related card.

 

present
Your personnel and equipment are present together (or "with" each other) if they are in the same crew or Away Team. Personnel who are "stopped," disabled, in stasis, or under house arrest form a separate crew or Away Team during your turn. (See Away Team and crew.)

Your personnel and equipment in a separate crew or Away Team may not contribute skills or enhance others to battle, to solve missions, or to overcome, nullify, or cure dilemmas or Q-icon cards during a mission attempt. They may not trigger or be targeted by dilemmas or Q-icon cards encountered by the attempting Away Team or crew.

Your personnel are present with your opponent's personnel if they are on the same planet (but outside a facility or landed ship), or on the same ship, facility, or site.

You may not benefit from your opponent's personnel who are present with yours, unless a card affects "all" of a type of personnel present, but they may be adversely affected. Examples:

  • Your Kahlest increases the STRENGTH of your Klingons with Honor during a personnel battle or mission attempt only if she is participating in the battle or mission attempt.
  • Your K’mtar's attributes are enhanced only by your Alexander Rozhenko in the same Away Team or crew.
  • An android in stasis or under house arrest will not trigger, or be "stopped" by, Chinese Finger Puzzle.
  • Your opponent's personnel may pass on a Coalescent Organism to one of your personnel on the same planet.
  • Your opponent's Targ enhances STRENGTH of "all non-Targ Klingons...where present," including your Klingons.

If a dilemma "holds" or otherwise separates part of a crew or Away Team (for example, Alien Abduction), your other personnel may be considered "present" for purposes of curing that dilemma, even during the mission attempt.

"Aboard" (a ship or facility) is used interchangeably with "present" for many space dilemmas and other cards. For example, dilemmas which affect personnel "aboard" during a mission, scouting, or commandeering attempt affect only the crew participating in the attempt. Personnel on a ship or facility who are intruder, disabled, or under house arrest may be affected later by dilemmas that enter play or by other cards that affect personnel "aboard," but they may not contribute traits or skills for staffing ships, for curing or nullifying dilemmas that have long-term effects, or for such cards as Paxan "Wormhole," Defiant Dedication Plaque, Kurlan Naiskos, or Navigate Plasma Storms. See "stopped."

Your personnel (and equipment) are present with other cards (e.g., event, interrupt, or doorway cards, seeded cards outside the context of a mission attempt, dilemmas that enter play) if they are on a ship or space facility at the space location where the card is played or seeded (or where the card is moving down the spaceline); on the planet surface (outside a facility or landed ship) where the card is played or seeded; on a ship, facility, or site on which the card is played; or present with a personnel on which the card is played. A seeded card may not be nullified by a personnel "present" until it is encountered in a mission attempt. Examples:

  • A personnel wearing Ocular Implants may look at a seed card under a planet mission if he is on the planet surface, and under a space mission if aboard a ship or facility at the location.
  • Guinan may nullify Frame of Mind if she is in the encountering Away Team or crew, or (after the mission attempt) if she is present with the affected personnel. She may nullify The Whale Probe if she is in the encountering Away Team or, after it enters play, if she is aboard a ship or space facility at its location.
  • The human ENGINEER who enables probing for Visit Cochrane Memorial must be on the planet surface, not in a landed ship or facility.
  • Borg Nanoprobes can nullify Your Galaxy Is impure on the planet surface or aboard a ship at its location.
  • John Doe can nullify an Espionage card on either a planet or space mission.

Two ships or facilities are present with each other if they are either in space at the same location or on the same planet. A ship is present at a site if it is docked at that site.

A ship is present at a mission if it is at the mission location. It is present for a mission attempt or dilemma encounter only if the crew of that ship is attempting the mission. (Quantum Singularity Lifeforms is an exception.)

An artifact just earned is not present (e.g., for Kivas Fajo or HQ: Return Orb to Bajor) unless it joins the crew or Away Team. Thus an Orb of Prophecy and Change is present with the Away Team when earned, but a Mysterious Orb or Horga’hn is not.

See Away Team and crew, here, in play, location, "stopped."

 

prevents
See actions - step 2: responses.

 

Primary Supply Depot
This outpost may be seeded at any non-homeworld Gamma Quadrant mission, regardless of affiliation icons. It may not be built later. See repair, Ketracel-White.

 

probing
Probing is a feature of some Objective and other cards which uses card icons to determine a randomized outcome. When a card requires or allows you to probe, you do so at the end of your turn (just before your card draw) by revealing and examining the top card of your draw deck, called the probe card. (If your draw deck is empty, you may not probe.)

  • Start with the first icon in the objective's probe list. If that icon appears anywhere on the probe card (in game text, as a staffing icon, etc.), first replace the probe card on your draw deck and then execute the appropriate outcome for that icon. (Thus, if the outcome allows you to download a card from your draw deck, the probe card will be shuffled into the deck before you take your end-of-turn card draw.) If not, look for the second icon in the probe list, then the third, and so on. Always examine the icons in the probe list from top to bottom, and execute only the first appropriate outcome. The position of the icon on the probe card is irrelevant.
  • If none of the icons in the probe list appear on the probe card, but the word "Otherwise" appears at the end of the probe list, replace the probe card on your draw deck and execute that outcome.
  • If there are no icon matches and no "Otherwise" in the probe list, simply replace the probe card. This is defined as probing with no outcome.

Some probe outcomes "complete" the objective (e.g., the last outcome on Navigate Plasma Storms) and tell you to discard it or relocate it as a marker. Other outcomes allow the objective to remain in play (e.g., both of the outcomes on Promenade Shops). You may continue probing on successive turns until the objective is nullified, discarded, or completed.

As an example, Visit Cochrane Memorial has the following text:

Affiliation Federation, Objective: "Oooh." Draw one card.

Event, Interrupt: "Aaaaah." Play one card.

Fajo, Equipment: "Wow!" Download one card.

Affiliation Non-Aligned, Doorway: "I thought it'd be bigger." Discard one card.

The probe list consists of the icons. The outcomes are "Draw one card," "Play one card," and so on. If either the Affiliation Federation or Objective icon appears anywhere on the probe card, replace the probe card on your draw deck and then execute the outcome "Draw one card." (You will draw the probe card.) This is the appropriate outcome, even if another icon, such as Affiliation Non-Aligned, also appears on the probe card and regardless of the order in which those icons appear. For example, if the probe card is Chakotay (either the gold-bordered or blue-bordered version), you execute the "Draw one card" outcome for his Affiliation Federation icon. All outcomes allow you to continue to probe on each turn that you have an unopposed human ENGINEER present.

If two or more cards allow or require you to probe, announce all of them at once and reveal only one probe card (using it to resolve the probes in any order you wish). However, cards which instruct you to "immediately probe" are resolved individually, without waiting for the end of your turn.

If a Borg objective involves scouting a ship or location, you may probe only after scouting is complete, and not at the end of the same turn you completed scouting. Also, you may not probe to complete any Borg objective (except one that says "immediately probe") if your Borg participated in any battles at the location of the objective's target during your current turn or during your opponent's previous turn.

If a card has received errata that gives it a new icon, treat that card as if the icon were printed on it for purposes of probing. For example, Tasha Yar - Alternate is a successful probe for Under Fire.

See Captain Proton cards, Mirror Image.

 

Process Ore
See Ore Processing Unit.

 

Procurement Drone (One of Eleven)
This drone may steal any equipment card for the Borg to use, regardless of that equipment's affiliation restrictions. However, the Borg never use hand weapons. See stealing.

 

Proficiency Drone (Seven of Nine)
See Seven of Nine.

 

protecting cards
When a card, such as Ready Room Door or Intruder Alert, downloads and protects another card from nullification, the card is placed to protect the downloaded card only after the opponent declines or fails to nullify that event. A hidden agenda card may not be protected until after it has been activated.

 

Protect Shipment
See WEAPONS.

 

Protouniverse
If you nullify this interrupt, the "Subspace Seaweed" dilemma is discarded also.

 

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Pup
See disabled, Birth of "Junior".

 

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