(1) Changed History ( Reflections 2.0)
Event
Temporal. Plays in your core. When you win an engagement involving your ship, you may reveal the top card of the loser's deck. If it is a personnel you do not command, you may place him or her on that ship. (You now command that personnel).
"They mush have done it in the past. They went back and assimilated Earth."
Characteristics: take command (of opponent cards), plays in your core, manipulate opponent's deck, Temporal, ship related card.
Requires: engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Delivery Boy ( Favor the Bold)
Event
Q. Temporal. Plays in your core. When you are about to play a Q event or a Temporal event, you may destroy this event to play that event at cost -3.
"Is there a John-Luck Pickard here?"
Characteristics: plays in your core, Q, Temporal, reduce your card play cost, Q.
Requires: Q, Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Destiny Reset ( Captain's Log)
Event
Temporal. Plays in your core. When you have drawn dilemmas, you may destroy this event and remove those dilemmas from the game to search your dilemma pile for up to two dilemmas whose total cost does not exceed the number of dilemmas you removed. Place those dilemmas on your dilemma stack in any order. Then shuffle your dilemma pile.
"Captain Archer destroyed the weapon."
Characteristics: manipulate your dilemma pile, search your dilemma pile, manipulate your dilemma stack, plays in your core, Temporal, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Favor the Bold ( Raise the Stakes)
Event
Temporal. To play this event, you must command three personnel who have a cost of 4 or more. Lose 5 points to choose your completed mission. Return each dilemma beneath that mission to their owner's dilemma piles. That mission is no longer completed. Remove this event from the game.
"Mister Castillo... inform the crew we're going back."
Characteristics: return a dilemma to your dilemma pile, lose points, Temporal, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Guardian's Advice ( In A Mirror, Darkly)
Event
Temporal. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, the player on your right places the top card of your dilemma pile beneath one of his or her non-headquarters missions. You may spend 2 additional counters each turn.
"The time lines are in constant flux. ...Unless that's the outcome you desire, I suggest you find a way to launch the weapon."
Characteristics: manipulate your dilemma pile, plays in your core, Temporal, spend additional counters.
Requires: Alternate universe related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Heightened Perception ( Fractured Time)
Event
Temporal. Plays in your core. When you choose dilemmas for your dilemma stack, you may place any you do not choose face down on this event. When an opponent has faced the last dilemma in your dilemma stack, you may examine your dilemmas here and place one on your dilemma stack. When a mission attempt ends, return each dilemma here to your dilemma pile.
Characteristics: manipulate your dilemma pile, manipulate your dilemma stack, plays in your core, Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Hindrance ( Favor the Bold)
Event
Temporal. Plays in your core. When personnel that the player on your right commands begin a mission attempt, you may kill one of your unique personnel who costs 3 or more and destroy this event to draw three extra dilemmas and spend three extra in total cost on dilemmas.
Unfamiliar territories can often offer unforeseen complications.
Characteristics: draw extra dilemmas, spend extra in total cost on dilemmas, plays in your core, Temporal.
Requires: Future related, personnel who has a cost of 3 or more.
Rule hint for this card
This card has an erratum: You have to discard this event after use now.
Taken form Current Errata 2015-04-06.Card logging info: Last edited by Telak at Oct 5th, 2014. One quality log by eberlems at Feb 18th, 2019. Please support openCards and validate game text of this card a second time!
(2) Life-Changing Encounter ( Sacrifice of Angels)
Assault. Maneuver. Q. Temporal. Plays in your core.
Order - Begin combat or an engagement involving your personnel. If you win, place this event on the mission where that personnel was involved (limit one per mission). Each personnel at this mission is attributes -1. Otherwise, destroy this event.
"That Picard never had a brush with death..."
Characteristics: combat, engagement, manipulate opponent's attributes (personnel), plays in your core, Assault, Maneuver, Q, Temporal, plays / place on a mission, Q.
Card logging info: First edited by Telak at Oct 18th, 2019. Please support openCards and validate game text of this card!
(2) Machinations ( Energize)
Event
Temporal. Plays in your core. When you have drawn dilemmas, you may remove this event and those dilemmas from the game to search your dilemma pile and choose a dilemma that costs no more than the number of dilemmas you removed. Shuffle and replace your dilemma pile face down. Place the chosen dilemma on the top of your dilemma stack.
"We didn't plan to involve the humans or the Vulcans... not yet."
Characteristics: manipulate your dilemma pile, search your dilemma pile, manipulate your dilemma stack, plays in your core, Temporal, remove cards from the game (other cards), remove cards from the game (this card).
Rule hint for this card
This card has an erratum: Adapt to current ruling "attempting missions".
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Feb 11th, 2010 (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by Telak at Nov 7th, 2010)
(1) Ohhhh! Nothing Happened! ( Reflections 2.0)
Event
Q. Temporal. Plays in your core. When you play another Temporal card, you may destroy this event to name a dilemma. Choose an opponent to take a copy of that dilemma from his or her dilemma pile and remove it from the game. That opponent shuffles and replaces his or her dilemma pile face down.
"You mean I caused the anomaly- and the anomaly in some way disrupted the beginning of life on Earth."
Characteristics: manipulate / examine opponent's dilemma pile, remove opponent's dilemmas from the game, plays in your core, Q, Temporal, Q.
Requires: Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Reliving the Past ( Matter of Time)
Event
Temporal. Return two dilemmas beneath your incomplete non-headquarters mission to their owner's dilemma pile to score 5 points. Destroy this event.
"You deliberately stopped me, Jim. I could have saved her. Do you know what you just did?"
"He knows, Doctor. He knows."
Characteristics: score points, Temporal.
Card logging info: First edited by Telak at Feb 24th, 2013. Please support openCards and validate game text of this card!
(0) Slightly Awkward ( Infinite Diversity)
Event
Q. Temporal. Plays in your core. When a personnel that the player on your right commands begins a mission attempt, you may discard an equipment, event, or interrupt from hand to choose one: draw an extra dilemma or spend one extra in total cost on dilemmas.
“A little jumpy this morning, are we? Feeling guilty perhaps?”
Characteristics: draw extra dilemmas, spend extra in total cost on dilemmas, equipment related card, event related card, plays in your core, Q, Temporal, interrupt related card, Q.
Card logging info: Last edited by eberlems at Apr 23rd, 2010. One quality log by Telak at Jul 31st, 2010. Please support openCards and validate game text of this card a second time!
(2) Split Second ( 20th Anniversary Collection)
Event
Temporal. Plays in your core. Dilemmas cannot be prevented (and cannot be overcome by "prevent and overcome" effects). When personnel complete a mission, destroy this event.
"What do you call that shot?"
Characteristics: plays in your core, Temporal.
Requires: prevent and overcome.
Card logging info: First edited by Telak at Nov 20th, 2014. Please support openCards and validate game text of this card!
(3) Subliminal Signal ( Favor the Bold)
Event
Temporal. Plays in your core. When a dilemma that has a cost of 3 is revealed from your dilemma stack, you may place the top card of your dilemma pile face up beneath the mission being attempted to make that dilemma cost -3.
"All these 'threes' can't be coming up by accident."
Characteristics: reduce your dilemma play cost, plays in your core, Temporal.
Requires: manipulate your dilemma stack.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Tampering With Time ( Fractured Time)
Event
Temporal. Plays in your core. At the start of each of your turns you may stop one of your personnel to examine the top three cards of an opponent's dilemma pile; or stop one of your personnel to examine the bottom three cards of an opponent's dilemma pile. Place those cards on the top and/or bottom of that dilemma pile in any order.
"Without Bell, there's a good chance those hostages will die."
Characteristics: manipulate / examine opponent's dilemma pile, plays in your core, Temporal.
Requires: Future related, Past related.
Rule hint for this card
This card has an erratum: Changed timing and limited to once per turn.
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 21st, 2011)
(3) • Temporal Flux Energy Ribbon ( In A Mirror, Darkly)
Event
Temporal. Plays on a mission. At the start of each player's turn, that player removes a personnel he or she commands at this mission from the game and moves this event to a different mission. When this event is placed on a headquarters mission, remove it from the game.
"It was like ...being inside joy. As if joy were something tangible, and you could wrap yourself up in it like a blanket."
Characteristics: Temporal, plays / place on a mission, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Temporal Incursion ( Strange New Worlds)
Event
Temporal. Plays in your core.
When the player on your right begins a mission attempt, you may flip your dilemma pile over to draw an extra dilemma. (Cards that were face up on the bottom of your dilemma pile become face down on the top.)
"This vessel is more than a weapon. It's a museum of lost histories."
Characteristics: manipulate your dilemma pile, draw extra dilemmas, plays in your core, Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Temporal Test Subject ( Fractured Time)
Event
Temporal. Discard an , , or personnel from hand to take an , , or personnel from your discard pile into hand. Destroy this event.
"I was sent against my will! I'm not from your part of space. I come from a trans-dimensional realm. ... I don't know why I was sent here."
Characteristics: recover cards from your discard pile, Temporal.
Requires: Alternate universe related, Future related, Past related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Temporal Transporters ( Matter of Time)
Replicate - Discard two cards from hand. (You may discard two cards from hand when you play this event. If you do, put this event in your hand instead of destroying it.)
Temporal. Place a personnel from your discard pile aboard your unique Temporal ship. Destroy this event.
"We'll have to recruit her again."
Characteristics: "relocate" personnel cards - form discard pile into play, recover cards from your discard pile, discard a card from hand, Replicate, Temporal, ship related card.
Requires: affiliation.
Card logging info: First edited by Telak at Dec 30th, 2015. Please support openCards and validate game text of this card!
(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!
(1) The Manheim Effect ( Call to Arms)
Event
Temporal. Plays in your core. When you are about to draw dilemmas, you may destroy this event to take an overcome dilemma you own from an opponent's completed mission and place it on top of your dilemma pile.
"Sensors show nothing, sir, but it appears a moment in time repeated itself exactly. For everyone."
Characteristics: manipulate your dilemma pile, return a dilemma to your dilemma pile, plays in your core, Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Visionary ( Energize)
Event
Temporal. To play this event, you must command two Engineer personnel. Plays in your core. When you draw a card, you may discard that card to draw a card. You may do this only once each turn.
"What if I could travel into the future again? This time, just before the destruction of DS9? I could find out what's going to happen, then return to the present in time for us to prevent it from happening."
Characteristics: plays in your core, Temporal, additional card draws.
Requires: Deep Space None related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) War Without End ( Face of the Enemy)
Maneuver. Temporal. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship. If each personnel aboard that ship is , it is Weapons +4. If you win, score 10 points.
"As you know, we could outrun the Klingon vessels, but we must protect the Enterprise-C until she enters the temporal rift... and we must succeed."
Characteristics: engagement, score points, enhance your WEAPONS (other cards), plays in your core, Maneuver, Temporal, ship related card.
Requires: Alternate universe related.
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) What You Leave Behind ( The Undiscovered Country)
Event
Temporal. Discard a card from hand to take the bottom two cards of your deck and place them on the top of their owner's decks in random order. Remove this event from the game.
"History has to fulfill itself."
Characteristics: manipulate your deck, discard a card from hand, Temporal, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
Disconcerting Displacement ( Matter of Time)
Interrupt
Temporal. When an opponent's personnel begins a mission attempt, discard two cards from hand to name a unique personnel. If the opponent's named personnel is not attempting the mission, place him or her present with the opponent's personnel that are attempting the mission. (He or she joins the mission attempt.) Remove this interrupt from the game.
"Now, Mr. Worf!"
Characteristics: "relocate" personnel cards - between two locations "in play", discard a card from hand, Temporal, remove cards from the game (this card), interrupt related card.
Card logging info: First edited by Telak at Feb 24th, 2013. Please support openCards and validate game text of this card!
Historical Monitor ( Matter of Time)
Interrupt
Temporal.
Order - Draw a card for each different Temporal event you command (limit 4). Then, reveal the top card of an opponent's deck. If it is not a personnel, shuffle this interrupt into your deck. Otherwise, remove this interrupt from the game.
"This is how we keep an eye on what's going on."
Characteristics: event related card, manipulate opponent's deck, manipulate your deck, Temporal, additional card draws, remove cards from the game (this card), interrupt related card.
Requires: Temporal.
Card logging info: First edited by Telak at Feb 24th, 2013. One quality log by Roga Danar at Feb 24th, 2013. Please support openCards and validate game text of this card a second time!
Preposterous Plan ( Matter of Time)
Interrupt
Temporal. When an opponent scores 5 or more points, if he or she has not completed a mission, score 5 points.
Order - Destroy an opponent's Temporal event.
"You're proposing that we go backwards in time, find humpback whales, then bring them forward in time, drop them off, and hope the hell they tell this probe what to go do with itself?"
Characteristics: event related card, destroy an event, score points, Temporal.
Requires: score points, Temporal.
Card logging info: First edited by Telak at Feb 24th, 2013. Please support openCards and validate game text of this card!
Pursuit Course ( Second Edition)
Interrupt
Pursuit. Temporal. When an opponent's ship moves away from a mission where you have a staffed ship, place that ship at the mission the opponent's ship moves to.
"We must follow them back. Repair whatever damage they've done."
Characteristics: "relocate" ship cards, Pursuit, Temporal, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Relative Dimensions ( Face of the Enemy)
Interrupt
Temporal. While your Engineer aboard your ship is facing a dilemma at a space mission, discard a card from hand to add that ship's Shields to his or her attributes until the end of the mission attempt.
"How can this ship be bigger on the inside than on the outside?"
Characteristics: enhance your personnel attributes (other cards), enhance your SHIELDS (other cards), discard a card from hand, Temporal, ship related card.
Requires: affiliation, space mission.
Card logging info: First edited by Telak at Nov 13th, 2015. Please support openCards and validate game text of this card!
Temporal Delineation ( To Boldly Go)
Interrupt
Temporal. When you are about to draw dilemmas, shuffle your dilemma pile. If you command a or personnel, you may also spend one extra in total cost on dilemmas.
"When time travel was first developed, it wasn't long before people realized that laws had to be made."
Characteristics: manipulate your dilemma pile, spend extra in total cost on dilemmas, Temporal.
Requires: Future related, Past related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(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!