(0) Bat’leth
 
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Hand Weapon. When you win combat involving your Klingon present, the loser discards a random card from hand.
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(1) Klingon Disruptor Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(2) The Sword of Kahless
 
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Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Hand Weapon. Each of your Klingons and Honor personnel present is Integrity - 2, Cunning + 1, and Strength + 2.
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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) 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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(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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(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) 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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(0) Guidance of the Council
 
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Plays in your core. When you play a Diplomacy personnel, you may download a Chancellor or High Council Member.
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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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(1) Let Honor Guide You
 
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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.
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(0) Noble Cause
 
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Decay: 2. (When there are two cards on this event, destroy it.) To play this event, you must command three personnel. Plays in your core. When you destroy an Assault or Maneuver event you own, you may place it on this event. When this event is destroyed, you may take each card here into your hand.
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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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(0) Order of the Bat’leth
 
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To play this event, you must command a Honor personnel. Discard a card from hand to draw two cards. Destroy this event.
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(2) Sonchi
 
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Plays in your core. When you play an Anthropology Klingon, you may destroy this event to remove an event in an opponent's core from the game.
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(2) Warrior’s Birthright
 
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To play this event, you must command three personnel. Plays on your mission. You may meet Integrity and Cunning requirements of this mission and each dilemma you face at this mission using Strength instead.
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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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Coordinated Attack
 
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To play this interrupt, you must command three Officer personnel. Order - Download an Assault or Maneuver card.
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Honorable Death
 
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To play this interrupt, you must command a unique personnel present with an opponent's personnel. Order - Kill that personnel to destroy an opponent's event.
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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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Relentless
 
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When your Honor Klingon is about to be stopped by a dilemma, discard an interrupt from hand to prevent that.
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The Promise
 
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When your personnel is facing a dilemma, he or she gains all skills and attributes on a personnel in your discard pile. This effect lasts until the end of that dilemma.
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We Are Klingon
 
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When your personnel is attempting a mission, he or she is Strength +1 until the end of that mission attempt (or +3 if you command Kahless).
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