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(2) Hired Muscle
 
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Dual Dilemma
Unless you have 2 Acquisition or choose to discard three cards from hand, your opponent chooses a personnel to be placed on top of his or her owner's deck.
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(2) Memory Invasion
 
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Dual Dilemma
Your opponent examines your hand and chooses a card. Unless you choose to discard that card, randomly select three personnel to be stopped.
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(1) On Foreign Ground
 
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Planet Dilemma
Unless you command an event in your core, your opponent chooses a personnel to be killed for each headquarters mission you command. If you have at least one card in your hand, you may discard your hand to prevent this.
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(2) The Dreamer and the Dream
 
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Dual Dilemma
Place this dilemma on this mission. At the end of this turn, this dilemma is overcome. If at that time this mission has not been completed, its owner discards his or her hand.
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(3) The Three Vipers
 
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Space Dilemma
Unless you have Engineer and 2 Navigation or Astrometrics, Officer, and Science, all your personnel are stopped and this dilemma is placed on your ship.
Damage - At the start of each of your turns, discard a card from hand.
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(4) Ak’voh
 
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Plays in your core. When a dilemma kills a personnel, his or her owner discards a card from hand.
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(1) Building a Bridge
 
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To play this event, you must command three personnel. Plays in your core. When you complete a mission, for each Vorta that used any of his or her skills to complete that mission, each opponent discards a card from hand and you may draw a card.2
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(1) Deep Hatred
 
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To play this event, you must command three personnel. Examine your opponent's discard pile and choose an interrupt to remove from the game. Then examine his or her hand and deck and remove each copy of that interrupt from the game. He or she shuffles and replaces his or her deck. Destroy this event.
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(3) Diplomatic Overture
 
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Plays on a mission, if your Diplomacy personnel is at that mission. While a Diplomacy personnel is at this mission, that personnel's owner must discard a card from hand to use his or her skills.
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(0) Organized Terrorist Activities
 
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To play this event, you must command three  personnel. Lose 5 points to make an opponent place his or her hand on top of his or her deck. Then you may examine that deck and choose a nonship card to remove from the game. He or she shuffles and replaces his or her deck. Destroy this event.
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(1) Out of Options
 
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Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three personnel. Plays in your core. When an opponent begins a mission attempt, examine his or her hand and choose a card to place on this event. When this event is destroyed, return each card here to its owner's hand.
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(1) Psychological Pressure
 
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Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
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(0) Stalling for Time
 
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To play this event, you must command three  personnel. Name a personnel. Each opponent returns each personnel he or she commands who has that card title to his or her owner's hand. Destroy this event.
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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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(3) Under Scrutiny
 
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Plays in your core. When you play this event, name a personnel. While that personnel is attempting a mission, his or her owner must discard a card from hand to use his or her skills.
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Clear Ultimatum
 
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To play this interrupt, you must command three personnel. Order - Examine an opponent's hand. Choose an event or interrupt revealed. That opponent discards it.
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Shared Delicacy
 
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Punishment. To play this interrupt, you must command three Guls and have a captive. Order - Reveal a random card from that captive's owner's hand. He or she chooses to discard that card or discard the top three cards of his or her deck.
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Vile Deception
 
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When an opponent's personnel is attempting a mission, if your Romulan is at that mission, that opponent chooses to reveal his or her hand and discard all interrupts revealed or chooses two of his or her personnel involved in that mission attempt to be stopped.
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(2) B’Elanna Torres, Creative Engineer
 
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5 / 6 / 6
Astrometrics Engineer Programming x2
When an opponent is about to discard a card from hand, you may place a card from your hand on top of your deck to randomly select that opponent's card from all eligible cards.
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(2) Deanna Troi, Ship’s Counselor
 
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6 / 5 / 4
Anthropology Diplomacy Honor
Telepathy
Order - If this personnel is present with an opponent's personnel, stop this personnel to examine that opponent's hand and choose a card to place on the bottom of his or her deck.
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(3) Jack, Maladjusted Misfit
 
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4 / 8 / 6
Anthropology Astrometrics Physics
Programming
Genetically Enhanced. Order - Stop this personnel to name a card type, then reveal a random card from an opponent's hand. If it is that type, place it on top of its owner's deck.
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(2) Kobb
 
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4 / 6 / 4
Diplomacy Law Science
When you play this personnel at Athos IV, choose an opponent to place a card from hand on top of his or her deck.
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(4) Lovok Founder, Puppet Master
 
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2 / 7 / 7
Astrometrics Intelligence Officer
Science Transporters Treachery x2
Founder. Infiltrator. Shape-shifter. When you play an Infiltration card, if this personnel is present with an opponent's personnel, that opponent discards a random card from hand.
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(2) Mirok, Interphase Researcher
 
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4 / 6 / 6
Engineer Physics Science
Treachery
When an opponent attempts this mission with an Engineer personnel, that opponent discards a card from hand.
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(1) Reide
 
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4 / 5 / 6
Diplomacy Exobiology Physics
Order - Discard two cards from hand to place two random cards from an opponent's hand on top of his or her deck. You may do this only once each turn.
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(3) Ro Laren, Maquis Sympathizer
 
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4 / 6 / 6
Leadership Navigation Programming
Security Treachery
When this personnel uses a skill to complete a mission, you may choose an opponent to place two random cards from hand on top of his or her deck.
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(3) Sela, Devious Schemer
 
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2 / 6 / 5
Intelligence Leadership Officer
Security Treachery x2
While an opponent's Security personnel is at this mission, that opponent must discard a card from hand to use that Security.
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(4) Shankar, Maquis Soldier
 
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4 / 6 / 6
Archaeology Biology Geology
Officer Treachery
When you play this personnel, if you command at least three Region: Demilitarized Zone missions, you may make each opponent place his or her hand on the top of his or her deck in the order of his or her choice.
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(3) Sirol, Diplomatic Adversary
 
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3 / 6 / 6
Astrometrics Diplomacy Leadership
Navigation Officer Treachery
While an opponent's Treachery personnel is at this mission, that opponent must discard a card from hand to use that Treachery.
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(3) Surmak Ren, Medical Administrator
 
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5 / 6 / 5
Biology Leadership Medical
Programming Science
Bajoran Resistance. When you play this personnel, each opponent discards a card from hand for each headquarters mission he or she commands.
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(2) Taris, Deceitful Subcommander
 
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4 / 5 / 6
Archaeology Leadership Medical
Officer Transporters
Commander: Haakona. When you play this personnel, you may examine an opponent's hand.
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(2) Toreth, Cautious Commander
 
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5 / 6 / 5
Honor Leadership Navigation
Officer
Commander: Khazara. When this personnel uses a skill to complete a mission, you may examine an opponent's hand and choose one of those cards to be discarded. You may do this only once each turn.
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(3) Vreenak, Tal Shiar Chairman
 
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4 / 6 / 5
Anthropology Diplomacy Intelligence x2
Law Leadership
Senator. While an opponent's Diplomacy personnel is at this mission, that opponent must discard a card from hand to use that Diplomacy.
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(6) Khazara
 
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D'deridex Class 7 / 9 / 9
Cloaking Device
Order - If this ship is on your Engage Cloak, examine an opponent's hand and choose one of those cards. That opponent exchanges that card with the top card of his or her deck. You may do this only once each turn.
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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) Tama
 
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Darmok Class 8 / 8 / 9
Standard Equipment
While this ship is at a planet mission, if this ship is staffed, an opponent must discard a card from hand to beam to or from this planet.
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(6) Terix
 
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D'deridex Class 7 / 9 / 9
Cloaking Device
While this ship is at an opponent's space mission, if this ship is staffed, that opponent must discard two cards from hand to attempt this mission.
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(6) Trolarak
 
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D'deridex Class 7 / 9 / 9
Cloaking Device
While this ship is at an opponent's planet mission, if this ship is staffed, that opponent must discard two cards from hand to attempt this mission.
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(7) U.S.S. Defiant, Stolen Warship
 
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Defiant Class 8 / 10 / 10 
Standard Equipment
Order - If this ship is staffed and at a non-headquarters mission, this mission's owner places two cards from hand on top of his or her deck. You may do this only once each turn.
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