(3) Chameloid Chicanery ( Captain's Log)
Dual Dilemma
Randomly select a personnel to be stopped. If your opponent has an Infiltrator at this mission, randomly select a personnel to be killed.
"Would you mind explaining that little trick you do?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Covert Insertion ( To Boldly Go)
Dual Dilemma
Unless you have Diplomacy, Officer, and Security or Biology, Intelligence, and Treachery, randomly select a personnel to be stopped, and if the opponent on your left commands Founders' Homeworld, he or she may download an Infiltrator that he or she does not command and place him or her on your ship or planet mission.
Founders have cultivated fear in their subjects and enemies from within.
Characteristics: "randomly select" dilemma, "randomly stopper" dilemma, download, download - personnel, ship related card.
Requires: Founders' homeworld, planet mission, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Satarran Gambit ( Tapestry)
Dual Dilemma
Unless you have Intelligence and Cunning > 32 or 2 Biology and Programming, your opponent may place an Infiltrator from hand aboard a ship at this mission (your opponent now commands that personnel) and all your personnel are stopped.
"When you get those systems going, try to pull up the personnel files. It'd be nice if we all had names."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, ship related card.
Requires: Infiltrator.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(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.
(3) • Shocking Revelation ( Shattered Mirror)
Event
Infiltration. Plays on an opponent's incomplete non-headquarters mission. When your opponent completes this mission, if you command an Infiltrator, choose a personnel involved, place them on your headquarters mission, and name an affiliation. They become the named affiliation. (You now command that personnel.)
"...and we thank you for returning our sister to us."
Characteristics: "relocate" personnel cards - between two locations "in play", take command (of opponent cards), plays / place on a mission.
Requires: headquarters, Infiltrator.
Card logging info: First edited by Telak at Dec 1st, 2018. Please support openCards and validate game text of this card!
(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.
Clandestine Agent ( Strange New Worlds)
Interrupt
When your Founder is attempting a mission, if your Infiltrator is present with an opponent's personnel, that Founder gains a skill of your choice until the end of this turn.
"I sympathize with your problem. Uncovering changeling infiltrators is no easy task."
Characteristics: enhance your skills (other cards).
Requires: Founder, 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)
• Deep Space Station K-7, Monitor Federation Commerce ( A Time to Stand)
Space Mission
Location: Alpha-Quadrant Span: 4. Points: 35.
Requirements: Engineer, Intelligence, Programming, Treachery, and Cunning > 34
Special Instructions: When you play an Infiltrator, if this mission is complete, that personnel is cost -1 and you may place him or her on an opponent's planet mission or aboard an opponent's ship.
Any affiliation (except ) may attempt this mission.
"The Sherman's Planet affair is of extreme importance..."
Characteristics: reduce your card play cost, Alpha quadrant mission, mission with span 4, space mission, worth 35 or less points, ship related card.
Requires: planet mission, Infiltrator.
Card logging info: First edited by Telak at Apr 11th, 2016. Please support openCards and validate game text of this card!
(3) • Gelnon, Accurate Estimator ( Tacking Into the Wind)
Dominion Personnel of Vorta species.
Icons:
Diplomacy Law Leadership
Science Treachery
Commander: Ammut'alar. When you play a unique personnel, if you have played no other personnel this turn, each player may discard a card from hand to download an Infiltrator or an Infiltration card.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 4
"It's good to see my faith in you has not been misplaced."
Further game play infos
Gelnon, Accurate Estimator counts as "matching commander" for the following ship cards:
Characteristics: affiliation, download, download - personnel, download - Infiltration (cards), discard a card from hand, Commander, personnel who has a cost of 3 or more, Vorta species.
Requires: affiliation, Infiltration, Infiltrator.
Card logging info: First edited by eberlems at Aug 5th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(2) Guna'shan ( Hard Time)
Dominion Personnel of Jem'Hadar species.
Icons:
Geology Physics Security
When you place an Infiltrator you own aboard an opponent's ship and this personnel is in your hand, you may place him on your headquarters mission where he could be played.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 8
While the Founders were extremely adept at espionage, their extraction often depended on a Jem'Hadar presence to secure their passage.
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, Jem'Hadar species, ship related card.
Requires: headquarters, Infiltrator.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(6) • Ammut'alar, Unexpected Threat ( Tacking Into the Wind)
Dominion Ship (Attack Ship Class / Standard Equipment )
Staffing reqirements:
When a card your opponent owns is about to destroy your Infiltration event, if this ship is staffed at a non-headquarters mission, you may discard an Infiltration card or an Infiltrator from hand to prevent that.
RANGE: 7 WEAPONS: 8 SHIELDS: 7
"Let's hope the Federation's dilithium miners will be as surprised to see us as the Defiant's crew was."
Further game play infos
The following personnel cards can be used as "matching commander" for Ammut'alar, Unexpected Threat:Characteristics: affiliation.
Requires: Infiltration, Infiltrator.
Card logging info: First edited by eberlems at Jul 9th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(5) • Naprem ( Decipher's Promotion Cards)
Cardassian Ship (K'Vort Class / Cloaking Device )
Staffing reqirements:
While this ship is at an opponent's planet mission, if your personnel is on that planet, he or she is an Infiltrator.
RANGE: 7 WEAPONS: 8 SHIELDS: 7
"Quite a prize we've taken. The first Klingon bird-of-prey ever to be captured by Cardassia."
Further game play infos
The following personnel cards can be used as "matching commander" for Naprem:Characteristics: affiliation, K'Vort-class, Cloaking Device.
Requires: planet mission, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.