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Glossary - Q
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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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qa - qc - qf - qi - qn - qr - qs - qt - qu
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Q Revised text:
Unless 2 Leadership and INTEGRITY > 60, Q
allows opponent to rearrange spaceline
locations. Otherwise, discard all dilemmas
seeded under here. Discard dilemma.
You may rearrange only the spaceline where
this dilemma was encountered. Move each
location card and all cards there (including
ships and facilities) as a single unit. You may
relocate a Q-Net between any two adjacent
spaceline locations. regions of space may
be rearranged, breaking up the region.
Overcoming this dilemma allows you to
discard only Dilemma cards seeded under the
mission, not cards seeded like a dilemma (e.g.,
Q-Flash) or Q-icon dilemmas encountered
during a Q-Flash.
Nullifying or discarding the Q dilemma (e.g.,
with Q2 or Mortal Q) does not overcome the
dilemma or allow you to discard the other
dilemmas seeded there.
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Q2 See Q, Q-related dilemma.
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qa
Qapla'! In Federation Standard, the title, lore,
and game text of this interrupt would read:
SUCCESS!
When threatened, fight. When in doubt,
surprise them. Brute strength is not the most
important asset in a fight. Real power is in
the heart. A Klingon does not run away from
his battles.
If an opponent attacks you, during that battle
your Klingons with Honor add INTEGRITY
to STRENGTH. (Not cumulative.)
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qc
Q-Continuum side deck This side deck is
made up of cards identified by the icon.
You can have as many Q-icon cards in your
side deck as you like, even duplicates. The
side deck is activated during the doorway
seed phase by a Q-Flash doorway seeded
face up on top of the side deck.
Seed more Q-Flash doorways like dilemmas
under any mission (no more than one per
mission) to cause your opponent to face the
cards in your Q-Continuum. (Additional Q-Flash
doorways may be stocked in your draw
deck or Q’s Tent for nullifying Q-icon cards or
for seeding during the game using the
objective Beware of Q.)
When your opponent encounters a Q-Flash
under a mission, his crew or Away Team must
collectively face a number of cards from your
Q-Continuum side deck equal to the number
of personnel present. (See dual-icon missions.) Draw and resolve Q-icon cards one
at a time. If the same Q-icon card occurs more
than once during a given Q-Flash, discard any
duplicates without drawing more cards to
replace them. (If you encounter one copy of a
Q-icon dilemma seeded under a mission using
Beware of Q, and another copy during a Q-Flash
at the same mission, both cards have
their effect.) When you have finished resolving
the required number of cards, discard the Q-Flash
doorway.
Your used Q-icon cards from your side deck
do not go to your discard pile if you have a Q-Continuum
side deck. Instead, whenever one
of them is discarded or otherwise leaves the
table, place it face up underneath your side
deck. When your side deck runs out of face-down
Q-icon cards, shuffle the face-up cards
and place them face down again underneath
your seeded Q-Flash doorway. (Q-icon cards
that come into play from any source other than
your Q-Continuum side deck, such as Q-icon
dilemmas seeded under a mission with
Beware of Q, are discarded normally after use,
even if you also have a side deck.)
If an entire crew or Away Team is killed,
captured, relocated, or otherwise unable to
continue a Q-Flash, do not draw any
remaining Q-icon cards. Unless otherwise
specified, a Q-icon dilemma encountered
during a Q-Flash does not "stop" a crew or
Away Team that cannot meet its requirements.
You never encounter your own Q-Continuum
side deck. If you encounter a Q-Flash,
regardless of who seeded it, you encounter
your opponent's Q-Continuum. If your
opponent does not have a Q-Continuum side
deck (or if its doorway is closed), discard that
Q-Flash.
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qf
Q-Flash This doorway seeds like a dilemma;
it is not used as a dilemma and is not affected
by cards that affect dilemmas. See card types, Q-Continuum side deck.
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qi
Q-icon cards Cards identified by the special
icon, representing actions of Q or one of
the other Q entities, come into play only
through a special Q-Continuum side deck,
unless a card's text allows them to be used in
another way (e.g., Q’s Planet, Hide and Seek,
Beware of Q). (If so, you do not need a Q-Continuum
side deck, or any seeded Q-Flash
doorways, to use these cards.)
Although labeled as interrupts, events,
dilemmas, and other card types, they cannot
normally be used the same way as other cards
of those types. The objective card Beware of
Q allows Q-icon dilemmas (but not other Q-icon
card types) to seed as normal
dilemmas. Q-icon cards can be nullified in the
normal ways (dilemmas by Q2, events by
Kevin Uxbridge, and interrupts by Amanda
Rogers) unless otherwise specified. See
nullify.
A Q-icon card that contains the phrase "until
any Q-Flash" has its effect only until the next
Q-Flash card is played from a hand or
encountered by any crew or Away Team, then
is discarded.
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qn
Q-Net This event affects only Ship cards. It
has no effect on The Sheliak, the Borg Ship
dilemma, Calamarain, The Nexus, etc. See
adjacent.
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qr
Q-related dilemma The phrase "Q-related
dilemma" (on Q2 and Adapt: Negate
Obstruction) refers to regular Dilemma cards
with Q's name in the title, such as the Q
dilemma, Q’s Vicious Animal Things, and Q
Gets the Point, and to any Q-icon Dilemma
card. A Q-Flash doorway is not a Q-related
dilemma.
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qs
Q's Fantasy Women Errata:
DILEMMA EVENT
This Q-icon card is an EVENT (as indicated by
the game text "Discard event"), not a
DILEMMA. See helps.
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Q's Planet This Q-icon mission is not seeded
at the beginning of the game, but comes into
play later. (See Q-icon cards.) You may stock
it either in your Q-Continuum side deck or in
your Q’s Tent. When your opponent
encounters this card from your Q-Continuum,
you immediately insert it anywhere in the
Alpha Quadrant spaceline, regardless of
where it is encountered and even if there are
no missions yet on that spaceline. Starting
with your opponent, both players take turns
placing seed cards under the mission (up to 3
each). You may not "pass" during the seeding
until you have no cards left to seed. You may
place seed cards only face down under the
mission and all normal seeding and mis-seed
rules apply.
If stocked in your Q's Tent, Q’s Planet may be
retrieved normally by playing a Q's Tent from
hand (or by a card that allows it to be
downloaded). You may insert it into the Alpha
Quadrant spaceline as your normal card play
(or play immediately if downloaded). Players
then place seed cards as described above.
While it may not be nullified by a counter-card
(such as Q-Flash), Q's Planet may be
destroyed by a Supernova or Black Hole.
Once destroyed, its game text requiring an
additional 40 points to win is no longer in
effect. See nullify.
Treat this mission like a unique mission in case
of duplication. If you attempt to play a copy of
Q's Planet when your opponent's copy is
already on the spaceline, place your copy on
top of the one already in play. It is treated by
both players as "their" mission for all
purposes, including Fair Play. See seed phases. Like any unique mission, Q's Planet
can be solved only once per game. If it is
destroyed after being solved, any copy
subsequently played by any player enters play
already solved, and no cards may be seeded
there.
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Q's Tent This doorway requires you to choose
a target card to take into your hand as part of
initiating the card play. Announce the play of
Q's Tent (without naming a target card), look
through your Q’s Tent side deck and choose
a card, and show it to your opponent, who
may then respond by nullifying the Q's Tent or
revealing a Computer Crash. See actions - step 1: initiation.
After you play this doorway, you may not draw
any cards for the remainder of the turn. See
card draw.
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Q's Tent side deck This side deck allows
you to stock up to 13 different cards (no
duplicates) which you can access during play.
You may stock any card in your Q’s Tent side
deck except a Q-icon card (unless allowed by
the card), or a Tactic, Tribble, or Trouble card.
Cards that must normally be seeded (e.g.,
missions, dilemmas, and artifacts) can be
placed in your Q's Tent, but you will not be
able to use them unless a card allows it (Q's
Planet, Hide and Seek, Starry Night, etc.). The
side deck is activated during the doorway
seed phase by a Q's Tent doorway placed
face up on top of the side deck.
There are three ways to retrieve cards from
Q's Tent:
- You may stock additional Q’s Tent doorways
in your draw deck. You may then play a Q's
Tent doorway from your hand at any time
during your turn (subject to normal timing
rules) to take a card from your Q's Tent side
deck (either randomly or selectively, as
described on the card) into your hand. You
may then play the card normally from your
hand, whenever you may legally play that
card. You may not play a Q's Tent from your
hand if your Q's Tent side deck is empty.
- You may use a card that allows
downloading to access cards stocked in
your Tent.
- Some cards specifically allow you to take
cards from Q's Tent (e.g., Q's Planet, Hide
and Seek).
If the seeded Q's Tent doorway is closed, you
may not retrieve cards from Q's Tent unless a
card explicitly allows you to access a closed
Tent.
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qt
Q the Referee When you use this incident to
play a card with a Hidden Agenda icon
for free, you must show the card to your
opponent to verify its status before
playing it face down on the table. Activating
this incident does not suspend play and is not
a valid response to any action. You may
activate it only between other actions. The
incident must already be face up before you
may suspend play to download another
card. See icons in game text.
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Q-Type Android When your Personnel card
is seeded by your opponent under Q's Planet
with the second function of this Q-icon
dilemma, it is no longer in play until earned
when the mission is solved. See personnel - seeded. If two copies of the same personnel
are seeded there, the second one
encountered will be a mis-seeds and placed
out-of-play (if revealed by your opponent, he
cannot solve the mission).
If a Borg is altered by this dilemma, their
biological distinctiveness or species becomes
android and their STRENGTH is +4 (but they
are still Borg). A holographic personnel who is
altered by this dilemma remains "hologram
species;" it is now a hologram of an android
with increased STRENGTH. If a dual-personnel card containing an android and a
non-android is selected for the first function,
the species of both personnel are altered. The
android becomes human and the non-android
becomes an android.
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qu
quadrant rule See report.
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Quantum Drone (Six of Eleven) Revised text:
When on your ship, may download an
Alternate Universe Door in place of one card
draw.
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Quantum Fissure A cloaked or phased ship
present does not keep you from passing this
dilemma. See cloaking and phasing.
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Quantum Singularity Lifeforms Any ship of
Romulan affiliation or origin at the mission
location will trigger this dilemma (not just the
ship attempting the mission). Only ships and
personnel at the location when the dilemma is
encountered (including personnel aboard a
facility at the location) are placed in stasis;
ships and personnel arriving later do not enter
stasis. Any player may bring in a new
ENGINEER or play Emergency Transporter
Armbands to cure the dilemma and release all
ships and personnel from stasis. See
affiliation and ship origin.
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Quantum Slipstream Drive "Full RANGE",
which must be available in order to use this
event, includes a ship's printed RANGE plus
enhancements. The ship must have nothing
reducing its RANGE and must have used no
RANGE yet this turn.
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quarantine When a card places a ship,
facility, or planet under quarantine, personnel
may board the ship or facility, or beam to the
planet, but none may leave except in the
following circumstances:
If a dilemma instructs you to move or relocate
a personnel (either as a condition for passing
the dilemma or as part of the results), it
requires you to move them out of a quarantine.
For example, Love Interests, Hippocratic Oath,
Make Us Go, Tarellian Plague Ship, and
Abandon Ship! all override quarantines. Other
card types, such as Mysterious Orb, do not
override quarantines.
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Quark's Bar See report.
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Quark's Isolinear Rods This incident
nullifies cards preventing you from playing a
Q's Tent only when you are actually playing
one. For example, it will not nullify a Revolving
Door on your Q’s Tent side deck when you are
trying to download a card from there.
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Quash Conspiracy This mission's special
text "No ship-to-ship beaming" does not
restrict beaming to and from an outpost or a
dilemma (Tarellian Plague Ship).
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Queen's Borg Cube Revised text:
...Your equipment and Borg personnel may
report aboard....
This ship allows reporting of any equipment
aboard (not just ). Personnel may report
to this ship using its game text even while
affected by a moving required action. See
actions - required.
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Quinn You may play up to three copies of this
interrupt per game. Each copy is placed in
your bonus point area (if successfully played)
or in your discard pile (if nullified) after use.
That is, one Quinn does not nullify three cards.
See once per game.
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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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