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Abandon Ship!
 
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Space Dilemma
If ship damaged or RANGE reduced, personnel not needed for staffing are placed with dilemma atop mission. Rescue (opponent may capture) personnel with different ship here.
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Alice
 
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Space / Planet Dilemma
Unless 2 Computer Skill and Biology present, personnel with most Navigation (opponent's choice if tie or none) is captured. Discard dilemma.
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Broken Captive
 
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Space / Planet Dilemma
Your opponent chooses one of his or her captives. Unless you have the skills on that captive, all your personnel are stopped.
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Cardassian Trap
 
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Space / Planet Dilemma
Unless Empathy present, opponent captures one unique, non-Cardassian personnel from you (random selection) and places it on thier side as a captive, along with trap.
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Extradition
 
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Space / Planet Dilemma
If opponent's Law or Treachery here, up to four opponent's SECURITY personnel may beam to one of your ships here, capture a crew member of lower STRENGTH and/or beam off.
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Frame of Mind
 
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Space / Planet Dilemma
One Away Team member (random selection) now becomes non-aligned with attributes of 3-3-3 and only two skills (opponent's choice). Cure with 3 Empathy present.
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Impressive Trophies
 
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Space / Planet Dilemma
Unless CUNNING > 50, crew or Away Team member with the most icons
OR
highest CUNNING + STRENGTH (opponent's choice) is captured. Discard dilemma.
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Kidnappers
 
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Planet Dilemma
Place on a female present (random selection). Until end of opponent's turn, she is "stopped" and may be captured by opponent's SECURITY present; then discard dilemma.
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No Loose Ends
 
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Space / Planet Dilemma
Unless SCIENCE, OFFICER and Computer Skill
OR
Keiko O’Brien
OR
Resistance
OR
any drone present, kills all MEDICAL and ENGINEER present. Discard dilemma.
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Now Would Be A Good Time
 
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Planet Dilemma
Unless Transporter Skill aboard your ship or facility here beams up entire Away Team, one personnel present (opponent's choice) is captured. Discard dilemma.
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Photonic Energy Being
 
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Space Dilemma
Three crew members (random selection) are held with dilemma atop mission; discard all when countdown expires. Cure with personnel
OR
Anthropology and Diplomacy.
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Primitive Humanoids
 
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Planet Dilemma
Unless 2 Leadership and Anthropology present, place two Away Team members (random selection) with dilemma atop mission until solved (or planet assimilated).
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Talosian Cage
 
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Planet Dilemma
Unless 3 Empathy
OR
Christopher Pike present, opponent may choose to discard two females (random selection)
OR
male with most icons. Discard dilemma.
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Ungracious Hosts
 
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Planet Dilemma
Choose a personnel. Your opponent may discard cards from hand equal to the number of icons on that personnel to place him or her in your opponent's brig.
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Awaiting Trial
 
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Punishment. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, if you have a captive, you may draw a card.
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Brainwash
 
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Plays on one personnel you've captured. Captive reports to your outpost, is under your control and may mix with your personnel regardless of affilation.
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Fajo’s Gallery
 
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Seeds or plays on table. You may draw two cards each time you capture a unique personnel, and one card each time one of your cards or your Mona Lisa enters play.
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Interrogation
 
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Plays on one personnel you've captured. Each turn, ask opponent, "How many lights do you see?" If reply is "Five", return captive to outpost, score 10 points. Otherwise, score 1 point, retain captive.
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Intruder Force Field
 
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Plays on table. While in play, reverses Telepathic Alien Kidnappers affecting you AND Rogue Borg invading your ships must be 3 or more to be effective.
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Labor Camp
 
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Punishment. Plays on your planet mission. At the start of each of your turns, if your personnel is on this planet and you have a captive, score points.
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Political Leverage
 
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Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed ship. Place that personnel in your brig. That opponent may discard the top four cards of his or her deck to prevent this. Destroy this event.
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Prison Compound
 
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Punishment. To play this event, you must command three personnel. Round the total number of icons on all your captives to the nearest multiple of 5. Score that number of points. Destroy this event.
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Psychological Pressure
 
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Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
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Standard Cardassian Procedure
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
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Taken Prisoner
 
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Assault. Capture. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
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Torture
 
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Plays on a personnel you've captured. When countdown expires, captive dies and owner loses points (including any Madred bonuses).
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Captured
 
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Seeds or plays on table. During your turn, your non-Borg crew or Away Team may capture one opposing personnel present (random selection) if you have more SECURITY present than opponent, or more hand weapons present than opponent.
OR
During any player's turn, you may capture one personnel just stunned in battle by your non-Borg SECURITY. Discard incident after either use.
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Children of Light
 
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Seeds or plays on table. Your personnel may mix and have no affiliation attack restrictions.
OR
Plays to capture all personnel present with Iden, or (if he is aboard Olarra) all personnel aboard one damaged ship at his location; discard incident.
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Hostage Trade
 
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Seeds or plays on table (for free if you hold any captives). (Unique.) Prisoner Exchange and Fajo’s Gallery may each be used only once per turn. Where your personnel are escorting captive(s), you may release any or all of them (relocate to owner's crew or Away Team there) and capture an equal number of other personnel there, then discard incident.
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Intruder Alert!
 
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Seeds or plays on table; nullifies all seeded Memory Wipe cards. At any time, you may capture a one- or two-person Away Team in your Ops or assimilate one personnel intruder on your Borg ship or facility if your Talon Drone is present (discard incident)
OR
download Intruder Force Field (place incident atop event to protect it from nullification and extend its effects to all intruders on your ships).
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Long Live the Queen
 
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Seeds or plays on table. Reveal (then discard) incident to do one of the following: If your Borg Queen (FC) was just killed, download another Borg Queen.
OR
Prevent your Borg Queen present with your drone from being captured (drone is captured instead).
OR
Suspend any Regenerate while you place out-of-play from targeted discard pile up to six cards without a or icon.
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Relics of the Chase
 
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Seeds or plays on table. Once per battle, your Hirogen may capture an opposing personnel he just stunned. Also, once each turn, your Hirogen using a Hirogen Talon may place in point area one personnel he just killed in personnel battle (or, if he is an Alpha-Hirogen, one captive he is escorting); score points equal to that personnel's highest printed attribute.
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Rituals of the Hunt
 
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Plays on your prey (any opponent's personnel); you may return incident to hand at any time. (Unique.) Know your prey. Your Hirogen who have Anthropology add prey's printed regular skills. Stalk your prey. Your equipment and personnel may report aboard your ships. Capture your prey. If present with prey, your Hirogen using Hirogen Talon may capture them (discard incident).
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Caught Red-Handed
 
|
Exposes (may capture) an opponent's infiltrator present with your shape-shifter
OR
prevents a changeling from morphing this turn
OR
nullifies Common Thief. (May not be nullified.)
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Mercy Kill
 
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Plays to immediately kill one of your personnel just abducted, captured or assimilated as a drone.
OR
"Kills" (nullifies) any one of your Event cards in play.
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Outgunned
 
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Commandeers opponent's only ship at a location if it is undocked and your total WEAPONS present > three times its SHIELDS. Opposing personnel aboard are captured.
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Prisoner Escort
 
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Plays on a personnel you just captured. If you place captive in your Brig, its owner loses points (once per persona per game).
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Rescue Captives
 
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All your personnel currently held captive are returned to your outpost(s), nullifying Interrogation, Brainwash and Torture, if any or all are in progress.
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Romulan Ambush
 
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Destroys opponent's ship with SHIELDS < 6 present with your D'deridex-class ship. Crew killed, except one personnel (your choice) is made captive.
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Seize Wesley
 
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Plays on opponent's ship under influence of Ktarian Game dilemma. All remaining personnel are diabled. If Wesley Crusher aboard, he is made your captive.
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Shared Delicacy
 
|
Punishment. To play this interrupt, you must command three Guls and have a captive. Order - Reveal a random card from that captive's owner's hand. He or she chooses to discard that card or discard the top three cards of his or her deck.
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Thine Own Self
 
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Plays on opponents one- or two-person Away Team. Away Team is "lost" (place under mission). Rescued if owner later completes mission. Captured if you do.
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Vulcan "Death Grip"
 
|
Allows your Vulcan to save your other non-android present who was just mortally wounded or selected to be killed or captured. "Victim" is instead in stasis until end of turn.
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Wolf
 
|
Saves any personnel with Empathy who has been randomly selected to die or to be captured.
OR
Nullifies Barclay Transporter Phobia.
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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.
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Impersonate Captive
 
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Seeds or plays on table. Place on your Founder present with a non-Borg personnel you've captured. Founder morphs to impersonate captive. Founder's classification, skills, staffing icon, infiltration icon, STRENGTH and CUNNING change to those of captive. Founder has 1 Treachery, loses all Honor and gains infiltration icon(s) for captive's affiliation(s). May morph back at any time (discard objective).
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Reflection Therapy
 
|
Plays on any personnel (except Suna) if you have Treachery > Honor present. Changes on regular skill to any other regular skill. Any player may cure with 3 Empathy present.
OR
Plays on and captures an opposing personnel affected by Frame of Mind. (If rescued, discard objective.) On a later turn, you may download Brainwash or Interrogation to replace (discard) this objective.
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