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(1) Accepting the Past
 
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To play this event, you must command three personnel. Discard a random card from hand, then reveal your hand. If there are two different cards in your hand that you have a copy of in your discard pile, score 5 points. Destroy this event.
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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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(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) Born for Conquest
 
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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.
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(2) Cargo Run
 
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Plays on your space mission. Add Acquisition to this mission's requirements. When you complete this mission, score 5 points.
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(1) Deploy the Fleet
 
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Score 5 points for each of your staffed ships that has its Commander aboard at an opponent's non-headquarters mission. Destroy this event.
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(2) Distant Exploration
 
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Plays on your headquarters mission. When you complete a mission that has a different quadrant icon than this mission, score 5 points.
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(2) Expand the Collective
 
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To play this event, you must command three personnel. Plays on your mission worth 35 or fewer points. You may attempt and complete it using your personnel with these requirements:
- Anthropology, Biology, Security, Transporters, and Strength > 32
- Astrometrics, Engineer, Physics, Science, and Cunning > 36. When you complete it, destroy this event to score 5 points.
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(2) Getting Under Your Skin
 
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To play this event, you must command three personnel. Plays in your core. When you play an event in your core, you may reveal the top card of an opponent's deck. If it is a personnel, score 5 points. You may do this only once each turn.
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(2) Gunboat Diplomacy
 
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Plays in your core. When you play a Vorta, you may choose an opponent to choose one: you may download a Jem'Hadar; or each player scores 5 points.
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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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(1) Just Like Old Times
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Bajoran Resistance personnel. If you win, score 15 points.
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(2) Kotra
 
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To play this event, you must command three personnel. Plays in your core. When an opponent discards a personnel from the top of his or her deck during your turn, score 5 points. You may do this only once each turn.
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(3) Labor Camp
 
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Punishment. Plays on your planet mission. At the start of each of your turns, if your personnel is on this planet and you have a captive, score 10 points.
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(2) Legal Proceedings
 
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Plays on your planet mission. Add Law to this mission's requirements. When you complete this mission, score 5 points.
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(1) Mission Accomplished
 
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Plays in your core. When you complete a mission, if you command a staffed ship at that mission with its Commander aboard, score 5 points.
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(3) One With the Borg
 
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To play this event, you must command three personnel. Plays in your core. Order - Destroy this event to score 5 points for each personnel you command but do not own.
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(2) Prejudice and Politics
 
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Plays in your core. Order - If your Praetor or Senator is on Romulus, reveal the top card of an opponent's deck. If it is a personnel, that opponent places that card in his or her hand. Otherwise, score 5 points, and that opponent places that card on the bottom of his or her deck. You may do this only once each turn.
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(2) Prison Compound
 
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Punishment. To play this event, you must command three personnel. Round the total number of icons on all your captives to the nearest multiple of 5. Score that number of points. Destroy this event.
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(2) Quite a Coincidence
 
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Plays in your core. When you play this event, name a personnel. When an opponent's personnel who has that card title is killed, destroy this event to score 10 points.
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(2) Sensing a Trap
 
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To play this event, you must command a Intelligence personnel. Plays in your core. At the end of each of your turns, name a card. When an opponent plays that card, score 10 points. This effect lasts until the start of your next turn.
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(2) Smuggling Run
 
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Crime. Plays in your core. At the start of each of your turns, if your Smuggler is at an opponent's non-headquarters mission, that opponent has no ship at that mission, and your personnel at that mission have its requirements, you may destroy this event to score 10 points.
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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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(2) Tongo: Confront
 
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Plays in your core. Order - Stop your personnel to make each player discard the top card of his or her deck. The owner of the discarded card that has the highest cost scores 5 points. (In the case of a tie, each tied player scores.) You may do this only once each turn.
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(1) Trial of Faith
 
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Prophet. To play this event, you must command three personnel. Plays in your core. An opponent may play a card he or she owns that is on this event as if that card were in his or her hand. If he or she does, score 5 points. Order - Examine an opponent's discard pile. Place one of those cards on this event. You may do this only once each turn.
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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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(2) Your Fear Will Destroy You
 
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Infiltration. For each opponent's headquarters mission where you command an Infiltrator, score 5 points. Remove this event from the game.
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Security Sweep
 
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To play this interrupt, you must command two Security personnel. Order - Reveal the top three cards of an opponent's deck. If they are all personnel, score 10 points. Place them in the same order on the bottom of that opponent's deck.
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The Tides of Fortune
 
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When an opponent is facing a space dilemma, if your staffed ship is at that mission, that ship and your personnel aboard it face that dilemma instead. Score 10 points.
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(3) Annexation Drone
 
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5 / 5 / 5
Geology Navigation Physics
Transporters
Drone. When you play this personnel, if each of your nonheadquarters missions is an mission, score 5 points. When you lose command of this personnel, remove it from the game.
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(4) Daneka, Reassuring Physician
 
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6 / 5 / 5
Anthropology Biology Medical
Science
When this personnel uses Biology to complete a mission, score 5 points.
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(5) Data, Commanding Officer
 
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6 / 10 / 10
Engineer Leadership Officer
Physics Programming
Commander: U.S.S. Sutherland. Order - Discard a card from hand to name a card. When an opponent plays that card, score 5 points. This effect lasts until the start of your next turn. You may do this only once each turn.
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(2) Day Kannu, Field Colonel
 
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3 / 5 / 6
Engineer Security Officer
Security Treachery
When you win combat involving this personnel, score 5 points.
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(4) Dejar, Cunniung Sabotur
 
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4 / 6 / 5
Engineer Intelligence Science
Treachery
When this personnel uses her Intelligence to complete a mission, score 5 points.
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(4) Duran’Adar, Attentive Sixth
 
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6 / 5 / 7
Engineer Programming Security
Alpha. When this personnel uses a skill to complete an mission, score 5 points. You may do this only once each turn.
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(3) Guinan, Listener
 
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8 / 7 / 4
Anthropology Exobiology Honor
When you play this personnel, each player scores 5 points.
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(4) Kassem, Stern Operative
 
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4 / 6 / 5
Intelligence Medical Officer
Treachery
When this personnel uses a skill to complete a non mission, score 5 points. You may do this only once each turn.
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(4) K’Ehleyr, Diplomatic Advisor
 
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6 / 5 / 6
Anthropology Diplomacy Honor
Law
When this personnel uses her Diplomacy to complete a mission, score 5 points.
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(4) Kira Nerys, Pious Major
 
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6 / 6 / 6
Anthropology Diplomacy Leadership
Navigation
When this personnel uses a skill to complete a mission, score 5 points. You may do this only once each turn.
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(2) Kira Taban, Husband and Father
 
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6 / 5 / 5
Biology Honor Medical
Physics
Bajoran Resistance. When you play this personnel, if you have a lower score than each of your opponents, score 5 points.
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(4) Locutus, Voice of the Borg
 
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1 / 6 / 8
Diplomacy x2 Leadership x2 Officer
Treachery x2
Commander: Locutus' Borg Cube. While this personnel is facing a dilemma, if he uses his Diplomacy, Leadership, Officer, or Treachery, score 10 points.
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(3) Omet’iklan. Steely Dsciplinarian
 
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6 / 6 / 9
Biology Geology Leadership
Officer
When you lose 5 points, you may place two of your Jem'Hadar present in their owner's discard pile to score 5 points. You may do this only once per turn.
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(3) Solbor, Faithful Attendant
 
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7 / 5 / 3
Anthropology Exobiology Honor
Prylar. When you complete a mission involving this personnel, if your Kai, other Prylar, or Vedek used a skill to complete it, score 5 points.
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(2) Tamarith, Reformist
 
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6 / 5 / 4
Anthropology Biology Honor
Medical
Dissident. When you complete a mission, if this personnel used any of her skills, score 5 points.
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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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(7) Tenak’talar, Weyoun’s Warship
 
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Warship 9 / 9 / 9
Standard Equipment
When an opponent's mission attempt fails, if this ship is staffed and at that mission, score 10 points.
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(6) U.S.S. Enterprise-D, Explorer
 
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Galaxy Class 8 / 8 / 9
Standard Equipment
When you complete a space mission requiring Diplomacy, if this ship is at that mission, score 10 points.
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(7) U.S.S. Enterprise-E, Federation Envoy
 
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Sovereign Class 9 / 9 / 9
Standard Equipment
When you complete a planet mission, if this ship is at that mission, score 5 points.
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