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Keyword Temporal.

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.
Machinations 2 R 49 2 Temporal. Plays in your core. When you have drawn dilemmas, you may remove this event and those dilemmas from the game to search your dilemma pile and choose a dilemma for your opponent's personnel to face that costs no more than the number of dilemmas you removed. Shuffle and replace your dilemma pile face down.
Visionary 2 R 72 2 Temporal. To play this event, you must command two [DS9] Engineer personnel. Plays in your core. When you draw a card, you may discard that card to draw a card. You may do this only once each turn.
The Manheim Effect 3 R 62 1 Temporal. Play in your core. When you are about to draw dilemmas, you may destroy this event to take an overcome dilemma you own from an opponent's completed mission and place it on top of your dilemma pile.
Heightened Perception 5 P 6 4 Temporal. Plays in your core. When you choose dilemmas for your dilemma stack, you may place any you do not choose face down on this event. When an opponent has faced the last dilemma in your dilemma stack, you may examine your dilemmas here and place one on your dilemma stack. When a mission attempt ends, return each dilemma here to your dilemma pile.
Tampering With Time 5 P 14 3 Temporal. Plays in your core. At the start of each of your turns, you may choose one: stop one of your [Fut] personnel to examine the top three cards of an opponent's dilemma pile; or stop one of your [Pa] personnel to examine the bottom three cards of an opponent's dilemma pile. Place those cards on the top and/or bottom of that dilemma pile in any order.
Temporal Test Subject 5 P 15 0 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.
The Edge of Forever 5 P 16 0 Temporal. Plays in your core.
Order - Lose 5 points to choose one: download a [Fut] card and place it at your headquarters mission where it could be played; or take a [Pa] card from your discard pile and place it at your headquarters mission where it could be played. Destroy this event.
Changed History 6 P 17 1 Temporal. Plays in your core. When you win an engagement involving your [Bor] ship, you may reveal the top card of the loser's deck. If it is a personnel you do not command, you may place him or her on that ship. (You now command that personnel).
Ohhhh! Nothing Happened! 6 P 27 1 Q. Temporal. Plays in your core. When you play another Temporal card, you may destroy this event to name a dilemma. Choose an opponent to take a copy of that dilemma from his or her dilemma pile and remove it from the game. That opponent shuffles and replaces his or her dilemma pile face down.
Temporal Incursion 7 R 32 3 Temporal. Plays in your core. When the player on your right begins a mission attempt, you may flip your dilemma pile over to draw an extra dilemma. (Cards that were face up on the bottom of your dilemma pile become face down on the top.)
Destiny Reset 10 U 26 5 Temporal. Plays in your core. When you have drawn dilemmas, you may destroy this event and remove those dilemmas from the game to search your dilemma pile for up to two dilemmas whose total cost does not exceed the number of dilemmas you removed. Place those dilemmas on your dilemma stack in any order. Then shuffle your dilemma pile.
Guardian's Advice 13 R 28 2 Temporal. To play this event, you must command three [AU] personnel. Plays in your core. At the start of each of your turns, the player on your right places the top card of your dilemma pile beneath one of his or her non-headquarters missions. You may spend 2 additional counters each turn.
·Temporal Flux Energy Ribbon 13 R 35 3 Temporal. Plays on a mission. At the start of each player's turn, that player removes a personnel he or she commands at this mission from the game and moves this event to a different mission. When this event is placed on a headquarters mission, remove it from the game.
What You Leave Behind 15 V 18 0 Temporal. Discard a card from hand to take the bottom two cards of your deck and place them on the top of their owner's decks in random order. Remove this event from the game.
Delivery Boy 16 V 21 0 Q. Temporal. Plays in your core. When you are about to play a Q event or a Temporal event, you may destroy this event to play that event at cost -3.
·Hindrance 16 V 22 1 Temporal. Plays in your core. When personnel that the player on your right commands begin a mission attempt, you may kill one of your unique [Fut] personnel who costs 3 or more to draw three extra dilemmas and spend three extra in total cost on dilemmas.
Subliminal Signal 16 V 24 3 Temporal. Plays in your core. When a dilemma that has a cost of 3 is revealed from your dilemma stack, you may place the top card of your dilemma pile face up beneath the mission being attempted to make that dilemma cost -3.
Favor the Bold 17 V 28 4 Temporal. To play this event, you must command three personnel who have a cost of 4 or more. Lose 5 points to choose your completed mission. Return each dilemma beneath that mission to their owner's dilemma piles. That mission is no longer completed. Remove this event from the game.
Slightly Awkward 21 V 13 0 Q. Temporal. Plays in your core. When a personnel that the player on your right commands begins a mission attempt, you may discard an equipment, event, or interrupt from hand to choose one: draw an extra dilemma; or, spend one extra in total cost on dilemmas.
Reliving the Past 28 V 11 0 Temporal. Return two dilemmas beneath your incomplete non-headquarters mission to their owner's dilemma pile to score 5 points. Destroy this event.
Temporal Transporters 28 V 12 2 Replicate - Discard two cards from hand. (You may discard two cards from hand when you play this event. If you do, put this event in your hand instead of destroying it.)
Temporal. Place a [Fed] personnel from your discard pile aboard your unique Temporal ship. Destroy this event.
Split Second 32 V 6 2 Temporal. Plays in your core. Dilemmas cannot be prevented (and cannot be overcome by "prevent and overcome" effects). When any player completes a mission, destroy this event.
War Without End 35 V 12 4 Maneuver. Temporal. Plays in your core.
Order - Destroy this event to begin an engagement involving your [AU] ship. If each personnel aboard that ship is [AU], it is Weapons +4. If you win, score 10 points.
Slightly Awkward 37 V 14 0 Q. Temporal. Plays in your core. When a personnel that the player on your right commands begins a mission attempt, you may discard an equipment, event, or interrupt from hand to choose one: draw an extra dilemma; or, spend one extra in total cost on dilemmas.
Life-Changing Encounter 49 V 19 2 Assault. Maneuver. Q. Temporal. Plays in your core.
Order - Kill your non-unique personnel to begin combat or an engagement involving your other personnel present. If you win, place this event on the mission where that personnel was involved (limit one per mission). Each personnel at this mission is attributes -1. Otherwise, destroy this event.
·Vindictive Reprise 63 V 14 1 Temporal. To play this event, you must command six [Vid] personnel. Plays in your core. No event, interrupt, or personnel may add to or subtract from the number of dilemmas that may be drawn or the total cost that may be spent on dilemmas. At the start of your next turn, remove this event from the game.
Interrupt
Name E R ID Text
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Pursuit Course 1 R 134 Pursuit. Temporal. When an opponent's ship moves away from a mission where you have a staffed ship, place that ship at the mission the opponent's ship moves to.
Temporal Deliniation 8 R 51 Temporal. When you are about to draw dilemmas, shuffle your dilemma pile. If you command a [Fut] or [Pa] personnel, you may also spend one extra in total cost on dilemmas.
Disconcerting Displacement 28 V 14 Temporal. When an opponent's personnel begins a mission attempt, discard two cards from hand to name a unique personnel. If the opponent's named personnel is not attempting the mission, place him or her present with the opponent's personnel that are attempting the mission. (He or she joins the mission attempt.) Remove this interrupt from the game.
Historical Monitor 28 V 15 Temporal.
Order - Draw a card for each different Temporal event you command (limit 4). Then, reveal the top card of an opponent's deck. If it is not a personnel, shuffle this interrupt into your deck. Otherwise, remove this interrupt from the game.
Preposterous Plan 28 V 16 Temporal. When an opponent scores 5 or more points, if he or she has not completed a mission, score 5 points.
Order - Destroy an opponent's Temporal event.
Relative Dimensions 35 V 15 Temporal. While your [Sta] Engineer aboard your ship is facing a dilemma at a space mission, discard a card from hand to add that ship's Shields to his or her attributes until the end of the mission attempt.
Quick Trip 57 V 7 Temporal.
Order - Begin your Discard Excess Cards segment (you may keep any number of cards in hand).
Order - Flip a dilemma pile.
Order - Shuffle any player's deck.
Mission
Name E R ID Aff Span Pt Type Q Text
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·Gateway Flee in Terror 51 V 7 Any 2 30 P A Honor, Medical, Physics, Transporters, and Strength>32
Temporal. When you complete this mission, flip it over.
·Na'kuhl Prime Fight for Dominance 51 V 8 [NA] 2 30 P A Anthropology, Engineer, Exobiology, Physics, and Cunning>35
Temporal. When you complete this mission, flip it over.
·Klingon-Occupied Outland Enact Poetic Revenge 61 V 5 [Baj][Car][Fer][Kli][Rom] 3 30 S A Exobiology, Leadership, Navigation, Treachery, and Cunning>34
Temporal. When you complete this mission, flip it over.
Personnel
Name E R ID Cost Species I C S Icons Text
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·John Christopher Bluejay 4 51 V 10 3 Human 7 5 6 [Stf][TOS][Pa] Engineer Honor Navigation Officer Science Security
Temporal. You may play this personnel at cost +1 to make the player on your left place the top card of their dilemma pile face up beneath your Temporal mission. When this personnel is killed, each player discards the top three cards of their deck.
·Edith Keeler Must Die 51 V 18 2 Human 8 6 3 [Pa] Anthropology 2 Honor Medical
Temporal. When you play a card, you may reduce its cost using the game text of your missions as if they were complete. If you do, at the end of that turn, the opponent on your left may discard three cards from hand to remove this personnel from the game.
·Jean-Luc Picard In the Nexus 53 V 11 1 Human 8 6 6 [E][AU] Anthropology Diplomacy Honor Law Leadership Navigation Science
Temporal. At the start of your turn, discard a Temporal card from hand or stop this personnel.
·Zefram Cochrane Bemoaning His Day 57 V 24 2 Human 5 7 5 [Cmd][Pa] Astrometrics Physics Science
Temporal. When you lose command of this personnel, remove him from the game, then each player removes a non-Human personnel they command from the game.
Ship
Name E R ID Cost Class Staff R W S Icons Text
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·U.S.S. Relativity Federation Timeship 28 V 53 0 Wells [Cmd][Stf][Stf][Stf][Stf][Stf] 8 9 8 [Voy][Fut] Temporal. At the start of each of your turns, place each non-[Fut] personnel you command in his or her owner's discard pile. You may play [Fut][Fed] personnel and equipment aboard this ship. When a card instructs you to place this ship at your headquarters mission, you may place it at your [Fed] space mission.
U.S.S. Wells 28 V 54 0 Wells [Cmd][Stf][Stf][Stf][Stf][Stf] 8 9 8 [Voy][Fut] Temporal. When a card instructs you to place this ship at your headquarters mission, you may place it at your [Fed] space mission.