For posting text-only dream cards (no graphical cards or links to sites hosting such cards) and for speculation on future sets.
 
By rferries
 - Beta Quadrant
 -  
#374387
Many are heavily inspired (by which I mean ripped off) from Dan1221's work on the Yahoo group.
[Evt] 5 •Bridge (AKA Ops, Command Centre, etc.)
Section. (When you play this event you may download a Section). Plays in your core. Your Commanders aboard their corresponding ships are attributes+1 and cannot be stopped by dilemmas. You may play Sections at cost-1.
Compare Captain's Log.
[Evt] 2 •Briefing Room (AKA Observation Lounge)
Section. (When you play this event you may download a Section). Plays in your core. When you begin a mission attempt your personnel are attributes+1 until the end of that attempt.
[Evt] 2 •Canteen (AKA Ten Forward, Quark's etc.)
Section. (When you play this event you may download a Section). Plays in your core. At the start of your turn, you may download an Acquisition, Anthropology, or Diplomacy personnel. When you complete a mission, you may stop your Acquisition, Anthropology, or Diplomacy personnel to unstop all your other personnel present.
[Evt] 2 •Cargo Bay
Section. (When you play this event you may download a Section). Plays in your core. Whenever you would download or discard a non-personnel card, you may place it on this event instead. Once per turn you may play a card on this event at cost-1 as though it were in your hand.
[Evt] 2 •Engineering
Section. (When you play this event you may download a Section). Plays in your core. Your Engineering personnel are attributes+1. At the start of your turn, you may download an Engineering personnel or stop your Engineering personnel aboard your ship to remove a damage card from that ship.
[Evt] 2 •Holodeck
Section. (When you play this event you may download a Section). Plays in your core. At the start of your turn, you may download a Hologram, Holoprogram, or Programming personnel and place it on this event. You may play cards on this event as though they were in your hand and at cost+1.
[Evt] 2 •Ready Room
Section. (When you play this event you may download a Section). Plays in your core. Your Commanders, [Cmd] personnel, Leadership personnel, and Officer personnel aboard your ship are the corresponding Commanders of that ship. At the start of your turn, you may download a Commander, [Cmd] personnel, Leadership personnel, or Officer personnel.
Probably quite broken in combination with Bridge.
[Evt] 2 •Science Lab
Section. (When you play this event you may download a Section). Plays in your core. Your Science personnel are attributes +1. At the start of your turn, you may download a Science personnel or draw a card for each Science personnel you command.
[Evt] 2 •Security (AKA Brig)
Section. (When you play this event you may download a Section). Plays in your core. Your Security personnel are attributes+1 and cannot be stopped by dilemmas. At the start of your turn, you may download a Security personnel or choose a personnel you do not command aboard a ship you command or on a planet mission you command to be placed in your Brig.
[Evt] 2 •Shuttlebay
Section. (When you play this event you may download a Section). Plays in your core. Your Navigation personnel and ships with two or fewer [Stf] icons are attributes+1. At the start of your turn you may download a Navigation personnel or a ship with two or fewer [Stf] icons.
[Evt] 2 •Sickbay
Section. (When you play this event you may download a Section). Plays in your core. Your Medical personnel are attributes+1. When any number of your personnel are about to be killed you may stop your Medical personnel present to prevent that. At the start of your turn, you may download a Medical personnel.
[Evt] 2 •Transporter Room
Section. (When you play this event you may download a Section). Plays in your core. Whenever you would download or discard a personnel card, you may place it on this event instead. Once per turn you may play a card on this event at cost-1 as though it were in your hand.
[Equ] 2 Communicator (AKA Comm Badge)
Your personnel present with this equipment are present with all other Communicators at the same mission.
Order - Stop your Officer personnel present to download an interrupt.
[Int] Yellow Alert
When your Commander aboard his or her corresponding ship begins a mission attempt, lose 5 points to name a skill. Personnel with that skill cannot be stopped by dilemmas until the end of that mission attempt.
[Int] Red Alert
When your ship with its corresponding Commander aboard is in an engagement, it is Weapons and Shields +4 until the end of that engagement.
[Evt] 2 •Assimilation Bay
You may play non- [Bor] personnel at your Unicomplex at cost+1. Non- [Bor] personnel you command gain Drone, are attributes+1, are Borg in addition to their printed species, and are [Bor] personnel.
[Evt] 2 •Assimilation Hangar
You may play non- [Bor] ships at your Unicomplex at cost+1. Non- [Bor] ships you command are attributes+2 and are [Bor] ships.
I'm obsessed with this mechanic, I admit.

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