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Glossary - S

Glossary

 

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Saavik
See icons in game text.

 

Sabotage Drone (Six of Seventeen)
While this personnel's special skill of reducing a ship's RANGE or WEAPONS may be used during the opponent's turn ("Once every turn..."), it may not interrupt a mission attempt. Thus, you may not use a Sabotage Drone downloaded to the opponent's ship with Undetected Beam-In to reduce the ship's RANGE before encountering Abandon Ship! See actions - interrupting.

 

Saltah'na Clock
While affiliation attack restrictions do not apply (i.e., any affiliation, including Borg, is required to initiate battle), this artifact does not allow or require you to attack your own cards. The requirement to initiate battle is a non-moving required action. See actions - required.

Any personnel aboard the affected ship or facility (whether crew or intruders) must, on their owner's turn, initiate either a ship battle or a personnel battle, depending on what is possible and/or appropriate. For example, if the Clock is on a ship with both a crew and intruders aboard, the crew, on its owner's turn, must initiate either a personnel battle against the intruders, or a ship battle against an opponent's ship or facility at its location (owner's choice). On the opponent's turn, his intruders must initiate a personnel battle against the crew.

 

Salvage Starship
Searching your opponent's discard pile for a ship is optional and has no effect on scoring the points for this objective. See objective, special equipment.

 

Samaritan Snare
On this mission, the phrase "Federation must attempt mission if present" includes any ship and crew containing Federation cards, even if the ship itself is of a different affiliation. After the mission attempt has ended (even if unsuccessful), they are free to move away (even on a later turn), but are required to re-attempt the mission (if unsolved) each time they stop (or undock from a facility) at the location. See actions - required, Treaty: Federation/Romulan/Klingon.

 

Samuel Clemens' Pocketwatch
This artifact allows you to perform now one action which must happen on your next turn (any action that is scheduled to happen, or which you are required to perform by a card or rule). It does not allow you to perform an optional action, such as playing a card. Examples:

  • Drawing a card: You may take your next turn's mandatory end-of-turn card draw now. You may not then draw a card at the end of your next turn.
  • Showing a Devidian Door: You are required to show the Door during your next turn, so you can use SCP to show it immediately.
  • Countdown icons: Your card with a countdown icon must count down at the end of your turn, so you can use SCP to make it count down once now. It will then not count down at the end of your next turn.
  • Time effects without a countdown icon (e.g., Temporal Rift, diseases): If the effect is scheduled to resolve on your next turn, you can use SCP to force it to resolve now. You may not "remove" a turn unless the effect is scheduled to resolve on your next turn, because (unlike a countdown icon) nothing is scheduled to happen on your next turn.
  • Cytherians: If your ship is affected by a moving required action such as Cytherians, you will be required to move it next turn. You may use SCP to move it now and may not move it again next turn.
  • Borg Ship dilemma and The Sheliak: These cards must move down the spaceline at the end of your next turn, so you may give them an extra move this turn with SCP. They will not move at the end of your next turn, but they will still move on your opponent's intervening turn.
 

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Scan
Revised text:
Glance at all seed cards located under one space mission for twenty seconds.

 

Science Lab
See bottom seed card.

 

Scorched Hand
See counting cards.

 

scoring points
See points.

 

scoring tournaments
See the official tournament guide.

 

Scout Encounter
If you download a scout ship (see characteristics) when your opponent encounters this dilemma, you must also download at least one compatible universal crew member. (This is not a report with crew action.) The downloaded ship may initiate battle (if the ship has a leader, a matching personnel, and no affiliation restrictions), move away (if the ship is staffed for movement), or do nothing. A landable ship may "move away" by landing on the surface of a planet at the same location but may not move to another location and then land. The ship and crew may not perform any other actions until your turn unless a card specifically allows it.

 

scouting locations (updated by Current Rulings)
Unlike other affiliations, Borg never attempt missions. Instead, they use Objective cards to scout locations. Scouting conceptually represents overcoming resistance (encountering dilemmas and Q-Flashes) and gathering data.

Before you may scout a location, you must have an activated current objective targeting the location. A dual-icon mission may be targeted either as a space or a planet location, but only one Borg objective may be completed targeting that mission.

Begin scouting the location as you would begin a mission attempt with non-Borg: select and beam your Away Team (of any size) to a planet, or select a ship and crew at a space mission (both at a dual-icon missions), then announce that you are scouting the location. (While an objective that allows you to scout a planet location allows you to form Away Teams for that purpose, you may also use an Away Team already on the planet by other legal means, e.g., Emergency Transporter Armbands, and they may be joined by more of your Borg.)

Borg encounter and resolve dilemmas and Q-Flashes in the same way that non-Borg do during mission attempts (see dilemma resolution), subject to a few additional rules:

  • When your Borg are confronted with a dilemma or Q-icon card which is point-related (and does not specify that it affects Borg), play out the card but ignore the points. (Discard the dilemma when you are done with it rather than placing it in your bonus point area.) If that card presents a choice, you must choose an option which is not point-related, if possible.
  • Discard gender-related dilemmas such as Love Interests or Matriarchal Society.
  • Any cards which specifically require or change classifications, such as Scottish Setter, do not affect Borg. However, a dilemma which specifies a personnel type, such as OFFICER, without specifying classification or skill, will affect the Borg normally.
  • Dilemma text such as "Abandon mission attempt..." or "Mission may not be attempted" does not affect Borg. Ignore such text, and discard the dilemma if it is wholly inapplicable. However, "Mission continues" means "Scouting continues" for Borg.

When Borg are scouting a location, any artifacts encountered there are moved to the back of the seed stack as usual. The Borg must complete an objective that allowed scouting of that location before the Survey Drone can acquire any artifact(s) present. (Picard’s Artificial Heart is acquired by its owner upon completion of scouting. At a dual-icon mission, space-permissible artifacts may be acquired upon completion of a space objective; planet artifacts may be acquired only after completion of a planet objective.) If you have no Survey Drone on the planet (or aboard a ship at a space location) when you complete the objective, the artifacts are placed face up on the mission and may be acquired later by your Survey Drone or by any non-Affiliation Borg personnel present. (However, the Survey Drone may not beam down to a planet without a card allowing him to do so. Once the objective is complete, it no longer allows scouts to beam to the planet.) Cards seeded like artifacts (e.g., seeded personnel) are acquired in the same way as artifacts.

Like mission attempts, a scouting attempt is one action that may not be interrupted (except by valid responses to dilemmas or Q-icon cards and by actions that suspend play), and may not be aborted unless the entire Away Team or crew is "stopped" or removed from the location.

After a scouting attempt is over (whether scouting is complete or not), your "unstopped" Borg are free to beam back up to the ship if desired, or remain to acquire artifacts, if any, when the objective is completed. If an objective requires that you have Borg or a counterpart "there" or "at that location" to probe, they need not be on the planet.

Scouting a location is complete when your turn ends if you have scouted it at least once, and no dilemmas or Q-Flashes remain to be encountered, even if no Borg remain or if they are "stopped" by the last dilemma. (A dilemma that has entered play, such as Friendly Fire or Cytherians, no longer remains to be encountered, and so does not prevent scouting from being complete.) Completion of scouting is permanent. Addition of a seed card (such as a Q-Flash, using Beware of Q) after scouting is complete has no effect on that status.

Your Borg must complete scouting before you may probe to determine your current objective's outcome. You may not probe on the same turn in which you completed scouting (except with Service the Collective). You also may not probe if your Borg participated in any battles at the targeted location during your current turn or during your opponent's previous turn. probing takes place at the end of your turn.

When an objective calls for scouting a mission location, you must scout even if there are no dilemmas remaining when you begin scouting (because none were seeded, or your opponent cleared them during a mission attempt). In other words, you must bring one scout to a planet mission, or bring a ship and crew to a space mission, and announce that you are scouting that location. When that turn ends, scouting is complete.

When an objective requires you to target a mission "if not yet scouted," it must be a mission which neither you nor your Borg opponent has completed scouting. The absence of dilemmas for other reasons (such as a non-Borg opponent attempting the mission) does not mean the mission has been scouted. If your opponent completes scouting a mission after you have targeted it, it does not discard your objective.

An objective that allows you to scout a location requires you to complete scouting for that objective in order to probe to complete it. For example, if you scout a mission with Establish Gateway and resolve all dilemmas, then switch to another objective by downloading A Change of Plans in place of your normal card draw at the end of your turn, scouting is complete at the end of that turn for Establish Gateway, but not for the new objective. You must scout the mission again before scouting is complete for the new objective.

 

scouting ships
An Objective card may direct your Borg to scout a ship. Scouting a ship conceptually represents overcoming resistance and gathering data. Before you may scout a ship, you must have an activated current objective targeting the ship.

Begin scouting an enemy ship by beaming over a single scout. (If you already have one or more Borg aboard the ship from Undetected Beam-In, Borg Servo, counter-attacking, etc., they may scout the ship.) You must have a drone who allows you to beam through your opponent's SHIELDS. Until the objective is completed or discarded, if at any point you do not have an active Borg aboard the ship, you may beam another single scout aboard during your turn.

If your opponent attacks your scout during his turn, you may counter-attack during your next turn with any number of Borg (if the ship remains at the location of the attack). Those Borg are free to remain on the enemy ship.

Scouting an enemy ship is complete at the end of your turn if you have any active Borg aboard that ship. Your Borg must complete scouting before you may probe to determine your current objective's outcome.You may not probe on the same turn you completed scouting, or if your Borg participated in any battles at the location of the targeted ship during your current turn or during your opponent's previous turn. Once scouting is complete, you do not have to complete scouting again (with another delay before probing) if your scout is killed before you can probe (though you must meet the requirements of the objective, such as having Computer Skill aboard). probing takes place at the end of your turn.

 

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Seal Rift
This mission allows Alternate Universe cards to report there without requiring an Alternate Universe Door or other doorway allowing Alternate Universe cards to play.

 

Search for Rebels
See card titles, Caretaker’s Array, Navigate Plasma Storms.

 

Search For Weapons
This mission's special text ("May seed hand weapons here") does not allow you to seed the Varon-T Disruptor in addition to another artifact. While the Varon-T Disruptor is a hand weapon, the mission text does not override the "one artifact per mission" rule.

 

Secret Agent Julian Bashir
This personnel prevents all your personnel where he is present (including himself) from being captured.

 

Secure Station
See WEAPONS.

 

Security Office
See movement.

 

seed deck
Your seed deck may include several types of seed cards.

  • It may include up to 30 of the following: Dilemma and Artifact cards, plus any other cards which are allowed or required by game text to be seeded, such as certain Facility, Doorway, Objective, Incident, and Event cards. (If you seed any card that is not a seed card, it is a mis-seeds.)
  • It may include up to six Site cards, which seed for free (i.e., in addition to the 30 cards in the first category).
  • It must include exactly six Mission cards, which also seed for free. Each of your six missions must be different, except for those that are universal (their card title begins with the universal Universal symbol).

Your mission and site cards which seed for free must be kept separate from your 30 "counted" seed cards throughout the seed phases. Site cards included in the "seed for free" portion of your seed deck may not be mis-seeded under a mission as a bluff or misrepresented as possible seeds during the dilemma phase, but may only be seeded on a Nor or placed out-of-play at the end of the seed phases. If you choose to include sites in your 30 "counted" seed cards, they may only be mis-seeded as a bluff or placed out-of-play. Moving Site cards between the "seed for free" and "counted" portions of your seed deck is an illegal change to your deck.

All cards that you seed (or "place during the seed phase") are counted as seed cards unless a card or rule specifically states that they seed for free. Thus, the personnel seeded with a Cryosatellite, the doorways that activate your side decks (but not the contents of the side decks), Data’s Body, etc., all count toward your maximum of 30.

When a seeded card allows a download during the seed phase (e.g., Assign Mission Specialists, Ultimatum), the downloaded cards are not seed cards; they come from your draw deck or Q’s Tent.

See counting cards.

 

seed phases
There are four seed phases that must occur in sequence: the doorway phase, mission phase, dilemma phase, and facility phase (called the "outpost phase" on some cards).

During each phase, players take turns seeding cards on the table. The starting player goes first in each phase. Each time it is your turn, you may either seed a card or say "pass." As soon as both players pass consecutively, that phase ends (even if you wanted to seed more cards in that phase).

Before the seed phases begin, shuffle any side decks you have.

Doorway Phase - You and your opponent take turns placing seedable doorways (such as the Alternate Universe Door), and any other cards that may or must seed during this phase (such as Open Diplomatic Relations), on the table, on top of side decks, or elsewhere, as specified by the card's game text. See Alternate Universe icon.

Mission Phase - You and your opponent create from one to four lines of Mission cards, called spaceline. Each spaceline represents a different quadrant of the galaxy. The spacelines function like a gameboard where your other cards will move and interact.

Shuffle your six missions and place them face down in a temporary pile; your opponent does likewise. If you are the starting player, draw the top mission from your pile and place it face up on the table. Take turns with your opponent placing each successive mission face up on either end (your choice) of the spaceline appropriate for that mission. A mission's quadrant and spaceline may be determined from its point box (if any). Gamma, Delta, and Mirror Quadrant missions have a Gamma Quadrant, Delta Quadrant or Mirror Quadrant symbol in their point boxes. Missions with no symbol are Alpha Quadrant missions. You may not pass until you have no missions left to seed. (A mission that says it may be inserted in the spaceline may be placed anywhere within or on the end of the spaceline.) See regions of space.

Missions without the universal Universal symbol in their title are unique and not duplicatable. When you attempt to seed a non-universal mission that is already represented on the spaceline, place your copy on top of the one already seeded (leaving half of your opponent's copy exposed). The mission is treated by both players as "their" mission for all purposes; each player ignores the "opponent's end" of the cards. (The completed spaceline will have one fewer mission.) The mission may only be completed once. See unique and universal.

Dilemma Phase - You and your opponent seed dilemmas and artifacts face down under missions. If you are the starting player, insert one card of your choice face down beneath any mission, then take turns until you and your opponent consecutively pass. Whenever you seed a card beneath a mission, that card always goes on the bottom of any other cards already stacked there. (Thus, when you attempt a mission during the play phase, you will slide out the bottom card - the last one seeded - and encounter it first.) The rules for seeding cards during this phase are as follows:

  • Planet dilemmas and artifacts seed under any mission with a planet icon.
  • Space dilemmas seed under any mission with a space icon.
  • Space/planet dilemmas seed under any mission.
  • You may not seed more than one copy of any card under the same mission.
  • You may seed as many different dilemmas as you like under each mission, but only one artifact (unless a card states otherwise, such as Cryosatellite or Orb Negotiations). If you illegally seed two or more artifacts at the same location, all of your artifacts there are considered mis-seeded.
  • Some game text allows you to seed Personnel or Equipment cards beneath missions. Such cards are seeded face-down, like artifacts, and are earned when you solve the mission (except Mirasta Yale).
  • You may seed Q-icon dilemmas under missions only when you have previously seeded the Objective card Beware of Q, or if the card's text says it may be seeded (such as Hide and Seek). See Q-related dilemma.

Any cards seeded under missions other than described above are mis-seeds and are placed out-of-play when revealed.

Facility Phase - After the dilemma phase is completed, you and your opponent take turns establishing seedable outposts, headquarters, and stations (and any related sites) in their native quadrant. Place each of your Facility cards face up in front of a mission on your side of the spaceline.

Facilities - See facility for rules on seeding different types of facilities (number, location).

Sites - You may seed up to six sites during the facility phase. Each site may be added to any appropriate station, as indicated on the lower left of the Site card, no matter which player seeded that station. (The six sites seed for free. You may not seed additional sites as part of your 30 seed cards.) Sites must be arranged in the modules specified on each site card.

While you are not required to seed or play any specific sites on a Nor, all reporting, docking, repair, and other functions are enabled by site text (not the Nor itself). Also, reporting to any site is allowed only if that Nor also has at least one docking site.

Other Seeding Rules

  • Some cards have text that specifies that they seed during a different phase than usual for the card type.
  • A few Event, Objective, Incident, and other cards have game text which allows them to seed. Unless they specify a particular phase (or require a facility or other card already seeded), you may seed such cards during any seed phase.
  • Cards seeded under a mission and cards with a hidden agenda icon always seed face down. All other cards seed face up.
  • When a card seeded face-up allows an immediate download during the seed phase, the downloaded cards come from your draw deck or Q’s Tent (they are not seed cards).
  • Regardless of which phase it is or which type of card is being seeded, you and your opponent always take turns seeding or passing. For example, during the mission phase your opponent might seed a mission, then you might seed an objective, then your opponent might seed his next mission. You may not seed multiple cards at once (e.g., a group of dilemmas, multiple sites at a Nor, or a Cryosatellite and its contents).
  • The only actions you may take during the seed phases are seeding cards and carrying out game text that takes place immediately upon seeding a card face-up, such as downloading Bajoran Wormhole with Ultimatum or an Emblem card with Disrupt Alliance. You may not activate a hidden agenda or use special download icons or "play phase" game text such as effects that suspend play or may happen "at any time" or "each turn."
  • After all the seed phases are over, show any unused seed cards to your opponent and then place them out-of-play.
 

seeds or plays
Cards with this phrase may be seeded during any part of the seed phase (unless they belong to a specific phase, such as doorways) or may be stocked in your draw deck to play normally. Alternate seeding cards normally, regardless of the seed phase or card type being seeded. Cards with a hidden agenda Hidden Agenda icon must be seeded face down and cannot be activated until after the seed phase. All other "seeds or plays" cards must seed face up.

 

Seismic Quake
See zero.

 

Seize Wesley
This interrupt may not be played as a response to your opponent encountering the Ktarian Game dilemma. The ship must be "under the influence" of the dilemma, which occurs only if the remaining crew (after one is disabled) does not have CUNNING > 30 or an android to cure the dilemma.

 

selections
Many dilemmas and other cards require one or more cards to be selected from a crew or Away Team, from other cards in play, or from your hand. Selections may be random, opponent's choice, or owner's choice.

Random selection: When game text specifies that a card is to be chosen by random selection, shuffle together all eligible cards, hold them so the faces of the cards cannot be seen, and let your opponent draw a single card, at random, from this group.

Opponent's choice: When game text or a rule states that a card is selected by opponent's choice, your opponent may examine all of your cards in the group fully (look at each entire card) before making the selection, even if only some of them meet specified criteria. For example, when you encounter Impressive Trophies, your opponent may examine all the cards in your crew or Away Team before choosing a captive meeting either of the listed criteria. See showing your cards, ties.

If a selection method is not specified by the card or by a rule, it is the choice of the player who played the card or who encountered the dilemma or Q-icon card. For example, when you play Brain Drain ("Removes all skills and CUNNING from any one personnel..."), you choose the personnel. When you encounter the Tarellian Plague Ship dilemma (which kills your crew "unless MEDICAL ?beams over' (discarded) to Tarellians)," you select which MEDICAL to discard.

See dual-personnel card.

 

Senior Staff Meeting
This interrupt is played "just before" a mission attempt; once played, neither you nor your opponent may take any other action before the attempt begins (except valid responses, such as Amanda Rogers). If nullified, you must still begin the mission attempt and may not play another Senior Staff Meeting.

The first attempt of a mission made by any player is "the initial attempt" of that mission. If your opponent has already attempted the mission, you may not play this interrupt for your first attempt.

If the first seeded card is a Q-Flash, then it is not discarded and has its normal effect. However, if a Q-icon dilemma is encountered within the Q-Flash, it is discarded as "the first dilemma encountered." If no dilemma is encountered during the initial mission attempt (e.g., you encounter only a Q-Flash and no Q-icon dilemmas are faced), then no results are obtained from the interrupt. It does not carry over to another attempt. mis-seeds are not encountered.

If the first dilemma encountered is a combo dilemma, only the first part of the combo is conceptually discarded. The crew must immediately face the second part.

 

Sense the Borg
Errata:
Plays if a Borg ship, Borg personnel, Borg Ship dilemma or Rogue Borg just entered play. Download to hand Weak Spot OR Hugh OR Borg Neuroprocessor OR Ready Room Door.

 

Seska
See Kazon.

 

Seven of Nine
This personnel may apply one, two, or all three of its subcommand icons (OR its Affiliation Borg icon) toward staffing a Borg ship. See Activate Subcommands, drone.

 

Seven of Nine
This Affiliation Non-AlignedAffiliation Federation personnel is both human and Borg species. She is not a drone. See affiliation and species, assimilation - personnel, Lack of Preparation, species.

 

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shapeshifter
This characteristics includes all changelings, and any other personnel identified in their lore as having shape-shifting ability (e.g., allasamorphs and chameloids). "Shape-shifter" is not a species.

 

Sheliak, The
See The Sheliak.

 

Sherlock Holmes
You must have fewer cards in hand than your opponent to use this personnel's special skill. If you choose to use the special skill, you must continue drawing cards until your hand equals opponent's (or your draw deck is exhausted).

 

SHIELDS
See attribute, battle - ship.

 

ship
A card type. Ships carry personnel and equipment to mission locations and engage in battle. Ships have three attribute - RANGE, WEAPONS, and SHIELDS - which determine how far they may move each turn, as well as their offensive and defensive capabilities. Some ships also have special equipment, such as a Tractor Beam or Cloaking Device, and/or special game text, such as a special download or "El-Aurians may report aboard."

 

ship attribute enhancements
See attribute enhancements.

 

ship class
A characteristics identified in a ship's class box (directly under the card image). "UNKNOWN CLASS" is not a distinct ship class.

 

ship equipment
See special equipment.

 

ship movement
See movement.

 

ship origin
See affiliation and ship origin.

 

ship staffing
Staffing requirements for each ship are listed on the card, usually as icons. (Non-icon staffing requirements include specific skills, such as Empathy x2, a species of personnel, such as a Vulcan, or a characteristics, such as "Think Tank personnel".) Any compatible personnel can be used to meet a ship's listed crew requirements, but at least one crew member of matching affiliation must be on board. (If a ship lists no specific staffing requirements, any one personnel of matching affiliation can fly it.) Staffing icon requirements must be met by personnel. For example, you may not use the Enterprise icon on a Classic Tricorder to staff a Starship Constitution.

Normal staffing icons include command ability Command, staff ability Staff, and Borg subcommand Borg Communication Borg Navigation Borg Defense icons. A personnel with a Command icon can substitute for a Staff icon for ship staffing only (not for other purposes that specify a Staff icon, such as a dilemma). Other staffing icons may not substitute for Command or Staff icons.

Special staffing icons include any icon used to staff a ship, except the normal staffing icons listed above and affiliation icons (e.g, the Affiliation Non-Aligned icons on Zalkonian Vessel). Current special staffing icons include: Alternate Universe Classic Films Enterprise E OCD Enterprise K.-White Alliance Terran Marqui.

One personnel cannot supply more than one staffing icon requirement, even if the personnel has more than one of the required icons, unless a card text specifically allows it (such as Seven of Nine). Therefore, a Borg Cube normally requires seven personnel to staff it, even if the Queen or Locutus is aboard. A dual-personnel card has only one affiliation icon, which may be used for staffing by either of the personnel. For example, Third and Fourth may contribute one Borg Communication icon and one Affiliation Borg icon toward staffing a Borg Cube.

Ships must be fully staffed:

Other ship functions do not require full staffing. A ship must have at least one personnel of matching affiliation aboard for normal movement or to attempt a mission, initiate battle, or fire WEAPONS.

If a ship loses one of its required crew, it will be stalled (unable to move) until appropriate reinforcements can be brought aboard. A stalled ship is not "stopped" and can still beam Away Teams, attack and defend itself, or attempt the mission at its location.

 

ship types
See characteristics.

 

Shipwreck
See attribute enhancements.

 

showing your cards
When playing any card face up, you must announce the card's name and show that card to your opponent. Afterwards, your opponent may only see your Personnel and Equipment cards when necessary, such as during personnel battle, for an "opponent's choice" selection or when you must prove you have a particular skill, staffing icon, etc. He may see your ships only when they are undocked, uncloaked, and unphased, or when you must verify attributes and staffing requirements for battle, movement, etc. See facility.

A card requires revealing your cards if it says so explicitly (e.g., Long-Range Scan, or an "opponent's choice" dilemma) or if it allows the opponent to target one of a group of cards in a non-random manner (e.g., Brain Drain, Assimilate Counterpart, or Eliminate Starship).

When required to reveal your cards, you need only reveal those portions of the cards necessary for the situation. For example, when a card is played that allows the opponent to target a personnel non-randomly, you need reveal only the names and locations of the personnel; to verify that you can overcome a dilemma, only the relevant skills, attributes, etc. However, if a card allows "opponent's choice" of personnel to be affected (including, for dilemmas only, a tie for "most CUNNING," etc.), he may look at the entire card. See selections, ties.

Although a hidden agenda card is played face down, you must show it to your opponent if you download it or if you wish to play it for free (for example, using Q the Referee).

If the conditions for playing a card in your hand depend upon your opponent's cards, you may ask them to reveal whether they meet those conditions. (You must show the card which requires that information.) Examples:

  • If you have Thine Own Self in hand, you may ask your opponent how many personnel are in their Away Team.
  • If you have a Dal’Rok in hand, you may ask your opponent to reveal the location of their Orb Fragment in play.
  • If you have Outgunned in hand, you may ask your opponent to reveal the total SHIELDS of their only undocked ship at a location.
 

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side deck
Side decks are optional customized decks of cards separate from, and in addition to, your normal game deck. Each side deck is shuffled and placed face down on the table, then activated or "opened" during the doorway seed phase by a Doorway card. This Doorway card is placed face up on top of the side deck and counts as one of your seed cards (the face-down cards in the side deck are not seed cards and do not count toward the 30/30 rule). The four types of side decks are the Q-Continuum side deck, Q’s Tent side deck, Battle Bridge side deck, and Tribble side deck. You may use any or all of these side decks in the same game, but you may have only one side deck of each type in play.

Discarded cards from your Q-Continuum side deck, Battle Bridge side deck, and Tribble side deck do not go to your discard pile, but instead are discarded by placing them face up under the side deck. (When face-up cards are encountered in one of those side decks, shuffle the face-up cards and place them face down under the seeded doorway.)

You may not look through the cards in any side deck unless a card allows you to. For example, playing a Q's Tent doorway allows you to look through your Q's Tent to choose a target card.

Whenever you "draw" a card from a side deck, it is not defined as a card draw for purposes of cards affecting card draws (e.g., Subspace Schism). When a card just drawn from a side deck is played (e.g., your current tactic, a Q-icon card during a Q-Flash, or a Tribble or Trouble card), it is not defined as a card play for purposes of cards affecting card plays (e.g., 211th Rule of Acquistion, Goddess of Empathy).

 

side game
See Royale Casino side games.

 

Sigmund Freud
Alternate Universe personnel and equipment may report to this personnel only if another card allows Alternate Universe cards to enter play.

 

Sisko 197 Subroutine
See your.

 

Sisters of Duras
Because these personnel do not work with Klingons who have Honor, you may not give either of them the skill of Honor with Reflection Therapy. See dual-personnel card, multi-affiliation cards.

 

site
A card type representing rooms and other areas inside a Nor where personnel can report for duty, walk around, perform various tasks, and engage in hand-to-hand combat with enemy personnel; and docking areas where ships can report for duty and be repaired. Each Site card states what kind of cards may report there, such as personnel of a specific classification, equipment that is "related" to a specific personnel type, or ships with a certain number of staffing icons.

Your seed deck may include up to six sites, which seed for free during the facility seed phases (even if the Nor seeded in an earlier phase). Any site may play during the play phase, using your normal card play.

All sites added to each station are arranged side-by-side in a straight line next to that station. Each site indicates which level of the station it belongs to (Ops Module, Promenade, Habitat Ring, or Docking Ring), and the sites must be kept together on the table in this order (from left to right). When placing a site on the table, you may insert it between other sites, as long as you obey this grouping system.

By default, sites are "unique per station." That is, each station is limited to one of each kind of site card. However, some sites are Universal universal and thus may exist in multiple on each station.

 

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skills
A skill is anything that appears in the skills box of a personnel card, including personnel type such as ENGINEER. (The personnel type that appears in the classification box is not a skill.) "All skills" refers to everything in a personnel's skills box, including skills conceptually added by another card. See skills - modifying, skills - using.

Regular skills are one- or two-word skills, such as Physics or Stellar Cartography. Special skills are usually explained in a sentence with a period at the end, such as "Orb artifacts may not be nullified." Special download skills, preceded by the special download icon Special Download, and skills with negative modifiers, such as Mortal Q's Leadership -1, are also defined as special skills.

When a personnel is assimilated, their classification becomes their first-listed skill (unless that personnel type already appears as a skill, in which case that skill's level is increased by one).

First-listed skill - A personnel's "first-listed skill" is the first skill printed in the skill box (whether a regular or special skill); or that skill as transformed by another card; or (if assimilated) its former classification. When a first-listed skill is "lost" (e.g., to a dilemma), the skill becomes conceptually blank or "no skill" (the second skill does not "slide over" to become a new first-listed skill).

For example, Seskal is an OFFICER-classification personnel with SCIENCE, Stellar Cartography, and Anthropology skills. His "first-listed skill" is:

If a personnel has no first-listed skill because it has been removed by a dilemma, he is not affected by subsequent cards affecting the first-listed skill, and no other personnel has "the same first-listed skill" for purposes a dilemma such as The Clown: Playing Doctor.

Most skills are preceded by a red Skill Red Dot icon. However, the number of skills a personnel has is not necessarily the same as the number of skill dots on the Personnel card. Skill dots are not gained or lost when skills are added or removed by a card; Juliana Tainer has four regular skills and one special skill, but only two skill dots; and special download skills have a triangular icon instead of a dot. When a card such as Assimilate Counterpart refers to the number of skill Red Dot icons on a personnel, use the actual number of skill dots printed on the card. (If a card has errata, which are official changes, use the number of skill dots specified by the errata. See Tasha Yar - Alternate, T’Pan.)

Skill Multipliers - A skill with an integral multiplier (x2, x3) is a single skill at a high level (not two or three skills). For example, when a card causes a personnel to lose his first-listed skill of Diplomacy x2, all Diplomacy is lost (it is not reduced to Diplomacy). If a personnel has Diplomacy as a skill and adds another Diplomacy by mindmelding, they combine to give Diplomacy x2. A skill with a fractional multiplier (x1/2) does not satisfy a requirement for that skill. For example, a personnel with Leadership x1/2 cannot solve a mission that requires Leadership, and does not count as a leader in battle. If he is present with another personnel with Leadership x1/2, together they have a full Leadership skill for these purposes.

Negative Skills - A skill with a negative modifier, such as Valeris's Diplomacy -3, is defined as a special skill (not a regular skill with a multiplier).

 

skill-sharing
Some cards, such as the Interlink Drone and the Borg Vinculum, allow your Borg to share skills. (Cards that allow personnel to add skills from other personnel, such as Vulcan Mindmeld or Classic Communicator, do not enable skill-sharing.) All regular skills are shared, including those that do not actually appear in skills boxes, such as the selected skill of the Borg Queen (FC) and the classifications of assimilated personnel which have been converted into skills. Sharing skills is not optional.

Example: you have an Away Team on a planet consisting of two Borg:

Bio-med Drone

Borg Communication

Biology, MEDICAL

Tactical Drone

Borg Defense

SECURITY

and you have a Borg ship orbiting that planet with the following crew:

Borg Queen

Borg CommunicationBorg NavigationBorg Defense

Empathy as "selected" skill

Gibson (assimilated)

Borg Defense

OFFICER, Navigation x2

Astrogation Drone

Borg Navigation

Navigation, Computer Skill

Guard Drone

Borg Navigation

MEDICAL, Computer Skill

Interlink Drone

Borg Communication

No regular skills but enabls sharing in same hive.

Identify the highest individual level of each different regular skill among all of these Borg. (Special skills may not be shared.) In this example, these skills are Biology, MEDICAL, SECURITY, Empathy, OFFICER, Navigation x2, and Computer Skill. Thus, each of these seven Borg has every one of these skills (not just the Borg Communication Borg).

Now suppose the Bio-med Drone is killed. Because there is no longer a Borg Communication Borg on the planet, only the five crew members on the ship share skills (they each have Empathy, OFFICER, Navigation x2, Computer Skill, and MEDICAL).

A Borg does not have shared skills until after it reports for duty. Skill-sharing does not work between cloaked or phased ships.

 

skills - modifying
Some cards may add, remove, or modify skills.

Removing Skills - When a card, such as Frame of Mind or Impersonate Captive, removes a personnel's skills, both regular and special skills are removed.

Selecting, Adding, Doubling, and Sharing Skills - When a card allows you to select (e.g., K’chiQ, Lal, Reflection Therapy, Frame of Mind), add (e.g.,Vulcan Mindmeld), double (e.g., Ishka), or share (e.g., Interlink Drone) personnel skills, you may select, add, double, or share only regular skills. If a skill is already present in the skills box, the level of that skill is increased; skills not already present in the skills box are conceptually added to the end of the skills box for purposes of cards such as Fightin' Words. For example, if Lt. D'Amato (Geology x2, Archaeology) adds Geology with a Classic Tricorder, his skills will be Geology x3, Archaeology; if instead he adds Physics, his skills will be Geology x2, Archaeology, Physics.

Selected or shared features or skills do not exist until you have reported the personnel for duty. See reporting for duty, skill-sharing.

When adding or doubling skills (or replacing one personnel's skills with another's, as with Impersonate Captive), skill multipliers are retained. For example, if Sarek mindmelds with Riva, Sarek would have the following skills: Diplomacy x5, Mindmeld. (See Vulcan Mindmeld.)

When selecting skills, you may select a skill only at the x1 level, and when a card requires you to select two or more skills (e.g., Lal), you may not pick the same skill twice. Thus, if Deanna Troi (First Contact) and Sarek were present when Lal was reported, she could gain any two of the following skills: Diplomacy, Empathy, Navigation, or Mindmeld. She could not choose Deanna's special skill or choose Diplomacy twice, nor could she choose Sarek's Diplomacy x3. Similarly, K'chiQ can select Diplomacy (but not Diplomacy x2), and Reflection Therapy can replace Diplomacy x2 with Honor (but not Honor x2).

When selecting skills for the Borg Queen (FC), K'chiQ, Frame of Mind, etc., valid choices include any personnel type except ANIMAL and any regular skill that exists in the game. Currently, the following are all selectable as skills:
CIVILIAN, ENGINEER, MEDICAL, OFFICER, SCIENCE, SECURITY, V.I.P., Anthropology, Acquisition, Archaeology, Astrophysics, Barbering, Biology, Cantankerousness, Computer Skill, Cybernetics, Diplomacy, Empathy, Exobiology, FCA, Geology, Greed, Guramba, Honor, Klingon Intelligence, Law, Leadership, Mindmeld, Miracle Worker, Music, Navigation, Obsidian Order, Orion Syndicate, Physics, Resistance, Section 31, Smuggling, Stellar Cartography, Tal Shiar, Transporter Skill, Treachery, and Youth.

Reselecting Skills - You may re-select the added skill for only one Classic Tricorder, one Classic Medical Tricorder, and one Classic Communicator each turn, regardless of how many copies of each you have in play. See once per turn. Re-selecting is executing orders and may not interrupt another action (e.g., you may not re-select during a mission attempt).

 

skills - using
In general, your personnel's skills may be used only during your own turn. Using skills is an action (except applying automatic modifiers such as "Attributes all +5 if with Toral" or "Suspends effect of Doppelganger where present"). Thus, during your opponent's turn, you may use skills that represent valid responses (e.g., "May replace anyone randomly selected to die here") or that specifically allow use during the opponent's turn (e.g., special downloads, "Once every turn, may ?pounce'...", "May be replaced by another version at any time"). Examples of skills that may not be used during your opponent's turn include "Once each turn, may reprogram any androids present" and "Once per game, may kill any one personnel present." See turn, actions - taking turns.

If a card requires a personnel type such as MEDICAL without specifying either a classification or a skill, either will suffice. A requirement for a multiple level of a skill, such as Navigation x2, may be satisfied by any combination of Navigation skills on one or more personnel (unless "a personnel with Navigation x2" is specified).

When a card such as Keldon Advanced requires a skill, such as Obsidian Order, it must be supplied by a personnel who has that skill in its skills box. Mention of the term in the lore is not equivalent to having the skill. For example, Jaron does not have Tal Shiar skill.

 

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solve
Solving a mission means completing that mission, by meeting the mission requirements. Solving a mission is a sub-action of a mission attempt.

 

Son'a ships
See attribute enhancements.

 

Soong-type Android
See ANIMAL, gender, report.

 

Soong-type Android
One type of android; any personnel identified in its lore as a "Soong-type android" or as created by Dr. Noonien Soong.

 

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Space
This mission counts as half a card. In other words, two Universal Space missions plus five other missions count as six missions. (Other universal missions count as a full card.) It is not attemptable. See mission attempt.

"May insert into spaceline" means that you may seed this mission anywhere on the Alpha Quadrant spaceline, either between two missions already seeded, or at either end of the spaceline as usual. It does not allow you to add the mission to the spaceline during the game. If inserted into a region, it does not become part of that region. See regions of space.

Span calculations are based on the number of directly adjacent universal mission cards (not just Universal Space missions). The maximum span for one Universal Space card is 5.

 

Spacedock
This event will repair any of your ships that docks at the outpost where the Spacedock is played, even if the outpost itself does not repair ships. It plays only on a outpost unless downloaded by Construct Starship.

 

Spacedoor
This doorway seeds only on an outpost (not other types of facilities). When you return an empty ship to hand, any cards aboard (equipment) or played on it (such as events) are also returned to their owners' hands. See in play. If this doorway is closed by another card, such as Revolving Door, do not flip over the Spacedoor.

You may seed more than one Spacedoor, but you cannot overhaul or download more than one ship per turn. You may download only one ship in place of your normal card play, even if you have Red Alert! in play. See card play.

You may not use the discard for a Static Warp Bubble or other card to also re-open a Spacedoor. See discarding.

 

space facility
See facility.

 

spaceline
Mission cards are seeded to form one or more spacelines, representing different quadrants of the galaxy. Gamma, Delta, and Mirror Quadrant missions have Gamma Quadrant Delta Quadrant or Mirror Quadrant symbol in their point boxes. Missions with no symbol are Alpha Quadrant missions. All missions may be seeded only on the appropriate spaceline. Spaceline locations may not be moved between quadrants by cards that relocate locations.

The effects of a card which references the "spaceline" apply only to the quadrant where it is played or encountered. For example, you may rearrange only the spaceline (quadrant) where your opponent failed a Q dilemma; The Traveler allows a ship to move only within one spaceline. See movement between quadrants, time travel.

Cards "on the spaceline" include ships, facilities, and personnel on the spaceline (and cards played on them). Cards that seed or play "on table" are not on the spaceline. When a card plays at a "spaceline end," it plays at the last location on either end of that spaceline. It does not form another location. time location are not on the spaceline.

 

Space-Time Portal
This doorway allows you to seed Alternate Universe dilemmas, artifacts, or other seed cards. It does not allow seeding of Alternate Universe cards that are not normally seedable, such as personnel or ships (unless another card makes them seedable, such as Cryosatellite). See Alternate Universe icon.

It allows you to play only one Alternate Universe card per turn, even if you have multiple Space-Time Portals in play (see once per turn). Its text does not restrict a seeded Alternate Universe Door, which allows you to play multiple Alternate Universe cards each turn (e.g., interrupts, doorways, or multiple card plays allowed by a card such as Red Alert!).

Because this doorway allows you to seed or play only one Alternate Universe card per turn, you may seed on;y one Alternate Universe card under Q’s Planet, and only if you have not already played an Alternate Universe card that turn.

You may discard the doorway from the table "at any time" for any one of its functions - during either player's turn, before or after your card play or executing orders, between other actions or as a valid response to an action. It is not a valid response to the initiation of a battle or the encounter of a dilemma; thus, you may not escape from battle or a dilemma encounter by returning a ship to your hand. See actions - interrupting, actions - step 2: responses.

You may report an Alternate Universe-icon ship with Alternate Universe crew by discarding a Space-Time Portal even if you have already played the one Alternate Universe card allowed by the Portal for the turn. (See report with crew.) An Alternate Universe Door may be downloaded only for one of the "play" functions of that doorway; it may not be downloaded "onto the table." A Space-Time Portal discarded to "play as a second Wormhole interrupt" may be nullified by Amanda Rogers. It is still a Doorway card, and may be closed (if the Wormholes are kept open with Operate Wormhole Relays). See card types.

 

space - transferring cards into
You may not beam, report, or otherwise transfer any card (except a ship) into space unless a card specifically allows you to do so (e.g., Airlock, Anti-Matter Pod).

 

Spatial Rift
If the two personnel randomly selected by this dilemma do not meet the first conditions (combined CUNNING > 14), they are discarded, the rest of the crew or Away Team is "stopped," and the dilemma is replaced under the mission. You do not face the second set of conditions (Astrophysics and 2 ENGINEER) unless you pass the first set.

 

special download
See downloading - special download.

 

special equipment
When a card refers to a ship's "special equipment," this means ship systems expressed as a phrase of just a few words. Special equipment currently includes Cloaking Device, Energy Dampener, Holodeck, Invasive Transporters, Long-Range Scan Shielding, Particle Scattering Device, Phasing Cloak, Tractor Beam, MEDICAL (U.S.S. Pasteur), and Stellar Cartography (U.S.S. Excelsior).

Regular transporters (which all ships have unless otherwise specified), special downloads, and other game text on the ship card, usually expressed as a sentence with a period, are not special equipment. For example, the U.S.S. Stargazer's text ("Once each game, may be taken from discard pile to hand.") is not special equipment.

 

special staffing icon
See ship staffing.

 

species
For most personnel, their images (and affiliation) indicate their species. For example, a Federation or Non-Aligned personnel who appears to be human is assumed to be of human species; a Klingon-affiliation personnel who appears to be Klingon is assumed to be Klingon species, etc.

However, a personnel may appear to be one species, while their lore or a Hologram icon indicates they are of another species. For example., in their lore Roga Danar and Lal, who appear human, are identified as Angosian and android; Riker Will, who appears Bajoran, is identified as human; and Lovok Founder, who appears Romulan, is identified as a changeling. Holographic personnel are considered to be of "hologram species" regardless of their appearance or lore. The species established by the lore or Hologram icon applies for cards such as Hate Crime. See holographic personnel and equipment.

"Terran" personnel are human. Calandra, Hannah Bates, and Lakanta are human. Marouk, Riva, and Vekor are humanoid (not human). ("Humanoid" is not a distinct species.)

A personnel of mixed species is considered to be a member of both species. For example, Alexander Rozhenko is both human and Klingon. K’mtar, on the other hand, is considered Klingon (because he appears Klingon, and his lore does not state otherwise), even though he is actually Alexander Rozhenko from the future. Borg and former Borg are considered to be both Borg species and their species of origin.

A term such as Klingon usually applies either to affiliation or to species. See affiliation and species.

 

Sphere Encounter
See report with crew.

 

Spot
This personnel's STRENGTH is an undefined attribute. See ANIMAL. Whenever Spot is killed, if she has any lives remaining she immediately pops back to life at the same place, but is "stopped." Any cards played on Spot are not nullified by her first eight deaths.

 

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staffing
See ship staffing.

 

Starship Excelsior
This ship has special equipment providing one Stellar Cartography skill. This skill may be used to overcome space dilemmas or satisfy requirements of space missions.

 

starting the game
The game begins by choosing a starting player using any mutually agreeable method. Each game consists of four seed phases followed by the play phase. The starting player goes first in each seed phase and takes the first turn in the play phase.

 

start of turn
See turn.

 

stasis
A personnel or ship in stasis is conceptually in "suspended animation." They remain in stasis until released as specified by the card that placed them in stasis.

Cards in stasis may not be used in any way (including game text, attributes, icons, lore, skills, ship equipment, traits such as gender, species, or matching commander status, etc.), and are considered in play for uniqueness only. They may not perform any actions and may not be moved or beamed.

For example, a Treachery personnel in stasis would not allow you to download personnel there with Recruit Mercenaries; an android in stasis aboard a ship at Paxan "Wormhole" cannot prevent that ship from being relocated; and Borg personnel may not be reported to a Borg Cube in stasis using the ship's game text. If personnel who are not in stasis are aboard a ship in stasis (e.g., because a Cyber Drone was aboard when the ship entered stasis), they cannot move the ship, or beam off using that ship's transporters.

Cards in stasis may not be targeted in ship battle and are excluded from personnel battle (and may not be randomly selected to die).

Cards or rules that have a global effect, such as Anti-Time Anomaly and Borg timeline disruption, affect cards in stasis normally. No other cards may affect or play on a card in stasis unless they specifically permit it (e.g., Dead In Bed). (If a personnel worth bonus points when killed, such as Aamin Marritza, is killed while in stasis, the stasis effect ends when he is killed and the points are scored.)

Cards aboard a ship in stasis are also in stasis (unless prevented by the Cyber Drone). A card already in play on a card in stasis is suspended, unless its game text affects a player or other cards not in stasis. For example, if a ship is in stasis, an Aphasia Device will not disable personnel aboard, and cards with a countdown icon or effect (e.g., Ketracel-White, REM Fatigue Hallucinations) will not count down on that ship. However, Writ of Accountability affects a player, so it is not suspended if the personnel it is played on enters stasis.

 

Static Warp Bubble
See The Traveler: Transcendence, discarding.

 

station
A type of facility.

 

stealing
You may not "steal" Equipment cards, even if unattended, unless a card allows it, such as Reginod or HQ: Return Orb to Bajor. When a card allows you to steal Equipment cards, they come under your control and you use them as your own, disregarding affiliation and species requirements for use (e.g., "Klingon use only"). (However, a card which enhances only Klingons, for example, still enhances only Klingons, and other requirements for use of the equipment must still be met. For example, a Romulan Cloaking Device only functions on a Romulan ship, or an Enterprise ship with 2 ENGINEER aboard.) You cannot steal cards that you control. All "stolen" cards are returned to their owners at the end of the game. See Procurement Drone.

 

Stefan DeSeve
See Assign Support Personnel.

 

St. John Talbot
See Release This Pain.

 

Stolen Attack Ship
See affiliation and ship origin.

 

Stop First Contact
This objective (or Build Interplexing Beacon) disrupts the timeline with the following effects:
"Timeline disrupted in 2063" - If the Borg change history by completing a Stop First Contact or Build Interplexing Beacon objective, the timeline is disrupted and Federation history ceases to exist. Cards which cease to exist include

  • humans, including Borg whose biological distinctiveness indicates that they were originally "human species" (but not "humanoids"), and
  • Affiliation Federation-affiliation cards (including multi-affiliation cards, regardless of current mode), such as personnel, ships, and facilities.

However, things from other universes and in other times are not affected by this timeline disruption; thus, the following cards are protected:

  • Cards which are at a time location or which are time traveling into the future (e.g., Temporal Rift or Time Travel Pod).
  • Cards with an Alternate Universe icon or a Mirror Quadrant icon.

If a non-human personnel's Affiliation Federation affiliation is "lost" (e.g., to Memory Wipe or Frame of Mind) and the personnel "becomes Non-Aligned," they are also protected from timeline disruption. See "loses affiliation."

Except for cards which are protected, all humans and Affiliation Federation cards in play (in any quadrant) and in both players' hands, draw decks, side decks, discard piles, etc., must be placed out-of-play. (Reshuffle where appropriate.) If any cards which do not cease to exist are aboard (or played on) a ship or facility which ceases to exist, those cards return to owner's hand.

 

stopped
Cards may be "stopped" in certain situations.

  • Encountering a dilemma with conditions that the crew or Away Team can't overcome "stops" that entire Away Team or ship and crew. (See dilemma resolution.)
  • Participating in a battle "stops" all cards involved in the battle.
  • Carrying (and then dropping) or beaming a tribble card "stops" the personnel who did so.
  • Some cards may explicitly "stop" one or more personnel or ships.

Cards that are "stopped" may not be beamed, move, walk, cloak, phase, participate in a battle, staff a ship, or participate in a mission, commandeering, or scouting attempt. (Personnel selectively "stopped" by a dilemma form a separate group and no longer participate in the mission attempt.) Cards may target "stopped" cards, as long as they do not require them to take any of these actions. For example, you may relocate a "stopped" ship with Magic Carpet Ride OCD (see movement), but you may not play Emergency Transporter Armbands on your "stopped" personnel, because they may not beam.

Cards that are "stopped" may perform other actions and use skills. For example, a "stopped" personnel may operate transporters to beam "unstopped" cards, use a downloading skill, contribute traits or skills for such cards as Paxan ’Wormhole’" Defiant Dedication Plaque, Kurlan Naiskos, Navigate Plasma Storms, or Ketracel-White, and (if Borg) share skills with the hive. (See present.) Also, whenever "stopped" cards are attacked, they are "unstopped" for the duration of that battle and may defend themselves.

"Stopped" cards become "unstopped" automatically at the start of the next turn, unless a longer period is specified. When a card "stops" personnel for a specific duration (e.g., Parallel Romance, Chinese Finger Puzzle), they may still be "unstopped" by other cards (e.g., Distortion of Space/Time Continuum, Deanna Troi (Prem)).

When an entire Away Team or crew is "stopped" by failing to overcome a dilemma with conditions (e.g., Chula: The Dice), by a dilemma that does not have conditions, but specifically says it "stops" an entire Away Team or crew (e.g., Sarjenka), or by participating in battle, any Equipment cards in that Away Team or crew are also "stopped." When specific members of a crew or Away Team are "stopped" by a dilemma or other card that specifically "stops" only selected personnel (e.g., Lineup), any Equipment cards are not "stopped" (even if the selected personnel are the only ones in the Away Team or crew).

Some additional notes:

  • Failing to complete a mission after resolving the dilemmas does not "stop" the crew or Away Team.
  • Using up its maximum RANGE does not "stop" a ship.
  • Your cards aboard your "stopped" ship are also "stopped."
  • During a mission, commandeering, or scouting attempt, "stopped" personnel cannot contribute traits or skills to trigger, overcome, nullify, or cure dilemmas. See present.
 

Storage Compartment Door
Drawing the three cards allowed by this doorway is executing orders and must take place after the card play segment of your turn (see execute orders). The cards drawn are not part of your hand and must be either played or discarded (face up under your Tribble side deck) immediately. See card draw, card play, tribble.

 

Study Plasma Storm
This mission's special text, "Computer Skill required to use any equipment here," applies both to equipment cards and ship special equipment.

If Computer Skill is not present on the ship, Ketracel-White cards cannot be used at this location and thus do not prevent white deprivation. Because the Ketracel-White is not being used, it does not count down.

 

Study Protonebula
This mission is a nebula. The owner of this mission, if playing Affiliation Borg affiliation, may not normally use the special text allowing the download of One because they may not stock a non-Affiliation Borg personnel. See Borg - Cooperation.

 

stunned and mortally wounded
Stunned and mortally wounded personnel may still modify other personnel (for example, by adding to their attributes), but may not use other skills (e.g., stunned MEDICAL personnel cannot run the Genetronic Replicator; a stunned Elim Garak may not avoid the random selection of a personnel to be killed). See battle - personnel.

 

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Subjugate Planet
You may not download a Remote Supply Depot if you already have a facility at this objective's target location. See dual-icon missions, mission, Reunion, mission attempt.

 

Subspace Schism
This interrupt may be played to affect any card draw a player makes during a turn (including end-of-turn card draws and Warp Speed evening up). It may not be played on a card drawn for an opening hand.

 

Subspace Seaweed
See Protouniverse.

 

Subspace Transporter
If the personnel beamed aboard an opponent's ship using this event takes a captive (e.g., Ilon Tandro, or using Captured), you may not beam the captive back. Only your Treachery personnel (and any equipment he is carrying) may be beamed. See capturing.

 

Subspace Warp Rift
A ship that stops at the location of this event to avoid damage is not "stopped" (e.g., it may initiate battle or attempt a mission). A ship that is relocated to or from the location of this event does not incur damage. See passing locations, movement.

 

Suna
See once per game.

 

superlatives
See ties.

 

Supernova
This event plays only on a Mission card, not on any other location. The mission is not discarded, but remains underneath for span reference only, leaving a spaceline location of unspecified type (neither Planet nor Space icon). None of its game text, icons, card title, etc. remain in effect other than the span. For example, if Wormhole Negotiations is destroyed, you can no longer play a Barzan Wormhole to report ships at that location.

Any cards not affected by Supernova (e.g., staffed Gomtuu, completed Borg objectives), and any cards in play on them, are not discarded.

Tox Uthat's stipulation that you "may play Supernova on a later turn" is a restriction; you may not play Supernova on the same turn you play Tox Uthat even if you have an extra card play or download.

If a mission was assimilated before being destroyed, reversing the effects of Supernova with Persistence of Memory does not unassimilate the mission (just as it does not "unsolve" a mission previously solved). Therefore it still cannot be solved or targeted for assimilation again.

If a mission that corresponds to a time location in play is destroyed by this event, the time location is unaffected. See Temporal Vortex.

Once this event has resolved and destroyed all cards at the mission location, nullifying it with Kevin Uxbridge or moving it with Dr. Q, Medicine Entity has no effect.

 

support personnel
See Assign Support Personnel.

 

Survey Drone (Sixteen of Nineteen)
This personnel's special skill allows it to acquire artifacts that have been placed on top of the mission where a Borg-use-only objective has been completed (or artifacts that could not be acquired when a mission was solved because of The Charybdis). It may not acquire artifacts that are still seeded under a mission or steal artifacts in play. See scouting locations.

 

suspends play
A card which specifically says it "suspends play" may be played at any time during the play phase (even during your opponent's turn) and may interrupt and temporarily suspend any action. Using a special download icon also suspends play. After the card play or special download has resolved, the suspended action resumes. See downloading - special download, actions - interrupting.

If no action is in progress, an action that may suspend play (such as using a special download icon) does not suspend anything. You may not suspend play during the seed phases.

 

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Symbiont Diagnosis
See homeworld.

 

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