Trekcc First Edition

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1E Virtual editions map Showdown: Four Lights Supplemental Showdown: Four Lights Ships of the Line Nemesis Paradise Lost The Motion Pictures Remastered Second Star to the Right The Trial Never Ended Official Tournament Sealed Deck Remastered Dogs of War A Private Little War The Neutral Zone Q Who? Borderless Promos The Cage Equilibrium The Gift Enterprise Collection Remastered Coming of Age Metamorphosis Cold Front Warp Pack: Holiday 2017 Live Long and Prosper Pre-Warp Pack Broken Bow The Terran Empire Star Trek 50 Through the Looking Glass Crossover: Supplemental Crossover Homefront VI The Gamma Quadrant 20th Anniversary Collection The Maquis Warp Pack: Emissary Homefront V Emissary: Supplemental Emissary Homefront IV The Sky\'s the Limit Engage Homefront III The Next Generation: Supplemental The Next Generation Resistance is Futile Homefront II Shades of Gray BaH! Straight and Steady Homefront Life From Lifelessness Chain of Command Virtual Promos Identity Crisis Referee Reprints
1E Virtual editions map Showdown: Four Lights Supplemental Showdown: Four Lights Ships of the Line Nemesis Paradise Lost The Motion Pictures Remastered Second Star to the Right The Trial Never Ended Official Tournament Sealed Deck Remastered Dogs of War A Private Little War The Neutral Zone Q Who? Borderless Promos The Cage Equilibrium The Gift Enterprise Collection Remastered Coming of Age Metamorphosis Cold Front Warp Pack: Holiday 2017 Live Long and Prosper Pre-Warp Pack Broken Bow The Terran Empire Star Trek 50 Through the Looking Glass Crossover: Supplemental Crossover Homefront VI The Gamma Quadrant 20th Anniversary Collection The Maquis Warp Pack: Emissary Homefront V Emissary: Supplemental Emissary Homefront IV The Sky\'s the Limit Engage Homefront III The Next Generation: Supplemental The Next Generation Resistance is Futile Homefront II Shades of Gray BaH! Straight and Steady Homefront Life From Lifelessness Chain of Command Virtual Promos Identity Crisis Referee Reprints
1E Virtual editions map Showdown: Four Lights Supplemental Showdown: Four Lights Ships of the Line Nemesis Paradise Lost The Motion Pictures Remastered Second Star to the Right The Trial Never Ended Official Tournament Sealed Deck Remastered Dogs of War A Private Little War The Neutral Zone Q Who? Borderless Promos The Cage Equilibrium The Gift Enterprise Collection Remastered Coming of Age Metamorphosis Cold Front Warp Pack: Holiday 2017 Live Long and Prosper Pre-Warp Pack Broken Bow The Terran Empire Star Trek 50 Through the Looking Glass Crossover: Supplemental Crossover Homefront VI The Gamma Quadrant 20th Anniversary Collection The Maquis Warp Pack: Emissary Homefront V Emissary: Supplemental Emissary Homefront IV The Sky\'s the Limit Engage Homefront III The Next Generation: Supplemental The Next Generation Resistance is Futile Homefront II Shades of Gray BaH! Straight and Steady Homefront Life From Lifelessness Chain of Command Virtual Promos Identity Crisis Referee Reprints
1E Virtual editions map Showdown: Four Lights Supplemental Showdown: Four Lights Ships of the Line Nemesis Paradise Lost The Motion Pictures Remastered Second Star to the Right The Trial Never Ended Official Tournament Sealed Deck Remastered Dogs of War A Private Little War The Neutral Zone Q Who? Borderless Promos The Cage Equilibrium The Gift Enterprise Collection Remastered Coming of Age Metamorphosis Cold Front Warp Pack: Holiday 2017 Live Long and Prosper Pre-Warp Pack Broken Bow The Terran Empire Star Trek 50 Through the Looking Glass Crossover: Supplemental Crossover Homefront VI The Gamma Quadrant 20th Anniversary Collection The Maquis Warp Pack: Emissary Homefront V Emissary: Supplemental Emissary Homefront IV The Sky\'s the Limit Engage Homefront III The Next Generation: Supplemental The Next Generation Resistance is Futile Homefront II Shades of Gray BaH! Straight and Steady Homefront Life From Lifelessness Chain of Command Virtual Promos Identity Crisis Referee Reprints
1E Virtual editions map Showdown: Four Lights Supplemental Showdown: Four Lights Ships of the Line Nemesis Paradise Lost The Motion Pictures Remastered Second Star to the Right The Trial Never Ended Official Tournament Sealed Deck Remastered Dogs of War A Private Little War The Neutral Zone Q Who? Borderless Promos The Cage Equilibrium The Gift Enterprise Collection Remastered Coming of Age Metamorphosis Cold Front Warp Pack: Holiday 2017 Live Long and Prosper Pre-Warp Pack Broken Bow The Terran Empire Star Trek 50 Through the Looking Glass Crossover: Supplemental Crossover Homefront VI The Gamma Quadrant 20th Anniversary Collection The Maquis Warp Pack: Emissary Homefront V Emissary: Supplemental Emissary Homefront IV The Sky\'s the Limit Engage Homefront III The Next Generation: Supplemental The Next Generation Resistance is Futile Homefront II Shades of Gray BaH! Straight and Steady Homefront Life From Lifelessness Chain of Command Virtual Promos Identity Crisis Referee Reprints
1E Traditional editions map Enterprise Collection All Good Things The Motion Pictures Holodeck Adventures The Borg Voyager Mirror, Mirror Enhanced Premiere Reflections Tournament Foils Trouble with Tribbles Starter Decks The Trouble with Tribbles Second Anthology Armada Rules of Acquisition Blaze of Glory The Dominion Enhanced First Contact Starter Deck II Deep Space 9 Official Tournament Sealed Deck Away Team Pack Fajo Collection First Contact First Anthology Introductory 2-Player Game Q Continuum Alternate Universe Premiere (Collector\'s Tin) Warp Pack Premiere Beta (WB95) Premiere Alpha (WB94) Premiere
1E Traditional editions map Enterprise Collection All Good Things The Motion Pictures Holodeck Adventures The Borg Voyager Mirror, Mirror Enhanced Premiere Reflections Tournament Foils Trouble with Tribbles Starter Decks The Trouble with Tribbles Second Anthology Armada Rules of Acquisition Blaze of Glory The Dominion Enhanced First Contact Starter Deck II Deep Space 9 Official Tournament Sealed Deck Away Team Pack Fajo Collection First Contact First Anthology Introductory 2-Player Game Q Continuum Alternate Universe Premiere (Collector\'s Tin) Warp Pack Premiere Beta (WB95) Premiere Alpha (WB94) Premiere
1E Traditional editions map Enterprise Collection All Good Things The Motion Pictures Holodeck Adventures The Borg Voyager Mirror, Mirror Enhanced Premiere Reflections Tournament Foils Trouble with Tribbles Starter Decks The Trouble with Tribbles Second Anthology Armada Rules of Acquisition Blaze of Glory The Dominion Enhanced First Contact Starter Deck II Deep Space 9 Official Tournament Sealed Deck Away Team Pack Fajo Collection First Contact First Anthology Introductory 2-Player Game Q Continuum Alternate Universe Premiere (Collector\'s Tin) Warp Pack Premiere Beta (WB95) Premiere Alpha (WB94) Premiere
1E Traditional editions map Enterprise Collection All Good Things The Motion Pictures Holodeck Adventures The Borg Voyager Mirror, Mirror Enhanced Premiere Reflections Tournament Foils Trouble with Tribbles Starter Decks The Trouble with Tribbles Second Anthology Armada Rules of Acquisition Blaze of Glory The Dominion Enhanced First Contact Starter Deck II Deep Space 9 Official Tournament Sealed Deck Away Team Pack Fajo Collection First Contact First Anthology Introductory 2-Player Game Q Continuum Alternate Universe Premiere (Collector\'s Tin) Warp Pack Premiere Beta (WB95) Premiere Alpha (WB94) Premiere
1E Traditional editions map Enterprise Collection All Good Things The Motion Pictures Holodeck Adventures The Borg Voyager Mirror, Mirror Enhanced Premiere Reflections Tournament Foils Trouble with Tribbles Starter Decks The Trouble with Tribbles Second Anthology Armada Rules of Acquisition Blaze of Glory The Dominion Enhanced First Contact Starter Deck II Deep Space 9 Official Tournament Sealed Deck Away Team Pack Fajo Collection First Contact First Anthology Introductory 2-Player Game Q Continuum Alternate Universe Premiere (Collector\'s Tin) Warp Pack Premiere Beta (WB95) Premiere Alpha (WB94) Premiere
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Results (133) - Direct Link

[Artifact] The City of B'hala
20,000-year-old depiction of an ancient Bajoran city. Among the most revered icons of their faith. Some thought B'hala a legend until this painting helped The Emissary find its underground ruins.
May seed only at Bajor. Use as Equipment card. If present where attempting a [BAJ] mission, encounter seed cards in reverse order. (Immune to Disruptor Overload.)

Rarity: 1 R (Holodeck Adventures)
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[P] "God"
"This starship. Could it carry my wisdom beyond the Barrier? ...Then I shall make use of this starship... bring it closer, so that I might... join with it."
Unless two Away Team members each have INTEGRITY>7, place on mission; destroys one ship here (opponent's choice). You must have a ship here to attempt mission.

Rarity: 3 R (The Motion Pictures)
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[P] A Little Fun Every Day
[3]
While Anij taught Jean-Luc Picard to appreciate the beauty of a single moment, Artim taught Data to enjoy the value of play and to explore with childlike wonder.
Place on mission. Now and start of each attempt here, cannot get past unless three personnel with total attributes < 52 OR 2 CIVILIAN present.

Rarity: 1 V (Nemesis)
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[S/P] All Available Personnel
In 2369, a skeleton crew was left aboard the Enterprise while the rest of the crew searched for their rogue android.
Opponent may download Balancing Act to table as [Incident] OR download Skeleton Crew atop any mission. Cannot get past unless you began mission attempt with at least six personnel.

Rarity: 2 V (The Next Generation)
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[P] Buried Alive
With the Starship Enterprise powerless to help, Khan left Admiral Kirk as Kirk had left him: marooned for eternity.
If you did not seed this dilemma, place on mission and attempt ends. Adds [S] (does not count for Balancing Act). (Unique.)

Rarity: 2 V (Crossover)
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[S/P] Dead End
A Borg force field prevented Data from accomplishing his first goal, and caused him to seek another option.
Unless you have at least 50 points, cannot get past; place dilemma atop mission; it may not be attempted by a player with less than 50 points. (Unique.)

Rarity: U (First Contact)
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[S/P] Distracted by Thoughts of Home
[X]
After an encounter with the Timeship Aeon, Captain Janeway and her crew found themselves on Earth in 1996. The appeal of being on Earth - even in the past - was intense.
Place on mission. All personnel here are attributes all -1. Any player must discard a card from hand to attempt this mission. X=4 if this is a [DQ] mission, otherwise 2.

Rarity: 4 V (Life From Lifelessness)
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[S/P] Edo Probe
When the Federation tried to contact the pre-industrial society on Rubicun III, the Edo Probe demanded in ship-shuddering tones that Jean-Luc Picard "State the purpose!"
Abandon mission attempt until any player completes a different mission OR continue but lose points if you do not solve mission this turn. -10

Rarity: U (Alternate Universe)
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[P] Enemies of the State
[3]
The Romulan government tried to suppress Ambassador Spock's underground movement and its efforts towards unification.
Place on planet. Opponent may download three dissidents to planet. Now and at start of each attempt here, Away Team stopped if INTEGRITY from up to X personnel < opposing INTEGRITY. X = number of opposing personnel present.

Rarity: 2 V (Cold Front)
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[S/P] Ensure Their Silence
Valeris eliminated her co-conspirators, Burke and Samno. "The first rule of assassination: kill the assassins."
One personnel (random selection) is killed. If opponent's infiltrator attempting, two more personnel (random selection) are killed and one such infiltrator (owner's choice) is exposed.

Rarity: 6 V (Crossover)
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[S/P] Experience Bij!
In his efforts to commandeer the U.S.S. Enterprise, Kavok would use "punishments" to slow the progress of the remaining Starfleet personnel aboard from reaching the bridge.
Attempt ends. Place on mission; cannot be attempted or scouted. May be nullified by any player encountering another dilemma OR if Dead End is on this mission.

Rarity: 2 V (The Neutral Zone)
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[S/P] Female's Love Interest & Garbage Scow
FEMALE'S LOVE INTEREST: Female crew or Away Team member (random selection) runs off with lover to furthest planet.
RADIOACTIVE GARBAGE SCOW: Place on mission; mission attempt ends. Mission can't be attempted here. Ship with Tractor Beam and 2 ENGINEER can tow Scow.


Rarity: 11 P (Enhanced Premiere)
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[S/P] Friendly Fire
[2]
Ferengi lack of leadership resulted in the untimely demise of the Vorta Keevan aboard Empok Nor. His death was a major setback in Quark and Rom's mission to rescue their Moogie.
Unless 2 Leadership and 2 SECURITY present, kills one personnel (random selection); place dilemma on this mission (or this Empok Nor); it cannot be attempted or scouted.

Rarity: C (The Dominion)
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[S/P] Lack of Preparation
An Away Team that is unprepared to complete its mission will undoubtedly experience delays. Mission progress may be impossible until additional personnel arrive.
Non-Borg: Cannot get past (lose 10 points) unless you could have met mission requirements at start of attempt.
Borg: Must have [Com], [Nav] and [Def] personnel to proceed.


Rarity: C (First Contact)
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[S/P] Linguistic Legerdemain
[X]
"We must respond personally. The universal translator would be recognized."
Unless Anthropology and Exobiology present, X=1+number of affiliation icons on this mission with no matching personnel present; place on mission; it cannot be attempted.

Rarity: 6 C (The Motion Pictures)
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[P] Nuclear Wessels
Searching in an unfamiliar environment can be challenging. Commander Uhura and Commander Chekov struggled to locate a naval base in ancient San Francisco.
Place on planet. Now and start of each attempt here, cannot get past unless one SECURITY OR Anthropology is stopped (random selection). (Unique.)

Rarity: 2 V (Second Star to the Right)
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[P] Punishment Box
Correctional technique used on Orellius. Colonists who commit crimes are imprisoned in the box to suffer from heat and dehydration.
Place on planet. Now and start of each mission attempt here, cannot get past unless one OFFICER is "placed in the box" ("stopped") until end of turn.

Rarity: U (Deep Space 9)
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[S] Q: Enter the Supernova
A civil war between the Q resulted in the implosion of multiple stars. Each one created a negative density false vacuum, sucking the surrounding matter into the Continuum.
Crew has a Q-Flash with X cards from opponent's Q-Continuum, where X = the lowest attribute of attempting ship. Discard dilemma. (Immune to Q2.)

Rarity: 2 V (The Trial Never Ended)
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[S] Radioactive Garbage Scow
Barges containing dangerous waste can be adrift for centuries. One such barge threatened Gamelon V in 2367.
Place on mission; mission attempt ends. Mission can't be attempted here. Ship with Tractor Beam and 2 ENGINEER can tow Scow.

Rarity: U (Premiere Alpha (WB94))
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[S] Silent Enemy
[AU] [Self]
Unidentified hostile vessel. Delayed Enterprise in 2151 until its phase cannon upgrades were completed.
Immediately battles attempting ship when encountered.
End of every turn: Stops each ship here without CUNNING>30 aboard until end of owner's next turn, then moves.

Range: 6    Weapons: 8    Shields: 7   
Rarity: 10 V (Broken Bow)
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[S/P] Skeleton Crew
With Deep Space 9 evacuated of non-critical personnel during a local plasma disruption, it was an easy matter for a mercenary team to overwhelm those left behind.
Place on mission. You may not begin a mission attempt here with fewer than six personnel.

Rarity: 8 V (Life From Lifelessness)
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[S/P] The Clown: Bitter Medicine
Linked into the Kohl mental preservation network, Harry Kim endured searing confrontations of his deepest fears.
Place on mission. Now and start of each mission or scouting attempt here, opponent names a skill. All your personnel with that skill are attributes -2 until end of turn.

Rarity: 22 VP (Virtual Promos)
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[S/P] The Metrons' Arena
To resolve the conflict between the Gorn Hegemony and the Federation, the Metrons arranged for the two representative captains to battle for survival.
One personnel (opponent's choice) is relocated to nearest planet with no personnel on surface; opponent may download S'Salk there. Attempt ends.

Rarity: 6 V (A Private Little War)
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[S/P] Your Galaxy Is Impure
The genetic density of Species 8472 is superior to all known forms of life. Any wound inflicted by them will spread infection throughout a victim's body, consuming it from the inside out.
Randomly select a personnel to be killed. Place on mission. At the start of each mission or scouting attempt here, kills one personnel present (your choice). (Immune to Adapt: Negate Obstruction.)

Rarity: 12 R (Holodeck Adventures)
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[Doorway] Launch Portal
Suspends play to do any or all of the following: download Engage Shuttle Operations or Escape Pod; download (once per game) a scout ship, shuttle or Borg Sphere to your ship with Tractor Beam; and (except during a mission attempt) launch any or all of your carried ships with crew. Discard, or place on Engage Shuttle Operations to protect it from nullification and extend its effects to scout ships.

Rarity: U (First Contact)
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[Doorway] Q's Tent: Civil War
Seeds on (opens) Q's Tent side deck (up to 13 different
cards face down and up to 13 different [Ref] cards face
up). You may examine cards in this side deck. Your
Q-Continuum side deck is closed and cannot be opened.
You may not play Q's Tent. You may not begin mission
attempts with less than four personnel.


Rarity: 93 VP (Virtual Promos)
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[Doorway] Secret Compartment
Plays on a ship or facility. (Unique.) If it is controlled by opponent and your Acquisition is present, you may probe:
[Interrupt], [Doorway]: Alarm. Opponent may capture one of your personnel present (random selection); discard doorway.
[Event], [Equipment]: Success. Download to here up to two Equipment cards or one "use as Equipment card" artifact (as if earned from a mission attempt); discard doorway.


Rarity: R (Deep Space 9)
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[Event] 59th Rule of Acquisition
[Rule] [3]
"Free advice is seldom cheap."
Plays on your Nagus. At any time, advise opponent to attempt a specific mission. If opponent does so voluntarily, opponent must first discard two cards from hand and/or top of the draw deck and you may draw up to two; discard event.

Rarity: U (Rules of Acquisition)
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[Event] 62nd Rule of Acquisition
[Rule]
"The riskier the road, the greater the profit."
Plays on your unattempted mission. Nullified if you begin an attempt with <3 (or >7) personnel, or if you play (or have played) Scan or Full Planet Scan. If you solve, score points; opponent loses points (discard event). +/-10

Rarity: 16 C (The Trouble with Tribbles)
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[Event] Abandon Mission
[3]
Jean-Luc Picard felt compelled to ignore his assigned patrol duties in the neutral zone and instead join the attack against the Borg.
Plays on any ship with its matching commander or any /Ent-E personnel aboard. Crew may not attempt missions or beam off. Nullified if ship battles. (Immune to Kevin Uxbridge.)

Rarity: R (First Contact)
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[Event] Bigger on the Inside
[AU] [3]
The secrets of a small futuristic ship and the corpse of a presumed temporal agent led Starfleet, Suliban, and Tholian forces to abandon all other priorities in an attempt to secure it.
Plays on a mission if your temporal agent is here or adjacent. Mission may not be attempted or scouted unless 4 [Cmd] OR any Intelligence in crew or Away Team. (Unique.)

Rarity: 6 V (Cold Front)
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[Event] Determined to Stay
Many colonists living in the Demilitarized Zone refused to abandon the worlds they had made their homes, despite pressure from the Federation and Cardassian governments.
Plays on your unattempted Demilitarized Zone Region mission. When your [Maq] personnel solve, if no opposing ship is at this mission, you may draw up to five cards.

Rarity: 10 V (The Maquis)
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[Event] Espionage - Dominion on Federation
Dominion intelligence operations conducted against the Federation have included the initial Eris ruse, Borath's virtual invasion scenario and even changeling infiltration of Earth.
Plays on any Federation mission (for free if your <Fed> personnel is there). Your Dominion personnel may now attempt this mission. Discard after mission completed.

Rarity: C (The Dominion)
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[Event] Espionage - Dominion on Klingon
A changeling impersonating General Martok manipulated Gowron so craftily that the Chancellor abandoned the Khitomer Accords and declared war on its long-time ally the Federation.
Plays on any Klingon mission (for free if your <Kli> personnel is there). Your Dominion personnel may now attempt this mission. Discard after mission completed.

Rarity: C (The Dominion)
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[Event] Espionage - Dominion on Romulan
Romulan counter-espionage protocols are second to none. The vigilance of the Tal Shiar protected the Star Empire from enemy spies for decades - until the Dominion arrived.
Plays on any Romulan mission (for free if your <Rom> personnel is there). Your Dominion personnel may now attempt this mission. Discard after mission completed.

Rarity: C (The Dominion)
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[Event] Espionage: Bajoran on Cardassian
Bajorans have investigated Cardassian activities before, during and after the 30-year occupation. In 2371, Odo contacted an old Cardassian acquaintance to investigate the Obsidian Order.
Plays on any Cardassian mission (for free if you have a Resistance personnel there). Your Bajoran personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Bajoran on Dominion
No strangers to oppression, many Bajorans fought the 2374 Dominion occupation from within. With Odo's help, Kira's small "resistance cell" paved the way for the Dominion withdrawal.
Plays on any Dominion mission (for free if you have Odo there). Your Bajoran personnel may now attempt this mission. Discard after mission completed.

Rarity: 2 P (All Good Things)
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[Event] Espionage: Cardassian on Bajoran
Since withdrawing from Bajor in 2369, Cardassians have kept a watchful eye on Bajoran activities.
Plays on any Bajoran mission. Your Cardassian personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Cardassian on Federation
Cardassian spies are masters of undercover operations. In 2371 Miles O'Brien was framed by a surgically altered Cardassian posing as retired Starfleet officer Raymond Boone.
Plays on any Federation mission. Your Cardassian personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Cardassian on Klingon
Cardassians have long been suspicious of the Klingon Empire. The unprovoked Klingon invasion of 2372 demonstrated the need to step up the Union's intelligence-gathering activities.
Plays on any Klingon mission. Your Cardassian personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Federation on Klingon
Federation intelligence-gathering has often relied on sympathetic informants and electronic surveillance.
Plays on any Klingon mission. Your Federation personnel may now attempt this mission. Discard after mission completed.

Rarity: C (Premiere Alpha (WB94))
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[Event] Espionage: Klingon on Federation
Klingon espionage against the Federation has included data stolen from Relay Station 47 by Morag.
Plays on any Federation mission. Your Klingon personnel may now attempt this mission. Discard after mission completed.

Rarity: C (Premiere Alpha (WB94))
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[Event] Espionage: Romulan on Bajoran
Romulan spies are still everywhere.
Plays on any Bajoran mission. Your Romulan personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Romulan on Cardassian
Romulan infiltration of Cardassian facilities has gone largely undetected for decades.
Plays on any Cardassian mission. Your Romulan personnel may now attempt this mission. Discard after mission completed.

Rarity: U (Deep Space 9)
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[Event] Espionage: Romulan on Federation
Romulan spies are everywhere.
Plays on any Federation mission. Your Romulan personnel may now attempt this mission. Discard after mission completed.

Rarity: C (Premiere Alpha (WB94))
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[Event] Espionage: Romulan on Klingon
Romulan espionage against Klingons has included efforts to de-stabilize the Klingon government by programming assassins and supporting rebel forces.
Plays on any Klingon mission. Your Romulan personnel may now attempt this mission. Discard after mission completed.

Rarity: C (Premiere Alpha (WB94))
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[Event] Espionage: Romulan on Vulcan
Romulan spies were everywhere.
Plays on any Vulcan mission. Your Romulan personnel may now attempt this mission. Discard after mission completed.

Rarity: 3 V (Live Long and Prosper)
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[Event] Espionage: Starfleet on Vulcan
Starfleet routinely gathered intelligence on neighboring civilizations, even ostensibly friendly ones such as the Vulcans.
Plays on any [VUL] mission. Your [Sta] personnel may attempt this mission. Discard after mission completed.

Rarity: 4 V (Live Long and Prosper)
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[Event] Espionage: Vulcan on Andorian
The Vulcan High Command routinely monitored the activity of more emotional and aggressive neighboring species, such as the Andorians, from hidden listening posts.
Plays on any Non-Aligned mission (or any mission with "Andorian" in lore). Your Vulcan personnel may now attempt this mission. Discard after mission completed.

Rarity: 5 V (Live Long and Prosper)
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[Event] Espionage: Vulcan on Klingon
The Vulcan High Command maintained a watchful eye on the military capabilities of the aggressive and adversarial Klingon Empire.
Plays on any Klingon mission. Your Vulcan personnel may now attempt this mission. Discard after mission completed.

Rarity: 73 P (Pre-Warp Pack)
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[Event] Espionage: Vulcan on Starfleet
The Vulcan High Command uses its influence with other governments to gather intelligence on them, as with its advisory role in the Starfleet Warp Five Program.
Plays on any [STA] mission. Your [Vul] personnel may now attempt this mission. Discard after mission completed.

Rarity: 74 P (Pre-Warp Pack)
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[Event] Mission Debriefing
[HA]
Bureaucracies require field commanders to submit a complete "after action report" on any mission. Though necessary, the process can be time consuming.
Seeds or plays on table. Whenever any crew or Away Team finishes a mission attempt (whether successful or not), it is "stopped." (Captain's Order.)

Rarity: U (First Contact)
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[Event] Strange New Worlds
[Sch]
The Vulcans approached exploration of other cultures through passive observation and impassionate logic. The High Command encouraged other cultures to adopt similar policies.
Plays on a mission. (Unique.) Opponent's mission attempts here must use the following requirements:
Anthropology + Diplomacy + Law + INTEGRITY>32


Rarity: 7 V (Live Long and Prosper)
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[Event] Treaty: Federation/Romulan/Klingon
Three major Alpha Quadrant powers, in an uncharacteristic show of solidarity in 2373, focused their resources against the Dominion threat in a united stand at station Deep Space 9.
Plays on table. While you have no open side decks, your [Fed], [Rom], and [Kli] affiliations are compatible and ignore affiliation attack restrictions. They may not attempt opponent's missions.

Rarity: P (Official Tournament Sealed Deck)
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[Event] Treaty: The Alliance
In the mirror universe, the Cardassian Union and the Klingon Empire united with other smaller powers to take advantage of the peaceful reforms of the Terran Empire.
Seeds or plays on table. Your [KCA] cards may mix and cooperate, and your [KCA] leaders may use your [KCA] ships. Your [KCA] leaders may attempt [KLI] and [CAR] missions.

Rarity: 21 V (Crossover)
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[Event] Villagers With Torches
[Ref] [HA]
After years of poverty, the Takarians were eager to be rid of their Great Sages. Fortunately, Chakotay and Tom Paris were there to keep them from being sent away on "wings of fire."
Seeds or plays on table. Whenever opponent begins a planet mission attempt with fewer than three personnel, all are killed unless opponent has Thermal Deflectors in play.

Rarity: 54 C (Voyager)
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[Incident] Agony Booth
Plays on your [MQ] ship. Once every turn, if ship, its crew, or one of its Away Teams solves a mission or wins a battle against opponent's cards, you may draw up to three cards. But whenever they fail a mission attempt or fail to win such a battle, one of your personnel involved (random selection) must do nothing but return to ship (if not already aboard), then is "stopped."

Rarity: 31 U (Mirror, Mirror)
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[Incident] Covert Agent
[HA]
Seeds or plays on table. Opponent may not return a ship to hand if your infiltrator aboard. When opponent reports a personnel or ship to same location as your infiltrator, you may draw a card (once per turn per infiltrator). When a mission attempt or battle begins at same location as your infiltrator, you may download to hand a morph card or an infiltration-related card (once per game per card title).

Rarity: 16 V (Through the Looking Glass)
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[Incident] Greater Glory of Cardassia
Seeds or plays on table. Ore Processing Units on [DS9][Car] Nors are immune to Reactor Overload if SECURITY aboard. While you have not attempted a mission, your [Car] Nor cannot be commandeered. Once per game, if you downloaded a [Car] or [KCA] outpost during your seed phase, you may download 3 [DS9] cards there (limit one ship) OR A Better Alternative OR Automated Security System.

Rarity: 19 V (Through the Looking Glass)
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[Incident] Holoprogram: Fortress of Doom
Seeds or plays on your ship with a Holodeck. In place of your normal card play, you may download Chaotica (or any card with his name in lore) aboard. While Chaotica is aboard (and Captain Proton is not at same location), opponent must discard two cards to attempt mission at this location unless they have a [Holo] personnel participating in the attempt.

Rarity: 29 C (Holodeck Adventures)
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[Incident] Homefront
Seeds or plays on any homeworld. In place of a normal card play, a SECURITY personnel matching homeworld's affiliation may download here (owner draws no cards that turn). No player may attempt mission or use headquarters game text here unless they have 4 SECURITY on planet. OR Plays on table. Your personnel who have infiltration icons may report (for free) on homeworlds those icons match.

Rarity: 24 U (The Trouble with Tribbles)
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[Incident] IDIC: Courage of the V'Shar
Plays on table. Your [Vul] personnel may attempt Alpha Quadrant missions requiring SECURITY. When you play (but not download) a Vulcan espionage card, you may draw up to two cards. Once each turn, you may place an Espionage card from hand beneath your deck to download a different Espionage card to hand.

Rarity: 10 V (Live Long and Prosper)
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[Incident] IDIC: Power of the High Command
Plays on table. Your [Vul] personnel may attempt Alpha Quadrant missions requiring OFFICER. Once each turn, when you play (but not download) a [Sch] card, if you have at least four [Vul] personnel in play, you may draw up to two cards OR (once per game) download to hand a [Vul] ship and its matching commander.

Rarity: 11 V (Live Long and Prosper)
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[Incident] IDIC: Wisdom of Surak
Plays on table. Your [Vul] personnel may attempt Alpha Quadrant missions requiring Honor. When you play a Vulcan Dissident as your normal card play, you may draw a card. Once per game, you may download Seek Hidden Reliquary. Once per game, your Syrranite may use Honor as if it were any other regular skill (lasts until end of turn).

Rarity: 12 V (Live Long and Prosper)
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[Incident] Kobayashi Maru Scenario
Seeds or plays on a mission; adds Computer Skill to mission requirements. At the start of each mission attempt here, one attempting personnel (random selection) is placed beneath this incident ("in play" for uniqueness only). When a player solves this mission, all of their compatible personnel beneath this incident join the solving crew or Away Team (any other personnel are discarded). (Unique.)

Rarity: 7 P (All Good Things)
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[Incident] Latest Provocation
A failed covert operation by the Federation allowed the Cardassian Union to gain an advantage in its negotiations.
Seeds on table. At the end of each of your turns, if you are playing only [Car], you may draw one additional card. Discard if you voluntarily initiate battle, attempt a mission, or play a [Pun] card.

Rarity: 8 V (Showdown: Four Lights)
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[Incident] Only Logical
Plays on your mission (lose points). When attempting this mission, while at least four Vulcans are in crew or Away Team, name a card before each unexamined seed card is revealed. If it is the card you named, nullify it. (Unique.) -7

Rarity: 13 V (Live Long and Prosper)
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[Incident] Relentless
[BO]
Seeds on table; you may not play Implant cards. Initiating a scouting attempt requires at least three drones. Once each turn, you may play Adapt: Negate Obstruction to target dilemmas previously encountered by your [TNG] Borg on the same turn. Scouting of missions targeted by your Consume objectives is completed at the end of your turn if no dilemmas remain under mission to be encountered.

Rarity: 4 V (Q Who?)
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[Incident] Risk is Our Business
Seeds or plays on table. End of each turn, if your [Fed][OS] ship is exposed with two unstopped [OS] personnel aboard at a mission with "23rd century" in lore, draw a card. At the start of your first mission attempt of each mission, you may download Prepare Landing Party OR Where No Man Has Gone Before OR Where No One Has Gone Before OR Preserver Obelisk OR Recreation Room OR Corbomite Device.

Rarity: 19 V (The Cage)
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[Incident] Seductive Dance
[Crime]
Plays on table. Once each turn, when your Commander Uhura or slave girl is facing a dilemma, discard your event from play to choose one: one personnel present adds a skill from another personnel present until the end of the dilemma OR all personnel present are attributes all +1 until the end of current mission attempt OR one personnel present about to be killed is "stopped" instead.

Rarity: 26 V (Shades of Gray)
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[Incident] Sphere Encounter
[HA] [BO]
Seeds or plays on table. Each of your Borg spheres is RANGE +4. Also, whenever opponent initiates an attempt of one of your [S] missions that you have scouted, you may report with crew to that location any number of Borg spheres (downloading spheres, personnel and equipment as desired); each may initiate battle (regardless of your current objective) or move away.

Rarity: P (Enhanced First Contact)
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[Incident] The Genesis Effect
Plays on your unexamined mission. When you play this incident, name a dilemma. If your personnel encounter that dilemma while attempting this mission, and they began with more than 2 and fewer than 8 personnel, nullify it. (Unique.)

Rarity: 17 V (Life From Lifelessness)
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[Incident] The Romulan Underground
[WC]
Plays on a Romulus System planet. Once each turn, Major Rakal, a [TNG] [Rom] Dissident, or [TNG] [Rom] personnel with "underground" in lore may report for free here. Your Away Team which includes such a personnel may attempt this mission. When you solve, you may discard incident and three [TNG] [Rom] Honor personnel from that Away Team to score points. 10

Rarity: 16 V (Engage)
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[Incident] UFP: One Small Step
Plays on table. Your [Sta] personnel may attempt non-homeworld [FED] missions. While all your personnel are [AU] and the same affiliation, each of your personnel (and ships) are CUNNING (or RANGE) +1. OR Seeds or plays on a time location. Any ship may move between this time location and another time location in the same quadrant with a matching year by using 4 RANGE.

Rarity: 20 V (The Terran Empire)
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[Incident] Warp Speed Transfer
[Pursuit]
Plays on table. When your crew is attempting a space mission aboard your ship, you may suspend play to move your other staffed ship on the same spaceline (up to double its full RANGE) to that mission and place one personnel aboard on the attempting ship; that personnel joins the crew. Each ship's RANGE for this turn is used, then place incident out-of-play. (Unique.)

Rarity: 27 V (Shades of Gray)
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[Incident] You Could Be Invaluable
[HA]
Seeds or plays on table. At the start of a mission attempt involving only your [DS9][Maq] personnel, you may reveal the top card of opponent's draw deck. If it is a personnel neither player has in play, opponent reports them to your attempting crew or Away Team (under your control; they gain [Maq]). Return personnel to opponent's hand (if still in play) at end of mission attempt. (Unique.)

Rarity: 18 V (The Maquis)
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[Incident] You're Not Ready
[Sch]
Plays between two adjacent missions if you have three [Vul] personnel in play. Opponent may not begin mission attempts at adjacent missions with fewer than nine personnel. (Unique.)

Rarity: 17 V (Live Long and Prosper)
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[Interrupt] Cluttering Irrelevancies
A hologram of Lewis Zimmerman wanted to delete The Doctor's growing interest in music to stabilize the EMH's program.
Once per turn, plays at start of mission attempt to target your [Holo] personnel. That personnel gains any skill until the end of the mission attempt, then returns to hand.

Rarity: 28 V (Shades of Gray)
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[Interrupt] I Want the Cardassians Exterminated!
Tired of the uprisings, disloyalty, and betrayal, the Founder Leader ordered the execution of the Cardassians. All of them.
Kill three of your non-[Holo][Car] personnel (X = their total  ) present with your Founder to peek at the bottom seed card there (once per unattempted mission) and score points. X

Rarity: 16 V (Dogs of War)
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[Interrupt] Preparation
Mission briefings with senior staff are important for information and planning. Lack of preparation can be costly in some instances.
Plays if you have personnel with four different classifications at a mission you have not attempted. Glance at bottom seed card. OR Nullifies Lack of Preparation (but still lose points).

Rarity: U (Deep Space 9)
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[Interrupt] Senior Staff Meeting
Standard operating procedure on starships is to call a meeting of senior officers or department heads to help find solutions of paramount problems.
Plays on ship with OFFICER, ENGINEER, MEDICAL, SCIENCE and SECURITY aboard, just before the initial attempt of a space mission. First dilemma encountered is discarded. (Captain's Order.)

Rarity: U (Alternate Universe)
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[Interrupt] The Phage
Highly adaptive, deadly virus that has plagued the Vidiians for over two millennia. Destroys genetic codes and cellular structure, requiring constant replacement of decaying organs and tissue.
Plays at start of mission attempt or personnel battle to kill any one Vidiian present. OR Kills any one of your Vidiians; place that Vidiian beneath draw deck or in hand.

Rarity: 76 C (Voyager)
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[S] Battle of Cardassia
Cardassia Region • Orbiting Cardassia Prime: Defeat overwhelming Dominion forces.
Leaderships x2 + SECURITY x2 + Honor x2
*+20 points if your [Fed] ship, [Rom] ship, and [Kli] ship here.
Opponent's side:
[car][dom] Leadership x2 + SECURITY x2 + Treachery x2
May only attempt if your total WEAPONS>36 here.
Points: [40]
[FED][ROM][KLI]      30* (Alpha)
Span: 2
Rarity: 18 V (Dogs of War)
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[S]Construct Depot
Asteroid field: Build ketracel-white production facility in the Alpha Quadrant.
Navigation x2 + Physics + Vorta + ENGINEER
When you solve, download Remote Supply Depot here.
Opponent's side:
Not attemptable, no gametext, no pointbox.
[DOM]      30 (Alpha)
Span: 2
Rarity: C (The Dominion)
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[S] Corner Enemy Ship
Dense nebula: Flush out enemy hiding amidst the radiation of this anomaly.
Leadership + Navigation + Stellar Cartography
May attempt only if your total WEAPONS>15 here.
[KLI][ROM][KAZ][HIR]      40 (Delta)
Span: 5
Rarity: 36 U (The Borg)
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[P] Diplomatic Conference
Parliament: Participate in historic interstellar conference at this neutral diplomatic site.
One V.I.P. from each of four different affiliations
Personnel on planet may mix to attempt.
[FED][ROM][KLI]      60 (Alpha)
Span: 4
Rarity: R (Alternate Universe)
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[S] Inspect Strategic Snare
Beta Cygni System: Investigate reports of a detonation in recently reactivated minefield.
SECURITY + ENGINEER + Treachery + CUNNING>36
May [Flip] opponent's ship that stops here.
Opponent's side:
Any crew may attempt this mission.
Diplomacy x2 + Navigation x2 + SECURITY
No gametext.
[ROM]      40 (Alpha)
Span: 4
Rarity: 24 V (Cold Front)
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[S] Intercept Maquis
Demilitarized Zone Region • Near Bryma: Prevent attack on secret Cardassian weapons depot.
OFFICER + SECURITY + CUNNING>24
May attempt only if your total WEAPONS>14 here.
[CAR]      30 (Alpha)
Span: 3
Rarity: S (Deep Space 9)
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[S] Samaritan Snare
Rhomboid Dronegar Sector: Respond to distress call from Pakled ship.
ENGINEER + Discard one Equipment card
Federation must attempt mission if present.
[FED][ROM][KLI][NON]      15 (Alpha)
Span: 3
Rarity: R (Q Continuum)
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[Objective] Collect Metaphasic Particles
Seeds or plays on Ba'ku Planet. Your personnel may attempt it using these requirements:
Any Son'a personnel + Injector Assembly One in orbit + Treachery x2 + no opposing ships or personnel here
When you solve, you may skip opponent's next turn and, for rest of game, all your personnel are STRENGTH +2, add Youth, and you may unstop them each once each turn.


Rarity: 32 U (The Motion Pictures)
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[Objective] Council of Warriors
Plays on your [KLI] mission showing less than 30 points (or on Qo'noS), if unattempted. Nullified if you play (or have played) Scan, Full Planet Scan, or a non-Klingon personnel. If you solve by end of your next turn, place objective in point area; place here all ships your ships destroy in battle and all personnel your Klingons kill in personnel battle to score points equal to WEAPONS or STRENGTH printed on card.

Rarity: 40 R (The Trouble with Tribbles)
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[Objective] Distant Control
Seeds on table. While your Leadership, Empathy, and Treachery present at Drone Control Room, your all-native Away Team present may attempt [S] missions as the crew of your empty [Rom] Drone-class ship (may not die unless they have Empathy, and may not relocate to spaceline). At the end of any dilemma, if no Empathy remains, attempt ends. You may not re-attempt this turn.

Rarity: 25 V (Cold Front)
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[Objective] Establish Trade Route
Seeds or plays on a space mission with a point box that you seeded. You may attempt it using these requirements:
Greed + (freighter OR transport OR [Fer] ship) + Acquisition x3 + CUNNING > (mission points x2)
When you solve mission, you may download Ferengi Trading Post (plus up to two Equipment cards) here; discard objective.


Rarity: C (Rules of Acquisition)
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[Objective] Facilitate Peace Talks
Seeds or plays on Khitomer; download Treaty: Federation/Klingon. Your [Films] personnel may attempt mission with the following requirements:
Diplomacy x2 + Leadership x2 + INTEGRITY>40
When you solve, you may download up to two [Films] personnel of different affiliations here.


Rarity: 14 V (Star Trek 50)
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[Objective] File Annual Report
[AU]
Seeds or plays on your Earth. If you have completed a different mission, your [Sta] personnel may attempt Earth with the following requirements:
OFFICER + any staffed [Sta] ship in orbit + INTEGRIY>30
When you solve, mission is worth 30 points (instead of printed value), and you may download one [Univ][Sta] personnel.


Rarity: 21 V (Straight and Steady)
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[Objective] File Mission Report
Seeds or plays on table. When one of your personnel has used a classification or skill to meet a mission requirement, and you have not yet attempted another mission, that personnel may "file a mission report" if unopposed at a site which allows this. Score points (discard objective). Limit one per mission. 5

Rarity: U (Deep Space 9)
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[Objective] For the Cause
Plays on your Badlands or Demilitarized Zone Region mission. Your [Maq] personnel may attempt this mission and may replace all levels of one requirement with:
Leadership + SECURITY + CUNNING>30


Rarity: 24 V (The Maquis)
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[Objective] Forced-Labor Camp
Seeds or plays on Cardassia IV, Ligos VII or your planet that has Geology or Archaeology as a requirement. Your [Car] and [Fer] personnel may attempt mission. On Cardassia IV or Ligos VII, changes your mission requirements to these:
SECURITY + Geology + STRENGTH>(mission points x2)
After you solve, while you escort a captive on this planet, you may draw one additional card at end of each turn.


Rarity: U (Rules of Acquisition)
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[Objective] General Order 7
[AU]
Seeds or plays on Talos IV. Your [Fed][OS] personnel may attempt this mission. Once each turn, in place of a card draw, you may download to hand Christopher Pike or any personnel who names him in lore. Your Starship Enterprise may use its full RANGE to move here from any spaceline location in the Alpha Quadrant.

Rarity: 35 V (The Cage)
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[Objective] Hinder Progress
[Sch] [HA]
Seeds or plays on table. When opponent's crew or Away Team fails a mission attempt, if you have a personnel at that mission OR a dissident in play with affiliation matching any personnel in the attempt, you may place objective on that mission (limit once per mission): discard objective at end of turn, and score points if mission not solved. 5

Rarity: 26 V (Cold Front)
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[Objective] Historic Coming Together
Seeds or plays on your [MU] planet mission. Nullified if you attempt with <5 (or >9) personnel. Just after you start a mission attempt here, if mission is unexamined, you may draw X cards, where X=the number of different affiliations among your [DS9][KCA] personnel involved. If X>2, discard objective to score points. Otherwise, place objective out of play. 5

Rarity: 47 V (Crossover)
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[Objective] HQ: Defensive Measures
[HA] [3]
Seeds or plays on table. Your personnel with any Intelligence gain 1 Leadership and may initiate battle against their own affiliation. Also, opponent may not attempt any of your missions with more than one affiliation icon on each end unless opponent attempted to seed a copy of that mission OR opponent is using an appropriate Espionage card.

Rarity: U (Deep Space 9)
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[Objective] HQ: Secure Homeworld
Seeds or plays on a homeworld. Your Away Teams which include a personnel who matches homeworld's affiliation may attempt the mission using these requirements:
Leadership x2 + SECURITY + (Honor OR Treachery) + any one attribute total > point value of mission
When you solve mission, capture all opposing personnel on planet who do not match affiliation of homeworld.


Rarity: U (Deep Space 9)
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[Objective] Hunting Group
Seeds or plays on your non-[HIR] space mission with a point box. You may attempt it using these requirements:
Alpha-Hirogen + [Hir] ship + (CUNNING + STRENGTH) > mission points x3
When you solve mission, you may commandeer an opposing ship present (capturing opposing personnel aboard) if your total WEAPONS there > twice its SHIELDS. Discard objective.


Rarity: 48 C (Holodeck Adventures)
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[Objective] Investigate Warp Signature
Seeds on Earth; you must download Launch the Phoenix. Your [Vul] personnel may attempt Earth using these requirements:
Astrophysics + Anthropology + (Vulcan Lander OR CUNNING>30)
When solved, mission worth 30 points (instead of printed value) or 40 points if Phoenix in orbit at this mission or Montana Missile Complex.


Rarity: 26 V (Nemesis)
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[Objective] Issue Secret Orders
[HA]
Seeds or plays on table. Place on your V.I.P. or OFFICER who has been infiltrating opponent's ship since start of opponent's last turn. Target any opponent's mission in same quadrant. Ship and crew must do nothing but go to that mission (with infiltrator aboard) and attempt it if possible (any infiltrators may decline); then infiltrator is exposed. Discard objective whenever infiltrator exposed.

Rarity: R (The Dominion)
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[Objective] One Big Happy Family
Plays on your non-[GQ] mission (limit one per mission). At the start of your first mission attempt here, if you have [Car] and/or [Dom] personnel here from at least four different species, you may draw three cards. Once solved, your [Car] and non-[GQ][Dom] ships with personnel of three different species aboard are attributes all +2, or +4 if in a region with this mission (cumulative).

Rarity: 24 V (Dogs of War)
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[Objective] Post Garrison
Plays on any mission. Opponent may not attempt, scout or complete a [BO] objective targeting that mission, but may battle your cards at that location regardless of affiliation attack restrictions. If on a planet, objective nullified if you have fewer than three Jem'Hadar or SECURITY personnel on planet; otherwise, nullified if you have fewer than two staffed ships at that location.

Rarity: U (The Dominion)
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[Objective] Prepare Landing Party
Plays on your [P] mission. At the start of your first mission attempt here, you may download one [Univ][OS] SECURITY personnel OR one [OS] equipment to Away Team. If three unique [OS] personnel with different classifications are present when you solve mission, discard objective to score points and/or draw 3 cards. Nullified if you play (or have played) a non-[OS] personnel. 5

Rarity: 15 V (Star Trek 50)
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[Objective] Protect Historic Encounter
Seeds on Earth; you may download Launch the Phoenix. Your [Ent-E] personnel may attempt Earth using these requirements:
Anthropology + Archaeology + CUNNING>30
When solved, mission worth 30 points (instead of printed value) and you may download a personnel native to 2063 Earth.


Rarity: 10 V (Resistance is Futile)
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[Objective] Reaching Out
Plays on your non-homeworld mission requiring Diplomacy (for free if your Jonathan Archer there). Limit one per mission. Your [Sta] personnel may now attempt this mission. When your [Sta] personnel solve, discard to score points if mission has at least two non-[FED] affiliation icons. 5

Rarity: 15 V (Homefront III)
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[Objective] Reap All the Glory
Seeds or plays on your space mission; it may be attempted by your crew with at least four [TE] personnel. Your [TE] ships here are SHIELDS +2. When you solve mission with such a crew, score 5 points and relocate objective to table; your [TE] ships are attributes all +1.

Rarity: 50 V (Crossover)
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[Objective] Recover Stolen Material
Seeds at the same mission as Space Lab Regula I, Amargosa Observatory, or a Science Lab. You may immediately seed an [Artifact] here. Your non-[Fed] crew or Away Team may attempt with these requirements:
SECURITY x3 + STRENGTH > point value of mission
When solved, if you did not earn an [Artifact] here, you may download up to three [Equipment] here. (Unique.)


Rarity: 27 V (Nemesis)
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[Objective] Redirect Energy Ribbon
Seeds on Veridian III. Your El-Aurian personnel may attempt it using these requirements:
Treachery + Astrophysics + Trilithium Weapon + Trilithium Weapon Control PADD
When you solve, download or relocate The Nexus (even from on table) to any of your planet missions and you may convert Veridian III to a space mission.


Rarity: 24 V (The Sky's the Limit)
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[Objective] Reserve Activation Clause
Seeds or plays on table. Once each turn, just after the end of a mission attempt, you may "retire" one [Fed][Films] personnel who was involved in that attempt when it ended (place atop objective; in play for uniqueness only) and play a different [Films] personnel there (from hand) instead. Once per game, you may play one personnel from here to your crew or Away Team.

Rarity: 11 V (Second Star to the Right)
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[Objective] Reunite Legends
Seeds or plays on your outpost. Once per game, you may download a matching [Films] ship here (except I.K.S. Kla'Diyus). When your crew completes a [S] mission aboard a [Films] ship, if crew included at least seven unique [Films] personnel at start of attempt, discard objective to score points. 10

Rarity: 16 V (Star Trek 50)
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[Objective] Set a Course for Home
Seeds or plays on Earth. If you have solved two [DQ] missions, your U.S.S. Voyager may move between any spaceline end and this mission using its full RANGE. Your Away Team of only [DQ][Fed] personnel may attempt this mission with the following requirements:
Navigation x2 + OFFICER x2 + CUNNING>40


Rarity: 17 V (Star Trek 50)
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[Objective] Study Cultural Evolution
Seeds or plays on Weird Planet Displaced in Time. Any Away Team and crew may attempt mission. When solved, each ship here is damaged and all non-[Holo], non-android personnel on planet are killed. Then, for each personnel killed, their controller may download a non-[Holo], non-android personnel who is different from all their personnel killed this way.

Rarity: 323 VP (Virtual Promos)
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[Objective] Subjugate Planet
[HA]
Seeds or plays on table. Place on a non-homeworld, non-[DOM] planet mission you seeded. You may attempt mission using these requirements:
Vorta + Treachery + 4 Jem'Hadar + STRENGTH>(point value of mission x2)
When you solve mission, you may download Remote Supply Depot (plus one Ketracel-White) here; discard objective.


Rarity: C (The Dominion)
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[Objective] The Inner Light
[AU]
Seeds or plays on Parvenium System; download and seed Ressikan Flute here. Your personnel may attempt this mission. When you acquire Ressikan Flute, choose a personnel (they are now Kamin). When Kamin helps solve a planet mission, you may download Drought Tree there. (If on Kataan or Kamin is Jean-Luc Picard, double Drought Tree points and they may not be nullified.) (Unique.)

Rarity: 18 V (Star Trek 50)
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[Objective] We'll Need a Starship
Seeds or plays on a Neutral Zone Region [P]. Your Sybok may nullify Dead End here. Your [SKR] personnel may attempt with these requirements:
SECURITY + Diplomacy x3 + Sybok
Once solved, opponent must (if possible) download a ship here; commandeered. Ship adds [Films] and [SKR]. Ship replaces each staffing requirement with [SKR]. (Unique.)


Rarity: 16 V (Paradise Lost)
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[Q] I Tried to Warn You
"You're making a terrible mistake."
If you began this mission with only one non-Borg personnel, or if all your missions have the same icon ([S] or [P]), opponent places dilemma on any one mission in play. Q makes that mission unattemptable and unscoutable; destroys any points already gained from solving that mission or completing an objective targeting that mission. (May not be nullified.)

Rarity: U (Deep Space 9)
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[Q] Rhetorical Question
"Still chasing your own tail?"
If crew or Away Team completes mission on this attempt, discard dilemma. Otherwise, opponent may place dilemma on any one of your non-Borg ships in play (at this location if possible). While dilemma in play, you may not re-attempt this mission and ship must do nothing but return to one of your facilities; then discard dilemma. (Immune to Q2.)

Rarity: U (Deep Space 9)
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[Q] Aldebaran Serpent
"You will abandon that mission, Captain. My business with you takes precedence."
If personnel are present, and the number of personnel in this crew or Away Team > lowest attribute present, discard event. Otherwise, place on mission; after this Q-Flash ends, crew or Away Team is stopped and you must attempt a different mission before attempting this one again.

Rarity: C (Q Continuum)
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[Q] It's a Party!
"One dance, B'Elanna, that's all I ask."
If crew or Away Team began attempt with more than 9 or fewer than 4 personnel, plays on table until any Q-Flash. Opponent may play one additional card each turn.

Rarity: 6 V (The Trial Never Ended)
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[Q] You Will in Time
"If I return you to your ship, will you agree to give my request a full hearing?"
If you began this mission attempt with only one personnel, opponent may name one of your unique personnel in play. That personnel is in stasis. On every turn, opponent may make a request of you; if you comply, remove personnel from stasis. (May not be nullified.)

Rarity: C (Q Continuum)
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[Tribble] 10,000 Tribbles - Go
Breeds from 1,000 Tribbles. Where present, mission attempts require 2 Exobiology. Cancels probing on non-Dilemma cards at (and [BO] cards targeting) this location.

Rarity: 132 R+ (The Trouble with Tribbles)
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[Tribble] 10,000 Tribbles - Poison
Breeds from 1,000 Tribbles. Where present, mission attempts require 2 Exobiology. Cancels probing on non-Dilemma cards at (and [BO] cards targeting) this location.

Rarity: 133 R+ (The Trouble with Tribbles)
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[Tribble] 10,000 Tribbles - Rescue
Breeds from 1,000 Tribbles. Where present, mission attempts require 2 Exobiology. Cancels probing on non-Dilemma cards at (and [BO] cards targeting) this location.

Rarity: 134 R+ (The Trouble with Tribbles)
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[Tribble] 100 Tribbles - Bonus
Breeds from 10 Tribbles. Where present, mission attempts require 2 Leadership. If on a planet, prevents scoring of Colony points there.

Rarity: 126 U (The Trouble with Tribbles)
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[Tribble] 100 Tribbles - Poison
Breeds from 10 Tribbles. Where present, mission attempts require 2 Leadership. If on a planet, prevents scoring of Colony points there.

Rarity: 127 U (The Trouble with Tribbles)
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[Tribble] 100 Tribbles - Rescue
Breeds from 10 Tribbles. Where present, mission attempts require 2 Leadership. If on a planet, prevents scoring of Colony points there.

Rarity: 128 U (The Trouble with Tribbles)
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[Trouble] ... on the Bridge
The starship Enterprise crew suffered numerous tribble distractions, not the least of which was Kirk sitting on one.
100: On a ship, suspends attribute enhancements related to its matching commander.
1,000: Where present, limits each mission attempt to 10 personnel.


Rarity: 140 C (The Trouble with Tribbles)
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