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Glossary - P
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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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pa - pc - pe - ph - pi - pl - po - pr - pu
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pa
Palor Toff - Alien Trader See discard pile.
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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.
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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:
- 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).
- 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:
- I play a PA (for coolness). X=5, but...
- You respond by playing a PA to nullify my
PA. Mine is discarded; for yours, X=10,
but...
- 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.
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Particle Fountain You may play this interrupt
only on a mission that you completed.
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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.
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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).
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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.
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Paul Rice This personnel may nullify one
Echo Papa 607 Killer Drone per turn.
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pc
P'Chan See Lansor.
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pe
Penalty Box This Q-icon event is not a capturing-related card.
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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
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).
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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
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
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 Starship Constitution (TMP) (The
Trouble With Tribbles) and 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)").
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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.)
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personnel movement See movement.
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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.
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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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ph
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).
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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.
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phasing See cloaking and phasing.
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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.
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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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pi
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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pl
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 Garak and Security
Chief Garak are not true versions of the Elim
Garak persona.)
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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.
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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.
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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.
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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.
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played as See card types.
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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.
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playing Borg You are playing Borg (or are a
"Borg player") if you stock any -affiliation
personnel, ships, or facilities (or any
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 cards. You are
not playing Borg if you stock non- -affiliation
Borg personnel such as One or Icheb.
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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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po
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.
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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
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.
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pooling skills See Blood Screening.
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Post Garrison See cloaking and phasing.
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pr
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.
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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).
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Prepare the Prisoner See capturing-related card.
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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."
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prevents See actions - step 2: responses.
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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.
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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:
, : "Oooh." Draw one card.
, : "Aaaaah." Play one card.
, : "Wow!" Download one card.
, : "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 or
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 , 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 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.
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Process Ore See Ore Processing Unit.
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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.
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Proficiency Drone (Seven of Nine) See Seven of Nine.
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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.
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Protect Shipment See WEAPONS.
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Protouniverse If you nullify this interrupt, the
"Subspace Seaweed" dilemma is discarded
also.
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pu
Pup See disabled, Birth of "Junior".
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