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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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(2) Machinations
 
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Temporal. Plays in your core. When you have drawn dilemmas, you may remove this event and those dilemmas from the game to search your dilemma pile and choose a dilemma for your opponent's personnel to face that costs no more than the number of dilemmas you removed. Shuffle and replace your dilemma pile face down.
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(1) Ohhhh! Nothing Happened!
 
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Q. Temporal. Plays in your core. When you play another Temporal card, you may destroy this event to name a dilemma. Choose an opponent to take a copy of that dilemma from his or her dilemma pile and remove it from the game. That opponent shuffles and replaces his or her dilemma pile face down.
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(3) Tampering With Time
 
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Temporal. Plays in your core. Order - Choose one: stop one of your personnel to examine the top three cards of an opponent's dilemma pile; or stop one of your personnel to examine the bottom three cards of an opponent's dilemma pile. Place those cards on the top and/or bottom of that dilemma pile in any order.
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(3) Temporal Incursion
 
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Temporal. Plays in your core. When the player on your right begins a mission attempt, you may flip your dilemma pile over to draw an extra dilemma. (Cards that were face up on the bottom of your dilemma pile become face down on the top.)
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(0) Temporal Test Subject
 
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Temporal. Discard an , , or personnel from hand to take an , , or personnel from your discard pile into hand. Destroy this event.
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(0) The Edge of Forever
 
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Temporal. Plays in your core. Order - Lose 5 points to choose one: download a card and place it at your headquarters mission where it could be played; or take a card from your discard pile and place it at your headquarters mission where it could be played. Destroy this event.
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(0) The Manheim Effect
 
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Temporal. Plays in your core. When you are about to draw dilemmas, you may destroy this event to take an overcome dilemma you own from an opponent's completed mission and place it on top of your dilemma pile.
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(2) Visionary
 
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Temporal. To play this event, you must command two Engineer personnel. Plays in your core. When you draw a card, you may discard that card to draw a card. You may do this only once each turn.
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Pursuit Course
 
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Pursuit. Temporal. When an opponent's ship moves away from a mission where you have a staffed ship, place that ship at the mission the opponent's ship moves to.
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