(3) Bleeding to Death ( Necessary Evil)
Planet Dilemma
Unless you have Biology and 2 Medical or 2 Honor and Integrity > 30, randomly select a personnel to be killed, then place this dilemma in your core. At the start of each of your turns, place the top card of your deck on this dilemma. When you complete a mission, all your cards here are shuffled and placed on top of your deck, then this dilemma is removed from the game.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place in core" dilemma, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Causal Recursion ( Raise the Stakes)
Space Dilemma
Unless you choose to remove five cards in your discard pile from the game or have three missions that are each worth 40 or more points each, place this dilemma in your core. You need an additional 10 points to win the game. When you score points from an event, you may remove this dilemma from the game.
"Before we can go forward, the cycle must end."
Characteristics: "place in core" dilemma, event related card, score points, "use" your discard pile, remove cards from the game (this card).
Requires: mission worth 40 or more points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Covert Ambush ( Raise the Stakes)
Space Dilemma
Unless you have a personnel with 2 Engineer or a personnel with 2 Programming, place this dilemma in your core. When your personnel is about to be placed in an opponent's brig, this dilemma's owner may remove this dilemma from the game to randomly select an additional personnel present to be placed in that opponent's brig.
"Maximum power to the shields. Kill the music."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "place in core" dilemma, "randomly select" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Hard Time ( Reflections 2.0)
Dual Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your next turn, remove this dilemma from the game and return the personnel on it to his or her owner's hand.
"- you haven't been in prison. What you experienced was an artificial reality, an interactive program that created memories of things that never actually happened."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma, "relocate" personnel cards - return to hand, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Inferiority ( What You Leave Behind)
Dual Dilemma
Place this dilemma in your core. When your personnel begin a mission attempt, your opponent may remove this dilemma from the game to draw three extra dilemmas and spend three extra in total cost on dilemmas.
"Compared to Lela, Torias, or myself, you're nothing."
Characteristics: dilemma with a cost of 3 or more, draw extra dilemmas, spend extra in total cost on dilemmas, "place in core" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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.
(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) Pivotal Destiny ( Matter of Time)
Planet Dilemma
Place this dilemma in your core. You need an additional 10 points to win the game. When you command three completed missions, remove this dilemma from the game.
"You're down there, right now, with Vulcans, Andorians, and Tellarites, getting ready to sign the charter. The membership is going to grow: dozens, eventually hundreds of species."
Characteristics: "place in core" dilemma, remove cards from the game (this card).
Card logging info: First edited by Telak at Feb 24th, 2013. Please support openCards and validate game text of this card!
(2) Programmed Compulsion ( Tacking Into the Wind)
Space Dilemma
Unless you have 2 Navigation and Programming or Engineer and Cunning > 40, your opponent may place this dilemma on one of your missions. All your personnel are attributes -1. At the end of each of your turns, if you have a staffed ship at this mission, you may remove this dilemma from the game.
"The only difference is that they never leave their home."
Characteristics: "reduce attributes" dilemma, remove cards from the game (this card), ship related card.
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) Repressed Message ( Legacy)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Reveal the top card of your dilemma pile. Your opponent may remove this dilemma from the game to replace it with the revealed the dilemma. When that dilemma is about to be overcome, remove it from the game instead.
"Pagh'tem'far, b'tany."
Characteristics: Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Stupefy ( Raise the Stakes)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Place this dilemma in your core. When your opponent's dilemma is revealed, he or she may remove this dilemma from the game to add one level of one skill that is in that dilemma's requirements to that requirement until the end of dilemma.
"Now, you do know what a bilateral kelilactiral is?"
Characteristics: enhance the requirements of your dilemmas, "place in core" dilemma, Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Technique of a Desperate Man ( Raise the Stakes)
Dual Dilemma
Unless you have Anthropology and 2 Officer or two Temporal events in your core, place this dilemma in your core. When one of your personnel begins a mission attempt, this dilemma's owner may remove this dilemma from the game to place a dilemma beneath one of your completed missions on the top of his or her dilemma pile.
"Interesting move, sir."
Characteristics: event related card, remove cards from the game (this card).
Requires: Temporal.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) The Clown: Go Away ( Infinite Diversity)
Dual Dilemma
Place this dilemma on this mission. At the start of each of your turns, if you command no personnel or ships at this mission, remove this dilemma from the game. When personnel begin a mission attempt at this mission, randomly select a personnel to be returned to its owner’s hand.
"Well, you certainly know how to bring a party to a halt."
Characteristics: "The Clown" dilemma, "place on mission" dilemma, "randomly select" dilemma, "relocate" dilemma, remove cards from the game (this card), ship related card.
Card logging info: Logged by Telak at Apr 21st, 2010 (Q1 by eberlems at Apr 23rd, 2010 & Q2 by Roga Danar at Feb 7th, 2011)
(4) The Clown: On His Throne ( Favor the Bold)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission. Your opponent names an attribute (Integrity, Cunning, or Strength). Replace attributes in this mission's requirements (and alternate requirements in game text) with the named attribute. At the end of the turn, remove this dilemma from the game.
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Unorthodox Tactics ( Raise the Stakes)
Space Dilemma
Unless you command more ships than your opponent or command an event that has a cost of 4 or more, place this dilemma in your core. When an engagement begins, this dilemma's owner may remove this dilemma from the game to make a ship Weapons +4 and Shields +6 until the end of the turn.
"The nutation modulation has them confused."
Characteristics: "place in core" dilemma, event related card, remove cards from the game (this card), ship related card.
Requires: engagement.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Watch Your Step ( This Side of Paradise)
Dual Dilemma
Unless you have Leadership, Security, and Cunning > 34, or Telepathy and 2 Treachery, or 3 Honor, place this dilemma in your core. When you are about to draw a card, this dilemma's owner may remove this dilemma from the game to make you draw three cards instead and he or she examines those cards and chooses two of them to be discarded.
"The Vulcan database didn't mention anything about crime."
Characteristics: "place in core" dilemma, additional card draws, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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.
(7) • Breen CRM 114 ( The Nth Degree)
Equipment
Hand Weapon. While in combat, each of your Breen personnel present is Strength +3. When any number of your personnel present are about to be stopped by a dilemma, you may stop your Smuggler present and remove this equipment from the game to prevent that.
"It's guaranteed to cut through reactive armor in the six to fifteen centimeter range, and shields to four point six gigajoules."
Characteristics: prevent your personnel from beeing stopped by a dilemma, enhance your STRENGTH (other cards), Hand Weapon, remove cards from the game (this card).
Requires: combat, Smuggler, Breen species.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(0) • Alvera Tree Ritual ( Peak Performance)
Ritual. (When you play this event, if you do not command a Ritual, draw a card. Cards you own cannot destroy this event.) Plays in your core. When you play this event, draw a card. When a personnel begins a mission attempt, you may have each player shuffle his or her dilemma pile. When you are about to lose command of this event, prevent that and remove it from the game.
"Well, this isn't so bad. I was sure there'd be something in here about standing on one foot with my eyes shut..."
Characteristics: manipulate / examine opponent's dilemma pile, manipulate your dilemma pile, plays in your core, Ritual, additional card draws, remove cards from the game (this card).
Requires: Ritual.
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 Dec 9th, 2010 (Q1 by Roga Danar at Feb 7th, 2011 & Q2 by Telak at Oct 11th, 2010)
(2) At An Impasse ( Necessary Evil)
Event
To play this event, you must command three personnel. Plays in your core. No player may draw cards from his or her deck. (Players do not need to spend all their counters on their turns.) At the end of the opponent on your right’s turn, remove this event from the game.
"Welcome to Galorndorn Core, where no good deed goes unpunished."
Characteristics: plays in your core, manipulate opponent's card draw abilities, remove cards from the game (this card).
Requires: affiliation.
Rule hint for this card
This card has an erratum: Correcting the duration of this event.
Game text without errata: "To play this event, you must command three personnel. Plays in your core. No player may draw cards from his or her deck. (Players do not need to spend all their counters on their turns.) At the start of your next turn, remove this event from the game."
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 Mar 22nd, 2011)
(2) Clandestine Kidnapping ( Return to Grace)
Event
Capture. To play this event, you must command three personnel. Choose a personnel in an opponent's discard pile that he or she does not command. Place that personnel in your brig. (That personnel's owner now commands him or her.) Remove this event from the game.
"I was attending a burn treatment conference... I went to bed one night and woke up here."
Characteristics: manipulate opponent's discard pile, Capture, remove cards from the game (this card).
Requires: affiliation.
Card logging info: First edited by Telak at Mar 10th, 2014. Please support openCards and validate game text of this card!
(2) Combined Attack ( Balance of Terror)
Event
Search your dilemma pile for a Species 8472 dilemma and place it in the opponent on your right's core, then shuffle and replace your dilemma pile. Remove this event from the game.
"I'm detecting two residual weapons signatures in the debris. One is Borg, the other is of unknown origin."
Characteristics: search your dilemma pile, remove cards from the game (this card).
Requires: "place in core" dilemma, Species 8472.
Card logging info: First edited by Telak at Sep 11th, 2014. Please support openCards and validate game text of this card!
(1) Common Purpose ( Strange Bedfellows)
Event
Stop any number of your personnel, then count the number of different affiliations among those personnel. Spend that many additional counters this turn. Remove this event from the game.
"In light of the new treaty and the continued Dominion threat to the Alpha Quadrant, there will be a permanent Klingon military presence on this station."
Characteristics: spend additional counters, remove cards from the game (this card).
Card logging info: First edited by Telak at Mar 30th, 2015. Please support openCards and validate game text of this card!
(5) Discovered ( These Are The Voyages)
Event
To play this event, you must command three personnel. Search an opponent's deck and place up to two of those cards in that opponent's discard pile. Those cards cannot be personnel or ships. Then that opponent shuffles and replaces his or her deck. Remove this event from the game.
"I've ordered surveillance stepped up. If there are more intruders, we'll stop them."
Characteristics: manipulate opponent's deck, manipulate opponent's discard pile, remove cards from the game (this card), ship related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Ensnared ( Raise the Stakes)
Event
Capture. To play this event, you must command six personnel. Name a personnel and choose an opponent to reveal each copy of that personnel he or she commands. You may discard the top five cards of your deck to choose one of those personnel at a non-headquarters mission and place him or her in your brig. Remove this event from the game.
"There's no one here. There's no lab."
Characteristics: manipulate your deck, Capture, remove cards from the game (this card).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Executive Commission ( Tacking Into the Wind)
Event
To play this event, you must command a ship at a non-headquarters mission with its corresponding Commander aboard. Take up to four cards that are personnel or ships from your discard pile and place them on the bottom of your deck. Remove this event from the game.
"What the hell's going on? When do I get paid off?"
Characteristics: manipulate your deck, recover cards from your discard pile, remove cards from the game (this card), ship related card.
Requires: Commander.
Card logging info: First edited by eberlems at Jul 9th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(4) Extreme Measures ( Tacking Into the Wind)
Event
Destroy a non- ship you own to spend a number of additional counters equal to the cost of that ship. Remove this event from the game.
"Code zero, zero, zero... destruct... zero."
Characteristics: spend additional counters, remove cards from the game (this card), ship related card.
Requires: Voyager related.
Card logging info: First edited by eberlems at Jul 9th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(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.
(4) Feast on the Dying ( Second Edition)
Event
Examine the top two cards of your deck. You may replace either or both of them with a card from your discard pile, then place them on top of your deck in any order. Remove this event from the game.
Time travelers with an alien agenda, the Devidians sustained themselves with neural energy taken by murdering other life-forms.
Characteristics: manipulate your deck, recover cards from your discard pile, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Ferengi Tradition ( Extreme Measures)
Event
To play this event, you must command six personnel. Lose 10 points to score 20 points. Remove this event from the game.
"Whatever happened to the rich getting richer and the poor getting poorer? Whatever happened to pure, unadulterated greed?"
Characteristics: lose points, score points, remove cards from the game (this card).
Requires: affiliation.
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)
(0) In a Mirror, Darkly ( What You Leave Behind)
Event
Lose 5 points to shuffle each personnel and ship you own in your discard pile into your deck and then draw cards until you have seven cards in your hand. Remove this event and all the other cards in your discard pile from the game.
Jean-Luc Picard reflected upon introducing an unstable element into a critical situation.
Characteristics: lose points, manipulate your deck, recover cards from your discard pile, additional card draws, remove cards from the game (this card), ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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)
(0) New Power Rising ( The Nth Degree)
To play this event, you must command three personnel. Spend an additional counter this turn for each opponent's dilemma that has been removed from the game (limit 5). Remove this event from the game.
"We'll discuss the repercussions later. Right now, I'm going to enjoy this moment."
Characteristics: spend additional counters, remove cards from the game (this card).
Requires: remove opponent's dilemmas from the game, Terok Nor related.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(0) Organized Terrorist Activities ( Necessary Evil)
Event
To play this event, you must command three personnel. Lose 5 points to make an opponent place his or her hand on top of his or her deck. Then you may examine that deck and choose a nonship card to remove from the game. He or she shuffles and replaces his or her deck. Remove this event from the game.
"I wish there were a better way to handle this thing. I really do. Nobody wants peace any more than the Maquis."
Characteristics: lose points, manipulate opponent's deck, manipulate opponent's hand, remove cards from the game (other cards), remove cards from the game (this card), ship related card.
Requires: affiliation, Maquis related.
Rule hint for this card
This card has an erratum: The Errata Team, acting on feedback from the community, has identified a loop that allows Organized Terrorist Activities to be recurred into a potential lockout situation, often in the very early parts of the game. For this reason, Organized Terrorist Activities has been changed to remove itself from the game (instead of "Destroy this event.").
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Promenade School ( Extreme Measures)
Event
Stop four of your personnel of four different species to score 5 points. Remove this event from the game.
"I hope you realize what you're getting yourself into. I can't force the Bajora, the Ferengi, or anyone else to send their children to your school. And even if they do come, everyone has a different culture, a different philosophy."
Characteristics: score points, remove cards from the game (this card), species related cards (unspecific).
Requires: affiliation, Deep Space None related.
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)
(1) Psychotic Impulse ( Shattered Mirror)
Event
Punishment. To play this event, you must command three personnel. Kill any number of captives in your brig and/or your Human personnel. If the total cost of personnel killed in this way was 7 or more, score 5 points. Remove this event from the game.
"...you'll find that random and unprovoked executions will keep your entire workforce alert and motivated."
Characteristics: kill your own personnel, score points, Punishment, remove cards from the game (this card).
Requires: affiliation, Capture, Alternate universe related, Human species.
Card logging info: First edited by Telak at Nov 27th, 2018. Please support openCards and validate game text of this card!
(4) Raise the Stakes ( This Side of Paradise)
Event
Plays in your core. Each of your opponent's personnel are attributes +1. Each of your missions are worth 5 more points. When you are about to lose command of this event, remove it from the game instead.
"Capable prey make the hunt more challenging."
Characteristics: plays in your core, remove cards from the game (this card), your missions are worth more points.
Card logging info: Logged by at (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by eberlems at Nov 4th, 2010)
(3) Salvaging the Wreckage ( Energize)
Event
Take up to four personnel and ship cards from your discard pile and place them on the bottom of your deck in any order. Remove this event from the game.
"This is the greatest intelligence find in the last ten years. We're not going to leave it here to rust."
Characteristics: manipulate your deck, recover cards from your discard pile, remove cards from the game (this card), ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Security Precautions ( Unnatural Selection)
Decay: 2. (When there are two cards on this event, destroy it.) Plays in your core. Players may only score points from non-headquarters missions. When a player scores points from a mission, he or she cannot score more than the printed value of that mission. At the start of your turn, place the top card of your deck on this event. When this event is destroyed, remove it from the game.
Characteristics: place a card from hand on your event, plays in your core, Decay, remove cards from the game (this card).
Requires: score points.
Card logging info: First edited by Telak at Dec 16th, 2015. Please support openCards and validate game text of this card!
(0) Stalling for Time ( Reflections 2.0)
Event
To play this event, you must command three personnel. Name a personnel. Each opponent returns each personnel he or she commands who has that card title to his or her owner's hand. Remove this event from the game.
"Wouldn't it be better to postpone this operation? Let me stay with them longer, meet other Maquis leaders ... it seems to me I could be more valuable if I had more time."
Characteristics: "relocate" personnel cards - return to hand, remove cards from the game (this card).
Requires: affiliation, Maquis related.
Rule hint for this card
This card has an erratum: This event have to be removed from the game after use now. Game text before errata: "To play this event, you must command three personnel. Name a personnel. Each opponent returns each personnel he or she commands who has that card title to his or her owner's hand. Destroy this event."
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).
(2) Steeled By Loss ( Call to Arms)
Event
Replace a personnel you command with a personnel in your discard pile that has at least one of the same skills. Place the personnel you replaced in his or her owner's discard pile. Remove this event from the game.
"We found the soldiers that did this to you. I'm gonna make them pay, just like I promised."
Characteristics: recover cards from your discard pile, remove cards from the game (this card).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Straying from the Path ( Energize)
Event
Prophet. To play this event, you must command three personnel. If you have fewer cards in your discard pile than in your hand, exchange your discard pile with your hand. Remove this event from the game.
"It is dangerous to walk a different path."
Characteristics: recover cards from your discard pile, manipulate your hand, Prophet, remove cards from the game (this card).
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Tacking Into the Wind ( Unity)
Event
This event is cost -2 for each completed mission the opponent on your left commands. Choose one: download a ship; destroy an event; or shuffle up to ten cards that are personnel or ships from your discard pile into your deck. Remove this event from the game.
"All hands, make sail! To'gon's'ls and courses! Stand by the braces!"
Characteristics: destroy an event, manipulate your deck, recover cards from your discard pile, download, download - ship, remove cards from the game (this card), ship related card.
Card logging info: First edited by Telak at Dec 26th, 2011. One quality log by eberlems at Jan 2nd, 2012. Please support openCards and validate game text of this card a second time!
(4) Tapestry ( Second Edition)
Event
Remove all the cards in your deck from the game. Take all the personnel and ships from your discard pile and shuffle them to form a new deck. Remove this event and all the other cards in your discard pile from the game.
"They were loose threads, untidy parts of me that I would like to remove. But when I pulled on one of those threads, it unravelled the tapestry of my life."
Characteristics: manipulate your deck, recover cards from your discard pile, remove cards from the game (other cards), remove cards from the game (this card), ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Tenuous Alliance ( Raise the Stakes)
Event
To play this event, you must command Mouth of the Wormhole and six personnel. Choose one of your personnel. Each player removes from the game a number of cards from the top of their dilemma pile equal to the cost of that personnel. Remove this event from the game.
"The Cardassians and Jem'Hadar can pretend to be allies, but they hate each other."
Characteristics: manipulate / examine opponent's dilemma pile, remove opponent's dilemmas from the game, remove cards from the game (this card).
Requires: Terok Nor related, Mouth of the Wormhole.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Vedek Assembly ( Strange New Worlds)
Event
For each Vedek you command, take a card from your discard pile and place it on the bottom of your deck. Remove this event from the game.
"All the hours listening to 112 Vedeks talking at once makes me yearn again for the sanctity of my arboretum."
Characteristics: manipulate your deck, recover cards from your discard pile, remove cards from the game (this card).
Requires: Vedek.
Rule hint for this card
This card has an erratum: Prevent an infinite recycle strategy (remove form the game instead of destroy) invented by Pulsforts. Recieved this erratum between rounds in a WM.
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!
(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.
(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.
Accession ( Return to Grace)
Interrupt
Prophet. To play this interrupt, you must command six personnel. When your Anthropology personnel begins a mission attempt, take a personnel you do not command from your discard pile and place him or her present with that Anthropology personnel. (You now command him or her.) That personnel joins the mission attempt. Remove this interrupt from the game.
Characteristics: "relocate" personnel cards - form discard pile into play, recover cards from your discard pile, Prophet, remove cards from the game (this card).
Requires: affiliation.
Card logging info: First edited by Telak at Mar 10th, 2014. Please support openCards and validate game text of this card!
Allies on the Inside ( Necessary Evil)
Interrupt
Order - Download a Dissident personnel, then discard cards from hand equal to that personnel's cost. Remove this interrupt from the game.
"Sisko will get here. The question is, will he get here soon enough?"
"He's only got seven hours before they detonate the minefield and start bringing their reinforcements through the wormhole."
"We've got to stop them."
Characteristics: download, download - personnel, discard a card from hand, remove cards from the game (this card), interrupt related card.
Requires: Dissident.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Cloak and Dagger ( Tacking Into the Wind)
Interrupt
Pursuit. When an opponent's personnel begins a mission attempt, take your staffed Cloaking Device ship from an opponent's mission and place it at that mission. Remove this interrupt from the game.
"There! That distortion, see it?"
Characteristics: "relocate" ship cards, Pursuit, remove cards from the game (this card), interrupt related card, ship related card.
Requires: Cloaking Device.
Card logging info: First edited by eberlems at Jul 25th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
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!
For Cardassia! ( Lower Decks)
Interrupt
To play this interrupt, you must command three personnel. You may play only one copy of this interrupt each turn. When you complete a mission worth 30 or less points, if you have three or more personnel who cost 1 or less involved, score 10 points. remove this interrupt from the game.
"I need you to be my army! If we stand together, nothing can oppose us."
Characteristics: score points, remove cards from the game (this card).
Requires: affiliation, worth 30 or less points.
Card logging info: First edited by Telak at Jul 5th, 2015. Please support openCards and validate game text of this card!
Founder Trap ( Call to Arms)
Interrupt
Infiltration. When an opponent’s personnel is about to complete a mission, discard a random card from hand to add the skills of your Infiltrator at that mission to the mission’s requirements. This effect lasts until the end of that opponent’s turn. Remove this interrupt from the game.
"It appears I have underestimated the Founders. I should have seen it coming. There was a time when nothing got past me."
Characteristics: discard a random card from hand, Infiltration, remove cards from the game (this card), interrupt related card, modify opponent's mission requirements.
Requires: Infiltrator.
Rule hint for this card
This card has an erratum: Adjusting timing.
Game text without errata: "Infiltration. When an opponent is about to complete a mission, if your Infiltrator is at that mission, discard a random card from hand to add that Infiltrator's skills to the mission's requirements. This effect lasts until the end of that opponent's turn.".
Taken form Current Errata 2015-04-06.Card logging info: Last lgged by eberlems at Jun 21st, 2010 (Q1 by Roga Danar at Sep 8th, 2010 & Q2 by Telak at Nov 7th, 2010)
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!
Homeward Bound ( Lower Decks)
Interrupt
To play this interrupt, you must command a completed space mission. When you play this interrupt, if you command a planet mission, lose 5 points.
Order - Unstop each of your stopped personnel at a space mission. Remove this interrupt from the game.
"Somewhere, along this journey, we'll find a way back."
Characteristics: lose points, score points, unstop your personnel, remove cards from the game (this card).
Requires: Delta-Quadrant mission, planet mission, space mission.
Card logging info: First edited by Telak at Jul 5th, 2015. Please support openCards and validate game text of this card!
Improved Scenery ( Raise the Stakes)
Interrupt
Order - Discard a random card from hand to examine a number of dilemmas on the top of an opponent's dilemma pile equal to the cost of the discarded card. Remove this interrupt from the game.
"A few months ago, when I was commanding the Defiant on a scouting mission into the Gamma Quadrant, we encountered a protostar cluster... It was the most beautiful thing I ever saw... until now."
Characteristics: manipulate / examine opponent's dilemma pile, discard a random card from hand, remove cards from the game (this card), interrupt related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Ja'chuq ( Energize)
Interrupt
When you win combat or an engagement involving your Leadership personnel, choose one of your missions. The player to your left places the top card of his or her dilemma pile face up beneath that mission (that dilemma is overcome). Remove this interrupt from the game.
"It's a long, involved ceremony in which the challengers list the battles they've won, the prizes they've taken."
Characteristics: place opponent's dilemmas under your mission, remove cards from the game (this card), interrupt related card.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
The Enemy of My Enemy ( Far Beyond the Stars)
When your personnel is attempting a mission, discard the top three cards of your deck to make that personnel gain all skills, attributes, and keywords on a personnel in your discard pile until the end of the mission attempt. Remove this interrupt from the game.
"Who would have thought that the two of us would be fighting side by side?"
Characteristics: enhance your CUNNING (other cards), enhance your INTEGRITY (other cards), enhance your personnel attributes (other cards), enhance your STRENGTH (other cards), manipulate your deck, "use" your discard pile, remove cards from the game (this card), interrupt related card.
Requires: affiliation.
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) Annexation Drone ( Reflections 2.0)
Borg Personnel of Borg species.
Icons:
Geology Navigation Physics
Transporters
Drone. When you play this personnel, if each of your non-headquarters missions is an mission, score 5 points. When you lose command of this personnel, remove it from the game.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 5
TASK: Review targets for expansion in peripheral unimatrices. Classify.
Characteristics: score points, affiliation, remove cards from the game (this card), Drone, personnel who has a cost of 3 or more, Borg species.
Requires: Alpha quadrant mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Borum, Selfless Hero ( Energize)
Bajoran Personnel of Bajoran species.
Icons:
Exobiology Honor
Medical
Bajoran Resistance. Order - Exchange this personnel with a Leadership personnel in your discard pile, then remove this personnel from the game.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 4
"Get Li to Bajor. Four of us will stay behind, hold them off until you reach your ship. ... Just get him back safely. That's all that counts."
Characteristics: "relocate" personnel cards - form discard pile into play, affiliation, recover cards from your discard pile, remove cards from the game (this card), Bajoran Resistance, Bajoran species.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Data, Tempted by Flesh ( What You Leave Behind)
Borg Personnel of Android / Borg species.
Icons:
Astrometrics 2 Engineer Exobiology
2 Programming Science Treachery
At the start of each of your turns, you may return this personnel to your hand. If you do not, remove this personnel from the game.
INTEGRITY: 3 CUNNING: 10 STRENGTH: 10
"He will make an excellent drone."
Characteristics: affiliation, remove cards from the game (this card), personnel who has a cost of 3 or more, Android "species", Borg species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) • Donatra, Honorable Commander ( Extreme Measures)
Romulan Personnel of Romulan species.
Icons:
Diplomacy Honor Leadership
Navigation Officer Physics
Commander: Valdore. While this personnel is facing a dilemma that has a cost of 1 or more and does not require a skill, you may remove this personnel from the game to prevent and overcome that dilemma.
INTEGRITY: 5 CUNNING: 6 STRENGTH: 5
"You've earned a friend in the Romulan Empire today."
Further game play infos
Donatra, Honorable Commander counts as "matching commander" for the following ship cards:
Characteristics: prevent and overcome, affiliation, remove cards from the game (this card), Commander, 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, Romulan species.
Rule hint for this card
This card has an erratum: Spacial skill changed. Errata'd on 2014-11-24: Is removed from game when used to Prevent and Overcome dilemmas, to prevent any issues with Alternate Identity or replaying every turn.
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).
(4) • Fel, Hands-on ( Lineage)
Dominion Personnel of Breen species.
Icons:
Archaeology Exobiology Geology
Navigation Physics
When you fail a mission attempt involving this personnel, you may remove him from the game to unstop up to two stopped Breen and an equal number of stopped personnel at that mission.
INTEGRITY: 5 CUNNING: 6 STRENGTH: 7
"Our new allies are full of surprises, aren't they?"
Characteristics: unstop your personnel, affiliation, remove cards from the game (this card), personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Breen species.
Requires: affiliation, Breen 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) • Founder Instigator, Unmasked ( Lineage)
Dominion Personnel of Changeling species.
Icons:
Engineer 2 Intelligence Medical
Science
Founder. Infiltrator. Shape-shifter. When an opponent's personnel is about to complete a mission, if this personnel is at that mission, you may remove him from the game to add his skills to that mission's requirements until the end of that opponent's turn.
INTEGRITY: 4 CUNNING: 8 STRENGTH: 6
"Let go. Don't you see? You've lost."
Characteristics: affiliation, remove cards from the game (this card), modify opponent's mission requirements, Founder, Infiltrator, Shape-shifter, personnel who has a cost of 3 or more, Changeling 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) Gem ( These Are The Voyages)
Non-aligned Personnel of Minaran species.
Icons:
Honor Telepathy
When this personnel begins a mission attempt, you may remove her from the game to name a dilemma and choose an opponent to remove a copy of that dilemma in his or her dilemma pile from the game. That opponent shuffles and replaces his or her dilemma pile.
INTEGRITY: 7 CUNNING: 5 STRENGTH: 3
"She does not yet have the instinct to save her people."
Characteristics: remove opponent's dilemmas from the game, "affiliation", remove cards from the game (this card), Past related, personnel who has a cost of 3 or more.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) • James T. Kirk, Original Thinker ( Genesis)
Federation Personnel of Human species.
Icons:
Diplomacy 2 Honor Leadership
Officer
Admiral. Commander: U.S.S. Enterprise. When a dilemma is about to be revealed, if this personnel is attempting a mission, you may remove him from the game to prevent and overcome that dilemma.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 6
"I don't belive in the no-win scenario ... I don't like to lose."
Further game play infos
James T. Kirk, Original Thinker counts as "matching commander" for the following ship cards:
Characteristics: prevent and overcome, affiliation, Earth related, The Original Series related, remove cards from the game (this card), Past related, Admiral, Commander, 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, James T. Kirk, Human species.
Rule hint for this card
This card has an erratum: No longer returns to hand but gets removed from the game.
Taken form Current Errata 2015-04-06.Card logging info: Last edited by eberlems at Feb 10th, 2010. One quality log by Telak at Nov 29th, 2011. Please support openCards and validate game text of this card a second time!
(1) • Molly O'Brien, Time's Orphan ( The Nth Degree)
Non-aligned Personnel of Human species.
Icons:
Honor
When your opponent plays an interrupt without paying a cost, you may remove this personnel from the game to prevent that interrupt and place it in its owner's discard pile.
INTEGRITY: 6 CUNNING: 4 STRENGTH: 6
"Molly... home."
Characteristics: prevent opponent's interrupts, "affiliation", remove cards from the game (this card), Alternate universe related, interrupt related card, Human species.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(5) • Wesley Crusher, Apprentice Traveler ( Tapestry)
Non-aligned Personnel of Human species.
Anthropology Astrometrics Engineer
Honor Physics
While this personnel is facing a dilemma, you may stop each personnel present and remove him from the game to end your mission attempt. That dilemma and all remaining dilemmas in the dilemma stack are returned to their owner's dilemma pile.
INTEGRITY: 7 CUNNING: 8 STRENGTH: 5
"Everything is so clear now."
Characteristics: "affiliation", remove cards from the game (this card), interrupt mission attempt, 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.
Card logging info: First edited by Telak at Sep 22nd, 2012. One quality log by eberlems at Sep 27th, 2012. Please support openCards and validate game text of this card a second time!