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Equipment
Name E R ID Cost Text
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Multidimensional Transporter Device 13 C 22 1 Order - Destroy this equipment to exchange your personnel with a personnel in your hand. Both of those personnel must have the same card title.
·Horga'hn 17 V 19 3 Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.)
Order - Choose any number of your stopped personnel present who have a cost of 4 or more. Shuffle this equipment into its owner's deck to unstop each of those personnel.
Self-Sealing Stem Bolts 17 V 20 2 Order - If you own this equipment, you may choose an opponent. Place this equipment aboard one of his or her ships (he or she now commands this equipment) to make him or her place an equipment he or she commands and owns on one of your ships (you now command that equipment).
Exocomp 19 V 5 3 Each of your Programming personnel present gains Engineer. When a Damage card an opponent owns is about to be placed on this ship, you may destroy this equipment to prevent that.
Order - Destroy this equipment to remove a Damage card an opponent owns from this ship.
Virtual Reality Headset 20 V 1 5 Order - If you do not command a Dissident personnel, choose one: stop two [Car] personnel present to place a [Dom] personnel from hand at your Mouth of the Wormhole; or stop two [Dom] personnel present to place a [Car] personnel from hand at your Mouth of the Wormhole. You may do this only once each turn.
·TR-116 Rifle 41 V 8 3 Hand Weapon. While in combat, each of your [Fed] Treachery personnel present is Strength +1.
Order - If this equipment is present with your Assassin, name a skill. Choose an opponent's personnel at this mission with that skill. Return this equipment to its owner's hand to kill that personnel.
·The Shroud of the Sword 46 V 7 1 Each of your Klingon personnel present are Cunning +1.
Order - Destroy this equipment to download The Sword of Kahless.
·Mantle of the Empire 49 V 8 2 Order - Name a unique Klingon. While that personnel is present, he or she gains Intelligence and Chancellor, and cannot be killed by dilemmas. This effect lasts until this order is executed again.
·Omnipotent Armament 49 V 9 3 Hand Weapon.
Order - Destroy your Q event that costs 3 or more and remove this equipment from the game to begin combat involving your personnel. If you win, choose a non-headquarters mission you command. The opponent on your left places the top three dilemmas of their dilemma pile beneath that mission. Otherwise, you lose the game.
Event
Name E R ID Cost Text
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The Edge of Forever 0 P 32 0 Temporal. Plays in your core.
Order - Lose 5 points to choose one: download a [Fut] card that could be played at your headquarters mission and place it here; or take a [Pa] card from your discard pile that could be played at your headquarters mission and place it there. Destroy this event.
A Chance for Glory 1 R 73 3 Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your [Kli] personnel. If you win, score 10 points.
Astrometrics Lab 1 C 75 1 Plays in your core.
Order - Discard a card from hand to make your ship with your Astrometrics personnel aboard Range +2 until the end of this turn. You may do this only once each turn.
BaH! 1 U 78 2 Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your [Kli] ship. That ship is Weapons +1. If you win, score 10 points.
Battle Drills 1 R 80 3 Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, randomly kill an opponent's personnel involved.
Brutal Struggle 1 U 82 2 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
Cry "Havoc!" 1 S 83 3 Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
Engage Cloak 1 R 87 2 Plays in your core. You may execute only one order using this event each turn.
Order - If there is no ship on this event, place your staffed ship that ship that has a Cloaking Device on this event. (While a ship is here, this event cannot leave play.)
Order - If a ship is on this event, place that ship at any mission. That ship's Range for this turn is used.
Just Like Old Times 1 U 92 1 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your Bajoran Resistance personnel. If you win, score 15 points.
Let Honor Guide You 1 U 94 1 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your [Kli] Honor personnel. If you win, randomly kill an opponent's personnel involved
No Love for the Spoon Heads 1 U 97 2 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your [Baj] personnel. If you win, randomly kill an opponent's personnel involved and you may destroy an event.
·No Peace in Our Time 1 R 98 3 Maneuver. Plays in your core. Each of your [Kli] Treachery personnel is Cunning +2.
Order - Destroy this event to begin an engagement involving your [Kli] Treachery personnel. If you win, randomly kill an opponent's personnel involved.
Pierce Their Defenses 1 U 103 2 Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. This ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Shields -2.
Point Blank Strike 1 U 104 2 Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Weapons -2.
Precise Attack 1 U 105 2 Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise destroy this event.
Damage - This ship is Range -2.
·Prejudice and Politics 1 U 106 2 Plays in your core.
Order - If your Praetor or Senator is on Romulus, reveal the top card of an opponent's deck. If it is a personnel, that opponent places that card in his or her hand. Otherwise, score 5 points, and that opponent places that card on the bottom of his or her deck. You may do this only once each turn.
Standard Cardassian Procedure 1 U 111 3 Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your [Car] ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
Taken Prisoner 1 U 113 2 Assault. Capture. Plays in your core.
Order - Destroy this event to begin combat involving your [Car] personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
The Orion Underworld 1 R 115 3 Crime. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your [NA] ship with your Thief aboard. If you win, score 10 points.
Assassination Plot 2 R 31 1 Plays in your core.
Order - Destroy this event and return your Assassin to his or her owner's hand to randomly kill an opponent's personnel present with that Assassin.
Born for Conquest 2 U 32 3 Assault. Plays in your core.
Order - Destroy this event to begin a combat involving your [Kli] Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
Disable Sensors 2 R 41 3 Maneuver. Plays in your core.
Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - Personnel aboard this ship cannot attempt missions.
For the Sisko 2 U 44 2 Prophet. Plays in your core.
Order - If you command three [Baj] personnel, discard a non-personnel card from hand to place two [Baj] personnel from your discard pile on top of your deck in any order.
Heart of Glory 2 C 45 4 Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your [Kli] personnel. If you win, randomly kill two opponent's personnel involved.
Picking Up the Basics 2 U 53 1 Plays in your core.
Order - Destroy this event and stop one of your [TNG] personnel to make one of your other [TNG] personnel gain all of that stopped personnel's skills until the end of this turn.
·Pickpocket 2 C 54 1 Crime. To play this event, you must command a Thief. Plays in your core.
Order - Reveal the top card of an opponent's deck. If it is not a personnel, destroy this event. Otherwise, each of your Thieves is attributes +2 until the end of this turn. You may do this only once each turn.
Power to the Weapons 2 C 56 5 Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill two opponent's personnel involved.
Rash Aggression 2 C 57 3 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your [Baj] Treachery personnel. If you win, choose an opponent's personnel involved to be killed.
Retaliation 2 R 59 3 Capture. Plays in your core.
Order - Destroy this event and stop your three [Maq] personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.
·The Text of the Kosst Amojan 2 R 67 1 Pah-wraith. Plays in your core.
Order - Stop your Kai or your [Baj] Treachery personnel to choose two non-Prophet cards from your discard pile. Choose an opponent to choose one of those cards to place in your hand and one to remove from game. You may do this only once each turn.
We Will Not Surrender 2 U 73 4 Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your [Kli] Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
Abduction 3 R 34 2 Plays in your core.
Order - Destroy this event and stop two [Bor] Security personnel present together at a non-Headquarters mission to name a skill. Randomly select an opponent's personnel present who has that skill and take command of him or her.
Adding to Our Perfection 3 U 35 2 Assault. Plays in your core.
Order - Destroy this event to begin combat involving your [Bor] personnel. If you win, randomly select an opponent's personnel involved and take command of him or her.
Borg Cutting Beam 3 S 36 5 Maneuver. Plays in your core.
Order - Begin an engagement involving your [Bor] ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him on her on that [Bor] ship, then place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is attributes -2.
Bred For Battle 3 R 37 1 Assault. Plays in your core.
Order - Discard two cards from hand to begin combat involving your Jem'Hadar. Your non-Jem'Hadar present are not involved in the combat. If you win, randomly kill an opponent's personnel involved.
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.
Jem'Hadar Ambush 3 C 45 3 Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your [Dom] personnel. If you win, score 10 points.
Jem'Hadar Strike Force 3 U 47 5 Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your [Dom] personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
·One With the Borg 3 U 48 3 To play this event, you must command three [Bor] personnel. Plays in your core.
Order - Destroy this event to score 5 points for each personnel you command but do not own.
The Blight 3 R 59 3 To play this event, you must command two Founders. Plays in your core.
Order - Destroy this event. Starting with the player to your left, each player may choose an event to be destroyed.