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(3) A Chance for Glory
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
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(1) Adapted to Service Us
 
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To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement involving your personnel, you may discard the top card of your deck to take command of an opponent's event that has no cards on it. (Move that event to your core.)
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(2) All-Out War
 
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Assault. Maneuver. Lose 5 points to play in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill three opponent's personnel involved.
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(0) Apprehended
 
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Assault. Capture. Maneuver. Plays in your core. Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
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(2) BaH!
 
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Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, score 10 points.
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(3) Battle Drills
 
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Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, randomly kill an opponent's personnel involved.
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(3) Battle Lust
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. If that personnel costs 1, randomly kill another opponent's personnel involved. Repeat this until you kill a personnel who does not cost 1.
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(5) Borg Cutting Beam
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is attributes -2.
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(3) Cavalry Raid
 
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Plays in your core. When an engagement in which an opponent's personnel was killed ends, you may destroy this event to unstop each of your personnel and ships involved and restore all Range those ships have used this turn. You cannot begin any other engagements this turn.
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(1) Changed History
 
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Temporal. Plays in your core. When you win an engagement involving your ship, you may reveal the top card of the loser's deck. If it is a personnel you do not command, you may place him or her on that ship. (You now command that personnel).
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(3) Collateral Damage
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. That opponent discards cards from the top of his or her deck equal to that personnel's cost.
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(3) Cry "Havoc!"
 
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Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
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(3) Disable Sensors
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - Personnel aboard this ship cannot attempt missions.
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(1) Ferocity
 
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Assault. Maneuver. Plays in your core. When you win combat or an engagement involving your personnel, you may destroy this event to randomly kill an opponent's personnel involved.
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(4) Heart of Glory
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill two opponent's personnel involved.
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(3) Jem’Hadar Ambush
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
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(5) Jem’Hadar Strike Force
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
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(2) Nelvana Trap
 
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Maneuver. Plays on an opponent's mission. When an opponent moves a ship to this mission, you may destroy this event to take each ship from your copies of Engage Cloak, place them at this mission, and begin an engagement involving them. If you win, randomly kill an opponent's personnel involved.
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(3) No Peace in Our Time
 
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Maneuver. Plays in your core. Each of your Treachery personnel is Cunning +2. Order - Destroy this event to begin an engagement involving your Treachery personnel. If you win, randomly kill an opponent's personnel involved.
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(2) Pierce Their Defenses
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Shields -2.
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(2) Point Blank Strike
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Weapons -2.
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(5) Power to the Weapons
 
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Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill two opponent's personnel involved.
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(2) Precise Attack
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Range -2.
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(3) Resistance Tactics
 
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Plays in your core. When combat or an engagement involving your card begins, you may destroy this event to prevent that combat or engagement and stop each personnel and ship involved.
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(3) Spreading Fear
 
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Decay: 3. (When there are three cards on this event, destroy it.) Maneuver. Plays in your core. Order - Place a card from hand on this event to begin an engagement involving your Jem'Hadar. If you win, randomly select one opponent's personnel involved for each of your Vorta involved. Choose one of those selected personnel to be killed.
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(3) Standard Cardassian Procedure
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
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(1) Standing Your Ground
 
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Plays in your core. When you are about to destroy an event to begin an engagement involving your ship with its Commander aboard, you may destroy this card instead to pay that cost.
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(1) Staunch Determination
 
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Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
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(4) The Enterprise Incident
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
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(3) The Orion Underworld
 
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Crime. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship with your Thief aboard. If you win, score 10 points.
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(3) The Will of the Collective
 
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Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly select an opponent's personnel involved, take command of that personnel, and place him or her on your ship at this mission.
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(4) We Will Not Surrender
 
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Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
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Evasive Maneuvers
 
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Maneuver. When your ship with your Navigation personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
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Ja’chuq
 
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When you win combat or an engagement involving your Leadership personnel, choose one of your missions. The player to your left places the top card of his or her dilemma pile face up beneath that mission (that dilemma is overcome). Remove this interrupt from the game.
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Power to the Shields
 
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Maneuver. When your ship with your Engineer personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
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Render Assistance
 
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Maneuver. When an engagement involving your ship begins, another one of your ships at that mission joins that engagement.
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(2) Alexander Rozhenko, Good Luck Charm
 
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6 / 4 / 5
Engineer Honor Officer
Transporters
When you win an engagement involving this personnel, you may draw a card.
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(3) Amaros, Earnest Vanguard
 
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4 / 5 / 6
Engineer Leadership Navigation
Physics Treachery
When an engagement involving your ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(3) Dukat, True Cardassian
 
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4 / 6 / 6
Leadership Navigation Officer
Programming Security
Commander: Naprem. When an engagement involving this personnel ends, the ship he is aboard and each of your personnel aboard it are not stopped. You cannot begin any other engagements this turn.
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(4) Enabran Tain, Head of the Obsidian Order
 
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2 / 7 / 3
Engineer Intelligence x2 Leadership
Programming Security Treachery x2
When an engagement involving your ship or ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(2) Harana
 
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4 / 6 / 5
Anthropology Geology Medical
Physics
When this personnel is killed by a dilemma, in combat, or in an engagement, you may destroy a non-Maneuver event.
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(2) Hazar
 
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5 / 5 / 5
Astrometrics Leadership Officer
Transporters
General. When an opponent begins an engagement involving your ship at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(5) Kahless, The Unforgettable
 
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10 / 5 / 8
Honor x2 Leadership x3
When you kill an opponent's personnel in combat or an engagement, if you command a ship, you may place a personnel who costs 3 or less from hand aboard that ship.
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(2) Kor, Noble Warrior to the End
 
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6 / 5 / 6
Anthropology Honor Leadership
Commander: I.K.S. Ning'tao. While this personnel is in an engagement, you may kill him to make the ship he is aboard attributes +3 until the end of this turn.
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(4) Kurn, Squadron Commander
 
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6 / 5 / 7
Astrometrics Diplomacy Honor
Leadership Navigation Officer
Commander: I.K.S. Hegh'ta. When an engagement involving your ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(3) Lamat’Ukan, Resourceful Third
 
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6 / 5 / 7
Programming Security Transporters
Alpha. When an engagement you began ends, you may unstop each of your personnel and ships involved and restore all Range those ships have used this turn. You cannot begin any other engagements this turn.
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(4) Lovok, Tal Shiar Colonel
 
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5 / 6 / 7
Intelligence Navigation Officer
Programming Science Transporters
Commander: Serrola. When an engagement involving your ship or ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(2) Michael Eddington, Noble Hero
 
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4 / 6 / 6
Engineer Leadership Security
Treachery
Commander: Guingouin. While an opponent's ship is in an engagement at this mission, that opponent cannot play interrupts.
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(2) Weyoun, Warship Commander
 
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2 / 6 / 6
Leadership Navigation Treachery x2
Commander: Tenak'talar. When an engagement involving your ship or ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(4) Worf, Strategic Operations Officer
 
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8 / 5 / 8
Diplomacy Honor x2 Leadership
Officer
When an engagement involving your ship begins at this mission, if this personnel is aboard a ship, that ship may join that engagement.
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(5) Guingouin
 
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Condor Class 6 / 6 / 6 
Standard Equipment
When you win an engagement you began involving this ship, if each ship you command is a ship, score 10 points.
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(6) I.K.S. Bortas
 
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Vor'cha Class 8 / 9 / 8
Cloaking Device
When you win an engagement involving this ship, you may discard a card from hand to download a Maneuver event.
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(4) Maquis Raider
 
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Condor Class 6 / 6 / 6 
Standard Equipment
When you win an engagement involving this ship, the loser places one of his or her personnel involved on top of that personnel's owner's deck.
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(6) Prakesh
 
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Galor Class 8 / 8 / 8
Standard Equipment
While this ship is in an engagement you did not begin, it is Shields +4.
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(6) Rovaran
 
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D'deridex Class 7 / 9 / 9
Cloaking Device
When you win an engagement involving this ship, you may examine the loser's hand and choose a card to be removed from the game.
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(7) Scimitar, Predator
 
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Scimitar Class 9 / 11 / 10
Cloaking Device
When you win an engagement involving this ship, the loser discards the top card of his or her deck.
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(7) U.S.S. Defiant, Prototype Warship
 
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Defaint Class 8 / 10 / 10
Cloaking Device
While this ship is in an engagement, it is Weapons +1 and Shields +2.
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(7) Valdore
 
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Norexan Class 9 / 9 / 9
Cloaking Device
When an opponent begins an engagement involving your other ship, if this ship is on your Engage Cloak, you may place this ship at that mission to join that engagement.
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