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Glossary - Q

Glossary

 

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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.

 

Q2
See Q, Q-related dilemma.

 

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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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Q-Continuum side deck
This side deck is made up of cards identified by the Q-Icon 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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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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Q-icon cards
Cards identified by the special Q-Icon 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 Space / Planet 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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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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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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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.

 

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.

 

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.

 

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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Q the Referee
When you use this incident to play a Referee card with a Hidden Agenda icon for free, you must show the card to your opponent to verify its Referee 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 Referee card. See icons in game text.

 

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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quadrant rule
See report.

 

Quantum Drone (Six of Eleven)
Revised text:
When on your ship, may download an Alternate Universe Door in place of one card draw.

 

Quantum Fissure
A cloaked or phased ship present does not keep you from passing this dilemma. See cloaking and phasing.

 

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.

 

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.

 

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.

 

Quark's Bar
See report.

 

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.

 

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).

 

Queen's Borg Cube
Revised text:
...Your equipment and Borg personnel may report aboard....

This ship allows reporting of any equipment aboard (not just Borg-use-only). Personnel may report to this ship using its game text even while affected by a moving required action. See actions - required.

 

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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