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Glossary - D |
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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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Dabo |
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Dal'Rok |
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damage Some damage results are immediate and have a one-time effect (such as killing a crew member or downloading a Warp Core Breach). Other damage results have an ongoing effect (such as reduced attributes or off-line transporters) as long as that damage marker is in play. Most damage markers also specify a reduction to HULL integrity. When a ship's or facility's HULL integrity is reduced to 0%, it is destroyed. Multiple copies of the same damage marker are cumulative, including reductions to attributes and HULL integrity. If your side deck is ever completely out of Tactic cards (because they are all in play as damage markers), you will be unable to further damage your opponent until some of your damage markers return to your side deck. You may not mix damage markers and rotation damage on your opponent's ship. Rotation damage - If you are not using a Battle Bridge side deck, any damage to your opponent's ship (from a hit in battle or from a card such as a dilemma) is indicated by rotating the target 180 degrees to indicate that it is damaged, with these effects: RANGE is reduced to 5 (if it is already less than 5, it remains the same), Cloaking Device is off line, and HULL integrity is reduced by 50%. If you scored a direct hit in battle, HULL integrity is reduced by 100% and the target is thus immediately destroyed. If a ship with rotation damage is damaged again before it is repaired, the additional HULL integrity reduction of 50% also destroys the ship. A ship is damaged (for dilemmas such as Abandon Ship!) if it has any damage markers on it (even if there is no HULL damage), or has received rotation damage. Reduction of attributes from other causes is not "damage." You may never substitute rotation damage for damage marker symbols (e.g., Breen CRM114, HQ: Orbital Weapons Platform). To use such symbols you must have a Battle Bridge side deck. Off line - When a damage result indicates that something is off line, the affected item may not be used in any way as long as that damage marker is in play. attribute enhancements being off line affects all enhancements to the specified attribute. Default damage - When you are using a Battle Bridge side deck, sometimes your opponent's ship or facility will be damaged when you do not have a current tactic (such as when encountering a dilemma or during a battle in which you choose not to play a current tactic). Whenever this occurs, the default damage is two cards from your side deck, or four cards for a direct hit. (Default damage should not be confused with "card rotation" damage, which applies only when you are not using a Battle Bridge side deck.) Order of damage results - In most cases, the sequence in which you apply damage results will not matter. Occasionally the order may be significant. In these cases, carry out immediate damage results first and check the HULL reduction last. For example, suppose the HULL integrity of your opponent's ship has already been reduced by 80% when it is damaged again, and the two damage markers from your side deck each specify one casualty and HULL -30%. If your opponent wants to play an Escape Pod, he must suffer both casualties first, so the Escape Pod saves only the remaining crew. See repair. |
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Data's Body When your Data’s Body is present with your Data's Head, you may declare them to be attached (or detached) as desired during your turn. See disabled. When attached, Data (Prem)'s Head is no longer treated as an artifact (and thus is immune to Disruptor Overload, for example); instead, the two cards together are used as a single Personnel card. If the combination is discarded, the two cards are no longer attached and Data’s Head is again treated as an artifact. Like any other artifact, Data's Head must be earned before use. |
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Dathon |
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David Marcus |
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D'deridex Advanced |
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deactivated |
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Dead End |
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Dead in Bed |
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Deanna Troi (First Contact) |
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death |
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deck |
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Deep Space 9 This station has no matching commander, which are defined only for ships. |
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Deep Space Station K-7 |
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default damage |
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Defend Homeworld (updated by Current Rulings) An attack by a Borg Ship dilemma or Rogue Borg, which are self-controlled, will not allow the download. Your opponent must attack your card with his ships or personnel. |
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DEFENSE bonus |
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Dejaren |
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Deliver Supplies |
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Delta Quadrant |
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Delta Quadrant icon |
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Delta Quadrant Spatial Scission |
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destroy |
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Destroy Radioactive Garbage Scow |
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Devidian Door You may show the Devidian Door at any time during your next turn. If the game ends on or before your next turn, you must immediately show the doorway from your hand. If you do not show the door when required, or must skip that turn because of Containment Field, you automatically lose the game with a 0(-100) score. If you report multiple cards by saying "Devidian Door," you must show the same number of Devidian Doors from your hand during your next turn. You may not play a card by "Devidian Door" when playing in a restricted environment where this doorway is not a legal card. |
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Deyos |
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dilemma Dilemmas are encountered and resolved one at a time during a mission or scouting attempt. Each dilemma describes what happens when your crew or Away Team encounters it. It may list certain skills, attributes, equipment, or other requirements to overcome, cure, or nullify the dilemma; specific types of personnel that it affects; and various results such as damaging or destroying a ship or "stopping," disabling, or killing personnel. Some dilemmas have bonus points that you score when you overcome the dilemma. See dilemma resolution, dilemma - timing. |
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dilemma resolution Unless otherwise specified, all references in these sections to a "mission attempt" include scouting or commandeering attempts. An overview explaining how to apply the rules in this section can be found under dilemma resolution - summary. Also see the supplemental Dilemma Resolution Guide for application of the rules to specific dilemmas. Dilemmas are encountered and resolved one at a time. (Some special rules apply to combo dilemma.) When you attempt a mission, slide out the bottom seed card under the mission, turn it over, and read it. (Dilemmas are meant to be read by the encountering player. See your.) Each dilemma may have one or more of these features, described in more detail below: a trigger, targets, a nullifier, conditions, and/or a cure. Nullifiers, conditions, and cures are collectively referred to as requirements. For example, Ancient Computer, Isolinear Puzzle, and Phased Matter all include requirements for ENGINEER (conditions, nullifier, and cure, respectively). However, No Loose Ends targets ENGINEERS but does not require that skill. A requirement such as STRENGTH > 40 refers to the total STRENGTH of the Away Team or crew. When requirements or targets include attributes, apply any relevant attribute modifiers, such as Lower Decks, phasers, The Emissary, etc. A requirement for a personnel type, such as MEDICAL, may be met by either a skill or a classification, unless otherwise specified. A requirement for multiples of a skill, such as "2 Navigation", may be met by two personnel with Navigation or by one personnel with Navigation x2. (However, a requirement for "a personnel with 2 Navigation" must be met by a single personnel.) If a card "doubles a dilemma's effects" (Howard Heirloom Candle), it doubles only the results, e.g., kills two personnel instead of one. If a card "doubles a dilemma" (Taar, Lore), it doubles all features of the dilemma (requirements, results, point values). If a dilemma is affected by a card that adds or subtracts requirements and another that doubles requirements, add or subtract first, then double. A requirement may not be reduced below zero. Only personnel in the crew or Away Team attempting the mission may trigger, be targeted by, overcome, nullify, or cure a dilemma during the mission attempt. Personnel who are "stopped," disabled, in stasis, intruders, etc. are not affected by dilemma text targeting "crew," "entire crew," "all crew," "Away Team," or "entire Away Team" (which refer only to the crew or Away Team facing the dilemma). If a dilemma "stops," disables, or places in stasis part of the crew or Away Team, they are no longer participating in the attempt and thus may not affect or be affected by subsequent dilemmas. If personnel are placed or "held" with a dilemma atop a mission, "held by aliens," etc., they may not use (or share) their skills or attributes. Only dilemmas using broader terms such as "all life on ship" or "personnel at this location" can affect personnel not involved in a mission attempt, when the dilemma is encountered. Dilemmas that enter play and have continuing effects may affect other personnel, even the opponent's, after the mission attempt is over. See Crystalline Entity, Dal’Rok, present, "stopped." If a dilemma states that it "damages" your ship, apply default damage of two damage markers (if your opponent is using a Battle Bridge side deck) or "rotation" damage (if he is not). Triggers - A trigger is an element that must be present (or a situation that must exist) for the dilemma to have any effect. This is stated at the beginning of the dilemma and is often preceded by the word "if". If the trigger is not present, discard the dilemma immediately without effect (unless it has an "otherwise" clause with an alternate effect). Examples:
Targets - The targets of a dilemma include the cards it affects (e.g., personnel selected to die), a personnel, ship, or facility that the dilemma is placed on, or a target destination for a relocation. Targets may be chosen by random selections, opponent's choice, or owner's choice. When a dilemma specifies a superlative such as "strongest," "most CUNNING," or "highest total attributes," and there is a tie, the opponent of the player encountering the dilemma gets to choose. If no personnel remain to be targeted by a dilemma just encountered, because you used game text that allows you to remove them, replace that dilemma under the mission (the mission attempt ends). For example, Elim Garak ("May avoid any random selection") encounters Armus - Skin of Evil. If you choose to have Elim Garak avoid the random selection, there is no one left to be targeted by Armus, and it is replaced under the mission. Another card that might remove all personnel before you can resolve a dilemma is Flight of the Intruder. However, if a dilemma targets cards with
specific features (e.g., a personnel with
Empathy, a male, a non-Cardassian), and there
are no cards present with those features,
discard the dilemma immediately without
effect, as when a trigger is not present. (This
does not include personnel with specific
features which are required as a condition for
overcoming the dilemma. See Conditions
below.) If two targets with different specific
features are specified (e.g., one Also discard the dilemma if there is no ship or facility to place the dilemma on, or no destination for a relocation (e.g., "furthest planet" when there is no other planet on the spaceline). Nullifiers - A dilemma may list skills, attributes, other characteristics, personnel, equipment, an action, or a card play that can nullify the dilemma. Also, another card may state that it nullifies a dilemma. (Some form of the word "nullify" is always used; conditions and cures are not nullifiers.) Nullifying a dilemma is a valid response to the initiation of the dilemma encounter. See actions - step 1: initiation. If the nullifier is present (or a nullifier card is played) when the dilemma is encountered, the dilemma is discarded and has no effect. Some dilemmas that enter play or have a lasting effect on a personnel or ship may also be nullified after the initial encounter. (Such a nullifier acts similar to a cure.) A dilemma with a countdown icon self-nullifies after the specified number of turns of the player who seeded it, and is discarded at that time. Examples:
Conditions - One or more skills, personnel, equipment, attribute totals, or other characteristics that must be present to avoid the ill effects of a dilemma, often indicated by "unless" or requirements "to get past" the dilemma. A few dilemmas have conditions that apply to the player rather than the Away Team (see last example). Examples:
Not all uses of "unless" identify conditions. If a dilemma has a delayed effect "unless" the required skills, etc. are present by a specified time, that is a cure, not conditions. See the last example under Cure. If your Away Team or crew can meet the conditions of a dilemma, they automatically overcome and discard it. You cannot choose not to overcome a dilemma with conditions. See meeting requirements. Cures - One or more skills, personnel, equipment, or other characteristics that, if present, will cancel a dilemma's ongoing or delayed effect. Diseases most commonly have cures. An action, such as playing a card or returning a ship to the outpost, can also be a cure. When the requirements for a cure are met, the dilemma is discarded. Examples:
When a dilemma has an effect that can be cured, that effect happens; then, if the required skills are still present, it is cured immediately, before proceeding to the next dilemma. This is different from a dilemma with a nullifier, which is discarded before taking effect. "Stopping" - A dilemma only "stops" the Away Team or ship and crew if it has conditions and you fail to overcome those conditions. (See "stopped".) A dilemma without conditions never "stops" your cards unless it explicitly says it does. If not "stopped," the remaining Away Team or crew must continue the mission attempt. Entering play - Any dilemma with a long-term effects "enters play." The dilemma may state that it is played on table or placed on a personnel, ship, facility, mission, or the spaceline; or it may be implied that it enters play as a marker for an ongoing effect. A dilemma that enters play may have a continuous effect or one that occurs at the start (or end) of each turn of the player encountering it or every turn of both players. Such a dilemma will be discarded when it is nullified, cured, expired, or otherwise destroyed. For example, when a dilemma is placed on a personnel, it will be discarded if the personnel is discarded for any reason. Examples of dilemmas that enter play are Borg Ship, Harvester Virus, Nitrium Metal Parasites, Rascals, Hyper-Aging, Lethean Telepathic Attack, and Interphasic Plasma Creatures. Discarding - A dilemma is discarded without effect if a required trigger or a target with specific features is not present, or if it is nullified. If a dilemma has conditions, and you do not overcome it, replace the dilemma under the mission to be encountered again, unless it enters play or says "discard dilemma" or "mission continues." When you overcome the dilemma, discard it. For example, if you do not overcome the following dilemmas: Ancient Computer is replaced under the mission; Gravitic Mine ("Discard dilemma") and Garanian Bolites ("Mission continues") are discarded; Lethean Telepathic Attack is placed on a personnel; Interphasic Plasma Creatures plays on the table. If a dilemma has no conditions, it is discarded after you follow its instructions (unless it enters play), whether it has any effect or not. Examples include Maman Picard, Ooby Dooby, and Shot in the Back. Choices - Some dilemmas require the player to make a choice between ways to resolve the dilemma. Once you make your choice, carry out that part of the game text and ignore the other choice. Examples:
Dilemmas with choices do not generally have conditions. See Tarellian Plague Ship. Point boxes - A dilemma may have a positive or negative bonus point box. The points are scored when you overcome its conditions (e.g., Chalnoth), when you cure it (e.g., Hyper-Aging), or according to the dilemma's instructions (e.g., Cytherians, Borg Ship, Edo Probe). Place the dilemma in your bonus point area, even if says to discard it. (Discard the dilemma if you are playing Borg.) You do not score bonus points for a dilemma that is nullified or discarded for lack of a trigger or targets, or when you fail to meet its conditions or cure it. Scouting vs. mission attempts - Dilemma text such as "mission continues" or "abort mission" refers to both mission and scouting attempts (for the Borg, they mean "scouting the mission continues" and "abort scouting of the mission"). However, dilemma text referring to "mission attempts," "attempting a mission," or "solving a mission" does not include scouting attempts. |
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dilemma resolution - summary
Note: this summary assumes that your opponent does not make any responses to the dilemma encounter (such as replacing it with a Q-Flash using Beware of Q). A dilemma may be responded to only after any targets for the dilemma have been chosen (or a trigger/target has been found to be absent) and you have checked to see if the crew or Away Team can meet the dilemma's conditions (if any). See actions - step 1: initiation. |
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dilemma - timing You may make valid responses to the encounter of specific dilemmas during the attempt or to the results of a dilemma. For example, Eyes in the Dark is a valid response to any dilemma, Q2 to any Q-related dilemma, and Howard Heirloom Candle to Anaphasic Organism, Empathic Echo, or Coalescent Organism; Strike Three is a valid response to a battle initiated by the Cardassians downloaded with Sleeper Trap. A dilemma may also be interrupted by a card or action that "suspends play." See actions - step 2: responses. |
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Diplomatic Conference This mission creates a temporary "all-way treaty" on the planet surface, but only during the mission attempt (it does not extend to other actions, such as building a Colony with Gi'ral and Tokath). Form your Away Team with personnel from any affiliations (at least one personnel's affiliation must match one of the mission icons) and attempt the mission normally. The three V.I.P.s of different aligned affiliations may be from any three affiliations, not just the affiliations whose icons appear on the mission. |
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direct hit |
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disabled Disabled personnel may not be used in any way (including game text, attributes, icons, lore, skills, traits such as gender, species, or matching commander status, etc.), may not enable game text requiring that personnel to be in play, and may not perform any actions. They may be beamed or moved in the same way as Equipment cards (but are not treated as equipment in any other way). For example, a disabled Treachery personnel does not allow you to download personnel there with Recruit Mercenaries; a disabled android aboard a ship at Paxan "Wormhole" cannot prevent that ship from being relocated; and a disabled Data (Prem) does not allow you to choose for All Threes. See present. (If a personnel worth bonus points when killed, such as Aamin Marritza, is killed while disabled, the disabling effect ends when he is killed and the points are scored.) When a crew or Away Team that includes disabled personnel is attacked in personnel battle, the disabled personnel do not engage adversaries, but may be randomly selected to die at the end of the battle. Though similar in some ways to personnel in stasis, disabled personnel are not affected by cards that specifically affect personnel in stasis. A ship attribute that is "disabled" (e.g., by "Pup") is an undefined attribute. When special equipment is disabled (e.g., by Vole Infestation), it is "off line" and not usable for any purpose (see damage). A disabled attribute or special equipment does not disable the ship itself. |
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discarding When multiple discards result from the same action (e.g., you discard a destroyed ship and all cards aboard; you discard your entire hand using Handshake), place the cards in your discard pile one at a time (allowing your opponent to see them), in the order you choose. When a mission allows or requires you to discard a card as part of its requirements, or for extra points, that card must come from the crew or Away Team attempting the mission, not from your hand, at the time the mission is solved. All other discards (e.g., for Static Warp Bubble) come from the hand unless otherwise specified. A single discard cannot satisfy two discard requirements. For example, the required discard for Static Warp Bubble cannot also be used to reopen a Spacedoor. Cards that have a long-term effects on one or more personnel, such as Barclay's Transporter Phobia or Brain Drain, are "played on" the affected personnel, even if the card text does not say so explicitly. The card functions as a reminder of the effect, and will only be discarded if nullified, cured, or expired, or if the personnel is discarded. A personnel who is "discarded" according to the text of a dilemma or other card is not considered to die or be killed unless the card causing the discard specifically says so (Yuta a is an exception). See in play. |
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discard pile When you play a card which allows you to "exchange" it for a card in your discard pile (e.g., Palor Toff - Alien Trader, Res-Q), the two cards trade places: the card from the discard pile goes into your hand, and the card you played takes the position of that card in the discard pile. Selecting the target card is part of the results step of the action. (Only the discard pile itself is targeted in the initiation step.) For example, you initiate the play of Res-Q without naming an intended target; your opponent may respond with Countermanda, removing three cards from your discard pile before you look through the pile and select a card to exchange for. Unless otherwise specified, all discarded cards (except those which enter play from certain side deck) go to the original owner's discard pile. (Cards with point boxes for which you score the points discard to your bonus point area.) A discarded artifact may not be reused, even if returned to your hand, unless you re-earn it. When a card is discarded, all effects on that card end and are not reactivated if the card is retrieved and replayed. For example, if a personnel affected by Frame of Mind is killed and discarded, he is no longer affected by Frame of Mind if he is replayed. (But once per game text may not be used again.) |
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Disruptor Overload This interrupt is not a valid response to the play of an Equipment card. |
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Distortion Field This event must be flipped during the turn on which you play it. |
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Distortion of Space/Time Continuum See Away Team and crew. |
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Dixon Hill |
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Dixon Hill's Business Card If you play this card as an interrupt when one of your own personnel was killed, the selected personnel is captured by your opponent. See reporting for duty, capturing. |
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DNA Clues |
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docked ship |
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docking Any card or rule that requires a ship to "return to" a space facility implies that it must dock at that facility. For example, a ship must dock at an outpost to be repaired by a Spacedock there or to cure REM Fatigue Hallucinations. You may not undock a ship docked at an opponent's facility (even a commandeered ship) unless specific game text allows it (e.g., Croden's Key, Docking Ports). When compatibility with a facility is required to dock a ship, only the ship itself must be compatible with the facility; incompatible crew members aboard do not prevent docking. Such personnel cannot board an outpost from the ship, but they may board a Nor. |
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Docking Pads No other cards (such as Establish Landing Protocols) are needed to enable ships with no staffing requirements to land (dock) and take off (undock) at this site. The site itself allows the ship to land and take off. A ship docked at the Docking Pads site is both docked and landed, and is subject to the rules applying to landed ships. While a docked ship is normally not affected when the facility is destroyed, a ship docked at Docking Pads is actually "aboard" the Nor and thus would be destroyed along with the facility and discarded. |
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does not use |
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does not work with
If a personnel is inadvertently placed in a situation where he is mixing with cards that he "cannot work with," he will form a separate Away Team or (on your ship or facility) be placed under house arrest. For example, Solkar "does not work with personnel who have Treachery." If your opponent boarded your ship and played Reflection Therapy on one of your crew to give him Treachery, Solkar would be placed under house arrest. You may not deliberately place your personnel in such a situation. "Does not work with" restrictions that are completely affiliation-based are overcome by any card that allows cards to mix "regardless of affiliation," such as Brainwash and Temporal Micro-Wormhole. |
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Dominion |
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do not count toward winning |
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doorway Doorways that remain in play may be "closed"
(made inactive) by other cards. A card that
closes a Doorway card (such as Door-Net or
Revolving Door) may be played on a doorway
that is already closed. When a doorway is
closed, its ongoing game text related to its
"doorway functions" is not active. For example,
no cards may be taken from a closed side
deck, a closed Ready Room Door does not
protect an event from nullification; a doorway
with a countdown icon stops counting down
(the countdown resumes if the doorway is
reopened). Game text relating to how the
doorway is played (e.g., creating a spaceline
location and its span) or nullified, terms such
as "Not duplicatable," "Unique," or "Limit one,"
and icons such as |
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Doppelganger A "duplicate" is equivalent to a copy. Other instances of the same persona (even with the same card title) are not duplicates. For example, Jean-Luc Picard (Prem) (Premiere) is not a duplicate of Jean-Luc Picard (First Contact) or Galen. |
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double turn |
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doubling |
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downloading
If you are required to play the card but cannot, the download is invalid. An artifact may be downloaded only by a card that says it downloads artifacts, or that names a specific artifact. Other rules for downloading are as follows:
When a card is downloaded into play, you must obey all normal requirements for playing that card, whether stated in the rules or the card's game text. Downloading Ships, Personnel, and
Equipment: When the text of a facility or site
allows you to download and report a Ship,
Personnel, or Equipment card, both the facility
and the downloaded card must be in their
native quadrant and all other applicable
requirements for reporting (such as a doorway
that allows
When a card other than a facility or site allows you to download a Ship, Personnel, or Equipment card, but does not specify where you may report it, you must obey all normal reporting requirements and report the card to a place that card could normally report (e.g., to a compatible facility and/or an appropriate site, in its native quadrant). For example, Defend Homeworld allows you download a SECURITY personnel, but does not specify a destination. You must report the personnel someplace it could normally report. In most cases this will be a compatible facility in its native quadrant; however, a Borg player could download a SECURITY Borg aboard a Borg Cube (which allows reporting aboard), and a downloaded Luther Sloan could report anywhere, as specified by his skills. When a card other than a facility or site allows
you to download and report a Ship, Personnel,
or Equipment card to a specific destination
(such as "download to here," "to this location,"
"to one of your ships," "to an outpost," etc.),
you must report the card where specified;
normal reporting requirements related to
where you play the card (e.g., a facility,
appropriate site, native quadrant) do not apply.
A special download
You must still obey any reporting restrictions
on the downloaded card, such as an If a card allows you to download a personnel or equipment card during a mission attempt, it cannot join the attempt unless downloaded by a special download icon at the mission location. Downloading Facilities: When a card allows you to download a facility to a location, you must meet all normal requirements for building (playing) the facility, unless specifically overridden by the card text. These requirements include a non-homeworld, matching affiliation mission for outposts, no other facility controlled by you at the location, and any play requirements in the facility's game text (such as an appropriate ENGINEER for building an outpost). Examples:
Downloading Sites: When a card allows the download of a Site card to a facility, the site must be allowed to exist on that facility. For example, you may not download Garak's Tailor Shop to Empok Nor, because that site plays only on Deep Space 9 / Terok Nor or DS9. |
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downloading - special download When you use a special download icon to download a hidden agenda card, you must play that card to the table, then immediately activate it and follow its game text (targeting something at the location of the special download icon if applicable). A card with this icon allows a special download only once per game, no matter how many copies of that card you use during the game. On a Personnel card, this icon is defined as a special skills. |
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draw |
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draw deck |
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draw no cards this turn |
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Dr. Farek |
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Dr. McCoy (The Motion Pictures) |
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drone |
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Drought Tree |
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Dr. Q, Medicine Entity |
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Dr. Reyga |
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Dr. Soong Dr. Soong's "nemesis" is Lore. See nemesis icon. |
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D'Tan |
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dual-affiliation |
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dual-icon missions Space dilemmas affect the ship and crew. Planet dilemmas affect the Away Team. When a Space/Planet dilemma (or a Q-icon card) is encountered, the player attempting the mission chooses whether it applies to the crew or to the Away Team. (When a Q-Flash is encountered, X = the number of personnel in the crew and Away Team combined.) |
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dual-personnel card Anything that happens to one of the individuals on a dual-personnel card automatically happens to the other. For example, if one individual is selected to die, the other individual also dies. If the card is dual-affiliation, both personnel must have the same affiliation at the same time, and cards that affect the affiliation of one of the personnel on the card affect the affiliation of both personnel. Thus, Data and Picard both become Non-Aligned if Lore’s Fingernail is in play. See Q-Type Android. Random selections - To make a random selections from a group including one or more dual-personnel cards, select the appropriate number of cards (as if all were single personnel) and apply the results to all personnel selected. Examples:
If a card targets a personnel of a specific gender, include a male/female dual-personnel card in the selection regardless of gender. For example, if Beverly and Will are in the Away Team encountering Parallel Romance, include the card in the selections of both the male and the female. If Will is selected as the male to be "stopped," Beverly is also "stopped," regardless of who is selected as the female to be "stopped." Opponent's or owner's choice - When a selection is made by choice, select the appropriate number of personnel, which may include one individual on a dual-personnel card. The result of the selection will then affect the other personnel on the card as well. Examples:
Specific criteria - If a dilemma targets a personnel who meets specific criteria, such as the "most CUNNING" or "lowest STRENGTH," examine the relevant attribute of each individual on a dual-personnel card. If either individual meets the criteria, both personnel are affected by the dilemma. For example, if the "most CUNNING" personnel in your Away Team is Nog (on Jake and Nog), then both Jake and Nog are "stopped" by Altonian Brain Teaser. (They pool their CUNNING for the "If their CUNNING < 15" clause.) Reporting and downloading - If one of the personnel on a dual-personnel card can be reported for free (e.g., an android with Cybernetics present) or downloaded (e.g., a SECURITY personnel with Defend Homeworld), the other individual is also reported for free or downloaded. Costs and benefits - If you pay a cost for reporting or downloading a dual-personnel card, you pay that cost only for the individual(s) to whom the costs apply. See Ferengi Conference. If you gain a benefit (such as scoring points) based on the features of an individual personnel, you get that benefit only for the individual(s) on the card with those features. See No Way Out. Personnel battle - Both individuals on the card jointly engage a single adversary, combining their STRENGTH values together to determine the outcome of the personal combat. Assimilation - Dual-personnel cards may not be targeted for assimilation as a counterpart. If one individual is assimilated as a drone, the other is also assimilated. Each individual's staffing icons and attributes are adjusted separately. See assimilation - personnel. Personas - Some dual-personnel cards contain versions of single-card personas. For example, you may not have Sisters of Duras in play at the same time as Lursa and/or B'Etor. persona replacement must include both individuals. |
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duplicatable |
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duplicate |
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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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