|
(2) All-Out War
 
|
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.
|
|
(1) Assassination Plot
 
|
Plays in your core. Order - Destroy this event and return your Assassin to his or her owner's hand to randomly kill an opponent's personnel present with that Assassin.
|
|
(3) Battle Drills
 
|
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.
|
|
(3) Battle Lust
 
|
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.
|
|
(3) Born for Conquest
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
|
|
(1) Bred for Battle
 
|
Assault. Plays in your core. Order - Discard two cards from hand to begin combat involving your Jem'Hadar. Your non-Jem'Hadar present are not involved in the combat. If you win, randomly kill an opponent's personnel involved.
|
|
(2) Brief Reunion
 
|
To play this event, you must command Cardassia Prime. Download a unique personnel, then place him or her on your Cardassia Prime. At the end of this turn, kill that personnel. Destroy this event.
|
|
(2) Brutal Struggle
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
|
|
(3) Collateral Damage
 
|
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.
|
|
(3) Cry "Havoc!"
 
|
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.
|
|
(1) Ferocity
 
|
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.
|
|
(4) Heart of Glory
 
|
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.
|
|
(4) High Command "Motivation"
 
|
Plays in your core. At the start of each of your turns, you may kill one of your personnel to spend a number of additional counters that turn equal to that personnel's cost. If that personnel is unique, you may spend 1 more additional counter that turn.
|
|
(5) Jem’Hadar Strike Force
 
|
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.
|
|
(1) Let Honor Guide You
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your Honor personnel. If you win, randomly kill an opponent's personnel involved.
|
|
(4) Militia Patrol
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your Bajoran Resistance personnel. If you win, randomly kill three opponent's personnel involved. That opponent may lose 5 points to prevent this.
|
|
(5) Power to the Weapons
 
|
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.
|
|
(3) Rash Aggression
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your Treachery personnel. If you win, choose an opponent's personnel involved to be killed.
|
|
(3) Spreading Fear
 
|
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.
|
|
(0) Vast Resources
 
|
Punishment. To play this event, you must command three personnel. Kill your captive to draw a number of cards equal to that captive's cost. Destroy this event.
|
|
(4) We Will Not Surrender
 
|
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.
|
|
Parting Shot
 
|
To play this interrupt, you must have 5 or more points. When an opponent's personnel uses his or her skills, if he or she is facing a dilemma, lose 5 points to kill that personnel.
|
|
Pseudopod
 
|
Infiltration. Morph. Order - Return your Infiltrator to his or her owner's hand to randomly kill an opponent's personnel present with that Infiltrator.
|
|
(2) Corbin Entek, Undercover Operations Supervisor
 
|
3 / 6 / 5
Biology Exobiology Intelligence
Security Treachery
Order - Kill your captive to destroy an event that captive's owner commands.
|
|
(2) Drex, Arrogant Warrior
 
|
4 / 4 / 7
Astrometrics Officer Security
Order - Return this personnel to his owner's hand to kill an opponent's personnel present who costs 2 or less.
|
|
(3) Duras, Son of a Traitor
 
|
2 / 6 / 7
Diplomacy Law Leadership
Programming Treachery x2
High Council Member. When an opponent completes a mission, if this personnel is at that mission, you may kill one of that opponent's personnel at that mission.
|
|
(1) Kovat, Public Conservator
 
|
5 / 5 / 3
Anthropology Diplomacy Law
While this personnel is attempting a mission, you may kill your captive to make this personnel attributes +3 until the end of that mission attempt. You may do this only once each turn.
|
|
(3) Kurn, Bajoran Security Officer
 
|
6 / 5 / 7
Law Navigation Officer
Security
When you win combat involving this personnel, you may return him to his owner's hand to kill an opponent's personnel involved.
|
|
(3) Retaya, Urbane Poisoner
 
|
2 / 6 / 5
Biology x2 Physics Engineer
Treachery x2
Assassin. Order - Return this personnel to his owner's hand to kill an opponent's Intelligence personnel present.
|
|
(3) Tal’Aura, Impatient Senator
 
|
1 / 6 / 4
Biology Diplomacy Geology
Programming Treachery x2
Assassin. Dissident. Senator. Order - Return this personnel to her owner's hand to kill an opponent's Leadership personnel present.
|
|
(3) The Albino, Killer of Children
 
|
2 / 6 / 6
Exobiology Leadership Medical x2
Treachery x2
Assassin. Thief. Order - Return this personnel to his owner's hand to kill an opponent's Honor personnel present.
|
|
(3) Toran, Ambitious Brute
 
|
2 / 5 / 6
Astrometrics Diplomacy Officer
Physics Treachery x2
Assassin. Gul. Order - Discard a personnel from hand and return this personnel to his owner's hand to kill an opponent's personnel present who has a skill that discarded personnel has.
|
|
(2) Trazko, Hired Muscle
 
|
2 / 5 / 6
Astrometrics Programming Treachery x2
Assassin. Order - Return this personnel to his owner's hand to kill an opponent's Treachery personnel present.
|