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Glossary - W
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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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wa - we - wh - wi - wo - wr
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wa
Wajahut See once per game, movement.
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Wake of the Borg, The See The Wake of the Borg.
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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 personnel
walk from Ops to Guest Quarters and stop
while you download a personnel there with
Going To The Top, the personnel may
not walk further this turn.
Entering or exiting from a docked or landed
ship or planet facility is not "walking."
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Walls Have Ears, The See The Walls Have Ears.
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Warp Core Breach This event does not affect ships.
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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.
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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 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
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.
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 icon does not affect
(and is not affected by) a personnel.
For example, in Warp Speed it is not
possible to score the extra points for a
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.
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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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we
Weak Spot See attribute enhancements.
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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 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.
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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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wh
Whale Probe, The See The Whale Probe.
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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.
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White Deprivation Personnel who have a
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 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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wi
winning battle See battle - personnel, battle - ship.
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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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wo
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.
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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).
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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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wr
Writ of Accountability Activating this
incident to place it on a 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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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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