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Alexander Rozhenko, Good Luck Charm 2014-11-23
2 •Alexander Rozhenko, Good Luck Charm
[Stf] Human/Klingon
•Engineer •Honor •Officer •Transporters
When you win an engagement involving this personnel, you may draw a card.
"The Rotarran's crew actually thinks of me as a good luck charm. You know, the more mistakes I make, the safer they feel."
Integrity 6 Cunning 4 Strength 5
3 R 184

Positives: 2 cost for 4 skills and attributes.

Negatives: 2 of his skills are common on Klingons (Honor and Officer.) Low cunning.

Extra: Alexander Rozhenko, Good Luck Charm is helpful in decks that require Engineer and Transporters and would be useful for a mission like Evade Samaritan Snare. His Honor and Officer are not only common on Klingons they are also a drawback since a lot major dilemmas seeing play like Personal Duty and An Issue of Trust can easily target him. His special ability would be useful in battle decks featuring engagements where you would use it, maybe 3 or 4 times to get a card draw. His Cunning is low enough to be a concern, but his Integrity is good.

Temporal Test Subject 2014-11-23
[Eve] 0 Temporal Test Subject
Temporal. Discard an [AU], [Fut], or [Pa] personnel from hand to take an [AU], [Fut], or [Pa] personnel from your discard pile into hand. Destroy this event.
"I was sent against my will! I'm not from your part of space. I come from a trans-dimensional realm. … I don't know why I was sent here."
5 P 15

Negatives: Temporal Test Subject only retrieves one card. You give up two cards to get one back. Only works on personnel with one of the time icons.

Positives: 0 Cost. Temporal Keyword. Returns a personnel of players choice to Hand.

Extra: Temporal Test Subject is good for personnel retrieval. There are a lot of cards that do better retrieval, but most of those return them to the draw deck. This brings them back to your hand. The real strength is it doesn't cost any counters and returns the card to hand so you can play it right away. The Temporal keyword makes it a valid trigger for something like Ohhhh! Nothing Happened!. It's a marginal card could work well in some decks like Starfleet, OS Feds or Mirror, where most of the personnel carry one of the time icons . It could bring back the one guy you need right away.

Dallan 2014-11-23
1 Dallan
[Stf] Acamarian
•Medical •Navigation •Physics
Gatherer. Thief.
"Reconciliation with the Gatherers is impossible. ... For almost a century now, they've been parasites, moving from star system to star system, living on what they could find or steal."
Integrity 4 Cunning 4 Strength 6
1 C 323

Negatives: Low Integrity and Cunning.

Positives: 1 Cost. 3 useful skills. Thief & Gatherer Keyword.

Extra: Dallan does exactly what he was designed to do. He exists to fill out skill gaps some affiliations have. Plus, he's cheap to play. There are a handful of other Gatherers like Chorgan, Leader of the Gatherers and Volnoth get enough of them together and you can use Gatherers' Raid as a card draw engine. When you use Gatherers' Raid now you will know of it's safe to trigger Pickpocket and suddenly Dallan isn't so bad and dumb anymore.

Ja'chuq 2014-11-22
[Int] Ja'chuq
When you win combat or an engagement involving your [Kli] 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."
2 R 82

Positives: When you win a battle you can choose a mission to place a dilemma under.

Negatives: Requires winning a battle or engagement to activate text. Removed from game when played.

Extra: Ja'chuq is designed for Klingons, but others can use it if they get a Klingon affiliation Leadership in crew; either by running a second headquarters or playing something like: Interstellar Treaty. If you have three copies of it in your hand you can get 3 overcome dilemmas under a mission of your choice in one battle. This was a Rare so a lot of players may not have had access to multiples of it. It's possible that you don't see it in a lot of decks because it takes up valuable card slots and battle Klingons need to get to other more useful cards quickly. Also, after battle Klingons have wiped out a ship and crew they've got plenty of time to do missions and they don't need it. It's placed out of play after use, so no pulling it from the discard pile. For a little extra flair you can add Kerla, Military Advisor he will let you place yet another dilemma under a mission of your choice when winning an engagement.

Persis, Loyal Daughter 2014-11-22
2 •Persis, Loyal Daughter
[Stf] [Pa] Human
•Astrometrics •Engineer •Programming
Genetically Enhanced.
"That was different. This is our father."
Integrity 6 Cunning 8 Strength 8
0 AP 9

Negatives: Cost is high for only three skills. No ability.

Positives: Genetically Enhanced keyword. Three useful skills. High attributes.

Extra: Persis, Loyal Daughter is popular and works in most decks. Her 2 cost is great and her real advantage is her high attributes. Her skills help pass many popular dilemmas and her attributes are so high that she's key to meeting a lot of dilemma attribute requirements. Her Keyword and Past icon can be a help in the Genetically Enhanced deck archetypes. She's really good for the Salvage Borg Ship mission since she has most of the skills required to solve it.

Disinterested Visitant 2014-11-20
[Int] Disinterested Visitant
To play this interrupt, you must command three [SF] personnel. When you attempt a planet mission, if the first mission you completed this game was a space mission, subtract one from the total cost of your opponent may spend on dilemmas for that mission attempt.
"We're walking on an alien world light-years from Earth or Vulcan. Doesn't that impress you?"
8 R 49

Positives: Subtracts one dilemma from opponent's spend phase. Probably, more useful in multiples.

Negatives: Requires a completed Space Mission before text can be activared. Only works on Planet missions.

Extra: Disinterested Visitant doesn't get much game play, so you could surprise your opponent with it. Only effective in Starfleet decks. It was originally a rare not many players would have access to multiples, so it's never been used much. The card could rate higher when mixed with other dilemma subtractors (like Vic Fontaine, Vegas Crooner) and retrieval.

Sovak, Treasure Hunter 2014-11-17
2 •Sovak, Treasure Hunter
[Stf] Ferengi
•Acquisition •Archaeology •Programming •Science •Treachery
Order - Discard a card from hand to examine a number of cards from the top of your deck equal to the discarded card's cost, then replace them in any order.
"Obviously you've never dealt with my people before."
Integrity 3 Cunning 6 Strength 5

Negatives: Low Integrity.

Positives: 5 Skills for 2 Cost. You may discard a card a card to rearrange your draw deck's top X cards where X=the discarded card's cost.

Extra: Sovak's skills of Acquisition and Treachery are pretty common for a Ferengi, but his Archaeology, Programming & Science are real effective. The low Integrity is useful only for something like Exploit "Drought". His ability when discarding something like Rule of Acquisition #141 can be good for getting to the cards you might need . He is a real mid-level card; the 2 cost makes him useful without being a burden, but the average attributes aren't a huge help when solving a mission.

Combined Attack 2014-11-15
[Eve] 2 Combined Attack
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."
31 V 14

Positives: You can get Species 8472 dilemmas in opponent's dilemma pile without him facing it as a dilemma.

Negatives: It's removed from game when used.

Extra: Combined Attack will get you 3 of the 8 Species 8472 dilemmas in opponent's core that you need to get Terrasphere 8, Starfleet Command Re-creation to pay off. Now you just gotta figure out how to get the other 5 into your opponent's core (I guess the core is considered Fluidic space.) He can just face them as dilemmas and some of those might pay off and there is always Northwest Passage, Contact Extradimensional Species, but you actually have to do that mission. This card is so specialized it's not much use outside of Species 8472 decks.

Davies 2014-11-15
1 Davies
•Geology •Physics •Science
"...if you need any help, just give me a signal and I'll take over for you. We don't want you to get too beat up on your first command."
Integrity 5 Cunning 6 Strength 5
1 C 260

Positives: 3 super useful Skills and moderate attributes for 1 Cost. Non-Unique.

Negatives: There's nothing wrong with this card.

Extra: If there were one of these guys with Geology, Physics & Science for every affiliation it would be great, but Next Gen Feds are the only ones to really prosper with this guy. (Yeah, sure there's Pran Tainer, but he has low strength, costs 2 and is Unique, so you can't get multiples in play.) The skills are real useful and no really low attributes. Since he's non-unique you can load your deck up with 3 of them and you have every skill you need for the Geological Survey Mission in multiples. Good for so many missions and for passing many skill dilemmas.

The Weak Will Perish 2014-11-09
[D] 3 The Weak Will Perish
Species 8472. Randomly select a personnel. Unless that personnel has Telepathy or Strength>6, place this dilemma in your core. That personnel is killed.
Balance of Terror
September 2014
0 VP 164

Positives: Dual Dilemma. Species 8472 Keyword. Kills Someone. Goes in Opponent's core unless the random selection has Telepathy or Strength >6.

Negatives: Only takes out 1 personnel Randomly.

Extra: This is a deceptively good card. Deceptive in the sense that at first glance it just kills a random personnel and resolves, but there is a very good chance that it won't be overcome and instead of going under the mission it may end up in the opponent's core. Plus, it pretty much kills someone no matter what. (Excluding tricksy things like James T. Kirk, Experienced Commander.) There are only 20 personnel with Telepathy and personnel with strength of 7 or greater, while much more abundant, can be easily missed when random selection occurs. Even if you do get someone with Good Strength or Telepathy the only bad thing for the dilemma owner is that it goes under the Mission and not the core. Odds are good that The Weak Will Perish will get you one step closer to the 8 you need for Terrasphere 8, Starfleet Command Re-creation. If you mix this with the Tragic Turn you actually might want to get a Telepathy or Strength >6 personnel since the extra kill only occurs when a dilemma is overcome