Please note that at the moment, all sorting is over both the original (left-hand) cards and my Crusade Redux ideas (on the right), and is rather crude. Please send comments to these ideas to picks-at-flies@rageapocalypse.com, or post to the CCG Workshop forums.
| Order by original name | Order by Crusade Redux name |
| "Mr. Jones" | "Mr. Jones" | ||||
|---|---|---|---|---|---|
| Human Character | 9 : 2|2|7 | Human Character | 9 : 2|2|7|0 | ||
| Multiple. Any ISA member may sponsor "Mr. Jones" at normal cost. "Mr. Jones" inflicts +2 damage and has +2 damage resistance during attacks using Psi. | Multiple. Any Home Faction or ISA member may sponsor "Mr. Jones" at normal cost. "Mr. Jones" inflicts 1 damage to target Character with Psi when he rotates to participate in a Conflict. | ||||
| Expanded his use, made his ability more subtle (maybe) | |||||
| Captain Lochley | "Security" Lochley | ||||
|---|---|---|---|---|---|
| Human Character | 11 : 5|3|4 | Destiny | Human Character | 7|3|4 | |
| Crusade. Must replace your Elizabeth Lochley, transferring all attached cards and marks. Babylon 5 has +1 influence while Captain Lochley is in play. As an action, rotate to apply support to a Crusade conflict equal to Babylon 5's influence. At resolution of any conflict targeting one of your characters, you may apply additional opposition to the conflict equal to Babylon 5's influence. | Crusade. Must replace your Elizabeth Lochley, transferring all attached cards and marks. "Security" Lochley becomes your new Ambassador; your previous faction ambassador remains in your Inner Circle (but transfer all attached cards that must target an ambassador). The game does not end if Babylon 5 reaches 20 Influence. As an action, rotate to apply opposition to any conflict equal to half Babylon 5's influence. | ||||
| This is me toying with several different ideas tied only by Lochley's themic routes. | |||||
| A Call For Help | A Call For Help | ||||
|---|---|---|---|---|---|
| Event | 1 | Event | 1 | ||
| Target the player who has the single fewest characters in his Inner Circle. You may immediately rotate one of those characters to support or oppose a conflict however you wish, regardless of restrictions on which race or faction may participate in that conflict. | Target the player who has the single fewest characters in his Inner Circle. You may immediately rotate one of those characters to support or oppose a conflict however you wish, regardless of restrictions on which race or faction may participate in that conflict. | ||||
| same | |||||
| A Dying People | A Dying People | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| As your first or second action, target an Intrigue Conflict initiated by a Centauri player or a Military Conflict initiated by a Narn player. The target conflict is canceled. You may not target a conflict initiated by a player who has 3 or more Vorlon Marks. This event is Irrevocable if the target's initiator has any Doom Marks or Shadow Marks. | As your first or second action, target an Intrigue Conflict initiated by a Centauri player or a Military Conflict initiated by a Narn player. The target conflict is canceled. You may not target a conflict initiated by a player who has 3 or more Vorlon Marks. This event is Irrevocable if the target's initiator has any Doom Marks or Shadow Marks. | ||||
| same | |||||
| A Good Lead | A Good Lead | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Target one of your Crusade, Explorer, or Legacy participant characters who supported your Crusade, Explorer, or Legacy conflict. As an action, discard this aftermath to draw 2 cards from your deck or Crusade Pile. | Crusade. Explorer. Legacy. Target one of your Crusade, Explorer, or Legacy participant characters who supported your Crusade, Explorer, or Legacy conflict. Rotate to add two support to a conflict with that shares a Bold-faced term with target Character. | ||||
| I think this is an improved version, and fits with the new conflicts. | |||||
| A Crusade... | A Quest for a Cure | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Crusade cards and is a Crusade pile. You may sponsor and promote Crusade Characters at -1 influence. Rotate this enhancement as an action to draw the top card from your Quest Pile. You lose the game at the end of turn 13 (remove all cards you control from the game). | |||||
| A Crusade... | A Quest for a Legacy | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Legacy cards and is a Legacy pile. Rotate a Techno-mage to draw a card from your Quest Pile. | |||||
| A Crusade... | A Quest for a Purpose | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Crusade. Your Quest pile can only contain Crusade and Legacy cards and is a Legacy pile. Rotate to draw a card from your Legacy pile. Gain 1 Influence whenever you promote a Character of another race. You can only gain Influence and Power from Crusade and Legacy cards, including this one. | |||||
| Cross-pile variant | |||||
| A Crusade... | A Quest for a Solution | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Crusade and Explorer cards and is a Crusade pile. Rotate to let you sponsor any Babylon 5 fleets at normal cost for the rest of the turn. Rotate to draw a card from your Crusade pile. You lose the game if you win a conflict and you have no unneutralised fleets in play. | |||||
| Cross-pile variant | |||||
| A Crusade... | A Quest for Knowledge | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Explorer cards and is an Explorer pile. Rotate this enhancement as an action to draw the top card from your Quest Pile. You can only win if allowed by an Explorer card. | |||||
| A Crusade... | A Quest for Profit | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Corporate and Corporate only cards and is a Corporate pile. You may be a Corporate faction. Pay 3 influence and rotate this card to draw the top card from your Quest Pile and to put a Credit Token on this card. | |||||
| A Crusade... | A Quest for Revenge | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Corporate and Enigma cards and is a Corporate pile. You may be a Corporate faction. Whenever you win a Corporate conflict, you may inflict damage on any Inner Circle Character equal to the number of marks on that Character. Rotate to draw a card from your Corporate Pile. Destiny Marks in your faction count as Doom Marks. | |||||
| Cross-pile variant | |||||
| A Crusade... | A Quest for Treasure | ||||
|---|---|---|---|---|---|
| Faction Enhancement | Faction Enhancement | ||||
| Irrevocable. Cannot be targeted. Your Quest pile can only contain Explorer and Corporate cards and is an Explorer pile. Rotate this enhancement to sponsor a Corporate or Explorer card as if this card was an Inner Circle Character. Whenever you win an Explorer conflict, draw 2 cards from your Explorer deck and gain 1 Influence. | |||||
| Cross-pile variant | |||||
| A Warning | A Warning | ||||
|---|---|---|---|---|---|
| Event | Won Aftermath | ||||
| Legacy. Each player may only play this event once per turn. For each Techno-mage character and fleet you control, apply +3 opposition to a conflict targeting you, or +3 support for a Crusade or Legacy conflict you initiated. | Legacy. Enigma. Play on target opponent. Any opposable conflicts initiated by the target next turn have 10 automatic opposition. In other conflicts initiated by the target next turn, you gain 10 support. | ||||
| Original was always overpowered. I wanted something more in flavour. | |||||
| Serendipity | Above it All | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Event | ||||
| Explorer. Target a non-ambassador character in another faction. If successful, draw 2 cards, and the target is neutralized and receives additional severe damage equal to his controller's Unrest. Also, if successful, you may remove from the game an undamaged Inner Circle character you control to gain +1 influence. | Apply any amount of influence, and for each influence you apply target one of your characters who is supporting you in a conflict in which any player may be supported. At resolution of that conflict, each of those characters applies +3 additional support. | ||||
| Swapped art. I'm a little dubious about this, but it's more balanced than the old A Warning. | |||||
| Age of Conquest | Age of Conquest | ||||
|---|---|---|---|---|---|
| Agenda Contingency | Agenda Contingency | ||||
| May not target Imperialism. Reveal when you conquer a location from another player to gain +2 influence and draw 3 cards. | Replacement wanted | ||||
| This makes assumptions that there are planets to conquer, and nobody wants to take that risk. Might be better if we had neutral worlds anybody could attack. | |||||
| Agents Durkani & Lyssa | Agents Durkani & Lyssa | ||||
|---|---|---|---|---|---|
| Neutral Character | 7: Int 3 | Neutral Character | 7: Int 3 | ||
| Explorer. This character has +1 Intrigue for every 2 Conspiracy Marks in the game. Damage to this character does not reduce its abilities. | Explorer. This character has +1 Intrigue for every 2 Conspiracy Marks in the game. Damage to this character does not reduce its abilities. | ||||
| same | |||||
| Techno-Virus | Aggressive Technovirus | ||||
|---|---|---|---|---|---|
| Rare Aftermath | Intrigue Conflict | ||||
| Legacy. Explorer. Rotate a Techno-mage to play this aftermath on a conflict you initiated. You may neutralize up to one participant of your choice in each faction that does not control a Techno-mage character or fleet. (Discard this aftermath after play.) | Crusade. Legacy. Limited. Any player may be supported in this conflict. Techno-mages double their abilities while participating in this conflict. Resolution: each player with support must neutralise two Characters (before the winner is determined). Won: gain 1 Influence and this card becomes a Faction Enhancement that gives 1 Power while you have a Legacy Pile. | ||||
| I didn't like this as an aftermath (thematically) | |||||
| Ain't I a Stinker? | Ain't I a Stinker? | ||||
|---|---|---|---|---|---|
| Event | 3 | Event | 3 | ||
| Target a player. Cannot be reversed. Rotate all non-character, non-fleet cards he controls for no effect. The target cannot sponsor, replace, or discard his agenda for the rest of this turn. The target draws no free cards during the draw round this turn. Discard all copies of Egyptian God of Frustration targeting any of the target's cards. | Target a player. Cannot be reversed. Rotate all non-character, non-fleet cards he controls for no effect. The target cannot sponsor, replace, or discard his agenda for the rest of this turn. The target draws no free cards during the draw round this turn. Discard all copies of Egyptian God of Frustration targeting any of the target's cards. | ||||
| same | |||||
| Alien Takeover | Alien Takeover | ||||
|---|---|---|---|---|---|
| Leadership Conflict | Leadership Conflict | ||||
| Unique. Explorer. You must have 10 influence to initiate this conflict. Target another faction. Intrigue may be used in this conflict. If successful by 10 or more, this card becomes an Aftermath on the target with the following text: Your characters cannot be promoted. Rotate this Aftermath to initiate a Leadership Conflict targeting another player in which Intrigue may be used. If successful, transfer this aftermath to that faction. | Unique. Explorer. You must have 10 influence to initiate this conflict. Target another faction. Intrigue may be used in this conflict. If successful by 10 or more, this card becomes an Aftermath on the target with the following text: Your characters cannot be promoted. Rotate this Aftermath to initiate a Leadership Conflict targeting another player in which Intrigue may be used. If successful, transfer this aftermath to that faction. | ||||
| same | |||||
| All In the Cards | All in the Cards | ||||
|---|---|---|---|---|---|
| Event | 5 | Event | 6 | ||
| This card cannot be in your starting hand. You cannot play this event if you have an agenda in play with the word "transfer" in its effect text. If your influence rating is less than 10, gain as much influence as you need to raise it to 10, ready all cards you control, and draw one card for each point of influence you gained from this event. | This card cannot be in your starting hand. You cannot play this event if you have an agenda in play with the word "transfer" in its effect text. If your influence rating is less than 10, gain as much influence as you need to raise it to 10 and draw one card for each point of influence you gained from this event. | ||||
| Raised cost (reducing it's maximum effect) and removed Ready clause. See Apoc box for other tweak of combo. I do like this card, so I would prefer to keep it. | |||||
| Alliance Superfleet | Alliance Superfleet | ||||
|---|---|---|---|---|---|
| Babylon 5 Fleet | 12 : Mil 7 | Babylon 5 Fleet | |||
| ISA. Multiple. Any ISA member may sponsor this fleet at normal cost if at least 3 other Babylon 5 fleets are in play. Alliance Superfleet has +3 Military for each ISA member (including you). Discard this fleet if Babylon 5 influence is lower than 6 or if you are not an ISA member. You may initiate Military Conflicts in violation of the Interstellar Alliance card's restrictions, but Babylon 5 loses 1 influence each time you do so. | Replacement wanted | ||||
| ISA? It might be ok to have one ISA only fleet, but I'm not much of a fan. | |||||
| Alwyn | Alwyn | ||||
|---|---|---|---|---|---|
| Neutral Character | 8 : 3|3 | Neutral Character | 6: 3/3 | ||
| Techno-mage. Legacy. Immediately demote Alwyn if your Unrest is higher than 1. As an action, rotate Alwyn to apply damage to a fleet equal to any of Alwyn's abilities; Alwyn takes damage in return equal to the fleet's Military. | Techno-mage. Legacy. Immediately demote Alwyn if your Unrest is higher than 1. Once per turn, if Alwyn is your only Techno-mage, you may give him 1 damage as an action to Ready him. | ||||
| I wanted an option for a lone TM, and Alwyn seemed right. | |||||
| Automated Fleet | Ancient Fleet | ||||
|---|---|---|---|---|---|
| Neutral Fleet | Mil: 5 | Leadership Conflict | Mil 8 | ||
| Unique. Crusade. If you have at least 10 influence, you may play this fleet directly from your hand immediately after winning a Crusade conflict (as if it was an aftermath). While this fleet is supporting a Crusade conflict you may cause it to add an additional 15 support at resolution, but you must then discard it at the end of the turn and all races' tensions toward you increase by 2. | Crusade. Explorer. Limited. Any player may be supported in this conflict. Resolution: this becomes a fleet in the faction with the most support. This fleet cannot support Military conflicts you initiated and is completely healed whenever you win a Leadership conflict. | ||||
| Turned from a poor man's Marrata Fleet into a fun Leadership conflict. Could easily be tweaked. | |||||
| Andre Sabbat | Andre Sabbat | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 2|2 | Strife | Neutral Character | 4 : 2|2 | Strife |
| Andre Sabbat cannot be attacked by characters with Doom Marks. When Andre Sabbat attacks a character who has a Doom Mark, Andre Sabbat takes no damage. | Andre Sabbat cannot be attacked by characters with Doom Marks. When Andre Sabbat attacks a character who has a Doom Mark, Andre Sabbat takes no damage. Andre Sabbat may not be promoted. | ||||
| Original too weak to be used. This version more accurately costed with non-promotion drawback. | |||||
| Retributive Strike | Antiviral Mining | ||||
|---|---|---|---|---|---|
| Event | Intrigue Conflict | ||||
| Legacy. Apply 4 influence to allow your Techno-mage characters to participate in Military Conflicts this turn using any ability. Or target a Techno-mage character you control and a fleet and apply any amount of influence; both targets take 1 point of damage for each influence you applied. | Crusade. Legacy. Any player may be supported in this Conflict. Won: Either this becomes a Faction Enhancement that you may rotate to draw a card from your Legacy Pile; or gain 1 Influence. | ||||
| Needed a home for this conflict. | |||||
| Apocalypse Box | Apocalypse Box | ||||
|---|---|---|---|---|---|
| Character Enhancement | 4 | Doom | Character Enhancement | 2 | |
| Irrevocable. Limited. Target one of your characters. He gains a Doom Mark. During the ready round, rotate to reveal the top 5 cards in your deck. The target gains a number of Destiny, Doom, Conspiracy, and Strife Marks equal to those pictured on the revealed cards, but during the Draw Round he must purge the same number of Destiny, Conspiracy, and Strife Marks as he gained (or as many as possible of that type if he does not have enough). Return the revealed cards to the top of your deck in any order. | Irrevocable. Limited. Characters take additional damage equal to their Doom Marks when attacked. Rotate to reveal the top 5 cards in your deck. Return the revealed cards to the top of your deck in any order, then the Character with this Enhancement gains a Doom Mark. Rotate to give the Character with this Enhancement a Doom Mark and a mark of your choice until the end of turn. | ||||
| Included someone's idea for doom marks, rather than make it a rule, separated out the search and the mark and made the search risky. For that, reduced the cost, but not sure on that. | |||||
| Quick to Anger | Applied Terror | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 5 | Character Contingency | Doom | ||
| Legacy. Whenever one of your Techno-mage characters or fleets is attacked, the attacker suffers an additional +2 damage during the attack and you may immediately rotate this enhancement and apply 5 influence to give the attacker a Doom Mark. | Play on a Drakh, Ranger or Techno-mage. Reveal when one of your other Characters is attacked and this Character is ready. Rotate this Character to change the target of the attack to this Character, and the attacker gains a Doom Mark. | ||||
| Changed a rarely played, incongruent card into a more syncronous card plus Doom mark boost. | |||||
| Apriori Flentak & Nix | Apriori Flentak & Nix | ||||
|---|---|---|---|---|---|
| Neutral Character | 6|4|2 | Neutral Character | 6|4|2 | ||
| Unique. Explorer. If you have at least 10 influence, you may play this character directly from your hand immediately after winning an Explorer conflict (as if he was an aftermath). This character has +1 damage resistance for each Marata Fleet you control. | Explorer. Mercenary. If you have at least 10 influence, you may play this character directly from your hand immediately after winning an Explorer conflict (as if he was an aftermath). | ||||
| Made a mercenary; may not be necessary due to promotion restrictions. | |||||
| Archaeologist D. Taylor | Archaeologist D. Taylor | ||||
|---|---|---|---|---|---|
| Neutral Character | 5 : 2|1|1 | Neutral Character | 5 : 2|1|1 | ||
| Corporate. This character may act as an Ambassador's Assistant for your ambassador if your ambassador is Corporate. This character gains +2 to all abilities while participating in an Explorer conflict. | Corporate. This character may act as an Ambassador's Assistant for your ambassador if your ambassador is Corporate. This character gains +2 to all abilities while participating in an Explorer conflict. | ||||
| same | |||||
| Arsenal of Yesterdays | Arsenal of Yesterdays | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 1 | Faction Enhancement | 1 | ||
| Explorer. As an action, rotate this card to sponsor a Character Enhancement onto one of your characters (as if this card were an Inner Circle character). You may sponsor Character Enhancements on your characters at -1 cost, -4 cost if the target of the enhancement is Corporate or Explorer. | Explorer. As an action, rotate this card to sponsor a Character Enhancement onto one of your characters (as if this card were an Inner Circle character). You may sponsor Character Enhancements on your characters at -1 cost, -4 cost if the target of the enhancement is Corporate or Explorer. | ||||
| same | |||||
| Bio- Adaptive Shielding | Bio-Adaptive Shielding | ||||
|---|---|---|---|---|---|
| Fleet Enhancement | 12 | Fleet Enhancement | 8 | ||
| Target a fleet you control. You may target Excalibur or Victory for -12 cost. Cannot become a faction enhancement. The target gains +2 damage resistance for every 5 points of its printed Military. Remove 2 points of damage from the target at the start of each ready round. As an action, discard this enhancement to remove all damage from the target. | Target a fleet you control. May be sponsored for free if targeting a Babylon 5 fleet. Cannot become a faction enhancement. The target gains +2 damage resistance for every 5 points of its printed Military. Remove 2 points of damage from the target at the start of each ready round. As an action, discard this enhancement to remove all damage from the target. | ||||
| Much more realistic costing. | |||||
| Blaylock | Blaylock | ||||
|---|---|---|---|---|---|
| Neutral Character | 9 : 3|3|1 | Neutral Character | 9 : 3|3|3 | ||
| Techno-mage. Legacy. Once per turn, immediately after a Techno-mage character you control rotates to perform an action other than participating in a conflict, you may immediately ready that character. | Legacy. Blaylock can Sponsor and Promote Techno-mages as if he was an Inner Circle Character and at printed cost. | ||||
| I have always found the auto-ready too powerful (see Alwyn for a fixed version). I thought this was better. | |||||
| Bruder | Bruder | ||||
|---|---|---|---|---|---|
| Human Character | 8 : 3|0|10|0 | Human Character | 8 : 3|0|10|0 | Doom | |
| Psi Corps Character. Psi Cop. When Bruder attacks and neutralizes a neutral teep, that teep is immediately removed from the game. | Psi Corps Character. Psi Cop. When Bruder attacks and neutralizes a neutral teep, that teep is immediately removed from the game. | ||||
| same + doom mark | |||||
| Leonard Anderson | Captain Anderson | ||||
|---|---|---|---|---|---|
| Human Character | 8 : 2|2|3 | Human Character | 5 : 2|0|3 | Destiny. Doom. | |
| Crusade. Any player who controls a Babylon 5 fleet may sponsor Leonard Anderson at normal cost. As an action, rotate Leonard Anderson and discard a fleet from your hand to search your deck for a Babylon 5 fleet and take it into your hand. | Crusade. Any player who controls a Babylon 5 fleet may sponsor and promote Leonard Anderson at normal cost. | ||||
| Cheaper version, with marks. | |||||
| Captain Daniels | Captain Daniels | ||||
|---|---|---|---|---|---|
| Human Character | 5 : 1|0|3 | Human Character | 5 : 1|0|3 | ||
| You may apply +1 automatic opposition for each location you control to any conflict targeting you, or +2 automatic opposition for each location you control to a Military Conflict targeting you. | You may apply +1 automatic opposition for each location you control to any conflict targeting you, or +2 automatic opposition for each location you control to a Military Conflict targeting you. | ||||
| same | |||||
| Matthew Gideon | Captain Gideon | ||||
|---|---|---|---|---|---|
| Human Character | 9 : 3|3|3 | Destiny | Human Character | 1|3|3 | |
| Crusade. Explorer. Legacy. If you control a Human Fleet and no Psi Corps Fleets, you may sponsor Matthew Gideon at -9 cost. If Matthew Gideon is targeted by the Apocalypse Box, you may promote him at -9 cost. If a fleet led by Matthew Gideon would be neutralized if he readies, he cannot ready. | Crusade. Human Home Faction Ambassador. Rotate Captain Gideon to draw a card from your Quest Pile. Captain Gideon gains a Destiny Mark while he has the Apocalypse Box attached. | ||||
| Another alt. character | |||||
| Captain Lochley | Captain Lochley | ||||
|---|---|---|---|---|---|
| Human Character | 11 : 5|3|4 | Destiny | Human Character | 11 : 5|3|4 | Destiny |
| Crusade. Must replace your Elizabeth Lochley, transferring all attached cards and marks. Babylon 5 has +1 influence while Captain Lochley is in play. As an action, rotate to apply support to a Crusade conflict equal to Babylon 5's influence. At resolution of any conflict targeting one of your characters, you may apply additional opposition to the conflict equal to Babylon 5's influence. | Crusade. Must replace your Elizabeth Lochley, transferring all attached cards and marks. Babylon 5 has +1 influence while Captain Lochley is in play. As an action, rotate to apply support to a Crusade conflict equal to Babylon 5's influence. At resolution of any conflict targeting one of your characters, you may apply additional opposition to the conflict equal to Babylon 5's influence. | ||||
| same | |||||
| Collaboration | Collaboration | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| Crusade. Legacy. Target another player. If successful, the target gains +1 power, you gain +1 influence, and all other players lose 1 power. | Crusade. Legacy. Target another player. If successful, the target gains +1 power, you gain +1 influence, and all other players lose 1 power. | ||||
| same | |||||
| Collar Gun | Collar Gun | ||||
|---|---|---|---|---|---|
| Participant Aftermath | Participant Aftermath | ||||
| Corporate. Explorer. Target a non-ambassador character who was neutralized by one of your Corporate, Crusade, or Explorer characters during the conflict. The target of this aftermath cannot attack any card controlled by the player who played this aftermath, or participate in conflicts initiated by that player without that player's permission. | Corporate. Explorer. Target a non-ambassador character who was neutralized by one of your Corporate, Crusade, or Explorer characters during the conflict. The target of this aftermath cannot attack any card controlled by the player who played this aftermath, or participate in conflicts initiated by that player without that player's permission. | ||||
| same - I don't actually feel that the collar gun requires special mention, so if anyone has a better use for this picture? | |||||
| Death of a Planet | Complete Devestation | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Doom | Intrigue Conflict | Doom | ||
| Rare Intrigue Conflict Legacy. You must control a Techno-mage to initiate this conflict. Your ambassador gains a Doom Mark. Target a location controlled by another player. At resolution, this conflict gains additional opposition equal to the target's printed Military. All non-Techno-mages take 3 points of damage when they become participants in this conflict (before attacks are resolved). If successful, gain +1 power and the location is removed from the game. | Legacy. You must control a Techno-mage to initiate this conflict. Your ambassador gains a Doom Mark. Target a location or group controlled by another player. At resolution, if targetting a location, this conflict gains additional opposition equal to the target's printed Military. All non-Techno-mages take 3 points of damage when they become participants in this conflict (before attacks are resolved). If successful, gain +1 power and the target is removed from the game. | ||||
| Expanded to include Groups, and make it seem more relevant and flexible. | |||||
| Corporations Go On | Corporations Go On | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 3 | Agenda | |||
| Corporate. Target your faction. You cannot play Defense in Depth. Discard this card if Defense in Depth is your agenda. If you control more locations than any other player, no conflicts may target your faction or your race, although cards you control may still be targeted by conflicts. | Corporate. Target your faction. If you control more locations than any other player, no conflicts may target your faction or your race, although cards you control may still be targeted by conflicts. Rotate to add support or opposition to target conflict equal to the number of locations you control. | ||||
| I quite like this card as is, but a feeling that this ability is better suited to an Agenda. YMMV | |||||
| Galen's Crystal Ball | Crystal Ball | ||||
|---|---|---|---|---|---|
| Character Enhancement | 2 | Character Enhancement | 2 | ||
| Limited. Legacy. Target a Techno-mage. As an action, rotate this enhancement to place the bottom card in your discard pile on the bottom of your deck. | Limited. Legacy. Target a Techno-mage. As an action, rotate this enhancement to place the bottom card in your discard pile on the bottom of your deck. | ||||
| same - dropped Galen from name. | |||||
| Death Incarnate | Death Incarnate | ||||
|---|---|---|---|---|---|
| Character Enhancement | 3 | Character Enhancement | 3 | ||
| If you have less than 10 influence when you sponsor this card, gain +1 influence when you sponsor it. Target any version of Ivanova, Vir, Na'Toth, or Lennier. Only the target's controller may target him/her with events. As an action, rotate this enhancement and apply influence equal to the printed cost of the target to search your deck for a character that could replace the target and take it into your hand; no player may target you with Doomed Expedition as his next action. | If you have less than 10 influence when you sponsor this card, gain +1 influence when you sponsor it. Target any version of Ivanova, Vir, Na'Toth, or Lennier. Only the target's controller may target him/her with events. As an action, rotate this enhancement and apply influence equal to the printed cost of the target to search your deck for a character that could replace the target and take it into your hand; no player may target you with Doomed Expedition as his next action. | ||||
| same | |||||
| Death of Culture | Death of Culture | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Target a player who gained power or influence from a conflict he initiated which had a restriction on which races or factions could participate. This aftermath raises the minimum Unrest for factions of the target's race by +1 and raises the cost by +2 for players of the target's race to sponsor characters of that race who have printed Diplomacy. The target may (permanently) blank this card's text by discarding 15 cards from his hand. | Explorer. Target the Ambassador of a player who gained power or influence from a conflict he initiated which had a restriction on which races or factions could participate. This aftermath raises the minimum Unrest for factions of the target's race by +1, and all members of the race lose 2 Diplomacy. The Ambassador's player may (permanently) blank this card's text by discarding 15 cards from his hand. | ||||
| Not that well played because it was played too late to make a difference. Maybe this version is better. | |||||
| Detailed Data Analysis | Detailed Data Analysis | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| Crusade. Intrigue may be used to oppose this conflict. Babylon 5 fleets and Excalibur may support this conflict using Military. If successful, this conflict becomes an enhancement on your agenda. This enhancement grants you +1 power. | Crusade. Explorer. Corporate. This conflict may not be opposed. When you initiate this conflict, name a card. If this conflict succeeds, it becomes a Faction aftermath which you may rotate as an action to provide 10 opposition to a conflict initiated by a card of the chosen name. | ||||
| This was a weird conflict, so I turned it into a more interesting one. | |||||
| Dire Consequences | Dire Consequences | ||||
|---|---|---|---|---|---|
| Character Contingency | Character Contingency | ||||
| Legacy. Target a Techno-mage you control. Reveal at the resolution of a lost conflict which was initiated by another player and targeted you. You must have provided more opposition to the conflict than any other player. You gain +1 Influence and the conflict's initiator loses 1 influence. | Legacy. Target a Techno-mage you control. Reveal at the resolution of a lost conflict which was initiated by another player and targeted you. You must have provided more opposition to the conflict than any other player. You gain +1 Influence and the conflict's initiator loses 1 influence. | ||||
| same - couldn't think of anything better | |||||
| Dr. Sarah Chambers | Dr. Sarah Chambers | ||||
|---|---|---|---|---|---|
| Human Character | 5 : 3|1 | Human Character | 5 : 3|1 | ||
| Crusade. Any ISA Member may sponsor Dr. Sarah Chambers at normal cost. As an action, rotate Dr. Sarah Chambers and target a conflict. When your participants in that conflict are attacked, they take 1 less damage. Or rotate Dr. Sarah Chambers as an action to remove all damage or 1 severe damage from a character, or to unneutralize a neutralized character who has no severe damage tokens. | Crusade. Any ISA Member may sponsor Dr. Sarah Chambers at normal cost. As an action, rotate Dr. Sarah Chambers and target a conflict. When your participants in that conflict are attacked, they take 1 less damage. Or rotate Dr. Sarah Chambers as an action to remove all damage or 1 severe damage from a character, or to unneutralize a neutralized character who has no severe damage tokens. | ||||
| same - I've heard some comments about her being undercosted, but nothing specific. No ideas for alternate versions. | |||||
| Dr. Sarah Chambers | Dr. Sarah Chambers | ||||
|---|---|---|---|---|---|
| Human Character | 5 : 3|1 | Human Character | 5 : 3|1 | ||
| Crusade. Any ISA Member may sponsor Dr. Sarah Chambers at normal cost. As an action, rotate Dr. Sarah Chambers and target a conflict. When your participants in that conflict are attacked, they take 1 less damage. Or rotate Dr. Sarah Chambers as an action to remove all damage or 1 severe damage from a character, or to unneutralize a neutralized character who has no severe damage tokens. | Crusade. Any ISA Member may sponsor Dr. Sarah Chambers at normal cost. As an action, rotate Dr. Sarah Chambers and target a conflict. When your participants in that conflict are attacked, they take 1 less damage. Or rotate Dr. Sarah Chambers as an action to remove all damage or 1 severe damage from a character, or to unneutralize a neutralized character who has no severe damage tokens. | ||||
| same | |||||
| Duel to the Death | Duel to the Death | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Target a War Conflict you initiated. At resolution, only count support and opposition from participants if they are controlled by you or by the target of the conflict. If the conflict is successful and there is no opposition at resolution from participant fleets, treat the conflict as if it was uncontested. If the conflict is successful by 10 or more, you may apply 3 influence to return this card to your hand. | Target a War Conflict you initiated. At resolution, only count support and opposition from participants if they are controlled by you or by the target of the conflict. If the conflict is successful and there is no opposition at resolution from participant fleets, treat the conflict as if it was uncontested. If the conflict is successful by 10 or more, you may apply 3 influence to return this card to your hand. | ||||
| same | |||||
| Dureena Nafeel | Dureena | ||||
|---|---|---|---|---|---|
| Neutral Character | 8 : 2|6 | Strife | Neutral Character | 6 : 2|6 | Destiny |
| Crusade. Legacy. Cannot be blanked. As an action, rotate and target another player whose discard pile contains a copy of Hidden Treasury, Short Term Goals, or Trade Windfall. Remove that copy of the card from the game; the target loses 3 influence. While Dureena Nafeel is in play, any player may, as an action, apply 10 influence or discard Dureena Nafeel from his hand to gain control of her for the rest of the turn. | Crusade. Legacy. Must replace a Dureena Nafeel in your faction, transferring all attached cards and marks. Rotate Dureena to give a character or fleet a Strife Mark and 4 damage resistance until the end of turn. | ||||
| Thought of an alternate (dureena the hero), but like the original too much. | |||||
| Dureena Nafeel | Dureena Nafeel | ||||
|---|---|---|---|---|---|
| Neutral Character | 8 : 2|6 | Strife | Neutral Character | 8 : 2|6 | Strife |
| Crusade. Legacy. Cannot be blanked. As an action, rotate and target another player whose discard pile contains a copy of Hidden Treasury, Short Term Goals, or Trade Windfall. Remove that copy of the card from the game; the target loses 3 influence. While Dureena Nafeel is in play, any player may, as an action, apply 10 influence or discard Dureena Nafeel from his hand to gain control of her for the rest of the turn. | Crusade. Explorer. Cannot be blanked. As an action, rotate and target another player whose discard pile contains a copy of Hidden Treasury, Short Term Goals, or Trade Windfall. Remove that copy of the card from the game; the target loses 3 influence. While Dureena Nafeel is in play, any player may, as an action, apply 10 influence or discard Dureena Nafeel from his hand to gain control of her for the rest of the turn. | ||||
| same (but Explorer not Legacy) | |||||
| Electron Incantation | Electron Incantation | ||||
|---|---|---|---|---|---|
| Participant Aftermath | Event | ||||
| Limited. Legacy. Rotate a Techno-mage to play this aftermath. Target a participant with a printed cost in a conflict which gave the participant's controller influence. The target cannot ready or be readied. As an action, the target's controller may return this aftermath to its owner's hand by applying influence equal to half the target's printed cost (round up), or discard this aftermath by applying influence equal to 3 greater than the target's printed cost. | Legacy. Rotate a Techno-mage or pay 5 Influence. Look at the top 5 cards of your deck or Quest pile, put one of those card in your hand and the rest on the bottom of the same deck or pile. | ||||
| This was another weird use of the source material, so I tried something more appropriate. | |||||
| Elizabeth Trent | Elizabeth Trent | ||||
|---|---|---|---|---|---|
| Neutral Character | 6 : 3|3 | Neutral Character | 6 : 3|4 | ||
| Corporate. If Elizabeth Trent is not in your Inner Circle during the Draw Round, discard a random card from your hand. As an action, you may apply any amount of influence to add +1 support to a target conflict for every point of influence applied. | Elizabeth Trent gain 1 Diplomacy and Intrigue for each Group you control. Discard two cards at random from your hand at the beginning of the Resolution step if she is a supporting Character. | ||||
| People didn't like Trent's power, so here is an alternative, one of a few ways Redux increases the connection of groups and corporate. My be under-costed, even with drawback. | |||||
| EVA Salvaging | EVA Salvaging | ||||
|---|---|---|---|---|---|
| Won Military Aftermath | Won Military Aftermath | ||||
| For each character controlled by another player that was neutralized during your conflict, you may take a character from your discard pile and place it in your hand. For each fleet controlled by another player that was neutralized during your conflict, you may take a fleet from your discard pile and place it in your hand. (Discard this aftermath after play.) | For each character controlled by another player that was neutralized during your conflict, you may take a character from your discard pile and place it in your hand. For each fleet controlled by another player that was neutralized during your conflict, you may take a fleet from your discard pile and place it in your hand. (Discard this aftermath after play.) | ||||
| same | |||||
| Everything Has a Price | Everything Has a Price | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Corporate. Rotate an Inner Circle Corporate character you control and target a supporting (row) Neutral Character or Neutral Fleet. Apply influence equal to the printed cost of the target. The target is discarded. You may not target Legacy cards, Lorien, Techno-mages, Rangers, or characters with 2 or more Shadow or Vorlon marks with this event. | Corporate. Rotate an Inner Circle Corporate character you control and target a supporting (row) Neutral Character or Neutral Fleet. Apply influence equal to the printed cost of the target. The target is discarded. You may not target Legacy cards, Lorien, Techno-mages, Rangers, or characters with 2 or more Shadow or Vorlon marks with this event. | ||||
| same | |||||
| Excalibur | Excalibur | ||||
|---|---|---|---|---|---|
| Human Fleet | 7 : Mil 5 | Babylon 5 Fleet | 8: Mil 4 | ||
| Crusade. Rotate when you promote a Crusade or Explorer character to reduce the cost by 4. Excalibur has +3 damage resistance during attacks involving a Drakh Fleet. Excalibur has +1 Military for each Crusade character you control. Excalibur applies +7 support at resolution if supporting a Crusade or Explorer conflict. | Crusade. ISA. May be sponsored at normal cost by any player with a Crusade pile. Excalibur has +3 damage resistance during attacks involving a Drakh Fleet. Excalibur has +1 Military for each Crusade character you control. | ||||
| Addressed lots of complaints. Basically, now more in line with normal fleets. | |||||
| Exodus | Exodus | ||||
|---|---|---|---|---|---|
| Neutral Fleet | 9 : Mil 5 | Agenda | |||
| Techno-mage. Legacy. Must be sponsored by a Techno-mage. A Techno-mage may lead this fleet using Diplomacy. Exodus cannot be attacked, or targeted by aftermaths, conflicts, enhancements, or events without your permission. Exodus has +1 Military for each Techno-mage character you control. | Legacy. You may only sponsor this Agenda if you are untainted and have more than 13 Power. At the end of each turn, if none of your Characters participated in a Conflict, add a Distance counter to this card; otherwise remove all Distance counters. If there are 5 Distance counters on this card at the end of turn, you score a Standard Victory. | ||||
| Two-fold purpose. Eliminated out of context fleet, and gave Legacy an Agenda which it badly needed. Any more ideas for agendas? | |||||
| We'll Take Over | Expect Me When You See Me | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 1 | Event | |||
| Irrevocable. Legacy. Target your faction. Demote all of your non-ambassador, non-Techno-mage characters. Non-Techno-mage characters cannot join your Inner Circle by any means. Rotate to promote a Techno-mage character you control for free. When a Techno-mage character you control is attacked, you may immediately rotate this card and another Techno-mage character you control to reduce the damage inflicted by 5. | Legacy. Search your deck or Legacy pile for a Techno-mage and sponsor it for free. If it is in play at the end of turn, shuffle it back into your deck or Legacy pile. | ||||
| This had to go, and I wanted to add this card. | |||||
| Explore Vorlon Space | Explore Vorlon Space | ||||
|---|---|---|---|---|---|
| Military Conflict | Military Conflict | ||||
| Explorer. Any player may be supported in this conflict. At resolution, subtract 15 from each player's support for every point of Vorlon influence. Each non-Drakh player with 3 or more Shadow Marks loses 1 influence. Each player with support greater than zero gains +1 influence. Whichever player has the single most support greater than zero gains an additional +2 influence, each of his Inner Circle characters with Leadership gains a Destiny Mark, and this conflict becomes Unique. | Explorer. Any player may be supported in this conflict. At resolution, subtract 15 from each player's support for every point of Vorlon influence. Won: Each non-Drakh player with 3 or more Shadow Marks loses 1 influence. Each player with support greater than zero gains +1 influence. Whichever player has the single most support greater than zero gains an additional +2 influence and this conflict becomes a Unique Faction Enhancement that gives each of his Inner Circle characters with Leadership a Destiny Mark | ||||
| Made it stay in play (for A Quest? reasons) | |||||
| Faces in Stone | Faces in Stone | ||||
|---|---|---|---|---|---|
| Event | 5 | Event | 4 | Doom | |
| Unique. Legacy. Rotate your ambassador and a Techno-mage character you control. Search your deck and take the first three characters you find into your hand. (Shuffle your deck afterwards.) | Crusade. Legacy. Rotate a Character with a Destiny Mark to search your deck for a Character card with a Destiny Mark. Give one of your Characters a Doom Mark. | ||||
| I wanted to try a different approach to the same concept. Thoughts? | |||||
| Far Reaching Schemes | Far Reaching Schemes | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Intrigue Conflict | ||||
| Legacy. You must control three or more Techno-mage characters to initiate this conflict. Only Techno-mages may support this conflict. If successful, this card becomes a Faction Enhancement targeting you with the following text: As an action, discard this enhancement and target a player. That player must discard half the cards in his hand (round up). | Legacy. You must control three or more Techno-mage characters to initiate this conflict. Only Techno-mages may support this conflict. If successful, this card becomes a Faction Enhancement targeting you with the following text: As an action, discard this enhancement and target a player. That player must discard half the cards in his hand (round up). | ||||
| This now ties in perfectly with Exodus. | |||||
| Final Destiny | Final Destiny | ||||
|---|---|---|---|---|---|
| Conflict | Conflict | ||||
| Any ability may be used in this conflict, but each participant provides a maximum of 5 support or opposition at resolution. If successful, you may give your ambassador a Destiny Mark and a Vorlon Mark; or give one of your participant characters a Vorlon Mark and return this conflict to your hand. | Any ability may be used in this conflict, but each participant provides a maximum of 5 support or opposition at resolution. If successful, you may give your ambassador a Destiny Mark and a Vorlon Mark; or give one of your participant characters a Vorlon Mark and return this conflict to your hand. | ||||
| same | |||||
| Ancient Data Crystal | Find of a Lifetime | ||||
|---|---|---|---|---|---|
| Participant Aftermath | Won Aftermath | ||||
| Explorer. Play after participating in a Crusade, Explorer, or Legacy conflict with a Corporate, Crusade, Explorer, or Legacy character. Select up to two Enhancement cards in your discard pile and place them in your hand. (Discard this aftermath after play.) | Explorer. Unique. Play after you win an Explorer conflict. Choose one: you may win this turn; draw 3 cards from your Explorer pile; Gain 1 Influence. Discard this card. | ||||
| Replaced a lacklustre aftermath with something *good* that really plays into the new Explorer theme (especially the a Quest for? cards) | |||||
| Fireball | Fireball | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Legacy. Target a character controlled by another player. Apply any amount of influence when you play this event, up to the number of Techno-mage characters and/or fleets in your faction. Inflict one point of damage to the target for each point of influence you applied. | Legacy. Target a character controlled by another player. Apply any amount of influence when you play this event, up to the number of Techno-mage characters and/or fleets in your faction. Inflict one point of damage to the target for each point of influence you applied. | ||||
| same | |||||
| First Contact Protocols | First Contact Protocols | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| Explorer. Each player may only initiate this conflict once per game. Target another player. If successful, the target must transfer one influence to you, and all conflicts initiated by the target player next turn gain +10 automatic support. | Explorer. Each player may only initiate this conflict once per game. Target another player. If successful, the target must transfer one influence to you, and all conflicts initiated by the target player next turn gain +10 automatic support. | ||||
| same | |||||
| Forced Down | Forced Down | ||||
|---|---|---|---|---|---|
| Military Conflict | Military Conflict | ||||
| Any player may be supported in this conflict. Whichever player has the single most support gains +1 influence and must, if possible, neutralize one supporting (row) character (of his choice) controlled by the player with the least support (or one controlled by each player with the least support if there is a tie). | Any player may be supported in this conflict. Whichever player has the single most support gains +1 influence and must, if possible, neutralize one supporting (row) character (of his choice) controlled by the player with the least support (or one controlled by each player with the least support if there is a tie). | ||||
| same | |||||
| Galen | Galen | ||||
|---|---|---|---|---|---|
| Neutral Character | 9: 3|5 | Destiny | Neutral Character | 9 : 3|5 | Destiny |
| Techno-mage. Crusade. Legacy. Once per turn, as an action, you may place a card from your hand underneath Galen. When attacked (before the attack is resolved), or at resolution of a conflict, you may discard all of these cards to give Galen +2 to one ability of your choice for every card thus discarded. This bonus lasts for the rest of this turn. | Techno-mage. Crusade. Legacy. Discard a Contingency under Galen at any point to search your deck or Quest pile for a Contingency that could be revealed at this point. Treat it as if it had just been revealed. You may unspend 1 Influence the first time you play a Legacy Event each round. | ||||
| Since people had problems with his ability, and technomages do have lots of contingencies, I tried this. I'm not sure it works. | |||||
| Galen's Magic Rock | Galen's Magic Rock | ||||
|---|---|---|---|---|---|
| Participant Aftermath | Participant Aftermath | ||||
| Legacy. Target a participant Techno-mage character you control. When it is your turn to declare a conflict during the conflict round, you may discard this card to search your deck or Crusade Pile for a conflict you could initiate and take it into your hand. You may then initiate it as normal with +10 automatic support. | Legacy. Play on a Techno-mage. Rotate to add 2 support to a Legacy conflict. | ||||
| A much less broken version, but more suited to a singular item. Also ties in well with Exodus, even with A Good Lead duplicating. | |||||
| Galen | Galen, Wanderer | ||||
|---|---|---|---|---|---|
| Neutral Character | 9: 3|5 | Destiny | Neutral Character | 1|4|2 | |
| Techno-mage. Crusade. Legacy. Once per turn, as an action, you may place a card from your hand underneath Galen. When attacked (before the attack is resolved), or at resolution of a conflict, you may discard all of these cards to give Galen +2 to one ability of your choice for every card thus discarded. This bonus lasts for the rest of this turn. | Neutral Ambassador. Legacy. Techno-mage. You do not have a race. You may sponsor and promote Characters with Destiny Marks at printed cost. You may replace Galen, Wanderer with Galen, transferring all attached cards and marks. | ||||
| We would have to develop rules for a neutral faction, but I think it would be fun to try. It might even give a new approach to Corporate factions. | |||||
| General Ivanova | General Ivanova | ||||
|---|---|---|---|---|---|
| Human Character | 12 : 5|5|5 | Destiny, Strife | Human Character | 12 : 5|5|7 | Destiny, Strife |
| Must replace Captain Ivanova; transfer all attached cards and marks. Whenever you win a war conflict, or when a conflict initiated by another player that targets you is lost, gain +1 influence and reduce your Unrest by 1. This character cannot be attacked by Humans, Drakh, or Rangers. As an action, rotate to search your deck until you find the first Human or Babylon 5 Fleet you could sponsor; you may then apply influence equal to its printed cost to put it into play. | Must replace Captain Ivanova; transfer all attached cards and marks. Whenever you win a war conflict, or when a conflict initiated by another player that targets you is lost, gain +1 influence and reduce your Unrest by 1. This character cannot be attacked by Humans, Drakh, or Rangers. Rotate to sponsor a Human with Leadership for free. | ||||
| Considering the effort people go to play her, I wanted the (almost) max Ivanova to be better. Thoughts? | |||||
| Genius Loci | Genius Loci | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 1|4 | Neutral Character | 6 : 2|5 | ||
| Techno-mage. Legacy. While Genius Loci is unneutralized and participating in a conflict, all other characters and fleets immediately take 1 point of damage when they rotate to participate in that conflict (before attacks resolve). If Genius Loci is discarded from play, he is removed from the game instead. | Legacy. Techno-mage. May only be sponsored if you control the Aggressive Technovirus enhancement. May not be attacked. When he supports or opposes a conflict, inflict 1 damage on another participant. | ||||
| Again, changed for thematic reasons. Comparatively cheap with more directed ability. | |||||
| Ghost Ship | Ghost Ship | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Intrigue Conflict | ||||
| Explorer. Target another player. Psi may be used to oppose this conflict. If successful, you may neutralize a character and/or a fleet of your choice controlled by the target. If you succeed by 10 or more, gain +1 power. | Explorer. Legacy. May be supported with Military. Lost: every participant is neutralised. Won: Neutralise target fleet. If you won and none of your fleets was a participant, this becomes a Faction Aftermath. | ||||
| Ghost Ship was one of the conflicts that broke Explorer decks. Hopefully this is more interesting and appropriate. | |||||
| Goods and Services | Goods and Services | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Restore any amount of influence, up to an amount equal to Babylon 5's current influence. You may only use this restored influence to pay for the cost of promoting characters into your Inner Circle, or for repairing fleet damage. | Restore any amount of influence, up to an amount equal to Babylon 5's current influence. You may only use this restored influence to pay for the cost of promoting characters into your Inner Circle, or for repairing fleet damage. | ||||
| same | |||||
| High-Tech Weapons | High-Tech Weapons | ||||
|---|---|---|---|---|---|
| Leadership Conflict | Leadership Conflict | ||||
| Target a fleet you control. If successful, search your deck for the first Fleet Enhancement you find and take it into your hand, and this card becomes a Fleet Enhancement on the target which gives the target +3 Military. | Target a fleet you control. If successful, search your deck for the first Fleet Enhancement you find and take it into your hand, and this card becomes a Fleet Enhancement on the target which gives the target +3 Military. | ||||
| same - note reduced cost of some fleet enhancements | |||||
| Holo-Demons | Holo-Demons | ||||
|---|---|---|---|---|---|
| Event | 4 | Event | 1 | ||
| Legacy. Rotate a Techno-mage character you control and target a Crusade or Legacy conflict you initiated. Whenever a player rotates a character or fleet to oppose that conflict, the player must also apply 2 influence or the character/fleet applies no opposition at resolution. | Legacy. Rotate a Techno-mage character you control and target a Crusade or Legacy conflict you initiated. Whenever a player rotates a character or fleet to oppose that conflict, the player must also apply 2 influence or the character/fleet applies no opposition at resolution. | ||||
| reduced cost (otherwise not played) | |||||
| Holo-Dragon | Holo-Dragon | ||||
|---|---|---|---|---|---|
| Event | 4 | Event | 4 | ||
| Legacy. You must rotate a Techno-mage character you control to play this card. For each Techno-mage character or fleet you control, you may rotate one character controlled by the target faction. You cannot rotate any of his Inner Circle characters unless all of his supporting characters have been rotated. | Legacy. You must rotate a Techno-mage character you control to play this card. For each Techno-mage character or fleet you control, target player must rotate a Character he controls. He cannot rotate any of his Inner Circle characters unless all of his supporting characters have been rotated. | ||||
| Target player chooses characters rotated. Tweak may not be necessary with fewer technomages around. | |||||
| Homunculus | Homunculus | ||||
|---|---|---|---|---|---|
| Character Contingency | Character Enhancement | 2 | |||
| Legacy. Target a Techno-mage you control. Reveal when the target rotates to support a conflict. The target may not be attacked this turn and provides +3 support at resolution. If the conflict succeeds, you may shuffle this card back into your deck. | Legacy. Must target a Techno-mage. Rotate the target during the Conflict round to look at all face down conflicts. | ||||
| Was one of several cards which did similar things, so here is an alternative. | |||||
| How to Succeed in Business | How to Succeed in Business | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Corporate. Discard a number of cards from your hand equal to the printed cost of a Corporate character in your hand to sponsor that character for free directly to your Inner Circle. | Corporate. Discard a number of cards from your hand equal to the printed cost of a Corporate character in your hand to sponsor that character for free directly to your Inner Circle. | ||||
| same | |||||
| Hyperspace Getaway | Hyperspace Getaway | ||||
|---|---|---|---|---|---|
| Fleet Contingency | Fleet Contingency | ||||
| Crusade. Reveal when any fleet you control is attacked. The attack is canceled, although the attacking fleet remains rotated. You may ready the attacked fleet, in which case it is no longer participating in any conflicts. You may remove up to 3 points of damage from one fleet you control. | Crusade. Reveal when any fleet you control is attacked. The attack is canceled, although the attacking fleet remains rotated. You may ready the attacked fleet, in which case it is no longer participating in any conflicts. You may remove up to 3 points of damage from one fleet you control. | ||||
| same | |||||
| Illegal Raid | Illegal Raid | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Intrigue Conflict | ||||
| Crusade. You may support this conflict with one fleet, using Military; if you do not do so, this conflict fails. If successful, search your deck for Natchok Var or a character loyal to a race other than your own and take it into your hand, and gain +1 influence unless the ISA exists and you are not a member. | Crusade. You may support this conflict with one fleet, using Military; if you do not do so, this conflict fails. If successful, search your deck for Natchok Var or a character loyal to a race other than your own and take it into your hand, and gain +1 influence unless the ISA exists and you are not a member. | ||||
| same | |||||
| Invisibility | Invisibility | ||||
|---|---|---|---|---|---|
| Character Enhancement | 1 | Character Enhancement | 1 | ||
| Legacy. Must be sponsored by a Techno-mage. Target a Techno-mage. The target cannot be attacked, except while participating in a Psi Conflict. | Legacy. Must be sponsored by a Techno-mage. Target a Techno-mage. The target cannot be attacked, except while participating in a Psi Conflict. | ||||
| same - couldn't think of anything better | |||||
| IPX Official | IPX Official | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 3|2 | Neutral Character | 6 : 3|2 | ||
| Multiple. Corporate. During the draw round you may apply 2 influence to draw the top card from your Crusade pile. (You may only do this once per turn no matter how many copies of this character are in play.) | Multiple. Corporate. During the draw round you may apply 2 influence to draw the top card from your Quest pile. (You may only do this once per turn no matter how many copies of this character are in play.) | ||||
| Dropped cost by 1. | |||||
| Isabelle | Isabelle (deceased) | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 3|2 | Neutral Character | |||
| Techno-mage. Legacy. Discard Isabelle if you have any Shadow Marks. If you control at least 2 characters loyal to a race other than your own who have printed costs of 5 or higher, you may rotate Isabelle as an action to draw a card. As an action, you may discard Isabelle from play to search your deck or Crusade Pile and take Galen and/or Galen's Ship into your hand. | (Deceased.) | ||||
| deleted I think - she's long dead!!! I can't think of any other use for this image. | |||||
| Jacob Redway | Jacob Redway | ||||
|---|---|---|---|---|---|
| Human Character | 8 : 5|3 | Human Character | 8: 5/3 | ||
| Earth Alliance Senator. As an action, rotate Jacob Redway and another Senator you control to target a Human Character you control, search your deck for any other version of the target, and take it into your hand. | Earth Alliance Senator. As an action, rotate Jacob Redway and spend 2 Influence to target a Human Character you control, search your deck for any other version of the target, and take it into your hand. | ||||
| This was a lovely idea, but it required too much, so here is a variant. | |||||
| John Matheson | John Matheson | ||||
|---|---|---|---|---|---|
| Human Character | 8 : 2|2|7|2 | Human Character | 8 : 2|2|7|2 | ||
| Crusade. Explorer. As an action, rotate to give a target Crusade character +2 to an ability of your choice while John Matheson remains rotated, or to remove up to 3 points of damage from the target. John Matheson applies double opposition at resolution while opposing a Psi Conflict that targets you. | Crusade. Explorer. As an action, rotate to give a target Crusade character +2 to an ability of your choice while John Matheson remains rotated, or to remove up to 3 points of damage from the target. John Matheson applies double opposition at resolution while opposing a Psi Conflict that targets you. | ||||
| same - tried to improve but couldn't. | |||||
| Junk Food | Junk Food | ||||
|---|---|---|---|---|---|
| Event | 1 | Event | 1 | ||
| Target a character. The effects of this event depend on the character's race or species: Human: Gain +3 to highest ability (abilities, if tied) until end of turn. Pak'ma'ra: Take 2 points of damage. Non-Aligned except Pak'ma'ra, and all other races: Take 1 point of damage. | Target a character. The effects of this event depend on the character's race or species: Human: Gain +3 to highest ability (abilities, if tied) until end of turn. Pak'ma'ra: Take 2 points of damage. Non-Aligned except Pak'ma'ra, and all other races: Take 1 point of damage. | ||||
| same | |||||
| Kevin Sprach | Kevin Sprach | ||||
|---|---|---|---|---|---|
| Neutral Character | 4 : 3| | Neutral Character | 4 : 3| | ||
| This character cannot be in your starting hand. You must rotate all of your Inner Circle characters to sponsor Kevin Sprach, but do not have to apply influence to sponsor him. Kevin Sprach cannot enter play by any other means. All characters in your Inner Circle gain +1 Diplomacy. | This character cannot be in your starting hand. You must rotate all of your Inner Circle characters to sponsor Kevin Sprach, but do not have to apply influence to sponsor him. Kevin Sprach cannot enter play by any other means. All characters in your Inner Circle gain +1 Diplomacy. | ||||
| same - I just love this guy. | |||||
| Kulan | Kulan | ||||
|---|---|---|---|---|---|
| Neutral Character | 3|3|3 | Neutral Character | 3|3|3 | ||
| Crusade. If you have at least 10 influence, you may play Kulan directly from your hand immediately after winning a Crusade conflict (as if he was an aftermath). As an action, rotate to take a fleet with a printed Military of 4 or less from another player's discard pile and place it in your faction with Kulan leading it. Discard the fleet immediately if Kulan is no longer leading it. | Crusade. If you have at least 10 influence, you may play Kulan directly from your hand immediately after winning a Children of Tomorrow Conflict (as if he was an aftermath). As an action, rotate to take a fleet with a printed Military of 4 or less from another player's discard pile and place it in your faction with Kulan leading it. Discard the fleet immediately if Kulan is no longer leading it. | ||||
| Just made him a bit more restrictive. | |||||
| Lemm Uh'Ekim | Lemm Uh'Ekim | ||||
|---|---|---|---|---|---|
| Non-Aligned Character | 8 : 1|3|4|0 | Non-Aligned Character | 8 : 1|3|4|0 | ||
| Sh'lassan Ambassador. Unique. Cannot be blanked. This character may only ready or be readied during the ready round. As an action, rotate Lemm Uh'Ekim to gain +1 power, but you lose 2 power at the end of the turn. | Sh'lassan Ambassador. Unique. Cannot be blanked. This character may only ready or be readied during the ready round. As an action, rotate Lemm Uh'Ekim to gain +1 power, but you lose 2 power at the end of the turn. | ||||
| same | |||||
| Lieutenant Carr | Lieutenant Carr | ||||
|---|---|---|---|---|---|
| Neutral Character | 8 : 1|3 | Neutral Character | 6 : 1|3 | ||
| As an action, rotate Lieutenant Carr: your characters ignore Strife Mark damage this turn (your Strife Marks do not cause additional damage and your characters do not take additional damage due to Strife Marks). If you control Mars Colony you may rotate it to promote your Lieutenant Carr for free. | As an action, rotate Lieutenant Carr and target a conflict: participant Characters in target conflict are considered not to have any Strife or Doom Marks. If you control Mars Colony you may rotate it to promote your Lieutenant Carr for free. | ||||
| More realistic cost, doom marks in ability. | |||||
| John Matheson | Lieutenant Matheson | ||||
|---|---|---|---|---|---|
| Human Character | 8 : 2|2|7|2 | Human Character | 5 : 1|1|5|2 | ||
| Crusade. Explorer. As an action, rotate to give a target Crusade character +2 to an ability of your choice while John Matheson remains rotated, or to remove up to 3 points of damage from the target. John Matheson applies double opposition at resolution while opposing a Psi Conflict that targets you. | Crusade. Earth Home Faction Ambassador's Assistant. Rotate a Character to give John Matheson +2 to each ability. Has 0 Psi if there is a Psi Corps faction in play. May be replaced by John Matheson (transferring all attached marks). | ||||
| ? but this acts as an improvement. | |||||
| Lieutenant Tewart | Lieutenant Tewart | ||||
|---|---|---|---|---|---|
| Neutral Character | 5 : Lead 2 | Neutral Character | 5 : Lead 2 | ||
| Explorer. Lieutenant Tewart becomes loyal to your race immediately after you sponsor him. While leading a fleet, that fleet may participate in Diplomacy Conflicts using Military. | Explorer. Lieutenant Tewart becomes loyal to your race immediately after you sponsor him. While leading a fleet, that fleet may participate in Diplomacy Conflicts using Military. | ||||
| same | |||||
| Lise Hampton Edgars Garibaldi | Lise Hampton Edgars Garibaldi | ||||
|---|---|---|---|---|---|
| Human Character | 9 : 6|4 | Human Character | 9 : 6|4 | ||
| Corporate. Must replace Lise Hampton Edgars, transferring all attached cards and marks. All Mercenary cards in your faction lose their boldface "Mercenary" text. Other players may not target you with cards that require Conspiracy Marks. | Corporate. Must replace Lise Hampton Edgars, transferring all attached cards and marks. All Mercenary cards in your faction lose their boldface "Mercenary" text. Other players may not target you with cards that require Conspiracy Marks. | ||||
| same | |||||
| Lorkans | Lorkans | ||||
|---|---|---|---|---|---|
| Neutral Character | 5 : 1|0 | Strife | Neutral Character | 4 : *|2 | |
| Multiple. Crusade. Rotate Lorkans as an action and target a character you control: For the rest of this turn, the target inflicts +2 damage during attacks. | Crusade. Corporate. Cannot be promoted. Lorkans have 1 Diplomacy for each race in your faction. Rotate to blank the last line of an opponent's Quest card until the next Conflict phase. | ||||
| Hopefully a more interesting card, although it could be damage not dip bonus, and they might want a strife mark still | |||||
| M. Garibaldi, CEO | M. Garibaldi, CEO | ||||
|---|---|---|---|---|---|
| Neutral Character | 12 : 5|7|4 | Destiny, Strife | Neutral Character | 12 : 5|7|4 | Destiny, Strife |
| Corporate. May replace any other version of Garibaldi, transferring any attached cards and marks you choose. Rotate to search your deck for Lise Hampton, or any Human Character which can replace another character, and take that card into your hand. Immediately promote (for free) M. Garibaldi, CEO if you have versions of any 3 of these characters in your Inner Circle: Ivanova, Franklin, Lise Hampton, Zack Allan, Marcus Cole. Discard this character if you control a Psi Cop or William Morgan Clark. | Corporate. May replace any other version of Garibaldi, transferring any attached cards and marks you choose. Rotate to search your deck for Lise Hampton, or any Human Character which can replace another character, and take that card into your hand. Immediately promote (for free) M. Garibaldi, CEO if you have versions of any 3 of these characters in your Inner Circle: Ivanova, Franklin, Lise Hampton, Zack Allan, Marcus Cole. Discard this character if you control a Psi Cop or William Morgan Clark. | ||||
| same | |||||
| Main Gun | Main Gun | ||||
|---|---|---|---|---|---|
| Fleet Enhancement | 1 | Fleet Enhancement | 1 | ||
| Limited. Target Excalibur or an ISA fleet. When the target rotates to attack, you may rotate this card and reveal the top 5 cards in your deck to all players. If any of the cards is a Fleet or Fleet Enhancement, neutralize a fleet of your choice, with a Military lower than the target's printed Military, controlled by the same player who controls the fleet you are attacking. Return the revealed cards on top of your deck in the same order. | Target a Babylon 5 Fleet. While this fleet is participating in a conflict, you may rotate this card as an action and reveal the top 5 cards in your deck to all players. If any of the cards is a Fleet or Fleet Enhancement, neutralize a fleet of your choice, with a Military lower than the target's printed Military, controlled by the same player who controls the fleet you are attacking. Return the revealed cards on top of your deck in the same order. | ||||
| Use as a separate action - better if short on fleets. | |||||
| Marata Fleet | Marrata Fleet | ||||
|---|---|---|---|---|---|
| Neutral Fleet | Mil: 8 | Neutral Fleet | Cost 3 Mil. 5 | ||
| Multiple. Explorer. If you have at least 10 influence, you may play this fleet directly from your hand immediately after winning an Explorer conflict (as if it was an aftermath). Damage to this fleet may not be removed or repaired. | Mercenary. Explorer. You may sponsor this card for free, as if was an Aftermath, if you won an Explorer conflict this turn. | ||||
| Yes, rip the marrata fleet to shreds! | |||||
| Mars Conference | Mars Conference | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| ISA. Crusade. Intrigue may be used to oppose this conflict. If successful, each ISA member may: discard one aftermath and/or one enhancement that targets his faction or a card in his faction, fully heal all of his Inner Circle characters, and/or draw the top 3 cards from his Crusade Pile. | ISA. Crusade. Intrigue may be used to oppose this conflict. Won: each ISA member may: discard one aftermath and/or one enhancement that targets his faction or a card in his faction, fully heal all of his Inner Circle characters, and/or draw the top 3 cards from his Quest Pile. Won: If you have a Crusade pile, gain 1 Influence. | ||||
| Bonus for Crusade decks. | |||||
| Matthew Gideon | Matthew Gideon | ||||
|---|---|---|---|---|---|
| Human Character | 9 : 3|3|3 | Destiny | Human Character | 9 : 3|3|3 | Destiny |
| Crusade. Explorer. Legacy. If you control a Human Fleet and no Psi Corps Fleets, you may sponsor Matthew Gideon at -9 cost. If Matthew Gideon is targeted by the Apocalypse Box, you may promote him at -9 cost. If a fleet led by Matthew Gideon would be neutralized if he readies, he cannot ready. | Crusade. Explorer. Legacy. If you control a Human Fleet and no Psi Corps Fleets, you may sponsor Matthew Gideon at -9 cost. If Matthew Gideon is targeted by the Apocalypse Box, you may promote him at -9 cost. If a fleet led by Matthew Gideon would be neutralized if he readies, he cannot ready. | ||||
| same | |||||
| Max Eilerson | Max Eilerson | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 2|4 | Neutral Character | 7: 1/5 | ||
| Corporate. Crusade. Explorer. Max Eilerson may sponsor enhancements as if he were a member of every race. Max Eilerson may have enhancements target him as if he were a member of every race. | Corporate. Explorer. Max can sponsor Enhancements as if he was in your Inner Circle. | ||||
| Might be undercosted. Maybe a drawback? | |||||
| Max Eilerson | Max Eilerson | ||||
|---|---|---|---|---|---|
| Neutral Character | 7 : 2|4 | Neutral Character | |||
| Corporate. Crusade. Explorer. Max Eilerson may sponsor enhancements as if he were a member of every race. Max Eilerson may have enhancements target him as if he were a member of every race. | Another version wanted! | ||||
| Original was overcosted and uninteresting, but we can leave it in if necessary. | |||||
| Meddling With the Unknown | Meddling With the Unknown | ||||
|---|---|---|---|---|---|
| Character Contingency | Character Contingency | ||||
| Play on your ambassador or a Techno-mage character. Reveal during the Draw Round and target a player who, through a card he played this turn, will cause a round of play next turn to be skipped for all players. That player loses 2 influence and you may draw 4 cards. Each player may only be targeted with this card once per turn. | same? | ||||
| Do we really need this?!? | |||||
| Isabelle's Quest | Memory of a Loved One | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Legacy. Target your faction immediately after winning the Well of Forever conflict, if you have Galen and Isabelle in your Inner Circle. As an action, rotate this aftermath and neutralize a non-Techno-mage character you control to give that character the text Techno-mage. | Legacy. Attach to your Ambassador or a participant Character after winning a Legacy conflict. The Character gains a Destiny Mark and +2 Diplomacy, and you may purge a Doom mark from your faction. | ||||
| thematically wrong, doubly. So made something more appropriate, albeit less exciting. | |||||
| Monopoly | Monopoly | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| Limited. Corporate. Cannot be initiated if any player is targeted by Monopoly. If successful, draw 4 cards, and this card becomes a Faction Enhancement targeting you with the following text: Other players may not initiate Trade Pacts unless they target your race. Whenever another player plays Trade Windfall, you gain +2 influence. Each turn you may apply additional influence equal to the number of States of Free Trade in play. | Limited. Corporate. Target a Group in your faction. If this conflict succeeds, it becomes a group enhancement on the target, giving the target: "Rotate this group to draw a card. Rotate this group: the cost for target player to sponsor a card is increased by two until the end of turn. | ||||
| Trade Pact decks don't need this. So I tried something different. | |||||
| Nanotech Plague | Nanotech Plague | ||||
|---|---|---|---|---|---|
| Military Conflict | Military Conflict | ||||
| Irrevocable. Requires 5 Shadow Marks. Apply 11 influence and target another player. Aftermaths cannot be played at resolution of this conflict. If successful: gain +2 influence, the target must neutralize one of his characters and one of his fleets (if possible), this conflict returns to your hand, and you may target the same player with it next turn, for free, with no requirements, as an additional conflict. If you win this conflict 5 times against the same player, he is eliminated from the game. If unsuccessful, remove this card from the game. | Irrevocable. Requires 5 Shadow Marks. Apply 11 influence and target another player. Aftermaths cannot be played at resolution of this conflict. If successful: gain +2 influence, the target must neutralize one of his characters and one of his fleets (if possible), this conflict returns to your hand, and you may target the same player with it next turn, for free, with no requirements, as an additional conflict. If you win this conflict 5 times against the same player, he is eliminated from the game. If unsuccessful, remove this card from the game. | ||||
| same - although powerful, I think it is a valid game-ender. Thoughts? | |||||
| Natchok Var | Natchok Var | ||||
|---|---|---|---|---|---|
| Neutral Character | 6 : 2|3 | Neutral Character | 6 : 2|3 | ||
| Crusade. Explorer. Your Unrest must be 1 to sponsor this character. You cannot play any card that could increase your Unrest. As an action, rotate to search your deck for the first event you find that can increase a character's ability (or abilities) and place it in your hand. | Crusade. Explorer. Your Unrest must be 1 to sponsor this character. You cannot play any card that could increase your Unrest. As an action, rotate to search your deck for the first event you find that can increase a character's ability (or abilities) and place it in your hand. | ||||
| same | |||||
| Navigator Robertson | Navigator Robertson | ||||
|---|---|---|---|---|---|
| Neutral Character | 5 : Lead 2 | Neutral Character | 5 : Lead 2 | ||
| Crusade. Navigator Robertson becomes loyal to your race immediately after you sponsor her. While leading a fleet, that fleet may participate in Leadership Conflicts using Military. | Crusade. Navigator Robertson becomes loyal to your race immediately after you sponsor her. While leading a fleet, that fleet may participate in Leadership Conflicts using Military. | ||||
| same | |||||
| New Team | New Team | ||||
|---|---|---|---|---|---|
| Aftermath | Aftermath | ||||
| Crusade. Explorer. Legacy. Promote (for free) your Crusade character who supported your Crusade conflict, your Explorer character who supported your Explorer conflict, or your Legacy character who supported your Legacy conflict. (Discard this aftermath after play.) | Crusade. Explorer. Legacy. Promote (for free) your Crusade character who supported your Crusade conflict, your Explorer character who supported your Explorer conflict, or your Legacy character who supported your Legacy conflict. (Discard this aftermath after play.) | ||||
| same | |||||
| New Uniforms | New Uniforms | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Play on a conflict you initiated which had no target and did not provide you influence or power. Search your deck and take one character loyal to your race into your hand. (Discard this Aftermath after play.) | Play on a conflict you initiated which did not provide you influence or power. Search your deck and take one character loyal to your race into your hand. (Discard this Aftermath after play.) | ||||
| I like this card, but think it needs to be a bit more playable. | |||||
| Not Dead Yet | Not Dead Yet | ||||
|---|---|---|---|---|---|
| Event | 5 | Event | |||
| Ready one of your characters who rotated to sponsor or promote a card this turn. Or purge a Destiny, Conspiracy, Shadow, or Vorlon mark to discard one aftermath of your choice targeting a character you control. After playing this event you may purge three Marks, except Doom or Strife Marks, to return it to your hand. | Replacement wanted | ||||
| Do people use this? | |||||
| Nova Dreadnoughts | Nova Dreadnoughts | ||||
|---|---|---|---|---|---|
| Human Fleet | 6 : Mil 3 | Strife, Strife | Human Fleet | 6 : Mil 3 | Strife, Strife |
| Multiple. If you are at war, as an action you may rotate a General you control and discard a card from your hand to return one of your neutralized Nova Dreadnoughts to your hand. | Multiple. If you are at war, as an action you may rotate a General you control and discard a card from your hand to return one of your neutralized Nova Dreadnoughts to your hand. | ||||
| same | |||||
| Nowhere to Hide | Nowhere to Hide | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 5 | Destiny | Faction Enhancement | 5 | Destiny |
| Limited. Your ambassador gains +2 to all his abilities and a Destiny Mark. Whenever a player's tension toward another race increases or attempts to increase because of a card he plays or controls, he must discard a card from his hand if possible. | Limited. Your ambassador gains +2 to all his abilities and a Destiny Mark. Whenever a player's tension toward another race increases or attempts to increase because of a card he plays or controls, he must discard a card from his hand if possible. | ||||
| same | |||||
| Null Field | Null Field | ||||
|---|---|---|---|---|---|
| Drakh Event | 4 | Drakh Event | 4 | ||
| Target up to 4 fleets you control; those fleets cannot attack or be attacked this turn. Or target a fleet with no leader that is opposing a conflict you initiated. It applies no opposition at resolution. | Target up to 4 fleets you control; those fleets cannot attack or be attacked this turn. Or target a fleet with no leader that is opposing a conflict you initiated. It applies no opposition at resolution. | ||||
| same | |||||
| Onslaught | Onslaught | ||||
|---|---|---|---|---|---|
| Agenda | Agenda | ||||
| Whenever you win a Military Conflict that targeted another player, rotate to search your deck for a fleet loyal to your race and put it in your hand. If you have at least 50 printed Military in ready fleets, you may rotate this agenda to initiate a Military Conflict. Other players' fleets which may only participate in conflicts targeting their controller may participate in this conflict. If you win this conflict by 20 or more, you win a Standard Victory this turn. If you lose this conflict, remove this agenda from the game. | Whenever you win a Military Conflict that targeted another player, rotate to search your deck for a fleet loyal to your race and put it in your hand. If you have at least 50 printed Military in ready fleets, you may rotate this agenda to initiate a Military Conflict. Other players' fleets which may only participate in conflicts targeting their controller may participate in this conflict. If you win this conflict by 20 or more, you win a Standard Victory this turn. If you lose this conflict, remove this agenda from the game. | ||||
| same | |||||
| Opportunity Knocks | Opportunity Knocks | ||||
|---|---|---|---|---|---|
| Lost Aftermath | Lost Aftermath | ||||
| Corporate. Rotate a Corporate character you control to play this aftermath. The conflict's initiator must transfer 1 influence to the faction that provided the single most opposition. (Discard this aftermath after play.) | Corporate. Rotate a Corporate character you control to play this aftermath. The conflict's initiator must transfer 1 influence to the faction that provided the single most opposition. (Discard this aftermath after play.) | ||||
| same | |||||
| Out of My Sky | Out of My Sky | ||||
|---|---|---|---|---|---|
| Military Conflict | Military Conflict | ||||
| Apply 10 influence during the conflict round (only) and target another player who has less than 10 influence. Diplomacy may be used in this conflict. Only you and the target may attack in this conflict. If successful, gain +1 influence, and if you have at least 60 support, the target is eliminated from the game. | Apply 10 influence during the conflict round (only) and target another player who has less than 10 influence. Diplomacy may be used in this conflict. Only you and the target may attack in this conflict. If successful, gain +1 influence, and if you have at least 60 support, the target is eliminated from the game. | ||||
| same | |||||
| Accommodations | Personalised Quarters | ||||
|---|---|---|---|---|---|
| Event | 3 | Event | |||
| Play this event as your first action. Target an opposable conflict initiated by another player. If, at resolution, you provide more support to the conflict than any other player, at resolution you may draw a number of cards equal to three times the influence gained from the conflict by the initiator, and the initiator cannot draw any cards during the Draw Round this turn. | Target a Diplomacy conflict you initiated. Participants of a different race have -1 Diplomacy while participating in the target conflict. | ||||
| They wanted a card of this image? but nobody played it. Maybe this is better. Maybe not. Maybe double bonus. | |||||
| Pieces of the Puzzle | Pieces of the Puzzle | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Explorer. Target one of your participants in the conflict. As an action, you may discard 3 copies of this card from play to gain +1 influence. | Explorer. Target one of your participants in the conflict. As an action, you may discard 3 copies of this card from play to gain +1 influence. | ||||
| same | |||||
| Portrait of the Past | Portrait of the Past | ||||
|---|---|---|---|---|---|
| Event | 6 | Event | [none] | ||
| You must have no cards in your Crusade Pile to play this event. Choose the bold-face term specified in your "A Crusade..." enhancement (Corporate, Crusade, Explorer, or Legacy). Take all cards of that type from your discard pile, shuffle them, and place them under your "A Crusade..." enhancement as your new Crusade Pile. | Explorer. Shuffle a card that could be found in your Quest pile from your discard pile into your quest pile. | ||||
| With bigger piles, I felt a smaller version was more appropriate. Thoughts? | |||||
| Pro Zeta Corporation | Pro Zeta Corporation | ||||
|---|---|---|---|---|---|
| Group | 8 | Group | 6 | ||
| Corporate. Must be sponsored by a Corporate character. As an action, rotate this group, target any number of Corporate Characters you control who are not participating in a conflict, and apply 3 influence for each character to ready those characters. | Corporate. Must be sponsored by a Corporate character. As an action, rotate this group, target any number of Corporate Characters you control who are not participating in a conflict, and apply 3 influence for each character to ready those characters. | ||||
| More realistic cost | |||||
| Probes | Probes | ||||
|---|---|---|---|---|---|
| Leadership Conflict | Leadership Conflict | ||||
| Explorer. If successful, this conflict becomes a Faction Enhancement targeting you with a Probe Token on it for each point by which the conflict succeeded. As an action, rotate this enhancement and remove any number of Probe Tokens to provide +1 support or opposition to a target conflict for each Probe Token removed. Discard this enhancement if it has no Probe Tokens. | Explorer. If successful, this conflict becomes a Faction Enhancement targeting you with a Probe Token on it for each point by which the conflict succeeded. As an action, rotate this enhancement and remove any number of Probe Tokens to provide +1 support or opposition to a target conflict for each Probe Token removed. Discard this enhancement if it has no Probe Tokens. | ||||
| same | |||||
| Protected | Protected | ||||
|---|---|---|---|---|---|
| Contingency | Contingency | ||||
| Legacy. Target a Techno-mage character or fleet. Reveal when the target is attacked to cancel the attack; the attacker remains rotated. Or reveal when the target, and only the target, is targeted by an event or aftermath to cancel that event or aftermath. | Legacy. Target a Techno-mage character or fleet. Reveal when the target is attacked to cancel the attack; the attacker remains rotated. Or reveal when the target, and only the target, is targeted by an event or aftermath to cancel that event or aftermath. | ||||
| same | |||||
| Psychic Projection | Psychic Projection | ||||
|---|---|---|---|---|---|
| Event | Character Contingency | ||||
| Target a mundane. For the rest of the turn you may, as an action, rotate a teep you control to put one point of damage on the target. | Play on a Teep. Reveal when a mundane rotates to participate in a conflict this Teep is participating in. The mundane takes 2 damage (before attacks occur). | ||||
| Who has that many teeps to spare. This seemed a more practical variant. | |||||
| Quarantine | Quarantine | ||||
|---|---|---|---|---|---|
| Enhancement | 5 | Enhancement | 5 | ||
| Crusade. Only 3 copies of this card may be in play at any time. Target a supporting character or fleet with a printed cost. The target cannot attack or participate in conflicts while targeted by this card. As an action, the target's controller may apply 13 influence minus the target's printed cost (if any) to move this card to any other legal target. | Crusade. Only 3 copies of this card may be in play at any time. Target a supporting character or fleet with a printed cost. The target cannot attack or participate in conflicts while targeted by this card. As an action, the target's controller may apply 13 influence minus the target's printed cost (if any) to move this card to any other legal target. | ||||
| same | |||||
| Record Returns | Record Returns | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy Conflict | ||||
| Limited. Corporate. You must rotate a Corporate Character to initiate this conflict. Cannot be initiated if any player is targeted by Record Returns. Only Corporate Characters may support this conflict. If successful, this card becomes a Faction Enhancement targeting you with the following text: Each turn you may apply additional influence equal to half your influence rating (round up) as of the beginning of the turn. | Limited. Corporate. You must rotate a Corporate Character to initiate this conflict. Cannot be initiated if any player is targeted by Record Returns. Only Corporate Characters may support this conflict. If successful, this card becomes a Faction Enhancement targeting you with the following text: Each turn you may apply additional influence equal to half your influence rating (round up) as of the beginning of the turn. | ||||
| same | |||||
| Red Tape | Red Tape | ||||
|---|---|---|---|---|---|
| Lost Aftermath | Event | 4 | |||
| Target player cannot draw any cards during the draw round this turn. You may return this card to your hand by applying 3 influence, rotating a Senator, or rotating a character with a Diplomacy of 7 or higher; otherwise discard it after play. | Rotate your Ambassador or Ambasador's Assistant and target a faction and a conflict without participation restrictions. That faction's Characters and Fleets of the same race as the faction cannot participate further in target conflict. The faction can cancel this event as an action by rotating characters with a total of 20 or more diplomacy. | ||||
| Based on a suggestion by Admiral Halsey | |||||
| Refuge | Refuge | ||||
|---|---|---|---|---|---|
| Won Aftermath | Won Aftermath | ||||
| Explorer. Target your faction immediately after you win an Explorer conflict. As an action, rotate this aftermath and target an Explorer character you control. That character cannot be attacked this turn. | Explorer. Target your faction immediately after you win an Explorer conflict. As an action, rotate this aftermath and target an Explorer character you control. That character cannot be attacked this turn. | ||||
| same | |||||
| Reign of Terror | Reign of Terror | ||||
|---|---|---|---|---|---|
| Military Conflict | Military Conflict | ||||
| ISA. If successful, draw 2 cards and this card becomes an Aftermath targeting your faction with the following text: You cannot be the target of Expelled; discard it if you are already targeted by it. Any player may initiate a Military Conflict targeting this Aftermath which, if successful, discards it. | ISA. If successful, draw 2 cards and this card becomes an Aftermath targeting your faction with the following text: You cannot be the target of Expelled; discard it if you are already targeted by it. Any player may initiate a Military Conflict targeting this Aftermath which, if successful, discards it. | ||||
| same | |||||
| Relaxation | Relaxation | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Limited. Target another player. During this turn's Draw Round, if that player spends influence to draw one or more additional cards, you draw 3 additional cards. | Rotate your Ambassador. Cancel a target conflict you initiated with a conflict card and return the card to your hand. | ||||
| Is this too powerful? | |||||
| Relaxation | Relaxation (alt) | ||||
|---|---|---|---|---|---|
| Event | Character Contingency | ||||
| Limited. Target another player. During this turn's Draw Round, if that player spends influence to draw one or more additional cards, you draw 3 additional cards. | Reveal when this Character or your faction is targeted with a Lost Aftermath or Participant Aftermath to cancel that Aftermath. | ||||
| I couldn't decide which of these I preferred (but both over the original) | |||||
| Repeating Lasers | Repeating Lasers | ||||
|---|---|---|---|---|---|
| Fleet Enhancement | 12 | Fleet Enhancement | 6 | ||
| Target a fleet you control. You may target Excalibur or Victory at -12 cost. Cannot become a faction enhancement. If the target rotated to attack this turn, you may rotate this enhancement as an action to ready the fleet; it is no longer a conflict participant. | Target a fleet you control. May be sponsored for free if targeting a Babylon 5 Fleet. Cannot become a faction enhancement. If the target rotated to attack this turn, you may rotate this enhancement as an action to ready the fleet; it is no longer a conflict participant. | ||||
| More realistic costing. | |||||
| Robert Conner | Robert Conner | ||||
|---|---|---|---|---|---|
| Neutral Character | 4 : 0|1|2 | Neutral Character | 4 : 0|1|2 | ||
| Crusade. As an action, rotate Robert Conner to remove 2 points of damage from a fleet or location you control. | Crusade. As an action, rotate Robert Conner to remove 2 points of damage from a fleet or location you control. | ||||
| same | |||||
| Samuel Drake | Samuel Drake | ||||
|---|---|---|---|---|---|
| Human Character | 7 : 1|3 | Human Character | 5 : 1|3 | ||
| Any Drakh character may sponsor Samuel Drake at normal cost. Whenever an ISA member sponsors a fleet, place a Chaos Token on Samuel Drake, or 2 Chaos Tokens if it is a Babylon 5 Fleet. Samuel Drake may sponsor Babylon 5 fleets at -4 cost; reduce this discount by one (to a minimum of zero) for each Chaos Token on Samuel Drake. | Any Drakh character may sponsor Samuel Drake at normal cost. Whenever an ISA member sponsors a fleet, place a Chaos Token on Samuel Drake, or 2 Chaos Tokens if it is a Babylon 5 Fleet. Samuel Drake may sponsor Babylon 5 fleets at -4 cost; reduce this discount by one (to a minimum of zero) for each Chaos Token on Samuel Drake. | ||||
| more realistic cost | |||||
| Above it All | Serendipity | ||||
|---|---|---|---|---|---|
| Event | Intrigue Conflict | ||||
| Apply any amount of influence, and for each influence you apply target one of your characters who is supporting you in a conflict in which any player may be supported. At resolution of that conflict, each of those characters applies +3 additional support. | Explorer. Multiple. Rotate an untainted, supporting Character with 4 or more Intrigue to initiate this conflict (as an additional conflict). This conflict begins with 20 support, and no more support may be added. If you win this conflict it becomes a Won Aftermath. | ||||
| Reversed images. Serendipity should never actually DO anything. | |||||
| Shady Dealings | Shady Dealings | ||||
|---|---|---|---|---|---|
| Conflict Contingency | Conflict Contingency | ||||
| Corporate. Reveal when the conflict directly causes another player to lose influence or to discard, neutralize, damage, or demote a card he controls. Promote for free one of your characters who participated in the conflict. | Corporate. Reveal when the conflict directly causes another player to lose influence or to discard, neutralize, damage, or demote a card he controls. Promote for free one of your characters who participated in the conflict. | ||||
| same | |||||
| Sogayu | Sogayu | ||||
|---|---|---|---|---|---|
| Neutral Character | 6 : 2|2 | Neutral Character | 6 : 2|2 | ||
| Corporate. If another Corporate character you control becomes neutralized, you may immediately promote Sogayu for free. | Corporate. If another Corporate character you control becomes neutralized, you may immediately promote Sogayu for free. | ||||
| same | |||||
| Solo Flight | Solo Flight | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Rotate a character you control to apply opposition to a conflict equal to his Diplomacy, Intrigue, Leadership. or half his Psi. When you play this event you may discard a card from your hand to return this event to your hand. | Rotate a character you control to apply opposition to a conflict equal to his Diplomacy, Intrigue, Leadership. or half his Psi. When you play this event you may discard a card from your hand to return this event to your hand. | ||||
| same | |||||
| Something Always Happens | Something Always Happens | ||||
|---|---|---|---|---|---|
| Character Contingency | Character Contingency | ||||
| Legacy. Target a Techno-mage. Reveal at resolution of a conflict and rotate the target to have him support or oppose that conflict. (The target must be able to participate in the conflict. This contingency may only be revealed once for each conflict.) | Legacy. Target a Techno-mage. Reveal at resolution of a conflict and rotate the target to have him support or oppose that conflict. (The target must be able to participate in the conflict. This contingency may only be revealed once for each conflict.) | ||||
| same | |||||
| Special Agent Kendarr | Special Agent Kendarr | ||||
|---|---|---|---|---|---|
| Neutral Character | 9 : 0|5 | Conspiracy | Neutral Character | 9 : 0|5 | |
| Explorer. As an action, rotate to search your deck for a card which states (in its effect text) that it requires Conspiracy Marks to play, and take it into your hand. | Explorer. As an action, rotate to search your deck for a card which states (in its effect text) that it requires Conspiracy Marks to play, and take it into your hand. | ||||
| same | |||||
| Surprising Allies | Surprising Allies | ||||
|---|---|---|---|---|---|
| Character Enhancement | 10 | Character Enhancement | 10 | ||
| Target a supporting character controlled by another player. As an action, any player may rotate a character with a Conspiracy Mark and/or a Destiny Mark to place a Covert Token on this enhancement. If the number of Covert Tokens on this card is higher than the target's printed cost (doubled if the target is not Neutral), place the target in the supporting row of the player who sponsored this card, then discard this enhancement. | Target a supporting character controlled by another player. As an action, any player may rotate a character with a Conspiracy Mark and/or a Destiny Mark to place a Covert Token on this enhancement. If the number of Covert Tokens on this card is higher than the target's printed cost (doubled if the target is not Neutral), place the target in the supporting row of the player who sponsored this card, then discard this enhancement. | ||||
| same | |||||
| Survivor's Guilt | Survivor's Guilt | ||||
|---|---|---|---|---|---|
| Lost Aftermath | Aftermath | ||||
| The target player must immediately discard two cards from the top of his deck for each of his characters and fleets that was neutralized in the conflict. The number of cards discarded through this aftermath cannot be greater than the target's current influence rating. (Discard this aftermath after play.) | The target player must immediately discard two cards from the top of his deck for each of his characters and fleets that was neutralized in the conflict. The number of cards discarded through this aftermath cannot be greater than the target's current influence rating. (Discard this aftermath after play.) | ||||
| Dropped the lost requirement. It might get played more? | |||||
| Tactical Nuke | Tactical Nuke | ||||
|---|---|---|---|---|---|
| Event | 5 | Event | 5 | ||
| Cannot be played by a Minbari player. Your ambassador must be leading a fleet that is participating in a conflict. Target another player's fleet participating in that same conflict. Apply damage equal to your ambassador's Leadership plus 3 to the target. | Rotate your Ambassador and target a fleet participating in a conflict your ambassador can participate in. The fleet takes 4 damage plus 1 for each Inner Circle Character you control. [Deleted: your ambassador is considered to be participating in the same conflict using Military.] | ||||
| Changed for both themic and playability reasons. I don't know if the damage is balanced. Deleted parti | |||||
| Galen's Ship | Techno-mage Ship | ||||
|---|---|---|---|---|---|
| Neutral Fleet | 4 : Mil 2 | Neutral Fleet | 4: Mil 2 | ||
| Techno-mage. Crusade. Legacy. Must be sponsored by a Techno-mage. Galen may sponsor this card for zero cost and may lead it using Diplomacy. Cannot be attacked or targeted by events without your permission. The first time this card is sponsored by the player who controls Galen, Galen gains one mark of your choice. | Legacy. Techno-mage. May only be sponsored by a Techno-mage. May not be targeted or attacked. May be led by a Techno-mage using their highest ability. | ||||
| Made it less Galen-specific, and gave leadership fix needed. | |||||
| Personal Crusade | Techno-mage training. | ||||
|---|---|---|---|---|---|
| Character Enhancement | 6 | Won Participant Aftermath | |||
| Apply 10 influence during the conflict round (only) and target another player who has less than 10 influence. Diplomacy may be used in this conflict. Only you and the target may attack in this conflict. If successful, gain +1 influence, and if you have at least 60 support, the target is eliminated from the game. | Legacy. Play on a Character who participated in a Legacy Conflict. They gain the bold-face text Techno-Mage. | ||||
| * Hoping it has a Dureena/Galen image; never seen card used so it didn't seem to a problem. | |||||
| Galen's Staff | Techno-mage's Staff | ||||
|---|---|---|---|---|---|
| Character Enhancement | 5 | Strife | Character Enhancement | 4 | |
| Legacy. Target a Techno-mage character you control. The target gains a Strife Mark. The target may participate in Psi conflicts using Intrigue. As an action, remove this card from the game and neutralize its target to discard an aftermath or enhancement targeting you that required marks to play. | Legacy. Weapon. Target a Techno-mage character you control. The target gains a Strife Mark. Rotate the target to oppose target Psi Conflict with twice the target's Intrigue. If this Enhancement leaves play, neutralise the target. | ||||
| I don't know what people think of the current stick. I wondered if this one might be more tempting? | |||||
| Organelle Transfer | Temporary Reprieve | ||||
|---|---|---|---|---|---|
| Character Enhancement | 4 | Won Participant Aftermath | |||
| Legacy. Target a Techno-mage. As an action, rotate the target and designate a neutralized supporting character you control. For the rest of this turn, the designated character may heal as if he was an Inner Circle character, and is not discarded during the Draw Round. Or, as an action, discard this card and designate an Inner Circle character you control; for the rest of this turn, the designated character heals as if he was your ambassador. | Crusade. Discard this aftermath as an action: you cannot lose the game next turn (although another player can win). | ||||
| I needed a home for this ability. | |||||
| The Circle is Joined | The Circle is Joined | ||||
|---|---|---|---|---|---|
| Event | 13 | Event | 13 | ||
| Legacy. All agendas currently in play permanently become Unique (no additional copies may be played for the rest of this game). If more than one copy of the same agenda is currently in play, they may remain in play even though both are Unique, but both still retain the "Unique" designation. The cost to play this event is reduced by 2 for each Techno-Mage you control. | Legacy. All agendas currently in play permanently become Unique (no additional copies may be played for the rest of this game). If more than one copy of the same agenda is currently in play, they may remain in play even though both are Unique, but both still retain the "Unique" designation. The cost to play this event is reduced by 2 for each Techno-Mage you control. | ||||
| same | |||||
| The Fen | The Fen | ||||
|---|---|---|---|---|---|
| Event | 1 | Conflict Contingency | |||
| Limited. Explorer. Target a ready fleet: Its printed Military is reduced by 5 (to a minimum of zero), and any increase in Military due to leaders is ignored. These effects expire at the end of this turn. | Explorer. Play on an Explorer, Legacy or Enigma conflict. Reveal when a fleet rotates to participate in the conflict: until the end of turn it loses any benefits from its leader (if present) and it's printed military is reduced by 5. If it's military is reduced to 0, it is no longer a participant (but it remains rotated). | ||||
| The Fen was just a bit too generic. This way it's a bit more focussed and thematically correct. | |||||
| The Tech | The Tech | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 2 | Faction Enhancement | 2 | ||
| Irrevocable. Legacy. Must be sponsored by a Techno-mage. Discard this card if you control no Techno-mages. Your Techno-mage characters and fleets have +1 damage resistance. As an action, rotate this card to take from your discard pile a contingency that must target a Techno-mage or an event that requires you to control a Techno-mage to play it. Place that card on the bottom of your deck or Crusade pile. | Irrevocable. Legacy. Must be sponsored by a Techno-mage. Discard this card if you control no Techno-mages. Your Techno-mage characters and fleets have +1 damage resistance. As an action, rotate this card to take from your discard pile a contingency that must target a Techno-mage or an event that requires you to control a Techno-mage to play it. Place that card on the bottom of your deck or Crusade pile. | ||||
| same | |||||
| The Third Age | The Third Age | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Draw two cards. If both cards have copyright dates of 1999 or later, draw two more cards. If not, pace the cards you drew back on top of your deck. | Reveal the top two cards of your deck. If both cards are from Wheel of Fire or later, draw two cards. If not, shuffle your deck. | ||||
| Now it's a risky Meditation. | |||||
| The Truth Is Out... | The Truth is Out? | ||||
|---|---|---|---|---|---|
| Character Enhancement | 5 | Agenda | |||
| Target your ambassador's assistant. As an action, rotate the target and apply 4 influence to look at another player's hand. You may then apply 1 influence to place one Event card of your choice that you find there on top of that player's deck. You may not use this ability on a race-specific event or an event with "Irrevocable" in its effect text. | Explorer. Your Ambassador gains a conspiracy mark. Rotate to add support or opposition to an Explorer conflict equal to your Conspiracy Marks. At the end of turn, if you have 20 Explorer cards in play, you score a Standard Victory. If you have an Explorer pile and 30 Explorer cards then you score a Major Victory instead. | ||||
| I needed a home for this agenda. | |||||
| Thieves' Guild | Thieves' Guild | ||||
|---|---|---|---|---|---|
| Group | 6 | Doom | Group | 8 | |
| Your ambassador gains a Doom Mark and +2 Intrigue. Rotate this group and target a player who took a pass action since your last action. The target must apply 3 influence (or all of his influence if less than 3) for no effect, and you may restore up to 3 spent influence. | Rotate this group to give target Character participating in an Intrigue conflict +2 Intrigue and a Doom Mark until the end of turn. Rotate this group and target a player who took a pass action since your last action. The target must apply 2 influence (or all of his influence if less than 2) for no effect, and you may restore up to the same amount of influence. | ||||
| This card was always too good. Now more expensive and more flexible. | |||||
| Tip-Top Shape | Tip-Top Shape | ||||
|---|---|---|---|---|---|
| Participant Aftermath | Participant Aftermath | ||||
| Target gains +1 to the ability he used in the conflict and +1 damage resistance. Your cost to promote the target is reduced by 2. | Target gains +1 to the ability he used in the conflict and +1 damage resistance. Your cost to promote the target is reduced by 2. | ||||
| same | |||||
| Tomorrow's Children | Tomorrow's Children | ||||
|---|---|---|---|---|---|
| Diplomacy Conflict | Diplomacy and Leadership Conflict | ||||
| Crusade. Characters and fleets which participate in this conflict using an ability other than Diplomacy are immediately neutralized after resolution of this conflict. If successful, reduce all your mutual tension levels and your unrest by 1. If, after this effect, all your mutual tension levels and your unrest are 1, gain +1 influence. | Crusade. Explorer. If you win this conflict, gain 1 Influence and you may initiate an extra military conflict next turn. If you win this military conflict, you may blank the last line of your Quest card (permanently). | ||||
| The original conflict was good and may find a new home, but completely and utterly contrary to the source. | |||||
| Trace Miller | Trace Miller | ||||
|---|---|---|---|---|---|
| Neutral Character | 6 : 1|1|1 | Neutral Character | 4:1/1/0/3 | ||
| Corporate. Crusade. As an action, you may rotate a fleet you control to allow Trace Miller to participate in a conflict this turn using any one of his abilities, no matter which would normally be appropriate. If Trace Miller is leading a fleet loyal to your race with a printed Military of 3 or less, that fleet cannot be attacked. | Corporate. Explorer. Trace has -2 Leadership while leading fleets. | ||||
| A better interpretation | |||||
| Trial By Fire | Trial By Fire | ||||
|---|---|---|---|---|---|
| Leadership Conflict | Leadership Conflict | ||||
| Target a non-Drakh, non-Major Agenda controlled by another player. That player's ambassador may participate in this conflict using any ability. If successful, you may take one agenda in your discard pile and place it in your hand. If successful by 10 or more, shuffle the target into its controller's deck. | Target a non-Drakh, non-Major Agenda controlled by another player. That player's ambassador may participate in this conflict using any ability. If successful, you may take one agenda in your discard pile and place it in your hand. If successful by 10 or more, shuffle the target into its controller's deck. | ||||
| same | |||||
| Trulann | Trulann | ||||
|---|---|---|---|---|---|
| Minbari Character | 9 : 2|3|3 | Minbari Character | 8 : 2|3|3 | ||
| Crusade. Ranger. Crusade characters may sponsor Trulann at normal cost. Trulann, and any fleet he leads, have +1 damage resistance and provide +3 additional support while supporting a Crusade conflict or a conflict initiated by an ISA member. | Crusade. Ranger. Crusade characters may sponsor Trulann at normal cost. Trulann, and any fleet he leads, have +1 damage resistance and provide +3 additional support while supporting a Crusade conflict or a conflict initiated by an ISA member. | ||||
| Dropped cost by 1. | |||||
| Ulterior Motives | Ulterior Motives | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Intrigue Conflict | ||||
| Legacy. You must purge a non-Doom Mark from a Techno-mage character to initiate this conflict. Target a non-Drakh player. If successful, choose one of the following: draw 4 cards, the target loses 1 influence, or the target must shuffle his non-Major Agenda into his deck. | Replacement wanted | ||||
| I just don't see this as a fit. I could b ewrong | |||||
| Undercover Investigation | Undercover Investigation | ||||
|---|---|---|---|---|---|
| Intrigue Conflict | Intrigue Conflict | ||||
| Explorer. Target a race other than your own. Only members of the target race may oppose this conflict. During this conflict, ignore effects which would reduce the damage your participant characters and fleets take during attacks. If successful, look at the hand of every player of that race. If you win by 15 or more, gain +1 influence. | Replacement wanted | ||||
| This is ok, but might be a little out of theme for explorer redux. Maybe | |||||
| Victory | Victory | ||||
|---|---|---|---|---|---|
| Babylon 5 Fleet | 7 : Mil 5 | Babylon 5 Fleet | 7 : Mil 4 | ||
| ISA. Any ISA member may sponsor this fleet at normal cost. Victory has +3 damage resistance during attacks involving a Drakh, Shadow, or Vorlon Fleet. As an action, the ambassador of an ISA faction may rotate to remove up to 5 damage from Victory. Victory applies +7 opposition at resolution if opposing a conflict that requires Vorlon or Shadow Marks, or that can only be initiated by a Drakh faction. | ISA. Unique. Any ISA member or faction with tensions of 1 to all races may sponsor this fleet at normal cost. Victory has +3 Damage resistance during attacks involving Drakh, Shadow or Vorlon fleets. Characters leading Victory have double Leadership while they have a Doom mark. | ||||
| Made it playable, changed it's ability to something more generic. | |||||
| Warlock Destroyers | Warlock Destroyers | ||||
|---|---|---|---|---|---|
| Human Fleet | 8 : Mil 10 | Human Fleet | 8 : Mil 10 | ||
| You must be an ISA member or have 3 Vorlon Marks to sponsor this fleet. | You must be an ISA member or have 3 Vorlon Marks to sponsor this fleet. | ||||
| same | |||||
| Well of Forever | Well of Forever | ||||
|---|---|---|---|---|---|
| Conflict | Leadership Conflict | ||||
| Crusade. Legacy. Requires 2 Destiny Marks. Any player may be supported in this conflict. Only Legacy and Crusade characters may participate in this conflict, using their single highest ability. The player with the single most support gains +1 influence. Also, he may look at the hand of one player in the game, and may choose to discard 1 card of his choice found in that hand. | Explorer. Legacy. Any player without Vorlon or Shadow Marks may be supported in the conflict. Techno-mages may rotate to add 5 support to this conflict. Resolution: Each player with support may play won aftermaths as if they initiated and won this conflict. Won: this card becomes a Won Aftermath targeting your faction that gives 1 Power while you have a Legacy Pile. | ||||
| Carrying on the theme of removing influence from these conflicts, made something more thematically appropriate. | |||||
| Who's Your Little Pak'ma'ra? | Who's Your Little Pak'ma'ra | ||||
|---|---|---|---|---|---|
| Character Enhancement | 8 | Destiny | Character Enhancement | 3 | |
| Target a Pak'ma'ra Character. The target gains a Destiny Mark, the effect text Media, and becomes loyal to the Centauri, Human, Minbari, and Narn while targeted by this enhancement. As an action, discard this enhancement and designate another player; that player cannot target you with conflicts next turn. | Target a Pak'ma'ra Character. The target gains the effect text Media and becomes loyal to all races while targeted by this enhancement. As an action, discard this enhancement and designate another player; that player cannot target you with conflicts next turn. | ||||
| Made a lot cheaper, removed mark. | |||||
| Working Together | Working Together | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| ISA. You may not play this event if any of your tension levels toward another race is higher than its starting level. For each race being played with whom your tension toward them is lower than its starting level, you may return to your supporting row a fleet in your discard pile which you could sponsor. | ISA. You may not play this event if any of your tension levels toward another race is higher than its starting level. For each race being played with whom your tension toward them is lower than its starting level, you may return to your supporting row a fleet in your discard pile which you could sponsor. | ||||
| same | |||||
| Yabc Ftoba | Yabc Ftoba | ||||
|---|---|---|---|---|---|
| Non-Aligned Character | 7 : 2|2|2 | Non-Aligned Character | 6 | ||
| Brakiri Ambassador. Corporate. As an action, rotate Yabc Ftoba and apply 4 influence to search your deck for a Brakiri Ambassador and take it into your hand. Or rotate Yabc Ftoba as an action and apply 8 influence to search your deck for any Brakiri character or fleet and take it into your hand. | Brakiri Ambassador. Corporate. As an action, rotate Yabc Ftoba and apply 2 influence to search your deck for a Brakiri Ambassador and take it into your hand. Or rotate Yabc Ftoba as an action and apply 4 influence to search your deck for any Brakiri character or fleet and take it into your hand. | ||||
| Made more realistic costing in every way. | |||||
| Yellow Journalism | Yellow Journalism | ||||
|---|---|---|---|---|---|
| Faction Enhancement | 1 | Faction Enhancement | 1 | ||
| Media. As an action, rotate this enhancement and target a Media character to allow that character to participate in one conflict this turn using Diplomacy, no matter which ability would normally be appropriate. As an action, rotate a Media character you control to restore 1 point of spent influence. | Media. As an action, rotate this enhancement and target a Media character to allow that character to participate in one conflict this turn using Diplomacy, no matter which ability would normally be appropriate. As an action, rotate a Media character you control to restore 1 point of spent influence. | ||||
| same | |||||
| You Are Expendable | You Are Expendable | ||||
|---|---|---|---|---|---|
| Event | Event | ||||
| Irrevocable. Cannot be played by a Drakh player. Search through your deck for a Drakh Ambassador who could be sponsored by a Drakh player and replace your ambassador with that Drakh Ambassador. This action overrides the normal restrictions against Drakh cards entering play. You may use any of the Drakh Ambassador's effect text as if you had just sponsored him. You are now a Drakh faction, as if you had just sponsored a Drakh Ambassador. | Irrevocable. Cannot be played by a Drakh player. Search through your deck for a Drakh Ambassador who could be sponsored by a Drakh player and replace your ambassador with that Drakh Ambassador. This action overrides the normal restrictions against Drakh cards entering play. You may use any of the Drakh Ambassador's effect text as if you had just sponsored him. You are now a Drakh faction, as if you had just sponsored a Drakh Ambassador. | ||||
| same | |||||
| Zog! | Zog! | ||||
|---|---|---|---|---|---|
| Character Contingency | Character Contingency | ||||
| You must have at least two Destiny Marks and no Shadow or Vorlon Marks to play or reveal this card. Reveal to cancel an event which requires a Shadow or Vorlon Mark. Or reveal at the resolution of a conflict targeting you to apply opposition to that conflict equal to the number of Destiny Marks in your faction. You may apply 5 influence when you reveal this card to return it to your hand. | You must have at least two Destiny Marks and no Shadow or Vorlon Marks to play or reveal this card. Reveal to cancel an event which requires a Shadow or Vorlon Mark. Or reveal at the resolution of a conflict targeting you to apply opposition to that conflict equal to the number of Destiny Marks in your faction. You may apply 5 influence when you reveal this card to return it to your hand. | ||||
| same | |||||
Count: 170
Card information is TM and copyright © Warner Brothers and copyright © by Precedence Publishing. The name Babylon 5, character, place, race names, direct quotes, and almost everything else on these cards are trademarks of Warner Brothers, while everything pertaining to gameplay is copyright Precedence Publishing. Use of these pages in accordance with Fair Use is permissible. Any other use is forbidden by law.
Original card text courtesy of Dylan Northrup. These documents were prepared by Picks-at-Flies with help from the Babylon 5 community at CCG Workshop.