The Kai's Revised Premiere: ................................A

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.Albert Einstein
SCIENCE
Re-creation of the famed 20th century human. Author of the theory of relativity.
Physics x2 Astrophysics
Integrity 9 Cunning 11 Strength 2

Changes: I don't intend to alter the lore of very many cards, but this desperately needs it. One of the greatest scientists in human history gets two sentences?!?! Details of the implications of the theory, including its prohibition of FTL travel, and the existence of black holes would be nice. He also needs a special ability. I wanted to give him some synergy with the Black Hole, but I didn't want to overpower it even more, and couldn't come up with a decent ability. The ability I chose reflects the fact that the Theory of Relativity prohibits faster than light travel (thus making the discovery of the warp drive a much greater accomplishment). Since the Pheonix is never used now, this would give it some more play time.

Final Version:
.Albert Einstein
SCIENCE
Recreation of the legendary human scientist. Revolutionized science with his Theory of Relativity, which proved the impossibility of exceeding lightspeed in normal space.
Physics x2 Astrophysics While in play, Pheonix's points are doubled, and apply continuously.
Integrity 9 Cunning 11 Strength 2

Alexander Rozhenko
CIVILIAN
¾ Klingon, ¼ Human male. Born on the 43rd day of Maktag. Son of Lieutenant Worf and K'Ehleyr.
Honor Youth
Integrity 6 Cunning 4 Strength 2

Changes: Not much. He's not used a whole lot, but there's not much that makes sense for him, and not everything can be a top-level card. I added one special ability that reflects his tendency to show up when Worf least expects him.

Final version:
Alexander Rozhenko
CIVILIAN
¾ Klingon, ¼ Human male. Born on the 43rd day of Maktag. Son of Lieutenant Worf and K'Ehleyr.
Honor Youth May play free to same location as Worf
Integrity 6 Cunning 4 Strength 2

Alidar Jarok
OFFICER
Conscientious admiral who questioned Romulan policy. Eventually stole a scout ship and defected to the Federation in 2366.
Navigation Leadership
Integrity 2 Cunning 8 Strength 8

Changes: The original is truly terrible. The Integrity is far too low, and he is sorely lacking in skills. The Honor-Treachery combo fits him well, since he used dishonorable methods to accomplish worthy goals.

Final version:
Alidar Jarok
OFFICER
Conscientious admiral who questioned Romulan policy. Eventually stole a scout ship and defected to the Federation in 2366.
Leadership Treachery Honor Navigation
Integrity 5 Cunning 8 Strength 8

Alien Abduction
Planet Dilemma
Solanagen-based aliens, existing in a subspace domain, can access our universe and abduct humanoids for study.
Most CUNNING Away Team member (owner's choice if tie) is held captive by aliens until mission completed OR 3 Leadership present.

Changes: First of all, why is this planet only? It occured in space on the show, and it's doubtful that this could even occur on a planet. Also, the cures don't make any sense! It was Geordi and Data's discovery of the nature of the aliens that let them stop them, not a bunch of Leadership. I've reworked this entirely to make it more in tune with the show.

Final version:
Alien Abduction
Space Dilemma
Solanagen-based aliens, existing in a subspace domain, can access our universe and abduct personnel for study.
Place on ship. Personnel with highest total attributes is held by aliens atop mission (placed out of play if ship leaves this location). Cure with Astrophysics x2 OR ENGINEER + Physics + CUNNING >40.

Alien Groupie
Interrupt
Lanel, a Malcorian nurse, agreed to help Commander William T. Riker, but only if he would...
Plays on any Away Team that has just completed a planet mission. Female groupie delays beam up of one male (random selection) for one full turn.

Changes: First of all, this is a concept that really should be a dilemma. In its original form, it's pathetically weak, so I've changed it to a Penalty Box-like effect.

Final version:
Alien Groupie
Planet Dilemma
Lanel, a Malcorian nurse, agreed to help Commander William T. Riker, but only if he would...
Unless any Kirk or Riker present, place on mission. Now, and at the start of every mission attempt here, one male present must be 'detained' (stopped) in order to proceed.

Alien Parasites
Planet Dilemma
Intelligent parasites enter and take control of a humanoid. Their presence can be detected by a gill-like protrusion on the back of a host's neck.
Unless INTEGRITY >32, Away Team infected. They beam back and opponent immediately controls ship and crew until "stopped". Then turn resumes.

Changes: There's a few conceptual problems with the effect, but this is such a mainstay that I'm not changing anything. Just a little tweaking to the wordings.

Final version:
Alien Parasites
Planet Dilemma
Intelligent parasites can enter and take control of a humanoid. Their presence can be detected by a gill-like protrusion on the back of a host's neck.
Unless INTEGRITY >32, Away Team infected. They beam back up (if possible) and opponent controls them (and ship) until "stopped". Turn then resumes.

Alien Probe
Event
Space probes of unknown origin are frequently encountered by starships. Often such probes seek information or contact.
Plays on table. Both players continue the game with their hands (cards) exposed, face up on the table.

Changes: Making it seedable it obvious. I've added the special ability more for flavor than anything, and to increase it's utility. I'll adress the TAK issue when I do that card.

Final version:
Alien Probe
Event
Space probes of unknown origin are sometimes encountered by starships. Many, such as this one launched by the Cytherians, seek information or contact.
Seeds or plays on table. Both players play with the cards in their hand face up on the table. Cytherians is worth +5 points if 3 Diplomacy aboard ship, -5 if no Diplomacy aboard.

Alynna Nechayev
OFFICER
Vice-Admiral Alynna Nechayev is an antagonistic superior of Captain Jean-Luc Picard. Responsible for liaison with the Cardassians and the Maquis.
Leadership Diplomacy
Integrity 7 Cunning 8 Strength 3

Changes: The Integrity is obviously too high. Diplomacy is debatable, but the last sentence of lore justifies it. It also justifies the special download, which reflects her talks with the Cardassians. As a Vice-Admiral, VIP is a more fitting classification for her.

Final version:
Alynna Nechayev
VIP
Vice-Admiral Alynna Nechayev is an antagonistic superior of Jean-Luc Picard. Responsible for liaison with the Cardassians and the Maquis.
Leadership Diplomacy V: Treaty: Federation/Cardassian
Integrity 6 Cunning 8 Strength 3

Alyssa Ogawa
MEDICAL
Nurse Alyssa Ogawa is a medical assistant and friend to Dr. Beverly Crusher.
Biology
Integrity 7 Cunning 6 Strength 4

No Changes: Anything I could add would remove her valuable Mission Specialist status. No reasonable skills are worth that, with the possible exception of Exobiology, which would make her inferior to her FC version. I'd love to change the lore, but unless it's relevant to gameplay, I don't alter lore on otherwise unchanged cards.

Amanda Rogers
Interrupt
Female Q raised as a human on Earth. Was taken to the Q continuum by Q after she could not resist the benevolent use of her powers.
Nullifies any one Interrupt card just played (except Kevin Uxbridge or another Amanda Rogers) OR any one artifact just played as an Interrupt card.

Changes: Tightening up the wording only. Yes, the three omnis are slightly overpowered, but there's no good way to weaken them without destroying them entirely. You can probably expect a few "Immune to Amanda Rogers" on other Revised Premiere cards, though...

Final Version:
Amanda Rogers
Female Q raised as a human on Earth. Taken to the Q-Continuum by Q after she could not resist the benevolent use of her powers.
Nullfies one Interrupt just played (except Kevin Uxbridge or another Amanda Rogers) OR any other card just played as an Interrupt.

Amarie
CIVILIAN
Four-armed pianist. Information broker. Ex-wife of arms smuggler. Four times widowed. Qualor II lounge performer. Knows Aktuh and Melota. Salt sucker.
Music
Integrity 5 Cunning 9 Strength 2

Changes: She's such a cool character, I've enhanced her quite a bit. Twice the arms should equal twice the Music, shouldn't it? The special skills both work well with Qualor II, especially the second (which represents her helping out with undercover investigations). Make Giral and Tokath Nonaligned and have the ultimate in defense for your Colony! I'm quite proud of this one.

Final version:
Amarie
CIVILIAN
Four-armed pianist in a Qualor II lounge. Four times widowed, her most recent husband was an arms smuggler. Works as an information broker to support her sucksalt habit. Knows Aktuh and Melota
Music x2 May report to Qualor II. May treat up to two of your aligned personnel here as Non-Aligned.
Integrity 5 Cunning 9 Strength 2

Anaphasic Organism
Planet Dilemma
A male noncorporeal lifeform that lives inside a female host which he enchants, as in the case of Dr. Beverly Crusher's late grandmother.
If female(s) in Away Team, the one with highest total attribute numbers resigns (is discarded), unless SECURITY and MEDICAL present. Discard dilemma.

Changes: Not a whole lot. The requirements are easily met, but then, this dilemma is one of the reasons everyone brings SECURITY and MEDICAL on every mission. I'm tightening up the wording, and fixing the badly-worded lore.

Final version:
Anaphasic Organism
Planet Dilemma
Noncorporeal lifeform that enchants and feeds off of a female host. Appeared to Dr. Beverly Crusher as Ronin.
If any female present, the one with the highest total attributes resigns (discarded) unless SECURITY and MEDICAL present. Discard dilemma.
(okay, so I mainly wanted an excuse to fix the lore...)

Ancient Computer
Space Dilemma
Vital information can be retrieved from old or damaged computer systems like this one aboard a derelict Promellian battlecruiser.
Cannot get past unless 2 Computer Skill OR 3 SCIENCE OR 3 ENGINEER present.

Changes: If it's ancient, wouldn't Archeology help you out? Actually, I'm just looking for a way to make this a bit tougher to get past. As is, it's nearly useless.

Final version:
Ancient Computer
Space Dilemma
Information vital to the completion of a mission must sometimes be retrieved from old or damaged computer systems, like this one aboard a derelict Promellian battlecruiser.
To get past, requires 2 Computer Skill and Archeology OR 3 SCIENCE OR 3 ENGINEER.

Anti-Time Anomaly
Event
Q-created phenomena. Rift caused by anti-time particles in the future. Anomaly grows backward in time, endangering all life in the past.
Plays on table. Kills literally ALL personnel on table (both players cards) at the end of your third full turn, unless anti-time anomaly destroyed first.

Changes: It doesn't really reflect the Anomaly as seen on the show, but that would be far too powerful, and too confusing. I'm altering the wording a bit, including using a countdown. (The CD is 4, since it will countdown the turn it's played, making three "full turns"). I also altered the lore to explain why it kills everyone (not just humans).

Final Version:
Anti-Time Anomaly
Event {Countdown: 4}
Phenomenon created by Q as a test for Jean-Luc Picard. Created in the future, it grew backwards in time. Had it not been sealed, it's effects could have prevented life from beginning on many planets.
Plays on table. When Countdown expires, all personnel on table (unless time-travelling) are killed.

Archer
Planet Dilemma
Indigenous inhabitants, such as this Mintakan bowman, often attack an Away Team out of fear.
Away Team member with highest total attribute numbers is shot and dies unless SECURITY and MEDICAL present.

Changes: As Siskoid's Rolodex points out, either SECURITY or MEDICAL should be enough-- you can keep the archer away or heal the shot personnel. Since that would make it far too easy, I required two of the appropriate skill. Anthropology was added as a way to increase that skill's usefullness.

Final Version:
Archer
Planet Dilemma
Standard protocol on away missions is to remain hidden from local inhabitants. If this secrecy is broken, fearful natives may attack the Away Team as a threat.
Unless Anthropology OR 2 SECURITY OR 2 MEDICAL present, Away Team member with highest total attributes is shot and dies.

Armus-Skin of Evil
Planet Dilemma
A malevolent being was formed when the inhabitants of Vagra II rid themselves of all the evil they had inside.
Kills one Away Team member (random selection). Discard dilemma.

No changes: Someone dies. No ifs, ands or buts. Simple, elegant, and deadly.

Final version: No change

Asteroid Sanctuary
Interrupt
Hoping to avoid detection by a Romulan Warbird, the USS Enterprise entered a giant asteroid cavern in 2370.
Plays on any ship. If 2 Navigation aboard, hides ship to prevent any battle initiated against that ship for this turn.

Changes: I've altered the lore to make it something that could more reasonably done at any location. I've also prevented playing this on an opponent's ship, and tightened up the wording.

Final version:
Asteroid Sanctuary
Interrupt
A skilled pilot can take refuge in an asteroid field to avoid detection or attack. Even large ships can remain undetected among the large masses of rock.
Plays on your undocked ship with 2 Navigation aboard. It may not move, attempt missions, or take part in battle. You may discard interrupt at any time.

Atmospheric Ionization
Event
Charged particles in the atmosphere of planets which can disrupt transporter beams.
Plays crosswise on any planet location. Maximum of three personnel per turn can be beamed up or down at this location.

Changes: Changing it to only two beamings per turn makes it a bit more limiting (and makes it a nice combo with Thine Own Self). I added in the line about Transporter Skill because it makes sense. Seeding makes Botanical Research somewhat obsolete, but that's not my problem ;-).

Final version:
Atmospheric Ionization
Event
Charged particles often found in the atmosphere of planets. Capable of disrupting transporter beams in high concentrations.
Seeds or plays on a planet location. Maximum of two personnel per turn may beam up or down here (plus one for each Transporter Skill on ship).

Auto-Destruct Sequence
Interrupt
Computer controlled self-destruct countdown which can be set by the senior officers aboard a ship.
Plays on one of your own ships. Ship self-destructs at end of your turn. Explosion damages all other ships at same location which have SHIELDS <8.

Changes: Just a few. I've added a bonus for preventing the takeover or assimilation of the ship. Requiring staffing reflects needing the senior officers aboard, and downloading Escape Pod reflects preperation to evacuate.

Final version:
Auto-Destruct Sequence
Interrupt
Self-destruct countdown which can be activated by the senior officers aboard a ship. Employed as a last resort against hostile boarders.
Plays on your staffed ship. You may download Escape Pod to hand. Ship destroyed at end of your turn, damaging all other ships present with SHIELDS<8. Score points if ship was targetted by Assimilate Starship or Comandeer Starship. [10]

Avert Disaster
Planet Mission
Artrea: Aid project to delay solidification of the planet's core.
Geology + Honor + INTEGRITY >35
[Fed] {3} [40]

No changes: Nothing glaringly wrong with this, so I'll leave it as is. Expect most missions to be fairly unchanged (with a few exceptions).

Final version: No changes

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Star Trek TM Paramount Pictures; Star Trek: Customizable Card Game TM Decipher Inc.