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Keyword Infiltration.

Event
Name E R ID Cost Text
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Changeling Sabotage 3 U 40 1 Infiltration. Plays in your core.
Order - If your Infiltrator is aboard an opponent's undamaged ship, return that Infiltrator to his or her owner's hand to place a Damage card from hand aboard that ship.
Enemy in your Midst 3 C 43 1 Infiltration. Morph. Plays in your core.
Order - Destroy this event to place any number of your Infiltrators at one mission aboard a ship at the same mission.
Set Up 3 R 54 1 Infiltration. Plays in your core. When an opponent's personnel is about to be randomly selected, if your Infiltrator is at that mission, you may destroy this event to instead choose an opponent's personnel to be selected from all eligible possibilities.
·Under Suspicion 3 U 66 2 Infiltration. Plays in your core. When the player on your right begins a mission attempt, for each of your Infiltrators at that mission, you may draw one extra dilemma and spend one extra in total cost on dilemmas.
·Anything or Anyone 4 R 37 3 Infiltration. To play this event, you must command three [Dom] personnel. Plays in your core. You may execute only one order using this event each turn.
Order - Place an Infiltrator from hand on this event (you now command that personnel).
Order - Place an Infiltrator from this event aboard an opponent's ship or on an opponent's planet mission.
·Misdirection 4 U 60 1 Infiltration. Plays in your core. While an opponent's personnel is present with your Infiltrator, he or she is attributes -1.
Undercover Resource 4 U 80 1 Infiltration. Plays in your core. While your Infiltrator is at an opponent's incomplete non-headquarters mission, you may spend 1 additional counter during each of your Play and Draw segments.
Your Fear Will Destroy You 4 U 84 2 Infiltration. For each opponent's headquarters mission where you command an Infiltrator, score 5 points. Remove this event from the game.
·Shocking Revelation 46 V 12 3 Infiltration. Plays on an opponent's incomplete non-headquarters mission. When your opponent completes this mission, if you command an Infiltrator, choose a personnel involved, place them on your headquarters mission, and name an affiliation. They become the named affiliation. (You now command that personnel.)
Interrupt
Name E R ID Text
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Founder Trap 3 R 72 Infiltration. When an opponent is about to complete a mission, if your Infiltrator is at that mission, discard a random card from hand to add that Infiltrator's skills to the mission's requirements. This effect lasts until the end of that opponent's turn. Remove this interrupt from the game.
Pseudopod 3 R 76 Infiltration. Morph.
Order - Return your Infiltrator to his or her owner's hand to randomly kill an opponent's personnel present with that Infiltrator.
Team of Infiltrators 20 V 11 Infiltration. When your Infiltrator is facing a dilemma, if he or she is present with two Infiltrators, meet Integrity and Strength requirements of that dilemma using Cunning instead.