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Glossary - W

Glossary

 

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Wajahut
See once per game, movement.

 

Wake of the Borg, The
See The Wake of the Borg.

 

walking
Your personnel aboard a Nor may move ("walk") from site to site, individually or as a group, and they may carry Equipment cards with them. Move the personnel or group along the row of sites, one site at a time, until they reach their destination. (They must actually "pass by" each site in turn; they do not relocate from site to another.) They may walk along more than one site each turn; however, as soon as they stop at any site, for any reason, they may not walk again that turn (although they may perform other actions, such as boarding a ship docked there).

Example: you have the following sites on your Nor, in order: Ops, Security Office, Guest Quarters, Ore Processing Unit, Docking Pylons. Your personnel may walk from Ops to Docking Pylons on one turn, moving from one site to the next in turn, and may board your ship docked at Docking Pylons. But if they stop to pick up a hand weapon from the Security Office, they may not walk any further this turn. Likewise, if two Command personnel walk from Ops to Guest Quarters and stop while you download a personnel there with Going To The Top, the Command personnel may not walk further this turn.

Entering or exiting from a docked or landed ship or planet facility is not "walking."

 

Walls Have Ears, The
See The Walls Have Ears.

 

Warp Core Breach
This event does not affect Affiliation Borg ships.

 

Warped Space
The owner of this mission uses the span of 5, and the opponent uses the span of 1. Any card that moves like a ship with RANGE, such as Calamarain or The Sheliak, uses the span on the end toward the moving card's owner.

 

Warp Speed
The following special rules apply to the constructed and sealed deck Warp Speed formats. For more details, see the separate Warp Speed rules sheet.

Deckbuilding: Your deck must follow the 10/20 rule - no more than 10 cards in the seed deck (plus up to three missions, which seed for free), and no fewer than 20 cards in the draw deck. Your 10 seed cards may include one Personnel, Ship, or equipment card to be seeded face up aboard your outpost, or one ship to be seeded face up at the Caretaker’s Array. You may seed no more than one outpost of any kind.

Seed Phase: You choose the order for seeding your missions (they are not shuffled), ignoring regions of space. If you seed an outpost, it must be at your left-most mission, regardless of what that mission is (e.g., you may ignore the seeding location requirement on a Nekrit Supply Depot). Players alternate seeding missions from the starting player's left to his right. Duplication of unique missions between players is allowed (they are not stacked).

Each player may seed up to four different cards under each mission. Batch seeding under missions is mandatory.

Play Phase: Warp Speed adds the following rules:

  • Each player may make up to two normal card plays each turn.
  • All non-Borg affiliations are allowed to mix and cooperate as if there were a universal treaty in effect. (A matching personnel is still required for staffing ships, mission attempts, etc.) A player using Affiliation Borg-affiliation cards may not stock any non-Borg-affiliation personnel, ships, or facilities in their game deck.
  • Non-Borg affiliations have no affiliation attack restrictions. Normal attack restrictions apply to the Borg affiliation.
  • Ignore quadrant reporting restrictions and Alternate Universe icons. That is, when reporting to a facility, you are not restricted to reporting personnel and ships only in their native quadrant, and no doorway is required for playing Alternate Universe cards. You must still meet any stated native quadrant requirements to use a card such as Home Away From Home or Delta Quadrant Spatial Scission.
  • Hologram icons on personnel cards are ignored for all purposes in Warp Speed. Holographic personnel move normally and die rather than deactivating; any other card referring to a Hologram icon does not affect (and is not affected by) a Hologram personnel. For example, in Warp Speed it is not possible to score the extra points for a Hologram personnel on Answer Distress Signal.
  • A player may not attempt their opponent's mission, or target it with a Borg objective.
  • If either player has Red Alert! in play, it applies to both players.
  • At the end of each of your turns, you must draw one card (plus any extra draws allowed or required by a card such as The Traveler: Transcendence or Ancestral Vision). Then, if you do not hold exactly seven cards in your hand, you must "even up" by drawing or discarding cards to bring your hand back to seven (if possible). Card draws required to "even up" your hand may not be converted to downloads. If you use game text that says "draw no cards this turn," you may not draw cards to "even up" your hand.
  • If necessary, each player will "regenerate" their draw deck once per game. The first time you need to draw a card and cannot, take all the cards from your discard pile that report for duty (personnel, ships, and equipment) and reshuffle them to replenish your draw deck. (Leave the non-reporting cards in your discard pile.)

Winning: Games have a 30-minute time limit. The first player to solve one of their planet missions and one of their space missions (or, if playing Borg, to complete an objective targeting one of their space missions and an objective targeting one of their planet missions) scores a full win.

If no player achieves a full win (either because time runs out or because both players exhaust their draw decks again after regenerating), then a modified win is awarded to the player who solved the most missions. If the players have solved the same number of missions, then a modified win goes to the player with the most points. (If players are tied for both missions and points, this is a true tie.) Differential is calculated normally (as stated in the Tournament Guide). If you achieve a Full Win with a lower score than your opponent, your differential is +1 and your opponent's is -1.

 

Wartime Conditions
This event may be played on any turn after the initial attack (not necessarily immediately after the attack). It applies to both players while in play.

 

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Weak Spot
See attribute enhancements.

 

WEAPONS
You cannot use your ship's or facility's WEAPONS for any purpose unless it is uncloaked, unphased, and undocked, its WEAPONS are greater than zero, and you have a matching personnel aboard (see matching affiliation). (If the facility is a Nor, the matching personnel must be in Ops.) "Using WEAPONS" includes satisfying the requirements of any card requiring WEAPONS, such as Outgunned or Refuse Immigration.

To fire its WEAPONS in battle, the ship or facility must not be "stopped." (A card targeted by an attack is automatically "unstopped" and thus may return fire.) Unless returning fire or counter-attacking, the ship or facility must also have a leader (Borg must have a Borg Defense Borg instead) in its crew, and must not have any affiliation attack restrictions that prevent it from firing at the target. (If the firing card is a Nor, the personnel required above must be in Ops.)

If the requirements to solve a mission include ship's WEAPONS above a certain level (e.g., Ambush Ship), and it does not say "total WEAPONS," then the single attempting ship must provide the WEAPONS requirement. If the requirements to attempt or solve a mission include "total WEAPONS" above a certain level (e.g., Intercept Maquis), that total may be provided by any of your compatible ships at that location.

 

We Look for Things
When you discard this incident to "acquire" a card enhancing the attributes of an opposing ship, you must immediately place the card in play. An Equipment card is relocated to your Pakled ship; an Event card is played on your side of the table or on one of your suitable ships at the location, as appropriate.

 

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Whale Probe, The
See The Whale Probe.

 

Where No One Has Gone Before
Only one copy of this event is needed to affect both spacelines. However, it does not allow movement between quadrants.

 

White Deprivation
Personnel who have a K.-White icon suffer "white deprivation" when this incident is in play, unless they have Ketracel-White Equipment cards present to prevent it.

Your white-deprived personnel will attack even captives (belonging to either player) if present. You may not prevent them from fighting by using cards such as Emergency Transporter Armbands, Prepare Assault Teams, I'm a Doctor Not a Doorstop, Smoke Bomb, etc.

When your own personnel are attacking each other, even though they are separate assault teams they are still a single crew or Away Team. Thus, cards that affect the battle (such as hand weapons) apply to both teams. Echo Papa 607 Killer Drones do not participate in battles caused by white deprivation.

One Ketracel-White card in a crew or Away Team prevents white deprivation for any number of K.-White personnel.

A disabled Jem'Hadar (including a captive) cannot initiate battle, but if white-deprived is still subject to death by random selection.

 

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winning battle
See battle - personnel, battle - ship.

 

winning the game
Players take turns until one player scores 100 points (the normal victory conditions) and is declared the winner, or until both players' draw decks run out (at which point the player with the most points is declared the winner).

Some cards, such as Q’s Planet and The Big Picture, may alter the victory conditions of the game for one or both players. The first player to achieve or exceed his victory conditions is the winner. If both players achieve their victory conditions simultaneously, the player with the most points is the winner.

Some cards or actions may cause you to lose the game.

 

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Wormhole
This interrupt plays "just as (a ship) begins to move," that is, after any optional responses to the initiation of movement and just after the results step of the movement action begins. The movement action may be any normal ship movement, including time travel, e.g., with the first function of Temporal Vortex. Thus, a response to the initiation of movement (e.g., Establish Tractor Lock to prevent movement) cannot play after the ship has moved through Wormholes. Also, a ship wormholed to the location of a hazard such as a Borg Ship dilemma or Paxan ’Wormhole’ need not stop at that location and can continue to move away from the hazard (RANGE permitting).

Wormholes allow movement between quadrants or time travel between the spaceline and a time location (or between two time locations); the movement uses no RANGE. Thus, you may move your ship with Wormholes even if it has no RANGE remaining (but not if affected by a card that says the ship may not move) or if there is no adjacent location to move to. The ship must be fully staffed.

The same player must play both Wormholes (i.e., your opponent may not "complete" your Wormhole with his own to redirect your ship). If your second Wormhole is nullified, the first is also nullified unless you immediately play another Wormhole.

A ship always emerges from a Wormhole in space, not landed or in any other place such as a shuttlebay. This interrupt may not be played on a docked ship (as it undocks). A Wormhole interrupt may also be used with the built-in Wormhole on a planetary mission II card.

See Space-Time Portal, Operate Wormhole Relays.

 

wormholes - movement through
Moving through a pair of Bajoran Wormhole doorways, or a pair of Wormhole interrupts kept open by Operate Wormhole Relays, can be part of a single movement action to the mouth of the wormhole and through it (continuing along the spaceline upon exit if Wormhole Navigation Schematic is played at Bajoran Wormhole).

 

worth points
A card that is "worth points" while some condition is met does not score those points each turn; it scores positive points when the condition is first met and scores negative points if there is a change in that status. For example, you score 20 points once with Dr. Tolian Soran, when he is placed under The Nexus. If he leaves The Nexus, you score -20 points because he is no longer worth points.

 

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Writ of Accountability
Activating this incident to place it on a Affiliation Ferengi FCA personnel already in play is a valid response to any of the actions that cause your opponent to lose the game. Activating it to download an FCA personnel is not a valid response to those actions and thus may be done only after your opponent's action is complete, and only if your opponent did not already win the game by completing his action.

For purposes of this incident, you have not used your own dilemma to score points if your opponent's action directly caused you to score points from that dilemma. For example, if your opponent "posts bail" for a captive taken by your Mandarin Bailiff, or his personnel dies with your Vendetta in play on it, you did not use that dilemma to score points.

If you score points by wagering a dilemma with Dabo, you have used that dilemma to score points. See Horga’hn, winning the game, stasis.

 

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