(1) • Black Operation ( Warp Pack: Access Denied)
Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command six Cadet personnel. Plays in your core. When an event or interrupt is played, you may place a Paranoia card from hand on this event to prevent that event or interrupt and place it in its owner's discard pile.
"...there would be no record of our actions..."
Characteristics: place a card from hand on your event, prevent opponent's events, prevent opponent's interrupts, plays in your core, discard a specific card from hand, Decay, interrupt related card.
Requires: Paranoia, Cadet.
Card logging info: First edited by Telak at Jul 31st, 2018. Please support openCards and validate game text of this card!
(2) • Cardassian Protectorate ( Fractured Time)
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.
"...the Bajoran people still refuse to appreciate how lucky they were to have me as their liberator."
Characteristics: plays in your core, manipulate your deck, Decay, additional card draws.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Deal With the Count Man ( This Side of Paradise)
Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command a Thief. Plays in your core. Name a personnel. At the start of each Execute Orders segment, each personnel who has that card title cannot use abilities, attributes, and skills until the end of each turn. At the start of each of your turns, place the top card of your deck on this event.
"What? No tip?"
Characteristics: manipulate opponent's attributes (personnel), plays in your core, manipulate your deck, Decay, manipulate opponent's ability to use skills and abilities.
Requires: Thief.
Card logging info: Logged by at (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by eberlems at Nov 4th, 2010)
(5) • Distant Control ( What You Leave Behind)
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 play this event, name an event or interrupt. Opponents cannot play that named card. At the start of each of your turns, place the top card of your deck on this event.
Characteristics: prevent opponent's events, prevent opponent's interrupts, plays in your core, manipulate your deck, Decay, interrupt related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Energize ( In A Mirror, Darkly)
Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. At the start of each of your turns, place the top card of your deck on this event. The first non- personnel you play each turn is cost -2 for each card on this event.
Characteristics: plays in your core, manipulate your deck, Decay, reduce your card play cost.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Firestorm ( Allegiance)
Decay: 2. (When there are two cards on this event, destroy it.) Plays in your core. At the end of your turn, place a card from your hand on this event and for each headquarters mission each player commands, he or she chooses two non-Decay events he or she commands and the owners of those events shuffles them into his or her deck.
"... no one could survive very long outside the outpost."
Characteristics: destroy an event - you command, plays in your core, manipulate your hand, Decay.
Requires: headquarters.
Card logging info: Last lgged by Roga Danar at Sep 6th, 2010 (Q1 by eberlems at Nov 4th, 2010 & Q2 by Telak at Dec 7th, 2011)
(0) • Five Year Mission ( What You Leave Behind)
Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. When you are about to play a card, you may place a card from hand on this event to make that card cost -1. You may do this only once each turn.
"We finally received an answer from Command base, sir. They say they'll support whatever decision you have to make."
Characteristics: place a card from hand on your event, plays in your core, manipulate your hand, Decay, reduce your card play cost.
Requires: The Original Series related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) • Gatherers' Raid ( What You Leave Behind)
Crime. Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core.<BR>Order - Place a card from hand on this event to reveal a number of cards from the top of an opponent's deck equal to the number of Gatherers you command. For each event and interrupt revealed this way, you may draw a card.
Characteristics: place a card from hand on your event, plays in your core, manipulate opponent's deck, Crime, Decay, additional card draws, interrupt related card.
Requires: Gatherer.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Good Shepherd ( What You Leave Behind)
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. At the start of each of your turns, you may stop your Commander to download a non-unique personnel or a personnel who costs 1 or less and place them on this event. When this event is destroyed, place each personnel here aboard you ship.
Characteristics: plays in your core, download, download - personnel, Decay, ship related card.
Requires: Voyager related, Commander.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Hall of Warriors ( What You Leave Behind)
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 win combat or an engagement, place the top card of your deck on this event. Each of your ships is attributes +1 for each card on this event.
"May your Bat'leth run red. Success!"
Characteristics: enhance your personnel attributes (other cards), enhance your ship attributes (other cards), plays in your core, manipulate your deck, Decay, ship related card.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Holding Cell ( Peak Performance)
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 play this event, name a personnel, then each player places each copy of that personnel they command on this event (those personnel cannot use abilities). When an opponent is about to play an interrupt, prevent that interrupt and place it on this event instead.
Characteristics: prevent opponent's interrupts, plays in your core, Decay, interrupt related card.
Requires: Deep Space None related.
Rule hint for this card
This card has an erratum: This card is unique.
Taken form Current Errata 2015-04-06.Card logging info: Logged by Roga Danar at Sep 4th, 2010 (Q1 by eberlems at Sep 4th, 2010 & Q2 by Telak at Oct 11th, 2010)
(0) Humanity's Worst Enemy ( A Less Perfect Union)
Decay: 2. (When there are two cards on this event, destroy it.) Paranoia. Plays in your core. While no opponent commands a ship at a Region: Sector 001 mission, each of your Dissident personnel is Cunning +1 and Strength +1. At the start of your turn, place the top card of your deck on this event.
"Her name is Elizabeth."
Characteristics: enhance your CUNNING (other cards), enhance your STRENGTH (other cards), plays in your core, manipulate your deck, Decay, Paranoia, ship related card.
Requires: affiliation, Sector 001, Dissident.
Card logging info: First edited by Telak at Jul 4th, 2019. Please support openCards and validate game text of this card!
(3) • Improvised Modifications ( What You Leave Behind)
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core.
Order - Place your personnel on top of this event to make each of your ships attributes +1 until the end of turn and each opponent chooses a personnel he or she commands to return to his or her owner's hand.
"Be creative!"
Characteristics: "relocate" personnel cards - return to hand, enhance your ship attributes (other cards), plays in your core, Decay, ship related card.
Requires: affiliation, Maquis related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Learning Curve ( Genesis)
Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. At the end of each of your turns, if you played two or more personnel this turn, place two cards from the top of your deck on this event. You may play cards from this event as though they were in your hand.
"There's the 'Starfleet way', and there's the 'Maquis' way."
Characteristics: plays in your core, manipulate your deck, extend your hand size, Decay.
Requires: Maquis related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Medical Teams ( Fractured Time)
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.
"Captain, try not to move. You took a bad blow."
Characteristics: "relocate" personnel cards - between your event and "in play", prevent your personnel from beeing killed by a dilemma, plays in your core, Decay.
Requires: "killer" dilemma, Deep Space None related, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Noble Cause ( Fractured Time)
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.
"Kahless would rather die than live under Molor's tyranny."
Characteristics: prevent your cards from beeing destroyed, plays in your core, Decay.
Requires: affiliation, Assault, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Out of Options ( Fractured Time)
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.
"We are not leaving here. And neither are you."
Characteristics: plays in your core, manipulate opponent's hand, Decay.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Pressing On ( Zero Hour)
Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. At the start of each of your turns, place the top card of your deck on this event. Your Treachery personnel cannot be killed by planet dilemmas. When your personnel complete a planet mission, you may place each or Nucleogenic card on this event in its owner's hand.
Characteristics: prevent your personnel from beeing killed by a dilemma, plays in your core, manipulate your deck, Decay.
Requires: Voyager related, Nucleogenic, Delta-Quadrant mission, planet mission.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(4) • Quarantine ( Fractured Time)
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 you lose command of this event, the player on your right places all dilemmas here face up beneath his or her mission.
"Q. What's going on here? Where's the anomaly?"
"Where's your mommy? I don't know."
Characteristics: overcome, but not placed unter your mission, plays in your core, Decay, Q, Q.
Rule hint for this card
This card has an erratum: Prevent a misuse of this event by returning to hand or removing.
Game text without errata: "(...) When this event is destroyed, the player on your right (...)".
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Feb 11th, 2010 (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by Telak at Mar 21st, 2011)
(0) • Reclaim Terok Nor ( What You Leave Behind)
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. Each personnel and personnel gains . At the start of each of your turns, place a card from hand on this event.
"First we reclaim Terok Nor, and then ... on to Bajor."
Characteristics: place a card from hand on your event, plays in your core, Terok Nor related, Decay.
Requires: affiliation, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Rule of Acquisition #102 ( To Boldly Go)
Rule. 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. At the end of each of your turns, place the top card of your deck on this event.
Order - Discard a card placed on this event to draw a card.
"Nature decays, but latinum lasts forever."
Characteristics: place a card from hand on your event, plays in your core, manipulate your deck, Decay, Rule, additional card draws.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Security Drills ( Fractured Time)
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.
"Schedule another surprise drill. If the Dominion tries to infiltrate the station, I want to be ready for them."
Characteristics: place a card from hand on your event, plays in your core, Decay, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Security Precautions ( Unnatural Selection)
Decay: 2. (When there are two cards on this event, destroy it.) Plays in your core. Players may only score points from non-headquarters missions. When a player scores points from a mission, he or she cannot score more than the printed value of that mission. At the start of your turn, place the top card of your deck on this event. When this event is destroyed, remove it from the game.
Characteristics: place a card from hand on your event, plays in your core, Decay, remove cards from the game (this card).
Requires: score points.
Card logging info: First edited by Telak at Dec 16th, 2015. Please support openCards and validate game text of this card!
(3) Spreading Fear ( Fractured Time)
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.
Characteristics: engagement, kill opponent's personnel, place a card from hand on your event, plays in your core, Decay, Maneuver.
Requires: Jem'Hadar species, Vorta species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Straight and Steady ( What You Leave Behind)
Decay: 5. (When there are five cards on this event, destroy it.) To play this event, you must command three personnel. Plays in your core. When your personnel aboard a ship uses a skill to complete a mission worth 40 or more points, you may place a card from hand on this event.
Order - Destroy this event to download a non-interrupt card that has a cost equal to the number of cards on this event.
"... we can't be afraid of the wind."
Characteristics: place a card from hand on your event, plays in your core, download, download - personnel, download - equipment, download - event, download - ship, manipulate your hand, Decay, ship related card.
Requires: affiliation, mission worth 40 or more points.
Rule hint for this card
This card has an erratum: Errata'd on 2015-04-06: This card has been used constantly in non-Starfleet decks to download 0 cost events. A requirement for three Starfleet personnel has now been added to play the card.
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) • The New Occupation ( What You Leave Behind)
Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. While your personnel or personnel is attempting a mission aboard your ship, you may place your Dissident on this event to make that personnel attributes +1 until the end of that mission attempt.
"This is not an occupation. This is a Cardassian station."
Characteristics: place a card from hand on your event, enhance your personnel attributes (other cards), plays in your core, Decay, ship related card.
Requires: affiliation, affiliation, Terok Nor related, Dissident.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) The Play's the Thing ( Fractured Time)
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.
"We've performed in London, Paris, Milan, all to sold-out houses. I assure you, we'll be able to pay the rent. With a bonus."
Characteristics: place a card from hand on your event, plays in your core, Decay, Alternate universe related, Future related, Past related.
Requires: personnel who has a cost of 3 or more.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • The Reckoning ( What You Leave Behind)
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 Prophet card or a Pah-wraith card from your hand on this event to make that personnel attributes +1 until the end of this turn.
"It will be the end ..."
"Or the beginning."
Characteristics: enhance your personnel attributes (other cards), plays in your core, Decay.
Requires: affiliation, Pah-wraith, Prophet.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) This Side of Paradise ( Peak Performance)
Decay: 4. (When there are four 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.
"I've seen drier days on Ferenginar. And we have a hundred seventy-eight different words for rain. Right now, it's glebbening out there. And that's bad."
Characteristics: "relocate" personnel cards - between your event and "in play", prevent your personnel from beeing killed by a dilemma, plays in your core, Decay.
Requires: "killer" dilemma.
Card logging info: Logged by Roga Danar at Sep 4th, 2010 (Q1 by eberlems at Sep 4th, 2010 & Q2 by Telak at Oct 11th, 2010)
(2) Unyielding ( Fractured Time)
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.
"When they decide to come, they will come in force. They do nothing piecemeal."
Characteristics: place a card from hand on your event, prevent your personnel from beeing stopped by a dilemma, plays in your core, Decay.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Walk the Line ( What You Leave Behind)
Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your personnel is about to be stopped, you may place your personnel on this event to prevent that. When your personnel is about to be stopped, you may place your personnel on this event to prevent that.
"Bajor will join the Federation."
Characteristics: prevent your personnel from beeing stopped, prevent your personnel from beeing stopped by a dilemma, plays in your core, Decay.
Requires: affiliation, affiliation, Deep Space None related.
Card logging info: Logged by openCards team at Jan 1st, 2008.