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(1) Romulan Disruptor Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(2) At An Impasse
 
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To play this event, you must command three personnel. Plays in your core. No player may draw cards from his or her deck. (Players do not need to spend all their counters on their turns.) At the start of your next turn, remove this event from the game.
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(2) Brinkmanship
 
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Plays in your core. While your Diplomacy personnel is facing a dilemma, you may discard a card from hand to meet that dilemma's Integrity requirements using Cunning instead.
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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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(1) Dissolving the Senate
 
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To play this event, you must command three personnel. Plays in your core. When your personnel is stopped by a dilemma, you may destroy this event to make one of your unique personnel present attributes +4. This effect lasts until the end of that mission attempt.
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(2) Escaping Detection
 
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To play this event, you must command three personnel. Plays in your core. While it is not your turn, if you command more events than each of your opponents, each of your personnel aboard your Cloaking Device ship is at all missions in the same quadrant as that ship.
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(0) Far-Seeing Eyes
 
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To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, you may lose 5 points and destroy this event to examine your opponent's deck and remove two non-ship cards from the game. He or she shuffles and replaces his or her deck.
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(2) Forcing Their Hand
 
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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. At the start of each of your turns, place each card here in its owner's discard pile. Order - Place a random card from an opponent's hand on this event. You may do this only once each turn.
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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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(0) Holographic Hoax
 
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To play this event, you must command three personnel. Choose an opponent to draw a card, then remove the top card of his or her deck from the game. Destroy this event.
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(2) Nelvana Trap
 
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Maneuver. Plays on an opponent's mission. When an opponent moves a ship to this mission, you may destroy this event to take each ship from your copies of Engage Cloak, place them at this mission, and begin an engagement involving them. If you win, randomly kill an opponent's personnel involved.
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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) Peacemaker or Predator?
 
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Examine a number of cards from the top of an opponent's deck equal to the number of Leadership personnel you command. Replace those cards in any order. Destroy this event.
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(0) Power Shift
 
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To play this event, you must command three personnel. Plays in your core. While your personnel is attempting a mission, you may lose 5 points to make each of your personnel attributes +1 until the end of this turn.
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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) Romulan Intelligence Network
 
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Plays in your core. At the start of each of your turns, if you have a personnel at an opponent's planet mission, you may examine the top two cards of that opponent's deck. Place one of those cards on the bottom of that deck and the other one on top.
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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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(1) Shadow Operation
 
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To play this event, you must command two Intelligence personnel. Plays in your core. When you are about to play a personnel who costs 3, if you have played no other personnel this turn and your staffed ship is at an opponent's non-headquarters mission, that personnel is cost -2.
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(0) Tactical Planning
 
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To play this event, you must command a Security personnel. Discard a card from hand to draw two cards. Destroy this event.
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(4) The Enterprise Incident
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
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(2) The Reman Mines
 
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Plays on Supervise Dilithium Mine. Each of your ships is Range +1 for each Reman you command (limit +3).
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(3) Unseen Manipulations
 
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To play this event, you must command three Treachery personnel. Plays in your core. When an opponent begins the Execute Orders segment of his or her turn, if that opponent has not drawn two cards or played a ship this turn, he or she discards the top two cards of his or her deck.
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(2) We Are Back
 
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To play this event, you must command three personnel. Plays in your core. Each of your Officer personnel is Cunning +2.When an opponent plays an event to his or her core, destroy this event.
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Alternate Identity
 
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Order - Replace a personnel you command with a personnel from your hand. Place the personnel you replaced in your discard pile.
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Brainwashing
 
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Capture. To play this interrupt, you must command three personnel. Order - Lose 5 points to reveal an opponent's hand. Choose a personnel that you do not command and place him or her on your headquarters mission. (You now command that personnel.)
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Chance Observation
 
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When your personnel is facing a dilemma, reveal the top three cards of an opponent's deck and make that personnel attributes +1 for each non-event card revealed. This effect lasts until the end of that dilemma.
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Change of Heart
 
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To play this interrupt, you must command three personnel. When a random selection is made by a dilemma, you may ignore its results and select again.
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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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Diplomatic Masquerade
 
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When your Diplomacy personnel is facing a dilemma, reveal the top card of an opponent's deck. If it is a personnel, that personnel gains the revealed personnel's skills until the end of this dilemma.
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Insult
 
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To play this interrupt, you must command three personnel. Order - Choose an opponent to discard the top card of his or her deck. If it is not a personnel, discard the top two cards of your deck. If it is a personnel who costs 1, you may place this interrupt on top of your deck insted of discarding it.
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Lying in Wait
 
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When a personnel is about to be randomly selected by a dilemma, if you command a personnel at the same mission, make the selection as follows instead: the player who commands the eligible personnel excludes one from that selection, then the dilemma's owner chooses from the remaining eligible personnel.
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Outlining the Stakes
 
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To play this interrupt, you must command three personnel. When you are checking if your personnel can meet a mission's requirements, lose 5 points to subtract a skill from those requirements.
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Protection of the Tal Shiar
 
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When your non-Intelligence personnel is facing a dilemma, he or she is attributes +1 and gains all skills on one of your Intelligence personnel at this mission. This effect lasts until the end of that dilemma.
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Secret Conspiracy
 
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When an opponent is about to complete a mission, if your Intelligence personnel is at that mission, add that personnel's skills (except Intelligence) to the mission's requirements. This effect lasts until the end of that opponent's turn.
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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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Twist of Fate
 
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When your personnel is about to be killed, randomly select another of your personnel present to be killed instead.
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