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Glossary - S |
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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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Sabotage Drone (Six of Seventeen) |
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Saltah'na Clock 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. |
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Salvage Starship |
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Samaritan Snare |
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Samuel Clemens' Pocketwatch
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Scan |
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scoring points |
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Scout Encounter |
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scouting locations (updated by Current Rulings) 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 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- 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. |
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scouting ships 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 |
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Search for Rebels |
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Search For Weapons |
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Secret Agent Julian Bashir |
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seed deck
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. |
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seed phases 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 Missions without the 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:
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
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seeds or plays |
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Seismic Quake |
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Seize Wesley |
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selections 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. |
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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. |
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Sense the Borg |
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Seven of Nine |
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Seven of Nine |
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shapeshifter |
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Sherlock Holmes |
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SHIELDS |
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ship |
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ship attribute enhancements |
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ship class |
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ship equipment |
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ship movement |
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ship origin |
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ship staffing Normal staffing icons include command ability
Special staffing icons include any icon used
to staff a ship, except the normal staffing icons
listed above and affiliation icons (e.g, the 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 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. |
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ship types |
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showing your cards 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:
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side deck 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). |
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side game |
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Sigmund Freud |
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Sisters of Duras |
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site 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 |
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skills 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 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 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). |
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skill-sharing Example: you have an Away Team on a planet consisting of two Borg:
and you have a Borg ship orbiting that planet with the following crew:
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 Now suppose the Bio-med Drone is killed.
Because there is no longer a A Borg does not have shared skills until after it reports for duty. Skill-sharing does not work between cloaked or phased ships. |
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skills - modifying 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: 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). |
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skills - using 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 |
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Son'a ships |
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Soong-type Android |
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Soong-type Android |
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Space "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 |
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Spacedock |
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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. |
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space facility |
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spaceline 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. |
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Space-Time Portal It allows you to play only one Because this doorway allows you to seed or
play only one 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 |
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space - transferring cards into |
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Spatial Rift |
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special download |
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special equipment 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. |
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special staffing icon |
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species However, a personnel may appear to be one
species, while their lore or a "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. |
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Spot |
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staffing |
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Starship Excelsior |
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starting the game |
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start of turn |
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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. |
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Static Warp Bubble |
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station |
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stealing |
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Stop First Contact
However, things from other universes and in other times are not affected by this timeline disruption; thus, the following cards are protected:
If a non-human personnel's Except for cards which are protected, all
humans and |
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stopped
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:
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Storage Compartment Door |
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Study Plasma Storm 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. |
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Study Protonebula |
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stunned and mortally wounded |
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Subjugate Planet |
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Subspace Schism |
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Subspace Transporter |
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Subspace Warp Rift |
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Suna |
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superlatives |
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Supernova 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. |
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support personnel |
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Survey Drone (Sixteen of Nineteen) |
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suspends play 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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