(1) Engineering Kit ( Second Edition)
Equipment
Each of your Engineer personnel present gains Physics.
Array of tools for diagnostics and repairs on computer and propulsion systems.
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Engineering PADD ( Second Edition)
Equipment
Each of your Engineer personnel present gains Astrometrics.
Standard Personal Access Display Device pre-loaded with a wide variety of technical manuals and schematics.
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Exocomp ( Legacy)
Equipment
Each of your Programming personnel present gains Engineer. When a Damage card an opponent owns is about to be placed on this ship, you may destroy this equipment to prevent that. Order - Destroy this equipment to remove a Damage card an opponent owns from this ship.
"The confinement field is at full strength, particle flux steady, all power levels are back to normal."
Characteristics: enhance your skills (other cards).
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Hyperspanner ( Strange Bedfellows)
Equipment
While at a planet mission, each of your Engineer personnel present gain Anthropology and Geology.
Internally powered engineer's tool used to repair critical components of communications systems, EPS conduits, and phaser relays. Not to be confused with a coil spanner.
Characteristics: enhance your skills (other cards).
Requires: Gamma-Quadrant mission, planet mission.
Card logging info: First edited by Telak at Apr 7th, 2015. Please support openCards and validate game text of this card!
(1) Medical Kit ( Second Edition)
Equipment
Each of your Medical personnel present gains Biology.
"I need some instruments from my ship in order to diagnose this."
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Medical Tricorder ( Second Edition)
Equipment
Each of your Medical personnel present gains Exobiology.
"Localized tenderness to the ulnar bone. No epidermal damage, moderate edema. ... the tricorder indicates this is a small stress fracture."
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Mobile Emitter ( The Nth Degree)
While your Hologram present is facing a dilemma, you may discard a card from hand to make that personnel gain a skill from a personnel on your Holoprogram. This effect lasts until the end of the mission attempt. You may do this only once each turn.
"It's technology that came from the twenty-ninth century, four hundred years in the future."
Characteristics: discard a card from hand, enhance your skills (other cards).
Requires: Holoprogram, Hologram "species".
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(1) Science PADD ( Second Edition)
Equipment
Each of your Science personnel present gains Archaeology.
"What's this? A map of the ruins? ... If the Taguans were to catch you down there..."
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Tricorder ( Second Edition)
Equipment
Each of your Science personnel present gains Geology.
"There are no natural trace elements present in these tricyanate crystals."
Characteristics: enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Universal Translator ( The Nth Degree)
Equipment
Each of your Officer personnel present gains Diplomacy.
"There are certain universal ideas and concepts common to all intelligent life. This device instantaneously compares the frequency of brainwave patterns, selects those ideas and concepts it recognizes, and then provides the necessary grammar."
Characteristics: enhance your skills (other cards).
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(2) Vulcan Tricorder ( To Boldly Go)
Equipment
While facing a dilemma, you may discard a card from hand to have your Leadership personnel present gain Biology, Geology, or Science until the end of that dilemma.
Superior Vulcan technology complements standard Starfleet issue devices aboard Enterprise.
Characteristics: discard a card from hand, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Confessions in the Pale Moonlight ( Energize)
Event
Plays in your core. While your Treachery personnel is attempting a mission, you may destroy this event to make him or her gain a skill of your choice until the end of this turn.
"I laid the first stone right there. I'd committed myself. I'd pay any price, go to any lengths, because my cause was righteous. My intentions were good. In the beginning, that seemed like enough."
Characteristics: plays in your core, enhance your skills (other cards).
Requires: affiliation, Deep Space None related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Confessions of a Captain ( Captain's Log)
Event
Plays in your core. While your Leadership personnel is attempting a mission, you may destroy this event to make him or her gain a skill from a personnel present until the end of this turn.
"At the Academy, we're taught that a captain is expected to maintain a certain distance. Until now, I've always been comfortable with that distance.... Maybe that's just the way it works. Maybe the distance is necessary."
Characteristics: plays in your core, enhance your skills (other cards).
Requires: affiliation, Voyager related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Denevan Crystals ( Hard Time)
Commodity. (When a player plays or takes command of this event, it is placed in that player's core.)
Crime. While you command but do not own this event, each player's Smuggler personnel gains Acquisition.
"You have my personal assurance they're high quality crystals. And you won't get them at this price anywhere else in the quadrant."
Characteristics: Commodity, Crime, enhance your skills (other cards).
Requires: Smuggler.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(2) Diplomatic Offer ( To Boldly Go)
Event
Plays in your core. When your Diplomacy personnel is facing a dilemma, you may discard a card from hand to make that personnel attributes +1 and gain Leadership. These effects last until the end of that dilemma. You may only do this once each turn.
"Come see for yourself... You'll realize I'm telling the truth."
Characteristics: enhance your personnel attributes (other cards), plays in your core, discard a card from hand, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Forever Linked ( Necessary Evil)
Event
Plays in your core. When your personnel is killed, you may place him or her on this event. (You no longer command him or her.) When your personnel is facing a dilemma, you may place a personnel from this event in his or her owner's discard pile to make that personnel gain a skill from that discarded personnel until the end of this turn.
"We shall always retain the best part of the other...inside us."
Characteristics: "relocate" personnel cards - between your event and "in play", plays in your core, "use" your discard pile, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Maquis Raid ( Reflections 2.0)
Event
To play this event, you must command two ships. Plays in your core. When an opponent's personnel gains a skill as an effect of that opponent paying a cost, you may place a card from hand on this event. When your personnel is facing a dilemma, you may take a card on this event into hand to make that personnel gain a skill of your choice until the end of that dilemma.
Characteristics: place a card from hand on your event, plays in your core, enhance your skills (other cards), ship related card.
Requires: Maquis related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Mental Discipline ( Energize)
Event
Plays in your core. When your unique personnel is facing a dilemma, you may discard a personnel with the same card title from hand to make him or her attributes +1 and gain one of the discarded personnel's skills until the end of that dilemma.
"Yes, this is a tight enclosed space. Yes, there's not a lot of room to move. But a disciplined mind doesn't allow itself to be sidetracked by niggling psychological disorders like claustrophobia."
Characteristics: enhance your personnel attributes (other cards), plays in your core, discard a specific card from hand, enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Mouthpiece ( Matter of Time)
Event
To play this event, you must command three personnel. Plays in your core. Your Vorta gain Acquisition and are Integrity +1.
"I'm sure it's obvious by now that there's something on the ship we want. You allow me and my men to retrieve the item, and we'll leave. You can keep the ship."
Characteristics: enhance your INTEGRITY (other cards), plays in your core, enhance your skills (other cards).
Requires: affiliation, Vorta species.
Card logging info: First edited by Telak at Feb 24th, 2013. Please support openCards and validate game text of this card!
(1) Picking Up the Basics ( Energize)
Event
Plays in your core.
Order - Destroy this event and stop one of your personnel to make one of your other personnel present gain all of that stopped personnel's skills until the end of this turn.
"Thank you, Doctor. I am now prepared to dance at the wedding."
Characteristics: plays in your core, enhance your skills (other cards).
Requires: Next Generation related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rule of Acquisition #144 ( Strange New Worlds)
Event
Rule. To play this event, you must command three personnel. Plays in your core. While your personnel is facing a dilemma, you may take two cards from beneath your Ferenginar and place them in your discard pile to make that personnel gain any skill until the end of that dilemma.
"There's nothing wrong with charity ... as long as it winds up in your pocket."
Characteristics: plays in your core, Rule, enhance your skills (other cards).
Requires: affiliation, Ferenginar.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Security Drills ( Fractured Time)
Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. While your personnel is facing a dilemma, you may place a card from hand on this event to make that personnel gain a skill he or she already has until the end of that dilemma.
"Schedule another surprise drill. If the Dominion tries to infiltrate the station, I want to be ready for them."
Characteristics: place a card from hand on your event, plays in your core, Decay, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) The Void Alliance ( The Undiscovered Country)
Event
To play this event, you must command three personnel. Plays in your core. When your personnel is facing a dilemma, you may give command of this event to the player on your left to have that personnel gain a skill of your choice until the end of that dilemma (move this event to his or her core).
"We almost escaped the void on our own. If we work together, I believe we'll succeed."
Characteristics: plays in your core, enhance your skills (other cards).
Requires: Voyager related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) We're Mutants ( Call to Arms)
Event
To play this event, you must command three personnel. Plays in your core. While your Genetically Enhanced personnel is attempting a mission, you may destroy this event to make him or her gain one of every skill he or she already has until the end of this turn.
"We can't just take this lying down. The stakes are too high. We've got to take matters into our own hands."
Characteristics: plays in your core, enhance your skills (other cards).
Requires: affiliation, Genetically Enhanced.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Bank Heist ( Energize)
Interrupt
Crime. When your Thief is facing a dilemma, choose an opponent to reveal the top three cards of his or her deck. That Thief gains one skill from each personnel revealed until the end of that dilemma. Replace those cards in the same order.
"Gentlemen, we just robbed the Bank of Bolias."
Characteristics: manipulate opponent's deck, Crime, enhance your skills (other cards).
Requires: Thief.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Clandestine Agent ( Strange New Worlds)
Interrupt
When your Founder is attempting a mission, if your Infiltrator is present with an opponent's personnel, that Founder gains a skill of your choice until the end of this turn.
"I sympathize with your problem. Uncovering changeling infiltrators is no easy task."
Characteristics: enhance your skills (other cards).
Requires: Founder, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Cluttering Irrelevancies ( Strange New Worlds)
Interrupt
When your Hologram is facing a dilemma, name a skill. That Hologram gains that skill and is attributes +2 until the end of that dilemma. At the end of this mission attempt, return that Hologram to its owner’s hand.
"He wasn't programmed to be a tenor, he was programmed to be a physician."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: Hologram "species".
Rule hint for this card
This card has an erratum: Limiting the duration.
Game text without errata: "When your Hologram is facing a dilemma, name a skill. That Hologram gains that skill and is attributes +2 until the end of this mission attempt. At the end of this mission attempt, return that Hologram to its owner's hand."
Taken form Current Errata 2015-04-06.Card logging info: Last edited by eberlems at Feb 11th, 2010. One quality log by Telak at Mar 22nd, 2011. Please support openCards and validate game text of this card a second time!
Comfort Women ( Second Edition)
Interrupt
When your Gul or Legate is attempting a mission, he or she gains one skill from your non- personnel at that mission. Also, each of your Guls and Legates involved is attributes +1. These effects last until the end of that mission attempt.
"Your old lives have ended. Your pasts have been erased. You have one purpose and one purpose only: to provide comfort and care to the Cardassian officers stationed here."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: Gul, Legate.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Covenant ( What You Leave Behind)
Interrupt
Pah-wraith. When your Treachery personnel is facing a dilemma, remove a personnel in your discard pile from the game to make that Treachery personnel gain all skills and attributes on that personnel removed from the game until the end of this mission attempt.
"The Pah-wraiths aren't what you think. And neither am I."
Characteristics: "use" your discard pile, Pah-wraith, remove cards from the game (other cards), enhance your skills (other cards).
Requires: affiliation.
Rule hint for this card
This card has an erratum: Limited to the end of the mission attempt.
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).
Diplomatic Masquerade ( Energize)
Interrupt
When your Diplomacy personnel is facing a dilemma, reveal the top card of an opponent's deck. If it is a personnel, that personnel gains the revealed personnel's skills until the end of this dilemma.
"... now, how is it again, Pardek's tried to show me ..."
Characteristics: manipulate opponent's deck, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Discreet Inquiry ( Energize)
Interrupt
When your personnel is attempting a mission, reveal a personnel from hand to make him or her gain one of the revealed personnel's skills until the end of that mission attempt. Place the revealed personnel on top of your deck.
"To do what you're asking would use up every resource I have left on Cardassia. And it may be a very messy, very bloody business. Are you prepared for that?"
Characteristics: manipulate your deck, enhance your skills (other cards).
Requires: affiliation, Deep Space None related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Dominion Hierarchy ( These Are The Voyages)
Interrupt
When your Vorta is facing a dilemma, if he or she is present with a Changeling and a Jem'Hadar, he or she is attributes +2 and gains a skill of your choice until the end of that mission attempt.
The Dominion achieves its ruthless efficiency in part through rigid role definition designed by the Founders themselves.
Characteristics: enhance your CUNNING (other cards), enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: Changeling species, Jem'Hadar species, Vorta species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Driven ( These Are The Voyages)
Interrupt
When your Officer is facing a dilemma, discard a Officer from hand to choose one: he or she is attributes +5 until the end of that dilemma; or he or she gains a skill of your choice until the end of that dilemma.
"You overworked him, pushed him, expected too much from him ..."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: The Original Series related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Explicit Orders ( Fractured Time)
Interrupt
When your personnel is attempting a mission, discard a personnel of a different species from hand to make him or her gain the discarded personnel's skills until the end of that mission attempt.
"You two, get out there and see that no one gets through that door!"
Characteristics: enhance your skills (other cards), species related cards (unspecific).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Fitting In ( Fractured Time)
Interrupt
When your personnel is facing a dilemma, choose one for him or her to gain until the end of that dilemma: an attribute from a personnel present; or a skill from a personnel present.
"...La Forge was conditioned by the Romulans - a process referred to historically, and somewhat inaccurately, as brainwashing."
Characteristics: enhance your skills (other cards).
Requires: Future related, Past related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
I Need A Little Counseling ( Reflections 2.0)
Interrupt
When your personnel is attempting a mission, he or she gains a skill from your personnel present until the end of that mission attempt.
"Do you really need counseling or did you come down here to play?"
Characteristics: enhance your skills (other cards).
Requires: Next Generation related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Infinite Combinations ( Lineage)
Interrupt
While your personnel is facing a dilemma, discard a personnel of a different species from hand to make him or her attributes +2 and gain one level of every skill he or she already has until the end of that dilemma.
"The great secret is not the variety of life... it's the variety of us."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards), species related cards (unspecific).
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!
Interspatial Fissures ( Allegiance)
Interrupt
Nucleogenic. While your personnel present with three Treachery personnel is facing a dilemma, you may discard a card from hand to make that personnel gain a skill from a Treachery personnel present until the end of that dilemma.
"I think you know the reason we're under attack. These aliens are trying to protect themselves from you."
Characteristics: discard a card from hand, Nucleogenic, enhance your skills (other cards).
Requires: Voyager related.
Card logging info: Logged by eberlems at Feb 7th, 2010 (Q1 by Roga Danar at Sep 6th, 2010 & Q2 by Telak at Dec 7th, 2011)
Means of Control ( Strange New Worlds)
Interrupt
Punishment. To play this interrupt, you must have a captive. When your personnel is attempting a mission, he or she is attributes +2 and gains all skills from that captive until the end of this turn.
"How many lights do you see there? ... Strange ... I see five. Are you quite sure?"
Characteristics: enhance your personnel attributes (other cards), Punishment, enhance your skills (other cards).
Requires: affiliation, Capture.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Mission Briefing ( Second Edition)
Interrupt
When your personnel is facing a dilemma, discard a card from hand to make him or her gain all skills on one of your stopped personnel at the same mission. This effect lasts until the end of that dilemma.
"Almost nothing is known of the Reman homeworld, although intelligence scans have proven the existence of dilithium mining and heavy weapons construction."
Characteristics: discard a card from hand, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Natural Instincts ( Necessary Evil)
Interrupt
When your Bajoran Resistance personnel is facing a dilemma, name a skill that none of your personnel facing that dilemma has. That Bajoran Resistance personnel gains that skill until the end of that dilemma.
"Navigational sensors aren't functioning."
"No problem. ...We'll have to fly by the seat of our pants."
Characteristics: enhance your skills (other cards).
Requires: Bajoran Resistance.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Neural Transceiver ( These Are The Voyages)
Interrupt
When one of your unique personnel is facing a dilemma, discard a card from the top of your deck to give him or her a skill that one of your personnel has until the end of the turn.
Communications devices integrated into all Borg allow the collective to operate seamlessly, even across large distances.
Characteristics: manipulate your deck, enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Protection of the Tal Shiar ( Second Edition)
Interrupt
When your non-Intelligence personnel is facing a dilemma, he or she is attributes +1 and gains all skills on one of your Intelligence personnel at this mission. This effect lasts until the end of that dilemma.
"The purpose of the Tal Shiar is to ensure loyalty. To defy them is to invite imprisonment - or death."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Rise to the Occasion ( Lower Decks)
Interrupt
When your personnel is facing a dilemma, discard a card from hand to make him or her gain all skills on one of your personnel present that costs 1 or less. This effect lasts until the end of that dilemma.
"We might not have contributed much on Voyager, but what we do here matters. We're the crew here, and the crew does not abandon its captain."
Characteristics: discard a card from hand, enhance your skills (other cards).
Card logging info: First edited by Telak at Jun 30th, 2015. Please support openCards and validate game text of this card!
Secret Agenda ( Peak Performance)
Interrupt
When your Leadership personnel is facing a dilemma, name a skill that none of your personnel facing that dilemma has. That Leadership personnel gains that skill until the end of that dilemma.
Order - Examine an opponent's hand. For each Leadership personnel you command, choose an interrupt revealed. That opponent discards each one.
Characteristics: manipulate opponent's hand, enhance your skills (other cards), interrupt related card.
Requires: affiliation.
Card logging info: Last edited by Telak at Apr 27th, 2015. One quality log by eberlems at Feb 21st, 2019. Please support openCards and validate game text of this card a second time!
Shady Resources ( Second Edition)
Interrupt
When your personnel is facing a dilemma, discard a card from hand to make him or her gain all skills on one of your other Treachery personnel at this mission. This effect lasts until the end of that dilemma.
"Well worth twice the price I'm asking."
Characteristics: discard a card from hand, enhance your skills (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
Strength for Our Struggle ( Reflections 2.0)
Interrupt
When your personnel is facing a dilemma, he or she gains one of every skill he or she already has until the end of that dilemma.
"Ro parked us between their warp nacelles. I thought she was crazy, but it worked. She knew exactly what she was doing."
Characteristics: enhance your skills (other cards).
Requires: Maquis related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
The Founder Is Wise ( Call to Arms)
Interrupt
When your Vorta is facing a dilemma, he or she is attributes +2 and gains all skills on one of your Founders present. This effect lasts until the end of that dilemma.
"Founder, you honor us with your presence."
"I understand the war is going well."
"Only because I've followed the plan the Founders laid out for me."
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: Founder, Vorta species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
The Promise ( Second Edition)
Interrupt
When your personnel is facing a dilemma, he or she gains all skills and attributes on a personnel in your discard pile. This effect lasts until the end of that dilemma.
"Then Kahless said, 'You are Klingons. You need no one but yourselves. I will go now, to Sto-Vo-Kor. But I promise one day I will return.'"
Characteristics: enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
The Rite of Emergence ( Necessary Evil)
Interrupt
When your Host is attempting a mission, discard two random cards from hand to make him or her gain Treachery and a skill of your choice until the end of this turn.
"I wish you'd stop being afraid of me. It's not like we're strangers. That worm in your belly used to be mine. Which means I'm part of you... and you're part of me."
Characteristics: discard a random card from hand, enhance your skills (other cards).
Requires: Host.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Ties of Blood and Water ( Second Edition)
Interrupt
When your personnel is facing a dilemma, he or she gains all skills on a personnel in your discard pile. This effect lasts until the end of that dilemma.
"I saw so much death during the Occupation. I felt so much pain. But my father. He was my strength. And I... I couldn't stand to see that strength slipping away. So I ran. ... I owed it to my father to get it right this time."
Characteristics: enhance your skills (other cards).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Untapped Influence ( Balance of Terror)
Interrupt
While your personnel is facing a dilemma, choose a dilemma an opponent owns that has been removed from the game. That personnel may gain a skill required by that dilemma or add that dilemma's cost to his or her attributes until the end of the mission attempt.
"...what good is power if you're not willing to use it?"
Characteristics: enhance your personnel attributes (other cards), enhance your skills (other cards).
Requires: remove opponent's dilemmas from the game, Terok Nor related.
Card logging info: First edited by Telak at Sep 9th, 2014. Please support openCards and validate game text of this card!
(1) Allocation Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Science
Drone. Interlink: Geology. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Geology until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Scan for usable material resources. Procure.
Characteristics: affiliation, manipulate your deck, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Appraisal Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Science
Drone. Interlink: Archaeology. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Archaeology until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Evaluate utility of exorelics. Catalog.
Characteristics: affiliation, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Archival Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Science
Drone. Interlink: Anthropology. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Anthropology until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Process historical data of assimilated species. Disseminate.
Characteristics: affiliation, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Borg Queen, Bringer of Order ( Call to Arms)
Borg Personnel of Borg species.
Icons:
3 Leadership Treachery
Order - Discard the top card of your deck to name a skill. Each of your Borg gains that skill. This effect lasts until the end of this turn. You may do this only once each turn.
INTEGRITY: 3 CUNNING: 8 STRENGTH: 6
"I don't understand how anyone could prefer a crude environment to Borg perfection."
Characteristics: affiliation, manipulate your deck, enhance your skills (other cards), personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Borg species.
Requires: Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Cartography Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Engineer
Drone. Interlink: Astrometrics. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Astrometrics until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Review collected information on known space. Expand.
Characteristics: affiliation, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Continuity Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Science
Drone. Interlink: Programming. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Programming until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Facilitate data transfer through the central plexus. Coordinate.
Characteristics: affiliation, manipulate your deck, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) D'Vela ( What You Leave Behind)
Starfleet Personnel of Orion species.
Icons:
Diplomacy Engineer Medical
Navigation
While a personnel present is facing a dilemma, if you have no cards in your hand, you may destroy your event to have that personnel gain a skill of your choice until the end of that dilemma.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 5
Races subjugated by the Terran Empire often served on Starfleet vessels.
Characteristics: event related card, destroy an event - your own, affiliation, enhance your skills (other cards), Alternate universe related, Past related, Orion species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Emory Erickson, Father of the Transporter ( To Boldly Go)
Starfleet Personnel of Human species.
Icons:
Engineer Physics
Programming 3 Transporters
While this personnel is facing a dilemma, each Engineer personnel present is attributes +1 and gains Transporters.
INTEGRITY: 4 CUNNING: 7 STRENGTH: 3
"I always suspected you'd be famous, just never thougth you'd be more famous than me."
Characteristics: affiliation, enhance your personnel attributes (other cards), enhance your skills (other cards), Past related, personnel who has a cost of 3 or more, Human species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Evaluation Drone ( Call to Arms)
Borg Personnel of Borg species.
Icons:
Security
Drone. Interlink: Exobiology. (While this personnel is attempting a mission, you may discard the top card of your deck to make each of your Borg gain Exobiology until the end of that mission attempt.)
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Analyze alien species for potential assimilation. Prioritize.
Characteristics: affiliation, enhance your skills (other cards), Drone, Interlink, Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Jenna D'Sora, Veteran Security Officer ( This Side of Paradise)
Federation Personnel of Human species.
Icons:
Astrometrics Engineer Exobiology
Security
When this personnel begins a mission attempt, you may name a personnel. If that personnel is chosen or selected by a dilemma during this mission attempt, he or she is attributes +2 and gains Anthropology until the end of that dilemma.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 6
"That's one thing I've always loved about you. You made me laugh."
Characteristics: affiliation, enhance your personnel attributes (other cards), Next Generation related, enhance your skills (other cards), Human species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Keiko O'Brien, Pah-Wraith Hostage ( Strange Bedfellows)
Bajoran Personnel of Human species.
Icons:
Biology Exobiology 2 Treachery
Infiltrator. When this personnel is facing a dilemma, you may discard a card from hand to make a personnel present gain Anthropology, Exobiology, and Treachery until the end of that dilemma. You may do this only once each turn.
INTEGRITY: 1 CUNNING: 5 STRENGTH: 4
"If you don't do precisely what I ask, I'll kill your wife."
Characteristics: affiliation, Deep Space None related, discard a card from hand, enhance your skills (other cards), Infiltrator, Human species.
Requires: affiliation, Deep Space None related.
Card logging info: First edited by Telak at Apr 9th, 2015. Please support openCards and validate game text of this card!
(3) • Kira Nerys, Outspoken Major ( Genesis)
Bajoran Personnel of Bajoran species.
Icons:
Diplomacy Honor Leadership
Security
While this personnel is facing a dilemma, each personnel present is attributes +1 and gains Honor.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
"... I have the bad habit of telling the truth ... Even when people don't want to hear it."
Characteristics: affiliation, enhance your personnel attributes (other cards), Deep Space None related, enhance your skills (other cards), personnel who has a cost of 3 or more, Bajoran species.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Leeta, Dabo Girl ( Energize)
Bajoran Personnel of Bajoran species.
Icons:
Anthropology Honor
Dabo Girl. When this personnel is randomly selected during a mission attempt, you may make one of your other personnel present gain one skill he or she already has until the end of that mission attempt.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 4
"The truth is, not everyone can be a dabo girl. First of all, you have to be able to wear the clothes, and believe me, that's not easy."
Characteristics: affiliation, Deep Space None related, enhance your skills (other cards), Dabo Girl, Bajoran species.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Lwaxana Troi, Telepathic Asset ( Strange New Worlds)
Ferengi Personnel of Betazoid species.
Diplomacy Telepathy
Order - One of your Leadership personnel present gains any skill. This effect lasts until this order is executed again.
INTEGRITY: 6 CUNNING: 6 STRENGTH: 3
"Little One, if Tog were a kitten, he'd be purring."
Characteristics: affiliation, enhance your skills (other cards), Betazoid species.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Oran, Irritable Gul ( These Are The Voyages)
Cardassian Personnel of Cardassian species.
Icons:
Medical Officer
Physics Science
Gul. When you play this personnel, this personnel and a unique personnel present gain any one skill of your choice until the end of this turn.
INTEGRITY: 4 CUNNING: 5 STRENGTH: 6
"Think you can stand there hiding in a corner all night?"
Characteristics: affiliation, enhance your skills (other cards), enhance your skills (this card), Past related, Gul, personnel who has a cost of 3 or more, Cardassian species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Richard Galen, Legendary Archaeologist ( Extreme Measures)
Federation Personnel of Human species.
Icons:
2 Archaeology Exobiology Geology
Navigation Science
When you play this personnel, you may download an Artifact. While this personnel is facing a dilemma, you may lose 5 points to have a personnel present gain all skills that this mission has in its requirements until the end of this mission attempt.
INTEGRITY: 5 CUNNING: 7 STRENGTH: 4
"This work has occupied my every waking thought..."
Characteristics: lose points, affiliation, download, download - Artifact (cards), Earth related, enhance your skills (other cards), personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Human species.
Requires: Artifact.
Card logging info: Logged by Roga Danar at Feb 7th, 2011 (Q1 by eberlems at Jun 28th, 2011 & Q2 by Telak at Nov 29th, 2011)