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Emergency Transport Unit 2015-03-13
[Equ] 2 Emergency Transport Unit
When your personnel present is about to be killed, you may return this equipment to its owner's hand to place that personnel on your ship at this mission instead. He or she is stopped.
Portable transport technology capable of beaming a single target over a short distance. Data carried a prototype version of the device.
4C 32

Positives: Can save a personnel about to be killed. ETU returns to hand after use.

Negatives: Personnel saved is stopped. ETU returns to hand after use.

Extra: The ETU returning to hand is both a positive and a negative in that you can replay it on another turn, but if there are any more Kill dilemmas you have to face you won't be able to save anyone else. Of course the second power of the ETU is as fodder for the Grav-Plating Trap which allows you to prevent Interrupts and Events by discarding Equipment. This dual purpose makes it a great all around any affiliation card. You can even use it to save Personnel who die if they use their ability like Lal, Beloved, Ikat'ika, Honorable Warrior and Michael Eddington, Loyal Leader.

Left with No Choice 2015-03-13
[Int] Left with No Choice.
To play this interrupt, kill your non-[Voy] personnel aboard your U.S.S. Equinox. While your [Voy] Treachery personnel is facing a dilemma, take a Nucleogenic card from your discard pile into hand.
Order - Take a [Voy] Treachery personnel from your discard pile and place him or her on top of his or her owner's deck.
"Does that logic comfort you?"
29 V 30

Positives: Could get a Nucleogenic card from discard pile While Facing a Dilemma. Could return Treach [Voy] Personnel to the top of your deck.

Negatives: To activate text a Non-Voyager Personnel has to be killed. Limited Nucleogenic interrupts. Other cards bring back far more personnel than just one personnel.

Extra: Use of this card is limited to Equinox decks. This interrupt is split into two effects. The first effect pulls a Nucleogenic card from the discard pile while facing a dilemma (which is a rare effect), but there are around 2 targets for this: Relentless Attacks and Interspatial Fissures. Attacks give +3 attributes to a personnel and Fissures give an extra skill if some other Treachery personnel present has it. Both Interrupts have their limits, but the idea is to prevent the 5 point loss when a Equinox Personnel uses their abilities by discarding a Nucleogenic card instead. (Personnel like Noah Lessing and the Equinox Doctor are a couple examples.) The second half of Left With No Choice brings a personnel from the discard pile back, but something like Tacking into the Wind is another choice for card retrieval.

These Are The Voyages 2015-03-10
[Eve] 1 These Are The Voyages
Draw a number of cards equal to the cost of one of your personnel, then place three cards from hand on the bottom of your deck in any order. Destroy this event.
"...of the Starship Enterprise. Its five-year mission: to explore strange new worlds; to seek out new life and new civilations; to boldly go where no man has gone before."
0 VP 117

Positives: 1 Cost. Could draw up to 7 cards. Can target any personnel. After the draw you can return 3 cards you don't need to deck.

Negatives: There's nothing wrong with this card.

Extra: This card is a mainstay of many, many decks. While Chakotay, First Officer (with 7 Cost) is the only personnel that can take full advantage of These Are The Voyages the most likely personnel used with this Event are the 6 Cost Lwaxana Troi, Extravagant Ambassador, Julian Bashir, Rebel Captain and Gint, The First Grand Nagus. Great way to mill through your deck to get to the cards you might need.

Agonizing Encounter 2015-03-09
[D] 5 Agonizing Encounter
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"Let me talk to them, Pilot. I'm much more articulate."
0 VP 19

Negatives: Costs 5 against decks without headquarters.

Positives: Costs less for every headquarters opponents has. Could stop a bunch of personnel if the missions have the same skill.

Extra: Agonizing Encounter is the bane of decks built around one Skill. Jean-Luc Picard, Vintner deck especially take a hit when facing this Dilemma. Good even against Voyager decks since there are bound to be repeated skills on the extra non-headquarters. Usually good for 2 or 3 stops

Nathan Samuels, Earth Minister 2015-03-09
[Sta] 5 •Nathan Samuels, Earth Minister
[Pa] Human
•Diplomacy •Law •Leadership
When you play a non-Human [SF] personnel at this mission, you may stop this personnel to make that personnel cost -2.
"Earth's survival depends on alliances with other species."
Integrity 5 Cunning 6 Strength 5
17 V 81

Negatives: Cost 5. Has to be present at reporting loction. Stopped when he uses ability. No staffing icon.

Positives: Good Attributes. Reduces the cost of Non-Human [SF] personnel by 2. Has Law and 2 common skills.

Extra: To effectively use this personnel he has to stay at the headquarters (or Enterprise, Damaged Starship) and he is going to be stopped every other turn. Samuels has been heavily revised. Good for getting out Non-Human Starfleet Personnel (of which there are several) out with a Cost reduction.

Denorios Belt, Locate Celestial Temple 2015-03-07
[S] •Denorios Belt, Locate Celestial Temple
[AQ] 20
Diplomacy, Honor, Navigation, and Integrity>22
Region: Bajor System.
"In the twenty-second century, a ship carrying Kai Taluno was disabled for several days in the Denorios Belt, where he claims he had a vision."
[Baj]
Span 3
30 V 26

Positives: Low Requirements to solve.

Negatives: Intended for Bajoran only.

Extra: If your Bajoran deck needs some easy extra points (if you are worried about your opponent playing the Phoenix, Risen From the Ashes or something) this is the mission to include. The points are low enough that Insurrection can't be activated. The Mission requires Integrity. An attribute Bajorans have a lot of in high numbers. The only drawback for the Bajorans with this mission is the Navigation skill requirement. There are around 19 Bajoran personnel that carry Navigation and 4 of those are Kira Nerys variations. Break out the multiples of Dohlem. He has Diplomacy and Navigation. He even has a staffing icon which can be useful in Bajoran Integrity builds.

Mission Accomplished 2015-03-05
[Eve] 2 Mission Accomplished
Plays in your core. When you complete a mission, if you command a staffed ship at that mission with its Commander aboard, score 5 points.
"Once again, we've saved civilization as we know it."
4U 61

Positives: You can score 5 points when you complete a mission. Plays in Core.

Negatives: You have to maintain a staffed ship and an away team at the same time.

Extra: It's nice that it plays to the core and you don't have to have it in hand when solving the mission. You can also use it more than once that way. When doing space missions it is possible that your Commander could be lost during the mission attempt (unless you bring a 2nd ship.) Might be used best in decks with ships with low staffing requirements and matching Commanders (Cal Hudson, Convincing Recruiter and the Javert, Maquis Flagship and Neelix, Morale Officer and the Baxial, Salvage Ship.) Khan Noonien Singh, Bold Man is always good to bring along just in case the Matching Commander gets stopped and you need a spare Commander. Mission Accomplished is a little easier to use than Deploy the Fleet since that can only be used during card play phase. It's good for an easy 5 points.

Condition Red 2015-03-04
[Eve] 2 Condition Red.
Plays in your core. Each of your [Stf] personnel loses [Stf] and gains [Cmd]. At the start of each of your turns, if an opponent commands more ships than you, you may discard a card from hand to download a non-unique ship.
"Condition alert. Battle stations."
12 U 22

Positives: You can upgrade Staffing Icon Personnel to Command Icon status. You can download generic ships till you match your opponent.

Negatives: Upgrade only works on personnel with a Staffing icon. Doesn't do anything for Personnel lacking Staffing Icons. If your deck depends on unique ships the download isn't much use.

Extra: Useful for upgrading Staffing Icon Personnel to Command Icon Personnel if you are running ships that require a lot of Command Icons like the various U.S.S. Defiants. It's also useful for ship downloading. If you are running Feds you can use it to download a Federation Icon ship to throw on Security Drills when needed. Also good for downloading a Borg Cube to just hold it in your hand and use it with the Tactical Disadvantage Dilemma.

Reliving the Past 2015-02-28
[Eve] 0 Reliving the Past.
Temporal. Return two dilemmas beneath your incomplete non-headquarters mission to their owner's dilemma pile to score 5 points. Destroy this event.
"You deliberately stopped me, Jim. I could have saved her. Do you know what you just did?"
"He knows, Doctor. He knows."
28 V 11

Negatives: You have to give back two Overcome Dilemmas from under one of your incomplete Missions. You can't use it too early in the game.

Positives: 0 Counter Cost. Temporal Event. You can score 5 points. You choose the Dilemmas to return.

Extra: It's an easy way to score points, but at the cost of dilemmas that you've already overcome. It's good to use if you are using a strategy that requires some points to pay for a card play like At What Cost?. There are less costly ways to score points like Debate Over Dinner, Deploy the Fleet and Affiliation special scorers like A Sight for Sore Eyes.

He Wasn't Nice 2015-02-28
[D] 0 He Wasn't Nice
This dilemma is cost +5. Your opponent names a personnel. Kill each personnel with that card title.
"He's gone! I didn't mean to do that. He made me do it! He laughed at me."
17 V 6

Positives: 0 Cost. Could kill a personnel of your choice. Could kill 3 personnel. Duel dilemma.

Negatives: Cost is really 5.

Extra: The 0 Cost is intended so that you could use something like Uninvited to target He Wasn't Nice and pull it out of the dilemma pile. If your opponent has 3 useful generic personnel like Imat'Korex you could get all 3 at once. But that's tough to pull off. Unusually good at targeting some specific Personnel. Combine it with Secret Identity and you can look through the crew attempting to get some Personnel's name then play He Wasn't Nice. Good Killing Dilemma that gets rid of someone your opponent needs.