(5) Agonizing Encounter ( To Boldly Go)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"I was lucky that thing had knees...
"That was not his knee."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Alien Encounter ( Extreme Measures)
Dual Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, Leadership, and Integrity > 34, or command one or less headquarters missions, choose five personnel to be stopped and this dilemma returns to its owner's dilemma pile.
"I've always wanted to make love with an alien."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(4) Armed Search Party ( Captain's Log)
Dual Dilemma
Randomly select three personnel. Unless they have Strength > 17 or you have a non-Hand Weapon equipment, for each headquarters you command, randomly select one of those personnel to be placed in your opponent's brig.
"Captain, please come back down here."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "headquarter related" dilemma, "randomly select" dilemma, equipment related card.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) A Royal Hunt ( Necessary Evil)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) For each of your headquarters missions, randomly select a personnel to be stopped. If you still have nine personnel remaining, randomly select another personnel to be stopped. This dilemma returns to its owner's dilemma pile.
"Ha ha! You made a noble fight of it, Captain!"
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Bio-neural Computer Core ( Dangerous Missions)
Dual Dilemma
Randomly select a personnel to be stopped. If your opponent does not command that personnel and you still have nine personnel remaining, place him or her on your opponent’s headquarters mission instead, then randomly select a second personnel that your opponent does not command to be placed on your opponent’s headquarters mission. That opponent now commands those personnel.
none
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Rule hint for this card
This card has an erratum: Change of wording.
Game text without errara: "Randomly select a personnel to be stopped. If the opponent on your left does not command that personnel and you have still nine personnel remaining, place him or her on your opponent's headquarter mission instead, than randomly select a second personnel that your opponent does not command to be placed on that's opponents mission headquarters. That opponent now commands those personnel.".
Taken form Current Errata 2015-04-06.This card has an clarification: That opponent only takes command of the personnel that are placed on his or her headquarters mission. (CRD 2010-05-29)
Taken form .Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(3) Final Adventure ( Reflections 2.0)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Your opponent names a number. For each of your headquarters missions, randomly select a personnel who has a cost equal to that number to be killed and this dilemma returns to its owner's dilemma pile.
"The least I could do - for the Captain of the Enterprise."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Friendly Fire ( 20th Anniversary Collection)
Dual Dilemma
For each of your headquarters missions, randomly select a personnel to be killed. You may discard two events from hand to prevent this.
"I hate Ferengi..."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Dec 7th, 2014. Please support openCards and validate game text of this card!
(3) Harsh Conditions ( Necessary Evil)
Planet Dilemma
For each headquarters mission you command, your opponent names a skill. Place this dilemma on this mission. While your personnel is facing a dilemma, he or she cannot use those skills. At the end of this mission attempt, this dilemma is overcome.
"This is the gulag Rura Penthe! ...Punishment means exile from prison to the surface. On the surface, nothing can survive."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place on mission" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Imagined Emergency ( Captain's Log)
Dual Dilemma
Unless you have Engineer, Exobiology, and Medical or Leadership, Security, and Strength > 30, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your non-headquarters missions.
"Sisko to Kira. Report. Kira, can you read me?"
"Disregard, Commander. False alarm. Kira out."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) In Development ( Infinite Diversity)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Randomly select a personnel who has a cost of 2 or less. All your other personnel who have a cost of 2 or less are stopped.
"You may be experiencing difficulty because I increased the gravity on this deck by ten percent."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by Telak at Apr 21st, 2010 (Q1 by eberlems at Sep 5th, 2010 & Q2 by Roga Danar at Sep 8th, 2010)
(4) Instigate Dissension ( The Undiscovered Country)
Dual Dilemma
Randomly select two personnel to be stopped. Unless you command one or less headquarters missions, your opponent places this dilemma on one of your headquarters missions. You cannot play personnel at this mission. At the end of each of your turns, you may reveal three different non- personnel from hand who could by played at this headquarters to remove this dilemma from the game.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "specific affiliation related" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Interstellar Exigence ( Symbiosis)
Dual Dilemma
Choose a Law personnel to be stopped, then randomly select an additional personnel to be stopped for each headquarters mission the opponent on your left commands.
"...I share a measure of personal responsibility in this matter, but I am obliged to confirm my esteemed colleague's legal interpretation."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Jul 26th, 2018. Please support openCards and validate game text of this card!
(2) Joint Operation Drills ( Captain's Log)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select a person who has that skill to be stopped.
"Look, one of the reasons for these drills is to help our crews learn to work together."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Journey to the Past ( Hard Time)
Planet Dilemma
Unless you have Anthropology, Geology, Science, and Cunning > 34 or Diplomacy, Programming, Security, and Strength > 32, randomly select three personnel. Place this dilemma in your core, then place those personnel on this dilemma. At the end of your next turn, remove this dilemma from the game and place all personnel here on a planet or headquarters mission.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "randomly select" dilemma, "relocate" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(2) Language Barrier ( Necessary Evil)
Dual Dilemma
Unless you have Anthropology and Leadership or 2 Diplomacy and Integrity > 30, randomly stop two personnel for each headquarters mission you command.
"The double bars indicate an elongated 'S' sound-"
"And the inverted 'T' means to hold the 'Z'."
"...Unless...?"
"Unless...it's followed by three wavy lines, in which case the 'Z' becomes a 'B'."
Characteristics: "headquarter related" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Last Stand ( Unity)
Dual Dilemma
This dilemma is cost +3 for each headquarters mission your opponent commands. Your opponent may discard a Nucleogenic card from hand to make the next dilemma revealed during this mission attempt cost -3.
"We'll make it."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, discard a specific card from hand.
Requires: Nucleogenic, headquarters.
Card logging info: First edited by Telak at Dec 4th, 2011. One quality log by eberlems at Jan 2nd, 2012. Please support openCards and validate game text of this card a second time!
(4) Lawgivers ( These Are The Voyages)
Planet Dilemma
For each headquarters mission you command, your opponent chooses a personnel to be stopped. Each personnel stopped this way is returned to his or her owner's hand.
"The body absorbs its enemies. It only kills when it has to. When the first Archons came, they were free, out of control, opposing the will of Landru. Many were killed, many more were absorbed."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "opponent's choice stopper" dilemma, "relocate" dilemma, "specific affiliation related" dilemma, "relocate" personnel cards - return to hand.
Requires: "affiliation", headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Moment of Doubt ( These Are The Voyages)
Dual Dilemma
This dilemma is cost -2 for each headquarters mission you command. Your opponent chooses an Officer or Security personnel to be stopped.
"Why me? I look around that bridge, and I see the men waiting for me to make the next move. And ... what if I'm wrong?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "opponent's choice stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Neural Parasites ( These Are The Voyages)
Planet Dilemma
This dilemma is cost +3 for each mission you have completed. For each headquarters mission you command, your opponent chooses a personnel to be killed.
"This may be one cell in a larger organism, an incredibly huge organism, in fact. And although it's not physically connected to the other cells, it is, nevertheless, part of the whole creature, guided by the whole, drawing its strength from the whole ..."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, "killer" dilemma, "opponent's choice killer" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) On Foreign Ground ( Necessary Evil)
Planet Dilemma
Unless you command an event in your core, your opponent chooses a personnel to be killed for each headquarters mission you command. If you have at least one card in your hand, you may discard your hand to prevent this.
"I don't understand a word you are saying, but I guarantee you - I know how to use this."
Characteristics: "headquarter related" dilemma, "killer" dilemma, "opponent's choice killer" dilemma, manipulate opponent's hand.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Proximity-Actuated Field ( Strange New Worlds)
Dual Dilemma
Unless you have Biology and 2 Security or 2 Physics and Cunning > 35, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your non-headquarters missions.
"I wouldn't try that again. ... Not good for your brainpaths in the long term."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Rascals ( Sacrifice of Angels)
Dual Dilemma
Unless your personnel have a total cost < 17, for each headquarters mission you command, randomly select a personnel to be killed.
"They're taking all the adults down to the surface. It looks like they're keeping all the children on board the ship."
Characteristics: "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(1) Shattered ( In A Mirror, Darkly)
Space Dilemma
Unless you have Anthropology, Leadership, and Science or Engineer, Transporters, and Cunning > 28, randomly select a personnel to be stopped, and if the opponent on your left does not command a headquarters mission, he or she may take a personnel from his or her discard pile and place him or her aboard a ship at a mission.
"Different areas seem to exist in different time periods."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Voyager related, Delta-Quadrant mission, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Dal'Rok ( In A Mirror, Darkly)
Dual Dilemma
Unless your personnel have a total cost > 17, for each headquarters mission you command, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"Many years ago, this village was deeply divided by hate and mistrust. The first Sirah knew that unless he could find a way to unite the people, the village would destroy itself. So he used the Orb fragment as a catalyst to give their fears a physical form."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Time for Action ( Favor the Bold)
Dual Dilemma
For each headquarters mission your opponent commands, this dilemma is cost +2. Randomly select a personnel. Unless he or she has at least one skill listed in this mission's requirements, stop that personnel, then for each headquarters mission you command, randomly select another personnel to be stopped.
"Ensign, alert all ships. We're moving out."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Trelane's Trial ( These Are The Voyages)
Dual Dilemma
Choose a personnel that does not have an attribute > 6 to be stopped. If you cannot, for each headquarters mission you command, randomly select a personnel to be killed.
"Oh, the absurdity of these inferior beings. 'And now, Captain James Kirk, you stand accused of the high crime of treason against a superior authority, conspiracy, and the attempt to forment insurrection.' How do you plead?"
Characteristics: "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "your choice stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Unbelievable Emergency ( Genesis)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select two personnel to be stopped. If either of those personnel that is selected has the named skill, kill that personnel instead.
"Energy wave at two-hundred forty degrees port."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Weight of Command ( Zero Hour)
Dual Dilemma
Randomly select three personnel. Each Officer personnel selected is stopped. Then place each unstopped selected at your headquarters mission.
"Obedience. Duty. Death and more death. Soon even enough for the praetor's taste. Centurion, I find myself wishing for destruction before we can return."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "relocate" dilemma, "specific affiliation related" dilemma.
Requires: affiliation, headquarters.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(4) Where No One Has Gone Before ( Strange New Worlds)
Space Dilemma
Unless you have Astrometrics, Navigation, Physics, and Cunning > 34 or Exobiology, Leadership, Medical , and Integrity > 32, place this dilemma in your core and place your ship on this dilemma. At the end of your next turn, remove this dilemma from the game and place the ship at your headquarters mission.
"...over a billion light years from our galaxy."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "relocate" dilemma, "relocate" ship cards, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Worn-Out Welcome ( Reflections 2.0)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Anthropology and 2 Diplomacy or Transporters and 3 Treachery, place that personnel on one of your headquarters missions.
"I think it's time we left."
"I couldn't agree more."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Orb of Prophecy and Change ( Return to Grace)
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Orb. When your personnel present begin a mission attempt, you may exchange a personnel present with a personnel of the same affiliation in your discard pile if both of them could be played at the same headquarters mission you command. You may do this only once each turn.
Characteristics: recover cards from your discard pile, Artifact, Orb.
Requires: headquarters.
Card logging info: First edited by Telak at Dec 21st, 2015. Please support openCards and validate game text of this card!
(2) • All Available Personnel ( Sacrifice of Angels)
Plays in your core.
Order - Place an Assault or Maneuver interrupt from your hand on the bottom of its owner's deck to place a non-unique Officer personnel from hand on your headquarters mission where that personnel could be played. You may do this only once each turn.
"I've sent out twelve teams so far."
Characteristics: "relocate" personnel cards - place from hand into play, plays in your core.
Requires: Assault, Maneuver, interrupt related card, headquarters.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(1) Common Ground ( Energize)
Event
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.
"It was our hope that you would have to come together in fellowship and companionship to hear this message."
Characteristics: "relocate" personnel cards - place from hand into play.
Requires: Next Generation related, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Distant Exploration ( Reflections 2.0)
Event
Plays on your headquarters mission. When you complete a mission that has a different quadrant icon than this mission, score 5 points.
"The lifeforms who created the wormhole have agreed to allow safe passage for all ships traveling to the Gamma Quadrant."
Characteristics: score points, plays on your headquarters mission.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Escape Pod ( To Boldly Go)
Plays in your core. When one of your personnel aboard your ship is about to be discarded or killed, place that personnel on this event instead. (You command each personnel on this event.)
Order - Choose your staffed ship at a non-headquarters mission. Destroy this event to place each personnel here aboard that ship, then stop that ship.
"... get the civilians to the escape pods!"
Characteristics: "relocate" personnel cards - between your event and "in play", prevent your personnel from beeing discarded, prevent your personnel from beeing killed, prevent your personnel from beeing killed by a dilemma, plays in your core, ship related card.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Finding Our Way ( Captain's Log)
Event
To play this event, you must not command a headquarters mission. Plays on your Caretaker's Array. Cards an opponent owns cannot prevent or destroy this event. When a card instructs you to place a personnel on your headquarters mission, that personnel may be placed aboard your ship instead.
Order - Discard a card from hand to download a ship. You may do this only once each turn.
Characteristics: download, download - ship, discard a card from hand, plays on your ship, ship related card.
Requires: Voyager related, Caretaker's Array, headquarters.
Rule hint for this card
This card has an erratum: Order restricted to once each turn.
Taken form Current Errata 2015-04-06.Card logging info: Last edited by Telak at Oct 3rd, 2014. One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(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)
(2) Holodeck Grid ( Strange New Worlds)
Event
Plays in your core. You may play Holograms aboard your ship if both of them could be played at the same headquarters mission you command.
"...images of reality can be created by our computer. Highly useful in crew training. Highly enjoyable when used for games and recreation."
Characteristics: plays in your core, ship related card.
Requires: headquarters, Hologram "species".
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Interstellar Treaty ( Reflections 2.0)
Event
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.
As important as the military victory over the Dominion, was the diplomatic victory of uniting the Alpha Quadrant against them.
Characteristics: "relocate" personnel cards - place from hand into play.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Jem'Hadar Birthing Chamber ( Call to Arms)
Event
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.
"There are no Jem'Hadar women. ... Jem'Hadar are bred in birthing chambers. We are able to fight within three days of our emergence."
Characteristics: "relocate" personnel cards - place from hand into play, plays in your core, discard a non-personnel card from hand.
Requires: headquarters, Jem'Hadar species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Life Support ( Energize)
Event
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.
"If we can regenerate his pathways with his own neuron cells, we might be able to revive him."
Characteristics: "relocate" personnel cards - form discard pile into play, recover cards from your discard pile, remove cards from the game (other cards).
Requires: headquarters.
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.
(1) • Party Atmosphere ( Necessary Evil)
Event
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.
"Hey, how can you listen to this without feeling the urge to dance?"
Characteristics: event related card, plays in your core, reduce your card play cost.
Requires: headquarters.
Rule hint for this card
This card has an erratum: Changed to Unique.
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Mar 14th, 2010 (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by Telak at Mar 22nd, 2011)
(3) Peldor Joi ( Energize)
Event
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.
"Tesra Peldor impatri bren. Bentel vetan ullon sten."
Characteristics: "relocate" personnel cards - form discard pile into play, recover cards from your discard pile.
Requires: affiliation, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Profound Discovery ( Strange Bedfellows)
Recall: 2. (While this event is in your discard pile, you may play it from your discard pile at cost +2, then remove it from the game.) To play this event, you must command three non- Archaeology personnel. Place a non- Archaeology personnel from hand who costs 3 or less on your headquarters mission. Destroy this event.
"Are you familiar with micropaleontology?"
Characteristics: "relocate" personnel cards - place from hand into play, Recall.
Requires: headquarters.
Card logging info: First edited by Telak at Dec 21st, 2015. Please support openCards and validate game text of this card!
(0) Rescue Captives ( Second Edition)
Event
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.
"This mission can end only one of two ways. Either we bring back Li Nalas, or we don't come back at all."
Characteristics: "relocate" personnel cards - between two locations "in play", prevent your personnel from beeing captured, discard a card from hand.
Requires: Capture, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Seeing Double ( Strange New Worlds)
Event
Morph. Choose one: Place your Founder from your headquarters mission aboard a ship; or exchange any number of your personnel at your headquarters mission with an equal number of your personnel aboard a ship. Destroy this event.
"Wait ... it's me. Odo."
"You don't say."
Characteristics: "relocate" personnel cards - between two locations "in play", Morph, ship related card.
Requires: affiliation, headquarters, Founder.
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!
(3) The Dominion Will Prevail ( Captain's Log)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, the opponent on your left places the top two dilemmas of his or her dilemma pile beneath one of your non-headquarters missions.
"The Dominion is deploying their fleet in preparation for a final offensive. They're destroying our ships one by one."
Characteristics: place opponent's dilemmas under your mission, engagement, plays in your core, Maneuver.
Requires: affiliation, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) The Edge of Forever ( Fractured Time)
Temporal. Plays in your core.
Order - Lose 5 points to choose one: download a card that could be played at your headquarters mission and place it there; or take a card from your discard pile that could be played at your headquarters mission and place it there. Destroy this event.
"A gateway to your own past, if you wish."
Characteristics: "relocate" personnel cards - form discard pile into play, lose points, plays in your core, recover cards from your discard pile, download, download - any card, Temporal.
Requires: Future related, Past related, headquarters.
Rule hint for this card
This card has an erratum: Changed wording.
Game text without errata: "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.".
Taken form Current Errata 2015-04-06.Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(3) The New Resistance ( Reflections 2.0)
Event
To play this event, your opponent must command a ship at a non-headquarters 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.
"Relax. We're just sitting here enjoying each other's company."
Characteristics: plays in your core, manipulate your deck, reduce your card play cost, ship related card.
Requires: headquarters, Dissident.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) The Stars Are Made of Latinum ( Symbiosis)
To play this event, you must command Ferenginar and Founders' Homeworld. Plays on your headquarters mission (limit one per mission). When your ship here moves to a mission in a different quadrant, you may download a Commodity. While your opponent commands a Commodity, your ships are Range +2.
"... you have to do business with the Dominion."
Characteristics: enhance your RANGE (other cards), download, download - Commodity (cards), Commodity, plays on your headquarters mission, ship related card.
Requires: Commodity, Ferenginar, Founders' homeworld, headquarters.
Card logging info: First edited by Telak at Jul 27th, 2018. Please support openCards and validate game text of this card!
(0) You Have a Disease ( These Are The Voyages)
Event
Plays in your core. When your unique personnel uses a skill to meet a requirement on a dilemma or mission, you may choose an opponent to discard a card from hand. Then you may draw a card for each headquarters mission that opponent commands. You may do this only once each turn.
"We want to cure you, but we need a better way to identify those with the mutation. Our testing method is too slow."
Characteristics: plays in your core, manipulate opponent's hand, additional card draws.
Requires: affiliation, headquarters.
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.
Ambitious Intellect ( Unnatural Selection)
Interrupt
To play this interrupt, discard a Genetically Enhanced personnel from hand. When an opponent's dilemma is about to be returned to its owner's dilemma pile during your mission attempt, remove that dilemma from the game.
Order - Place a captive you own on your headquarters mission.
"An engineer of sorts..."
Characteristics: remove cards from the game (other cards).
Requires: return a dilemma to your dilemma pile, "return to owner's dilemma pile" dilemma, headquarters, Genetically Enhanced.
Card logging info: First edited by Telak at Aug 21st, 2013. Please support openCards and validate game text of this card!
A Royal Welcome ( This Side of Paradise)
Interrupt
Order - Destroy your event that has a cost of 3 or more to make your opponent name a skill (except Acquisition, Intelligence, Law, or Telepathy). You may download a personnel who has that skill and place him or her at your headquarters mission where that personnel could be played. That personnel is attributes +1 until the end of this turn.
Arridor and Kol reaped all the rewards the locals had to offer.
Characteristics: event related card, destroy an event - your own, enhance your personnel attributes (other cards), download, download - personnel.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Brainwashing ( Necessary Evil)
Interrupt
Capture. To play this interrupt, you must command three personnel.
Order - Lose 5 points to reveal an opponent's hand. Choose a personnel that you do not command and place him or her on your headquarters mission. (You now command that personnel.)
"...La Forge was conditioned by the Romulans - a process referred to historically, and somewhat inaccurately, as brainwashing."
Characteristics: lose points, take command (of opponent cards), manipulate opponent's hand, Capture.
Requires: affiliation, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Condition Captive ( Second Edition)
Interrupt
Punishment.
Order - Place your captive on your headquarters mission. You now command that personnel.
"He still hesitated. Prepare the equipment for another session."
Characteristics: take command (of opponent cards), Punishment.
Requires: Capture, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Exchange Program ( Peak Performance)
To play this interrupt, you must command two ships. When an opponent plays an interrupt, download an interrupt.
Order - Place one of your personnel at an opponent's headquarters mission (he or she now commands that personnel) to take a personnel at that headquarters mission that has a cost equal to or less than that personnel and place him or her at your Qo'noS (you now command that personnel).
Characteristics: "relocate" personnel cards - between two locations "in play", take command (of opponent cards), download, download - interrupt, ship related card.
Requires: affiliation, Qo'nos, headquarters.
Card logging info: Last edited by Telak at Oct 2nd, 2016. One quality log by eberlems at Feb 21st, 2019. Please support openCards and validate game text of this card a second time!
Flaw in the Plan ( Extreme Measures)
Interrupt
When an opponent plays a personnel or places a personnel from hand on a headquarters mission, discard three unique personnel from hand to kill that personnel.
Order - Kill four personnel you own.
"Killing your own clone is still murder."
Characteristics: "relocate" personnel cards - place from hand into play, kill opponent's personnel, kill your own personnel.
Requires: headquarters.
Card logging info: Logged by Roga Danar at Feb 5th, 2011 (Q1 by eberlems at Jun 28th, 2011 & Q2 by Telak at Jun 29th, 2011)
Unrelenting ( Peak Performance)
Interrupt
To play this interrupt, stop a personnel you command but do not own aboard your ship. When an opponent plays an interrupt, you may give command and place a personnel he or she owns but that you command at his or her headquarters mission to prevent that interrupt and place it in its owner's discard pile.
Order - Take command of an opponent's personnel present with a personnel that he or she owns but that you command.
Characteristics: prevent opponent's interrupts, ship related card.
Requires: take command (of opponent cards), affiliation, headquarters.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
• Defend Evolutionary Link ( Lineage)
Space Mission
Location: Alpha-Quadrant Span: 3. Points: 35.
Requirements: Anthropology, Archaeology, Diplomacy, Exobiology, and Integrity>36
Special Instructions: When your personnel complete this mission, you may place an Alien from hand at your headquarters mission where he or she could be played.
Zeta Gelis cluster: "They tried to convince us it was a sickness..."
Characteristics: "relocate" personnel cards - place from hand into play, Alpha quadrant mission, space mission, worth 35 or less points.
Requires: headquarters, Alien species.
Card logging info: First edited by Telak at Jul 7th, 2012. One quality log by eberlems at Jul 8th, 2012. Please support openCards and validate game text of this card a second time!
(3) • Aaron Conor, Born Leader ( Necessary Evil)
Non-aligned Personnel of Human species.
Diplomacy 2 Honor
Leadership
Genetically Enhanced. When you play this personnel, choose an opponent. For each headquarters mission he or she commands, this personnel is cost -1.
INTEGRITY: 8 CUNNING: 6 STRENGTH: 6
"...I found today exhilarating. Meeting you, meeting new people, with new ideas..."
Characteristics: "affiliation", reduce your card play cost, Genetically Enhanced, personnel who has a cost of 3 or more, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Amar'itak ( Necessary Evil)
Dominion Personnel of Jem'Hadar species.
Icons:
Exobiology Geology
Security
When you play this personnel, if you command a Vorta, choose an opponent. You may draw a card for each headquarters mission he or she commands.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 8
"There's something to be said for soldiers who aren't afraid to die."
Characteristics: affiliation, additional card draws, Jem'Hadar species.
Requires: headquarters, Vorta species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Brin ( Hard Time)
Bajoran Personnel of Bajoran species.
Icons:
Archaeology Physics Science
Telepathy Treachery
When a card in your discard pile is removed from the game, if this personnel is in your hand, you may place him on your headquarters mission where he could be played.
INTEGRITY: 3 CUNNING: 5 STRENGTH: 5
"We worship the true Prophets, yes."
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, "use" your discard pile, Bajoran species.
Requires: remove cards from the game (other cards), headquarters.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(3) • Brota, Son of Mogh ( Matter of Time)
Non-aligned Personnel of Human / Klingon species.
Anthropology Geology Honor
Medical Security
When an opponent plays an event that costs 2 or less, if he or she commands two or more headquarters missions, prevent that event and place it in its owner's discard pile. You may do this only once each turn.
INTEGRITY: 7 CUNNING: 5 STRENGTH: 7
"We live as warriors, just as you taught our ancestors long ago."
Characteristics: prevent opponent's events, "affiliation", personnel who has a cost of 3 or more, Human species, Klingon species.
Requires: Multi-headquarter decks, headquarters.
Card logging info: First edited by Roga Danar at Feb 24th, 2013. Please support openCards and validate game text of this card!
(1) • Damar, Martyred Outlaw ( Far Beyond the Stars)
Cardassian Personnel of Cardassian species.
Icons:
2 Leadership
Commander: Niala. Dissident. Legate. When you play this personnel, discard a card from hand. When this personnel is killed by a dilemma or in combat, you may place up to three Dissidents from your hand at your headquarters mission where they could be played.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 6
"With men like you on our side, how can we fail?"
Further game play infos
Damar, Martyred Outlaw counts as "matching commander" for the following ship cards:
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, discard a card from hand, Commander, Dissident, Legate, Cardassian species.
Requires: combat, kill your own personnel, affiliation, headquarters, Dissident.
Card logging info: First edited by Telak at Jul 28th, 2018. Please support openCards and validate game text of this card!
(2) Examination Drone ( Necessary Evil)
Borg Personnel of Borg species.
Icons:
Anthropology Archaeology
Astrometrics
Drone. When you play this personnel, choose an opponent. You may draw a card for each headquarters mission he or she commands.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Process data on recent contact with alien species. Analyze.
Characteristics: affiliation, additional card draws, Drone, Borg species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) • Ezri Tigan, Soldier of Fortune ( In A Mirror, Darkly)
Non-aligned Personnel of Trill species.
Icons:
Anthropology Geology Medical
Navigation Security Transporters
Thief. When this personnel is stopped by a dilemma, choose an opponent and place this personnel at his or her headquarters mission. That opponent now commands this personnel.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 4
"I believe in getting paid for my work. And you still owe me for the last job I did for you."
Characteristics: "affiliation", Alternate universe related, Thief, Trill species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Founder Agitator, Elusive Assassin ( Fractured Time)
Dominion Personnel of Changeling species.
Icons:
Physics Science
Security 2 Treachery
Shape-shifter. Assassin. Founder. Infiltrator. Order - Return this personnel to his owner's hand to return one opponent's non-unique personnel present to his or her owner's hand for each headquarters mission that opponent commands.
INTEGRITY: 2 CUNNING: 6 STRENGTH: 6
"We must assume that it escaped unharmed."
Characteristics: "relocate" personnel cards - return to hand, affiliation, Assassin, Founder, Infiltrator, Shape-shifter, personnel who has a cost of 3 or more, Changeling species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Four of Twelve, Standardization Drone ( These Are The Voyages)
Borg Personnel of Borg species.
Icons:
Engineer Medical
Science
Drone. When you discard the top card of your deck, if it is a non-Artifact equipment card, you may stop this personnel to place that card on your headquarters mission.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
Task: Monitor acquired technology. Repurpose.
Characteristics: equipment related card, affiliation, Drone, Borg species.
Requires: manipulate your deck, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gaeta ( To Boldly Go)
Starfleet Personnel of Human species.
Icons:
Anthropology Astrometrics
Navigation
When you play this personnel, choose an opponent. That opponent must discard the top card of his or her deck for each headquarters mission he or she commands.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
Being a navigator on the Enterprise NX-01 is an exciting experience. Visiting new worlds and seeing new stars is definitely worth the time put in at Starfleet Academy.
Characteristics: affiliation, manipulate opponent's deck, Past related, personnel who has a cost of 3 or more, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(4) • Ilia, Finest Navigator in Starfleet ( Allegiance)
Federation Personnel of Deltan species.
Icons:
Honor Navigation Officer
Telepathy
You may play this personnel at cost -2 to ignore her next ability. When you play this personnel, if you command a personnel who has a cost of 4 or more, for each headquarters mission your opponent commands, you may shuffle two cards from your discard pile into your deck.
INTEGRITY: 7 CUNNING: 5 STRENGTH: 5
"My oath of celibacy is on record..."
Characteristics: affiliation, manipulate your deck, recover cards from your discard pile, The Original Series related, Past related, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more.
Requires: The Original Series related, headquarters, personnel who has a cost of 4 or more.
Rule hint for this card
This card has an erratum: Discount rewording.
Skill without errata: "You may play this personnel at cost -2 to ignore her ability.".
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Mar 14th, 2010 (Q1 by Roga Danar at Sep 6th, 2010 & Q2 by Telak at Dec 7th, 2011)
(3) • Jaresh-Inyo, Federation President ( Extreme Measures)
Federation Personnel of Grazerite species.
Icons:
Diplomacy 2 Honor Law
2 Leadership
When you play this personnel, you may lose 5 points to download up to three personnel, then place them on your headquarters where each personnel could be played.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 4
"I never sought this job. I was content to simply represent my people on the Federation Council. When they asked me to submit my name for election, I almost said no."
Characteristics: lose points, affiliation, download, download - personnel, Earth related, personnel who has a cost of 3 or more.
Requires: Deep Space None related, headquarters.
Card logging info: Logged by Roga Danar at Feb 7th, 2011 (Q1 by Telak at Mar 8th, 2011 & Q2 by eberlems at Jun 28th, 2011)
(1) Josephs ( These Are The Voyages)
Federation Personnel of Human species.
Icons:
Navigation Security
Transporters
You may play this personnel at cost +5 to make each player discard five cards from the top of his or her deck for each headquarters mission he or she commands.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 6
U.S.S. Enterprise security officer Lieutenant Josephs was known to spend time on Deck Eleven, Section A-Three.
Characteristics: affiliation, manipulate opponent's deck, The Original Series related, Past related, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) • Julian Bashir, Rebel Captain ( In A Mirror, Darkly)
Non-aligned Personnel of Human species.
Icons:
Biology Exobiology Leadership
Medical Officer Science
Genetically Enhanced. When you play this personnel, choose an opponent. For each headquarters mission he or she commands, this personnel is cost -3.
INTEGRITY: 4 CUNNING: 8 STRENGTH: 6
"Captain Bashir, Captain O'Brien, Captain Sisko. We may not have enough weapons or troops or ships but we have plenty of captains."
Characteristics: "affiliation", reduce your card play cost, Alternate universe related, Genetically Enhanced, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, personnel who has a cost of 5 or more, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Kavok, Challenging Captain ( Sacrifice of Angels)
Klingon Personnel of Klingon species.
Icons:
Intelligence Officer Physics
Programming Treachery
Thief. When you play this personnel at your headquarters mission, you may discard an event or interrupt from hand to place him aboard an opponent's staffed ship. If you do, you may place that ship at a different mission in the same quadrant.
INTEGRITY: 5 CUNNING: 6 STRENGTH: 8
"Experience Bij!"
Characteristics: event related card, "relocate" ship cards, affiliation, discard a specific card from hand, interrupt related card, Thief, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Klingon species, ship related card.
Requires: headquarters.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(4) • Kira Nerys, First Officer ( What You Leave Behind)
Bajoran Personnel of Bajoran species.
Icons:
Diplomacy Honor Officer
Security
Order - If you command two missions worth 40 or more points, discard four cards from hand to take a personnel from your discard pile and place it on your headquarters mission. You may only do this once each turn.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
"I don't suppose this would be a good time for me to give you my opinion about how Bajor should be dealing with the Klingons?"
Characteristics: "relocate" personnel cards - form discard pile into play, affiliation, recover cards from your discard pile, Deep Space None related, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Bajoran species.
Requires: affiliation, headquarters, mission worth 40 or more points.
Rule hint for this card
This card has an erratum: Limited to once each turn.
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Kira Nerys, Iliana Ghemor ( Necessary Evil)
Cardassian Personnel of Bajoran species.
Icons:
Honor Programming Security
Dissident. Order - Lose 5 points and stop this personnel to download up to three Dissident personnel, then place them on a headquarters mission where they could be played.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
"This is absurd. You can mutilate me, change my appearance; you are never going to convince me that I am a Cardassian."
Characteristics: lose points, affiliation, download, download - personnel, Dissident, Bajoran species.
Requires: headquarters, Dissident.
Rule hint for this card
This card has an clarification: This personnel's ability only allows you to place all downloaded personnel at "a" headquarters mission to which "they" could be played. If there is no single headquarters mission where all downloaded personnel could be played, you may not place any of them at any headquarters mission. (CRD 2011-03-07)
Taken form .Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Kira Nerys, Resourceful Prisoner ( In A Mirror, Darkly)
Bajoran Personnel of Bajoran species.
Icons:
Anthropology Diplomacy Intelligence
Law Leadership Transporters
2 Treachery
At the start of each of your turns, if this personnel is in your discard pile or an opponent's brig, you may remove an personnel in your discard pile from the game to place this personnel on a headquarters mission that she could be played.
INTEGRITY: 2 CUNNING: 6 STRENGTH: 5
"Why don't you lower this force field and join me in here?"
Characteristics: prevent your personnel from beeing captured, affiliation, "use" your discard pile, recover cards from your discard pile, remove cards from the game (other cards), Alternate universe related, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Bajoran species.
Requires: Alternate universe related, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) • Klim Dokachin, Officious Quartermaster ( Sacrifice of Angels)
Federation Personnel of Zakdorn species.
Icons:
Exobiology Law Navigation
When you play this personnel, each player may choose one: search their discard pile for a ship and place that ship at a headquarters mission where it could be played; or download a ship.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 4
"Did you arrange an appointment?"
Characteristics: "relocate" ship cards, affiliation, "use" your discard pile, download, download - ship, Next Generation related, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, personnel who has a cost of 5 or more, Zakdorn species, ship related card.
Requires: headquarters.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(3) • Koval, Chairman of the Tal Shiar ( Necessary Evil)
Romulan Personnel of Romulan species.
Icons:
Biology Exobiology
Intelligence Leadership Security
Treachery
While an opponent commands more headquarters missions than you, this personnel cannot be stopped by dilemmas.
INTEGRITY: 3 CUNNING: 7 STRENGTH: 5
"Now we'll have our private talk. ...This can be painful or not. That's up to you...Either way, I will know what you know."
Characteristics: prevent your personnel from beeing stopped by a dilemma, affiliation, personnel who has a cost of 3 or more, Romulan species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Lojal, Investigative Ambassador ( Strange Bedfellows)
Federation Personnel of Vulcan species.
Icons:
Anthropology Archaeology Diplomacy
Navigation
When you play this personnel, you may lose 5 points to take up to two personnel from your discard pile and place them on your headquarters mission where they could be played.
INTEGRITY: 6 CUNNING: 7 STRENGTH: 6
"What are you recalibrating?"
Characteristics: lose points, affiliation, recover cards from your discard pile, Deep Space None related, Vulcan species.
Requires: affiliation, headquarters.
Card logging info: First edited by Telak at Apr 10th, 2015. Please support openCards and validate game text of this card!
(3) • Martin Benbeck, Strict Interpreter ( Necessary Evil)
Non-aligned Personnel of Human species.
Anthropology Honor
Law Security
Genetically Enhanced. When you play this personnel, choose an opponent. You may draw a card for each headquarters mission he or she commands.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 6
"Your presence here has already begun to affect the entire balance of our society."
Characteristics: "affiliation", additional card draws, Genetically Enhanced, personnel who has a cost of 3 or more, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Miranda O'Brien, Proud Descendant ( Matter of Time)
Non-aligned Personnel of Alien / Human species.
Engineer Honor Leadership
Programming Transporters
When an opponent plays an interrupt, if he or she commands two or more headquarters missions, prevent that interrupt and place it in its owner's discard pile. You may do this only once each turn.
INTEGRITY: 7 CUNNING: 7 STRENGTH: 5
"It's nothing you need to worry about."
Characteristics: prevent opponent's interrupts, "affiliation", interrupt related card, personnel who has a cost of 3 or more, Alien species, Human species.
Requires: Multi-headquarter decks, headquarters.
Card logging info: First edited by Roga Danar at Feb 24th, 2013. Please support openCards and validate game text of this card!
(2) Nagata ( Raise the Stakes)
Federation Personnel of Human species.
Icons:
Astrometrics Engineer Physics
Programming Transporters
You may play this personnel at cost +1 to draw three cards for each headquarter mission the opponent on your left commands, then place three cards from hand on the bottom of your deck.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 6
"Scotty told me to do this."
Characteristics: affiliation, manipulate your deck, The Original Series related, additional card draws, Past related, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Nidet ( Hard Time)
Cardassian Personnel of Cardassian species.
Icons:
Biology Medical Programming
Security
When you place a personnel an opponent owns in your brig, if this personnel is in your hand, you may place him on your headquarters mission where he could be played.
INTEGRITY: 4 CUNNING: 5 STRENGTH: 6
Basic training in the Cardassian military included the handling, processing, and treatment of detainees.
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, Cardassian species.
Requires: Capture, headquarters.
Card logging info: First edited by Telak at Sep 7th, 2016. Please support openCards and validate game text of this card!
(2) • Nog, Drill Instructor ( The Nth Degree)
Ferengi Personnel of Ferengi species.
Icons:
Engineer Medical Physics
Programming Security
Order - Discard an equipment from beneath your Ferenginar to place a captive you own at your headquarters mission. You may do this only once each turn.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 5
"This is the eighth run-through and you haven't been able to hit a single Jem'Hadar... and you shot Moogie."
Characteristics: equipment related card, affiliation, Deep Space None related, Ferengi species.
Requires: Capture, Ferenginar, headquarters.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(2) • Number One, Reputable Officer ( This Side of Paradise)
Federation Personnel of Human species.
Icons:
Astrometrics Diplomacy Navigation
Officer Science
You may play this personnel at cost +2 to choose up to three of your personnel in your opponents' brigs and place them at your headquarters mission.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
"It's wrong to create a whole race of humans to live as slaves."
Characteristics: prevent your personnel from beeing captured, affiliation, The Original Series related, Past related, Human species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Odo, Timeless ( Matter of Time)
Non-aligned Personnel of Changeling species.
Law Leadership Navigation
2 Programming Science Security
Shape-shifter. During each of your Play and Draw Cards segments, if an opponent commands two or more headquarters missions, you may spend 2 additional counters.
INTEGRITY: 4 CUNNING: 7 STRENGTH: 7
"There's something I want you to know... something I've wanted to tell you for two hundred years..."
Characteristics: "affiliation", spend additional counters, Shape-shifter, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Changeling species.
Requires: Multi-headquarter decks, headquarters.
Card logging info: First edited by Roga Danar at Feb 24th, 2013. Please support openCards and validate game text of this card!
(3) • Phlox, Alien Physiologist ( To Boldly Go)
Starfleet Personnel of Denobulan species.
Icons:
Biology Exobiology
Medical Physics Science
When your personnel present is about to be killed, you may stop this personnel to prevent that and place that personnel on your headquarters where he or she could be played.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 5
"My asmotic eel's under the weather... I should stay aboard until she's feeling better."
Characteristics: "relocate" personnel cards - between two locations "in play", prevent your personnel from beeing killed, affiliation, Past related, personnel who has a cost of 3 or more, Denobulan species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Prosar ( Hard Time)
Ferengi Personnel of Ferengi species.
Icons:
Acquisition Astrometrics Biology
Science
When you give command of a Commodity event you own to an opponent, if this personnel is in your hand or beneath your Ferenginar, you may place him on your headquarters mission where he could be played.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 4
Tongo is often played as a facade to test potential financial partners.
Characteristics: event related card, "relocate" personnel cards - place from hand into play, affiliation, Ferengi species.
Requires: Commodity, Ferenginar, headquarters.
Card logging info: First edited by Telak at Sep 5th, 2016. Please support openCards and validate game text of this card!
(3) • Remata'Klan, Steadfast Sentinel ( Symbiosis)
Dominion Personnel of Jem'Hadar species.
Icons:
Honor Leadership Officer
Security
When an opponent plays an event or interrupt, you may place your captive he or she owns on his or her ship or headquarters mission to prevent that event or interrupt and place it in its owner's discard pile.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 8
"I have been ordered to let you go free after your meeting. You can be assured that I will obey that order."
Characteristics: prevent opponent's events, prevent opponent's interrupts, affiliation, Terok Nor related, interrupt related card, personnel who has a cost of 3 or more, Jem'Hadar species.
Requires: Capture, headquarters.
Card logging info: First edited by Telak at Jul 27th, 2018. Please support openCards and validate game text of this card!
(3) • Russell Toddman, Security Conscious ( Return to Grace)
Federation Personnel of Human species.
Icons:
Law Officer Security
Admiral. When you lose command of one of your events, you may take a personnel you own that was on that event and place him or her at your headquarters mission where he or she could be played. (You now command that personnel.)
INTEGRITY: 5 CUNNING: 6 STRENGTH: 6
"...there's nothing we can do."
Characteristics: event related card, "relocate" personnel cards - between your event and "in play", affiliation, Earth related, Admiral, personnel who has a cost of 3 or more, Human species.
Requires: take command (of opponent cards), Deep Space None related, headquarters.
Card logging info: First edited by Telak at Mar 14th, 2014. Please support openCards and validate game text of this card!
(3) • Spock, Man of Integrity ( In A Mirror, Darkly)
Federation Personnel of Human / Vulcan species.
Icons:
Engineer Honor Programming
Science Transporters
While you command an personnel, you may play this personnel at cost +2 to make each player place a personnel from hand on a headquarters mission where that personnel could be played.
INTEGRITY: 6 CUNNING: 8 STRENGTH: 7
"I do not desire the captaincy. I much prefer my scientific duties."
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, The Original Series related, Alternate universe related, Past related, personnel who has a cost of 3 or more, Human species, Vulcan species.
Requires: Alternate universe related, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Surmak Ren, Medical Administrator ( Necessary Evil)
Bajoran Personnel of Bajoran species.
Biology Leadership
Medical Programming Science
Bajoran Resistance. When you play this personnel, each opponent discards a card from hand for each headquarters mission he or she commands.
INTEGRITY: 5 CUNNING: 6 STRENGTH: 5
Former member of the Higa Metar resistance sect. He assisted in the creation of an aphasia virus to infect the staff of Terok Nor.
Characteristics: affiliation, manipulate opponent's hand, Bajoran Resistance, personnel who has a cost of 3 or more, Bajoran species.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Tosk, Noble Prey ( Sacrifice of Angels)
Dominion Personnel of Tosk species.
Icons:
Engineer Honor Navigation
Programming Security
You may play this personnel at cost +1 aboard an opponent's ship. If you do this, that opponent now commands him. At the end of your turn, if you command this personnel and he is at a headquarters mission, lose 5 points.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
"I live the greatest adventure one could ever desire."
Characteristics: lose points, affiliation, Tosk species, ship related card.
Requires: headquarters.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(2) • Vakis, Misinformed Operative ( Lineage)
Romulan Personnel of Romulan species.
Icons:
Biology Intelligence Medical
When you play an Assassin, you may discard a card from hand to place that personnel on any headquarters mission or on any planet.
INTEGRITY: 4 CUNNING: 7 STRENGTH: 5
"I'll correct our records."
Characteristics: "relocate" personnel cards - between two locations "in play", affiliation, discard a card from hand, Romulan species.
Requires: headquarters, planet mission, Assassin.
Card logging info: First edited by Telak at Jul 8th, 2012. One quality log by eberlems at Jul 8th, 2012. Please support openCards and validate game text of this card a second time!
(3) • Yaltar, Draft Supervisor ( Matter of Time)
Cardassian Personnel of Cardassian species.
Icons:
Officer Security
Gul. Order - Stop this personnel to reveal the top three cards of your deck. You may place up to two Glinns revealed this way at your headquarters mission where each could be played, then stop those personnel. Discard the remaining cards.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 6
Forced re-enlistment swelled Terok Nor's ranks.
Characteristics: "relocate" personnel cards - form your deck into play, affiliation, manipulate your deck, Terok Nor related, Past related, Gul, personnel who has a cost of 3 or more, Cardassian species.
Requires: headquarters, Glinn.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) • Yedrin Dax, Heir Apostate ( Matter of Time)
Non-aligned Personnel of Human / Trill species.
Anthropology Archaeology Diplomacy
Physics Science Treachery
Host. When an opponent downloads a card, if he or she commands two or more headquarters missions, place that card on the top of its owner's deck. You may do this only once each turn.
INTEGRITY: 4 CUNNING: 7 STRENGTH: 4
"...I'm responsible for what happened here!"
Characteristics: prevent opponent's downloads, "affiliation", Host, personnel who has a cost of 3 or more, Human species, Trill species.
Requires: Multi-headquarter decks, download, headquarters.
Card logging info: First edited by Roga Danar at Feb 24th, 2013. Please support openCards and validate game text of this card!
(3) • Baxial, Salvage Ship ( Captain's Log)
Non-aligned Ship (Drexia Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at Caretaker's Array or at the same mission as your U.S.S. Voyager. While you have six or more events in your discard pile, this ship is attributes +3.
RANGE: 5 WEAPONS: 4 SHIELDS: 5
"Sensors have detected a small vessel. One humanoid life form is on board."
Further game play infos
The following personnel cards can be used as "matching commander" for Baxial, Salvage Ship:Characteristics: event related card, "affiliation", enhance your ship attributes (this card), "use" your discard pile, Voyager related.
Requires: Caretaker's Array, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Cochrane, Voyager Shuttle ( Captain's Log)
Federation Ship (Type-9 Shuttlecraft Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at Caretaker's Array or at the same mission as your U.S.S. Voyager. While you command six or more personnel aboard this ship, it is Range -2. This ship is attributes +1 for each Navigation personnel aboard.
RANGE: 3 WEAPONS: 3 SHIELDS: 3
"I'll bring the shuttle up to speed. The second I cross the threshold, I'll cut the engines, drop out of warp, and come about."
Characteristics: affiliation, enhance your RANGE (this card), enhance your ship attributes (this card), Voyager related.
Requires: Caretaker's Array, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Delta Flyer, Innovative Vessel ( These Are The Voyages)
Federation Ship (Delta Flyer Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at the same mission as your U.S.S. Voyager. Personnel aboard this ship cannot attempt missions.
RANGE: 10 WEAPONS: 7 SHIELDS: 7
"Behold the Delta Flyer. Ultra-aerodynamic contours, retractable nacelles, parametallic hull plating, unimatrix shielding, based on Tuvok's brilliant design for the Multi-Spatial Probe, and a Borg-inspired weapons system."
Further game play infos
The following personnel cards can be used as "matching commander" for Delta Flyer, Innovative Vessel:Characteristics: affiliation, Voyager related, prevent mission attempt.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Delta Flyer, Rebuilt "Hot Rod" ( Tacking Into the Wind)
Federation Ship (Delta Flyer Class / Standard Equipment )
Staffing reqirements:
Icons:
To play this ship, you must command four space missions. While you do not command a headquarters mission, you may play this ship at the same mission as your U.S.S. Voyager.
RANGE: 10 WEAPONS: 7 SHIELDS: 7
"Vectored exhaust ports, accelerated driver coils. Your vessel must be fast."
Further game play infos
The following personnel cards can be used as "matching commander" for Delta Flyer, Rebuilt "Hot Rod":Characteristics: affiliation, Voyager related.
Requires: headquarters, space mission.
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!
(3) • Drake, Voyager Shuttle ( Captain's Log)
Federation Ship (Type-8 Shuttlecraft Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at Caretaker's Array or at the same mission as your U.S.S. Voyager. While you command six or more personnel aboard this ship, it is Range -2. While you command a Temporal event in your core, this ship is Range +3.
RANGE: 3 WEAPONS: 3 SHIELDS: 3
"Your shuttle intersected one of our timestreams, and, boom."
Characteristics: event related card, affiliation, enhance your RANGE (this card), Voyager related.
Requires: Temporal, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(7) • I.K.S. Negh'Var, Imperial Flagship ( Face of the Enemy)
Klingon Ship (Na'Far Class / Cloaking Device )
Staffing reqirements:
To staff this ship, you must have a Chancellor or a General aboard. You may use your card which begins combat at this mission even if it is at a headquarters mission.
RANGE: 9 WEAPONS: 11 SHIELDS: 10
"...once battle has begun, there can be no turning back."
Further game play infos
The following personnel cards can be used as "matching commander" for I.K.S. Negh'Var, Imperial Flagship:Characteristics: affiliation, Cloaking Device, ship with four or more staffing icons.
Requires: combat, headquarters, Chancellor, General.
Card logging info: First edited by Telak at Nov 11th, 2015. Please support openCards and validate game text of this card!
(6) • Olarra, Chariot of Light ( Unity)
Non-aligned Ship (Transport Class / Standard Equipment )
Staffing reqirements:
Icons:
While your Hologram with no staffing icons is aboard this ship, he or she gains . When you are about to play a Hologram at your headquarters mission, you may play him or her aboard this ship instead.
RANGE: 8 WEAPONS: 6 SHIELDS: 7
"Welcome aboard... You're among your own kind now."
Further game play infos
The following personnel cards can be used as "matching commander" for Olarra, Chariot of Light:Characteristics: "affiliation", Voyager related, plays on your ship.
Requires: "affiliation", headquarters, Hologram "species".
Card logging info: First edited by Telak at Dec 2nd, 2011. One quality log by eberlems at Jan 2nd, 2012. Please support openCards and validate game text of this card a second time!
(7) • Queen's Borg Cube ( Decipher's Promotion Cards)
Borg Ship (Cube Class / Standard Equipment )
Staffing reqirements:
You may use a card which begins an engagement to begin one involving this ship even if it is at a headquarters mission.
RANGE: 10 WEAPONS: 12 SHIELDS: 11
"It's on a direct course for Earth. It will cross the Federation border in less than an hour."
Further game play infos
The following personnel cards can be used as "matching commander" for Queen's Borg Cube:Characteristics: affiliation, ship with four or more staffing icons.
Requires: engagement, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) • U.S.S. Enterprise-D, Humanitarian Envoy ( Far Beyond the Stars)
Federation Ship (Galaxy Class / Standard Equipment )
Staffing reqirements:
Icons:
When you play this ship, if you command three personnel, each player may place a personnel from hand on a headquarters mission where he or she could be played. (Yours must be a personnel.)
RANGE: 8 WEAPONS: 8 SHIELDS: 9
"Starfleet has agreed to establish a Federation presences in this system following the withdrawal of Cardassian occupational forces."
Further game play infos
The following personnel cards can be used as "matching commander" for U.S.S. Enterprise-D, Humanitarian Envoy:Characteristics: "relocate" personnel cards - place from hand into play, affiliation, Deep Space None related, Galaxy-class, U.S.S. Enterprise-D, ship with four or more staffing icons.
Requires: affiliation, affiliation, Deep Space None related, headquarters.
Card logging info: First edited by Telak at Jul 28th, 2018. Please support openCards and validate game text of this card!
(4) • U.S.S. Equinox, Determined To Get Home ( Allegiance)
Federation Ship (Nova Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at Caretaker’s Array. While this ship is at a mission, you may play Treachery personnel, personnel, and equipment aboard this ship.
While you do not command U.S.S. Voyager, you may pay the cost of losing 5 points to use an ability on a personnel you own by discarding a Nucleogenic card from hand.
RANGE: 8 WEAPONS: 6 SHIELDS: 7
Further game play infos
The following personnel cards can be used as "matching commander" for U.S.S. Equinox, Determined To Get Home:Characteristics: affiliation, Voyager related, discard a specific card from hand.
Requires: "affiliation", Voyager related, Nucleogenic, Delta-Quadrant mission, headquarters.
Rule hint for this card
This card has an erratum: Clarification on special skill.
Taken form Current Errata 2015-04-06.The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(0) • U.S.S. Relativity, Federation Timeship ( Matter of Time)
Federation Ship (Wells Class / Standard Equipment )
Staffing reqirements:
Icons:
Temporal. At the start of each of your turns, place each non- personnel you command in his or her owner's discard pile. You may play personnel and equipment aboard this ship. When a card instructs you to place this ship at your headquarters mission, you may place it at your space mission.
RANGE: 8 WEAPONS: 9 SHIELDS: 8
"Tempus fugit."
Further game play infos
The following personnel cards can be used as "matching commander" for U.S.S. Relativity, Federation Timeship:Characteristics: affiliation, Voyager related, Temporal, Future related, ship with four or more staffing icons.
Requires: affiliation, Future related, headquarters, space mission.
Card logging info: First edited by Telak at Feb 24th, 2013. One quality log by Roga Danar at Feb 25th, 2013. Please support openCards and validate game text of this card a second time!
(6) • U.S.S. Voyager, Home Away From Home ( Captain's Log)
Federation Ship (Intrepid Class / Standard Equipment )
Staffing reqirements:
Icons:
While you do not command a headquarters mission, you may play this ship at Caretaker's Array. While this ship is at a mission, you may play personnel, personnel, and equipment aboard this ship. When you play this ship, you may place up to two personnel from your hand aboard this ship.
RANGE: 9 WEAPONS: 9 SHIELDS: 8
"That's our ship. That's Voyager."
Further game play infos
The following personnel cards can be used as "matching commander" for U.S.S. Voyager, Home Away From Home:Characteristics: affiliation, Voyager related.
Requires: Voyager related, Caretaker's Array, Delta-Quadrant mission, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) U.S.S. Wells ( Matter of Time)
Federation Ship (Wells Class / Standard Equipment )
Staffing reqirements:
Icons:
Temporal. When a card instructs you to place this ship at your headquarters mission, you may place it at your space mission.
RANGE: 8 WEAPONS: 9 SHIELDS: 8
In the 29th century, Starfleet's Wells-class vessels were equipped with temporal transporters, an advancement on transporter technology allowing transport through space and time. They were also artmed with antiproto and chroniton weapons.
Characteristics: affiliation, Voyager related, Temporal, Future related, ship with four or more staffing icons.
Requires: affiliation, headquarters, space mission.
Card logging info: First edited by Telak at Feb 24th, 2013. One quality log by Roga Danar at Feb 25th, 2013. Please support openCards and validate game text of this card a second time!