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'downloading' - K’Tal, Senior Council Member is the target
K'Tal, Senior Council Member could be downloaded by the following card:
'downloading' - K’Tal, Senior Council Member is the reason
'downloading' - possible downloads by using K’Tal, Senior Council Member:
function: when you play a Chancellor or High Council Member at this mission you may download an event
all affiliations cards (212):
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(2) Abduction
 
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Plays in your core. Order - Destroy this event and stop your two Security personnel present together at a non-Headquarters mission to name a skill. Randomly select an opponent's personnel present who has that skill and take command of him or her.
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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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(1) Adapted to Service Us
 
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To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement involving your personnel, you may discard the top card of your deck to take command of an opponent's event that has no cards on it. (Move that event to your core.)
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(2) Adding to Our Perfection
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved and take command of him or her.
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(4) Ak'voh
 
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Plays in your core. When a dilemma kills a personnel, his or her owner discards a card from hand.
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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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(3) Anything or Anyone
 
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Infiltration. To play this event, you must command three personnel. Plays in your core. You may execute only one order using this event each turn. Order - Place an Infiltrator from hand on this event. (You now command that personnel.) Order - Place an infiltrator from this event aboard an opponent's ship or on an opponent's planet mission.
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(0) Apprehended
 
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Assault. Capture. Maneuver. Plays in your core. Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
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(2) A Second Chance at Life
 
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Q. Reveal your hand. Choose an opponent to choose a card from your hand. Discard it to take any other non-interrupt card from your discard pile into hand. Destroy this event.
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(1) Assassination Plot
 
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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.
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(1) Astrometrics Lab
 
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Plays in your core. Order - Discard a card from hand to make your ship with your Astrometrics personnel aboard Range +2 until the end of this turn. You may do this only once each turn.
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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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(1) A Treasure Beyond Comparison
 
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Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.
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(0) At What Cost?
 
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Lose 5 points to spend 7 additional counters this turn. Destroy this event.
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(1) Awaiting Trial
 
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Punishment. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, if you have a captive, you may draw a card.
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(0) Back-flush Bussard Collectors
 
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To play this event, you must command a Engineer personnel. Discard a card from hand to draw two cards. Destroy this event.
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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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(1) Bajoran Gratitude Festival
 
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To play this event, you must command three personnel. Remove up to four cards in your discard pile from the game, then draw an equal number of cards. Destroy this event.
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(3) Battle Drills
 
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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.
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(3) Battle Lust
 
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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.
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(2) Biogenic Weapon
 
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To play this event, you must command two  personnel. Plays on a mission. This mission cannot be attempted unless its owner has completed each other non-headquarters mission he or she commands.
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(1) Biological Distinctiveness
 
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To play this event, you must command three personnel. Plays in your core. Each of your personnel is attributes +1 for each personnel on this event. Order - Place a personnel you command but do not own on this event.
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(2) Blind Spot
 
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Pursuit. Plays on your ship. When an opponent's ship moves away from this mission, this ship may follow using its Range from your next turn.
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(5) Borg Cutting Beam
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is attributes -2.
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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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(1) Bred for Battle
 
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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.
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(2) Brief Reunion
 
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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.
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(2) Brutal Struggle
 
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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.
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(1) Building a Bridge
 
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To play this event, you must command three personnel. Plays in your core. When you complete a mission, for each Vorta that used any of his or her skills to complete that mission, each opponent discards a card from hand and you may draw a card.2
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(2) Bustling with Activity
 
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Plays in your core. Each time you play a personnel at Mouth of the Wormhole, each player may discard a card from hand to download a personnel of the same affiliation as the played personnel.
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(1) Captain on the Bridge
 
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Plays in your core. You may play a Commander that corresponds with your ship aboard that ship. When you do, he or she is cost -1.
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(2) Cardassian Protectorate
 
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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 you spend 1 counter to draw a card, instead examine the top three cards of your deck, place one of them on this event, and take the other two into hand.
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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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(2) Caught in the Act
 
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Capture. Plays in your core. Order - Stop two of your personnel present together with an opponent's personnel at a non-headquarters mission to reveal the top card of that opponent's deck. If it is a personnel that opponent does not command, place him or her in your brig. (That opponent now commands him or her.) Otherwise, the opponent draws that card. You may do this only once each turn.
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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) 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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(1) Changeling Sabotage
 
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Infiltration. Plays in your core. Order - If your Infiltrator is aboard an opponent's undamaged ship, return that Infiltrator to his or her owner's hand to place a Damage card from hand aboard that ship.
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(3) Collateral Damage
 
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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.
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(1) Common Ground
 
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To play this event, you must command three personnel. Starting with the player to your left, each player may place a personnel from hand on a headquarters mission where that personnel could be played. (Yours must be a personnel.) Destroy this event.
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(5) Complications
 
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Plays in your core. When the player on your right begins a mission attempt, you may destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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(2) Confessions in the Pale Moonlight
 
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Plays in your core. While your  Treachery personnel is attempting a mission, you may destroy this event to make him or her gain a skill of your choice until the end of this turn.
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(2) Conscription
 
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Download two Glinns, then place them on top of your deck in any order. Destroy this event.
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(0) Crowd Control
 
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Plays in your core. When a player is about to play a personnel who costs 1, if that player has played exactly one other personnel who costs 1 during this turn, that personnel is cost +2.
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(3) Cry "Havoc!"
 
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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.
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(2) D'Arsay Archive
 
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Count the number of cards in your hand, shuffle them, and place them on the bottom of your deck to draw an equal number of cards. Destroy this event.
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(0) Days of Atonement
 
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To play this event, you must command a Anthropology personnel. Discard a card from hand to draw two cards. Destroy this event.
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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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(4) Deep Roots
 
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Plays in your core. When you play a Bajoran Resistance personnel, you may destroy this event to destroy an event.
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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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(3) Desperate Sacrifice
 
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Plays in your core. Order - If you command four events, destroy this event to make each player choose two events he or she commands, then destroy each other event he or she commands.
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(3) Diplomatic Overture
 
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Plays on a mission, if your Diplomacy personnel is at that mission. While a Diplomacy personnel is at this mission, that personnel's owner must discard a card from hand to use his or her skills.
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(3) Disable Sensors
 
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Maneuver. Plays in your core. Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - Personnel aboard this ship cannot attempt missions.
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(1) Disadvantage Into Advantage
 
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To play this event, you must command three personnel. Plays in your core. The first unique personnel played each turn costs -2.
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(0) Dispensing the White
 
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To play this event, you must command a Treachery Vorta. Discard a card from hand to draw two cards. 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) 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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(0) Endangered
 
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Plays in your core. When the player on your right begins a mission attempt, you may lose 5 points and destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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(1) Enemy in Your Midst
 
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Infiltration. Morph. Plays in your core. Order - Destroy this event to place any number of your Infiltrators at one mission aboard a ship at the same mission.
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(2) Engage Cloak
 
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Plays in your core. You may execute only one order using this event each turn. Order - If there is no ship on this event, place your staffed ship that has a Cloaking Device on this event. (While a ship is here, this event cannot leave play.) Order - If a ship is on this event, place that ship at any mission. That ship's Range for this turn is used.
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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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(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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(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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(4) Feast on the Dying
 
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Examine the top two cards of your deck. You may replace either or both of them with a card from your discard pile, then place them on top of your deck in any order. Remove this event from the game.
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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) Field Studies
 
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To play this event, you must command three personnel at your space mission. Lose 5 points to reveal the top two cards of an opponent's dilemma pile. Place face up beneath that mission any dilemmas that could be faced there. Replace the remaining cards in any order. Destroy this event.
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(3) For All Our Sons
 
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Plays on Cardassia Prime. At the start of each of your turns, if your Gul or Legate is at a different mission, you may examine the top three cards of your deck. Take two of those cards into hand and discard the other.
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(3) For All Our Sons
 
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Plays on Cardassia Prime. At the start of each of your turns, if your Gul or Legate is at a different mission, you may examine the top three cards of your deck. Take two of those cards into hand and discard the other.
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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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(1) Foresight
 
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Plays in your core. Order - Stop your personnel to examine the top card of your deck, then place it on the top or bottom of your deck.
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(2) Forever Linked
 
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Plays in your core. When your personnel is killed, you may place him or her on this event. (You no longer command him or her.) When your personnel is facing a dilemma, you may place a personnel from this event in his or her owner's discard pile to make that personnel gain a skill from that discarded personnel until the end of this turn.
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(3) For the Cause
 
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Plays on Athos IV. You may attempt and complete Region: Demilitarized Zone missions using your personnel with these requirements: Leadership, Security, Treachery, and Strength > 36.
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(2) For the Sisko
 
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Prophet. Plays in your core. Order - If you command three personnel, discard a non-personnel card from hand to place two personnel from your discard pile on top of your deck in any order.
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(2) Friction
 
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To play this event, you must command three personnel. Plays in your core. When a player plays a non-Jem'Hadar personnel, that personnel is stopped.
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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) 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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(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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(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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(4) Heightened Perception
 
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Temporal. Plays in your core. When you choose dilemmas for your dilemma stack, you may place any you do not choose face down on this event. When an opponent has faced the last dilemma in your dilemma stack, you may examine your dilemmas here and place one on your dilemma stack. When a mission attempt ends, return each dilemma here to your dilemma pile.
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(4) High Command "Motivation"
 
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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.
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(0) Hollow Pleasantries
 
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Plays in your core. When you play a Vorta, each opponent may draw a card. That Vorta is cost -1.
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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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(1) How Would You Like a Trip to Romulus?
 
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Choose one: download a Commander that corresponds with your ship; or download a ship that corresponds with your Commander. Destroy this event.
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(0) I Don't Like to Lose
 
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Plays in your core. When you are about to draw dilemmas, you may discard a card from hand to subtract up to three dilemmas from the number of dilemmas you may draw and add that same number to the total cost you may spend on dilemmas.
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(1) Inspiring Leader
 
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Plays on your ship (limit one per ship). While you have this ship's Commander aboard, it is Range +2.
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(4) Interstellar Treaty
 
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To play this event, you must command two Diplomacy personnel. Place a Diplomacy personnel from hand who costs 3 or less on your headquarters mission. Destroy this event.
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(2) Invocation of Kosst Amojan
 
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Pah-wraith. Discard a unique personnel from hand to choose one: take two personnel from your discard pile into hand; or download a personnel. Destroy this event.
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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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(2) Jem'Hadar Birthing Chamber
 
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Plays in your core. When you place a Jem'Hadar in your discard pile, you may discard a non-personnel card from hand to place a non-unique Jem'Hadar from hand at your Headquarters where he could be played.
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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) 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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(3) Life Support
 
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Take a personnel from your discard pile and place him or her on your headquarters mission where he or she could be played. At the end of this turn, remove that personnel from the game. Destroy this event.
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(2) Line of Defense
 
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Plays in your core. While your ship is at a mission that has a matching affiliation icon, it is Shields +2.
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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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(0) Maquis Raid
 
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To play this event, you must command two ships. Plays in your core. When an opponent's personnel gains a skill as an effect of that opponent paying a cost, you may place a card from hand on this event. When your personnel is facing a dilemma, you may take a card on this event into hand to make that personnel gain a skill of your choice until the end of that dilemma.
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(1) Medical Teams
 
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Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your personnel is about to be killed by a dilemma, you may place him or her on this event instead. When this event is destroyed, you may place each personnel here at your headquarters mission.
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(1) Mental Discipline
 
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Plays in your core. When your unique personnel is facing a dilemma, you may discard a personnel with the same card title from hand to make him or her attributes +1 and gain one of the discarded personnel's skills until the end of that dilemma.
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(4) Militia Patrol
 
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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.
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(2) Misdirection
 
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Infiltration. Plays in your core. While an opponent's personnel is present with your Infiltrator, he or she is attributes -1.
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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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(0) More Than Meets The Eye
 
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Q. Lose 5 points to play in your core. When you reveal a planet dilemma from your dilemma stack, it is cost -1.
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(0) Mutual Advantage
 
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To play this event, you must command three personnel. Each player discards a card from hand and draws a card. Then you may draw a card. 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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(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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(0) No Escape
 
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To play this event, you must command two Jem'Hadar. Plays in your core. When you play a Maneuver event, for each of your Damage cards on an opponent's ship, it is cost -1.
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(2) No Love for the Spoon Heads
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly kill an opponent's personnel involved and you may destroy an event.
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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) Nothing That Happens is Truly Random
 
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To play this event, you must command a Diplomacy personnel. Reveal the top three cards of your deck. An opponent chooses one of those cards to be discarded, then you take the other two into hand. Destroy this event.
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(0) Observer from the Obsidian Order
 
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To play this event, you must command a personnel who has Leadership or Intelligence. Discard a card from hand to draw two cards. Destroy this event.
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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) 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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(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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(0) Organized Terrorist Activities
 
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To play this event, you must command three  personnel. Lose 5 points to make an opponent place his or her hand on top of his or her deck. Then you may examine that deck and choose a nonship card to remove from the game. He or she shuffles and replaces his or her deck. Destroy this event.
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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) Party Atmosphere
 
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Plays in your core. When a player plays an event in his or her core, he or she chooses an opponent. For each headquarters mission that opponent commands, that event is cost -1.
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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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(3) Peldor Joi
 
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To play this event, you must command three personnel. Take a personnel from your discard pile and place him or her on your headquarters mission where that personnel could be played. Each of your opponents may take a personnel from his or her discard pile into hand. Destroy this event.
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(1) Personal Forcefield
 
|
Name a unique personnel you command. For the rest of this turn, when he or she is about to be killed by a dilemma, prevent that. Destroy this event.
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(1) Picking Up the Basics
 
|
Plays in your core. Order - Destroy this event and stop one of your personnel to make one of your other personnel present gain all of that stopped personnel's skills until the end of this turn.
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(1) Pickpocket
 
|
Crime. To play this event, you must command a Thief. Plays in your core. Order - Reveal the top card of an opponent's deck. If it is not a personnel, destroy this event. Otherwise, each of your Thieves is attributes +2 until the end of this turn. You may do this only once each turn.
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(2) Pierce Their Defenses
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Shields -2.
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(2) Point Blank Strike
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Weapons -2.
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(2) Political Leverage
 
|
Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed ship. Place that personnel in your brig. That opponent may discard the top four cards of his or her deck to prevent this. Destroy this event.
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(0) Power Shift
 
|
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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(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.
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(2) Precise Attack
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Range -2.
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(2) Prejudice and Politics
 
|
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
 
|
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) Process Identification
 
|
To play this event, you must command three personnel. Examine the top five cards of your deck. Take one of those cards into hand and place the others on the bottom of your deck in any order. Destroy this event.
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(1) Psychological Pressure
 
|
Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
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(1) Pulling the Strings
 
|
To play this event, you must command two Vorta. Plays in your core. When the player on your right begins a mission attempt, you may place this event on the bottom of its owner's deck to draw an extra dilemma and spend one extra in total cost on dilemmas.
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|
(2) Quantum Incursions
 
|
Plays in your core. At the start of each of your turns, if you command an personnel, you may choose any number of cards in your hand and set them aside face down. Draw an equal number of cards, then put the cards you set aside on top of your deck in any order.
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(4) Quarantine
 
|
Decay: 5. (When there are five cards on this event, destroy it.) Q. Plays in your core. When your dilemma is about to be overcome, place it on this event instead. When this event is destroyed, the player on your right places all dilemmas here face up beneath his or her mission.
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(1) Quintessence
 
|
Plays in your core. At the start of each of your turns, you may download a personnel or ship. When you do this, discard cards from the top of your deck equal to the cost of that card.
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(2) Quite a Coincidence
 
|
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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(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.
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(0) Reconfiguration
 
|
To play this event, you must command two Engineer personnel. Shuffle any player's deck to draw a card. Destroy this event.
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|
(1) Regeneration Alcoves
 
|
Plays in your core. When you are about to play a personnel at your Unicomplex, you may discard the top card of your deck to play that personnel on your ship instead.
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|
(0) Rescue Captives
 
|
Discard any number of cards from hand to take an equal number of your personnel from your opponents' brigs and place them on your headquarters mission. Destroy this event.
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(3) Resistance Tactics
 
|
Plays in your core. When combat or an engagement involving your card begins, you may destroy this event to prevent that combat or engagement and stop each personnel and ship involved.
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|
(2) Ressikan Flute
 
|
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Plays in your core. Order - Stop your personnel who has Integrity > 6 to take an event from your discard pile into your hand.
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(3) Retaliation
 
|
Capture. Plays in your core. Order - Destroy this event and stop your three personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.
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(2) Romulan Intelligence Network
 
|
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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(3) Running a Tight Ship
 
|
Plays in your core. When you attempt a space mission using a ship with its Commander aboard, subtract one from the number of dilemmas your opponent may draw and one from the total cost he or she may spend on dilemmas.
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(1) Sabotage Program
 
|
To play this event, you must command three personnel. Plays in your core. When an event is played, you must destroy this event to prevent that event and place it in its owner's discard pile.
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(3) Salvaging the Wreckage
 
|
Take up to four personnel and ship cards from your discard pile and place them on the bottom of your deck in any order. Remove this event from the game.
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(0) Security Drills
 
|
Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. While your personnel is facing a dilemma, you may place a card from hand on this event to make that personnel gain a skill he or she already has until the end of that dilemma.
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(2) Sensing a Trap
 
|
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) Set Up
 
|
Infiltration. Plays in your core. When an opponent's personnel is about to be randomly selected, if your Infiltrator is at that mission, you may destroy this event to instead choose the opponent's personnel to be selected from all eligible possibilities.
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(0) Severed Link
 
|
To play this event, you must command a Programming personnel. Discard a card from hand to draw two cards. Destroy this event.
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(1) Shadow Operation
 
|
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) Shared Problems
 
|
To play this event, you must command three personnel. Plays in your core. When a player begins a mission attempt, the player to his or her left may draw an extra dilemma and spend one extra in total cost on dilemmas.
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(1) Sickbay
 
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To play this event, you must command a Medical personnel. Plays in your core. At the end of your turn, destroy this event. When your personnel is about to be killed by a dilemma, if you command a ship at the same mission, place that personnel on top of his or her owner's deck instead.
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(4) Sluggo
 
|
Plays in your core. When you play this event, name a personnel. That personnel cannot use his or her skills to meet mission requirements.
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(2) Smuggling Run
 
|
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) 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.
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(0) Stalling for Time
 
|
To play this event, you must command three  personnel. Name a personnel. Each opponent returns each personnel he or she commands who has that card title to his or her owner's hand. Destroy this event.
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(3) Standard Cardassian Procedure
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
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(1) Standing Your Ground
 
|
Plays in your core. When you are about to destroy an event to begin an engagement involving your ship with its Commander aboard, you may destroy this card instead to pay that cost.
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(1) Staunch Determination
 
|
Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
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(2) Stealth Mission
 
|
Pursuit. Plays in your core. When your opponent overcomes a dilemma, you may place a card from hand on this event. At the start of each of your turns, take all cards on this event into hand to make your Cloaking Device ship Range +1 until the end of this turn for each card taken off this event this way.
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(2) Steeled By Loss
 
|
Replace a personnel you command with a personnel in your discard pile that has at least one of the same skills. Place the personnel you replaced in his or her owner's discard pile. Remove this event from the game.
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(1) Stir Crazy
 
|
Plays in your core. When the player on your right begins a mission attempt, if he or she has already completed a mission of the same type, you may destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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(2) Storage Compartment
 
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Plays in your core. When you have chosen dilemmas, you may place one unused planet dilemma or space dilemma on this event instead of beneath your dilemma pile. When you have drawn dilemmas, you may take any dilemmas from this event and add them to those drawn.
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(2) Straying from the Path
 
|
Prophet. To play this event, you must command three personnel. If you have fewer cards in your discard pile than in your hand, exchange your discard pile with your hand. Remove this event from the game.
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(0) Tactical Planning
 
|
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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(2) Taken Prisoner
 
|
Assault. Capture. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
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(3) Tampering With Time
 
|
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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(4) Tapestry
 
|
Remove all the cards in your deck from the game. Take all the personnel and ships from your discard pile and shuffle them to form a new deck. Remove this event and all the other cards in your discard pile from the game.
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(0) Targeted for Assimilation
 
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Assault. Lose 5 points to play in your core. Order - Destroy this event to begin combat involving your personnel. If you win, choose an opponent's personnel involved and take command of him or her.
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(2) Temba, His Arms Wide
 
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To play this event, you must command three personnel. Plays in your core. When you are about to play a personnel, you may give command of this event to the player on your right to make that personnel cost -3 (move this event to his or her core).
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(0) Temporal Test Subject
 
|
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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(1) Tempted By Flesh
 
|
To play this event, you must command three personnel. Examine a number of cards from the top of an opponent's dilemma pile equal to the number of his or her personnel you command. You may place those dilemmas on the top and bottom of that dilemma pile in any order. Destroy this event.
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(3) The Blight
 
|
To play this event, you must command two Founders. Plays in your core. Order - Destroy this event. Starting with the player to your left, each player may choose an event to be destroyed.
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(2) The Crystalline Entity
 
|
Plays in your core. Order - If you command another event, give command of this event to the player on your right to destroy an event (move this event to his or her core).
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(0) The Edge of Forever
 
|
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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(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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(0) The Key to Victory
 
|
Pah-wraith. Draw cards equal to the cost of an event in your core, then discard that number of cards from hand. Then, if you command three personnel, you may draw a card. Destroy this event.
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(0) The Manheim Effect
 
|
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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(3) The New Resistance
 
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To play this event, your opponent must command a ship at a nonheadquarters mission. Plays in your core. When you play a Dissident personnel, you may reveal the top card of your deck. If it is a Dissident, you may play him or her at cost -3.
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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) The Perfect Tool
 
|
Plays in your core. During each of your Play and Draw Cards segments, you may spend 1 additional counter for each personnel you command but do not own.
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(1) The Pillage of Bajor
 
|
To play this event, you must command three personnel. Examine the top three cards of your deck. Take two of those cards into hand and discard the other. Destroy this event.
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(0) The Play's the Thing
 
|
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When you play this event, choose , , or . Each personnel you own who costs 3 or more gains that icon. At the start of each of your turns, place a card from hand on this event.
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(2) The Reman Mines
 
|
Plays on Supervise Dilithium Mine. Each of your ships is Range +1 for each Reman you command (limit +3).
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(1) The Text of the Kosst Amojan
 
|
Pah-wraith. Plays in your core. Order - Stop your Kai or one of your Treachery personnel to choose two non-Prophet cards from your discard pile. Choose an opponent to choose one of those cards to place in your hand and one to remove from the game. You may do this only once each turn.
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(1) The Trial Never Ended
 
|
Q. Plays in your core. When a dilemma is about to be overcome, you may destroy this event to exchange that dilemma with the top card of its owner's dilemma pile. (The new dilemma is overcome.)
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(3) The Will of the Collective
 
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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 select an opponent's personnel involved, take command of that personnel, and place him or her on your ship at this mission.
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(2) Thought Maker
 
|
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Plays in your core. When you have drawn dilemmas, you may search your dilemma pile for a copy of one of your overcome dilemmas and add it to those drawn. Shuffle and replace your dilemma pile face down.
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(3) To Boldly Go
 
|
To play this event, you must have completed a planet mission and a space mission. Plays in your core. When any of your personnel are about to be stopped by a dilemma, you may destroy this event to prevent that.
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(1) Trial of Faith
 
|
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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(3) Tribunal Sentencing
 
|
Punishment. To play this event, you must command three personnel. Plays in your core. While you have an opponent's personnel in your brig, that opponent has 1 fewer counter to spend during each of his or her Play and Draw Cards segments.
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(1) Undercover Resource
 
|
Infiltration. Plays in your core. While your Infiltrator is at an opponent's incomplete non-headquarters mission, you may spend 1 additional counter during each of your Play and Draw Cards segments.
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(3) Under Scrutiny
 
|
Plays in your core. When you play this event, name a personnel. While that personnel is attempting a mission, his or her owner must discard a card from hand to use his or her skills.
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(2) Under Suspicion
 
|
Infiltration. Plays in your core. When the player on your right begins a mission attempt, for each of your Infiltrators at that mission, you may draw one extra dilemma and spend one extra in total cost on dilemmas.
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(0) Unexpected Difficulties
 
|
Plays in your core. When you have drawn dilemmas, you may destroy this event to return them to your dilemma pile and draw an equal number of dilemmas.
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(3) Unseen Manipulations
 
|
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) Unyielding
 
|
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your personnel is about to be stopped by a dilemma, you may place a personnel from hand on this event to prevent that.
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(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.
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(1) VIP Welcome
 
|
To play this event, you must command three personnel. Plays in your core. When a player plays a personnel who costs 3 or more, he or she may draw a card.
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(2) Visionary
 
|
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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(2) Vorta Cloning
 
|
Plays in your core. When you are about to place a Vorta in your discard pile, you may reveal a card from hand and remove it from the game to take that Vorta into hand instead.
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(2) Warrior's Birthright
 
|
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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(2) We Are Back
 
|
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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(1) We're Mutants
 
|
To play this event, you must command three personnel. Plays in your core. While your Genetically Enhanced personnel is attempting a mission, you may destroy this event to make him or her gain one of every skill he or she already has until the end of this turn.
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(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.
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(2) Your Fear Will Destroy You
 
|
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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(0) You've Always Been My Favorite
 
|
To play this event, you must command three personnel. Lose 5 points to play in your core. When you play this event, download up to five cards, then place them on this event. You may spend 1 counter to take a card on this event into your hand. When there are no cards on this event, destroy it.
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(2) Abduction
 
|
Plays in your core. Order - Destroy this event and stop your two Security personnel present together at a non-Headquarters mission to name a skill. Randomly select an opponent's personnel present who has that skill and take command of him or her.
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(1) Accepting the Past
 
|
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
 
|
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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|
(1) Adapted to Service Us
 
|
To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement involving your personnel, you may discard the top card of your deck to take command of an opponent's event that has no cards on it. (Move that event to your core.)
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(2) Adding to Our Perfection
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved and take command of him or her.
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(4) Ak'voh
 
|
Plays in your core. When a dilemma kills a personnel, his or her owner discards a card from hand.
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(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.
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(3) Anything or Anyone
 
|
Infiltration. To play this event, you must command three personnel. Plays in your core. You may execute only one order using this event each turn. Order - Place an Infiltrator from hand on this event. (You now command that personnel.) Order - Place an infiltrator from this event aboard an opponent's ship or on an opponent's planet mission.
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(0) Apprehended
 
|
Assault. Capture. Maneuver. Plays in your core. Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
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|
(2) A Second Chance at Life
 
|
Q. Reveal your hand. Choose an opponent to choose a card from your hand. Discard it to take any other non-interrupt card from your discard pile into hand. Destroy this event.
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|
(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.
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|
(1) Astrometrics Lab
 
|
Plays in your core. Order - Discard a card from hand to make your ship with your Astrometrics personnel aboard Range +2 until the end of this turn. You may do this only once each turn.
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(2) At An Impasse
 
|
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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|
(1) A Treasure Beyond Comparison
 
|
Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.
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(0) At What Cost?
 
|
Lose 5 points to spend 7 additional counters this turn. Destroy this event.
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|
(1) Awaiting Trial
 
|
Punishment. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, if you have a captive, you may draw a card.
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|
(0) Back-flush Bussard Collectors
 
|
To play this event, you must command a Engineer personnel. Discard a card from hand to draw two cards. Destroy this event.
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|
(2) BaH!
 
|
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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|
(1) Bajoran Gratitude Festival
 
|
To play this event, you must command three personnel. Remove up to four cards in your discard pile from the game, then draw an equal number of cards. Destroy this event.
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|
(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.
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(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.
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|
(2) Biogenic Weapon
 
|
To play this event, you must command two  personnel. Plays on a mission. This mission cannot be attempted unless its owner has completed each other non-headquarters mission he or she commands.
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|
(1) Biological Distinctiveness
 
|
To play this event, you must command three personnel. Plays in your core. Each of your personnel is attributes +1 for each personnel on this event. Order - Place a personnel you command but do not own on this event.
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(2) Blind Spot
 
|
Pursuit. Plays on your ship. When an opponent's ship moves away from this mission, this ship may follow using its Range from your next turn.
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|
(5) Borg Cutting Beam
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is attributes -2.
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(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.
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|
(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.
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|
(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.
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|
(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.
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(1) Building a Bridge
 
|
To play this event, you must command three personnel. Plays in your core. When you complete a mission, for each Vorta that used any of his or her skills to complete that mission, each opponent discards a card from hand and you may draw a card.2
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(2) Bustling with Activity
 
|
Plays in your core. Each time you play a personnel at Mouth of the Wormhole, each player may discard a card from hand to download a personnel of the same affiliation as the played personnel.
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|
(1) Captain on the Bridge
 
|
Plays in your core. You may play a Commander that corresponds with your ship aboard that ship. When you do, he or she is cost -1.
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|
(2) Cardassian Protectorate
 
|
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 you spend 1 counter to draw a card, instead examine the top three cards of your deck, place one of them on this event, and take the other two into hand.
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|
(2) Cargo Run
 
|
Plays on your space mission. Add Acquisition to this mission's requirements. When you complete this mission, score 5 points.
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|
(2) Caught in the Act
 
|
Capture. Plays in your core. Order - Stop two of your personnel present together with an opponent's personnel at a non-headquarters mission to reveal the top card of that opponent's deck. If it is a personnel that opponent does not command, place him or her in your brig. (That opponent now commands him or her.) Otherwise, the opponent draws that card. You may do this only once each turn.
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|
(3) Cavalry Raid
 
|
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) Changed History
 
|
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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|
(1) Changeling Sabotage
 
|
Infiltration. Plays in your core. Order - If your Infiltrator is aboard an opponent's undamaged ship, return that Infiltrator to his or her owner's hand to place a Damage card from hand aboard that ship.
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|
(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.
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|
(1) Common Ground
 
|
To play this event, you must command three personnel. Starting with the player to your left, each player may place a personnel from hand on a headquarters mission where that personnel could be played. (Yours must be a personnel.) Destroy this event.
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|
(5) Complications
 
|
Plays in your core. When the player on your right begins a mission attempt, you may destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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|
(2) Confessions in the Pale Moonlight
 
|
Plays in your core. While your  Treachery personnel is attempting a mission, you may destroy this event to make him or her gain a skill of your choice until the end of this turn.
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|
(2) Conscription
 
|
Download two Glinns, then place them on top of your deck in any order. Destroy this event.
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|
(0) Crowd Control
 
|
Plays in your core. When a player is about to play a personnel who costs 1, if that player has played exactly one other personnel who costs 1 during this turn, that personnel is cost +2.
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|
(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.
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|
(2) D'Arsay Archive
 
|
Count the number of cards in your hand, shuffle them, and place them on the bottom of your deck to draw an equal number of cards. Destroy this event.
|
|
(0) Days of Atonement
 
|
To play this event, you must command a Anthropology personnel. Discard a card from hand to draw two cards. Destroy this event.
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|
(1) Deep Hatred
 
|
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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|
(4) Deep Roots
 
|
Plays in your core. When you play a Bajoran Resistance personnel, you may destroy this event to destroy an event.
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|
(1) Deploy the Fleet
 
|
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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|
(3) Desperate Sacrifice
 
|
Plays in your core. Order - If you command four events, destroy this event to make each player choose two events he or she commands, then destroy each other event he or she commands.
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|
(3) Diplomatic Overture
 
|
Plays on a mission, if your Diplomacy personnel is at that mission. While a Diplomacy personnel is at this mission, that personnel's owner must discard a card from hand to use his or her skills.
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|
(3) Disable Sensors
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - Personnel aboard this ship cannot attempt missions.
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|
(1) Disadvantage Into Advantage
 
|
To play this event, you must command three personnel. Plays in your core. The first unique personnel played each turn costs -2.
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(0) Dispensing the White
 
|
To play this event, you must command a Treachery Vorta. Discard a card from hand to draw two cards. Destroy this event.
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|
(1) Dissolving the Senate
 
|
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) Distant Exploration
 
|
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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|
(0) Endangered
 
|
Plays in your core. When the player on your right begins a mission attempt, you may lose 5 points and destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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|
(1) Enemy in Your Midst
 
|
Infiltration. Morph. Plays in your core. Order - Destroy this event to place any number of your Infiltrators at one mission aboard a ship at the same mission.
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(2) Engage Cloak
 
|
Plays in your core. You may execute only one order using this event each turn. Order - If there is no ship on this event, place your staffed ship that has a Cloaking Device on this event. (While a ship is here, this event cannot leave play.) Order - If a ship is on this event, place that ship at any mission. That ship's Range for this turn is used.
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(2) Escaping Detection
 
|
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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(2) Expand the Collective
 
|
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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(0) Far-Seeing Eyes
 
|
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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(4) Feast on the Dying
 
|
Examine the top two cards of your deck. You may replace either or both of them with a card from your discard pile, then place them on top of your deck in any order. Remove this event from the game.
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(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.
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(0) Field Studies
 
|
To play this event, you must command three personnel at your space mission. Lose 5 points to reveal the top two cards of an opponent's dilemma pile. Place face up beneath that mission any dilemmas that could be faced there. Replace the remaining cards in any order. Destroy this event.
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(3) For All Our Sons
 
|
Plays on Cardassia Prime. At the start of each of your turns, if your Gul or Legate is at a different mission, you may examine the top three cards of your deck. Take two of those cards into hand and discard the other.
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(3) For All Our Sons
 
|
Plays on Cardassia Prime. At the start of each of your turns, if your Gul or Legate is at a different mission, you may examine the top three cards of your deck. Take two of those cards into hand and discard the other.
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(2) Forcing Their Hand
 
|
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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(1) Foresight
 
|
Plays in your core. Order - Stop your personnel to examine the top card of your deck, then place it on the top or bottom of your deck.
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(2) Forever Linked
 
|
Plays in your core. When your personnel is killed, you may place him or her on this event. (You no longer command him or her.) When your personnel is facing a dilemma, you may place a personnel from this event in his or her owner's discard pile to make that personnel gain a skill from that discarded personnel until the end of this turn.
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(3) For the Cause
 
|
Plays on Athos IV. You may attempt and complete Region: Demilitarized Zone missions using your personnel with these requirements: Leadership, Security, Treachery, and Strength > 36.
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(2) For the Sisko
 
|
Prophet. Plays in your core. Order - If you command three personnel, discard a non-personnel card from hand to place two personnel from your discard pile on top of your deck in any order.
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(2) Friction
 
|
To play this event, you must command three personnel. Plays in your core. When a player plays a non-Jem'Hadar personnel, that personnel is stopped.
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(2) Getting Under Your Skin
 
|
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) Guidance of the Council
 
|
Plays in your core. When you play a Diplomacy personnel, you may download a Chancellor or High Council Member.
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(2) Gunboat Diplomacy
 
|
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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(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.
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(4) Heightened Perception
 
|
Temporal. Plays in your core. When you choose dilemmas for your dilemma stack, you may place any you do not choose face down on this event. When an opponent has faced the last dilemma in your dilemma stack, you may examine your dilemmas here and place one on your dilemma stack. When a mission attempt ends, return each dilemma here to your dilemma pile.
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(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.
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(0) Hollow Pleasantries
 
|
Plays in your core. When you play a Vorta, each opponent may draw a card. That Vorta is cost -1.
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|
(0) Holographic Hoax
 
|
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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(1) How Would You Like a Trip to Romulus?
 
|
Choose one: download a Commander that corresponds with your ship; or download a ship that corresponds with your Commander. Destroy this event.
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|
(0) I Don't Like to Lose
 
|
Plays in your core. When you are about to draw dilemmas, you may discard a card from hand to subtract up to three dilemmas from the number of dilemmas you may draw and add that same number to the total cost you may spend on dilemmas.
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(1) Inspiring Leader
 
|
Plays on your ship (limit one per ship). While you have this ship's Commander aboard, it is Range +2.
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(4) Interstellar Treaty
 
|
To play this event, you must command two Diplomacy personnel. Place a Diplomacy personnel from hand who costs 3 or less on your headquarters mission. Destroy this event.
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(2) Invocation of Kosst Amojan
 
|
Pah-wraith. Discard a unique personnel from hand to choose one: take two personnel from your discard pile into hand; or download a personnel. Destroy this event.
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(3) Jem'Hadar Ambush
 
|
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) Jem'Hadar Birthing Chamber
 
|
Plays in your core. When you place a Jem'Hadar in your discard pile, you may discard a non-personnel card from hand to place a non-unique Jem'Hadar from hand at your Headquarters where he could be played.
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(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.
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|
(1) Just Like Old Times
 
|
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
 
|
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
 
|
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
 
|
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) 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.
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|
(3) Life Support
 
|
Take a personnel from your discard pile and place him or her on your headquarters mission where he or she could be played. At the end of this turn, remove that personnel from the game. Destroy this event.
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|
(2) Line of Defense
 
|
Plays in your core. While your ship is at a mission that has a matching affiliation icon, it is Shields +2.
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|
(2) Machinations
 
|
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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(0) Maquis Raid
 
|
To play this event, you must command two ships. Plays in your core. When an opponent's personnel gains a skill as an effect of that opponent paying a cost, you may place a card from hand on this event. When your personnel is facing a dilemma, you may take a card on this event into hand to make that personnel gain a skill of your choice until the end of that dilemma.
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(1) Medical Teams
 
|
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your personnel is about to be killed by a dilemma, you may place him or her on this event instead. When this event is destroyed, you may place each personnel here at your headquarters mission.
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(1) Mental Discipline
 
|
Plays in your core. When your unique personnel is facing a dilemma, you may discard a personnel with the same card title from hand to make him or her attributes +1 and gain one of the discarded personnel's skills until the end of that dilemma.
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|
(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.
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|
(2) Misdirection
 
|
Infiltration. Plays in your core. While an opponent's personnel is present with your Infiltrator, he or she is attributes -1.
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|
(1) Mission Accomplished
 
|
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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(0) More Than Meets The Eye
 
|
Q. Lose 5 points to play in your core. When you reveal a planet dilemma from your dilemma stack, it is cost -1.
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|
(0) Mutual Advantage
 
|
To play this event, you must command three personnel. Each player discards a card from hand and draws a card. Then you may draw a card. Destroy this event.
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(2) Nelvana Trap
 
|
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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(0) Noble Cause
 
|
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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(0) No Escape
 
|
To play this event, you must command two Jem'Hadar. Plays in your core. When you play a Maneuver event, for each of your Damage cards on an opponent's ship, it is cost -1.
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(2) No Love for the Spoon Heads
 
|
Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly kill an opponent's personnel involved and you may destroy an event.
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(3) No Peace in Our Time
 
|
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) Nothing That Happens is Truly Random
 
|
To play this event, you must command a Diplomacy personnel. Reveal the top three cards of your deck. An opponent chooses one of those cards to be discarded, then you take the other two into hand. Destroy this event.
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|
(0) Observer from the Obsidian Order
 
|
To play this event, you must command a personnel who has Leadership or Intelligence. Discard a card from hand to draw two cards. Destroy this event.
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|
(1) Ohhhh! Nothing Happened!
 
|
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) One With the Borg
 
|
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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(0) Order of the Bat'leth
 
|
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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|
(0) Organized Terrorist Activities
 
|
To play this event, you must command three  personnel. Lose 5 points to make an opponent place his or her hand on top of his or her deck. Then you may examine that deck and choose a nonship card to remove from the game. He or she shuffles and replaces his or her deck. Destroy this event.
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|
(1) Out of Options
 
|
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) Party Atmosphere
 
|
Plays in your core. When a player plays an event in his or her core, he or she chooses an opponent. For each headquarters mission that opponent commands, that event is cost -1.
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|
(1) Peacemaker or Predator?
 
|
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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|
(3) Peldor Joi
 
|
To play this event, you must command three personnel. Take a personnel from your discard pile and place him or her on your headquarters mission where that personnel could be played. Each of your opponents may take a personnel from his or her discard pile into hand. Destroy this event.
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(1) Personal Forcefield
 
|
Name a unique personnel you command. For the rest of this turn, when he or she is about to be killed by a dilemma, prevent that. Destroy this event.
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(1) Picking Up the Basics
 
|
Plays in your core. Order - Destroy this event and stop one of your personnel to make one of your other personnel present gain all of that stopped personnel's skills until the end of this turn.
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|
(1) Pickpocket
 
|
Crime. To play this event, you must command a Thief. Plays in your core. Order - Reveal the top card of an opponent's deck. If it is not a personnel, destroy this event. Otherwise, each of your Thieves is attributes +2 until the end of this turn. You may do this only once each turn.
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(2) Pierce Their Defenses
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Shields -2.
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(2) Point Blank Strike
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Weapons -2.
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(2) Political Leverage
 
|
Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed ship. Place that personnel in your brig. That opponent may discard the top four cards of his or her deck to prevent this. Destroy this event.
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|
(0) Power Shift
 
|
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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(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.
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|
(2) Precise Attack
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Range -2.
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|
(2) Prejudice and Politics
 
|
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
 
|
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) Process Identification
 
|
To play this event, you must command three personnel. Examine the top five cards of your deck. Take one of those cards into hand and place the others on the bottom of your deck in any order. Destroy this event.
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|
(1) Psychological Pressure
 
|
Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
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(1) Pulling the Strings
 
|
To play this event, you must command two Vorta. Plays in your core. When the player on your right begins a mission attempt, you may place this event on the bottom of its owner's deck to draw an extra dilemma and spend one extra in total cost on dilemmas.
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|
(2) Quantum Incursions
 
|
Plays in your core. At the start of each of your turns, if you command an personnel, you may choose any number of cards in your hand and set them aside face down. Draw an equal number of cards, then put the cards you set aside on top of your deck in any order.
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(4) Quarantine
 
|
Decay: 5. (When there are five cards on this event, destroy it.) Q. Plays in your core. When your dilemma is about to be overcome, place it on this event instead. When this event is destroyed, the player on your right places all dilemmas here face up beneath his or her mission.
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(1) Quintessence
 
|
Plays in your core. At the start of each of your turns, you may download a personnel or ship. When you do this, discard cards from the top of your deck equal to the cost of that card.
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(2) Quite a Coincidence
 
|
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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(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.
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|
(0) Reconfiguration
 
|
To play this event, you must command two Engineer personnel. Shuffle any player's deck to draw a card. Destroy this event.
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|
(1) Regeneration Alcoves
 
|
Plays in your core. When you are about to play a personnel at your Unicomplex, you may discard the top card of your deck to play that personnel on your ship instead.
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|
(0) Rescue Captives
 
|
Discard any number of cards from hand to take an equal number of your personnel from your opponents' brigs and place them on your headquarters mission. Destroy this event.
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|
(3) Resistance Tactics
 
|
Plays in your core. When combat or an engagement involving your card begins, you may destroy this event to prevent that combat or engagement and stop each personnel and ship involved.
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|
(2) Ressikan Flute
 
|
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Plays in your core. Order - Stop your personnel who has Integrity > 6 to take an event from your discard pile into your hand.
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(3) Retaliation
 
|
Capture. Plays in your core. Order - Destroy this event and stop your three personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.
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|
(2) Romulan Intelligence Network
 
|
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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(3) Running a Tight Ship
 
|
Plays in your core. When you attempt a space mission using a ship with its Commander aboard, subtract one from the number of dilemmas your opponent may draw and one from the total cost he or she may spend on dilemmas.
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(1) Sabotage Program
 
|
To play this event, you must command three personnel. Plays in your core. When an event is played, you must destroy this event to prevent that event and place it in its owner's discard pile.
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(3) Salvaging the Wreckage
 
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Take up to four personnel and ship cards from your discard pile and place them on the bottom of your deck in any order. Remove this event from the game.
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(0) Security Drills
 
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Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. While your personnel is facing a dilemma, you may place a card from hand on this event to make that personnel gain a skill he or she already has until the end of that dilemma.
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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) Set Up
 
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Infiltration. Plays in your core. When an opponent's personnel is about to be randomly selected, if your Infiltrator is at that mission, you may destroy this event to instead choose the opponent's personnel to be selected from all eligible possibilities.
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(0) Severed Link
 
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To play this event, you must command a Programming personnel. Discard a card from hand to draw two cards. Destroy this event.
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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) Shared Problems
 
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To play this event, you must command three personnel. Plays in your core. When a player begins a mission attempt, the player to his or her left may draw an extra dilemma and spend one extra in total cost on dilemmas.
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(1) Sickbay
 
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To play this event, you must command a Medical personnel. Plays in your core. At the end of your turn, destroy this event. When your personnel is about to be killed by a dilemma, if you command a ship at the same mission, place that personnel on top of his or her owner's deck instead.
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(4) Sluggo
 
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Plays in your core. When you play this event, name a personnel. That personnel cannot use his or her skills to meet mission requirements.
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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) Spreading Fear
 
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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.
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(0) Stalling for Time
 
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To play this event, you must command three  personnel. Name a personnel. Each opponent returns each personnel he or she commands who has that card title to his or her owner's hand. Destroy this event.
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(3) Standard Cardassian Procedure
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
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(1) Standing Your Ground
 
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Plays in your core. When you are about to destroy an event to begin an engagement involving your ship with its Commander aboard, you may destroy this card instead to pay that cost.
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(1) Staunch Determination
 
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Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
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(2) Stealth Mission
 
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Pursuit. Plays in your core. When your opponent overcomes a dilemma, you may place a card from hand on this event. At the start of each of your turns, take all cards on this event into hand to make your Cloaking Device ship Range +1 until the end of this turn for each card taken off this event this way.
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(2) Steeled By Loss
 
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Replace a personnel you command with a personnel in your discard pile that has at least one of the same skills. Place the personnel you replaced in his or her owner's discard pile. Remove this event from the game.
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(1) Stir Crazy
 
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Plays in your core. When the player on your right begins a mission attempt, if he or she has already completed a mission of the same type, you may destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
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(2) Storage Compartment
 
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Plays in your core. When you have chosen dilemmas, you may place one unused planet dilemma or space dilemma on this event instead of beneath your dilemma pile. When you have drawn dilemmas, you may take any dilemmas from this event and add them to those drawn.
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(2) Straying from the Path
 
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Prophet. To play this event, you must command three personnel. If you have fewer cards in your discard pile than in your hand, exchange your discard pile with your hand. Remove this event from the game.
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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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(2) Taken Prisoner
 
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Assault. Capture. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
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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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(4) Tapestry
 
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Remove all the cards in your deck from the game. Take all the personnel and ships from your discard pile and shuffle them to form a new deck. Remove this event and all the other cards in your discard pile from the game.
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(0) Targeted for Assimilation
 
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Assault. Lose 5 points to play in your core. Order - Destroy this event to begin combat involving your personnel. If you win, choose an opponent's personnel involved and take command of him or her.
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(2) Temba, His Arms Wide
 
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To play this event, you must command three personnel. Plays in your core. When you are about to play a personnel, you may give command of this event to the player on your right to make that personnel cost -3 (move this event to his or her core).
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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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(1) Tempted By Flesh
 
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To play this event, you must command three personnel. Examine a number of cards from the top of an opponent's dilemma pile equal to the number of his or her personnel you command. You may place those dilemmas on the top and bottom of that dilemma pile in any order. Destroy this event.
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(3) The Blight
 
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To play this event, you must command two Founders. Plays in your core. Order - Destroy this event. Starting with the player to your left, each player may choose an event to be destroyed.
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(2) The Crystalline Entity
 
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Plays in your core. Order - If you command another event, give command of this event to the player on your right to destroy an event (move this event to his or her core).
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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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(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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(0) The Key to Victory
 
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Pah-wraith. Draw cards equal to the cost of an event in your core, then discard that number of cards from hand. Then, if you command three personnel, you may draw a card. 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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(3) The New Resistance
 
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To play this event, your opponent must command a ship at a nonheadquarters mission. Plays in your core. When you play a Dissident personnel, you may reveal the top card of your deck. If it is a Dissident, you may play him or her at cost -3.
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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) The Perfect Tool
 
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Plays in your core. During each of your Play and Draw Cards segments, you may spend 1 additional counter for each personnel you command but do not own.
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(1) The Pillage of Bajor
 
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To play this event, you must command three personnel. Examine the top three cards of your deck. Take two of those cards into hand and discard the other. Destroy this event.
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(0) The Play's the Thing
 
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Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When you play this event, choose , , or . Each personnel you own who costs 3 or more gains that icon. At the start of each of your turns, place a card from hand on this event.
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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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(1) The Text of the Kosst Amojan
 
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Pah-wraith. Plays in your core. Order - Stop your Kai or one of your Treachery personnel to choose two non-Prophet cards from your discard pile. Choose an opponent to choose one of those cards to place in your hand and one to remove from the game. You may do this only once each turn.
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(1) The Trial Never Ended
 
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Q. Plays in your core. When a dilemma is about to be overcome, you may destroy this event to exchange that dilemma with the top card of its owner's dilemma pile. (The new dilemma is overcome.)
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(3) The Will of the Collective
 
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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 select an opponent's personnel involved, take command of that personnel, and place him or her on your ship at this mission.
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(2) Thought Maker
 
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Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Plays in your core. When you have drawn dilemmas, you may search your dilemma pile for a copy of one of your overcome dilemmas and add it to those drawn. Shuffle and replace your dilemma pile face down.
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(3) To Boldly Go
 
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To play this event, you must have completed a planet mission and a space mission. Plays in your core. When any of your personnel are about to be stopped by a dilemma, you may destroy this event to prevent that.
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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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(3) Tribunal Sentencing
 
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Punishment. To play this event, you must command three personnel. Plays in your core. While you have an opponent's personnel in your brig, that opponent has 1 fewer counter to spend during each of his or her Play and Draw Cards segments.
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(1) Undercover Resource
 
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Infiltration. Plays in your core. While your Infiltrator is at an opponent's incomplete non-headquarters mission, you may spend 1 additional counter during each of your Play and Draw Cards segments.
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(3) Under Scrutiny
 
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Plays in your core. When you play this event, name a personnel. While that personnel is attempting a mission, his or her owner must discard a card from hand to use his or her skills.
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(2) Under Suspicion
 
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Infiltration. Plays in your core. When the player on your right begins a mission attempt, for each of your Infiltrators at that mission, you may draw one extra dilemma and spend one extra in total cost on dilemmas.
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(0) Unexpected Difficulties
 
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Plays in your core. When you have drawn dilemmas, you may destroy this event to return them to your dilemma pile and draw an equal number of dilemmas.
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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) Unyielding
 
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Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your personnel is about to be stopped by a dilemma, you may place a personnel from hand on this event to prevent that.
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(0) Vast Resources
 
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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.
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(1) VIP Welcome
 
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To play this event, you must command three personnel. Plays in your core. When a player plays a personnel who costs 3 or more, he or she may draw a card.
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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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(2) Vorta Cloning
 
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Plays in your core. When you are about to place a Vorta in your discard pile, you may reveal a card from hand and remove it from the game to take that Vorta into hand instead.
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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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(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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(1) We're Mutants
 
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To play this event, you must command three personnel. Plays in your core. While your Genetically Enhanced personnel is attempting a mission, you may destroy this event to make him or her gain one of every skill he or she already has until the end of this 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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(0) You've Always Been My Favorite
 
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To play this event, you must command three personnel. Lose 5 points to play in your core. When you play this event, download up to five cards, then place them on this event. You may spend 1 counter to take a card on this event into your hand. When there are no cards on this event, destroy it.
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