(3) • Anything or Anyone ( Necessary Evil)
Event
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.
Characteristics: "relocate" personnel cards - between your event and "in play", place a card from hand on your event, plays in your core, Infiltration, ship related card.
Requires: affiliation, planet mission, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Changeling Sabotage ( Call to Arms)
Event
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.
"They've attached themselves to the command and communication relays, the internal sensors, the transporter, the deflector shield grid, almost every critical system."
Characteristics: "relocate" personnel cards - return to hand, plays in your core, Damage, Infiltration, ship related card.
Requires: Damage, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Enemy in Your Midst ( Call to Arms)
Event
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.
"If one of my people were loose on the station for that long, there's no telling how much damage they could do. ... And remind everyone that next time, they'd better sweep everything. A changeling can be anything. A post, a pillar, even a patch of reflect
Characteristics: plays in your core, Infiltration, Morph, ship related card.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Misdirection ( Necessary Evil)
Event
Infiltration. Plays in your core. While an opponent's personnel is present with your Infiltrator, he or she is attributes -1.
"We need to remind the Tzenkethi that the Federation is committed to protecting our colonies near their border. ...The Defiant will leave in two days on a week-long patrol. I'll be coming along as an observer."
Characteristics: manipulate opponent's attributes (personnel), plays in your core, Infiltration.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Set Up ( Call to Arms)
Event
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.
"This is ridiculous. I'm not the changeling. If I were, don't you think I'd put up a little more of a fight?"
Characteristics: ignore or manipulate the results of a random selection, plays in your core, Infiltration.
Requires: "randomly select" dilemma, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Undercover Resource ( Necessary Evil)
Event
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.
"Obviously we have a changeling infiltrator on the station. ...That's who I'd send."
Characteristics: plays in your core, Infiltration, spend additional counters.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Under Suspicion ( Call to Arms)
Event
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.
"...we've got a problem. Any one of us could be the changeling. You, Kira, Eddington. Even me."
Characteristics: draw extra dilemmas, spend extra in total cost on dilemmas, plays in your core, Infiltration.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Your Fear Will Destroy You ( Necessary Evil)
Event
Infiltration. For each opponent's headquarters mission where you command an Infiltrator, score 5 points. Remove this event from the game.
"How many changelings do you think are here on Earth right at this moment? ...What if I were to tell you that there are only four on this entire planet? Huh? Not counting Constable Odo, of course. Think of it. Just four of us, and look at the havoc...
Characteristics: score points, Infiltration, remove cards from the game (this card).
Requires: headquarters, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Founder Trap ( Call to Arms)
Interrupt
Infiltration. When an opponent’s personnel is about to complete a mission, discard a random card from hand to add the skills of your Infiltrator at that mission to the mission’s requirements. This effect lasts until the end of that opponent’s turn. Remove this interrupt from the game.
"It appears I have underestimated the Founders. I should have seen it coming. There was a time when nothing got past me."
Characteristics: discard a random card from hand, Infiltration, remove cards from the game (this card), interrupt related card, modify opponent's mission requirements.
Requires: Infiltrator.
Rule hint for this card
This card has an erratum: Adjusting timing.
Game text without errata: "Infiltration. When an opponent is about to complete a mission, if your Infiltrator is at that mission, discard a random card from hand to add that Infiltrator's skills to the mission's requirements. This effect lasts until the end of that opponent's turn.".
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Jun 21st, 2010 (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by Telak at Nov 7th, 2010)
Pseudopod ( Call to Arms)
Interrupt
Infiltration. Morph.
Order - Return your Infiltrator to his or her owner's hand to randomly kill an opponent's personnel present with that Infiltrator.
"Let's face it, no matter how many precautions we take, he could replace any one of us. And we won't know it until it's too late."
Characteristics: "relocate" personnel cards - return to hand, kill opponent's personnel, Infiltration, Morph.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Team of Infiltrators ( Allegiance)
Interrupt
Infiltration. When your Infiltrator is facing a dilemma, if he or she is present with two Infiltrators, meet Integrity and Strength requirements of that dilemma using Cunning instead.
"So let me get this straight. All we have to do is get past an enemy fleet, avoid a tachyon detection grid, beam into the middle of Klingon headquarters, and avoid the Brotherhood of the Sword long enough to set these things up and activate them in front of Gowron?"
Characteristics: using Cunning instead, Infiltration.
Requires: Infiltrator.
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)