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Staffing Shortage 2016-01-22
[S] 3 Staffing Shortage
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Randomly select a personnel. Unless that personnel has 2 levels of a skill, that personnel is killed. Otherwise, he or she is stopped.
"...we still need an astrogation plotter, a chief engineer..."
29 V 9

Positives: Persistent Keyword. Could kill if they lack a double Skill or stop a Personnel.

Negatives: Cost 3. Space only. Randomly selects.

Extra: The real problem with this card is the 3 Cost. These days there are Dilemmas that are 2 Cost that Stop or Kill like Back Room Dealings and Compassionate Interference. It is Persistent, so the Player could pull it back when the Mission is solved. Which is handy when facing a Space Mission heavy deck. Double Skill Personnel are fairly uncommon in most decks, so the Kill option is the more likely outcome.

Terminal Resignation 2016-01-22
[P] 5 Terminal Resignation
Choose a Commander that corresponds with your ship that is at this mission to be killed. If no personnel were killed by this dilemma, your opponent chooses two personnel to be stopped.
"I've never liked saying goodbye, so I'll make this brief, but I want you all to know that serving as your captain has been the most extraordinary experience of my life."
29 V 11

Positives: Could kill a Commander. If that fails the Player stops 2 personnel.

Negatives: 5 Cost. Planet only. If there is more than 1 Commander Opponent chooses who dies.

Extra: Other than the Enterprise-D and Defiant the more than 1 Commander option won't come up much when facing Terminal Resignation, but it's good to remember if you'd rather lose Jean-Luc Picard, Genial Captain than Beverly Crusher, Encouraging Commander. When using it on an Opponent it is a good way to stop Personnel like James T. Kirk, Experienced Commander or Jonathan Archer, Damaged Captain before any random selection Dilemmas the Player wants to use come next. The Cost 5 is a little pricey, but if the kill fails the Player can then choose 2 personnel to be stopped. A Good Dilemma.

Security Precautions 2016-01-22
[Eve] 2 Security Precautions
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.
29 V 24

Positives: Can keep Opponent from scoring extra points. Lasts for two Opponents turns.

Negatives: Discards two cards. Removed from game when destroyed. The Player can't score bonus points either.

Extra: The meta in your area really determines whether this is useful or not. If the Player is running into a lot of decks that depend on bonus points with cards like U.S.S. Enterprise-B, Ill-Prepared Successor or Getting Under Your Skin. This card can modify them a little bit. The timing of when to play it matters too. The Player might want to keep it in hand till Opponent is closer to finishing off a Mission. It won't do any good against a good speed deck that doesn't require bonus points. If that's the case then Security Precautions could just be in the way. The Player could get tricky with it and play a card that gives the Opponent 5 points like Sense of Obligation, but with Security Precautions in play the points would not count.

Dala, Con Artist 2016-01-09
[Non] 3 •Dala, Con Artist
[Cmd] Alien
•Acquisition •Diplomacy •Leadership •Officer •Treachery
Thief. When this personnel is facing a dilemma, you may take a personnel on your Display of Wealth and place him or her in his or her owner's discard pile to make this personnel gain each skill that personnel has until the end of the dilemma.
"This hair is so uncomfortable."
Integrity 3 Cunning 6 Strength 5
29 V 39

Negatives: Low Integrity. Using ability requires getting a personnel on Display of Wealth. which currently isn't easy. Ability only lasts for one Dilemma. Using her Ability places a Personnel in the Discard Pile from Display of Wealth.

Positives: Thief Keyword. 3 Cost for five Skills.

Extra: Typical Low Integrity Thief with moderate attributes and fairly useful Skills. Getting personnel on Display of Wealth isn't easy. Cards like Brainwashing, Condition Captive and Exchange Program all allow the Player to take command of an Opponent's Personnel specifically and once that is done the Personnel can be moved to Display of Wealth. Once a Personnel is there then Dalai's Ability can be useful. Dala is a Thief for those decks built around that Keyword certainly could use her Skills.

U.S.S. Defiant, Repurposed Warship 2016-01-09
[Fed] 7 •U.S.S. Defiant, Repurposed Warship
[Cmd] [Cmd] [Cmd] [Stf]
[DS9] Defiant Class
Cloaking Device. When you play this ship, if each of your non-headquarters missions is a [GQ] mission, you may spend 5 additional counters this turn.
"Despite the continuing threat posed by the Dominion, I've convinced Starfleet that we must continue our exploration of the Gamma Quadrant."
Range 8 Weapons 10 Shields 10
0 VP 83

Positives: Cloaking Device Keyword. The Player could get 5 additional counters when played. High Weapons/Shields.

Negatives: Requires 4 personnel (3 with [Cmd] ) to staff. Ability requires all non-headquarters missions to be [GQ].

Extra: Essentially, this gives you a Defiant that plays for 2 Cost. The Gamma Quadrant requirement Ability is good if the Player is going there anyway. It's best remember to run a bunch of Command Star Icon guys, otherwise you could be destaffed and stranded. Captain on the Bridge could be a big help since the Defiant has so many Commanders. The Red Alert Event can help by pushing the Staffing Icon Personnel up to a Command Icon level. The Defiant is one of the few Federation Ships that has a cloaking device, so you could use cards that target that Keyword. If the player is using all Gamma Quadrant Missions this is the Defiant to use.

Stripped Down 2016-01-09
[D] 1 Stripped Down
Your opponent moves up to two dilemmas from beneath this mission to another of your non-headquarters missions.
"Is this really necessary?"
14R 15 or 0AP 11 or 0VP 20

Negatives: Has no effect on crew attempting mission. When encountered if no other Missions are solved the Dilemmas moved go to Opponents unsolved Mission.

Positives: Dual. 1 Cost. Can move 2 Dilemmas to another Mission (hopefully, one that's been solved.)

Extra: The idea of this Dilemma is good, but the advantage gained isn't a lot. While you are moving two Dilemmas away Stripped Down still gets overcome under the Mission, so there's really only a gain of one Dilemma removed. If no other Missions are completed Stripped Down would send Dilemmas to an Opponent's incomplete Mission giving him an advantage. This Dilemma does nothing to the crew attempting the Mission. When used with the Dilemma manipulators Leonard H. McCoy, Chief Medical Officer and Shran, In Archer's Debt it could become really effective.

In Training 2016-01-09
[P] 2 In Training
Consume: 2. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Randomly select a personnel who costs 1 or 2. All other personnel who cost 1 or 2 are stopped.
"Tighten the back of your tongue. ... Keep trying. You've almost got it."
4 R 18

Negatives: Planet only. Consumes 2 then overcome for 3 total under mission.

Positives: Stops. All but one 1 or 2 Cost Personnel.

Extra: In Training saw a lot of use when it first came out. At that time players were using a lot of low cost personnel to throw at Missions and this would easily stop most of those away teams. But since then many cards with high cost but cost reductions built in like Julian Bashir, Rebel Captain and Leonard H. McCoy, Experienced Advisor have entered the game. Plus, cards like Energize have also allowed for higher cost cards to be played at a reduced cost. This is one of those Dilemmas where other Dilemmas do practically the same thing for less. Dual cards like Coolant Leak and In Development have pretty much taken over for it. They may cost more but both work in Space and on Planets and would leave only one Dilemma to be overcome under the Mission unlike the three In Training would eat up.

Torga IV, Strained Negotiations 2016-01-04
[P] •Torga IV, Strained Negotiations
[GQ] 35
Anthropology, Diplomacy, Officer, and (Honor and Integrity>34 or Strength>34 and a Vorta)
When your personnel complete this mission, choose one: each player scores 5 points; or each player loses 5 points.
"Don't you trust me?"
[Dom] [Fed]
Span 2
29 V 37

Negatives: Opponent could gain 5 points. You could lose 5 points.

Positives: You could gain 5 points. Opponent could lose 5 points. 2 Span.

Extra: This mission had an alternate personae: Torga IV, Salvage Dominion Ship. If you are building a Gamma Quad deck be sure to check that you don't use both. When a Player does use this mission they could be prepared and have Preposterous Plan or Khan! so the Opponent won't gain anything. You could also use U.S.S. Enterprise-A, Chariot of "God" and push the point total to 40 or 45 depending on which point option you choose. It's not a "may" action, so you have to choose to score or lose points. This Mission could be easily completed with 5 Personnel (or 4 Personnel if the Player chooses wisely) and is safe from Insurrection.

Indelicate Repairs 2016-01-04
[Eve] 1 Indelicate Repairs
Reveal your hand. If you revealed four or more cards, choose an opponent to choose two of those cards. You may discard the chosen cards to draw cards until you have seven cards in hand. Destroy this event.
"But that's a completely improper procedure! You can't just dump that much raw energy into a bridge terminal without-"
"We are not going to get out of this by playing it safe."
29 V 21

Negatives: Opponent chooses 2 cards to be discarded. The Player has to have 4 cards in hand to activate the event.

Positives: 1 Cost. Can draw the hand to 7 cards after 2 are discarded.

Extra: The Player has to give up 3 cards (the Event and two from hand) to draw 5. For 1 Counter cost that's not bad for getting a draw of up to 5 cards. For those running a Cardassian deck they might use this over all the "discard to draw" Events like "Observer" from the Obsidian Order or use it with those cards and burn through your draw deck even faster. These are the Voyages is the more popular draw engine card, but Indelicate Repairs is useful in Bajorian decks where the Player is wanting cards in the Discard Pile.

Brian Evethers 2016-01-04
[NA] 1 Brian Evethers
Hologram
•Anthropology •Diplomacy •Treachery
When you play this personnel, each player may look through his or her deck for an equipment, event, or interrupt. Reveal all such cards at the same time. Discard any cards whose card type was also revealed by another player. All remaining cards are placed in their owner's hand, then each player shuffles his or her deck.
Integrity 4 Cunning 5 Strength 5
29 V 38

Negatives: The wall of text explaining his Ability. If you use his text your Opponent gets to download a card. If you download the same card type as Opponent that card is discarded. Can only download Equipment, Event or Interrupt (no Personnel or Ships.)

Positives: 1 Cost. Non-unique. You could download an Equipment, Event or Interrupt you need. Brian Evethers is non-unique so you could do it more than once.

Extra: This is not one of the easier cards of the game, but once it has been read through couple times and used it a bit it's easier to understand. One of the problems with the Ability is you only have 3 target choices to download. The odds are good that you will both go for the same card type and both end up discarding the downloaded card. (Which is good for some Bajoran decks.) The Ability is a May action so the Player could pass on using the Ability (although the Opponent May use Brian Evethers Ability to download a card regardless of whether the Player playing him decides to or not.) His Skills are average and Attributes are slightly below par. If you are low on Diplomacy or Anthropology in your deck you could throw him in for his 1 Cost, but D'Nesh, Manipulative Gift is probably a better choice.