KeyID | Name | Rarity | Type | SubType | Diplomacy | Intrigue | Psi | Leadership | Military | Cost | BoldText | EffectsText | ConspiracyMarks | DestinyMarks | DoomMarks | StrifeMarks | ShadowMarks | VorlonMarks | FlavorText | Set | Race | ShowInFilter |
1 | 50 Credits a Week | 1 | 7 | | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | You must rotate a Nightwatch character to play this event. Search your deck and take into your hand the first two non-event cards you find, of different types, that have the word "Nightwatch" (boldface) in their game text or title (Shuffle your deck afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | "Fifty extra credits a week to walk around and do what I do anyway? Why not?" - Zack | 6 | 6 | 0 |
2 | A Better Place | 3 | 1 | 12 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Remove from the game one of your limited Inner Circle participant teeps. The effect text of the conflict is reversed. The conflict is still considered won for aftermath purposes. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "It didn't have to end like this." - Byron | 5 | 6 | 0 |
3 | A Brighter Future | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If this conflict succeeds by 10 or more, this card becomes a Babylon 5 enhancement. While it is in play, Babylon 5 gains +1 influence each turn there is no war. If the conflict succeeds by 20 or more, Babylon 5 gains an additional +1 influence each turn no one initiates a Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The united support of the Babylon 5 Advisory Council and the League of Non-Aligned Worlds will give Babylon 5's commanding officer a strong position to achieve victory in war or in settling disputes. | 1 | 6 | 0 |
4 | A Call For Help | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I knew I could find him on my own, in time, but since we're in a hurry I left a sign for him during the fight. Times like this, we're trained to look where everybody else isn't." - Dureena | 8 | 6 | 0 |
5 | A Crusade (for a Cure) | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | ...for a cure. Irrevocable. Cannot be targeted. Play this card at the same time as your starting ambassador; it is not considered to be a card in your starting hand. Take any number of Crusade (boldface) cards from your deck and place them, in random order, under this card as your Crusade Pile. After using this effect, you must have at least 20 cards in the Crusade Pile and at least 70 cards left in your deck. Rotate this enhancement as an action to draw the top card from your Crusade Pile. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
6 | A Crusade (for a Legacy) | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | ...for a legacy. Irrevocable. Cannot be targeted. Play this card at the same time as your starting ambassador; it is not considered to be a card in your starting hand. Take any number of Legacy (boldface) cards from your deck and place them, in random order, under this card as your Crusade Pile. After using this effect, you must have at least 20 cards in the Crusade Pile and at least 70 cards left in your deck. Rotate this enhancement as an action to draw the top card from your Crusade Pile. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
7 | A Crusade (for Knowledge) | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | ...for knowledge. Irrevocable. Cannot be targeted. Play this card at the same time as your starting ambassador; it is not considered to be a card in your starting hand. Take any number of Explorer (boldface) cards from your deck and place them, in random order, under this card as your Crusade Pile. After using this effect, you must have at least 20 cards in the Crusade Pile and at least 70 cards left in your deck. Rotate this enhancement as an action to draw the top card from your Crusade Pile. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
8 | A Crusade (for Profit) | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | ...for profit. Irrevocable. Cannot be targeted. Play this card at the same time as your starting ambassador; it is not considered to be a card in your starting hand. Take any number of Corporate (boldface) cards from your deck and place them, in random order, under this card as your Crusade Pile. After using this effect, you must have at least 20 cards in the Crusade Pile and at least 70 left in your deck. Rotate this enhancement to take the topmost card from your Crusade Pile into your hand. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
9 | A Dying People | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They are alone. They are a dying people. We should let them pass." "Who? The Narn or the Centauri?" "Yes." - Kosh and Sinclair | 8 | 6 | 0 |
10 | A Final Statement | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Rotate a technomage. When this action round is supposed to end, you may take one final action. The action round then ends. | 0 | 0 | 0 | 0 | 0 | 0 | Techno-mages have a flair for the dramatic, particularly where endings are concerned. | 2 | 6 | 0 |
11 | A Good Bluff | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Diplomacy to support or oppose a target Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The abilities of an ambassador should not be underestimated. They are far more than just diplomats. Many have prior military experience and a diplomatic mission also engages in intelligence gathering as well. | 1 | 6 | 0 |
12 | A Good Lead | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Best of all, the cities are still intact. The place could be filled with unknown aline technology. At first I thought it was a legend, like the Flying Dutchman. But this is real and it's here. All we have to do is go down there, get inside those places, and take it." - Max | 8 | 6 | 0 |
13 | A Meeting of Minds | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate a character with Psi greater than zero. Add half that character's Psi to all non-zero abilities of another target character with Psi greater than zero. | 0 | 0 | 0 | 0 | 0 | 0 | "And we will all be together in a special place..." | 5 | 6 | 0 |
14 | A Moment of Beauty | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players with Vorlon Marks gain +3 temporary Influence to apply next turn only. This influence does not count toward power. This card cannot be played more than once per turn. | 0 | 0 | 0 | 0 | 0 | 0 | The haunting beauty of the chanting monks in Down Below was a perfect blend of the writing skill of J. Michael Straczynski and the directorial eye of Mike Vejar. | 2 | 6 | 0 |
15 | A New Era | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | If any opposable Military conflicts are in play, any player may rotate his ambassador as an action to rotate this enhancement and call a Babylon 5 vote. If successful, all opposable Military conflicts in play gain 2 opposition for each yes vote. | 0 | 0 | 0 | 0 | 0 | 0 | "It was a New Age.." - Londo | 5 | 6 | 0 |
16 | A Rising Power | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this agenda to provide +5 support to any Diplomacy conflict that will give you influence. Count each 10 Diplomacy you have from ready characters you control as +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | As Londo's star ascends thanks to the tacit support of the Shadows, He attracts the attention of those who wish to exploit him for their own political purposes. Lord Refa desires the Centauri throne, and will use anyone to obtain it. | 1 | 6 | 0 |
17 | A Shot in the Dark | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control and purge a Conspiracy Mark from that character, then rotate him to attack (as normal) in a conflict. He inflicts triple damage in that attack. You may purge at least 2 more Conspiracy Marks (from anywhere in your faction) to cause the target to inflict five times normal damage in that attack. Your attack cannot inflict more Severe Damage than the number of Conspiracy Marks you purged. | 0 | 0 | 0 | 0 | 0 | 0 | "One of these days, Garibaldi, you're gonna learn to watch your back." | 6 | 6 | 0 |
18 | A Show of Guile | 3 | 1 | 13 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | A character opposing the conflict must have been neutralized. Target your ambassador. Your ambassador may now participate in Intrigue conflicts using Diplomacy. Discard this aftermath if you initiate and lose an Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes the use of force leads to victory, and sometimes it requires guile. Force is usually quick and decisive, where guile is slow and subtle. But guile is much more likely to get the results without a loss of life. | 3 | 6 | 0 |
19 | A Time for Heroes | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 1 influence for each character you control who has a Leadership greater than 0. For the rest of the turn, all those characters gain +1 Leadership. For the rest of the turn, all characters you control lose 1 Intrigue and 1 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | "Tell the other Rangers, the Ambassadors, everyone in this army of light; Babylon 5 stands with you." - John Sheridan | 3 | 6 | 0 |
20 | A Time for Peace | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Call a Babylon 5 vote. If the vote passes, all (opposable) Military conflicts in play gain opposition equal to Babylon 5's influence. Reduce Babylon 5's influence by one for each of these conflicts that succeeds. | 0 | 0 | 0 | 0 | 0 | 0 | "This new alliance will help less advanced worlds improve their conditions, will encourage better relations between our races, and promote free trade. Above all, it will work to create peace." - Delenn | 5 | 6 | 0 |
21 | A Warning | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I would hate to have to start all over again." "Then why don't you come with us? We could use you." "Because I would hate to die even more than I would hate starting over." - Galen and Gideon | 8 | 6 | 0 |
22 | A World Gone Mad | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a non-ambassador character controlled by a player whose race has a tension of 5 toward a race in play. Next turn, the target must initiate and win a conflict targeting that race (or a player/faction of that race). If he does not, he must demote or discard the target. | 0 | 0 | 0 | 0 | 0 | 0 | "We are a world gone mad, and it is only our rage that gives us purpose any longer. That rage cannot be stopped; it can only exhaust itself in blood!" - Morann | 6 | 6 | 0 |
23 | Abandoned | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a conflict participant. The target ignores the effects of all cards targeting its faction and all cards in its faction which are not directly attached to the target. | 0 | 0 | 0 | 0 | 0 | 0 | From Londo's point of view, Sheridan destroyed his world. From Sheridan's point of view, Londo brought it on himself. Who is right? Who should pay the price? | 3 | 6 | 0 |
24 | Abbut | 2 | 3 | 1 | 0.0 | 5.0 | 0.0 | 0.0 | 0.0 | 9 | | Rotate to look at the bottom 10 cards on any deck. (Return in same order.) You may apply influence equal to half Abbut's Intrigue to use his Intrigue as Psi for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "They're cyber-organics, living recorders, part machine, part sentient." - Sinclair | 5 | 7 | 0 |
25 | Above it All | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You said you wanted me to explore." "With proper security. I'll send someone up." "Maybe not. I don't think they'd like the view as much as I do." - Dureena and Gideon | 8 | 6 | 0 |
26 | Accident | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target one character or fleet. Target suffers 1 point of damage. | 0 | 0 | 0 | 0 | 0 | 0 | Although highly advanced technology is required to ply the space ways, equipment is still subject to the fundamental laws of physics. Parts do break down, sometimes unexpectedly. The wrong part malfunctioning at the wrong time can be disastrous. | 1 | 6 | 0 |
27 | Acclaim | 1 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character. Any conflicts targeting the target character gain +5 automatic opposition. | 0 | 0 | 0 | 0 | 0 | 0 | Adoration acts as a shield against both mud and arrows. | 5 | 6 | 0 |
28 | Accommodations | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Have a seat." "Thank you." - Dureena and Galen | 8 | 6 | 0 |
29 | Acknowledge Legitimacy | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a Centauri, Human, Minbari, or Narn character whose race has no vote in Babylon 5 votes. Characters of that race apply double Diplomacy during the resolution of this conflict. If successful, this Conflict becomes an Aftermath targeting that character that allows the target's controller to vote for the target's race in Babylon 5 votes. Each race may only be targeted by this aftermath once per game. | 0 | 0 | 0 | 0 | 0 | 0 | Given the chaos of the Babylon 5 universe, it's sometimes difficult for governments to know who speaks for whom. | 5 | 6 | 0 |
30 | Acolyte | 2 | 3 | 1 | 4.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Religious Caste. | You may discard a card from your hand and rotate this character when you sponsor or promote a Minbari character. If you do so, your cost for that action is reduced by 2. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari Federation covers 20 worlds in 18 systems. They are a noble race who tend to look down on the activities of others. | 3 | 2 | 0 |
31 | Act of War | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play when an attack has been made against one of your fleets since your last action. Increase your tension toward the race whose fleet attacked your fleet by 1. If your tension toward that race is now at 5, your two races are now at War. | 0 | 0 | 0 | 0 | 0 | 0 | Some actions cannot be tolerated. | 2 | 6 | 0 |
32 | Additional Force | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target one of your characters or fleets that attacked this turn. The target is now supporting or opposing (your choice) the same conflict with the same ability. | 0 | 0 | 0 | 0 | 0 | 0 | The protagonists of Babylon 5, whether Human or alien, share one common trait: the ability to give something extra in a crisis. | 2 | 6 | 0 |
33 | Adira Tyree | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 5 | | After every time Adira Tyree attacks or is attacked without being neutralized, she gains +1 Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | Adira Tyree is a dancer and a Centauri slave. She may attempt to steal important political secrets to gain her freedom from her Golian master, Trakis. | 4 | 4 | 0 |
34 | Administrator Drake | 4 | 3 | 1 | 4.0 | 2.0 | 10.0 | 0.0 | 0.0 | 10 | Psi Corps Character. Psi Cop. | Requires 4 Conspiracy Marks to sponsor. Administrator Drake gains +4 Diplomacy while opposing a Diplomacy conflict which targets your faction. Rotate Administrator Drake to reduce the cost of the next Psi Corps character you sponsor this turn by 2. | 1 | 0 | 0 | 0 | 0 | 0 | "The mundanes leave us alone because we stay out of the press. It's important they continue to believe that nothing ever goes wrong inside these walls." - Administrator Drake | 5 | 1 | 0 |
35 | Advance Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 5 | | Cannot attack. This fleet gains +3 Military while supporting a Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | In a galaxy where the threats range from raiders through invading races to attacks by legendary ancient races, pacifism is not an option. | 3 | 3 | 0 |
36 | Advanced Training | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a Ranger you control. The target character gains +1 Intrigue and +1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | "They come in peace and will stay only where they are invited to stay. They will help protect you from Raiders and invasion by other races." - Delenn | 3 | 6 | 0 |
37 | Affirm Alliance | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador to sponsor or promote a character at a cost reduced by half the ambassador's Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 was founded as a place where the sentient races of the known galaxy could meet in peace to work out their differences. Heads of state visit Babylon 5 to reaffirm alliances and their support for the station's goals. | 1 | 6 | 0 |
38 | Affirmation of Peace | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If this conflict succeeds, all tensions for all players are lowered by 1. Also if this conflict succeeds, hold a Babylon 5 vote. if the vote passes you and Babylon 5 each gain 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The unified voice of major star powers on the Babylon 5 Advisory Council can have a strong influence in the settling of disputes. | 1 | 6 | 0 |
39 | Affirmation of Power | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, you and Babylon 5 each gain 1 influence. If the conflict succeeds by 10 or more, you and Babylon 5 each gains an additional influence. If the conflict fails, you and Babylon 5 each lose 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 was founded in the interest of peace, but sometimes peace can only be enforced through the exercise of military might. The station is well equipped to defend itself, and can deploy its Starfurys to engage in actions in nearby sectors of space | 1 | 6 | 0 |
40 | Affirmation of Support | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target an opposable conflict. Hold a Babylon 5 vote. If the vote passes, apply Babylon 5's influence in support of the conflict. If the vote fails, apply 1 opposition against the conflict for each vote against. | 0 | 0 | 0 | 0 | 0 | 0 | "We came to this playce because Babylon 5 was our last, best hope for peace. By the end of 2259, we knew that it had failed, but in so doing it became something greater - as the war expanded, it became our last, best hope for victory." - Commander Susan Ivanova | 3 | 6 | 0 |
41 | Afraid of the Dark | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | The cost for each player to play cards that require Shadow Marks is increased by an amount equal to twice his unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "Mister Morden, if I may ask. what is the price for this `help'?" - Londo | 5 | 6 | 0 |
42 | Against the First Ones | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the Shadow War has begun and you have no Shadow or Vorlon Marks, you may initiate a Military conflict targeting either the Shadows or the Vorlons. If successful, you gain +1 influence and your target loses 1 influence. Your fleets inflict +3 damage when attacking Shadow and Vorlon fleets. | 0 | 0 | 0 | 0 | 0 | 0 | "There is a darkness greater than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair." - G'Quan | 3 | 6 | 0 |
43 | Agamemnon | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control during the Ready round. Two leaders may lead the target fleet at the same time. | 0 | 0 | 0 | 0 | 0 | 0 | In Human legend, Agamemnon was the king who led the Greeks during the Trojan war. In the twenty-third century, the Agamemnon was commanded by Captain Sheridan before his assignment to Babylon 5. | 3 | 1 | 0 |
44 | Age of Conquest | 3 | 5 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | May not target Imperialism. Reveal when you conquer a location from another player to gain +2 influence and draw 3 cards. | 0 | 0 | 0 | 0 | 0 | 0 | "We have unlimited manpower and the will to use it. Can you imagine what we could achieve together?" - G'kar | 8 | 6 | 0 |
45 | Age of Exploration | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Next turn, you may sponsor locations without rotating a character and at -2 cost, and all other players may sponsor locations at -1 cost | 0 | 0 | 0 | 0 | 0 | 0 | During times of peace, soldiers become explorers. When war breaks out, explorers become soldiers. | 5 | 6 | 0 |
46 | Agents Durkani & Lyssa | 3 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | Explorer. | This character has +1 Intrigue for every 2 Conspiracy Marks in the game. Damage to this character does not reduce its abilities. | 0 | 0 | 0 | 0 | 0 | 0 | "I've been on the trail of these sightings for years, trying to prove that aliens are interfering with the development of my world. My partner, Lyssa, joined me a few years ago. At first she didn't belive me. But then the proof started mounting up, until... until we had to go." - Durkani | 8 | 7 | 0 |
47 | Aggressive Action | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. Diplomacy may be used in this conflict. If successful, return this conflict to your hand. In addition, you may choose during resolution either to gain +1 influence or to cause your target to lose 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "In five minutes I'll be the only person at this table that is still standing. Five minutes after that, I'll be the only person in this room still standing." -Marcus Cole. | 3 | 6 | 0 |
48 | Agitation | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may participate in this conflict using Intrigue. Target 2 races. If successful, raise the mutual tensions between the target races by 1, plus an additional 1 for every 10 by which this conflict succeeds. If this conflict would increase either tension above 5, the races enter a state of war. If the races' mutual tensions are at 5 after this conflict succeeds, cancel all non-war states between them. | 0 | 0 | 0 | 0 | 0 | 0 | "There was no strategy beyond alienating everyone in The Alliance, turn them against the Centauri so that.... So they'd attack!" | 7 | 6 | 0 |
49 | Aiding the Shadows | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Shadow Mark to play. Apply any amount of influence. For each 2 Influence you apply, the Shadows gain +1 Influence until the end of the turn. This bonus does not count toward starting the Shadow War or any victory condition. | 0 | 0 | 0 | 0 | 0 | 0 | "Emperor Cartagia is insane. He's made a deal with these... Shadows, allowing them a base here in belief they will grant him godhood, like the emperors of old." Londo Mollari to Vir | 2 | 6 | 0 |
50 | Aiding the Vorlons | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Apply any amount of influence. For each 2 Influence you apply, the Vorlons gain +1 Influence until the end of the turn. This bonus does not count toward starting the Shadow War or any victory condition. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari were the first race to be contacted by the Vorlons. The Minbari learned much from them and later gave them aid in both wars with the Shadows. | 2 | 6 | 0 |
51 | Ain't I a Stinker? | 6 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This is the final, the very, very last straw! Who is responsible for this. . . . I demand that you show yourself! Who are you?" | 8 | 6 | 0 |
52 | Airlock Mishap | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Inflict 2 points of damage on each Ambassador's Assistant in play. If you have less than 10 influence, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | From malfunctioning airlocks to techno-magic monsters, all sorts of mishaps can befall an ambassador's assistant on Babylon 5. | 7 | 6 | 0 |
53 | Alexander | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control at the end of the Ready round. If a fleet attacks the target, and the target fleet's leader has a higher Leadership than the attacker's leader, the target applies its damage before the attacker. | 0 | 0 | 0 | 0 | 0 | 0 | "The main vessel has been positively identified as the Alexander, under the command of General William Hague. The Alexander and her two companion vessels have been surrouned by Earthforce cruisers and ordered to surrender." | 6 | 1 | 0 |
54 | Alfred Bester | 3 | 3 | 1 | 2.0 | 5.0 | 13.0 | 2.0 | 0.0 | 12 | Psi Corps Character. Psi Cop. | May not be sponsored. You may replace Bester with Alfred Bester if you have 5 Conspiracy Marks. Transfer all enhancements, contingencies, aftermaths, and marks. Rotate Alfred Bester instead of initiating any conflicts during the Conflict Round to search through your deck and initiate the first conflict you find. If that conflict cannot be viably initiated, discard it and you initiate no conflicts this turn. Shuffle your deck afterwards. | 2 | 1 | 0 | 0 | 0 | 0 | "People like talking to me. I guess I just have that kind of face." | 5 | 1 | 0 |
55 | Alien Scum | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Nightwatch. | Rotate a Nightwatch character you control and target a character loyal to a race other than your own. The target suffers damage equal to your tension toward the target's race. | 0 | 0 | 0 | 0 | 0 | 0 | "You do realize of course that neither of you are getting out of here alive; got any thoughts about that?" | 6 | 6 | 0 |
56 | Alien Takeover | 2 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Explorer. | Unique. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Your only way out is to make us someone else's problem." - Mr. Welles | 8 | 6 | 0 |
57 | Alisa Beldon | 1 | 3 | 1 | 0.0 | 2.0 | 3.0 | 0.0 | 0.0 | 6 | | The Psi Corps faction may sponsor Alisa Beldon as if she were a Human Psi Corps character. While controlled by the Psi Corps faction, Alisa Beldon is considered to be a Human Psi Corps character. Alisa Beldon's abilities are doubled while she is participating in a conflict which targets her. | 0 | 0 | 0 | 0 | 0 | 0 | Alisa Beldon was a 14-year-old latent telepath who lived in DownBelow. She eventually turned down offers from Psi Corps and the Narn Regime, deciding instead to live on Minbar. | 5 | 7 | 0 |
58 | All Alone In the Night | 1 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the conflict was won, each participant who opposed it suffers damage equal to his controller's Unrest. If the conflict was lost, each participant who supported it suffers damage equal to his controller's Unrest. (Discard this Aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "The future is always changing. We create the future, with our words, our deeds, and with our beliefs. This is a possible future, Commander. And it is my hope, that you may yet avoid it." - Lady Ladira | 7 | 6 | 0 |
59 | All In the Cards | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Never gamble with a thief." - Dureena | 8 | 6 | 0 |
60 | All or Nothing | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a Military Conflict you initiated. All of your characters gain +2 Leadership while participating in the conflict. If you lose the conflict, neutralize all of your participant fleets. | 0 | 0 | 0 | 0 | 0 | 0 | Tactics and strategy are necessary prerequisites for winning a battle, but sometimes more is required. Sometimes, one has to throw every last ounce of effort into the moment. Sometimes, it's all or nothing. | 3 | 6 | 0 |
61 | Alliance Fleet | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 13.0 | 0.0 | 13 | ISA. | Any ISA member may sponsor this fleet at normal cost. If this fleet's controller is not an ISA member, he must immediately place it in the supporting row of an ISA member if possible; otherwise discard it. This fleet has 3 points of damage resistance. While led by a character with a Destiny Mark, this fleet gains +3 Military. | 0 | 0 | 0 | 0 | 0 | 0 | "They have been entrusted with the most advanced fleet of ships in existence, now that the First Ones have left us." | 7 | 6 | 0 |
62 | Alliance Superfleet | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 12 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "That's a ship? It's huge!" - Dr. Chambers | 8 | 6 | 0 |
63 | Alliance of Races | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may transfer 1 influence per turn to Babylon 5. If Babylon 5 reaches 20 influence before the Shadow War begins, count Babylon 5's influence as power. | 0 | 0 | 0 | 0 | 0 | 0 | The League of Non-aligned Worlds represents the minor star powers. They collectively cast one vote when the Babylon 5 Advisory Council is deadlocked. Earth has good relations with the League. | 1 | 1 | 0 |
64 | Alliance | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race with whom you have a mutual tension of 1 and no Alliance. If successful, there is a state of Alliance between your two races. You each gain +1 influence for each 5 influence your ally has. If your two races ever go to war, the state of Alliance ends and you each lose 1 influence for each 5 influence your ally has. | 0 | 0 | 0 | 0 | 0 | 0 | When forming an alliance with other races, you can never be sure on what grounds they will judge your race or its actions. The Lumati, for example will establish an alliance only with races that practice a strict policy of evolution. | 4 | 6 | 0 |
65 | Altruism | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you provide more support to a Won conflict than the initiator, you may rotate your homeworld to gain +1 influence. All of your unneutralized characters provide +2 additional support when supporting a conflict initiated by another player. | 0 | 0 | 0 | 0 | 0 | 0 | "The Third Principle of Sentient Life is its capacity for self-sacrifice. For a cause... a loved one... for a friend." - Delenn | 3 | 6 | 0 |
66 | Alwyn | 2 | 3 | 1 | 3.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Just as the Shadow War was gearing up, they decided it would be a jolly good idea that we all left and went somewhere else, rode out the war in some safe place where we couldn't be found. Rank cowardice, if you ask me... which they didn't." | 8 | 7 | 0 |
67 | Alyt Neroon | 3 | 3 | 1 | 6.0 | 3.0 | 0.0 | 5.0 | 0.0 | 0 | Grey Council Member. Warrior Caste. | Apply 10 influence to replace Neroon if he is your ambassador, transferring all attached cards and marks. You may sponsor Minbari fleets and Warrior Caste characters at -1 cost, or at -2 cost while Alyt Neroon is leading a fleet. | 0 | 1 | 0 | 1 | 0 | 0 | "They build. You pray. We fight." | 6 | 2 | 0 |
68 | Alyt | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a Warrior Caste character. The target may rotate to add half his Leadership to the military of a Minbari fleet that is being led by a Minbari. Neutralize the target if the fleet he aids is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "For the warrior, there is no other end to the journey." - Neroon | 6 | 2 | 0 |
69 | Ambassador Kosh | 3 | 3 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Kosh Naranek is discarded and cannot reenter play. Vorlon Influence must be 10 or higher and you must have 3 Vorlon Marks to sponsor. Unless specifically permitted, no effect can target Ambassador Kosh. All Vorlon Mark requirements for card play are reduced by 2 (to a minimum of 1). The player with the single most Vorlon Marks may rotate him to apply support or opposition to a Diplomacy conflict equal to that player's Vorlon Marks, or to cast the Vorlon vote during a Babylon 5 vote. | 0 | 0 | 0 | 0 | 0 | 1 | You do not understand. But you will. Ambassador Kosh | 2 | 10 | 0 |
70 | Ambitious Captain | 1 | 3 | 1 | 0.0 | 3.0 | 0.0 | 3.0 | 0.0 | 6 | | If Ambitious Captain is leading a damaged fleet, he cannot sustain his action. | 0 | 0 | 0 | 0 | 0 | 0 | Ambition is as normal to a Centauri as breathing is to a Human. Status is everything to this oldest of the younger races. | 2 | 4 | 0 |
71 | Anarchy | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a Non-Aligned player. You may not target yourself. If successful, the target must choose another species ambassador in his Inner Circle to become his new faction ambassador. (Transfer to the new faction ambassador all aftermaths, contingencies, enhancements, and marks that can only be attached to an ambassador.) If the target cannot choose a new faction ambassador, he must instead demote all of his Inner Circle characters except his ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | The leadership of The League is always changing. One day the Abbai or Markab may speak for them, while another could find the Drazi or Brakiri in charge. | 5 | 6 | 0 |
72 | Ancient Data Crystal | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "It's of alien design and construction, but all data crystals share certain fundamental technologies. Shouldn't take me too long to decode it. I'll run the translation program, and we'll see what it has to say for itself." - Max | 8 | 6 | 0 |
73 | Ancient Enemies | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | The cost to target any card in a faction or that faction as a whole with a card requiring Shadow Marks is reduced by 1 for each 2 Vorlon Marks in the target's faction. The cost to target any card in a faction or that faction as a whole with a card requiring Vorlon Marks is reduced by 1 for each 2 Shadow Marks in the target's faction. | 0 | 0 | 0 | 0 | 0 | 0 | Where Mr. Morden goes, there go also his Shadow companions. No one knows for sure why...Don't they trust him? Can't he survive without their protection? Or is there some deeper, darker connection? | 3 | 6 | 0 |
74 | Ancient Rivals | 2 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If at least one card requiring Shadow Marks and one card requiring Vorlon Marks were played during this turn, Babylon 5 loses 2 influence. May only be played once per turn. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "You want to force us to decide which of you is right. You're like parents arguing in front of their kids, manipulating them, trying to get them to take sides, not for their benefit, but for yours." Sheridan to the Vorlons and Shadows | 2 | 6 | 0 |
75 | And So It Begins | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. target your ambassador. Reveal when another player gains influence, if you have less than 10 influence and all other players have at least 10 influence. Search your deck and take any one version of your ambassador and any one version of your ambassador's assistant into your hand; they must be the same personalities as your current ambassador and ambassador's assistant. Your ambassador and ambassador's assistant each gain a Destiny Mark. (Shuffle your deck afterwards). | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
76 | Andre Sabbat | 2 | 3 | 1 | 2.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | | 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. | 0 | 0 | 0 | 1 | 0 | 0 | "You hear those voices, Jean, and I hear yours. But no one really believes me. Not even my allies, I think they see me as some convient tool, nothing else." | 8 | 7 | 0 |
77 | Anla'shok | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Ranger Group. | Your cost to sponsor any Ranger card is reduced by 2. Rotate and target a Ranger character. The target character gains +2 to each of his abilities while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | During the many centuries between one Shadow War and the next, the Anla'shok became little more than a joke to the Minbari. Under Delenn's control they may once again become a force to be reckoned with. | 3 | 2 | 0 |
78 | Anna Sheridan | 3 | 3 | 1 | 0.0 | 2.0 | 0.0 | 3.0 | 0.0 | 3 | | Requires 3 Shadow Marks to sponsor. Anna Sheridan can only lead Shadow fleets. Rotate Anna Sheridan and target any Sheridan character. While she remains rotated, treat all but one of the target character's Destiny Marks as Doom Marks. | 0 | 0 | 0 | 0 | 1 | 0 | How would you know if the soul of someone you loved had been replaced with something... alien? If you loved them enough, you would know. | 3 | 9 | 0 |
79 | Annex Neutral World | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All participants may increase their tension toward the initiator of this conflict by +1. If successful, gain +1 Influence. Gain an additional +1 Influence if you win the conflict by 10 or more. | 0 | 0 | 0 | 0 | 0 | 0 | Neutrality is often not a viable political stance. Those who try hardest to avoid a struggle often find their worlds are the first to fall... or that there is no one left to defend them when the predators turn their eyes toward their lands. | 2 | 6 | 0 |
80 | Anti-Psi Training | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply influence equal to the number of players in the game. Target a Psi Conflict. For the rest of this turn, any character may rotate as an action to apply +2 opposition to the target, even if he has no Psi. (This does not cause him to become a participant.) | 0 | 0 | 0 | 0 | 0 | 0 | "He's actually fighting me. He's been trained in countering probes. He's singing songs, doing math ... you forgot to carry the seven. That's better." - Lyta | 6 | 6 | 0 |
81 | Anti-Telepath Virus | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | There must be 7 Shadow Marks in play to initiate this conflict. If successful, neutralize all teeps in play, and this card becomes a Global Aftermath that causes all players to pay double cost to sponsor teeps, cumulative with other doubling. Any player may initiate a Diplomacy conflict which, if successful, discards this aftermath. | 0 | 0 | 0 | 0 | 0 | 0 | "This virus is encoded to imbed itself in the gene that activates a telepath's abilities. It's airborne, 100% contagious, and utterly harmless to normals. Only telepaths are susceptible." - William Edgars | 5 | 6 | 0 |
82 | Apocalypse Box | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | 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. | 0 | 0 | 1 | 0 | 0 | 0 | | 8 | 6 | 0 |
83 | Approval of the Grey | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your supporting characters who is a Grey Council member. Promote that character to the Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | The Grey Council, in keeping with tradition set 1,000 years ago by Valen, has nine members - three from the religious caste, three from the warrior caste, and three from the religious caste. Great deliberation goes into each Council decision. | 1 | 2 | 0 |
84 | Apriori Flentak & Nix | 3 | 3 | 1 | 6.0 | 4.0 | 0.0 | 2.0 | 0.0 | 0 | Explorer. | Unique. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This is Apriori Flentak, First Councilor, Minister of Justice, Sanctioned Guardian...Apriori Flentak does not speak the words of other races for reasons of morality and intellectual purity." - Nix | 8 | 7 | 0 |
85 | Archaeologist D. Taylor | 2 | 3 | 1 | 2.0 | 1.0 | 0.0 | 1.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | Convinced that he already knew all of the answers, Archaeologist Duncan David Taylor decided to go looking for the questions. | 8 | 7 | 0 |
86 | Armed Resistance | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a location you played which was conquered. The unrest level of the current controller of the location increases by 1. You may initiate an extra Intrigue conflict each turn. If you win this conflict by 10 or more, you reconquer the location and this enhancement is discarded. | 0 | 0 | 0 | 0 | 0 | 0 | Occupation troops are formidable, but no conquering force can totally extinguish the flames of freedom. Once free people will fight to regain their independence. | 1 | 6 | 0 |
87 | Armistice | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador. If the mutual tensions of two races at war are each below 4, the war ends during the draw round. | 0 | 0 | 0 | 0 | 0 | 0 | Although some believe that war is inevitable, after war comes and people face the reality of its horror, they find the common ground for peace they did not believe existed. | 4 | 6 | 0 |
88 | Arms Race | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a race toward whom you have a tension of 4 or more. Rotate your ambassador to sponsor a fleet. The cost is reduced by one for each fleet in play loyal to the target race. Players of other races may increase their tension toward you by one. | 0 | 0 | 0 | 0 | 0 | 0 | "We must guard against the acquisition of unwarranted influence, whether sought or unsought, by the military-industrial complex." - Dwight D. Eisenhower | 5 | 6 | 0 |
89 | Arrest Dissidents | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Fleets of your race apply double Military during resolution. For each 20 by which this conflict succeeds, discard one supporting character of your race (controlled by any faction). | 0 | 0 | 0 | 0 | 0 | 0 | Whenever trouble starts, dissidents are rounded up. Whether or not they deserve it, whether or not it's legal, people in charge feel safer if they are in custody. | 3 | 6 | 0 |
90 | Arsenal of Yesterdays | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "That's the fun part about being an archaelogist, Sam: The present constantly getting in the way of exploring the past." - Max | 8 | 6 | 0 |
91 | As It Was Meant To Be | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the top card on your discard pile is a character, enhancement, group or fleet you may purge a Destiny Mark as an action to put that card into your hand. Your ambassador gains a Destiny mark each time you initiate and win a conflict. Count each character you control with a Destiny Mark as 1 power. | 0 | 1 | 0 | 0 | 0 | 0 | Kosh wears an encounter suit to disguise his true appearance. He claims that if he were seen he would be recognized by everyone. But there is more to a Vorlon's true appearance than Kosh admits... | 4 | 6 | 0 |
92 | Ashan | 4 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | | | 0 | 0 | 0 | 0 | 0 | 0 | Religious Caste. Ashan is a member of the Third Fane of Chudomo. Under orders from his sect, he will lie about Captain Sheridan to gain revenge against the hated "Starkiller". | 1 | 2 | 0 |
93 | Asimov Laws | 5 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character. If successful, this conflict becomes a character enhancement. The enhancement prevents that character from attacking any of your characters. If this conflict succeeds by 10 or more, the character also cannot oppose any conflict you initiate. | 0 | 0 | 0 | 0 | 0 | 0 | As long as you're messing with their minds anyway, why not do a little reprogramming? | 3 | 6 | 0 |
94 | Assassination Device | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Weapon. | Cannot be used with any other Weapon enhancement. Target character inflicts +1 damage when attacking. Also, when the character attacks or is attacked, he inflicts +1 point of damage on his opponent before combat is resolved. | 0 | 0 | 0 | 0 | 0 | 0 | "He said you have to place the tip right here between his hearts. Then press that button. The toxin will paralyze his neural system and stop his hearts." - Londo to Vir | 2 | 6 | 0 |
95 | Assault Troops | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | For every influence the target player applies, he may apply +2 Military support to a Military conflict targeting a location. | 0 | 0 | 0 | 0 | 0 | 0 | EarthForce infantry are known as GROPOS, or Ground Pounders. They may be sent into battle with little notice, for no cause other than to support Earth's alliances. | 1 | 6 | 0 |
96 | Assigning Blame | 4 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador loses 2 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | "All right, straight up... "Whether you're found innocent or guilty, if this goes to trial you'll have to step down as commanding officer of Babylon 5, probably permanently." - Guinevere Corey | 1 | 6 | 0 |
97 | Associates Revealed | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an ambassador with a Shadow Mark. The player of that faction must have played a card which required Shadow Marks this turn.The target ambassador loses 2 Diplomacy. His faction and the Shadows lose 1 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Who gave the order?" "Your associate, Mr. Morden." Minister Durano replies to Londo Mollari | 2 | 6 | 0 |
98 | Assume Authority | 3 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, gain +1 power. If unsuccessful, lose 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Mister Bester." "Captain Sheridan." "Get the hell out of my chair!" | 6 | 6 | 0 |
99 | At Any Cost | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Unneutralize and fully heal a participant supporting character who did not attack this turn. If still unneutralized during resolution, double his support or opposition, then remove him from the game at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Even with a massive PPG wound to the chest, Simon crawled halfway across the station to save Sheridan's life. | 5 | 6 | 0 |
100 | At Peak Performance | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a fleet. The target fleet takes only half damage when attacked this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Though Earth is the youngest of the major space-faring races, at peak performance their combat ships are a force to be reckoned with. | 2 | 6 | 0 |
101 | At a Standstill | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target ambassador's faction must rotate an Inner Circle character when initiating a conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Everyone wants an easy answer. Everyone wants to believe that their problems can be blamed on one simple cause and can be solved just as easily. | 3 | 6 | 0 |
102 | Atmospheric Fighters | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | All of your fleets gain +2 Military while participating in a conflict targeting a location. | 0 | 0 | 0 | 0 | 0 | 0 | "This is the first production model of Starfury that can operate inside an atmosphere. Nobody else in a prior model can follow you in." - Pilot to Sheridan | 2 | 6 | 0 |
103 | Attache Cotto | 3 | 3 | 1 | 4.0 | 3.0 | 0.0 | 0.0 | 0.0 | 4 | Centauri Ambassador's Assistant. | Must replace Vir Cotto, transferring all attached cards and marks. When he rotates to enhance the Centauri Ambassador, Attache Cotto reduces costs by an additional 1 or increases the ambassador's abilities by an additional +1. For each 2 points of Diplomacy he has, he gains +1 damage resistance, usable only when being attacked. | 0 | 0 | 0 | 0 | 0 | 0 | "I need a friend, Vir, and I need a patriot, and you are both." - Londo | 6 | 4 | 0 |
104 | Attache | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Limited. Target a non-ambassador Narn you control. The target gains the text "Narn Home Faction Ambassador's Assistant." (boldface) The target cannot become your ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | "Your new aide, ambassador." - Na'Toth | 6 | 3 | 0 |
105 | Attack Babylon 5 | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | This conflict is opposed by Babylon 5's Influence. Babylon 5 loses 1 Influence for each fleet that is neutralized while opposing this conflict. If successful, Babylon 5 loses 1 Influence, plus an additional influence for each 3 Shadow Marks in the initiator's faction, and you gain +1 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Can anyone help us? This is Commander Susan Ivanova, Babylon 5 to any ships in grid Epsilon. We are under attack, I repeat, we are under attack!" | 2 | 6 | 0 |
106 | Attack Formation | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target 2 or more of your fleets supporting or opposing the same conflict. Each of those fleets gains +2 Military for the rest of the turn | 0 | 0 | 0 | 0 | 0 | 0 | "Fighters, take point...and clear the way. Sunhawks and other medium-class ships provide escort for our big guns. Everyone else - break and attack!" - Captain John Sheridan | 3 | 6 | 0 |
107 | Attack Outpost | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction's non-homeworld location. You must have a tension toward that faction of 3 or more. Tensions between your two factions increase by 1. If either tension was already 5, you enter a state of War. If successful, discard the target location. | 0 | 0 | 0 | 0 | 0 | 0 | "Is there anyone along our border with whom we are NOT currently at war?" - Lord Mollari to Lord Refa | 3 | 6 | 0 |
108 | Attack the Shadows | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may not initiate this conflict if you have any Shadow Marks. target a player with Shadow Marks. Any ability may be used in this conflict. If successful, the target must transfer 1 influence to you and purge 2 Shadow Marks (or 1 Shadow Mark if that is all he has), and this conflict returns to your hand. If unsuccessful, you lose 1 power and 1 influence, and the Shadows gain 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "I will have to have that painted over I suppose." - Londo | 7 | 6 | 0 |
109 | Attack the Underlings | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may not initiate this conflict if you have any Shadow Marks. Target a player with Shadow Marks. If successful, he must transfer 1 influence to you and purge 1 Shadow Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "You're afraid, aren't you? They're afraid. And speaking of your associates, we must make sure that we can talk privately." - Londo | 6 | 6 | 0 |
110 | Attacking Pawns | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Doom Mark. Target another player's supporting character. If you succeed by 5 or more, discard the target character. If you succeed by 10 or more, gain +1 influence. | 0 | 0 | 1 | 0 | 0 | 0 | The enemy may travel under many guises, and may attack without warning. One must always be on guard against any and all threats. | 4 | 6 | 0 |
111 | Automated Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 0 | Crusade. | Unique. 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 7 | 0 |
112 | Avert Incident | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Tension levels toward your race cannot increase for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 station security are deployed to keep the peace. During riot conditions, the commanding officer may declare a lockdown and employ Security to keep residents in their quarters. | 1 | 6 | 0 |
113 | Babylon 4 | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. If successful, each player who did not provide opposition to this conflict may place his hand back in his deck, remove up to 10 cards from his deck, add up to 10 cards to his deck from outside the game, and select a new hand of 5 cards of his choice. (He must shuffle his deck afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | "Babylons 1, 2 and 3 were sabotaged and destroyed. Number 4 vanished without a trace 24 hours after becoming operational. To this day no one knows what happened to it." - Jeffrey Sinclair | 9 | 6 | 0 |
114 | Babylon 5 Fighters | 2 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 6 | | Any player may sponsor this fleet at normal cost. Babylon 5 fighters gain +3 Military while supporting a conflict that can increase Babylon 5's influence or opposing a conflict that can lower Babylon 5's influence. Any player may rotate this fleet to support any conflict of any ability type which will lower tensions. | 0 | 0 | 0 | 0 | 0 | 0 | The SA-23 Mitchell-Hyundyne Starfury is Babylon 5's primary means of force projection. Some variants are optimized for atmospheric operation, and others for stealth. | 3 | 6 | 0 |
115 | Babylon 5 Unrest | 3 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Babylon 5 loses 1 influence each turn during the draw round. Any player may initiate a Diplomacy conflict with 5 automatic opposition; if this conflict is successful, discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | Planning to expand Earth's military power, the President orders EarthForce to upgrade the weaponry on Babylon 5. This gives the station an increased ability to protect itself from attack by hostiles. | 1 | 6 | 0 |
116 | Babylon 5 War Council | 2 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | You cannot sponsor this enhancement if you have any Shadow or Vorlon Marks. All players with no Shadow or Vorlon Marks may sponsor fleets at 1 less influence cost and their fleets repair 2 points of damage for each point of influence, rather than 1. | 0 | 0 | 0 | 0 | 0 | 0 | The Council is the central body forming strategy and tactics for the younger races during the Shadow War. Based on Babylon 5, it is headed by Captain John Sheridan and co-opts anyone it sees fit as a member. | 3 | 6 | 0 |
117 | Backlash | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All participant characters suffer damage equal to their Doom Marks. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Evading customs restrictions; breaking the law; carrying concealed weapons. A man can make a lot of money that way, but he can also lose his life. | 3 | 6 | 0 |
118 | Backroom Dealing | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Target your ambassador. During a vote, you may alter one "abstain" vote cast by an ambassador beside the Vorlons (whether actively played or not) to a "yes" or "no". Apply any amount of influence when you do this. Any player may apply 1 more influence than you applied to return the vote to "abstain". | 0 | 0 | 0 | 0 | 0 | 0 | During the Earth-Minbari War, the Narns helped arm the Earth's military. The Narns will arm anyone for the right price, especially if it furthers their political interests. Sometimes, this policy backfires. | 1 | 6 | 0 |
119 | Balance | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | No player may apply more influence during this turn than the current influence rating of the least influential player. | 0 | 0 | 0 | 0 | 0 | 0 | Blood cries out for blood. The feud between the Centauri and the Narn has lasted for over 100 years. Millions have died during their wars and neither side will trust the other to make peace. | 1 | 6 | 0 |
120 | Balus | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 12 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate to draw a card. If neutralized, remove Balus from the game. | 0 | 0 | 0 | 0 | 0 | 0 | Balus is a free port located near League space. Control of Balus' governing body is highly sought-after by nearby governments. They hope to exploit the rich tax base that Balus represents. | 5 | 7 | 0 |
121 | Barren Worlds | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 25.0 | 9 | | Multiple. May replace a Limited location that is the Homeworld of the race controlling it, transferring all attached cards. When played, this Location becomes loyal to the race that controls it, and becomes the "Homeworld" (boldface) of that race. Rotate this location and apply any amount of damage to it, that would not lower its Military below 5, to restore an equal amount of influence. Remove 1 point of damage from this Location during each Ready Round. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
122 | Battle Hardened | 1 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet damaged in an attack. The target fleet gains +2 Military. | 0 | 0 | 0 | 0 | 0 | 0 | "Tell them that from this place we will deliver notice to the Parliaments of conquerors that a line has been drawn against the darkness, and we will hold that line no matter the cost." - Captain John Sheridan | 3 | 6 | 0 |
123 | Battle Momentum | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a war conflict. The target of the war conflict must have not initiated a conflict this turn. The next fleet that rotates to oppose the conflict applies no opposition during resolution, and does not cause the conflict to become contested. | 0 | 0 | 0 | 0 | 0 | 0 | EarthForce officers are taught that momentum means total commitment to a course of action and, once committed, total follow-through with all resources. | 3 | 6 | 0 |
124 | Battle Tested | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character who led a participating fleet. Increase the target's Leadership by 1. If the target's fleet supported a Lost conflict or opposed a won conflict, the total damage he can sustain drops by 2. | 0 | 0 | 0 | 0 | 0 | 0 | Commanding officers are torn between their sworn loyalty to their government's constitution, and following orders that may be illegal or immoral. They may turn, but the consequences may be a court martial or worse. | 1 | 6 | 0 |
125 | Be Seeing You | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character you control. The target gains a Conspiracy Mark. You may discard this aftermath at the beginning of the resolution of an opposable conflict that was won by an amount less than or equal to the highest ability currently supporting the conflict to cause the winner to gain no influence (from the conflict). | 1 | 0 | 0 | 0 | 0 | 0 | Bester is a fan of 20th century mystery vids, which also happen to be Mister Garibaldi's Number Sixth Most Favorite Thing In The Universe. | 5 | 6 | 0 |
126 | Behind the Curve | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All characters and fleets sponsored during the rest of the turn have their abilities halved for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "We will arrive when we arrive, and we will have the weapons we have. You cannot win this war with force; you must... understand your way out of this." - Lorien | 3 | 6 | 0 |
127 | Bester | 3 | 3 | 1 | 0.0 | 5.0 | 12.0 | 0.0 | 0.0 | 12 | Psi Cop. | You must draw 2 free cards (instead of 1) per turn while you control Bester. Bester cannot become an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | Alfred Bester is a Psi Corps officer. Rated a P12, he is capable of scanning almost anyone. He is scheming, and willing to sacrifice anyone to further his personal ambitions. | 4 | 1 | 0 |
128 | Bester (ambassador) | 4 | 3 | 1 | 1.0 | 3.0 | 12.0 | 0.0 | 0.0 | 0 | Human Psi Corps Starting Ambassador. Psi Corps Character. Psi Cop. | Bester may not rotate to support a conflict you initiate unless another character has already participated. | 1 | 0 | 0 | 0 | 0 | 0 | "My parents were killed in an accident, I was barely a month old. When I was put into a foster home, I turned up on the random DNA checks. The Corps took me in.". - Bester's understanding of his life history isn't quite complete. | 5 | 1 | 0 |
129 | Bester's Black Omega | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Flagship. Psi Corps Enhancement. | Limited. You may only control one flagship at a time. May only target a Psi Corps fleet. You may move this enhancement to any other valid Psi Corps fleet you control at the end of the Ready Round. Any teep may lead the target fleet, even if his Leadership is zero. That teep gains a bonus to his Leadership equal to half his Psi. | 0 | 0 | 0 | 0 | 0 | 0 | "I didn't even know the little creep could fly a Star Fury." - Garibaldi | 5 | 1 | 0 |
130 | Between You & The Abyss | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 2 influence for each Nightwatch and Psi Corps character in your faction. All Nightwatch and Psi Corps characters in your faction gain +1 to their highest ability for each Nightwatch character in your Inner Circle while participating in a conflict. (This effect expires at the end of the turn.) | 0 | 0 | 0 | 0 | 0 | 0 | "There's danger all around us, and whether you like it or not, we may be all that stands between you and the abyss." - Bester | 6 | 6 | 0 |
131 | Beyond the Rim | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Irrevocable. Lorien must be in play and you must have 3 Destiny Marks to initiate. This conflict has automatic opposition equal to the higher of Shadow or Vorlon influence. If successful, Ambassador Kosh and all other Kosh cards, Lorien and all Shadow and Vorlon fleets and locations are removed from the game, and such cards cannot ever (re)enter play. Any player may discard any cards they control which require Shadow or Vorlon Marks. Purge all Shadow and Vorlon Marks. The Shadow War is over. Shadow and Vorlon influence drops to zero and cannot increase. Gain +3 influence. | 0 | 0 | 0 | 0 | 0 | 0 | | 3 | 6 | 0 |
132 | Biased Reporting | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Media. | Target your faction. Rotate and target a conflict. Any character that attacks one of your participant characters suffers 1 point of damage before the attack is resolved. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't watch TV. It's a cultural wasteland filled with inappropriate metaphors and an unrealistic portrayal of life created by the liberal media elite." - Security Guard on Mars | 3 | 6 | 0 |
133 | Big Guns | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target any card with a Strife Mark. It gains an additional Strife Mark for the rest of the turn. | 0 | 0 | 0 | 1 | 0 | 0 | "We have to stop in Security. There's a few things I want to pick up." - Commander Jeffrey Sinclair | 3 | 6 | 0 |
134 | Bio-Adaptive Shielding | 1 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "The hull is a plasteel crystalline alloy capable of refracting eighty percent of any energy weapon used against it...." - Drake | 8 | 6 | 0 |
135 | Bio-Weapon Discovery | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one fleet you control. If you win by 5 or more, this conflict becomes a fleet enhancement for that fleet. During each ready round, place a bio-weapon token on the fleet. The target fleet gains +1 Military for each bio-weapon token to a maximum of +5. If you lose by 5 or more, discard one supporting or non-ambassador Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | The development of bio-weapons has been a major concern for numerous races and groups seeking to expand their power. | 4 | 6 | 0 |
136 | Black Market | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Doom Mark. If successful, this card becomes a faction enhancement which reduces the cost for you to bring out any card by 1 for each Inner Circle character you rotate when playing the card. | 0 | 0 | 1 | 0 | 0 | 0 | Opportunities to make a large profit seem to make the black market a universal fixture among the races. | 1 | 6 | 0 |
137 | Black Omega Auxiliary | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 5 | | Psi Corps Fleet. Black Omega Auxiliary gains +4 Military while you are the target of a Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | If a crisis threatened Psi Corps, many members would volunteer for a spot in a Black Omega Star Fury. Even if they didn't have training, they could be given the necessary basic knowledge via telepathy. | 5 | 1 | 0 |
138 | Black Omega Fighters | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 5 | | Psi Corps Fleet. Black Omega Fighters may participate in Intrigue conflicts using Military. | 0 | 0 | 0 | 0 | 0 | 0 | "No reason for the rest of the world to know what our resources are." - Bester | 5 | 1 | 0 |
139 | Black Omega Pilot | 4 | 3 | 1 | 0.0 | 0.0 | 3.0 | 2.0 | 0.0 | 5 | Psi Corps Character. | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | All Psi Cops have to be up-to-date on the latest Star Fury models, in case they have to go on solo missions. | 5 | 1 | 0 |
140 | Black Omega Squadron | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Psi Corps Enhancement. While this enhancement is ready, the target gains +1 Military. Rotate this enhancement to give the target 2 points of Damage Resistance. (This action may not be sustained.) | 0 | 0 | 0 | 0 | 0 | 0 | "Black Omega was my baby, my creation." - Bester | 5 | 6 | 0 |
141 | Black Ops Consultant | 1 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate Black Ops Consultant and target any character. The target character may use Leadership as Intrigue for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "It's the tyranny of evolution. Sooner or later you have a species that will have a genetic or technological advantage, and that species will always conquer a species without that advangate." - Wade | 3 | 7 | 0 |
142 | Black Rose Killer | 1 | 1 | 33 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your participant characters. When you win a subsequent conflict, you may immediately discard this card from play to inflict 5 points of damage on a target of your choice who participated in that conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Do you know what it's like to wake up one day and discover you're a monster, a murderer?" - Brother Edward | 7 | 6 | 0 |
143 | Blackmail | 4 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Intrigue may be used to oppose this conflict. Target a non-ambassador character. If you win by 5 or more, the target's controller must do one of the following: transfer 1 influence to you, discard the target, or demote the target. | 0 | 0 | 0 | 0 | 0 | 0 | "Telepaths make the ultimate blackmailers, Talia." - Jason Ironheart | 5 | 6 | 0 |
144 | Blaylock | 3 | 3 | 1 | 3.0 | 3.0 | 0.0 | 1.0 | 0.0 | 9 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Galen. Galen! The Circle requires your presence... They know of your activities." | 8 | 7 | 0 |
145 | Blessings | 5 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play after any conflict during which Vorlon Rescue has been played. Babylon 5 gains 3 influence. | 0 | 0 | 0 | 0 | 0 | 0 | After Kosh leaves his encounter suit and appears to the other species as an angelic being, Drazi pilgrims come to Babylon 5 to seek blessings from Droshalla and all he touched. | 1 | 6 | 0 |
146 | Blind the Watchers | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Shadow Mark to initiate. Military may be used in this conflict. Target a Ranger character, group or fleet. If successful, discard the target if it is a group or neutralize the target card if it is not a group. | 0 | 0 | 0 | 0 | 0 | 0 | The rangers have been charged with watching for signs of Shadow activity. But rangers are only individuals, and individuals can be ... neutralized. | 3 | 6 | 0 |
147 | Block Progress | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Card effects allowing the transfer of influence cannot be used for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Rules of combat older than contact with other races. Did not mention aliens. Rules change caught up in committee. Not come through yet." Green Drazi to Ivanova. | 2 | 6 | 0 |
148 | Block | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a teep who is using Psi to participate in a conflict. For the rest of the turn, reduce all of the target's abilities by an amount equal to the Psi of a teep you control. | 0 | 0 | 0 | 0 | 0 | 0 | "I'm blocking them. You can go back to work. It's safe". - Bester | 5 | 6 | 0 |
149 | Blockade | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one player with whom you have a tension of 4 or 5. If successful, reduce the influence rating of all factions of the target race to the level at which they began the turn (to a minimum of 10). Those factions cannot gain any more influence this turn, and this conflict is returned to you hand. | 0 | 0 | 0 | 0 | 0 | 0 | Far-flung colonies may rebel for independence, if they disagree with a homeworld's policies. Governments may respond with military force to ensure loyalty. | 4 | 6 | 0 |
150 | Blood Oath | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character, and choose a player whose character opposed the conflict. The target participant character gains a Strife Mark when attacking characters controlled by that player. | 0 | 0 | 0 | 1 | 0 | 0 | The Shon' Kar is a Narn blood oath against an enemy, and is sometimes even extended to the target's family and friends | 1 | 6 | 0 |
151 | Bloodhound | 4 | 3 | 1 | 0.0 | 3.0 | 5.0 | 0.0 | 0.0 | 9 | Psi Corps Character. | Multiple. Rotate this character and apply 5 influence to attack any target Human teep or target Neutral teep using Psi. Characters in the target's faction may attack this Bloodhound in return (using Psi). May not attack Psi Corps characters. | 0 | 0 | 0 | 0 | 0 | 0 | Bloodhound units were originally telepaths assigned to the military divisions occupying Mars. After Mars achieved independence, Psi Corps adopted the Bloodhounds to help Psi Cops hunt down rogues. | 5 | 1 | 0 |
152 | Bloodied but Unbowed | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a neutralized fleet. Apply influence equal to the fleet's base military plus 1 per point of severe damage. The fleet becomes face-up and unneutralized with damage equal to its military minus 1. | 0 | 0 | 0 | 0 | 0 | 0 | Ships may enter battle proudly, but often must return humbly, nursed back to their homeworlds to lick their wounds, preparing to fight another day. | 2 | 6 | 0 |
153 | Blow the Jump Gate | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a location in another faction. If successful, this conflict becomes a Lost Aftermath on the target which blanks the location's game text. As an action, the target's controller may rotate an Inner Circle character and apply 1 influence to place a Repair Token on this Aftermath. Discard this Aftermath when the number of Repair Tokens exceeds the location's base Military. | 0 | 0 | 0 | 0 | 0 | 0 | "That's a violation of every rule of civilized warfare. Wars come and go but the jump gates have to go on. Otherwise the entire hyperspace beacon system falls apart." - Elizabeth Lochley | 7 | 6 | 0 |
154 | Blue Narn | 3 | 3 | 1 | 2.0 | 1.0 | 0.0 | 0.0 | 0.0 | 7 | Media. Narn Agitator. | Any player may sponsor Blue Narn as if he was a Neutral Character. Rotate Blue Narn to place the top card in another player's discard pile on the bottom of his deck. Instead of doing this as an action, you may do it at the end of the Ready Round, but you must apply 7 influence to do so. | 0 | 0 | 0 | 0 | 0 | 0 | Even the Narns have media sensations. | 7 | 3 | 0 |
155 | Bluff | 1 | 5 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on any card. Reveal as an action if you have not revealed a Bluff this turn. Return this card to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | Sheridan's Rule # 29 Always make your opponent think you know more than you really know. | 3 | 6 | 0 |
156 | Body Armor | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Armor. Reduce any damage target suffers in attacks by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "Stylish, it ain't. But it'll take a burn for you." - Zack Allan | 2 | 6 | 0 |
157 | Bogged Down | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | For the rest of the turn, any player who passes can only pass for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes any action is the wrong action. The best thing to do is to wait. | 3 | 6 | 0 |
158 | Bolstered Defenses | 1 | 5 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal as an action when the location is the target of a conflict. Apply 5 damage to a participant fleet of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | Escaping from the Anla'shok camp on Zagros VII, Marcus Cole lost a close friend but gained the love of his life. | 3 | 6 | 0 |
159 | Bombing Run | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a fleet that is supporting a conflict targeting a location. The fleet gains +5 Military for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Thunderbolt is the first production model Starfury that can operate in atmosphere, and is armed with four unidirectional pulse cannons. | 1 | 6 | 0 |
160 | Book of G'Quan | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Limited. Target character gains +2 Diplomacy and +1 Leadership while enhanced by this card. Character gains a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | The Book of G'Quan is the holy scripture of the Narn people. It was written by the great revolutionary G'Quan when the Shadows occupied Narn 1,000 years ago. | 1 | 3 | 0 |
161 | Border Raid | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. Only the following cards can participate in this conflict: One fleet from you and your target, and leaders for those fleets. If this conflict is uncontested, the target loses 1 influence. If you win by 5 or more, gain +1 influence. Tensions between your races increase by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Many worlds on the border between the Centauri Republic and the Narn Regime have changed hands over the last century. Both star powers claim the right to these planets. | 4 | 6 | 0 |
162 | Border World | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. All Minbari fleets you control gain +1 Military while they are participating in a conflict targeting your faction, or while they are being attacked. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari are a race that keeps to itself. Their border worlds serve as buffers to keep other races from intruding on their homeworld. | 2 | 2 | 0 |
163 | Brakir | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 6 | Brakiri Homeworld. | Location's Military may only be used to oppose conflicts targeting this location. Each temporary influence bonus you gain lasts for one turn longer than usual. | 0 | 0 | 0 | 0 | 0 | 0 | Brakir is located several light years away from Babylon 5. It's people are nocturnal and have a talent for making deals. | 3 | 5 | 0 |
164 | Brakiri Cruisers | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 6 | Brakiri. | Multiple. Halve all damage during attacks before applying it to this fleet. | 0 | 0 | 0 | 0 | 0 | 0 | Despite their reputation as opportunists and businessmen, the Brakiri have a formidable military presence. | 3 | 5 | 0 |
165 | Brakiri Merchant | 1 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | Brakiri. | Multiple. Babylon 5 gains +1 influence when Brakiri Merchant is sponsored by a Non-Aligned faction. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes, it is not the known movers and shakers who influence events; it is unknown, unnamed beings whose actions suddenly become important. | 3 | 5 | 0 |
166 | Brakiri Priest | 3 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 6 | Brakiri. | Rotate Brakiri Priest and discard a Non-Aligned Character card from your hand to apply support or opposition to any conflict in play. The amount of extra support or opposition is equal to the discarded character card's (printed) rating in any one ability you choose which that character could have used in the conflict if he were in play. You may not use this ability if any version of that character is in play. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 5 | 0 |
167 | Brakiri War Fleet | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | Brakiri. | This fleet suffers 1 less point of damage when attacking or being attacked. At the beginning of the Ready round, if this fleet is damaged it suffers 1 point of damage. | 0 | 0 | 0 | 0 | 0 | 0 | Many of the Non-Aligned civilizations are even younger than the Narns and Humans. But mutual trade and assistance, plus a complicated set of interplanetary alliances, can forget them into a major power collectively. | 3 | 5 | 0 |
168 | Breaching Pod | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target an opponent's character that is leading a fleet. Rotate a character you control to attack the target using Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Breaching pods are employed by many species to board enemy vessels. An immobile or disabled target is especially vulnerable. | 6 | 6 | 0 |
169 | Bread and Circuses | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a Home Faction Ambassador. The target's controller may apply +1 additional influence each turn for every location he controls that is loyal to his race. | 0 | 0 | 0 | 0 | 0 | 0 | "The people that once bestowed commands, consulships, legions, and all else, now concerns itself no more, and longs eagerly for just two things -- bread and circuses!" - Decimus Junius Juvenalis | 7 | 6 | 0 |
170 | Breaking News | 1 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant Media Character you control. Promote the target to your Inner Circle for free, and remove all damage and severe damage tokens from the target. (Discard this Aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Clark doesn't want this information released, but we have to go with this now because I don't know how much longer we can stay on the air." - Rick | 7 | 6 | 0 |
171 | Brevari! | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character. The effects of this event depend on the character's race. Centauri: Gain +1 to each ability until end of turn. Human: Gain +1 damage resistance until end of turn. Narn: Take 1 point of damage. Minbari: Gain a Strife Mark until end of turn. Non-Aligned (except Pak'ma'ra): target's controller must apply 1 influence (if possible). | 0 | 0 | 0 | 0 | 0 | 0 | "So you know what this is? No, I can see you do not. You have that vacant look in your eyes that says hold my head do your ear; you will hear the sea. This is Brevari, very old brevari, very expensive brevari." - Londo to Zack | 6 | 6 | 0 |
172 | Broken Allegiance | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | As your first action, rotate your ambassador and target a character of your race or a neutral character controlled by another player. The character's owner must apply the character's cost in influence or discard the character. | 0 | 0 | 0 | 0 | 0 | 0 | "With the Narn War over, I think it is time that we reconsider our relationship." - Londo to Morden | 2 | 6 | 0 |
173 | Brother Theo | 1 | 3 | 1 | 2.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate Brother Theo to allow a character who was neutralized on a previous turn to take an action (later this turn) as if he were not neutralized.The target's abilities are still considered to be 0. | 0 | 0 | 0 | 0 | 0 | 0 | "Hello. I'm Brother Theo. We're going to be staying here for a while." | 2 | 7 | 0 |
174 | Bruder | 2 | 3 | 1 | 3.0 | 0.0 | 10.0 | 0.0 | 0.0 | 8 | Psi Corps Character. Psi Cop. | When Bruder attacks and neutralizes a neutral teep, that teep is immediately removed from the game. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a great day for the Psi Corps, John, a great day for all telepaths. We have struck deep at the resistance and captured most of their leaders." | 8 | 1 | 0 |
175 | Build Bridges | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | You may sponsor Psi Corps cards using your Destiny Marks as if they were Conspiracy Marks. | 0 | 0 | 0 | 0 | 0 | 0 | For every extremist who thinks that telepaths and normals have to be enemies, there is somebody who sees that the two sides are more alike than different. | 5 | 6 | 0 |
176 | Build Infrastructure | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may sponsor this agenda without rotating any characters. You may sponsor and promote characters without rotating an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | Though conflicts may occur on the highest level, a good support structure enables the various races to carry on, even when their leaders are incapacitated. | 2 | 6 | 0 |
177 | Bureaucracy | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | When purchasing additional cards during the Draw round, the cost for the target to purchase additional cards increases by +1 Influence for each 4 cards in his hand. | 0 | 0 | 0 | 0 | 0 | 0 | Nothing is more frustrating to the heroes of Babylon 5 than the bureaucratic interference they must endure. Sheridan frequently refers to bureaucrats as "bean-counters". | 2 | 6 | 0 |
178 | Bureaucratic Controls | 5 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 1 Shadow Mark. Target faction cannot perform a build influence action if its influence is 9 or higher (rather than 10). | 0 | 0 | 0 | 0 | 0 | 0 | "Earthdome Chief of Staff Bill Harris announced that a new alien race, only recently detected may pose a significant threat to planetary security. "When asked what was being done to counter this threat Harris said only that extreme measures may be required." | 2 | 6 | 0 |
179 | Bureaucratic Infighting | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a character you control, loyal to your race, who has a Diplomacy of 5 or more. The unrest of each other faction of your race increases by 1 at the end of the action round unless that faction, as an action, rotates a character of your race with more Diplomacy than the character you rotated. | 0 | 0 | 0 | 0 | 0 | 0 | "As the Humans sa, 'Who dares, wins'." "Who dares sometimes gets his head cut off and stufk on a pike." - Vir Cotto replies to Londo Mollari | 3 | 6 | 0 |
180 | Burnt From Both Ends | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Neutralize a target character who you control. You may restore influence from your applied influence to your available influence, up to the printed influence cost of the target character. | 0 | 0 | 0 | 0 | 0 | 0 | "Excuse me, but I'm in the middle of fifteen things -- all of them annoying." - Ivanova | 5 | 6 | 0 |
181 | Burnt Out | 1 | 1 | 35 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-ambassador participant character. Target's controller can no longer use the target for any actions. The target gains a Doom Mark. Discard this aftermath if the target has no Doom Marks. | 0 | 0 | 1 | 0 | 0 | 0 | "Only one way out. Only one way." | 5 | 6 | 0 |
182 | But We're Your Allies | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | You must be an ISA member to initiate this conflict. Target a non-ISA player. Participants controlled by non-ISA members have their abilities halved while participating in this conflict, including during the Action Round. If successful, the target loses 1 influence, you gain +1 influence, and no ISA members except you can gain influence next turn. | 0 | 0 | 0 | 0 | 0 | 0 | "You can't fire on our ships, we're your allies! We fought alongside you during the Shadow War, we're on the same side!" - Vizak | 7 | 6 | 0 |
183 | Buy Favor | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. If successful, transfer one influence from the target faction to any other faction besides your own. If the recipient of the influence participates in the next conflict you initiate that does not target him, he may only support in that conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "How much justice can you afford?" - Londo Mollari | 3 | 6 | 0 |
184 | Buy New Resources | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Draw 5 cards. Discard 2 of the cards you drew. | 0 | 0 | 0 | 0 | 0 | 0 | "It was a port of call for refugees, smugglers, buisnessmen, diplomats and travellers from a hundred worlds." - Londo Mollari | 3 | 6 | 0 |
185 | Byron | 3 | 3 | 1 | 2.0 | 1.0 | 11.0 | 0.0 | 0.0 | 10 | | Byron cannot become a Psi Corps character. No faction with a Psi Cop can sponsor Byron, and Byron's faction cannot sponsor Psi Cops. While supporting a conflict, other characters supporting the same conflict suffer half damage when attacked. While opposing a conflict, other characters opposing the same conflict suffer half damage when attacked. | 0 | 0 | 1 | 0 | 0 | 0 | Byron was raised by the Psi Corps. A strong P-12, he was automatically channeled into Psi Cop training. He rose to become Bester's prot^Ag^A, until ordered to destroy an unarmed transport. | 5 | 7 | 0 |
186 | Calenn | 3 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | Religious Caste. | Rotate and Neutralize this character to cause him to gain +1 Diplomacy. This character loses 1 Diplomacy whenever any player sponsors a Minbari character. | 0 | 0 | 0 | 0 | 0 | 0 | "It is the way of things, Delenn. If you would have others submit to your authority, you in turn must submit to others." Calenn | 2 | 2 | 0 |
187 | Caliban | 1 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate Caliban and target any character. The target character inflicts no additional damage due to any Strife Marks for the rest of the turn. Caliban may sustain this action. Caliban suffers 2 less damage during attacks for each Strife Mark attached to his opponent. | 0 | 0 | 0 | 0 | 0 | 0 | "I too once challenged the Sho-Rin Gyor. It was my last Mu Tai." - Caliban | 3 | 7 | 0 |
188 | Call In A Marker | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. If this conflict succeeds, you cast all votes controlled by the target in the next Babylon 5 vote. If this conflict succeeds by 10 or more, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "We gave you a promise, and we are bound by that promise. And damn you for asking it, and damn me for agreeing to it." - John Sheridan | 3 | 6 | 0 |
189 | Call Their Bluff | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an un-revealed contingency card. The target contingency card cannot be revealed this turn. If successful, discard this contingency. If you provide more support than the targeted faction provides opposition, the targeted faction loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Captured by the Psi Corps and altered to be loyal to Bester, Michael Garibaldi was left drifting in space for his friends to find. | 3 | 6 | 0 |
190 | Calling the Shots | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | If the target faction has the highest initiative, the player may choose to act first during the action round instead of being the last to act. | 0 | 0 | 0 | 0 | 0 | 0 | It can take years of effort and tremendous sacrifices, but given time, motive and opportunity, eventually an ambassador can rise to the position where he is the one calling the shots. | 2 | 6 | 0 |
191 | Campaign for Support | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player may be supported in this conflict. Whichever player generates the highest total gains an influence bonus on his next turn equal to the amount by which he exceeded the next highest total. This influence may only be applied to sponsor a new character, and it does not count towards power. | 0 | 0 | 0 | 0 | 0 | 0 | Any successful leader must have the support of the masses. Even a dictator will ultimately fall without the backing of his people. | 1 | 6 | 0 |
192 | Cannot Run Out of Time | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. If successful, this card becomes a Won Aftermath targeting your faction. You may discard this aftermath as an action to prevent all players from checking for victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "There is infinite time. You are finite, Zathras is finite, this is wrong tool...." - Zathras | 6 | 6 | 0 |
193 | Captain Daniels | 2 | 3 | 1 | 1.0 | 0.0 | 0.0 | 3.0 | 0.0 | 5 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "We're being more aggressive, yes, there's too much at stake not to. And that's where the problem started." | 8 | 1 | 0 |
194 | Captain Ivanova | 3 | 3 | 1 | 4.0 | 3.0 | 1.0 | 4.0 | 0.0 | 7 | | Discard Captain Ivanova if your ambassador is not Human. Must either: replace Susan Ivanova if she has 2 or more Destiny Marks, or replace Commander Ivanova. Transfer all attached cards and marks. Whenever you win a war conflict, or a Military Conflict initiated by another player that targets you is lost, gain +1 influence and reduce your Unrest by 1. | 0 | 1 | 0 | 0 | 0 | 0 | "In one of his last acts as an officer in Earthforce, Captain John Sheridan promoted Susan Ivanova to the rank of full captain" - ISN Report | 7 | 1 | 0 |
195 | Captain Lochley | 6 | 3 | 1 | 5.0 | 3.0 | 0.0 | 4.0 | 0.0 | 11 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "Now, right now, my main goal is to find a cure for this so I can go Earthside and thank Stephen, in person, with a large brick." | 8 | 1 | 0 |
196 | Captain Lochley | 6 | 3 | 1 | 5.0 | 3.0 | 0.0 | 4.0 | 0.0 | 11 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "Captain Gideon, security happens to be my middle name." "That's all well and good, but just in case your last name is 'breach'...." - Lochley and Gideon | 8 | 1 | 0 |
197 | Captain Pierce | 5 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 7 | | Rotate Captain Pierce and declare a target Human character. That character is not neutralized if the fleet he is leading is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Captain Ellis Pierce is the commanding officer of the E.A.S. Hyperion, a heavy cruiser. He tends to exceed his authority and is quick to use force to implement his orders. | 1 | 1 | 0 |
198 | Captain Sheridan (extra card) (ambassador) | 3 | 3 | 1 | 3.0 | 0.0 | 0.0 | 3.0 | 0.0 | 0 | Human Starting Ambassador. | You begin the game with one additional card in your starting hand. You must still conform to all other starting hand restrictions. John Sheridan is considered to have replaced Jeffrey Sinclair. You may apply 10 influence to replace Captain Sheridan with John Sheridan, transferring all attached cards and marks. | 0 | 0 | 0 | 0 | 0 | 0 | "The dogmas of the quiet past are inadequate to the stormy present. The occasion is piled high with difficulty, and we must rise to the occasion." - Sheridan, quoting Lincoln | 6 | 1 | 0 |
199 | Captain Sheridan (contingencies) (ambassador) | 3 | 3 | 1 | 4.0 | 2.0 | 0.0 | 4.0 | 0.0 | 0 | Human Starting Ambassador. | May be replaced by John Sheridan, transferring all attached cards and marks. John Sheridan is considered to have replaced Jeffrey Sinclair. Whenever Captain Sheridan, or a fleet he leads, is attacked, you may search through your deck until you come to the first Contingency you find that could be revealed if it had been under Captain Sheridan, or the fleet he leads, and immediately play and reveal it before resolving the attack. (Shuffle your deck afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 1 | 0 |
200 | Captain Sinclair | 3 | 3 | 1 | 7.0 | 2.0 | 0.0 | 4.0 | 0.0 | 0 | | Apply 11 influence to replace Jeffrey Sinclair, transferring all attached cards and marks. Rotate Captain Sinclair and choose a conflict that targets a player other than its initiator. Apply opposition to the conflict equal to Babylon 5's influence. Captain Sinclair gains +1 damage resistance for each of his Destiny Marks and Vorlon Marks. | 0 | 1 | 0 | 0 | 0 | 0 | Jeffrey Sinclair believed strongly in the mission of Babylon 5. What might have happened if he had continued as commander of the station?? | 6 | 1 | 0 |
201 | Captured Fleet | 4 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have a non-neutralized participant fleet. Target a participant fleet of your race with a Military of 1. You gain control of the target fleet. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "... These are your sons and daughters, whose loyalty has never wavered, whose belief in the Alliance has forced us to take extraordinary means." - John Sheridan | 3 | 6 | 0 |
202 | Carn Mollari | 4 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | | | 0 | 0 | 0 | 0 | 0 | 0 | Carn Mollari is a nephew of Londo Mollari. Carn wanted to join the Centauri military but Londo had him assigned to the agricultural colony of Ragesh III. | 1 | 4 | 0 |
203 | Carpe Diem | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Select an event in your discard pile. Show that card to your opponents. Put that event in your hand. | 0 | 0 | 0 | 0 | 0 | 0 | An ancient Earth bard wrote that "What's past is prologue." The Minbari believe that what's past may also be the future. | 1 | 6 | 0 |
204 | Carrier Group | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 6 | | This fleet may be the target of any number of each squadron enhancement. If one of your fleets participating in the same conflict as Carrier Group is neutralized, you may transfer all squadron enhancements from that fleet to the Carrier Group. | 0 | 0 | 0 | 0 | 0 | 0 | With successes against the Ch'lonas and the Dilgar fresh in their minds, Humanity's near-elimination by the Minbari came as a huge shock to them, but they bounced back. | 3 | 1 | 0 |
205 | Carve Up the Galaxy | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, gain +1 influence, then choose another player to gain +1 influence. (You do not have to specify which player will gain influence until this conflict resolves.) No additional influence may be gained from this conflict by any means (e.g. aftermaths, homeworlds, contingencies, etc.). | 0 | 0 | 0 | 0 | 0 | 0 | "I have been studying these reports from the front lines. You will note the plural form, lines." - Londo | 6 | 6 | 0 |
206 | Casualties | 1 | 1 | 36 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant supporting character suffers damage equal to the number of Doom Marks in his faction. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The greatest burden for any leader is the knowledge that some of his followers will fall along the way. | 2 | 6 | 0 |
207 | Casualty Reports | 3 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each player with a participant supporting character who led a fleet in the conflict must discard one of those characters. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Senior officers rely on casualty figures to know how badly the their troop strength has been depleted. One tragedy of war is that lost lives are reduced to impersonal numbers. | 4 | 6 | 0 |
208 | Catastrophic Damage | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet damaged in the conflict. The fleet may only repair 1 point of damage per turn. Discard this aftermath when the fleet is fully repaired. | 0 | 0 | 0 | 0 | 0 | 0 | "Power's coming back but the navigation's shot to Hell, Captain." Navigation officer Patrick of the Cortez | 2 | 6 | 0 |
209 | Catherine Sakai | 2 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate Catherine Sakai and apply 5 influence. Go through your deck until you find the first location. Put the location in your hand and shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | Catharine Sakai attended the Earth-Force Academy. A skilled pilot, she now surveys planets in her small craft, the Skydancer. She is the fiancee of Jeffrey Sinclair. | 1 | 7 | 0 |
210 | Cease-Fire | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. If successful, neither of you may initiate a Military conflict that targets the other next turn. For each 10 by which this conflict succeeds, extend the duration of this effect by one turn. | 0 | 0 | 0 | 0 | 0 | 0 | Diplomacy can at least halt the progress of even the mightiest war machines. | 5 | 6 | 0 |
211 | Censure | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate your ambassador and select a target fleet. Call a Babylon 5 vote. If the vote passes, Babylon 5 gains +1 influence and the target fleet loses Military equal to half Babylon 5's influence, rounded up, to a minimum ability of 1. | 0 | 0 | 0 | 0 | 0 | 0 | The Babylon 5 Advisory Council can act to formally censure a diplomatic official or an entire government for its behavior. The League can advise, but not vote, unless there is a tie. | 1 | 6 | 0 |
212 | Centauri Agent | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple | 0 | 0 | 0 | 0 | 0 | 0 | For hundreds of years the Centauri government has been steeped in plots and intrigues. The old ways have returned with powerful officials scheming against one and other. | 1 | 4 | 0 |
213 | Centauri Aide | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Multiple | 0 | 0 | 0 | 0 | 0 | 0 | Centauri diplomats frequently find their aides assigned to keep an eye on the Diplomat's activities, rather than assigned to help perform diplomatic duties. | 1 | 4 | 0 |
214 | Centauri Beta I | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate and target a Centauri character with a Leadership of 0. That character has a Leadership of 3 for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Centauri Beta I is a pleasure planet frequented by the nobility. One of its many facilities is the Red Centurion, a bar and bordello which is one of Londo's favorite haunts | 2 | 4 | 0 |
215 | Centauri Captain | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 3 | | Multiple | 0 | 0 | 0 | 0 | 0 | 0 | Centauri war cruiser captains are typically well seasoned, thanks to the many Centauri campaigns over the years. Some are quick on the trigger, while others may back down if their bluff is called. | 1 | 4 | 0 |
216 | Centauri Courtier | 1 | 3 | 1 | 2.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | You may apply 1 additional influence each turn. | 0 | 0 | 0 | 0 | 0 | 0 | Life expectancy in the Centauri Court depends on the ability to predict what is to happen next, and the ability to either avoid it or embrace it. | 3 | 4 | 0 |
217 | Centauri Fanatic | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 5 | | Multiple. This character cannot be sponsored if there are not at least 2 Centauri factions in the game. Centauri Fanatic may rotate to attack any Centauri character whose Intrigue is greater than 0 using Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | Centauri society is based around the concept of status. Family fortunes can flux and wane, so it is wise to ally oneself with a powerful patron. Still, assassination remains a valid means of social advancement. | 3 | 4 | 0 |
218 | Centauri Festival | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal after a successful Babylon 5 vote. Reduce the tension of all other races toward the Centauri by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Even their detractors have to admit that the Centauri throw a great party. | 5 | 4 | 0 |
219 | Centauri Prime | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 10 | | Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | The homeworld of the Centauri Republic is known as Centauri Prime. It currently has a population of 3 billion people and is located about 75 light years from Babylon 5. A second species known as the Xon once lived there, but were annihilated. | 1 | 4 | 0 |
220 | Centauri Telepath | 1 | 3 | 1 | 0.0 | 1.0 | 5.0 | 0.0 | 0.0 | 7 | | Rotate Centauri Telepath to look at 3 random cards from one player's hand. You may place one of these cards on the top of his deck. | 0 | 0 | 0 | 0 | 0 | 0 | Unlike the commercial branch of the Psi Corps, telepaths are routinely used by Centauri political figures to obtain information without the consent of the person being scanned. | 1 | 4 | 0 |
221 | Chain of Command | 2 | 1 | 38 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | No character in the target ambassador's faction may rotate to lead a fleet unless there is no ready character in the faction with more leadership. | 0 | 0 | 0 | 0 | 0 | 0 | "Respect the chain of command." - General Smits | 3 | 6 | 0 |
222 | Challenge Psi Corps | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | While this is your agenda, immediately discard any Psi Corps cards you control. Your cost to sponsor and promote teeps is reduced by 2. Every teep you control gains 1 point of damage resistance for each teep in your Inner Circle. This damage resistance is usable only when attacking or being attacked by teeps. Count each 10 Psi you have from ready characters you control as +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | Anybody who would fight Psi Corps on the Corps' own terms is a genius or a fool (or both). | 5 | 6 | 0 |
223 | Change of Direction | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Requires 4 Shadow Marks to play. Target a player with unrest of 3 or higher. He must reveal his current hand to you. If he currently has an agenda in play, and has a legal replacement in his hand, you may replace it for him. If he does not have an agenda in play, you may play any legal agenda in his hand for him. | 0 | 0 | 0 | 0 | 0 | 0 | "Mr. Morden and his associates worry me. After the Narns were defeated I took steps to put some distance between us. I have a feeling he and his associates are carving a great dark hole in the middle of the universe and when they go down, they will take anyone nearby with them." | 2 | 6 | 0 |
224 | Change of Heart | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Sponsor a limited character of your race who is a supporting character in another faction. You must apply one and a half times the normal cost, with no cost reductions, to do so. Return all other copies of the character in play to their owners' hands. | 0 | 0 | 0 | 0 | 0 | 0 | "There's a new order coming, back home." | 3 | 6 | 0 |
225 | Change of Plans | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target all of your characters who are currently participants in the one conflict. Apply 2 influence per targeted character. Ready the targeted characters. The support or opposition of those characters no longer applies to the conflict. They cannot participate in the same conflict again. | 0 | 0 | 0 | 0 | 0 | 0 | No plan survives contact with the enemy. When a situation alters dramatically, it may be time to gather your wits and change your plans. | 4 | 6 | 0 |
226 | Changeling Net | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Unique. Target a non-ambassador character. The target may rotate this enhancement to (while rotated) either treat the enhanced character as if he had the text of another character in play or cause the enhanced character to suffer no damage when attacked. Each time this enhancement is rotated, flip a coin. If the result is tails, remove the character from the game. | 0 | 0 | 0 | 0 | 0 | 0 | A changeling net is a device that projects a holographic image over a being's body. The radiation from the device is enough to lead to madness, and it is outlawed by all the galactic community. | 3 | 6 | 0 |
227 | Changing Opinion | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Move one of your own tension levels up or down 1. | 0 | 0 | 0 | 0 | 0 | 0 | "We have to stay here, and there's a simple reason why... Whether it happens in 100 years, 1,000 years, or 1,000,000 years, eventually our sun will grow cold and go out... All of this was for nothing, unless we go to the stars." - Jeffrey Sinclair | 1 | 6 | 0 |
228 | Chaos Reigns | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Requires 2 Shadow Marks to play. Shuffle your hand into your deck. Draw a new hand of cards, equal in size to the number of Shadow Marks you have. All other players with Shadow Marks may do the same. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows use an interesting battle strategy. Attacks apparently occur at random, with no pattern or purpose. The real intent is to drive survivors and refugees into one sector where the final killing blow can be dealt. | 1 | 6 | 0 |
229 | Charting the Course | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | If you have no agenda in play (hidden or not), rotate your ambassador. Select any agenda from your deck and put it into play, then shuffle your deck. Your agenda becomes a Major Agenda for as long as it remains in play. | 0 | 0 | 0 | 0 | 0 | 0 | The firm hand of leadership guides the most successful of the starfaring races to their rightful place in the galaxy. | 3 | 6 | 0 |
230 | Cheat Fate | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Purge any number of Destiny Marks from a character you control. You may purge up to twice as many Doom Marks from any combination of characters you control. | 0 | 0 | 0 | 0 | 0 | 0 | "You are quite, quite dead." - Lorien to John Sheridan | 3 | 6 | 0 |
231 | Chen Hikaru | 4 | 3 | 1 | 0.0 | 1.0 | 5.0 | 0.0 | 0.0 | 4 | Psi Corps Character. | When Chen Hikaru participates in a conflict, your ambassador suffers damage equal to Chen Hikaru's Doom Marks. | 0 | 0 | 1 | 0 | 0 | 0 | Chen Hikaru is a young and eager candidate for Level Twelve Investigations. Sometimes, he's a bit too eager.. | 5 | 1 | 0 |
232 | Chief Allan | 3 | 3 | 1 | 3.0 | 4.0 | 0.0 | 1.0 | 0.0 | 9 | | Only Human factions may play this card. Must replace Zack Allan or Mister Allan, transferring all attached cards and marks, except Conspiracy Marks. Promote Chief Allan when he enters play. Chief Allan counts +1 Intrigue for every 2 points of Babylon 5 Influence, +1 Diplomacy for every 4 points of Babylon 5 Influence, and +1 damage resistance for every 5 points of Babylon 5 Influence. | 0 | 1 | 0 | 0 | 0 | 0 | "How many lives is a secret worth?" | 7 | 1 | 0 |
233 | Chosen of God | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Choose a Non-Aligned species. Your characters and locations of that species have all their printed abilities doubled. You cannot control Centauri, Human, Minbari, or Narn cards. Whenever you gain influence from a conflict and all participants from your faction in that conflict are from the selected species, gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | "No, not G'lan, Droshalla, whose light fills the world." - Vizak | 3 | 5 | 0 |
234 | Chrysalis | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Vorlon Marks and the Triluminary. Rotate Delenn. Replace Delenn with Delenn transformed from your hand, and transfer her aftermaths and enhancements. Your unrest increases by 2. Neutralize Delenn transformed. | 0 | 0 | 0 | 0 | 0 | 0 | "Now I will keep the promise. Goodbye. You will not see me again as I am now." - Delenn to Kosh, after he reveals his true appearance to her. | 1 | 2 | 0 |
235 | Citizen G'Kar | 3 | 3 | 1 | 5.0 | 4.0 | 0.0 | 3.0 | 0.0 | 0 | | Must either: replace your G'Kar; or replace another faction's G'Kar if that faction lost influence last turn from a conflict initiated by another player. Transfer all attached cards. Citizen G'Kar's controller has no Babylon 5 vote. Citizen G'Kar, or any fleet he leads, may participate in any conflict (using the appropriate ability), regardless of restrictions on which race or faction may participate. | 0 | 0 | 0 | 0 | 0 | 0 | "Everything out there has only one purpose: to distract us from ourselves, from what is truly important. There are no distractions in here. You can learn much from silence." | 6 | 3 | 0 |
236 | Civil Servants | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | When a Multiple character of your race you control whose highest printed ability is 3 or less is discarded you may apply the character's influence cost to place him in your hand instead of the discard pile. | 0 | 0 | 0 | 0 | 0 | 0 | Power is nothing without support from the grassroots. There mus be those less powerful, who flock to your banner, in them, you will find strength. | 3 | 6 | 0 |
237 | Cloak and Dagger | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 1 influence for each character you control who has a Intrigue greater than 0. For the rest of the turn, all those characters gain +1 Intrigue. For the rest of the turn, all characters you control lose 1 Diplomacy and 1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | "You have your orders. I have neither the desire nor the inclination to explain them to you." - John Sheridan to Marcus Cole | 3 | 6 | 0 |
238 | Cloud of Doom | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For the rest of the turn, every character who rotates suffers 1 damage for each Doom Mark attached to that character. | 0 | 0 | 0 | 0 | 0 | 0 | Rumors can flash through crowds like wildfire, causing hope to turn to despair and calmness to rage. | 3 | 6 | 0 |
239 | Cocksure | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Nightwatch. | While participating in a conflict that you initiated, your Nightwatch characters have +1 to all non-zero abilities, plus an additional +1 for each Conspiracy Mark they have. This bonus applies only at resolution. | 0 | 0 | 0 | 0 | 0 | 0 | "Look at Earth, Commander. Alien civilization, alien migration, aliens buying up real estate by the square mile, alien funding of Babylon 5. What they couldn't take by force they're corrupting, inch by inch!" - Knight Two | 6 | 6 | 0 |
240 | Coincidence | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an event played since your last action. Apply 3 more influence than the amount applied for the target event. You must meet all other requirements to play the target event. This card gains the effect text of the target event (as if you had applied the same amount of influence as the original player). | 0 | 0 | 0 | 0 | 0 | 0 | Old associates often come to think alike. In time, you can synchronize your actions without discussion. | 3 | 6 | 0 |
241 | Collaboration | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Crusade. Legacy. | Target another player. If successful, the target gains +1 power, you gain +1 influence, and all other players lose 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | "You know, the other day I heard some of the crew talking. You know what they call you? The Spectre at the Banquet. Whenever you show up, somebody dies. I tried to explain to them that it's usually after someone dies that you show up and try to help, but that doesn't exactly apply in this case, does it?" - Dr. Chambers | 8 | 6 | 0 |
242 | Collar Gun | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I found this on a world out on the deep range. It's at least a thousand years old and from what I can tell, it was probably used to control prisoners during transportation." - Max | 8 | 6 | 0 |
243 | Colonial Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Can only participate in conflicts targeting you unless you are at war. | 0 | 0 | 0 | 0 | 0 | 0 | The Fleet is supported by the Centauri Military Guardsmen which make up the ground forces. | 1 | 4 | 0 |
244 | Colonial Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Can only participate in conflicts targeting you unless you are at war. | 0 | 0 | 0 | 0 | 0 | 0 | The Earth-Minbari War began because an Earth war cruiser, the Prometheus, mistook the Minbari's open gunports as danger. Under normal circumstances, Minbari technology is far superior and Earth ships are no match. | 1 | 1 | 0 |
245 | Colonial Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 6 | | Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | Like many great ships its size, a Minbari war cruiser is capable of forming its own jump point. It does not, therefore, require a jump gate to enter hyperspace. | 1 | 2 | 0 |
246 | Colonial Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Can only participate in conflicts targeting you unless you are at war. | 0 | 0 | 0 | 0 | 0 | 0 | Many Narn colonies are on the border with Centauri space, and have changed hands during the conflicts between those two empires. The Narn fleet must be on the alert to protect its territories. | 1 | 3 | 0 |
247 | Combat Experience | 1 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Participant character gains +1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Combat pilots and soldiers can practice in simulators but nothing equals the experience of actual combat. | 1 | 6 | 0 |
248 | Combined Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 9 | | Multiple. Chose one of the following three abilities when this fleet is sponsored: 1: When this fleet attacks or is attacked, before the attack is resolved, inflict one point of damage on the other fleet. 2: Characters gain +2 Leadership while leading this fleet. 3: This fleet applies +4 opposition during resolution if opposing a conflict targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | The Vree provided many of their distinctively saucer-shaped ships to the Non-Aligned Worlds fleet, despite the fact that they rarely turn up to Council meetings. | 3 | 5 | 0 |
249 | Come Join Us | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate to initiate a Psi Conflict targeting another agenda in play. Intrigue may be used to oppose this conflict. If successful, the agenda gains a Conspiracy Mark (which it confers to that faction's ambassador). Any agenda that gives a bonus to power gives you the same gain of power that it gives to its controller, up to a limit equal to the number of Conspiracy Marks on such an agenda. | 0 | 0 | 0 | 0 | 0 | 0 | "We're everywhere. For your convenience." - Psi Corps Commercial | 5 | 6 | 0 |
250 | Command Ship | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 5 | | Rotate this fleet and target any other fleet. The target fleet inflicts +2 damage during attacks for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Nobody could understand how the raiders could operate so far from a planet, until Commander Sinclair discovered their hidden command and control ship and its resident Narn "advisor." | 3 | 7 | 0 |
251 | Commander Ivanova | 2 | 3 | 1 | 3.0 | 1.0 | 1.0 | 4.0 | 0.0 | 6 | Human Ambassador's Assistant. | Must Replace Susan Ivanova. Transfer all Aftermaths and Enhancements. Rotate to give any Human character +1 Leadership for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Did you say... promotion?" "Yes. Would you like some juice? It's fresh out of the hydroponic garden. I told them to leave the pulp in, that's the best part, don't you think, Commander?" Sheridan to Commander Ivanova | 2 | 1 | 0 |
252 | Commerce Raiding | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | All Free Trade states are suspended (they are not in effect), and your faction has +1 influence rating while Commerce Raiding is in play. Any player may initiate a Military conflict with 10 automatic opposition. If this conflict is successful, discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | "Even after we cut off their supply of heavy weapons, the raiders have continued to escalate their attacks. The last two have been in close proximity to Babylon 5 ... Ships that small have to use jump gates, same as anyone else." - Michael Garibaldi | 4 | 6 | 0 |
253 | Commercial Telepaths | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Rotate this group and target a character who is not targeted by Commercial Telepaths. That character gains a bonus to his Diplomacy equal to half his Psi, rounded up, while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | The commercial division of the Psi Corps trains telepaths of lesser ability to provide services for clients for a fee. On Babylon 5, commercial telepaths will often participate in a business transaction to ensure that both sides are honest. | 4 | 6 | 0 |
254 | Compatible Goals | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If this conflict succeeds by 5 or more, this card becomes aftermath targeting your ambassador. Your ambassador may sponsor characters from any race whose ambassador is not in play at 2 less influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | When Babylon 5 first opened, G'Kar was behind much of the intrigue on the station. At one point, he approached Delenn to propose a military alliance between their two governments. Over time G'Kar has changed, and Delenn's respect for him has grown. | 1 | 6 | 0 |
255 | Compensation | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's Agenda or Major Agenda that is currently providing a power bonus to its controller. Any ability may be used in this conflict. If successful, call a Babylon 5 vote. If the vote passes, discard the target, and if the conflict succeeded by 15 or more, the target's controller may not bring a copy of the target into play for the rest of the game. If the vote passes, the target's controller gains +1 influence for every player who supported the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 6 | 0 |
256 | Competing Interests | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate all of your characters with Vorlon marks. You cannot play any other cards requiring Vorlon marks this turn. All players must purge a number of Vorlon marks equal to half the number of Vorlon marks you have (round up). | 0 | 0 | 0 | 0 | 0 | 0 | "We are all Kosh." - Ulkesh | 1 | 6 | 0 |
257 | Complete Support | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each character of your race gains +1 Diplomacy while this conflict is being resolved. If this conflict succeeds by at least five times your unrest, alter one of your tensions to any level you desire. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's population can reach 250,000. Their cooperation can mean success or failure for any leader. An ambassador can whip up popular support for a cause that may oppose the goals of the station's commanding officer. | 4 | 6 | 0 |
258 | Concealed Weapon | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Weapon. May not be used with any other Weapon enhancement. Target character gains a Strife Mark. | 0 | 0 | 0 | 1 | 0 | 0 | "Blood cries out for blood." "I know it burns, Londo. I know the things it makes you want to do, but this isn't the way. Not now, and not here." - Michael Garibaldi replies to Londo Mollari. | 4 | 6 | 0 |
259 | Concentrated Effort | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | You may initiate a second conflict during next turn's conflict round. This second conflict must be from a conflict card. | 0 | 0 | 0 | 0 | 0 | 0 | Space combat has its own unique strategies and tactics. Additional forces may hide in hyperspace, only to emerge if needed. Large ships can create their own jump points, while smaller vessels require a jumpgate. | 4 | 6 | 0 |
260 | Condemn Deportations | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race. If this conflict is successful, the tensions of all races toward the target race increase by 1. If any race was already at 5 tension toward the target race when this tension increase occurred, each faction of the target race loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Extremist groups on Earth oppose what they see as growing alien influence on Earth culture. One of these groups, the Homeguard, was absorbed into the Night Watch , as arm of the Ministry of Peace. | 4 | 6 | 0 |
261 | Conflicting Desires | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate all your characters with Shadow Marks. You cannot play any other cards requiring Shadow Marks this turn. All players must purge a number of Shadow Marks equal to half the number of Shadow Marks you have (rounded up). | 0 | 0 | 0 | 0 | 0 | 0 | Morden's "associates" helped Londo return the Centauri to greatness because it served their purposes. But when Londo ended their relationship, the Shadows sought new alliances with others in the Centauri government. | 1 | 6 | 0 |
262 | Conflicting Loyalties | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Sponsor a limited character someone else has in play. Both copies of the character become rotated supporting characters. Whoever applies the most influence to promote the character on the next turn keeps the character, the other discards him (both discard if tied). You must apply at least the amount you would normally require to promote the character. | 0 | 0 | 0 | 0 | 0 | 0 | The Night Watch claims to be an early warning system against those who would threaten the peace. When the Night Watch begins to demonstrate increasingly fascist tactics, those who belong may have to choose between personnel ideals & being in Night Watch | 1 | 6 | 0 |
263 | Confrontation | 3 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when a participant fleet is attacked. No more fleets may support the conflict while any un-neutralized fleet is opposing it. No more fleets may oppose the conflict while any unneutralized fleet is supporting it. | 0 | 0 | 0 | 0 | 0 | 0 | "Good morning, gentlemen. This is your wake-up call." - John Sheridan | 3 | 6 | 0 |
264 | Confusion in Chaos | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Marks to play. The action round ends. Apply any amount of influence when played. When played, any player may apply more influence than you applied to continue the round. | 0 | 0 | 0 | 0 | 0 | 0 | During the last great war 1,000 years ago, the Shadows buried their ships throughout the galaxy so they could be recalled when needed. If these ships are resurrected, they could pose a threat or even fall into the hands of an unintended third party. | 1 | 6 | 0 |
265 | Conquered Holding | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 5 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate this location to reduce the cost of the next card you sponsor by 1. If this location is conquered, the conquering player can make use of this cost reduction ability as well. | 0 | 0 | 0 | 0 | 0 | 0 | After the Narns threw off the Centauri overlords, they began a campaign of conquest, capturing rather than liberating other recent Centauri colonies. | 2 | 3 | 0 |
266 | Conquest Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 7 | | Each time this fleet attacks and neutralizes another fleet, place a number of Chaos tokens on this fleet equal to half the other fleet's printed Military. Remove a Chaos Token from this fleet to negate one State of Free Trade for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "They left, but their allies remained. Some of them, you know as the Drakh. We've been watching the Drakh for some time." - Galen | 7 | 8 | 0 |
267 | Conscription | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Lose 1 power. Increase your unrest by 1. Go through your deck and find the first card of your race that you could sponsor. Sponsor that card for free. Shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | Some travel their path through choice, others because they have been pushed onto it. But if the destination is the right one then the reason for travelling becomes unimportant. | 3 | 6 | 0 |
268 | Consolidated Position | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Only members of your race may participate in this conflict. If the conflict is uncontested and support exceeds at least your unrest times 5, this card becomes an aftermath targeting your ambassador. While in effect, no other player may play aftermath cards targeting your ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | A significant part of the Centauri's historical decline was due to internal strife, which allowed uprisings throughout their large colonial holdings. | 1 | 6 | 0 |
269 | Conspiracy! | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target character you control gains a Conspiracy Mark. You may look at one randomly-selected card in another player's hand. | 0 | 0 | 0 | 0 | 0 | 0 | "O conspiracy! Sham'st thou to show thy dangerous brow by night, When evils are most free?" - Julius Caesar, act II, scene 1 | 5 | 6 | 0 |
270 | Consultants | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | You may play Limited, non-Unique character cards as contingencies to this group. If that character is not in play (and you could sponsor him), you may apply half the printed cost of the character to put it into play as your supporting character. That character cannot attack. At the end of the Resolution Round, if he is not neutralized or discarded, return him, face-down, to this card. | 0 | 0 | 0 | 0 | 0 | 0 | A consultant is someone who will borrow your watch to tell you the time, then charge you for the privilege. | 3 | 5 | 0 |
271 | Consumed by Shadows | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target faction must have 5 or more Shadow Marks, and must have a lower Influence rating than the Shadows. The target must discard all fleets, locations and one non-Ambassador character with the most possible Shadow Marks. The faction loses 3 Influence and the Shadows gain +1 Influence. The player may purge all his Shadow Marks. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Those who deal with the Shadows often find the consequences are not quite what they had in mind. Unfortunately, this knowledge often comes too late. | 2 | 6 | 0 |
272 | Contact First Ones | 5 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play only after the Great Machine conflict, if either you or Babylon 5 gained influence. Target one character with a Shadow Mark. Convert all the character's Destiny Marks to Doom Marks. | 0 | 0 | 0 | 0 | 0 | 0 | For millions of years, the Shadows waged war against the Vorlons and other ancients known as the First Ones. After the last Great War, all but the Vorlons disappeared. The remaining First Ones must be located to help combat the Shadows. | 1 | 6 | 0 |
273 | Contact with Shadows | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | The Shadows gain 1 influence. Target character you control gains a Shadow Mark. | 0 | 0 | 0 | 0 | 1 | 0 | The Shadows lay dormant below Za'ha'dum for 1,000 years until the explorer ship Icarus awoke them. Now that they have been discovered, the Shadows are preparing for war once again. | 1 | 6 | 0 |
274 | Contact with Vorlons | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | The Vorlons gain 1 influence. Target character you control gains a Vorlon Mark. | 0 | 0 | 0 | 0 | 0 | 1 | "Earth Central sent me everything they have on the Vorlons, and it's not much. To date, no human has ever seen a Vorlon." - Michael Garibaldi Vorlon | 1 | 6 | 0 |
275 | Contest the Presidency | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Only an ISA member may initiate this conflict. Target the ISA President Enhancement. If successful, move the ISA President Enhancement to a legal target of your choice (take it from a discard pile if necessary), and the player who controlled the ISA President during the Conflict Round must skip the Ready Round next turn. | 0 | 0 | 0 | 0 | 0 | 0 | "That was quite a little circus you had going there, Mister President" - Michael Garibaldi | 7 | 6 | 0 |
276 | Continued Progress | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | If only one player wins a conflict next turn, he gains +1 influence during that turn's draw round. | 0 | 0 | 0 | 0 | 0 | 0 | "Betrayed by his final thoughts." - Bester | 5 | 6 | 0 |
277 | Convene the Grey Council | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Each player may rotate any number of Grey Council Members who he controls when this card is played. If the number of Grey Council members who rotate is higher than the highest Minbari unrest level, reduce the unrest of all Minbari players by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "I summon The Nine, as Valen did long ago." - Delenn | 5 | 6 | 0 |
278 | Convincing Words | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a character. The target character takes only half damage when attacked with Diplomacy this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "There is no greater power in the universe than the need for freedom. Against that power, governments and tyrants and armies cannot stand." G'Kar | 2 | 6 | 0 |
279 | Cooperative Measure | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | ISA. | Target all ISA members. Each target player may apply additional influence next turn equal to twice the number of target players. This event cannot be played more than once per turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Mutual aid is as much a law of animal life as mutual struggle." - Prince Petr Alekseevich Kropotkin | 7 | 6 | 0 |
280 | Coordinated Fire | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate two of your fleets who can participate in the same conflict. Both fleets attack a participant fleet of your choice, but the attacked fleet only damages one of your two fleets (his choice) in return. | 0 | 0 | 0 | 0 | 0 | 0 | Shadow ships are powerful but not invincible. Concentrated fire by multiple war cruisers just may be enough to destroy one of the Shadow capital ships. But any encounter with a Shadow ship carries extreme risk. | 4 | 6 | 0 |
281 | Coplann | 2 | 3 | 1 | 7.0 | 4.0 | 0.0 | 4.0 | 0.0 | 11 | Warrior Caste. Grey Council Member. | May replace Hedronn, transferring all attached cards and marks. Remove Hedronn from the game. You must purge one of your Vorlon Marks (if you have any) when Coplann enters play. When attacked, Coplann has +1 damage resistance for each Warrior Caste character in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | "The Warrior Caste fears nothing." | 7 | 2 | 0 |
282 | Corporate Connections | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Corporate. | Reveal when you have 8 or less influence and you rotate to build influence. Gain +1 influence. If this card is in your starting hand, it does not count as a Contingency for starting hand selection purposes. | 0 | 0 | 0 | 0 | 0 | 0 | "My organization could use a man like you. I'd like to hire you on retainer." - William Edgars | 7 | 6 | 0 |
283 | Corporations Go On | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "But out of calamity comes opportunity. Nations rise and fall, planets live and die, but corporations go on and on through good times and bad, because it's all about profit." - Max | 8 | 6 | 0 |
284 | Corrupted Destiny | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one character. If successful, and for every additional 10 by which this conflict succeeds, the target must purge one Destiny Mark. If he has no Destiny Marks remaining, he must gain Doom Marks instead. | 0 | 0 | 1 | 0 | 0 | 0 | Destiny is a matter of choice. Those who make these choices wisely fulfill their destiny. Those who do not, corrupt it and hasten their own doom. | 2 | 6 | 0 |
285 | Cosmopolis | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 9 | | Multiple. May replace a Limited location that is the Homeworld of the race controlling it, transferring all attached cards. When played, this Location becomes loyal to the race that controls it, and becomes the "Homeworld" (boldface) of that race. Rotate to draw 5 cards from your deck, then place 4 of those cards back on top of your deck without changing their order. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
286 | Councilor La'shan | 2 | 3 | 1 | 8.0 | 3.0 | 4.0 | 3.0 | 0.0 | 7 | Drakh Ambassador. | When sponsored, you may search through your deck and take one Drakh card of your choice into your hand. If another player controls Councilor La'shan, you may discard this card from your hand as an action to search your deck and take a different Drakh Ambassador into your hand. If a fleet led by Councilor La'shan is neutralized, Councilor La'shan is not neutralized. | 0 | 0 | 0 | 0 | 2 | 0 | | 7 | 8 | 0 |
287 | Councilor Na'Far | 3 | 3 | 1 | 7.0 | 3.0 | 0.0 | 0.0 | 0.0 | 0 | | Replace Na'Far if he is your ambassador and each race being played has a tension toward you of 3 or less. Transfer all attached cards and marks. Councilor Na'Far gains +1 damage resistance for every player whose race has a tension toward you of 2 or less. Count +1 power for each race being played with whom you have mutual tensions of 1. All characters you control are loyal to the Narn race (ignore their other racial loyalties). You may not count power from race-specific agendas. | 0 | 0 | 0 | 0 | 0 | 0 | "We must bide our time, recover from our wounds, and lull the Centauri into a sense of false security." - Na'Far | 6 | 3 | 0 |
288 | Counterintelligence | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Multiple. Rotate and target an Intrigue conflict. Your characters participating in that conflict take half damage, rounded up, when attacked | 0 | 0 | 0 | 0 | 0 | 0 | Because Psi Corps telepaths are powerful enough to scan virtually anyone, even less powerful telepaths, anyone can be an unwitting double agent. Scanning a person's mind can reveal highly sensitive and confidential information. | 1 | 6 | 0 |
289 | Coup de Grace | 3 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 10 influence to initiate this conflict. All abilities may be used in this conflict. Target a player with whom you are at war, who has 5 Influence or less. If successful, the target must unconditionally surrender to you. | 0 | 0 | 0 | 0 | 0 | 0 | It is not always possible to bow out gracefully. But there comes a time to retire from the field. | 2 | 6 | 0 |
290 | Court the Rebellious | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you win the conflict by 5 or more, this conflict becomes a faction enhancement for you which, when you sponsor a character loyal to a race beside your own, reduces the character's cost by his race's unrest. | 0 | 0 | 0 | 0 | 0 | 0 | Most ambassadors understand the concept of realpolitik. Although the races may hate one another or have conflicting goals, when minor objectives coincide they must work together in mutual interest. | 1 | 6 | 0 |
291 | Courtly Intrigue | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | May only be sponsored by a Home Faction Ambassador. If your race has no vote in Babylon 5 votes, you may cast the vote for your race. You may sponsor cards as if 2 factions of your race were in play. All Lords and Ladies you control gain +1 Intrigue. While your ambassador is a Prime Minister or Emperor, he gains +3 Diplomacy and a Destiny Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "And how are things at the royal court?" "Collusion, politicking, scheming, innuendo, gossip, same old thing." - Londo and Vir | 6 | 4 | 0 |
292 | Covering Weaknesses | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Requires 1 Vorlon Mark to play. Move an enhancement on a card you control to any other card you control that is a valid target for the enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | "It doesn't... feel the same, as when I carried Kosh with me. Darker, somehow. Is everything all right?" Lyta Alexander | 2 | 6 | 0 |
293 | Covert Allies | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | The target character gains a bonus to his Intrigue equal to half his Diplomacy (excluding any bonus from Power Posturing), rounded up. This bonus is recalculated each determine initiative step.. | 0 | 0 | 0 | 0 | 0 | 0 | The most innocent of people may turn out to be the most duplicitous of traitors. Londo Mollari's third wife, Mariel, has a personal relationship with G'Kar, for her own reasons. | 4 | 6 | 0 |
294 | Crawling Chaos | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard any number of Chaos Tokens when you play this card. The cost for your next sponsor or promote action this turn is reduced by 2 for every Chaos Token you discard. You may apply 3 influence to draw a card. | 0 | 0 | 0 | 0 | 0 | 0 | "Perfect ground for us to do our work, quietly. Quietly!" - Shiv'kala | 7 | 8 | 0 |
295 | Credit Chip | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target character may discard this enhancement to reduce the Influence cost of an action by 2. | 0 | 0 | 0 | 0 | 0 | 0 | "Fifty Credits for a Salami?! I could have killed you for twenty!"- Alfredo Garabaldi as recounted by his son, Michael. | 2 | 6 | 0 |
296 | Crisis of Self | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Cannot target an ambassador. Rotate target participant character if he is ready. Owner must apply twice the character's influence cost to ready him. Discard this aftermath when this cost is applied. | 0 | 0 | 0 | 0 | 0 | 0 | Even the steadiest of leaders may sometimes have a crisis of self. Foundationalists believe that they must go on "walkabout", an Earth Aborigine custom. A person must keep walking until he meets himself, then must sit down and have a talk. | 4 | 6 | 0 |
297 | Crusade | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, Babylon 5 gains +1 influence and this conflict gets returned to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 was built with a noble cause in mind - the promotion of galactic peace. Military might must sometimes be applied to preserve the peace. | 1 | 6 | 0 |
298 | Crystal Cities | 4 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate this enhancement and apply influence. For each 3 influence you apply, add +1 support or opposition to one Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Because our world is rich with crystalline deposits, many of our cities are cut directly out of crystal formations. "During the spring, the patterns of color caused by the light are breathtaking." - Ambassador Delenn, ISN interview | 1 | 2 | 0 |
299 | Cult of Personality | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your participant Inner Circle characters who has a Destiny Mark. You may rotate this aftermath to sponsor a card as if the target was sponsoring it. If the target is neutralized, discard this aftermath. | 0 | 0 | 0 | 0 | 0 | 0 | "I spoke with the captain. She says that more ships are arriving from Narn every hour, bringing more pilgrims who want to learn from me. If I stay here, we'll be flooded with my people. If I go home, they'll make me into... into this!" | 6 | 6 | 0 |
300 | Cultural Connections | 5 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador after a successful conflict where you and another race both supported the conflict and the other race gained influence. Your ambassador may now sponsor characters of the other race at -2 influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | "Will you follow me into fire, into storm, into darkness, into death? The nine said yes. Then do this in testimony to the One who will follow, who will bring death couched in the promise of new life, and renewal disguised as defeat." - Delenn | 1 | 6 | 0 |
301 | Cut Supply Lines | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Intrigue to support or oppose a target Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Far-flung colonies are dependent upon supply lines for many basics, as well as defensive equipment. An aggressor will be tactically wise to cut those lines by destroying supply ships, jump gates, or defending war cruisers. | 1 | 6 | 0 |
302 | Cyborg Reconstruction | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Irrevocable. Target a non-Unique supporting character you control. When you sponsor this card, you may reduce any one of the target's base abilities to raise another non-zero base ability by an equal amount. Each Ready Round, place a damage token on the character. This damage cannot be healed in any way. If the target is neutralized, remove him from the game. This enhancement cannot be targeted by events. | 0 | 0 | 0 | 0 | 0 | 0 | Lazarus Project was an Earth Force cyber-experiment in the late 2130's, which implanted machines in the brains of people near death. The technology was kept alive by secret elements within EarthGov. | 5 | 6 | 0 |
303 | Cynthia & Rosa | 2 | 3 | 1 | 1.0 | 0.0 | 5.0 | 0.0 | 0.0 | 7 | | Cynthia & Rosa's abilities are not reduced by damage, unless the damage is enough to neutralize this character. | 0 | 0 | 0 | 0 | 0 | 0 | "Do you know what it's like when telepaths make love, Commander? You drop every defense, and it's all mirrors, reflecting each other's feelings, deeper and deeper, until somewhere along the lines your souls mix...." - Talia | 5 | 7 | 0 |
304 | Cynthia Torqueman | 2 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Media character. | Rotate Cynthia Torqueman to support or oppose any number of conflicts at the same time. You decide whether she supports or opposes each conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "From its highly publicized debut three years ago, recent polls indicate a growing dissatisfaction with the time, money, and effort consumed by this space home community." - Cynthia Torqueman, "36 hours on Babylon 5". | 4 | 7 | 0 |
305 | Dagool | 3 | 3 | 1 | 4.0 | 1.0 | 0.0 | 2.0 | 0.0 | 7 | Brakiri. | Rotate Dagool and target a character in your faction who is participating in a Diplomacy conflict you did not initiate. If there is an active Diplomacy conflict you initiated, that character is no longer participating in the old conflict and is instead support (and participating in) your conflict. | 0 | 0 | 0 | 0 | 0 | 0 | A Brakiri thug, Dagool was caught by Security Chief Michale Garibaldi stealing credits three times in one month. | 3 | 5 | 0 |
306 | Damage Control Team | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Rotate and target one of your fleets. That fleet takes half damage, rounded up, when attacked for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Damage control teams are constantly on call to repair any problems. In an emergency, they must be capable of responding instantly. Damage to key systems can hamper vital operations and impair a fleet or station's ability to function. | 1 | 6 | 0 |
307 | Damaged from Within | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | While any player's unrest is at 5, he can be targeted with Lost aftermaths even if the resolving conflict was Won. | 0 | 0 | 0 | 0 | 0 | 0 | When cast loose from the guidelines of history, government and tradition, even allies may mistake your intentions. In such uncertain territory, who can predict the lasting results? | 2 | 6 | 0 |
308 | Dan Randall | 1 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Media | Character. Rotate Dan Randall and apply 3 influence to force another player to apply 4 influence (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | Dan Randall is a reporter for the Interstellar News Network. Unlike some of his colleagues, he won't quit his job if ISN becomes a propaganda outlet for a fascist Earth government. Randall claims he'll fight to get out what truth he can. | 1 | 7 | 0 |
309 | Danger Sense | 4 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a teep. Reveal when this teep is attacked. No damage is applied (to either participant). (The attacker remains rotated.) | 0 | 0 | 0 | 0 | 0 | 0 | "His eyes are in his mind." - Samuel Coleridge | 5 | 6 | 0 |
310 | Dangerous Game | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a conflict. All participants who are opposing the conflict apply additional opposition and gain additional damage resistance while being attacked this turn equal to one less than the initiator's unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "You're making a very big mistake." "Yeah, well it won't be the first time, that's for sure." - Number One and Stephen Franklin | 7 | 6 | 0 |
311 | Dark Legacy | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | When you play a non-agenda card, you may play it as if Shadow Influence was equal to the number of Shadow Marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "I know you. You worked for the Shadows." - Londo | 7 | 6 | 0 |
312 | Dark Talia | 3 | 3 | 1 | 1.0 | 3.0 | 8.0 | 0.0 | 0.0 | 7 | Psi Corps Character. | Requires 3 Conspiracy Marks to bring into play. May replace Talia Winters. Remove Talia Winters from the game (she may not re-enter play). While attacking characters in any faction that ever controlled Talia Winters, Dark Talia's Strife Marks count double. | 0 | 0 | 0 | 1 | 0 | 0 | "You don't know what it's like, living only in the shadows of her mind. Watching, laughing at all of you out here. Foolish. Petty. Stupid. There I was, trapped inside, able to come out only at night when she was asleep. Her invisible sister.." | 5 | 1 | 0 |
313 | David | 1 | 3 | 1 | 2.0 | 0.0 | 4.0 | 0.0 | 0.0 | 5 | | David many only participate in conflicts initiated by you, or that target you or a card in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "The somber David," as Byron called him, was one of those who stayed with Byron to the very end. | 5 | 7 | 0 |
314 | Day of the Dead | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Unique. All players may return to play one character from their discard pile into their supporting row. If limited, that character cannot currently be in play. The character may act normally. Discard all these characters at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "I thought it was a metaphor..." - Captain Elizabeth Lochley | 3 | 6 | 0 |
315 | Death Incarnate | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
316 | Death of Culture | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They are burning the books, they are burning the music, burning the art, tearing down the statues." - Natchok Var | 8 | 6 | 0 |
317 | Death of Kosh | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador must have 5 of the same type of mark for you to initiate this conflict. Psi may be used in this conflict. Target Kosh Naranek, Ambassador Kosh, or any other Vorlon character. Vorlon influence is applied as automatic opposition to this conflict. Purge all your Vorlon Marks. If successful, remove the target card from the game. | 0 | 0 | 0 | 0 | 0 | 0 | "They killed him. They tore him apart." - Lyta Alexander | 3 | 6 | 0 |
318 | Death of a Planet | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 1 | 0 | 0 | 0 | "It was remarkably effective. An entire world, dead in less than three days." - Genius Loci | 8 | 6 | 0 |
319 | Debt of Gratitude | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your participant supporting characters. The cost to promote the target character to the Inner Circle is reduced by 4 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | Zack Allan has come far since his early days as a member of Garibaldi's security staff. His casual style of authority is perfect for the complex society of Babylon 5. | 2 | 6 | 0 |
320 | Decisive Tactics | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target character gains +2 Leadership for this turn. Target character gains an additional +1 Leadership for each Destiny Mark he has. | 0 | 0 | 0 | 0 | 0 | 0 | Legend has it that the Shadows are invincible. But they're not. With advanced technology, such as that provided by the Vorlons, and with a brilliant tactical leader, it's possible to outwit and even defeat a Shadow capital ship. | 1 | 6 | 0 |
321 | Declaration of Principles | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | ISA. | Irrevocable. The following cards have their effect text blanked when played or controlled by an ISA member: Chosen of God, Defense in Depth, Full Mobilization, Seizing Advantage, Show the Colors, War Footing, all Agendas which require or picture Shadow Marks or Vorlon Marks, and all race-specific Agendas with the word "count" in their effect text. | 0 | 0 | 0 | 0 | 0 | 0 | "You cannot legislate morality, Delenn." "No! But we can encourage others to act with charity toward one another! The Alliance is about more than hardware!" - Vizak & G'Kar | 7 | 6 | 0 |
322 | Declaration of War | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires a tension of 5 towards the target race. Rotate your ambassador. Your race and the target race are at war. | 0 | 0 | 0 | 0 | 0 | 0 | "They have crossed the line we cannot allow them to cross. "As a result, two hours ago my government officially declared war... "Our hope for peace is over. We are now at war. We are now at war." - Ambassador G'Kar | 3 | 6 | 0 |
324 | Dedicated Assistant | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an Ambassadors Assistant who rotated to enhance his ambassador.The ambassador must have participated in the conflict. When the Assistant rotates to enhance the ambassador, he reduces costs by 2 or increases the Ambassadors abilities by 2. | 0 | 0 | 0 | 0 | 0 | 0 | "I know that Delenn is fated for another, and I have accepted that in my heart." | 3 | 6 | 0 |
325 | Dedicated Follower | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Convert up to 2 of your Ambassador's Destiny Marks to Shadow or Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "I was found by the Vorlons. They showed me the terrible depth of my mistake, my crimes, my presumption. I have done four hundred years of penance in their service, a job for which they said I was ideally suited." Sebastian | 2 | 6 | 0 |
326 | Deep Agent | 1 | 3 | 1 | 1.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. This character becomes loyal to your race when you sponsor him. While Deep Agent is a Nightwatch character, he gains +2 Intrigue. While Deep Agent is a Nightwatch character, you may rotate him, apply 4 influence, and target a player not of your race to cause that player to draw no free cards this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "As soon as we have them and the proof, we'll arrest Sheridan and anyone else involved." - Nightwatch Leader | 6 | 7 | 0 |
327 | Deep Scan | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. If you succeed by at least 10 examine the target player's hand. For each 10 by which this conflict succeeds, put 1 card of your choice from that player's hand on the bottom of his draw pile. | 0 | 0 | 0 | 0 | 0 | 0 | "You understand we'll have to scan you to be sure." - Bester | 3 | 6 | 0 |
328 | Deep Space Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | "In 2259, a Narn colony in Quadrant 14, near Centauri space, was attacked and destroyed by the Shadows. A Centauri fleet moved into the area, and was encountered by responding Narn ships. The Centauri were blamed for the attack. | 1 | 4 | 0 |
329 | Deep Space Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | It takes 4 jumps to get to Babylon 5 from Earth. Fast fleets can make it in three jumps by using a shortcut through Sirius. | 1 | 1 | 0 |
330 | Deep Space Fleet (Minbari) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 7 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Though the Minbari fleet and technology is superior to that of the other "younger" races, space is vast and the fleet remains alert against any threats. Who knows when an ancient enemy may return? | 1 | 2 | 0 |
331 | Deep Space Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 5 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn regime has deployed deep space ships that may be sent to investigate planets or other phenomena that may pose a threat. A Narn War cruiser sent to Z'Ha'Dum in early 2259 never returned. | 1 | 3 | 0 |
332 | Deeron | 1 | 3 | 1 | 1.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Warrior Caste. | Rotate Deeron and apply 5 influence to go through your deck and take the first character enhancement you find into your hand. Shuffle your deck afterwards. You may sponsor Character Enhancements targeting Deeron at -3 cost. | 0 | 0 | 1 | 0 | 0 | 0 | "The war has already begun. All that remains is honor and death." | 6 | 2 | 0 |
333 | Defame Ambassador | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All of the target ambassador's abilities are halved. This effect expires at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The Centauri government will not tolerate such insults. It's a mockery. It doesn't even have any ... attributes." "So you feel like you are being symbolically cast.... in a bad light?" - Susan Ivanova replies to Londo Mollari | 4 | 6 | 0 |
334 | Defeated | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target ambassador's faction must have lost influence as a result of the conflict. The target's controller must discard all free cards drawn during the Draw round. Discard this aftermath when the target's faction initiates and wins a conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain Sheridan is dead." - Vir Cotto | 3 | 6 | 0 |
335 | Defector Revealed | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Replace a Disaffected character you control with another character loyal to that race. The new character must not be restricted against joining your Inner Circle. Apply Influence equal to the difference between the Disaffected character and the replacing character | 0 | 0 | 0 | 0 | 0 | 0 | In the end, we can only kmnow the truth that lies withinn our own hearts. | 3 | 6 | 0 |
336 | Defend the Races | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You cannot have any Shadow or Vorlon Marks and you must have at least 3 Destiny Marks to sponsor this agenda. Count Babylon 5's influence minus the average of Shadow and Vorlon influence as power. Each turn you may lose 2 influence to increase Babylon 5's influence by +1. Your faction cannot gain Shadow or Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "For three years now, you've been pulling everyone's strings, getting us to do all the work, and you haven't done a damn thing but stand there and look cryptic." - John Sheridan | 3 | 6 | 0 |
337 | Defense Treaty | 5 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race. Apply your tension toward that race plus theirs toward your race as opposition. If successful, this card becomes a faction enhancement for each of you. You may each cause fleets of the other race to act as if they were under your control while you are the target of a Military conflict. If either player's tension reaches 5, discard this card. | 0 | 0 | 0 | 0 | 0 | 0 | In a universe as widely populated and dangerous as that of Babylon 5, cooperation with other races is a necessity. | 2 | 6 | 0 |
338 | Defense in Depth | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All of your fleets gain +2 Military while you are the target of a Military conflict. All of your locations gain +5 Military. Your influence rating is increased by 1 for each location of your race you control. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's Starfury squadrons are launched from cobra bays along the fuselage of the station. Centrifugal force launches the fighters into space after they are dropped from the bay. Four squadrons are stationed on Babylon 5. | 4 | 6 | 0 |
339 | Defensive Tactics | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | If the character leads a fleet, he may choose to provide his fleet with damage resistance equal to his Leadership rather than the normal bonus to the fleet's Military. | 0 | 0 | 0 | 0 | 0 | 0 | Confronting the Minbari fleet during the Earth-Minbari War, John Sheridan concealed his damaged ship in an asteroid belt, and set a trap. Sometimes, engaging the enemy on the field of your choice is more than half the battle won. | 3 | 6 | 0 |
340 | Defuse the Situation | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play as your first action, as an additional conflict, and target an opposable Military Conflict you did not initiate. At the beginning of the Resolution Round, if this conflict has more support than opposition, and more support than the target conflict, the target conflict does not resolve. If Defuse the Situation succeeds by 20 or more, return it to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "If you value your lives, be somewhere else!" -- Delenn | 6 | 6 | 0 |
341 | Delay the War | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All abilities may be used in this conflict. Aftermaths restricted by ability cannot be played on this conflict. If successful, Shadow and Vorlon Influence cannot increase by more than 1 each during the next turn. This effect lasts an additional turn for each 5 strength by which this conflict succeeds. | 0 | 0 | 0 | 0 | 0 | 0 | Delenn and Sheridan gambled that certain delays in the war effort would ultimately bring victory. Though correct, the sacrifices in sentient life were high. | 2 | 6 | 0 |
342 | Delegate Authority | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any number of ready characters you control. Rotate your ambassador and apply 1 influence for each character targeted. Promote all targeted characters to the Inner Circle. At the end of the turn, return those characters to the supporting cards row. | 0 | 0 | 0 | 0 | 0 | 0 | "It's politics, Vir. Never take it personally." - Londo Mollari | 3 | 6 | 0 |
343 | Delenn (promote) (ambassador) | 3 | 3 | 1 | 5.0 | 0.0 | 0.0 | 2.0 | 0.0 | 0 | Minbari Starting Ambassador. Religious Caste. Grey Council Member. | Rotate an Inner Circle character and determine the influence cost to promote an eligible supporting character you control. Apply half of that influence immediately. On the following turn, apply the remaining half as an action to promote the character, if he is still eligible. | 0 | 0 | 0 | 0 | 0 | 1 | "So many faces I haven't seen in so long. It brings back a lot of memories." - Delenn | 6 | 2 | 0 |
344 | Delenn (lennier) (ambassador) | 3 | 3 | 1 | 5.0 | 0.0 | 0.0 | 1.0 | 0.0 | 0 | Minbari Starting Ambassador. Religious Caste. Grey Council Member. | Delenn may sponsor Lennier without rotating and at -4 cost. | 0 | 0 | 0 | 0 | 0 | 0 | "Have I mentioned recently how much I appreciate you, Lennier?" "Not really, but it will give us something to discuss on our trip." | 6 | 2 | 0 |
345 | Delenn (transformer) (ambassador) | 3 | 3 | 1 | 5.0 | 0.0 | 0.0 | 1.0 | 0.0 | 0 | Minbari Starting Ambassador. Religious Caste. Grey Council Member. | Once per game, you may rotate Delenn to search your deck and take Delenn Transformed, Triluminary, and Chrysalis into your hand. The Chrysalis Event does not require Vorlon Marks and does not increase Minbari unrest when played. | 0 | 0 | 0 | 0 | 0 | 0 | "Now I will keep the promise. Goodbye. You will not see me again as I am now." - Delenn | 6 | 2 | 0 |
346 | Delenn the Legend | 4 | 3 | 1 | 15.0 | 8.0 | 0.0 | 7.0 | 0.0 | 0 | Religious Caste. | Must replace any version of Delenn you control who has a printed Diplomacy of 8 or higher, transferring any attached cards and marks you choose. Whenever a mark is purged from Delenn the Legend, she may immediately gain a mark of that type. Rotate to remove a card attached to any version of John Sheridan. | 0 | 0 | 0 | 0 | 0 | 0 | "That which you know, you ignore, because it is inconvenient. That which you do not know, you invent." | 9 | 2 | 0 |
347 | Delenn Transformed | 3 | 3 | 1 | 7.0 | 0.0 | 0.0 | 4.0 | 0.0 | 0 | Religious Caste. | You may sponsor character from other races at -2 cost. The Chrysalis event is required to bring Delenn Transformed into play. | 0 | 2 | 0 | 0 | 0 | 2 | "My heart has not changed." - Delenn | 1 | 2 | 0 |
348 | Delenn (ambassador) | 4 | 3 | 1 | 6.0 | 0.0 | 0.0 | 3.0 | 0.0 | 0 | Minbari Starting Ambassador. Grey Council Member. Religious Caste. | | 0 | 1 | 0 | 0 | 0 | 1 | Born in 2201, Delenn was taken from her parents and raised by the religious caste. After being mentored by Dukat, she became a member of the Grey Council in 2239. Destiny Vorlon | 1 | 2 | 0 |
349 | Demonstrative Victory | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player may be supported in this conflict. Any player who generates a total of 10 or more below the highest generated total may not gain more than 1 influence per turn for the rest of the game. If any players suffer this effect, the conflict becomes a global aftermath affecting their factions. This effect is negated for any player if his homeworld is in play. | 0 | 0 | 0 | 0 | 0 | 0 | Power must be exercised to be useful. When the Centauri capture the Narn Homeworld, Londo Mollari has ambassador G'Kar stripped of his position on the Babylon 5 Advisory Council, and Narn is declared a protectorate of the Centauri Republic. | 1 | 6 | 0 |
350 | Den'sha | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Ranger Conflict. | Limited. To initiate this conflict, Ranger One must be in play, and you must reveal a "Ranger One" (boldface) character in your hand whom you could play if the existing Ranger One was removed from the game. Only Rangers may participate in this conflict. If successful, the existing Ranger One loses his Ranger One text (even if it is boldfaced), and you may immediately play your Ranger One card for free. If unsuccessful, you must discard the Ranger One character that you revealed. | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 6 | 0 |
351 | Despair | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player with a Doom mark. Whenever the player loses a conflict, all of his characters have -1 to each ability on the following turn (minimum 0). | 0 | 0 | 0 | 0 | 0 | 0 | The Narn people fought a long war of liberation to finally free their homeworld from Centauri occupation. But the Centauri are on the move again, backed by the Shadows, intent on reclaiming Narn. Survival against such forces may be impossible. | 1 | 6 | 0 |
352 | Desperate Measures | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | You must have an influence rating of 12 or higher to play this card. Neutralize and remove from the game a location you control that is loyal to your race. Choose either the Shadows or the Vorlons to lose influence equal to 1/5 the printed Military of the location. | 0 | 0 | 0 | 0 | 0 | 0 | "I had most of our people evacuated from Celene during the night. A few stayed, to maintain the illusion of our presence. They knew what was being asked of them." - Londo | 6 | 6 | 0 |
353 | Destined to Be | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a conflict. Choose a type of conflict, and either won or lost. You may then play aftermath cards on the targeted conflict that matches the selected conditions during this conflict's resolution. | 0 | 0 | 0 | 0 | 0 | 0 | "Understanding is a three-edged sword." - Kosh | 1 | 6 | 0 |
354 | Destiny Fulfilled | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For the rest of the turn, all your ambassador's abilities increase by +1 for each Destiny Mark he has. For an additional 5 influence, all your other characters gain +1 to each of their abilities for each Destiny Mark they have. For an additional 5 influence (11 total), this card becomes a permanent enhancement for your ambassador (with the bonus fixed at play). | 0 | 0 | 0 | 0 | 0 | 0 | "You are the Hand." - Kosh | 4 | 6 | 0 |
355 | Destroy Babylon 5 | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | This conflict has automatic opposition at resolution equal to five times babylon 5's influence. If successful, permanently reduce Babylon 5 influence to zero, raise all tensions by 1, and remove all Babylon 5 Aftermaths, Enhancements, and Fleets from the game. For the rest of the game no Babylon 5 votes may be called and no tension may fall below 2. | 0 | 0 | 0 | 0 | 0 | 0 | "Ah... beautiful. I will miss this... when it is gone." - Kosh | 9 | 6 | 0 |
356 | Destroy Them From Within | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character you control. Rotate this aftermath and apply 5 influence as an action to search your deck or discard pile and take an Accident Event into your hand. When you do this, you may rotate the target of this aftermath to reduce the cost of this action by 3. You may discard this aftermath to search your deck or discard pile and take into your hand one event that lowers a target character's ability to 1. (Shuffle your deck/discard pile afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
357 | Destroy the Opposition | 5 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Characters of your race double their Diplomacy while participating in this conflict. If support exceeds opposition by at least your unrest times 5, reduce reduce your unrest to 1. Otherwise your unrest rises to 5. Other players may sponsor characters of your race at -1 influence cost for the rest of the game. | 0 | 0 | 0 | 0 | 0 | 0 | Over 900 years ago, the great Minbari leader Valen predicted that the Grey Council would be broken during the next great war. | 1 | 6 | 0 |
358 | Detailed Data Analysis | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain, before we can stop the virus left behind on earth by the Drakh, we first have to identify it." - Stephen Franklin | 8 | 6 | 0 |
359 | Develop Relationship | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's supporting character, after that character supports one of your conflicts. That character gains +1 to all his abilities, but if he ever attacks your characters or opposes one of your conflicts, discard him. | 0 | 0 | 0 | 0 | 0 | 0 | While the actions of Babylon 5's ambassadors may determine the fate of the galaxy, their aides must serve quietly and loyally. These assistants share a common bond - those whose service may be just as important but goes unacknowledged. | 1 | 6 | 0 |
360 | Dhaliri | 2 | 3 | 1 | 6.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | Grey Council Member. Religious Caste. | When Dhaliri is neutralized, he suffers 1 additional point of severe damage. | 0 | 0 | 0 | 0 | 0 | 0 | The religious caste leads the council as they advise patience and a wait and see approach to problems. This cautious approach will usually win over several members of the other castes to their point of view. | 1 | 2 | 0 |
361 | Different Perspectives | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any amount of influence. Draw that many cards, then shuffle the same number of cards back into your deck. | 0 | 0 | 0 | 0 | 0 | 0 | Diversity brings many strengths. Hopefully at least one will be appropriate | 3 | 5 | 0 |
362 | Diplomatic Advantage | 3 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador. You must have won the conflict by 10 or more strength. You may draw 2 free cards instead of 1 during the draw round. | 0 | 0 | 0 | 0 | 0 | 0 | "You bastard! You won't get away with this. We'll strike back and we'll strike back hard... We should have wiped out your kind when we had the chance!" - Londo Mollari to G'Kar | 1 | 6 | 0 |
363 | Diplomatic Blunder | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target ready character with Diplomacy greater than 1 has his Diplomacy lowered to 1. (Bonuses applied later this turn raise the ability from the new base of 1.) This effect expires at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "You bastard! You won't get away with this. We will strike back and we will strike back hard ... We should have wiped out your kind when we had the chance!" - Londo Mollari to G'Kar | 1 | 6 | 0 |
364 | Diplomatic Channels | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | The target character gains +1 Diplomacy. For each 7 points of Babylon 5 influence, the target character gains an additional +1 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Diplomacy is the art of compromise. Still, once a compromise is reached, all parties will seek to turn any agreement to their own advantage. | 3 | 5 | 0 |
365 | Diplomatic Corps | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Rotate and target a character. That character gains +2 Diplomacy while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Many lesser star powers are represented in the League of Non-aligned Worlds. Among these are the Drazi, the Hyach, the Lirot, the Markabs, the Gaim, the Brakiri, the Pak'Ma'Ra and the Abbai. | 4 | 6 | 0 |
366 | Diplomatic Immunity | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target player's ambassador and ambassador's assistant cannot be attacked this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Ever since ancient times, ambassadorial quarters have been considered soverign territory for the represented nation. These dwellings therefore became a centre for plotting an intrigue. | 1 | 6 | 0 |
367 | Diplomatic Intrusion | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an agenda. The agenda is blanked for the rest of the turn. This effect is extended by 1 turn for each 5 by which this conflict is successful. | 0 | 0 | 0 | 0 | 0 | 0 | | 3 | 6 | 0 |
368 | Diplomatic Payoff | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador. Reveal this card during a Babylon 5 vote. Rotate your ambassador. Cancel the vote. Lose one power. | 0 | 0 | 0 | 0 | 0 | 0 | Everyone has their agents on Babylon 5 and everyone pays for useful information. | 3 | 6 | 0 |
369 | Diplomatic Recognition | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Any player may rotate this card and target a location loyal to a race other than the race of the faction that controls it to call a Babylon 5 vote. If the vote is successful, Babylon 5 gains 1 influence and the location becomes loyal to the race that currently controls it, allowing its game text to be used as normal. (It retains its new loyalty even if re-conquered by another race.) | 0 | 0 | 0 | 0 | 0 | 0 | "They once asked us to recognize them, you know. They seemed to think that if our government recognized Babylon 5 they would have an easier time establishing their independence." - Minister Virini | 5 | 6 | 0 |
370 | Dire Consequences | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This place is known to every Techno-mage as a bad place, a diseased, dangerous place." - Galen | 8 | 6 | 0 |
371 | Direct Link | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a teep. Reveal when this teep takes damage. You may have another unneutralized teep who you control take the damage instead. | 0 | 0 | 0 | 0 | 0 | 0 | "We have to look out for each other, even more than we would as mundanes. We're responsible for each other." - Bester | 5 | 6 | 0 |
372 | Directing Events | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Requires 1 Vorlon Mark to play. You may rearrange the order in which conflicts will be resolved this turn. You must designate the new sequence when you play this card. | 0 | 0 | 0 | 0 | 0 | 0 | "There is only order and obedience. You will do as you are told." The Woman in Ice | 2 | 6 | 0 |
373 | Disaffected Centauri | 3 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Each player may only have 1 Disaffected Centauri in play. While Disaffected Centauri is a member of your Inner Circle, you may sponsor Centauri characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. | 0 | 0 | 0 | 0 | 0 | 0 | With plotting so ingrained in Centauri politics, it is not difficult to find someone willing to work against those in power... If it also furthers his own goals. | 4 | 7 | 0 |
374 | Disaffected Human | 3 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Each player may only have 1 Disaffected Human in play. While Disaffected Human is a member of your Inner Circle, you may sponsor Human characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. | 0 | 0 | 0 | 0 | 0 | 0 | Despite a growing anti-alien sentiment, humans have a reputation for being able to work with diverse races. | 4 | 7 | 0 |
375 | Disaffected Minbari | 3 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Each player may only have 1 Disaffected Minbari in play. While Disaffected Minbari is a member of your Inner Circle, you may sponsor Minbari characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. | 0 | 0 | 0 | 0 | 0 | 0 | Valen created 1,000 years of peace among the Minbari by laying down rigid rules, rites and traditions. But signs and portents that ancient prophecy is being fulfilled has created fear and uncertainty, reviving old hatreds and mistrusts. | 4 | 7 | 0 |
376 | Disaffected Narn | 3 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Each player may only have 1 Disaffected Narn in play. While Disaffected Narn is a member of your Inner Circle, you may sponsor Narn characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. | 0 | 0 | 0 | 0 | 0 | 0 | After a century of oppression, the Narn intend to never again be subjugated by another power. Some have carried this too far, campaigning for revenge and conquest. Without many sympathizers, the Narn may find themselves without allies. | 4 | 7 | 0 |
377 | Disarray | 5 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any agenda in the target ambassador's faction is blanked and any marks provided by that agenda are ignored. The faction cannot sponsor, discard or replace their agenda. Discard this aftermath at the end of the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | "So, what are you going to do, Mollari? Blow up the island?" "Actually...now that you mention it..." - Londo replies to Morden | 3 | 6 | 0 |
378 | Disciple of Light | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your Ambassador gains a Vorlon Mark. You may apply 7 Influence as an action add a Vorlon Mark to any character you control. You may apply 4 Influence as an action to add +1 support or opposition to any conflict. This does not cause a conflict to become contested. | 0 | 0 | 0 | 0 | 0 | 1 | The Vorlons are often described by their creator, J. Michael Straczynski, as "intergalactic noodges." All their awesome power is focused on bringing their draconian notion of order to the younger races. | 2 | 6 | 0 |
379 | Disenchantment | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Demote target participant Inner Circle character, other than an ambassador, to a supporting character. The target character does not ready during the next ready round. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Powerful events beyond the control of Babylon 5' command staff threaten to undermine the station's status. The military officers in charge must follow orders from Earth or face disciplinary action. The only other option is treason. | 4 | 6 | 0 |
380 | Disgrace | 3 | 1 | 38 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participating supporting character. Fleets led by the character may not support or attack during conflicts initiated by his controller. | 0 | 0 | 0 | 0 | 0 | 0 | Those who want the Centauri Republic to return to its glory days wish to crush the spirit of their enemies. They believe that, for too long, the Centauri have been a joke. They can feel powerful again only by demeaning those they have conquered. | 1 | 6 | 0 |
381 | Dishonor | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's ambassador. Diplomacy may be used to support or oppose the conflict. If successful, this card becomes an aftermath on the target ambassador, reducing all his abilities by 1 per 5 points by which the conflict succeeded (to a minimum of 0). | 0 | 0 | 0 | 0 | 0 | 0 | To act dishonorably is the most outrageous behavior imaginable to a Minbari. Captain Sheridan destroyed the Minbari cruiser Black Star during the war using mines - a "sneak attack" that earned him the name Starkiller among the Minbari. | 1 | 6 | 0 |
382 | Disillusioned Garibaldi | 3 | 3 | 1 | 3.0 | 7.0 | 0.0 | 2.0 | 0.0 | 6 | Mercenary. | May replace Michael Garibaldi, or any Human version of Garibaldi whose combined Doom Marks and attached Lost Aftermaths exceed his Diplomacy; transfer all attached cards. While attacking a character who has Conspiracy Marks, Disillusioned Garibaldi has +1 damage resistance and inflicts +1 damage for each of the target's Conspiracy Marks. | 1 | 0 | 1 | 1 | 0 | 0 | "That's all we can do: survive, and maybe one day forget how much it can hurt to be human." | 7 | 7 | 0 |
383 | Disinformation | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Media. | Requires 2 Conspiracy Marks. Target a player. The target may increase his race's tension towards you by 1. If successful, gain +1 influence and the target's unrest is raised by 1. If unsuccessful, lose 1 influence and your unrest is raised by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Delenn once gave Sinclair a data disk that supposedly had a copy of all her files on the Vorlons. Apparantly, she either did not keep any vital information in those files, or was simply deceiving Sinclair. | 6 | 6 | 0 |
384 | Disruption | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, no player may sustain with any cards until the end of the next turn. If you succeed by 5 or more, you gain +1 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Rumor, discord, action. These are the tools of disruption for any race. Why should my associates be any different?" - Mr. Morden to Londo Mollari | 2 | 6 | 0 |
385 | Dissent | 2 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | The target agenda's controller must apply influence equal to his unrest at the end of each Ready round or the agenda is blanked for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "I will not allow you to endanger this ship because you're afraid to face the consequences of your actions." - Commander Sandra Levitt to Captain Trevor Hall of the Heracles | 3 | 6 | 0 |
386 | Divert Blame | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction of your race. If successful, lower your unrest by 1 and increase the target's unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The divisions during hte Minbari Civil War of 2261 fell along gaste lines. Agreements that had been negotiated by one caste for the whole Minbari race were suddenly considered to affect only that caste. | 3 | 6 | 0 |
387 | Divide and Conquer | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. Diplomacy may be used to oppose this conflict. If successful, for every 5 you win by, you may apply 1 extra influence next turn, and the target must apply 1 influence for no effect during next turn's Ready Round. | 0 | 0 | 0 | 0 | 0 | 0 | "By provoking Mister Garibaldi, I put him even further at odds with his former associates, and further on the path I need him to follow." - Bester | 5 | 6 | 0 |
388 | Do as You Are Told | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | At the beginning of each turn, raise each player's unrest to one third of their combined Shadow and Vorlon Marks, if less than that amount, to a maximum unrest of 5. (Round fractions up.) | 0 | 0 | 0 | 0 | 0 | 0 | "Your belief does not enter into it." - Kosh | 6 | 6 | 0 |
389 | Doctor Franklin | 5 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 3 | | Any player may rotate Doctor Franklin as an action to heal any target character as if that character had rotated to heal. Doctor Franklin is discarded if Stephen Franklin is in play. | 0 | 0 | 0 | 0 | 0 | 0 | Doctor Franklin, a xenobiology specialist, will treat any patient who comes through his door. His only priority is life, and he is willing to burn out his own if it will help save another. | 1 | 7 | 0 |
390 | Doctor Lilian Hobbs | 2 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate Doctor Lilian Hobbs and apply any amount of influence. For each 3 influence applied, remove one point of severe damage from any character. | 0 | 0 | 0 | 0 | 0 | 0 | Doctor Stephen Franklin isn't the only medic on Babylon 5. His deputy is Doctor Lilian Hobbs, and the team working under her are experts in every aspect of alien and human biology. | 3 | 7 | 0 |
391 | Doctor Sheridan | 3 | 3 | 1 | 2.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | | May be replaced by Anna Sheridan. Rotate Doctor Sheridan, target a location in another player's discard pile, and pay that location's printed cost to sponsor it to your supporting row. Rotate Doctor Sheridan and target a captured non-homeworld location you control. You may use its effect text for the rest for this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Doctor Chang thinks he's found the ruins to an ancient civilization nobody's ever head of before." | 7 | 1 | 0 |
392 | Dodger | 5 | 3 | 1 | 2.0 | 2.0 | 0.0 | 2.0 | 0.0 | 7 | | May replace Private Durman. Remove Private Durman from the game. Rotate and discard Dodger to discard one Lost Aftermath from a character you control. | 0 | 0 | 0 | 0 | 0 | 0 | "Durman, Elizabeth. 56927. Killed in action, SIR!" | 6 | 1 | 0 |
393 | Dogfight | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. All participant fleets with a printed Military of 4 or less gain a Strife Mark while participating in this conflict. If successful, choose either the Vorlons, Shadows, or Babylon 5 to lose 2 influence. Also, if successful, this card becomes a Won Aftermath targeting your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "As my great-grandfather used to say, 'cool!'" - Sheridan | 6 | 6 | 0 |
394 | Domestic Concerns | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Draw a card when you sponsor this enhancement. The cost for each player to draw additional cards during the Draw Round is increased by an amount equal to 1 less than his Unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "These are day-to-day practical needs, that have to be cared for regardless of one's position with The Alliance." | 6 | 6 | 0 |
395 | Don't You Trust Me? | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Designate another player as your partner in this conflict. If successful, your partner must choose either that you and he each gain +1 influence, or that you lose 1 influence. No additional influence may be gained from this conflict by any means (e.g., Aftermaths, Locations, Contingencies, etc.). | 0 | 0 | 0 | 0 | 0 | 0 | "Sometimes, I miss that we don't talk anymore, Delenn." "We never really talked, Londo." "No, I suppose not." | 5 | 6 | 0 |
396 | Doomed Conspiracy | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction that has Conspiracy Marks. If successful, each character in that faction gains a number of Doom Marks equal to that character's number of Conspiracy Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "Now that we're here, we'll handle it our way. And our way always works." - Bester | 5 | 6 | 0 |
397 | Doomed Expedition | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a player who, since your last action, searched his deck and took one or more cards into his hand as the same action. He must discard the card(s) he took from his deck. If the card that enabled him to search his deck is still in play at the end of the turn, he must return it to his hand, unless the card is his ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | "...and departed Station Prime a little over five weeks ago on a planned 6-month scientific and archaeological mission to The Rim. The last message received from The Icarus gave no sign of the problem that led to its unfortunate...." - ISN Report | 6 | 6 | 0 |
398 | Doomsday Weapon | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | Irrevocable. Target a Neutral Character or Vorlon Character with a printed Psi of 15 or higher. Rotate the target as an action to rotate all characters with a base Psi of zero for no effect, except for ambassadors, ambassadors' assistants, and those with Destiny Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "What no one stopped to consider was that, in a war, you have a certain number of small weapons, a certain number of medium-size weapons, and one or two big ones." - Lyta Alexander | 9 | 6 | 0 |
399 | Double-cross | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If a character you control supported another player's conflict this turn, reveal when the target of this contingency attacks one of the initiator's characters in the same conflict. Your attacker takes half damage during the attack, and gains your choice of either a Conspiracy Mark, Strife Mark, or Destiny Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "I have access to their plans to counter-attack our forces in the capital city. They can be stopped, and stopped easily. The religious caste is divided, and their support is weak. It is as you said, Shakiri, they do not have the stomach for a prolonged conflict." | 6 | 6 | 0 |
400 | Dr. Sarah Chambers | 6 | 3 | 1 | 3.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "While we're waiting for science to discover the math that will lead to a cure, we need something to sustain us." | 8 | 1 | 0 |
401 | Dr. Sarah Chambers | 6 | 3 | 1 | 3.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | So this is Babylon 5. It's everything I expected: noisy, crowded, and constantly in trouble." | 8 | 1 | 0 |
402 | Draal the Caretaker | 3 | 3 | 1 | 5.0 | 2.0 | 0.0 | 0.0 | 0.0 | 11 | | Must replace Draal, transferring all aftermaths and enhancements. Draal the Caretaker cannot be attacked unless he attacked this turn. Rotate this character to apply +5 support or opposition to a Babylon 4 conflict. Draal the Caretaker may sponsor any Zathras character at -2 cost. You may target any Zathras in play and apply 5 influence to cause the target to perform any legal action you choose. | 0 | 1 | 0 | 0 | 0 | 0 | "When the time is right, we will be here, waiting for you. But not until then. Goodbye." - Draal | 6 | 7 | 0 |
403 | Draal | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Religious Caste. | When attacking or being attacked, Draal applies his damage before his opponent. | 0 | 0 | 0 | 0 | 0 | 0 | Draal is Delenn's mentor and close friend. After living his entire life on Minbar, he comes to Babylon 5 to say goodbye. When the Great Machine malfunctions beneath Epsilon III, he finds new purpose by placing himself within its matrix. | 1 | 2 | 0 |
404 | Draft | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | If the target player is at war, his cost to sponsor fleets and any characters with Leadership 2 or higher is reduced by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Infantry men and women usually enter the service voluntarily, excepting the risks in exchange for the learning experience. Some choose the military as their career. During times of war, some governments may enact a compulsory draft. | 1 | 6 | 0 |
405 | Drakh Armada | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 14.0 | 18 | | Reduce your cost to sponsor this fleet by 2 for each Drakh Ambassador you control. Remove 1 point of damage from this fleet during each Ready Round. | 0 | 0 | 0 | 1 | 0 | 0 | "Unless you act, Earth may suffer the fate of Daltron VII." - Galen | 7 | 8 | 0 |
406 | Drakh Entire | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Every non-ambassador Drakh with the text Drakh Ambassador gains the text Drakh Ambassador's Assistant. Rotate this group to demote one Drakh character you control and promote another Drakh character you control. If the Drakh you are promoting has a higher printed cost than the Drakh you demoted, you must discard a number of Chaos Tokens equal to the difference. Or rotate and target a Drakh Character to give him +2 to all abilities while this group is rotated. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
407 | Drakh Mothership | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 5 | | Multiple. Rotate this fleet, target a Drakh Fleet you control, and discard a number of Chaos Tokens equal to the target's cost minus this fleet's Military. For the rest of this turn, the target may participate in any conflict in which Military may be used, regardless of restrictions on which race or faction may participate. | 0 | 0 | 0 | 0 | 0 | 0 | "There's no way of knowing how many other raiders are out there, but these Drakh worry me the most." - Delenn | 7 | 8 | 0 |
408 | Drakh Raiders | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 5 | | Multiple. Rotate this fleet and target another player's ready fleet with a lower Military than this fleet. Rotate the target for no effect and inflict 1 point of damage on it. | 0 | 0 | 0 | 0 | 0 | 0 | "Engines hit. Life support no longer functioning. Dark enemy." - Pak'ma'ra Captain | 7 | 8 | 0 |
409 | Drazi Merchant | 1 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | Drazi. | Multiple. Rotate to restore 1 point of your spent influence to your available influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Grave misunderstanding. It was a terrible mistake!" | 7 | 5 | 0 |
410 | Drazi Strike Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | Drazi. | Multiple. | 0 | 0 | 0 | 1 | 0 | 0 | "Where there was one Drazi people, now there are two. The two fight until there are one." | 3 | 5 | 0 |
411 | Drazi Sunhawk | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Any player may sponsor this fleet at double normal influence cost. If Drazi Sunhawk becomes damaged, discard it during next draw round. | 0 | 0 | 0 | 0 | 0 | 0 | Alliance with the minor star powers among the Non-aligned Worlds can be a major asset to a fleet. | 1 | 5 | 0 |
412 | Drazi War Fleet | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 9 | Drazi. | Remove 1 point of damage from this fleet each Ready round. | 0 | 0 | 0 | 1 | 0 | 0 | "Our biggest losses have been in Drazi space. They are real good fighters. Not terrific conversationalists, and their table manners can make you go blind in one eye, but really tough behind the weapons consoles. | 3 | 5 | 0 |
413 | Drigo | 4 | 3 | 1 | 2.0 | 4.0 | 0.0 | 0.0 | 0.0 | 8 | | You may play character enhancements on Drigo at -2 influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | Drigo is the Centauri bureaucrat overseeing the Centauri occupation of Narn. He is loyal to the House Refa and has no apparent sympathy for Londo Mollari. | 1 | 4 | 0 |
414 | Drone Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | When sponsored, target a fleet you control that is loyal to your race (even a Limited fleet). The cost to sponsor Drone Fleet is equal to the printed cost of the target. Drone Fleet gains the printed Military, cost, and effect text of the target. | 0 | 0 | 0 | 0 | 0 | 0 | "It's an organic device, used to control a ship from a long distance. You put two or three of these on board a starship and you don't even need a crew." - Lyta | 7 | 8 | 0 |
415 | Drop Your Barriers | 4 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate this enhancement and target a teep you control with Psi of 7 or higher.The target applies 4 additional support/opposition when he uses Psi to support or oppose a conflict, but he also takes 2 extra damage when attacked using Psi. You may sustain this effect. | 0 | 0 | 0 | 0 | 0 | 0 | Mental barriers are necessary for a telepath to keep his sanity. But they also inhibit and limit his full potential. | 5 | 6 | 0 |
416 | Du'Nar | 2 | 3 | 1 | 7.0 | 4.0 | 0.0 | 4.0 | 0.0 | 11 | | If Du'Nar is injured but not neutralized, remove 1 damage token from him during each ready round. | 0 | 0 | 0 | 0 | 0 | 0 | Members of the First Circle of the Kha'Ri led the insurgency against Centauri oppression. They remain the most respected leaders of the Narn Regime. | 1 | 3 | 0 |
417 | Du'Rog | 1 | 3 | 1 | 4.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | | If Du'Rog is discarded from play, you may cause 4 points of damage to any Narn character. | 0 | 0 | 0 | 0 | 0 | 0 | Du'Rog was an old enemy of G'Kar, and blamed G'Kar for humiliating him and ruining his family name. | 4 | 3 | 0 |
418 | Duel to the Death | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
419 | Dureena Nafeel | 6 | 3 | 1 | 2.0 | 6.0 | 0.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 1 | 0 | 0 | "Need to get inside something? You need to get out, tunnel under, go around, go through? I'm it." | 8 | 7 | 0 |
420 | Dureena Nafeel | 6 | 3 | 1 | 2.0 | 6.0 | 0.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 1 | 0 | 0 | "There's no point belonging to a secret group if you tell everyone about it." | 8 | 7 | 0 |
421 | Durlan | 1 | 3 | 1 | 6.0 | 1.0 | 0.0 | 0.0 | 0.0 | 8 | Grey Council Member. Worker Caste. | Rotate to give a character +1 Leadership for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Like the other castes, the worker caste hold three seats on the Minbari Grey Council. Because they tend to go about their business, their voice is not often heard on the council. Some feel they should be heard more often. | 1 | 2 | 0 |
423 | Dust | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Target a character you control. For the rest of the turn, the target character gains +6 Psi. (This bonus does apply to characters with 0 Psi.) Characters who started the turn at 0 Psi are permanently returned to 0 Psi at the end of the turn. Neutralize the character at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | A drug that stimulates the latent telepathic gene in most races for short periods of time, dust is highly addictive and is banned on most civilized worlds. | 5 | 6 | 0 |
424 | Dwindling Resources | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a player who controls less than 3 locations. The target may not repair his fleets. Discard this enhancement if the target controls 3 or more locations loyal to his race. | 0 | 0 | 0 | 0 | 0 | 0 | "Looks like the contractors installed sub-standard chips throughout the entire system. That would explain how they managed such a low bid on the installation." - Garibaldi | 6 | 6 | 0 |
425 | EVA Salvaging | 2 | 1 | 43 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "EVA team standing by, Captain." "Roger that, Lieutenant, you're clear to proceed." "We're moving out of the airlock now." - Mattheson and Gideon | 8 | 6 | 0 |
426 | Early Warning | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a character with 2 or more Vorlon Marks. Apply the Vorlon's influence as opposition to a target Intrigue conflict. The Vorlons then gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "A human imprisons one of us? Intolerable." - Ulkesh | 4 | 6 | 0 |
427 | Earth | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 10 | | Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | In the 23rd Century, the Earth Alliance is a group of regional consortiums united by a global government based in Geneva. The Senate has a Babylon 5 Oversight Committee which guides policy in coordination with the President. | 1 | 1 | 0 |
428 | Efficiency Engineers | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. You may sponsor this group without rotating an Inner Circle character. You may rotate this group to sponsor an enhancement (as if this group were an Inner Circle character). | 0 | 0 | 0 | 0 | 0 | 0 | "Yeah, we keep the place running while the big boys are fighting or making all the big decisions." "Worker Caste." "Yeah, I guess you could say that. Uh, we're just about as worker caste as you're ever gonna find up here." -- Mack and Delenn | 6 | 6 | 0 |
429 | Efficiency | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | For each ready Inner Circle character the target faction rotates during the Draw round, that player may discard one card from his hand and draw one card from his deck. | 0 | 0 | 0 | 0 | 0 | 0 | "It's good to see they're continuing the fine tradition of hiring from the shallow end of the gene pool." - Bester | 3 | 6 | 0 |
430 | Ego Boost | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target teep gains +2 Psi for the rest of the turn. He gains an additional +1 Psi for each Conspiracy Mark he has. | 0 | 0 | 0 | 0 | 0 | 0 | "You are my willow." - Byron | 5 | 6 | 0 |
431 | Egyptian God of Frustration | 2 | 6 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target any non-ambassador card in play. The targeted card cannot be targeted by events played by anyone besides the card's controller. | 0 | 0 | 0 | 0 | 0 | 0 | Although of Italian, rather than Egyptian descent, Michael Garibaldi has several icons of personal significance in his quarters which provide him great comfort. | 3 | 6 | 0 |
432 | Elder Races Triumph | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 11 | | When checking for victory, if the Shadows or the Vorlons have 50 or more influence, and one is higher than the other, the player with the single most marks of the higher race scores a Major Victory. | 0 | 0 | 0 | 0 | 0 | 0 | In terms of their eternal struggle, any victory will be fleeting. But it will resound throughout the Third Age. | 2 | 6 | 0 |
433 | Elder Statesman | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | The target character gains +1 Diplomacy. The target gains an additional +1 Diplomacy each time a Babylon 5 vote passes in which your ambassador voted "Yes". | 0 | 0 | 0 | 0 | 0 | 0 | "He was a great man." - Londo Mollari, referring to Emperor Turhan | 5 | 6 | 0 |
434 | Elections | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Only characters loyal to your race may participate in this conflict. Any faction of your race may be supported. All factions of your race must transfer 1 influence to the faction with the most support for each 10 by which that faction's support exceeds the support of the next lower faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Rules of contest are older than contact with other races. Do not mention aliens. Rule change caught up in committee. Not come through yet." - Green Drazi Leader | 3 | 6 | 0 |
435 | Electron Incantation | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Legacy. | Limited. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This is a dream." "No, not a dream. A Nightmare. And if sometimes dreams come true, what of our nightmares?" - Sheridan and Galen | 8 | 6 | 0 |
436 | Eliminate Threats | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one enhancement. Apply influence equal to twice the cost of the enhancement. The minimum cost for this card is 4 Influence. Discard the enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | Some threats can be removed by diplomacy. Others require force. This can be costly in the grand scheme of things. | 2 | 6 | 0 |
437 | Elite Black Omega | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 6 | | Psi Corps Fleet. May only be led by a teep. Elite Black Omega may participate in Psi conflicts and Intrigue conflicts (using Military). Elite Black Omega has damage resistance equal to its leader's Conspiracy Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Elite Black Omega is composed of the best of the best, the very finest Psi Cops. They have a broad mandate to "protect their kind," and broad authority to go with it. | 5 | 1 | 0 |
438 | Elizabeth Lochley (nightwatch) | 3 | 3 | 1 | 2.0 | 2.0 | 0.0 | 3.0 | 0.0 | 9 | | Nightwatch. Discard this character if your ambassador is any version of Sinclair, Sheridan, or Ivanova. Gains +3 Leadership while leading a fleet with a Squadron Enhancement. As an action, discard a Squadron Enhancement from your hand to give a target Human Fleet +1 Military for the rest of this turn. Rotate Elizabeth Lochley and apply influence equal to the cost of any Squadron Enhancement in your discard pile to return it to your hand. | 1 | 0 | 0 | 1 | 0 | 0 | "I wasn't on your side." | 7 | 1 | 0 |
439 | Elizabeth Lochley (cost 10) | 3 | 3 | 1 | 3.0 | 2.0 | 0.0 | 3.0 | 0.0 | 10 | | When your ambassador sponsors Elizabeth Lochley, immediately promote her for free. While leading a Babylon 5 Fleet, Elizabeth Lochley gains Leadership equal to Babylon 5's Influence. Elizabeth Lochley gains the text Human Ambassador's Assistant while neither Susan Ivanova nor Commander Ivanova is in play. | 0 | 0 | 0 | 1 | 0 | 0 | "I hear you asked for me in particular. Why?" | 7 | 1 | 0 |
440 | Elizabeth Trent | 3 | 3 | 1 | 3.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain, you're not set up to investigate a find like this. You don't have the people, you don't have the equipment, you don't have the training." | 8 | 7 | 0 |
441 | Elric | 3 | 3 | 1 | 4.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Techno-mage. Treat Elric as a Seeress. Discard Elric if the Shadow War has started. Discard Elric if you have any Shadow Marks or Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "Do not meddle in the affairs of wizards, for they are subtle and quick to anger." - Elric, quoting J.R.R. Tolkien | 4 | 7 | 0 |
442 | Emergency Military Aid | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For every 2 influence you apply when playing this card, apply 1 Military to support or oppose target conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Military campaigns require the support of not only one's own troops, but also allies as well. Allied forces must work together as one if the campaign is to succeed. | 1 | 6 | 0 |
443 | Emergency Repairs | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one fleet you control. Repair as much damage as you wish, at a cost of 2 Influence per point of damage repaired. | 0 | 0 | 0 | 0 | 0 | 0 | "Engines are hit... Automatic repair systems are engaged." Marcus Cole | 2 | 6 | 0 |
444 | Emfeeli | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control during the Ready round. The target fleet repairs at no influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | "For a warrior, death is simply the release from our obligations." - Shakiri, Leader of the Minbari Warrior Caste | 3 | 2 | 0 |
445 | Empathy | 4 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-ambassador character. If successful, this conflict becomes an aftermath on the target with 1 Empathy Counter for every 10 points by which you won. As an action, you may remove an Empathy Counter to rotate the character for no effect. If there are no Empathy Counters on this card, discard it. | 0 | 0 | 0 | 0 | 0 | 0 | "You know, there's something about this guy that just makes you want to like him." - Lou Welch | 5 | 6 | 0 |
446 | Emperor Cartagia | 3 | 3 | 1 | 7.0 | 4.0 | 0.0 | 0.0 | 0.0 | 12 | Centauri Emperor. | Emperor Turhan is discarded and cannot reenter play once Emperor Cartagia enters play. Centauri unrest grows by 1 when Emperor Cartagia is sponsored. Emperor Cartagia gains +2 Diplomacy for each Inner Circle Centauri Character who is currently neutralized. | 0 | 0 | 2 | 0 | 0 | 0 | "I have met Cartagia three times before. Twice when he was an infant...he drooled most of the time; I wonder if he's continued the habit...and again when he was 15, trying to peek up the dresses of some young women -- "I will be just as impressed now as I was then." | 2 | 4 | 0 |
447 | Emperor Mollari | 4 | 3 | 1 | 13.0 | 13.0 | 0.0 | 0.0 | 0.0 | 0 | Centauri Emperor. | Cannot be blanked. Must replace your Prime Minister Mollari, transferring any attached cards and marks you choose. Rotate to gain +1 power. You cannot score a Standard Victory. | 0 | 0 | 0 | 0 | 0 | 0 | "...I had no power, and all the choices I could ever want. And now, I have all the power I could ever want, and no choices at all. No choice at all." | 9 | 4 | 0 |
448 | Emperor Mollari II | 3 | 3 | 1 | 12.0 | 9.0 | 0.0 | 3.0 | 0.0 | 0 | Centauri Emperor. | Must replace Prime Minister Mollari, transferring all attached cards and marks. Emperor Mollari II may sponsor and promote Ministers for free. Whenever you would score a Standard Victory, you score a Major Victory instead. | 1 | 1 | 1 | 0 | 0 | 0 | "That's got to be a great feeling, Emperor Mollari the First." "The Second." "There was one before you?" "Yes, long ago. He too ended badly." - Zack and Londo | 7 | 4 | 0 |
449 | Emperor Mollari II | 3 | 3 | 1 | 12.0 | 9.0 | 0.0 | 3.0 | 0.0 | 0 | Centauri Emperor. | Must replace Prime Minister Mollari, transferring all attached cards and marks. Emperor Mollari II may sponsor and promote Ministers for free. Whenever you would score a Standard Victory, you score a Major Victory instead. | 1 | 1 | 1 | 0 | 0 | 0 | "That's got to be a great feeling, Emperor Mollari the First." "The Second." "There was one before you?" "Yes, long ago. He too ended badly." - Zack and Londo | 7 | 4 | 0 |
450 | Emperor Refa | 3 | 3 | 1 | 10.0 | 11.0 | 0.0 | 3.0 | 0.0 | 0 | Centauri Emperor. | Must replace Prime Minister Refa, transferring all attached cards and marks. Rotate to return another player's face-down contingency card to the top of his deck. Your minimum power required to score a Standard Victory is 19. To score a Major Victory, you need at least 19 power and at least 9 more than each other player. Ignore these power minimums if you fulfill an agenda's victory conditions. | 1 | 1 | 0 | 0 | 0 | 0 | "They are the key to my eventual rise to the throne!" | 7 | 4 | 0 |
451 | Emperor Turhan | 3 | 3 | 1 | 9.0 | 3.0 | 0.0 | 0.0 | 0.0 | 11 | Centauri Emperor. | Emperor Turhan cannot become an Inner Circle character. Rotate to alter any Centauri tension by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Emperor Turhan is the progressive leader of the Centauri Republic. Under his leadership the Centauri began to negotiate an end to the hostilities with Narn, returning disputed worlds along their common border. Many in the Centauri government oppose him. | 4 | 4 | 0 |
452 | Empire Builder | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You cannot sponsor this agenda if your faction has any Vorlon Marks. All your Inner Circle characters gain +1 Leadership. You may rotate your ambassador to declare war against any race toward whom your tension is 5. Rotate this agenda and apply 7 influence as an action to return the top card in your discard pile to your hand if it is a Military conflict with no participation restrictions. | 0 | 0 | 0 | 0 | 0 | 0 | "Through your blood and the blood of your children, we will blaze a path across the galaxy. What we cannot take by force, we will win by subversion. And, in the end, we will bury you." - John Sheridan, 2762 | 3 | 6 | 0 |
453 | Energy Mines | 4 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | All fleets attacking or being attacked by the target fleet suffer 1 point of damage before the attack is resolved. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn use custom-designed energy mines at long range to initiate most fleet engagements. Though not often lethal in and of themselves, they are a useful method of "softening up" an enemy fleet. | 1 | 3 | 0 |
454 | Enrage | 2 | 1 | 46 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador must apply 1 influence each turn at the beginning of the action round, or his Diplomacy ability for the turn is 0. | 0 | 0 | 0 | 0 | 0 | 0 | As Londo Mollari gains more power he becomes increasingly strident and demanding. With the military might of the Centauri fleet to back him up (and the support of the Shadows) he seems less amenable to reason. | 1 | 6 | 0 |
455 | Entil'zha Delenn | 3 | 3 | 1 | 8.0 | 3.0 | 0.0 | 4.0 | 0.0 | 0 | Religious Caste. Ranger One. | Must replace Delenn Transformed, transferring all enhancements, contingencies, marks, and any aftermaths that you choose. Rotate to search your deck and take into your hand the first card you find with "Ranger" (boldface) in its effect text. Shuffle your deck afterwards. You may sponsor Ranger cards at -4 cost. | 0 | 1 | 0 | 0 | 0 | 0 | "As an eminent leader in the religious caste, you plan to take command of a military force and fill that vacuum yourself." - Neroon | 6 | 2 | 0 |
456 | Entil'zha | 3 | 3 | 1 | 5.0 | 3.0 | 0.0 | 3.0 | 0.0 | 12 | | Ranger One. Requires 3 Vorlon Marks to sponsor. You may sponsor Entil'zha only after Sheridan has replaced Sinclair. You may sponsor Human and Minbari characters at -2 cost, and Ranger cards at -4 cost. | 0 | 1 | 0 | 0 | 0 | 1 | "All my life I've had doubts about who I was, where I belonged. Now I'm like the arrow that springs from the bow. No hesitation. No doubts. The path is clear." Sinclair | 2 | 7 | 0 |
457 | Entrap | 1 | 5 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the fleet is attacked. The attacking fleet only inflicts damage equal to its printed Military minus its damage. | 0 | 0 | 0 | 0 | 0 | 0 | If your luck seems too good to be true, it probably is. | 3 | 6 | 0 |
458 | Errand of Mercy | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | You must be an ISA member to initiate this conflict. Target a race with at least one faction in play that initiated a Military Conflict last turn. Any ability may be used in this conflict. If successful, increase all tensions toward the target race by 1, increase the target's Unrest by 1, and factions of the target race cannot sponsor any cards with Military or initiate Military Conflicts for a number of turns equal to that race's Unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "He is here. They have come. He is a Ranger." - Verchan | 7 | 6 | 0 |
459 | Espers | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Every Drakh character counts +1 Psi for each of his Shadow Marks. Every character with the text Drakh Ambassador counts an additional +3 Psi. Every non-Drakh character you control who has a base Psi higher than zero suffers 4 points of damage during each Ready Round. | 0 | 0 | 0 | 0 | 0 | 0 | The Drakh Entire is like a giant hive mind. Its members can communicate telepathically across vast distances. | 7 | 8 | 0 |
460 | Establish Base | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If any fleet attacks occur this conflict, Babylon 5 loses 2 influence. If successful, this conflict becomes a faction enhancement for you. While in play, your fleets gain +1 Military, and gain additional +1 Military while you are the target of a Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Military powers deploy outposts and bases to help support their fleets. Destruction of a base impedes the ability of ships to replenish their supplies and effect repairs. | 1 | 6 | 0 |
461 | Ethnocentric | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | While participating in a conflict, the target character cannot attack other characters loyal to his race. | 0 | 0 | 0 | 0 | 0 | 0 | "I have only seen political naivete this complete once before, in a speech before the Centarum by Lord Jarno. When he was finished we recommended that he be sterilized in the best interests of evolution." - Lord Mollari | 3 | 6 | 0 |
462 | Euphrates Treaty | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Target the Narn or the Centauri. Narn - Centauri tension drops by 1. Narn and Centauri characters gain +2 Diplomacy while participating in this conflict. If successful, the target race gains +1 influence and gains +1 additional influence for each 10 strength by which the conflict succeeded. If it fails, the other race gains both these benefits. | 0 | 0 | 0 | 0 | 0 | 0 | The Euphrates Treaty is one small step in ending the hostilities between the Centauri Republic and the Narn Regime. It is negotiated on Babylon 5 between Londo and G'Kar, with Jeffrey Sinclair acting as mediator. | 1 | 6 | 0 |
463 | Evacuation | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. Target a fleet. If successful, return the fleet to its owner's hand. The owner may not sponsor a copy of that fleet next turn. Also, if successful, this card becomes a Won Aftermath targeting your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Ambassador Sinclair and Mister Garibaldi travelled there, at great personal risk, to help evacuate her crew, before it vanished again." - Delenn | 6 | 6 | 0 |
464 | Everything Has a Price | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I'm here to give you some money." - Max | 8 | 6 | 0 |
465 | Evidence of Shadows | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | All ambassadors with Shadow or Vorlon marks gain an additional mark of the same type. The Shadows gain +1 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Attach homing beacon and eject system record..." - the last known words of Lt. Warren Keffer | 2 | 6 | 0 |
466 | Excalibur | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "It'll do." - Dureena | 8 | 1 | 0 |
467 | Executive Aide | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Limited. Target a Senator or General that you control. The target gains the text "Human Home Faction Ambassador's Assistant." (boldface) The target cannot become your ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | "I couldn't run this station without you." | 6 | 1 | 0 |
468 | Exercises of The Mind | 4 | 1 | 48 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant teep gains +2 Psi. | 0 | 0 | 0 | 0 | 0 | 0 | "We make sure they're in peak condition, so they can go into the field as well-protected as possible." - Bester | 5 | 6 | 0 |
469 | Exhaustion | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control. The character is no longer participating in any conflict in any fashion. Rotate the character if he is not already rotated | 0 | 0 | 0 | 0 | 0 | 0 | Long days lead into longer nights. In the struggles of the Babylon 5 universe sometimes ultimate physical limites are reached. | 3 | 6 | 0 |
470 | Exodus | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 9 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Won't it be hard to move on?" "O yes. It is always hard to move on." - Galen and Alwyn | 8 | 7 | 0 |
471 | Expanded Network | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a supporting character who you control, loyal to your race, who has a Conspiracy Mark. Promote the target to your Inner Circle by applying its printed influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | "We all thought that Psi Corps was controlled by the government. But that's changing. The Corps is starting to pull the strings behind the scenes. They're more powerful than you can begin to imagine." - Jason Ironheart | 5 | 6 | 0 |
472 | Expeditionary Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | | If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. | 0 | 0 | 0 | 0 | 0 | 0 | If not restrained by the peaceful Emperor Turhan, the Centauri fleet can be a powerful instrument of war. Many leaders in the Centauri fovernment lust for a return to the expansionist days of old. | 1 | 4 | 0 |
473 | Expeditionary Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | | If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. | 0 | 0 | 0 | 0 | 0 | 0 | The Earthforce chain of command requires that military officers obey only orders that come from the President or a superior military officer. A civilian bureaucrat or a member of the Earth Alliance Senate may not give a direct order to a military officer | 1 | 1 | 0 |
474 | Expeditionary Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 10 | | If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. | 0 | 0 | 0 | 0 | 0 | 0 | It is tradition for a Minbari warship to approach an unknown alien vessel with its gun ports open. To the Minbari, this is a gesture of respect, as if holding open a hand to show what it holds. | 1 | 2 | 0 |
475 | Expeditionary Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 8 | | If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. | 0 | 0 | 0 | 0 | 0 | 0 | Having survived Centauri occupation, the Narn in recent years have grown militant and aggressive. They have been known to attack Centauri colonies and claim them as their own. | 1 | 3 | 0 |
476 | Expelled | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Target an ISA member (even yourself). Intrigue may be used in this conflict. This conflict automatically fails unless it receives support during the Action Round from at least one participant controlled by an ISA member other than the initiator. If successful: the target is no longer an ISA member; increase the tension of all ISA members' races towards the target's race by 2; and this card becomes an Aftermath on the target's ambassador which prevents him from re-joining the ISA. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
477 | Expendable | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a neutralized Inner Circle character with Conspiracy Marks. You may neutralize and discard a supporting character (who you control) loyal to your race to completely heal, unneutralize, and ready the target character. | 0 | 0 | 0 | 0 | 0 | 0 | "The treason past, the traitor is no longer needed." - Pedro Calderon de la Barca | 5 | 6 | 0 |
478 | Exploit Opportunities | 4 | 1 | 13 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador gains +1 Intrigue and +1 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | The ambassadors are quite public and visible figures, their actions are monitored by other races. When delicate matters need to be handled, or a little spying done an ambassador's aide my be assigned the deed. | 1 | 6 | 0 |
479 | Exploitation | 1 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target another race's location you control. Treat target location as if you had originally sponsored it (you gain all benefits of the location's effect text). | 0 | 0 | 0 | 0 | 0 | 0 | To keep subjugated people quiet, an occupation force may mark an example out of a captured resistance leader. It hoped that his suffering, and perhaps execution, will discourage others from doing the same. | 1 | 6 | 0 |
480 | Exploration | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Discard one of your ready fleets. Apply influence equal to the fleet's printed Military. You gain +1 influence for every 5 printed Military ability of the fleet you discarded. | 0 | 0 | 0 | 0 | 0 | 0 | Explorer ships may spend years mapping unknown space before returning home. They must be capable of creating their own jump points because they often go where no jump gates have yet been built. | 1 | 6 | 0 |
481 | Explore Vorlon Space | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
482 | Exposed | 1 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. Diplomacy and Intrigue may be used to oppose this conflict. If successful, the target must win a conflict in the next two turns, or his agenda is discarded (including a Major Agenda). | 0 | 0 | 0 | 0 | 0 | 0 | "We now have all your secrets." - Byron | 5 | 6 | 0 |
483 | Extended Contacts | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Rotate and target a character. That character gains +2 Intrigue while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | News spreads fast in any small community, even a giant space station like Babylon 5. Rumors are quickly misinterpreted and can get out of hand if action is not taken immediately. | 4 | 6 | 0 |
484 | Extermination | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character. Add +1 support to this conflict for each of your Shadow Marks and the target's Doom Marks. If successful, neutralize the target character, and add severe damage equal to your Shadow Marks and the target's Doom Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "For the sake of Homeworld, Cartagia must die." - Londo Mollari to fellow conspirators | 2 | 6 | 0 |
485 | Extreme Sanction | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Doom Mark. Target a supporting character of another faction. If successful, apply influence equal to the target character's cost. Remove the character from play. (If limited, no copy of that character can reenter play.) | 0 | 0 | 1 | 0 | 0 | 0 | "Extreme Sanction" is the latest government euphemism for murder. Call it what you will, assassination, execution, termination...most governments retain a force to administer death to their foes. | 4 | 6 | 0 |
486 | Eye for an Eye | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For the rest of the turn, each time a character or fleet you control is attacked and neutralized, apply 2 damage to an Inner Circle character of your choice who is loyal to the same race as the attacker. | 0 | 0 | 0 | 0 | 0 | 0 | "My eye offended him." - G'Kar | 3 | 3 | 0 |
487 | Eye of the Storm | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your influence rating is increased by +1 for every faction other than your own with an unrest of 4 or higher. While your unrest is 1, you may apply automatic opposition equal to your influence rating to any conflict targeting you. Your unrest may not be changed by events played by other players. | 0 | 0 | 0 | 0 | 0 | 0 | "Preserve, within a wild sanctuary, an inaccessible valley of reveries." - Ellen Glasgow | 6 | 6 | 0 |
488 | Eyes and Ears | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Ranger Agenda. All Ranger characters gain +2 to their highest ability (or to all tied abilities). Apply 6 influence to initiate an Intrigue conflict. Unneutralized participants with Shadow Marks who oppose this conflict apply +2 additional opposition. If successful, gain +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | I've heard that when these are made, they're forged in a white hot flame, then cooled in three bowls. The first is some kind of ancient holy water, the second Minbari blood, the third Human blood." - Marcus Cole | 3 | 6 | 0 |
489 | Eyes on the Border | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate a Ranger character you control and target either a war conflict or a Military conflict which requires Shadow Marks to initiate. The next fleet which rotates to support the conflict applies only half its support during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | "I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass." - Marcus Cole | 3 | 6 | 0 |
490 | Faces in Stone | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Legacy. | Unique. 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "Remember what you have seen!" - Galen | 8 | 6 | 0 |
491 | Facing Oblivion | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | All characters are -1 to all of their abilities for each Doom Mark they possess (for the rest of this turn). For the rest of this turn, any player may, as an action, apply influence equal to twice the number of Doom Marks in play to make this Event a Global Enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | "Alas, regardless of their doom, the little victims play! No sense have they of ills to come, nor care beyond today." - Thomas Gray | 6 | 6 | 0 |
492 | Factional Inertia | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | If any faction brings a new agenda into play (or reveals a hidden agenda) the faction gains a maximum benefit of +1 power from the agenda. That agenda's power limit increases by +1 during each ready round. | 0 | 0 | 0 | 0 | 0 | 0 | Expect the unexpected is the most reliable truth about Babylon 5. Change, when it comes, may come with severe consequences. | 2 | 6 | 0 |
493 | Failed Goals | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player who has a non-major agenda in play, and an unrest of 4 or higher. Discard the agenda and reduce the targets unrest by 1. (Discard this Aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | One can lose a battle and still win the war, but the price... | 3 | 6 | 0 |
494 | Falsified Orders | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Shadow Mark to play. Rotate a character you control with Intrigue greater than 0. Rotate any fleet with less Military than your character's Intrigue for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | Accuracy is everything in battle. Getting to the right place is useless if your are present at the wrong moment. Punctuality is irrelevant if you are out of position. Deception is as much a weapon of war as PPGs or torpedoes. | 3 | 6 | 0 |
495 | Far Reaching Schemes | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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). | 0 | 0 | 0 | 0 | 0 | 0 | "My order takes pride on knowing all that can be known, and most of all the rest." - Galen | 8 | 6 | 0 |
496 | Fashar | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | Non-Aligned Ambassador's Assistant. Markab. | Fashar cannot attack. When Fashar assists a Non-Aligned ambassador, the ambassador gains +2 Diplomacy instead of +1. | 0 | 0 | 0 | 0 | 0 | 0 | A religious and moral race, the Markab were part of the last war against the Shadows. | 3 | 5 | 0 |
497 | Fast Learner | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Each time the target character participates in a conflict and is not neutralized that turn, he gains +1 to the printed ability he used in the conflict, to a maximum of 5. | 0 | 0 | 0 | 0 | 0 | 0 | One need only look at the progress of Ivanova, Vir and Lennier to realize one must be a fast learner to survive the turbulent trials of diplomacy. | 2 | 6 | 0 |
498 | Fast Transport | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | If the target fleet has no leader, rotate this enhancement and target any rotated character who is not leading a fleet. That character may now, as an action, lead this fleet in addition to his previous action. He may do so without rotating. | 0 | 0 | 0 | 0 | 0 | 0 | The requirements for instantaneous communication and perfect situational awareness means that, if a fleet's leader is destroyed, someone else must be prepared to step in at a moment's notice. | 3 | 6 | 0 |
499 | Fate Awaits | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Any effect which requires the purging of a mark requires the purging of 2 marks of that type instead. Any player may apply 5 influence to ignore this effect for the rest of the turn | 0 | 0 | 0 | 0 | 0 | 0 | "The future is all around us, waiting in moments of transition to be born in moments of revelation." - G'Kar | 3 | 6 | 0 |
500 | Fate Calls | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control. If successful, that character gains a Destiny mark. If unsuccessful, that character gains a Doom Mark. For each 10 by which this conflict succeeds or fails, the character gains an additional mark of the appropriate type. | 0 | 1 | 1 | 0 | 0 | 0 | "I'm sorry, we thought you were dead." "I was. I'm better now" | 3 | 6 | 0 |
501 | Fate Favors | 1 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the conflict resolves. If the conflict was supported by a character with a Destiny Mark or opposed by another faction's character with a Doom Mark, Lost aftermaths cannot be played on this conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "The universe speaks in may languages, but only one voice. The language is not Narn, or Human, or Centauri, or Gaim, or Minbari. It speaks in the language of hope." - G'Kar | 3 | 6 | 0 |
502 | Feast of Lights | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reduce your Unrest by 1. If the conflict had no participation restrictions, draw 1 card for every 2 characters you control who supported the conflict. (Discard this Aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "We came to this place because Babylon 5 was our last, best hope for peace. By the end of 2259, we knew that it had failed. But in so doing, it became something greater -- as the war expanded, it became our last best hope for victory. Because sometimes, peace is another word for surrender." - Ivanova | 7 | 6 | 0 |
503 | Feast of Strife | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Shadow Mark to sponsor. Rotate this agenda and apply 10 influence to cause any race with a tension of 5 toward another race to declare war against that race. Each turn another player has 10 or more of his printed Military neutralized due to attacks, put 1 chaos token on this card. Count the chaos tokens on this card as power. Every player at war may initiated an additional war conflict each turn. | 0 | 0 | 0 | 0 | 0 | 0 | "On dark, deserted worlds, where there should be no life, where no living thing has walked in over one thousand years, something was moving, gathering its forces, quietly, quietly hoping to go unnoticed." - G'Kar | 3 | 6 | 0 |
504 | Feint | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 3 influence per action you have already taken this turn. Cancel a target conflict you initiated; if you initiated with a conflict card, return the card to your hand. Reveal a conflict card in your hand. You must initiate the revealed conflict at your next opportunity. Your first participant in the revealed conflict gains +5 to all his abilities while supporting the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a diversion. He wants us planet-bound closer to the gravity well, so we can't maneuver." - General Lefcourt | 3 | 6 | 0 |
505 | Fifth Column | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | You may purge any mark from the target, except a Doom Mark, to purge an identical mark from any character of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | "Why risk their lives in a frontal attack when they could attack us from within? But they needed a fifth column: people like you." - Knight Two | 6 | 6 | 0 |
506 | Fighter Base | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target one of your locations. This location is now a valid target for squadron fleet enhancements. The location is then considered the "fleet" enhanced by the squadron. Rotate this enhancement to transfer a squadron between a fleet you control and this location. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's Cobra Bays, and bases at most Human colonies house the Starfury squadrons whose duty is to patrol local space, defend the base from attack and sometimes act as a means of influencing far-off events. | 3 | 6 | 0 |
507 | Final Destiny | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "The Vorlon Homeworld is off-limits until we're ready. Until we've earned the right to go there. A million years from now." - Lyta | 8 | 6 | 0 |
508 | Find Focus | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | You must have no agenda in play. Rotate your ambassador. Search through your deck and select one agenda you could sponsor. Sponsor that agenda for free. While that agenda remains in play, you may only count influence as power. | 0 | 0 | 0 | 0 | 0 | 0 | "You can kill us, you can destroy our ships, bomb our colonies, murder innocent civilians, but you cannot kill the truth." - Susan Ivanova | 3 | 6 | 0 |
509 | Finish the War | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Once per turn you may lose 1 influence to raise your tension toward the Humans by 1. If your tension toward the Humans is at 5, you may declare war conflicts against human factions and they may declare war conflicts against you. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari could have easily won the war, at the Battle of the Line. They suddenly surrendered. No one knows quite why. There is still great resentment among the warrior caste, many of whom wish to continue the war. | 4 | 2 | 0 |
510 | Fireball | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Now that I have your attention, be a good fellow and humor me?" - Galen | 8 | 6 | 0 |
511 | First Battle Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 8 | | | 0 | 0 | 0 | 0 | 0 | 0 | Like most warships of its size, Centauri battle cruisers are capable of opening their own jump points. Smaller fighters and transports must either rely on a jump gate or enter the jump point created by a larger ship | 1 | 4 | 0 |
512 | First Battle Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 8 | | | 0 | 0 | 0 | 0 | 0 | 0 | "Certainly we've rebuilt our military forces to a point far in advance of where they were 14 years ago. "If the Earth-Minbari War had started today, I think things might have gone a little differently." - Senator Ronald Quantrell | 1 | 1 | 0 |
513 | First Battle Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 9.0 | 10 | | | 0 | 0 | 0 | 0 | 0 | 0 | Minbari warships have "stealth" technology that prevents enemy weapon scanners from getting a lock. During the Earth-Minbari War, this made it virtually impossible for EarthForce fighters to destroy Minbari assault vessels. | 1 | 2 | 0 |
514 | First Battle Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 9 | | | 0 | 0 | 0 | 0 | 0 | 0 | The Narn heavy dreadnought is a Mak'Aroon Class cruiser. It has two 500-gigawatt G'nath laser cannons. Its maximum linear thrust is 109 Megachoths. | 1 | 3 | 0 |
515 | First Contact Protocols | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "First contact protocol is still in effect. It's a captain's perogative. And I'm curious. I'll do it." - Gideon | 8 | 6 | 0 |
516 | First One Intervention | 3 | 1 | 36 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have no Shadow or Vorlon Marks and the Shadow War must be in effect. Neutralize one target participant fleet. The fleet must have supported a conflict requiring Shadow or Vorlon Marks to initiate. | 0 | 0 | 0 | 0 | 0 | 0 | "There are beings in the universe much older than either of our races. Once, long ago, they walked among the stars like giants, vast and timeless; taught the younger races; explored beyond the Rim; created great empires. But to all things there is an end." - Delenn | 3 | 6 | 0 |
517 | First One Involvement | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have no Shadow or Vorlon Marks, and the Shadow War must be in effect. Apply any amount of influence; for each point of influence do one of the following: Apply 3 opposition to a conflict that requires Shadow or Vorlon Marks to initiate. Apply 7 opposition to Shadow Cloud or Vorlon Planet Killer. Apply 1 damage to a Shadow or Vorlon fleet. | 0 | 0 | 0 | 0 | 0 | 0 | "Sector 87 by 20 by 42. At least a dozen ships have reported seeing something godlike in the area, and since neither you nor I were there it must be one of the First Ones." - Marcus Cole to Commander Ivanova | 3 | 6 | 0 |
518 | First One Protection | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador while the Shadow War is in effect. You cannot reveal this card if you have any Shadow or Vorlon Marks. Reveal this card when a card you control is attacked. If the attacker is a Shadow or Vorlon fleet or has any Shadow or Vorlon Marks, the target of the attack suffers no damage from the attack. | 0 | 0 | 0 | 0 | 0 | 0 | "They don't think like we do. They're old, powerful and dangerous, and they don't like to be bothered." - Marcus Cole | 3 | 6 | 0 |
519 | First Squadron | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | While this enhancement is ready, the target gains +1 Military. Rotate this squadron to apply 1 damage to a fleet participating in the same conflict as the fleet this card enhances. | 0 | 0 | 0 | 0 | 0 | 0 | There are many fariants of Starfury: the Aurora performs best in a vacuum, the Thunderbold in an atmosphere. The Black Omega Starfury is a stealth model issued only to Psi Corps. | 3 | 6 | 0 |
520 | First United Fleet | 3 | 8 | 49 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 0 | | Any player with no Shadow or Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. While this fleet is an unneutralized conflict participant, Shadow and Vorlon fleets cannot support or oppose the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | It takes leadership on a massive scale to pull the disparate races of the galaxy into a coherent fighting force. And who else but John Sheridan could do it? | 3 | 6 | 0 |
521 | Fixed in Their Ways | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Requires 1 Vorlon Mark to play. Target yourself. Each turn in which you must discard a fleet to a card which required Shadow Marks to bring into play, your ambassador gains 1 Vorlon Mark. Your ambassador gains 1 Vorlon Mark when you sponsor this enhancement. | 0 | 0 | 0 | 0 | 0 | 1 | The Vorlons have been called "lords of order". They believe that they are responsible for guiding the younger races, and can become impatient when their directives are not followed. " It is not wise to anger a Vorlon." - Vorlon | 1 | 6 | 0 |
522 | Flarn | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character. The effects of this event depend on the character's race.: Minbari: Gain +1 to each ability until the end of turn, Human: Rotate for no effect, Narn or Centauri: Take 1 point of damage, Non-Aligned (except Pak'ma'ra): target's controller must apply 1 influence (if possible). | 0 | 0 | 0 | 0 | 0 | 0 | "Mak tok ok hahari flarn." "Flarn, shabskaroo." - Lennier and Delenn | 7 | 6 | 0 |
523 | Flashback | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. You may only play this card as an aftermath to a Babylon 4 Conflict. The initiator may return one non-Unique conflict card in any discard pile to its owner's hand. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Toward the end, the tide of battle had turned against us. Our greatest star base, the center of our efforts in the war, had been destroyed by the shadows. Without a long-range base of operations from which to launch our forces, we were doomed to lose the war. Then, as if in answer to our prayers, a replacement arrived." | 6 | 6 | 0 |
524 | Fleet Support Base | 4 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target one of your locations. Rotate this enhancement to repair up to 4 total points of damage from any combination of fleets you control. | 0 | 0 | 0 | 0 | 0 | 0 | Military fleets deploy support bases to act as supply depots, listening posts and communications relays. Although they don't pose a direct military threat they are important targets that an enemy may destroy to disrupt a foe. | 1 | 6 | 0 |
525 | Fleet of the Line | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 10 | | This fleet gains +4 Military while participating in a Military conflict that targets you. | 0 | 0 | 0 | 0 | 0 | 0 | In the Battle of the Line, during the Earth-Minbari War, only 200 out of 20,000 human fighters survived. | 1 | 1 | 0 |
526 | Fleets on the Border | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use their Military to support or oppose a target Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Borders in space are primarily defined by occupied planets, outposts and space stations rather than permanent fleet deployments. | 1 | 6 | 0 |
527 | Flying Fortress | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 8 | | While this fleet is undamaged, your Drakh Fleets with printed Military of 5 or less may rotate as an action to repair 2 points of damage for free. | 0 | 0 | 0 | 0 | 0 | 0 | "We knew that sooner or later, those who had once served other masters would choose to become masters themselves, and continue the work the Shadows began." - Galen | 7 | 8 | 0 |
528 | Focus Your Efforts | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your participant characters. Reduce one of his abilities (of 2 or more) by 2, and raise another of his abilities by 2. | 0 | 0 | 0 | 0 | 0 | 0 | People are sometimes unaware of their ability to influence events. Respect, or fear comes through the actual exercise of power. The consequences cannot always be foreseen. | 1 | 6 | 0 |
529 | Foiled Scheme | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The conflict must have failed by 25 or more. Target the initiator's agenda. The target provides no power. If the target is replaced, this aftermath transfers to the new agenda, which is now this card's target. | 0 | 0 | 0 | 0 | 0 | 0 | "So what is it this time, Mister Bester? Hunting down freedom fighters, pulling wings off flies, annexing the Sudetenland?" - Zack | 6 | 6 | 0 |
530 | Followers of G'Quan | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | While any character with Shadow Marks is supporting a conflict, all Narn characters opposing the conflict gain +1 to the ability they are using in that conflict. Discard this group if you have any Shadow Marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | G'Lan is the most popular cult in Narn spiritual life, but the Followers of G'Quan are a growing sect, particularly as many of the vague prophecies in their sacred book begin to come true in the Shadow War. | 2 | 3 | 0 |
531 | Foment Discord | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | At resolution, apply opposition to all conflicts equal to all conflicts equal to the initator's unrest times 5. This effect is not cumulative with other copies of Foment Discord. Each time a conflict initiated by another player fails, place a Discord Token on this card. Discard 5 Discord Tokens from this card to reduce any player's power by 1 or increase his Unrest by 1. If your Unrest is 1, you have at least 15 power, and all other players have an Unrest of 5, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
532 | For My People | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate and neutralize your ambassador. Your ambassador gains a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | Ambassador Delenn's greatest concern is for the future peace and stability of the galaxy. She is willing to sacrifice her own life if it will bring lasting peace. Delenn is driven by the belief that she is fulfilling ancient prophecy. Destiny | 4 | 6 | 0 |
533 | For the Common Good | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador and lose 1 influence. Babylon 5 gains 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The united support of the Babylon 5 Advisory Council and the League of Non-Aligned Worlds will give Babylon 5's commanding officer a strong position to achieve victory in war or diplomatic struggles. | 1 | 6 | 0 |
534 | For the Future | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any even amount of influence. Place half that many cards from your hand on top of your deck, then shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | Meeting the demands of today is not nearly enough. That is, if we intend to survive tomorrow as well. | 4 | 6 | 0 |
535 | For the Good of All | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For each of your characters or fleets that is neutralized this turn, and for each Destiny Mark you have, you gain +2 influence to use on the next turn only. This influence does not count toward power. | 0 | 0 | 0 | 0 | 0 | 0 | Narns are easily provoked to anger and violence. Even ambassador G'Kar has trouble keeping his people in line. Should his prestige diminish, G'Kar may no longer be able to control them and they may choose to follow someone else. | 1 | 6 | 0 |
536 | Force Majeure | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have at least 20 power to sponsor this agenda. If the sum of your fleet's Military is at least double and at least 20 more than the combined fleet Military of all other factions, and you win a war conflict initiated while this agenda is in play, you score a Major Victory that turn. Your Expeditionary Fleet may support or oppose Diplomacy conflicts. | 0 | 0 | 0 | 0 | 0 | 0 | "The few surviving Earth ships, that were ordered to defend your world at any cost, were not an obstacle." - Lennier | 3 | 6 | 0 |
537 | Force Omega | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 10 | | Force Omega has +1 damage resistance for each Fleet Enhancement that targets it. | 0 | 0 | 0 | 0 | 0 | 0 | "They're either Drakh, or the weirdest-looking pizza delivery trucks I've ever seen." - Captain Anderson | 7 | 8 | 0 |
538 | Force Them Back | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the Shadow War is in effect, initiate a Diplomacy Conflict or a Military Conflict targeting either the Shadows or the Vorlons. If successful, the target loses 1 influence for each faction that had a participant support the conflict. If, during resolution, both the Shadows and Vorlons have less than 20 influence, the Shadow War is no longer in effect until either has 20 or more influence again. (This is not the same as the Shadow War having "ended".) | 0 | 0 | 0 | 0 | 0 | 0 | "How can you have a war, when no one will fight for either of you?" | 6 | 6 | 0 |
539 | Force the Issue | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 1 Shadow Mark to play. Target any player. On the next turn, he must initiate a conflict or lose 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Survival requires an ability to adapt and the talent to make a quick reaction.When caught off guard, one must strike back or lose ground. | 2 | 6 | 0 |
540 | Forced Commitment | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target yourself. Any war conflict initiated against you must be supported by at least two fleets or the initiator automatically loses the conflict. Apply 5 influence during the draw round, or discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | It is tactically wise to hold some forces in reserve, in case an initial attack or defensive force suffers unexpected setbacks. | 1 | 6 | 0 |
541 | Forced Down | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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). | 0 | 0 | 0 | 0 | 0 | 0 | "Tell them we've located one of the ships that attacked earth and pursued her to this sector. We intend to force her down on the nearest planet." - Captain Henson | 8 | 6 | 0 |
542 | Forced Evolution | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 5 Shadow marks. Count the Shadow's influence minus the Vorlon's influence as power. You may transfer 1 influence per turn to the Shadows. Rotate agenda and apply target fleet's influence cost to neutralize 1 fleet with Military less than Shadow influence; purge 1 Shadow Mark from your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "It's really simple. "You bring two sides together. The fight. A lot of them die. But those who survive are stronger, smarter and better." - Justin | 1 | 6 | 0 |
543 | Forced Impairment | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one card. If successful, this conflict becomes an enhancement on the target card. While enhanced by this card, treat the card as if its effect text were blank. | 0 | 0 | 0 | 0 | 0 | 0 | Although great leaders are capable of motivating entire worlds to follow them, they are still mortal. It takes only one assassin to bring them down. | 1 | 6 | 0 |
544 | Forces Collide | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Marks to play. Target one enhancement. Apply influence equal to the cost of the enhancement, plus 1 per Vorlon Mark required to play the card. Discard the enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | shadow technology has never been seen before by the Earth Alliance. EarthForce warships are no match for a Shadow capital ship. Only a commanding officer with cunning , guile, or with overwhelming forces can destroy one of these craft. | 1 | 6 | 0 |
545 | Forell | 1 | 3 | 1 | 3.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | Religious Caste. | Any Drakh player may sponsor Forell at normal cost. Rotate Forell to place one Chaos Token on him for every 6 points of Minbari influence in the game. | 0 | 0 | 0 | 0 | 0 | 0 | "I'm sorry, Delenn. I did not know. I thought I was helping our people." | 7 | 2 | 0 |
546 | Forget Something? | 3 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's non-major Agenda that could be discarded. If you win by 5 or more, return that agenda to its controller's deck. Reshuffle that deck. | 0 | 0 | 0 | 0 | 0 | 0 | "No warrant, no permission, and no trace. Just. gaps in their memory, missing hours, headaches...." - Lyta | 5 | 6 | 0 |
547 | Forging Alliances | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For each 5 Influence Babylon 5 has when sponsored, and each time Babylon 5 reaches a new multiple of 5 Influence, select one race. You may sponsor and promote characters of those races as if they were members of your race. If you use this effect, you cannot apply any other cost reduction. Count each selected race as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | The rise of galactic alliances could signal a new era of peace or war. | 2 | 6 | 0 |
548 | Fray at the Edges | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Requires 4 Shadow Marks to play. All players skip the Ready round next turn. (Cards which can sustain must sustain.) | 0 | 0 | 0 | 0 | 0 | 0 | "This is where it begins to go badly for all of us." - Londo Mollari | 3 | 6 | 0 |
549 | Frederick Lantz | 4 | 3 | 1 | 7.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | If there are any conflicts in play which can raise tension that Frederick Lantz can oppose, Frederick Lantz must oppose one. You cannot pass until he has done so. | 0 | 0 | 0 | 0 | 0 | 0 | Frederick Lantz is a regional director of the Ministry of Peace. He believes in appeasement of an aggressor to achieve peace. His approach may undermine Babylon 5's attempts to stop aggression by other races. | 4 | 1 | 0 |
550 | Free Trade | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Requires a State of Free Trade between two ISA members. If successful, this card becomes a Global Aftermath targeting all ISA members. While this Aftermath is in play, suppress all States of Free Trade involving an ISA member, and all ISA members have their influence rating increased by +2. | 0 | 0 | 0 | 0 | 0 | 0 | "And we will agree to release our trades routes to Sector 119 provided that our ships in that area are allowed free use of the local Centauri jump gate." "You drive a very hard bargain." - Delenn and Londo | 7 | 6 | 0 |
551 | Free the Souls | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If this conflict is successful, discard every Soul Hunter in play. If you win by 5 or more, your ambassador gains a Destiny Mark and this card becomes aftermath. While it is in play no player may sponsor a Soul Hunter. | 0 | 1 | 0 | 0 | 0 | 0 | "If I may ask what happened to my brothers collection?" "Life is full of mysteries. Consider this one of them." - Jeffrey Sinclair, responding to the Soul Hunter | 1 | 6 | 0 |
552 | Freedom of Choice | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play after at least one card requiring Shadow Marks or requiring Vorlon Marks was played by the initiator during the turn. Babylon 5 gains +2 Influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "We don't need you. We've learned to stand on our own. We'll make mistakes, but they'll be our mistakes, not yours." Sheridan to the Vorlons and Shadows | 2 | 6 | 0 |
553 | Friendless & Forgotten | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an agenda with a race requirement. All factions except the conflict initiator must have opposed the conflict. The target agenda is blanked, and may not be discarded or replaced by another copy of the same agenda. | 0 | 0 | 0 | 0 | 0 | 0 | "We are alike, you and I. We are both, as you say, 'the odd man out.'" - Londo to Garibaldi | 6 | 6 | 0 |
554 | From the Sidelines | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target any character. This turn, when that character rotates to support or oppose a conflict, he does not become a conflict participant, though his ability is still applied during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | "We have stood apart, studiously neutral." - President Woodrow Wilson, sixteen months before the US entered World War I. | 3 | 6 | 0 |
555 | Front Man | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal after the character is attacked during a conflict. Your other characters participating in the same conflict cannot be attacked. | 0 | 0 | 0 | 0 | 0 | 0 | The ubiquitous front man goes by many names. Fall guy. Scapegoat. Bullet-stopper. Sacrificial lamb. Victim. Security guard. Chump... | 3 | 6 | 0 |
556 | Front Page Exposure | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a Media card you control and target a faction with a Conspiracy Mark. Raise the Unrest of the target by +1. If the conflict failed by 10 or more raise the target's Unrest by an additional +1. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Remember the last election there was a big scandal about the Corps endorsing Vice President Clark?" "Sure, it was big news, made all the nets. Their charter prohibits them from recommending candidates to their members." - Garibaldi & Ivanova | 5 | 6 | 0 |
557 | Fulcrum of Power | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your cost to sponsor Neutral and Non-Aligned characters is reduced by 1. You may apply additional influence each turn equal to the number of different Non-Aligned species in your Inner Circle. Each time there is a Babylon 5 vote and the Non-Aligned vote breaks a tie, gain +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | The swing voters, the keystone, the point of balance. At the center of power, small, nearly indistinguishable shifts can tilt the balance of forces from one side to another. | 3 | 5 | 0 |
558 | Full Mobilization | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The cost for you to sponsor, play or promote any card is increased by an amount equal to your unrest. You may sponsor and promote cards without rotating an Inner Circle character. Rotate this agenda whenever you gain influence from a conflict to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | "We fight because it is our nature - it is the calling of our heart." - Shakiri | 3 | 6 | 0 |
559 | Further Gains | 3 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play as your first action on a conflict you initiated which has no participation restrictions (besides conflict type). Reveal when the conflict resolves, if you win by 10 or more. Gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The key to a successful military action isn't knowing where to start, but knowing where to finish. | 3 | 6 | 0 |
560 | Futility | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The initiator must have lost the conflict by 10 or more. Target a participant non-ambassador character. The target character cannot participate in any conflict unless the controller applies an amount of influence equal to the ability the character is using to participate in the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | It is easier to die for a cause than for no reason at all, alone and unremembered. | 3 | 6 | 0 |
561 | G'Drog | 1 | 3 | 1 | 2.0 | 0.0 | 0.0 | 3.0 | 0.0 | 6 | | Any ready fleet led by G'Drog can take damage in place of any Narn fleet being attacked. G'Drog's fleet is then rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Captain G'Drog is a pilot in the Narn Regime's Outer Sector Fighter Unit. He flies a Narn fighter ship with a grapple. His patrol area includes the mysterious Sigma 957, where a highly advanced alien lifeform has been seen. | 1 | 3 | 0 |
562 | G'Kar Enlightened | 3 | 3 | 1 | 7.0 | 2.0 | 0.0 | 3.0 | 0.0 | 0 | | Must replace G'Kar. G'Kar must have a Psi above 0. Transfer all aftermaths, enhancements and marks, then rotate and neutralize G'Kar Enlightened. Damage to G'Kar Enlightened does not reduce his abilities, unless the damage is enough to neutralize him. All Strife Marks attached to G'Kar Enlightened are ignored. | 0 | 1 | 0 | 0 | 0 | 0 | "The kind of revelation that transofmes your mind, your soul, your heard, even your flesh so that you are a new creature, reborn in the instant of understanding." - G'Kar to Ta'Lon | 3 | 3 | 0 |
563 | G'Kar Forsaken | 3 | 3 | 1 | 4.0 | 4.0 | 0.0 | 4.0 | 0.0 | 0 | | Must replace G'Kar if he has a Shadow Mark, transferring all attached cards and marks. If he attacks and neutralizes a non-ambassador Shadow Character or a Neutral Character who has a Shadow Mark, that character immediately unneutralizes and becomes a supporting character for your faction. You may not control or play any other card with "G'Quan" in its title or effect text. | 0 | 0 | 1 | 0 | 0 | 0 | "And then what?" "I don't know....I don't know that it matters." If G'Kar had answered Mr. Morden otherwise, the future of his people could have been very different indeed. | 6 | 3 | 0 |
564 | G'Kar the Prophet | 4 | 3 | 1 | 12.0 | 10.0 | 0.0 | 5.0 | 0.0 | 0 | Member of the Kha'Ri. | Must replace G'Kar Enlightened, transferring any attached cards and marks you choose. Rotate G'Kar the Prophet: Narn characters you control cannot be attacked while he remains rotated. (This action cannot be sustained.) | 0 | 0 | 0 | 0 | 0 | 0 | "Congratulations, Citizen G'Kar. You are now a religious icon." - Ta'Lon | 9 | 3 | 0 |
565 | G'Kar (extra card) (ambassador) | 3 | 3 | 1 | 4.0 | 0.0 | 0.0 | 2.0 | 0.0 | 0 | Narn Starting Ambassador. Member of the Kha'Ri. | You begin the game with one additional card in your starting hand. You must still conform to all other starting hand restrictions. To replace G'Kar, you must discard 4 cards from your hand (in addition to any other costs.) | 0 | 0 | 0 | 0 | 0 | 0 | "Oh, my people watch him, his people watch me, we all watch one another here, Mr. Garibaldi." - G'Kar | 6 | 3 | 0 |
566 | G'Kar (ambassador) | 4 | 3 | 1 | 5.0 | 1.0 | 0.0 | 3.0 | 0.0 | 0 | Starting Narn Ambassador. Member of the Kha'Ri. | G'Kar gains +2 Intrigue while he is the target of an Intrigue conflict. | 0 | 0 | 0 | 1 | 0 | 0 | G'Kar is the Narn regime's ambassador to Babylon 5. A veteran of his planet's war of liberation, he harbors a great hatred for the Centauri and a thirst for vengeance. Despite his anger, G'Kar has his own code of honor that may be his salvation. | 1 | 3 | 0 |
567 | G'Neb | 2 | 3 | 1 | 0.0 | 0.0 | 0.0 | 4.0 | 0.0 | 4 | | G'Neb cannot participate in any conflict which already has a participant fleet led by a Narn character. Once G'Neb is participating in a conflict, no more Narn leaders can participate. | 0 | 0 | 0 | 0 | 0 | 0 | Narn aggression is sometimes directed at their own race. Disareements over decisions or command are frequently solved by duels. | 3 | 3 | 0 |
568 | G'Obel | 3 | 3 | 1 | 3.0 | 2.0 | 0.0 | 2.0 | 0.0 | 8 | Kha'Ri Advisor. | Rotate G'Obel and target a conflict that targets you: Leadership may now be used to oppose the conflict. G'Obel counts +1 Diplomacy for each Member of the Kha'Ri who is an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | G'Obel is a scholar and occasional activist within Narn high society. Politics is constantly dragging him away from the peace of his library and pushing him to the forefront of events. | 7 | 3 | 0 |
569 | G'Sten | 3 | 3 | 1 | 8.0 | 0.0 | 0.0 | 5.0 | 0.0 | 12 | Narn Warleader. Member of the Kha'Ri. | While ready, you may cause a Narn fleet that is attacked to suffer only half damage. If this effect is applied rotate G'Sten. | 0 | 0 | 0 | 0 | 0 | 0 | G'Sten is a Narn military leader and the uncle of Ambassador G'Kar. Like G'Kar, he lived under the Centauri occupation of Narn. He fights to ensure that it does not happen again. | 1 | 3 | 0 |
570 | Gaim Merchant | 5 | 3 | 1 | 2.0 | 2.0 | 0.0 | 0.0 | 0.0 | 5 | Gaim. | Rotate to give any other Gaim character +1 to each non-zero ability. | 0 | 0 | 0 | 0 | 0 | 0 | "The Babylon Project was a dream given form. It's a port of call, a home away from home for diplomats, hustlers, entrepreneurs, and wanderers." | 3 | 5 | 0 |
571 | Galen | 6 | 3 | 1 | 3.0 | 5.0 | 0.0 | 0.0 | 0.0 | 9 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "I've been penalized before for helping other people. I've been trying to decide whether or not I should risk it again." | 8 | 7 | 0 |
572 | Galen | 6 | 3 | 1 | 3.0 | 5.0 | 0.0 | 0.0 | 0.0 | 9 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "Clear me for docking, put away the breakables, turn on the landing lights. I'm coming in." | 8 | 7 | 0 |
573 | Galen's Crystal Ball | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | Legacy. | Limited. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "And so it begins." - Galen | 8 | 6 | 0 |
574 | Galen's Magic Rock | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "So you have a magic rock that provides you with a mystical place, that is a metaphorical book, that gives you answers to questions that we haven't asked yet, and you want us to spend days in hyperspace based on that?" - Max | 8 | 6 | 0 |
575 | Galen's Ship | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 4 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Ship like that, built by Techno-mages, could probably get through a gravimetric field. You could leave." - Gideon | 8 | 7 | 0 |
576 | Galen's Staff | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 1 | 0 | 0 | "It was a control mechanism, part of me, the only one of its kind. It was a gift from the one who taught me." - Galen | 8 | 6 | 0 |
577 | Garrison Duty | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Neutralize a fleet you control with a military ability of at least twice your current unrest. Reduce your current unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Maintaining a constant state of readiness can be difficult, especially for some of the more... volatile ...races | 3 | 6 | 0 |
578 | Garrison Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | A standard strategy for the Centauri fleet is to attack a target, then neutralize and secure it before moving on to the next target. If the fleet encounters heavy resistance it will regroup but it won't leave without good reason. | 1 | 4 | 0 |
579 | Gather Rebels | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Marks to play. Your Ambassador gains a Shadow Mark. Count each Disaffected character you control as 1 power. Disaffected characters in your Inner Circle may sponsor the First and Second Battle Fleets from their races at normal cost. Disaffected sponsoring bonuses also apply toward promoting for you. | 0 | 0 | 0 | 0 | 1 | 0 | One never knows from where help will come. Often those who do not agree with their own government's policies make the best allies. | 2 | 6 | 0 |
580 | Gear Up for War | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your faction. Place a mobilization token on this card when it is sponsored. As an action, apply 7 influence to add a mobilization token to this card. At the end of the turn, you must apply 1 influence for each token on the card or remove 1 token. All fleets you control gain +1 Military for each 2 mobilization tokens on this card. | 0 | 0 | 0 | 0 | 0 | 0 | "The war is young, the Centauri are still in the process of committing their forces." - G'Kar | 3 | 6 | 0 |
581 | General Franklin | 2 | 3 | 1 | 3.0 | 0.0 | 0.0 | 3.0 | 0.0 | 8 | | General Franklin gains +5 Leadership while leading a fleet that is supporting a Military conflict that targets a location. | 0 | 0 | 0 | 0 | 0 | 0 | General Richard Franklin is a career military officer and the father of B5's doctor, Stephen Franklin. Known as "Ol' Firestorm", he is an Earth Alliance war hero and fought in major conflicts such as the Dilgar invasion and the Earth-Minbari War. | 1 | 1 | 0 |
582 | General Hague | 4 | 3 | 1 | 3.0 | 3.0 | 0.0 | 3.0 | 0.0 | 10 | | Rotate General Hague as an action to add a construction token to this card. Each time you sponsor a fleet, remove all construction tokens from General Hague. Each token removed reduces the cost for your to sponsor that fleet by 2 (to a minimum cost of 0). | 0 | 0 | 0 | 0 | 0 | 0 | A member of the EarthForce Joint Chiefs of Staff, Hague suspects a conspiracy to take over the Earth Alliance government. He secretly organized resistance to the corruption he sees spreading through EarthGov. | 4 | 1 | 0 |
583 | General Ivanova | 3 | 3 | 1 | 5.0 | 5.0 | 0.0 | 5.0 | 0.0 | 12 | | 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. | 0 | 1 | 0 | 1 | 0 | 0 | | 8 | 1 | 0 |
584 | General Na'Tok | 2 | 3 | 1 | 4.0 | 2.0 | 0.0 | 5.0 | 0.0 | 10 | Narn Warleader. Member of the Kha'Ri. Narn Agitator. | May replace Na'Kal, transferring all attached cards and marks. Remove Na'Kal from the game. Any fleet led by General Na'Tok has +1 damage resistance for each Strife Mark attached to him. | 0 | 0 | 0 | 1 | 0 | 0 | "The Narn Government has no special love of the Centauri or its citizens. We are with you." | 7 | 3 | 0 |
585 | Genius Loci | 3 | 3 | 1 | 1.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Our order says many things. Does a few of them. Believes in fewer still. The other side in this war offered me money, power, authority. We all have a price." | 8 | 7 | 0 |
586 | Gerontocracy | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Hyach. | You must apply influence equal to the number of Hyach cards in play to sponsor this Enhancement. Rotate this card to place a number of Wisdom Tokens on it equal to the number of Hyach characters in play. As an action, remove 5 Wisdom tokens and target a Hyach character to give the target +1 Diplomacy, Intrigue, or Leadership (permanently). | 0 | 0 | 0 | 0 | 0 | 0 | "We are a Gerontocracy, ruled by the oldest of our people, who are wise enough to guide us properly," - Tal | 7 | 5 | 0 |
587 | Gestalt | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Limited. Target a conflict. For the rest of the turn, all unneutralized non-Psi Corps teeps opposing the conflict are members of the Gestalt. Whenever a member of the Gestalt is attacked, reduce the amount of damage inflicted by the attacker by 1 for each member of the Gestalt. You may then distribute the damage however you wish among the members of the Gestalt. | 0 | 0 | 0 | 0 | 0 | 0 | "That's the real reason we wear gloves, isn't it? To keep us apart. But what happens when the gloves come off?" - Talia | 5 | 6 | 0 |
588 | Ghost Ship | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "A ship that big would need a crew of several hundred people." "It does. We're picking up one life sign but well over a thousand organics. Everyone else on the ship is dead. It's practically a ghost ship." - Gideon and Matheson | 8 | 6 | 0 |
589 | Giant Fusion Bomb | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. Apply Shadow influence as automatic opposition. If successful, Babylon 5 must transfer 1 influence to you, and this card becomes a Won Aftermath targeting your faction. If unsuccessful, your participant fleet with the highest Military is neutralized and its leader is discarded (unless he is your ambassador). | 0 | 0 | 0 | 0 | 0 | 0 | "Picking up high levels of radiation, magnetic grapples. Looks like a fusion bomb." - Ivanova | 6 | 6 | 0 |
590 | Glitch | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target an enhancement. The enhancement's effect is negated for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Twenty minutes ago it gathered pieces of my personal financial account and cast an equation spell. I now own two hundred thousand shares in a spoo ranch!" Londo to Vir | 2 | 6 | 0 |
591 | Glory | 3 | 1 | 52 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador gains a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | As a former warship captain and now military governor of Babylon 5, John Sheridan is experienced in rallying his troops to follow his lead during times of crisis. This skill is critical for any leader to achieve victory. | 1 | 6 | 0 |
592 | Good Press | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, on the next turn the cost for any other faction to sponsor cards of your race increases by an amount equal to the amount by which this conflict succeeds, and you may sponsor one card loyal to your race at a discount equal to that same amount. | 0 | 0 | 0 | 0 | 0 | 0 | "They must think we are responsible for the attack on Ganymede." "Of course, that's the way our luck runs." - Delenn and Sheridan | 3 | 6 | 0 |
593 | Good to Go | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate a location you control to ready a fleet you control. The effect of the fleet's action is not canceled. It may not participate in the same conflict more than once this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Military vessels require enormous shipments of supplies to stay at peak performance. These frequent comings and goings can leave them vulnerable to sabotage. | 5 | 6 | 0 |
594 | Goods and Services | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I'll have the usual. It's always a mistake to make assumptions about people you've just met. I come here all the time." - Lochley | 8 | 6 | 0 |
595 | Gordon | 4 | 3 | 1 | 2.0 | 0.0 | 4.0 | 0.0 | 0.0 | 6 | Psi Corps Character. Media. | Gordon may only be attacked by Psi Corps characters. Gordon gains +2 Diplomacy and +2 Psi while participating in a conflict that targets a non-Psi Corps teep. | 0 | 0 | 0 | 0 | 0 | 0 | "You may not think it to look at me, but six months ago I was a blip. I was hungry, tired, scared." - Gordon | 5 | 1 | 0 |
596 | Government Aid | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target your faction. You may only sponsor or make use of this enhancement if your unrest is at 2 or less. If a war conflict is initiated against you and you have no fleets in play, go through your deck until you find the first fleet of your race. Put this fleet into play at no cost then shuffle your deck. Discard the fleet at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Most of the time, it seems that the governments are more of a hindrance than a help. Yet, on occasion, their aid is both timely and welcome. | 2 | 6 | 0 |
597 | Government Hostility | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | During resolution, apply the target faction's unrest as opposition to each conflict initiated by the faction. Discard this enhancement if the target faction's unrest is at 1. | 0 | 0 | 0 | 0 | 0 | 0 | "So what do they say about us back home?" "That you're a bunch of renegades. That you're pirates and traitors, working with aliens to subvert Earth." - Rev. Will Dexter replies to Ivanova | 2 | 6 | 0 |
598 | Government Opposition | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Choose a race for this group to affect when its first played. Rotate and apply influence equal to the cost of a target group of that race. Treat that group as if it had no effect text for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Ministry of Peace was formed ostensibly to seek peace between Earth and other races. In reality, its Night Watch division is charged with tracking down those who oppose the policies of President Clark. | 1 | 6 | 0 |
599 | Grassroots Support | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a location loyal to your race controlled by another faction of your race. If successful, put the location back into the owner's hand. In addition, you may (immediately) sponsor a copy of the location from your hand for free. | 0 | 0 | 0 | 0 | 0 | 0 | "When they ran out of ships, they used guns. When they ran out of guns, they used knives, and sticks, and bare hands. They were magnificent." - Emperor Londo Mollari | 3 | 6 | 0 |
600 | Gravity Well | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a Military Conflict. For the rest of the turn, whenever any player rotates a fleet to participate in the target conflict, each fleet already participating first suffers 1 damage. | 0 | 0 | 0 | 0 | 0 | 0 | "We can't outfight it, let's hope we can outthink it." - Sheridan | 6 | 6 | 0 |
601 | Greed | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a Neutral Character with no Destiny Marks. The target gains the text "Mercenary." The target cannot attack. Discard this enhancement if the target is an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | "There is no calamity greater than lavish desires. There is no greater guilt than discontentment. And there is no greater disaster than greed." - Lao-tzu | 5 | 6 | 0 |
602 | Grey Council Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 13.0 | 13 | | You may only initiate Military conflicts that target a player with whom you are at war. This fleet may be promoted to your Inner Circle. If this fleet is then neutralized, treat it as an Inner Circle character until unneutralized and is not discarded. (The fleet is not otherwise treated as an Inner Circle character.) | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari Grey Council travels the galaxy in one of the fleet's war cruisers. The Earth-Minbari War began because an Earthforce ship, the Prometheus, fired on this ship, killing Dukhat, the leader of the Minbari. | 4 | 2 | 0 |
603 | Grey Council Servitor | 2 | 3 | 1 | 1.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Worker Caste. | Grey Council Servitor gains +1 to his Diplomacy for each Grey Council Member in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | Only the best and brightest of the three Minbari castes become servitors to the Grey Council. One in this position achieves great heights in Minbari society. | 2 | 2 | 0 |
604 | Grievance | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target the winner of the conflict. Hold a Babylon 5 vote. If the vote passes, target loses 1 influence, while you and Babylon 5 gain 1 influence. If the vote fails, you lose 1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The Babylon 5 Advisory Council can mediate disputes between races, by mutual consent. Of course that assumes the loser will honor the decision of the council. | 4 | 6 | 0 |
605 | Ground Forces | 1 | 5 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the location is targeted by a conflict which could conquer the location. This card becomes an enhancement which provides the location +10 Military. | 0 | 0 | 0 | 0 | 0 | 0 | Titanic fleets of vastly powerful spacecraft may clash in the infinite depths of space, but wars will always require men with handguns fighting their way through the mud. Ground Pounders, as they are called, are the backbone of the military. | 3 | 6 | 0 |
606 | Growing Distrust | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target an opposable conflict. During resolution, for each player who could have participated in the conflict but did not, apply opposition to the conflict equal to that player's tension toward the initiating race. | 0 | 0 | 0 | 0 | 0 | 0 | Each race has its strengths, weaknesses, concerns and prejudices; these all frequently lead to arguments in the Council Chamber. | 3 | 6 | 0 |
607 | Growing Skepticism | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | The cost for the target faction to sponsor groups loyal to his own race increases by his unrest. | 0 | 0 | 0 | 0 | 0 | 0 | As governmental disapproval mounts, most organizations will find it wiser to delay any action or commitment for fear of reprisals. | 2 | 6 | 0 |
608 | Growth in Chaos | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Shadow Mark. The cost for you to play cards requiring Shadow Marks is reduced by 1 for each Shadow Mark you have. You may rotate this agenda to give a character +1 Leadership per Shadow Mark you have for the rest of the turn. Count each 2 Shadow Marks you have as 1 power. | 0 | 0 | 0 | 0 | 1 | 0 | The Shadows believe that the younger races can only grow stronger through forced evolution. To that end, they infiltrate the governments of these races and push them into war against one another. The survivors, theoretically, will emerge stronger. | 1 | 4 | 0 |
609 | Guarded Resource | 3 | 5 | 53 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when an effect occurs which would discard the enhancement. Do not discard the enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | Some resources are just too dangerous to use. | 3 | 6 | 0 |
610 | Guerillas | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The cost to sponsor this enhancement is equal to the number of players in the game. Each player's power is reduced by an amount equal to 1 less than his Unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "If you do the right thing for the wrong reasons, the work becomes corrupted, impure, and ultimately self-destructive." - Lennier | 5 | 6 | 0 |
611 | Guilds | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Corporate. | Draw a card when you sponsor this Group. You may sponsor and promote Merchants, Vree cards, and Brakiri cards at -1 cost (non-cumulative for the same card). You may apply additional influence each turn equal to the number of Merchants you control. | 0 | 0 | 0 | 0 | 0 | 0 | Some Earth sociologists, unable to separate the connection between technological and social evolution, have written about the strangeness of advanced alien societies employing such "archaic" social models. | 7 | 5 | 0 |
612 | Guilt | 2 | 1 | 54 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character who led a fleet that made an attack during the conflict. Any fleets the character leads may not attack. | 0 | 0 | 0 | 0 | 0 | 0 | All Londo Mollari ever really wanted was for his people to restore their glory days, when they were the dominant power in their part of the galaxy. He must face the consequences of his actions, when millions die to fulfill his vision. | 1 | 6 | 0 |
613 | Gunboat Diplomacy | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race. If successful, players of that race lose 1 influence, and you gain +1 influence if you win by 5-9, or +2 influence if you win by 10 or more. If unsuccessful, exchange recipients of these effects. If one or more fleet attacks occur, Babylon 5 loses 1 influence and all players' tensions grow by 1 toward the race of the fleet that first attacked. | 0 | 0 | 0 | 0 | 0 | 0 | Thanks to the tacit support of the Shadows, the Centauri war machine is numerically superior to its enemies. Although Centauri and Narn technology is roughly comparable, Narn forces are being attrited because of the Shadows. | 4 | 6 | 0 |
614 | Gyor | 2 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Gyor has 2 points of damage resistance. Rotate Gyor to attack any (non-neutralized) character who has one or more Doom Marks using Diplomacy. Any character can then rotate to attack Gyor using Diplomacy. | 0 | 0 | 0 | 1 | 0 | 0 | "That son of a spaceman's the best I've ever seen." - Walker Smith, regarding Gyor | 3 | 7 | 0 |
615 | Hacker | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | The target character gains +2 Intrigue while a card in your faction, or your faction as a whole, is the target of an Intrigue Conflict. The target character gains a Strife Mark while participating in a conflict using Intrigue. | 0 | 0 | 0 | 1 | 0 | 0 | In a universe which depends so critically on computers and electronics, the skills of a hacker are in high demand | 3 | 6 | 0 |
616 | Hand of Valen | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Ranger Agenda. You may sponsor and promote Ranger characters at 2 less cost. Ranger groups you control cannot be discarded. All Ranger characters you control with a printed 0 Leadership gain a printed Leadership of 1. Ranger characters you control gain +1 to each of their non-zero abilities. | 0 | 0 | 0 | 0 | 0 | 0 | "Valen was the greatest of us. A thousand years ago he came from nowhere, formed the Grey Council and brought peace to our people. They say he was a Minbari not born of Minbari." | 3 | 6 | 0 |
617 | Handy Dandy Micro Helper | 3 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Diplomacy and Intrigue may be used in this conflict. Any player may be supported in this conflict. The player with the most support may apply additional influence next turn equal to his influence rating at the end of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Anyway, I'm here to sell you something to make your life easier, cleaner, and all-around happier. Yes sir, the Acme Handy-Dandy Micro Helper right here in this box. If you'll just allow me to demonstrate, this will only take a moment." - Garibaldi | 6 | 6 | 0 |
618 | Hard Lessons | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal after the character is attacked and neutralized. The character gains a Strife Mark. | 0 | 0 | 0 | 1 | 0 | 0 | "The Centauri learned this lesson once. We will teach it to them again," said G'Kar. The Centauri would teach him a few things as well. | 3 | 6 | 0 |
619 | Harkar | 2 | 3 | 1 | 2.0 | 0.0 | 0.0 | 3.0 | 0.0 | 7 | Drazi. | Harkar gains +1 Leadership while leading a Drazi Non-Aligned fleet. | 0 | 0 | 0 | 0 | 0 | 0 | The Drazi have been a space faring race for centuries. Only their frequent civil wars have prevented them from becoming a major star power. | 3 | 5 | 0 |
620 | Harriman Gray | 4 | 3 | 1 | 0.0 | 1.0 | 7.0 | 2.0 | 0.0 | 8 | Psi Corps Character. | Harriman Gray may use Psi to oppose a Military conflict that you could participate in. While doing so, he may be attacked using Leadership (or Psi). | 0 | 0 | 0 | 0 | 0 | 0 | As a boy, Harriman Grey dreamed of being an Earth Force combat pilot. When his "talent" manifested, this dream was stripped away from him, but he jumped at the chance to serve as best he could, as a Psi Corps Military Liaison. | 5 | 1 | 0 |
621 | Harvest Souls | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a Soul Hunter you control. Your ambassador gains all the Destiny Marks from all supporting characters neutralized in the conflict. (Discard this aftermath after play.) | 0 | 1 | 0 | 0 | 0 | 0 | "I give you a great gift - to live forever, in here. I will be careful. You will hardly feel it when your body dies." - The Soul Hunter. | 4 | 6 | 0 |
622 | Hate Crime | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's supporting character. For each 5 strength by which this conflict succeeds, Babylon 5 loses 1 influence. If you succeed by 10 or more, discard target supporting character. | 0 | 0 | 0 | 0 | 0 | 0 | Small human extremist groups loathe alien races, and want Earth to adopt an isolationist policy. A radical group called the Homeguard plans attacks against public alien figures to undermine the goals of Babylon 5. | 4 | 6 | 0 |
623 | Head on a Pike | 1 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard a target neutralized participant non-ambassador character with 3 or more Shadow Marks, Vorlon Marks, or Doom Marks. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I'd like to live just long enough to be there when they cut off your head and stick it on a pike, as a warning to the next ten generations that some favors come with too high a price. I want to look up into your lifeless eyes and wave, like this." - Vir to Morden | 6 | 6 | 0 |
624 | Healing Artifact | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Unique. Rotate this enhancement and neutralize one of your Ready non-Ambassador Inner Circle characters. Transfer any number of severe damage tokens to the character you just neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "Last year I came into possession of an alien device capable of draining the life energy from one person and giving it to someone else." - Dr. Stephen Franklin | 2 | 6 | 0 |
625 | Heavy Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 7 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Narn forces have been improved considerably in recent years. After their liberation from Centauri occupation, the Narn began building a vast military capable of defending them from another invasion. That force is now being used offensively as well. | 1 | 3 | 0 |
626 | Heavy Losses | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Neutralize all participant fleets with Military of 2 or less. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "In war, it is always the young and the powerless who are sent off to fight. Sent by leaders ... who are not themselves engaged in the battle; who do not bleed on the front lines; who do not die alone in the dark and friendless night." - Delenn | 3 | 6 | 0 |
627 | Heavy Resistance | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Call a Babylon 5 vote. If the vote passes, no player may count more than 19 power toward victory, though power may still be gained. If a player gains Influence from a conflict while at or above 19 power, he may ignore the effects of this card. Discard this card if the Shadow War begins. This card cannot be discarded by any other means. | 0 | 0 | 0 | 0 | 0 | 0 | "Why would they withdraw from Dross before finishing the job?" "Perhaps they encountered heavy resistance?" - G'Kar and G'Sten debate Centauri tactics | 2 | 6 | 0 |
628 | Hedronn | 4 | 3 | 1 | 6.0 | 3.0 | 0.0 | 0.0 | 0.0 | 9 | Grey Council Member. Warrior Caste. | Rotate Hedronn and target a Minbari character. The target character rotates (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | When Hedronn travels to Babylon 5, he claims to be a member of the Ministry of Culture. He authorizes Lennier to tell the Humans the truth about why the Minbari surrendered at the Battle of the Line. | 1 | 2 | 0 |
629 | Held Back | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | While target faction's unrest is at 5, the target cannot score a Standard Victory. | 0 | 0 | 0 | 0 | 0 | 0 | Even as victory is in sight, the Babylon 5 universe has a way of adding new dimensions to the struggle. | 2 | 6 | 0 |
630 | Hello, Old Friend | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. Each player may only initiate this conflict once per game. If successful, search your deck and take one character of your choice into your hand. (Shuffle your deck afterwards.) You may sponsor the character you retrieved at half cost during the next turn. If successful, this card becomes a Won Aftermath targeting your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "My being here is as much a surprise to me as it is to you." - Sinclair | 6 | 6 | 0 |
631 | Heralds of the Grey | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Rotate this group and the Grey Council Fleet to give all Minbari characters who are not members of the Grey Council +1 Diplomacy and +1 Leadership for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Heralds of the Grey are a link between the Council and the Castes. They constantly scour the population for those who would best serve the Council's plans. | 2 | 2 | 0 |
632 | Heroic Aid | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a neutralized fleet you control with no leader. Rotate a character you control whose Leadership is greater than the severe damage on the fleet. That character is now leading the fleet. Unneutralize the fleet, removing all severe damage tokens. The fleet has normal damage equal to its printed Military plus the number of removed tokens. | 0 | 0 | 0 | 0 | 0 | 0 | Heroism has been defined as "grace under pressure", but it is more than that. A true hero has to be willing to give his life for the greater good without any hope of posthumous fame. | 3 | 6 | 0 |
633 | Hidden Agent | 4 | 1 | 13 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your ambassador. Select another faction that participated in the conflict. Discard any Hidden Agent that faction has affecting your faction. The selected player must choose and show you his face-down conflict card before you choose your conflict each turn. | 0 | 0 | 0 | 0 | 0 | 0 | Jack, Garibaldi's second in command, is secretly an agent for a cabal planning to take over Earth's government. He is allied with those who will attempt to kill President Santiago and will try to kill Garibaldi if the cheif gets in the way. | 4 | 6 | 0 |
634 | Hidden Corruption | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Requires 1 Shadow Mark to play. Target a player. The target player must discard a group from his hand. If he cannot discard a group, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | It was Sinclair and Garibaldi who first discovered a link between Psi Corps and the Shadows. The extent of that link is not fully known even now. | 2 | 6 | 0 |
635 | Hidden Hand | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All characters may use half their Psi to oppose a target Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't believe in dialogue, only action." - Bester | 5 | 6 | 0 |
636 | Hidden Knowledge | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Vorlon Marks to play. Apply up to 5 influence per player. You may look at a number of cards from the top of each player's deck equal to the amount of influence you applied for that player. Replace the cards in any order you desire. | 0 | 0 | 0 | 0 | 0 | 0 | "I am studying." - Kosh | 1 | 6 | 0 |
637 | Hidden Pressures | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a supporting character who rotated to support or oppose a conflict. Rotate a character you control whose highest ability is greater than the highest ability of the target character. You now decide how the target character supports or opposes the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The road to Hell is paved with good intentions. | 3 | 6 | 0 |
638 | Hidden Safehouse | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a character. The target character takes only half damage when attacked with Intrigue this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "I hotlinked your identicards to a hotel I know. They don't ask questions and they don't see what we don't want them to see." Number One to Marcus and Franklin | 2 | 6 | 0 |
639 | Hidden Treasury | 3 | 5 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when it is not your action and you lose influence. Gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "We'll set up two accounts. The first one's for show. The second one is the real account, the big one." - Lyta Alexander | 3 | 6 | 0 |
640 | High Level Connections | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Whenever the target faction's unrest increases, the player may immediately apply 7 influence to prevent the increase. | 0 | 0 | 0 | 0 | 0 | 0 | Be it the Minbari Grey Council, the Centauri Centaurum, the Narn Kha'Ri or EarthGov, high level connections always help calm a restless population. | 2 | 6 | 0 |
641 | High-Tech Weapons | 1 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I think you're gonna like this. Yeah, I think you're gonna like this a log." - Garibaldi, referring to the Excalibur and Victory | 8 | 6 | 0 |
642 | Higher Calling | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Count each 2 Destiny Marks your characters have as 1 power. Your ambassador gains +4 to each of his abilities while participating in any conflict which can result in your faction gaining a Destiny Mark. Shadow Marks and Vorlon Marks on all characters for all factions count double. | 0 | 0 | 0 | 0 | 0 | 0 | Some believe that notions of good and evil boil down to the answers to two questions - "Who are you?" and "What do you want?". Not only the answers but indeed, the question answered first may reveal a person's true inner self. | 4 | 6 | 0 |
643 | Hindsight | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Ready all of your Inner Circle characters who rotated to sponsor or promote a card this turn. For the rest of this turn, your supporting characters can sponsor and promote cards as if they were Inner Circle characters. | 0 | 0 | 0 | 0 | 0 | 0 | "They never ran out of courage. But in the end, they ran out of time." - Londo | 7 | 6 | 0 |
644 | Hire Raiders | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate one of your characters with Intrigue. For each influence you apply, up to a maximum of the character's Intrigue, do 1 point of damage to a target fleet. Your character gains a Doom Mark. | 0 | 0 | 1 | 0 | 0 | 0 | The raiders are galactic pirates. They attack transport ships to steal the cargo. The lives of others are meaningless to them. The raiders will hire out for special work, but they will betray an employer if it is to their own benefit. | 1 | 6 | 0 |
645 | Hole In Your Mind | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any character and designate their Diplomacy, Intrigue, or Leadership. Any character may use the designated ability to oppose this conflict. If you win by 5 or more, this conflict becomes an aftermath that reduces the target's designated ability to 1. | 0 | 0 | 0 | 0 | 0 | 0 | "It's been a long time, Commander, but we're finally going to get to the truth. Even if it kills you." - Knight Two | 5 | 6 | 0 |
646 | Hollow Victory | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a conflict initiated by an agenda. Apply influence equal to the cost of the conflict. No player may gain influence from that conflict this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Sheridan's attack on Earth was necessary to open the eyes of the Human Race to President Clark's agenda. Yet, for him and all the EarthForce officers who supported him, there is no doubt it would be, at best, a hollow victory. | 2 | 6 | 0 |
647 | Holo-Demons | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They don't last for more than an hour, but then generally speaking you don't need them for more than that." "No, that's usually sufficient." - Alwyn and Galen | 8 | 6 | 0 |
648 | Holo-Dragon | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a classic. Classics never grow old, do the? The fear reaction to that image, you know, is hereditary, it is engraved in our DNA. It's archetypal... I DO like dragons! Especially golden ones." - Alwyn | 8 | 6 | 0 |
649 | Homeworld Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 7 | | Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | A Centauri battle cruiser is the official transport for the Emperor of the Centauri Republic. In 2259, Emperor Turhan came to Babylon 5 aboard his ship, escorted by other hips in the fleet. | 1 | 4 | 0 |
650 | Homeworld Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 6 | | Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | The Chief of Operations of Earth Force is Admiral Jason Ashvin Singh, stationed at EarthDome. | 1 | 1 | 0 |
651 | Homeworld Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 11.0 | 8 | | Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | A highly spiritual and disciplined people, the Minbari as a rule do not attack other races without cause. In the last Great War, they led the fight to stop the Shadows. | 1 | 2 | 0 |
652 | Homeworld Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 7.0 | 6 | | Can only participate in conflicts targeting you unless you are at war. | 0 | 0 | 0 | 0 | 0 | 0 | Warships in the Narn homeworld fleet are usually deployed in a defensive posture. The military will send this defense fleet on an attack mission only at great risk, and only if the potential gain is great. | 1 | 3 | 0 |
653 | Homunculus | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "It's latin, it means a parallel version of oneself. It's a projection, but with more substance than a hologram." - Galen | 8 | 6 | 0 |
654 | Honored Position | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | This conflict cannot be initiated if any version of Jeffrey Sinclair is in play or if the Entil'zha character has ever entered play. If successful, take a copy of Jeffrey Sinclair from outside the game and place him in your supporting row. As a future action, you may replace him with Entil'zha for no cost, transferring all attached marks. If successful, your mutual tensions with the Humans drop by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "My job on the Minbari homeworld is more than just representing Earth. The President doesn't know about that part yet, and I don't think it'd be wise for you to tell him." - Sinclair | 6 | 6 | 0 |
655 | Hostile Reaction | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target one of your participant characters. Your character attacks another participant in the same conflict. (Apply damage normally.) Your character is still a participant, but is no longer supporting or opposing the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The wrong word, an inauspicious portent, a meeting cold on the wrong day or at the wrong time - sometimes trivial affairs can transform an opponent into an ally, or a supporter into a foe. | 3 | 6 | 0 |
656 | Hour of the Wolf | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Ready an Inner Circle character who has rotated. The effect of his action is not canceled. If the character participated in a conflict, they cannot participate in that same conflict. | 0 | 0 | 0 | 0 | 0 | 0 | According to Russian tradition, the Hour of the Wolf is that time in the middle of the night when one wakes up but cannot fall back to sleep, usually due to worry or concern. | 1 | 6 | 0 |
657 | How Dare You? | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the target is attacked. The attacker's controller must discard 1 card from his hand for every Destiny Mark attached to the target (or his entire hand, whichever is less). | 0 | 0 | 0 | 0 | 0 | 0 | "You know, when I first came to Babylon 5 I studied your record. Terrible pity about your mother. But she took her own life, it wasn't the Corps that did it. And I was just noticing... you have her eyes." - Bester | 6 | 6 | 0 |
658 | How to Succeed in Business | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I just do what I'm told. The Corporation knows all, sees all, and tells very little. If we make a bad call, we can honestly say that we've acted in good conscience based on the information available. Absolution in absentia. The blessed state of being able to say that it's not my fault." - Max | 8 | 6 | 0 |
659 | Human Agent | 4 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 3 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Security officers on Babylon 5 are limited to gambling only 50 credits per week. But they, like all humans, are fallible. A large debt can leave an officer open to blackmail or even corrupt his loyalty to his commanding officers. | 1 | 1 | 0 |
660 | Human Aide | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Human diplomatic aides represent the interests of the Earth Alliance. They may be assigned to a variety of tasks. Babylon 5's commander does not have a civilian diplomatic aide, although he may enlist aides from EarthDome for specific issues. | 1 | 1 | 0 |
661 | Human Captain | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 3 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Many Earth Alliance officers were killed during the Earth-Minbari War. Many of those who survived were deeply affected. EarthForce has promoted many officers to command rank since the war, but not all of them are highly experienced. | 1 | 1 | 0 |
662 | Human Fanatic | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Multiple. This character cannot be sponsored if there are not at least 2 Human factions in the game. Human Fanatic may rotate to attack any Human character whose Diplomacy is greater than 0 using Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Humans cling to ideals, and will often give their lives - or the lives of others - for those ideals. It might be freedom, democracy, or racial purity; but where there is an ideal there will be people willing to do anything to protect it. | 3 | 1 | 0 |
663 | Humanitarian Aid | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a race that was the target of a won war conflict last turn. If successful, Babylon 5 gains +2 influence, and each faction of the target race gains +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Physicians for centuries have taken the Hippocratic Oath, a code of medical ethics. Babylon 5's medical staff has sworn to attend to the sick and dying, regardless of their political affiliations. | 4 | 6 | 0 |
664 | Hunted | 4 | 1 | 55 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character. Two influence must be applied each time the character is readied, or he remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's internal scanners are sensitive enough to detect a radiation source inside the station. It requires some reprogramming to eliminate heat and other radiation sources. | 1 | 6 | 0 |
665 | Hunter, Prey | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this card becomes a faction enhancement which you can rotate to apply 2 Intrigue support or opposition to any Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 security officers are required to take into custody anyone who is wanted by the law. As Babylon 5 is drawn into the intrigue surrounding Earth-Gov , they may have to choose sides and hide renegades, betraying their oath of allegiance. | 1 | 6 | 0 |
666 | Hunting the Blips | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this agenda to initiate an additional Psi Conflict targeting a Neutral teep controlled by another player. Diplomacy may be used to oppose this conflict. If you succeed by 5 or more, discard the target, and you gain +1 power if the target began the turn with Psi 10 or higher. | 0 | 0 | 0 | 0 | 0 | 0 | "Sometimes they run. She ran, and one of us caught her. We always do." - Bester | 5 | 6 | 0 |
667 | Hyach Matriarch | 3 | 3 | 1 | 0.0 | 0.0 | 8.0 | 0.0 | 0.0 | 9 | Hyach. | Rotate this character and target a ready non-ambassador character whose highest ability is less than this character's Psi. Rotate the target character (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | We are a geritocracy, ruled by the oldest of our people, who are wise enough to guide us properly. | 3 | 5 | 0 |
668 | Hyach Patriarch | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 2.0 | 0.0 | 6 | Hyach Ambassador. | If Hyach Patriarch is unneutralized and a conflict participant, examine each participant fleet after the conflict is resolved but before aftermaths may be played. Neutralize each fleet that is not Non-Aligned that would be neutralized if its leader(s) were not present. | 0 | 0 | 0 | 0 | 0 | 0 | The Hyach are older than Humanity by several thousand years, and have a similair record of inherent racism which they have taken to extremes. | 3 | 5 | 0 |
669 | Hyperspace Getaway | 1 | 5 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "There is no greater crossroads than hyperspace." - Galen | 8 | 6 | 0 |
670 | IPX Official | 1 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | Corporate. | Multiple. 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "I have been asked to remind you that we have not received any recent topographical readouts, samples of alien technology, or reports on anything you have found out there. All of this information would be of use to our archaeological expeditions. We need profit margins here, Max." | 8 | 7 | 0 |
671 | ISA President | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Irrevocable. Limited. ISA. Target the ambassador of an ISA member. The target gains +4 Diplomacy, +2 Intrigue, +2 Leadership, and the text ISA President. The target's controller gets an additional vote in ISA Votes. The target may participate in any conflict that targets or was initiated by an ISA member, regardless of restrictions on which race or faction may participate. Discard this card if you are not an ISA member. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
672 | ISN Reporter | 1 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Media. | Rotate ISN Reporter and apply 7 influence to lower by 1 any unrest rating which increased since your last action this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Amazing - all those channels and nothing worth watching." - Bester | 3 | 7 | 0 |
673 | ISN | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Rotate this group to reverse a tension change which occurred since your last action. | 0 | 0 | 0 | 0 | 0 | 0 | The Interstellar News Network is the primary means of delivering news throughout Earth Alliance space. Although most reporters attempt to be objective, if taken over by the government it could be a powerful propaganda organ. | 1 | 6 | 0 |
674 | I'd Die First | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | May not be played by the Psi Corps faction. Draw a card, or target a Neutral teep who is in the same faction as a Psi Cop. The target becomes a supporting character for you. | 0 | 0 | 0 | 0 | 0 | 0 | "My people will do anything necessary to avoid going back to the Psi Corps." - Byron | 5 | 6 | 0 |
675 | Ill Fated Reverses | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. Apply the target's Doom Marks as support to this conflict. If successful, the target loses 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes even the best laid plans go awry, and those in power suddenly find themselves powerless. John Sheridan knows this feeling well, but always manages to fight his way back to the top. | 3 | 6 | 0 |
676 | Illegal Raid | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You will have to interfere in the affairs of another race, help a fugitive escape justice, traffic in stolen merchandise and break any number of local laws." - Trulann | 8 | 6 | 0 |
677 | Immolan V | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate this location while your ambassador is supporting a conflict to give him +3 Intrigue for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Immolan V, along with Centauri Beta I, derives most of its income from tourism. Both are among the oldest colonies of the Centauri Republic. | 1 | 4 | 0 |
678 | Immortality Serum | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Any player may be supported in this conflict. Whichever player has the most support gains +2 influence and all players' tensions toward that player increase by 1. Any player may use Military to support. If this is done, Babylon 5 loses 2 influence, and all players' tensions toward the player who first used Military increase by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Deathwalker attempted to use one possible method of immortality, which required the death of other sentient beings, to sow strife among those who destroyed her race. | 1 | 6 | 0 |
679 | Impasse | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, there is no Action round next turn. If you succeed by 5 or more, you gain +1 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes no action is all that can be agreed upon. After heated discussion, sometimes a break is required to allow cooler heads to prevail. | 2 | 6 | 0 |
680 | Imperial Telepaths | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Rotate to draw the top 2 cards from your deck. Then, place 3 cards from your hand at the bottom of your deck. | 0 | 0 | 0 | 0 | 0 | 0 | Emperor Turhan is always accompanied by two female Centauri telepaths. They are constantly linked to two more telepaths back on Centauri Prime. This way, he can keep abreast of events at home, and the royal court is informed of his activities. | 1 | 4 | 0 |
681 | Imperialism | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +2 Leadership. Gain +2 influence for each location you capture. Lose 2 influence if a location you control is captured. You may use captured locations as if they were your own. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri Republic was once known as the Lion of the Stars. | 4 | 6 | 0 |
682 | Important Visitor | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Sponsor a limited character loyal to your race for free. This character cannot attack. Discard the character at the end of the turn. Any player may sponsor a copy of that character at 3 less cost next turn. | 0 | 0 | 0 | 0 | 0 | 0 | David Endawi, an agent of Earthforce Special Intelligence Division, thought he had travelled to Babylon 5 to discover more about the Shadows; but even important visitors can be a pawn in someone else's game. | 3 | 6 | 0 |
683 | Improvised Weapon | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the character attacks if he is not the target of a Weapon enhancement. The character inflicts +2 additional damage on his target. | 0 | 0 | 0 | 0 | 0 | 0 | In close quarter fighting, where a PPG blast might ricochet back on you, any handy item can be turned into an effective weapon. | 3 | 6 | 0 |
684 | In Chaos, Uncertainty | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Requires 2 Shadow Mark to play. Ignore Won and Lost requirements for all Aftermaths during the resolution round this turn. | 0 | 0 | 0 | 0 | 0 | 0 | The populations of all the major powers and the Babylon 5 station watched the unfolding war with the Shadows in great doubt. This uncertainty often caused a change in the usual routine of life. | 2 | 6 | 0 |
685 | In the Line of Duty | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play when a limited supporting character was neutralized during an attack. Remove the character from play. (No copy of the character can reenter play.) (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "From the stars we came, and to the stars we return." - John Sheridan | 4 | 6 | 0 |
686 | In the Spotlight | 3 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Vorlon Mark to play. If your faction provided more support to a conflict than the initiator's faction, Reverse all effects applied to his faction from aftermath cards so far this round; play the aftermath cards on your faction, if possible, in the same order they were played. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | One of the strengths of the Babylon 5 saga is that its characters all move into the spotlight at one point or another. This keeps stories fresh and characters continue to develop throughout the five years in which the story takes place. | 2 | 6 | 0 |
687 | Incentives | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Contingencies may not be played on this card. You may discard this enhancement when an opposable conflict you initiated resolves and target another player who provided support for that conflict. The target gains +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "Keep 'em." "Thank you, I will. Well, I guess there's hope for us after all." - Ivanova & Marcus | 6 | 6 | 0 |
688 | Inconclusive Strike | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character or fleet. The target inflicts and receives no damage during attacks this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Most ambassadors prefer to rely on skill, intelligence or courage. But, at times, it helps to be lucky. | 2 | 6 | 0 |
689 | Independence | 4 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a racial location. If the controller has 4 or 5 unrest, the controller can no longer use the effect text on the location. The controller may initiate a Military conflict targeting this enhancement, which is automatically opposed by the location's Military. If the conflict is successful, discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | "I did not fight to remove one dictator just to become another myself!" - G'Kar | 3 | 6 | 0 |
690 | Independent Support | 2 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target your agenda. Discard this enhancement if you have any Shadow or Vorlon Marks. You may apply additional influence each turn equal to one fifth of your Influence Rating. | 0 | 0 | 0 | 0 | 0 | 0 | The leader of the Mars Resistance, known to her people as Number One, may be unsympathetic, but her grasp of strategy and the loyalty she commands are undeniable. | 3 | 6 | 0 |
691 | Inevitable Destiny | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a conflict that was just resolved. Go through your deck until you find the first aftermath playable on that conflict, then play it. Shuffle your deck. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "In my dream ... it's 20 years from now and I'm dying. My hands wrapped around someone's throat, and his around mine. We have squeezed the life out of each other. The first time I saw G'Kar, I recognized him as the one from the dream." - Londo Mollari | 4 | 6 | 0 |
692 | Infiltrate and Exploit | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 5 influence to initiate an Intrigue conflict. Choose one of the following goals, which will occur if successful: Gain +1 influence; Your target loses 1 influence; Choose a target ability, your ambassador will gain a permanent bonus (which can accumulate) of +1 to that ability. | 0 | 0 | 0 | 0 | 0 | 0 | Mr. Welles is a co-director in the Ministry of Peace and a leader of the Night Watch movement. He will attempt to co-opt Babylon 5's officers into secretly spying for the Night watch, reporting disloyal behavior, speech or attitude. | 1 | 6 | 0 |
693 | Inflexible Plans | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a player with a Doom Mark. Look at the player's hand, and discard all but one copy of each event in his hand. | 0 | 0 | 0 | 0 | 0 | 0 | "There is always hope - at least, that is what I tell myself when I awake in the middle of the night and the only sound I can hear is the beating of my own desperate heart." - G'Sten | 3 | 6 | 0 |
694 | Influential Lords | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | If a conflict can increase Centauri influence, rotate this group to provide +5 Diplomacy or +3 Intrigue in support of the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri royal court is a nest of betrayal and intrigue. The heads of the great noble houses will ally only if they have a mutual interest, but just as easily will betray one another for power. | 4 | 4 | 0 |
695 | Informant | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player. If successful, the target loses 1 influence for each 2 Conspiracy and/or Doom Marks in his faction. | 0 | 0 | 0 | 0 | 0 | 0 | Conspiracies rely on the control of information. Stray information can be very damaging, especially when it's about the conspirators. | 5 | 6 | 0 |
696 | Information Control | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Nightwatch. Media. | Requires 2 Conspiracy Marks. If successful, this card becomes a Faction Enhancement for you that reduces your cost to sponsor Media cards by 2 and prevents Media characters from participating in conflicts you initiate without your permission. | 0 | 0 | 0 | 0 | 0 | 0 | "You know, sometimes watching them like this, without them even knowing we're here, makes you feel a little like God, doesn't it?" - Nightwatch Leader | 6 | 6 | 0 |
697 | Information Overload | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | The player with the largest hand size at the beginning of each turn's Draw round must discard all cards he draws during that Draw round. | 0 | 0 | 0 | 0 | 0 | 0 | Information comes in many forms. Data crystals, telepathic scans, dust and vicker are but a few. Inevitably, such a wealth of information may cause overload. | 2 | 6 | 0 |
698 | Insufficient Support | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a conflict. At resolution, if the conflict is supported by 3 or fewer participants, the initiator gains no influence from the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes, no matter your strength or dedication, sheer numbers will work against you. | 5 | 6 | 0 |
699 | Insurrection | 4 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Any time a faction's unrest level should increase above 5, that faction loses 1 influence. Double this penalty if the unrest increase occurs during that faction's action. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes, diplomacy only leads to arguments and problems. Sometimes, a dictatorship can seem like an attractive alternative. | 3 | 6 | 0 |
700 | Intelligence Gathering | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a character you control with 2 or greater Intrigue. Reveal when the character is attacked. You may apply up to 4 additional influence to each event you play for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "You have a suspicious mind. I like that." - Sheridan to Garibaldi | 3 | 6 | 0 |
701 | Interference | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's rotated character. Apply influence equal to the character's highest ability. Ready the target character. Cancel any ongoing effects of his last action. The character cannot repeat the cancelled action this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Very damaged. Zathras can never have anything nice." - Zathras | 3 | 6 | 0 |
702 | Internal Disruptions | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | While any faction's unrest is 4 or higher, that faction may not participate further in any conflict in which that faction has 3 or more participants. | 0 | 0 | 0 | 0 | 0 | 0 | "He's overextended already. His power base is back on Earth, where he has Nightwatch and the bulk of our forces." - Sheridan, referring to Clark | 5 | 6 | 0 |
703 | Internal Opposition | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a player. Discard one of his enhancements. Any player may prevent this card from taking effect by applying 3 times the target player's race's unrest. | 0 | 0 | 0 | 0 | 0 | 0 | One being's just cause is another being's nightmare. Thus, every scheme may be subject to internal opposition from those who disagree with their leaders' course of action. | 2 | 6 | 0 |
704 | Internal Strife | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target player's unrest increases by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Some Earth colonies are unhappy under Earth Alliance rule and want their independence. On Mars there have been several rebellions over food shortages and taxes. | 1 | 6 | 0 |
705 | Internecine Struggle | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Only members of your race can participate in this conflict. Each faction of your race can be supported. Each faction gains +1 influence for each other faction of your race with a lower total, and loses 1 influence for each faction with a higher total. In addition, the faction(s) with the most neutralized participants loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | When he began the revolt against President Clark, Sheridan was very clear that no alien race should be involved. Humanity had to deal with this problem on its own. | 3 | 6 | 0 |
706 | Interstellar Alliance | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Irrevocable. If the ISA does not exist, target all non-Drakh factions. In any order you choose, ask each player whether or not he wishes to join the ISA. If at least one player in addition to yourself agrees to join: The ISA is formed, all players who agreed to join are members, you are the ISA Founder, and this card becomes an Irrevocable Global Aftermath with the following text: As an action, a non-Drakh player may apply 5 influence to call an ISA vote which, if it passes, admits that player to the ISA. Each ISA member counts +1 to his influence rating for each race that belongs to the ISA other than his own. ISA members cannot initiate Military Conflicts that either: target another ISA member or a card controlled by an ISA member; and/or could lower Babylon 5's influence. Each player who is not an ISA member has the amount of power he needs to win increased by +2 for each ISA member. If the ISA ever has only 1 member, discard this card; the ISA no longer exists. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
707 | Interstellar Corporation | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. Any other willing player may apply influence for you on your turn with your permission. That player may require you to apply the same amount of influence for him during any of his actions on a future turn. | 0 | 0 | 0 | 0 | 0 | 0 | Many commercial conglomerates, corporations and consortiums engage in interstellar business throughout known space. Although they are in competition, like all good business people they will reach agreements when it is in their mutual interest. | 1 | 6 | 0 |
708 | Intervention Force | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 11 | | Any player may sponsor this fleet at normal cost if the Shadow War has begun and if The White Star has ever entered play. This fleet has 1 damage resistance. If a military conflict is in play that targets a location, this fleet must rotate to oppose one. This fleet cannot support or attack in any conflict that would cause a faction to lose influence. | 0 | 0 | 0 | 0 | 0 | 0 | White Star ships are built using both Vorlon and Minbari technology. The basis of the Anla'shok fleet, they carry Minbari fighters in their launch bays and can open their own jump gates. | 3 | 6 | 0 |
709 | Into Their Own | 2 | 1 | 57 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an Ambassador's Assistant who participated in the conflict. The character gains +2 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | The ambassador's aides must continually move forward, learning new skills as needed. Eventually, theymay come into their own as leaders. | 2 | 6 | 0 |
710 | Intolerable Interference | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play after a conflict you initiated. Target one player who opposed your conflict, or attacked one of your characters, but who was not a target of the conflict. Increase your tension toward that player by 2. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Should Morden's true motivations be uncovered, he may be a target for capture or execution. The risk is that if Morden is exposed the Shadows may begin to move more openly. | 4 | 6 | 0 |
711 | Intrigues Mature | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Intrigue to support or oppose a target Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | When the Technomages pass through Babylon 5, they create their own temporary quarters in Downbelow. It affords them a certain degree of privacy, although they have their own unique security precautions in place. | 1 | 6 | 0 |
712 | Invent the Future | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Hold a Babylon 5 vote. If the vote passes, the Shadows and Vorlons each lose 1 influence per "yes" vote and Babylon 5 gains +1 influence. If the vote fails, apply 4 influence for no effect during the next Ready round. | 0 | 0 | 0 | 0 | 0 | 0 | Even the greatest amoung us can fall, and even the smallest can be exalted. That, more than anything, is the lesson learned from the Shadow War. | 3 | 6 | 0 |
713 | Invisibility | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "He's a Techno-mage, they're like that. He appears when you want him least and need him most." - Gideon | 8 | 6 | 0 |
714 | Ipsha Battleglobe | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 2 | | Any player may sponsor this fleet. Apply 2 influence when you rotate Ipsha Battleglobe. The first player each turn to pay 2 influence to the Ipsha Battleglobe takes control of the fleet. A player may apply this cost even if he already controls the fleet. | 0 | 0 | 0 | 0 | 0 | 0 | During the Dilgar Invasion of 2230, the Non-aligned Worlds were forced to band together for mutual protection. It was a lesson quickly forgotten once the Dilgar were defeated. | 1 | 5 | 0 |
715 | Irrelevant | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | Requires 4 Vorlon Marks to sponsor. Characters with no Shadow, Vorlon, or Destiny Marks whose highest ability is less than half of Vorlon Influence may not participate in conflicts you initiate unless their controller applies 3 influence when they rotate. | 0 | 0 | 0 | 0 | 0 | 0 | "Respect is irrelevant." - Ulkesh | 5 | 6 | 0 |
716 | Is That the Whole Truth? | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player, and designate a third player as your partner in this conflict. If successful, the target loses 1 influence, and your partner must then choose either that you and he each gain +1 influence, or that you lose 1 influence. No additional influence may be gained from this conflict by any means (e.g., Aftermaths, Locations, Contingencies, etc.). | 0 | 0 | 0 | 0 | 0 | 0 | "It should be enough for you to decide if you can trust me the way I now trust you. Once you decide you're in all the way, I'll tell you the rest. We're going to change the world, Mister Garibaldi. I hope you'll work with me." - William Edgars | 5 | 6 | 0 |
717 | Isabelle | 3 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You must learn one day to forgive God for his decisions. I am sure it will greatly relieve him." - Isabelle to Galen | 8 | 7 | 0 |
718 | Isabelle's Quest | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | By finding the Techno-mage tombs at the Well of Forever, Isabell hoped to gather enough specimens of The Tech to unravel the deepest secrets of Techno-mancy. | 8 | 6 | 0 |
719 | Isdrell | 3 | 3 | 1 | 1.0 | 1.0 | 4.0 | 0.0 | 0.0 | 8 | | Seeress. Imperial Telepath. Any Centauri Emperor may sponsor Isdrell at -3 cost. Isdrell gains +1 Diplomacy, Intrigue, and Psi for every Imperial Telepath character in play, including herself. Isdrell gains +4 Psi while any Centauri Emperor is targeted by a conflict that you did not initiate. | 0 | 0 | 0 | 0 | 0 | 0 | Isdrell is Emperor Turhan's favorite Imperial Telepath. A jack-of-all-trades, she is learned in several fields and is a valued and trusted advisor. | 5 | 4 | 0 |
720 | Isolated | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate your ambassador and select a target character. Call a Babylon 5 vote. If the vote passes, B5 gains +1 influence and the target character loses Intrigue equal to half of Babylon 5's influence, rounded up, to minimum ability of 1. | 0 | 0 | 0 | 0 | 0 | 0 | As Londo Mollari achieves his objective - the conquest of Narn - he realizes he has paid a terrible price. He is reviled by his former friends on Babylon 5, nor can he trust any of his fellow Centauri. | 1 | 6 | 0 |
721 | Isolationism | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target your faction. When players not of your race sponsor characters of your race, the cost for the character increases by an amount equal to your tension toward their race. Apply influence equal to your lowest tension during the draw round, or discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | Expansion into the unknown always frightens a segment of the population. There are those who would withdraw their borders, turn their backs on the galaxy, and forget the problems of others. | 4 | 6 | 0 |
722 | It Stops Here | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each player may only play this aftermath once per game. Can only be played during resolution of a conflict initiated by a Conflict Card. Target the initiator's ambassador, and place the Conflict Card under this card as an Aftermath Enhancement (even if the conflict would normally return to to initiator's hand). The target's controller cannot initiate a copy of any conflict that is an Aftermath Enhancement on this card. | 0 | 0 | 0 | 0 | 0 | 0 | "You had to display the great warrior's body, you had to have your military spectacle. It stops here!" - Delenn | 7 | 6 | 0 |
723 | It Will Be His Undoing | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target player loses 1 influence for each Doom Mark he has. Purge all his Doom Marks. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Morden, a Shadow agent, offers Londo what seems to be a compelling offer- his "associates" will the Centauri restore their military dominance in exchange for unspecified favors. It's a deal he can't resist- but he should. | 4 | 6 | 0 |
724 | Ivory Towers | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Draw a card when you sponsor this enhancement. Any player with an Unrest of 3 or higher cannot rotate locations he controls. | 0 | 0 | 0 | 0 | 0 | 0 | "In the Word is involved the unity of humanity, the wholeness of the human problem, which permits nobody to separate the intellectual and artistic from the political and social, and to isolate himself within the ivory tower of the `cultural' proper." - Thomas Mann | 7 | 6 | 0 |
725 | Ja'Doc | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 4.0 | 0.0 | 6 | | While ready, you may negate any event being played. Discard Ja'Doc when this effect is used. | 0 | 0 | 0 | 0 | 0 | 0 | Being in the right place at the right time can be extremely useful - or it can get you killed. | 1 | 3 | 0 |
726 | Jacob Redway | 2 | 3 | 1 | 5.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "The Drakh'd love to wipe the rest of us out, and leave EarthGov isolated behind the quarantine zone." | 8 | 1 | 0 |
727 | Jane | 3 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Media. | Jane gains +2 Diplomacy while participating in a Media conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "I want to welcome back our viewers, we've been gone a long time." | 6 | 7 | 0 |
728 | Jason Ironheart | 3 | 3 | 1 | 0.0 | 0.0 | 10.0 | 0.0 | 0.0 | 10 | | Unique. Jason Ironheart gains +2 Psi during each ready round. If Jason Ironheart's Psi is 20 or higher during the resolution round, discard him. Jason Ironheart cannot become an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | Jason Ironheart was once a P-10 telepath. Altered by a military experiment intended to increase his powers, Ironheart went on the run from the Psi Corps. He is evolving into a higher life form with powers far beyond those of humans. | 1 | 7 | 0 |
729 | Jason's Gift | 3 | 1 | 33 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Purge a Destiny Mark and target a teep who participated using Psi. The target gains +3 Psi. | 0 | 0 | 0 | 0 | 0 | 0 | "In memory of love, I give you a gift. The only gift I have to give." - Jason Ironheart | 5 | 6 | 0 |
730 | Jecinda | 2 | 3 | 1 | 1.0 | 1.0 | 7.0 | 0.0 | 0.0 | 9 | | Seeress. Imperial Telepath. Any Centauri Emperor may sponsor Jecinda at -3 cost. Jecinda gains +1 Psi for every Centauri Seeress character in play, including herself. Jecinda gains +4 Psi while any Centauri Emperor is targeted by a conflict that you did not initiate. | 0 | 0 | 0 | 0 | 0 | 0 | Of all the Imperial Telepaths, Jecinda has the strongest mind. She remains behind on Centauri Prime to act as anchor for Imperial communications. | 5 | 4 | 0 |
731 | Jeffrey Sinclair (ambassador) | 4 | 3 | 1 | 4.0 | 0.0 | 0.0 | 3.0 | 0.0 | 0 | Starting Human Ambassador. | Rotate Jeffrey Sinclair to prevent the Minbari tension toward the Humans from increasing for the rest of the turn. | 0 | 1 | 0 | 0 | 0 | 0 | Jeffrey Sinclair is the first commanding officer of Babylon 5. A fighter pilot during the Earth-Minbari War, he can't recall what happened to him during the Battle of the Line. The Minbari have a strong interest in him, and watch him closely. | 1 | 1 | 0 |
732 | Jha'Dur | 3 | 3 | 1 | 0.0 | 0.0 | 0.0 | 5.0 | 0.0 | 10 | | Unique. Any fleet may rotate to attack a fleet led by Jha'Dur. | 0 | 0 | 0 | 0 | 0 | 0 | Jha'Dur is an infamous Dilgar war criminal known as "Deathwalker". During the Dilgar invasion, she conducted heinous experiments on captured aliens. Jha'Dur has discovered an anti-agapic that requires the taking of one life to preserve another. | 1 | 7 | 0 |
733 | John Matheson | 6 | 3 | 1 | 2.0 | 2.0 | 7.0 | 2.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You know, Lieutenant, you've become something of a role model to a number of telepaths back home." - "Mr. Jones" | 8 | 1 | 0 |
734 | John Matheson | 6 | 3 | 1 | 2.0 | 2.0 | 7.0 | 2.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "If they begin firing on us, should I tell them to come back in the morning when we're all fresher?" | 8 | 1 | 0 |
735 | John Sheridan | 3 | 3 | 1 | 4.0 | 2.0 | 0.0 | 4.0 | 0.0 | 10 | | John Sheridan may replace Jeffrey Sinclair. Whenever John Sheridan gains a mark of a type he does not have, he gains an additional mark of that type. Rotate John Sheridan as an action and play a conflict card. You must apply 3 influence (in addition to any other requirements) for each prior action you have had this turn to initiate this additional conflict. | 0 | 1 | 0 | 0 | 0 | 0 | Captain John Sheridan is the son of a retired Earth diplomat. He is noted for being the only Earth-Force captain to destroy a Minbari war cruiser during the Earth-Minbari War. In 2259, he replaced Jeffrey Sinclair as military governor of Babylon 5. | 4 | 1 | 0 |
736 | Join the Corps | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a Neutral or Human character with Psi greater than 0. The target character is now a Human Psi Corps character. | 0 | 0 | 0 | 0 | 0 | 0 | The Corps is Mother, The Corps is Father. | 5 | 6 | 0 |
737 | Jonathan Harris | 2 | 3 | 1 | 1.0 | 0.0 | 7.0 | 0.0 | 0.0 | 9 | | Unique. Whenever Jonathan Harris rotates to participate in a conflict, flip a coin. If the result is heads, Jonathan Harris gains +3 Psi and a Strife Mark for the rest of this turn. If Jonathan Harris attacks and neutralizes a teep, that teep suffers 2 extra severe damage. | 0 | 0 | 0 | 0 | 0 | 0 | "He's a Mind Shredder, Al. Let him get too close, let him get a clear shot, and he'll rip you in two!" - Administrator Drake | 5 | 7 | 0 |
738 | Journalistic Integrity | 1 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Media. | Target a participant Media character. The target gains +2 Diplomacy. The target cannot attack. | 0 | 0 | 0 | 0 | 0 | 0 | "The objective journalist is one of those great myths you read about, like a griffon or a phoenix or an honest politician. Everybody's got an agenda, whether they admit it or not. But you try not to let it get in the way of the truth." - Dan Randall | 6 | 6 | 0 |
739 | Judgement | 4 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a non-neutral character. Reveal when a supporting character loyal to the same race as the target character attacks this character. Discard the attacking character after the attack is resolved. | 0 | 0 | 0 | 0 | 0 | 0 | "We are not alone. We rise and fall together. And some of us must be sacrificed if all are to be saved, because if we fail in this, then none of us will be saved." - Kosh | 3 | 6 | 0 |
740 | Judgement by Success | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target one player. Whenever that player wins a conflict, reduce his unrest by 1. Whenever that player loses a conflict, increase his unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | It is a sad truth that the common people of most races judge their leaders by how often they succeed, without much consideration for the methods used. Often their attitude comes down to "What have you done for me lately?" | 1 | 6 | 0 |
741 | Julie Musante | 2 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Damage to Julie Musante does not reduce her abilities, unless the damage is enough to neutralize her. | 0 | 0 | 0 | 0 | 0 | 0 | In early 2260, Julie Musante was assigned by Earth's Babylon 5 Senate Oversight Committee as Sheridan's political officer. Her task was to advise him, so that his conduct would "reflect more favorably on the Earth government." | 3 | 1 | 0 |
742 | Junk Food | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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.. | 0 | 0 | 0 | 0 | 0 | 0 | "Excuse me, could I have some more of these whatever-they-are please? Salted. I work better with salt. Did you know that in the 20th century that they actually thought that salt was bad for you?" - Max Eilerson | 8 | 6 | 0 |
743 | Juphar Trkider | 2 | 3 | 1 | 5.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Drazi Ambassador. | May not start in play. Must replace Vizak. The player who controlled Vizak may draw a card when Juphar Trkider replaces Vizak. If Juphar Trkider is a faction's ambassador, every Drazi character in that faction may act as the Non-Aligned Ambassador's Assistant for Juphar Trkider only. | 0 | 0 | 0 | 0 | 0 | 0 | Juphar Trkider was the third Drazi ambassador assigned to Babylon 5. A powerful voice for the rights of the Non-Aligned worlds, he "convinced" Sheridan to order the White Star Fleet to patrol Non-Aligned borders. | 5 | 5 | 0 |
744 | Justin | 3 | 3 | 1 | 5.0 | 8.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 8 Shadow Marks to sponsor. Lost Aftermaths cannot be played on conflicts you initiated. Rotate Justin and target any character you control. Apply 5 influence per Shadow Mark on that character. The target character gains a number of Shadow Marks equal to his current number of Shadow marks. | 0 | 0 | 0 | 0 | 3 | 0 | "Who draws up the borders, controls the currency, handles all the decisions that happen transparantly around us? I'm with them... same group, different department." - Justin | 3 | 9 | 0 |
745 | Kalain | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 4.0 | 0.0 | 9 | Warrior Caste. | The fleet Kalain is leading may rotate to attack a Human fleet. Human fleets may attack Kalain's fleet in , and Human - Minbari tension grows by 1. Kalain may not lead the Homeworld fleet, Picket fleet, or Colonial fleet. Discard if his fleet is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "We do not harm our own kind, Kalain. We never have." "Perhaps it is time to start. The Grey Council has betrayed us. What does a little blood matter now?" - Kalain, replying to Hedronn | 1 | 2 | 0 |
746 | Kalika Qwal'mizra | 4 | 3 | 1 | 4.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Abbai Ambassador. | If Kalika Qwal'mizra is attacked, increase the unrest of the faction of the attacker by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The Abbai have evolved from an aquatic species, and tend to be both timid and easily cowed. They can, however, be roused to great anger if the cause is righteous. | 3 | 5 | 0 |
747 | Katz | 3 | 3 | 1 | 6.0 | 1.0 | 5.0 | 0.0 | 0.0 | 10 | Worker Caste. Grey Council Member. | Rotate Katz and target an undamaged Minbari character. Until the end of this turn, that character ignores all effects of damage tokens on him. | 0 | 0 | 0 | 0 | 0 | 0 | Katz spent her life as a paragon of the Minbari belief in serving others, donating her telepathic abilities to anyone who required them. She was one of five Worker Caste Minbari called by Delenn to form the new Grey Council. | 5 | 2 | 0 |
748 | Kelsey | 4 | 3 | 1 | 1.0 | 2.0 | 10.0 | 0.0 | 0.0 | 8 | Psi Corps Character. Psi Cop. Psi Corps Ambassador's Assistant. | Kelsey cannot attack Human characters who do not have Psi. | 1 | 0 | 0 | 0 | 0 | 0 | Kelsey is a young and ambitious Psi Cop aspiring to fill the void left by Byron's disappearance. She volunteers for important and dangerous missions, attempting to win Bester's favor and join his inner circle. | 5 | 1 | 0 |
749 | Kevin Sprach | 2 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "More important? What's more important than the right clothes for the right job, the right style for the right... Oh, I try. Goodness knows I try, but it's just so hard some days." | 8 | 7 | 0 |
750 | Kha'Mak | 4 | 3 | 1 | 8.0 | 0.0 | 0.0 | 0.0 | 0.0 | 11 | Representative of the Kha'Ri. | Cannot become an Inner Circle character. Rotate to reduce the cost of the next Narn character you sponsor this turn by 2. Your influence rating is increased by +1 while you control Kha'Mak. | 0 | 0 | 0 | 0 | 0 | 0 | Kha'Mak is a liaison for the Kha'Ri, the Narn ruling council. He is a contact G'Kar may use to gain the Kha'Ri's approval for drastic actions, such as the attempted assasination of the Centauri emperor. | 4 | 3 | 0 |
751 | Kha'Ri Citadel | 3 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Limited. All Kha'Ri characters gain +1 Diplomacy, +1 Intrigue, and +1 Leadership. Members of the Kha'Ri gain +1 damage resistance for every 2 Members of the Kha'Ri in play. | 0 | 0 | 0 | 0 | 0 | 0 | "The Kha'Ri spoke with many, equal voices, not the one voice of a single leader." - G'Kar | 6 | 3 | 0 |
752 | Kidnapping | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one character. If you win the conflict, that character suffers damage equal to the amount by which you won the conflict. If you fail, your ambassador gains a Doom Mark. | 0 | 0 | 1 | 0 | 0 | 0 | There are several reasons a government may wish to kidnap someone. These range from seizing for interrogation, to capturing traitorous members of one's own race, to simply eliminating an opponent who has become too much of a nuisance. | 1 | 6 | 0 |
753 | Kill Them All | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet that is participating in a War Conflict you initiated or in a conflict targeting you, and choose one of your fleets that is not being led by your ambassador. Apply damage to the target equal to twice the current Military of your chosen fleet, then discard your chosen fleet and all of its leaders. | 0 | 0 | 0 | 0 | 0 | 0 | "Alpha Squadron, I want that ship outta my sky!" - Elizabeth Lochley | 7 | 6 | 0 |
754 | King Arthur | 3 | 3 | 1 | 2.0 | 3.0 | 0.0 | 1.0 | 0.0 | 9 | | Rotate during the Conflict Round to initiate an additional Intrigue conflict. This character automatically supports the conflict using his Intrigue (this makes him a participant). If the conflict succeeds, draw a card. | 0 | 1 | 0 | 1 | 0 | 0 | "I am Arthur, son of Uther Pendragon and King of the Britons. No man takes Excalibur from me and lives." | 7 | 7 | 0 |
755 | Kirrin | 2 | 3 | 1 | 1.0 | 2.0 | 0.0 | 0.0 | 0.0 | 4 | Hyach. | Kirrin acts as a Non-Aligned Ambassador's Assistant for Hyach Ambassadors only. During the Resolution Round, add +1 automatic opposition to any conflict that targets you. (This does not, by itself, cause that conflict to become contested.) | 0 | 0 | 0 | 0 | 0 | 0 | "And if he betrays us, then he will die." | 7 | 5 | 0 |
756 | Know Your Enemy | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a Military conflict. All of your fleets participating in the conflict gain +2 Military while fleets of fewer than three races are participating in the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Each race makes different choices when designing their ships. For the Narn, it is functionality first, and everything else a distant second. | 3 | 6 | 0 |
757 | Knowledge, Then Action | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 11 | | Target a character with Psi. The character's controller may, as an action, discard this enhancement and rotate the character to take two actions immediately. | 0 | 0 | 0 | 0 | 0 | 0 | The more one knows on Babylon 5, the quicker one can take appropriate action. The minions of the Psi Corps, with their ability to read a thought in an instant, are particularly adept at gathering such knowledge. | 2 | 6 | 0 |
758 | Knowledge is Power | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +2 intrigue. Apply 7 influence to initiate an Intrigue conflict. If you win by 5 or more, your target must either discard an Inner Circle character, or you gain +1 influence and your target loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows are rarely seen, as they have the ability to cloak themselves in visible light. They instead use agents, "associates", and may communicate through the use of data crystals. | 4 | 6 | 0 |
759 | Knowledge of Shadows | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Requires 1 Shadow Mark to play. Go through your deck and select 1 event card of your choice which directly modifies Military or Leadership. Show it to your opponent, then put it in your hand. Shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows are rarely seen, as they have the ability to cloak themselves in visible light. They instead use agents, "associates", and may communicate through the use of data crystals. | 4 | 6 | 0 |
760 | Knowledge of the Soul | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a Soul Hunter you control. Target a character in another player's discard pile who is not currently in play. The character becomes your supporting character for the rest of the turn, and is then discarded (to the same discard pile). | 0 | 0 | 0 | 0 | 0 | 0 | The Soul Hunters travel the galaxy collecting the souls of great thinkers, philosophers and leaders. The souls are stored for posterity in small orbs. Soul Hunters are especially feared by the Minbar, who see their presence as a portent of death. | 1 | 6 | 0 |
761 | Ko'Dath | 4 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | Narn Ambassador's Assistant | | 0 | 0 | 0 | 0 | 0 | 0 | Ko'Dath is G'Kar's first ambassadorial aide on Babylon 5. She is ill-tempered even for a Narn, and seems to have little interest in anything other than work. She should be careful around airlocks. | 1 | 3 | 0 |
762 | Korrinine | 3 | 3 | 1 | 1.0 | 2.0 | 5.0 | 0.0 | 0.0 | 8 | | Seeress. Imperial Telepath. Any Centauri Emperor may sponsor Korrinine at -3 cost. Korrinine gains +1 Diplomacy for every Centauri Seeress character in play, including herself. Korrinine gains +2 Psi for every Imperial Telepath character in play, including herself. Korrinine gains +4 Psi while any Centauri Emperor is targeted by a conflict that you did not initiate. | 0 | 0 | 0 | 0 | 0 | 0 | Korrinine comes from a long line of Centauri Seeresses. Her powers are strongest when she works as part of a group. Together with Jecinda, she remains on Centauri Prime to inform the Royal Court on the Emperor's status. | 5 | 4 | 0 |
763 | Kosh Naranek | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Any player may, as an action, apply any amount of influence. For each 3 influence so applied, his ambassador gains a Vorlon Mark. At the end of the turn, his ambassador must purge one Vorlon Mark for each mark gained. | 0 | 0 | 0 | 0 | 0 | 0 | "The avalanche has already begun. It is too late for the pebbles to vote." - Kosh | 4 | 7 | 0 |
764 | Kulan | 2 | 3 | 1 | 3.0 | 3.0 | 0.0 | 3.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "My name is Kulan. I am keeper of this world for this generation... It is the responsibility of each keeper in each generation to run the tests on those who discover our world." - Kulan | 8 | 7 | 0 |
765 | Kullenbrak | 3 | 3 | 1 | 3.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | Brakiri Ambassador. Corporate. | Apply 5 influence and target another player who gained influence from an event this turn. The target loses 1 influence and you gain +1 influence. You may only target each player with this effect once per turn. | 0 | 0 | 0 | 0 | 0 | 0 | "And everything is okay. We can purchase Babylon 5 for the Brakiri. It must be ours by sunset." | 7 | 5 | 0 |
766 | Labor Strike | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | The target player must apply influence equal to twice his unrest (or all the influence he currently has available to apply) for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | Low salaries and underfunded equipment means that the cargo dock workers are permanently on the verge of striking. | 3 | 6 | 0 |
767 | Lack of Direction | 5 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a supporting character who was damaged during the conflict. The character cannot become an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | To those who have been touched by the Vorlons, or seen their true appearence, the incident can be like experiencing Rapture. Without continuing guidance from the Vorlons, such a person may become lost. | 1 | 6 | 0 |
768 | Lack of Subtlety | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target ready character with Intrigue greater than 1 has his Intrigue lowered to 1. (Bonuses applied later this turn raise the ability from the new base of 1.) This effect expires at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | A former ambassador may no longer officially appear as a representative at formal functions. He must surreptitiously contact the other alien ambassadors. | 4 | 6 | 0 |
769 | Lady Daggair | 3 | 3 | 1 | 2.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | Wife of Londo. | For each Wife of Londo in her faction (including herself), Lady Daggair gains +1 Diplomacy and +1 Intrigue. For each Wife of Londo in another faction, Lady Daggair loses 1 Diplomacy and 1 Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | "I am what I was made, by my father, by Londo, by society." | 6 | 4 | 0 |
770 | Lady Ladira | 2 | 3 | 1 | 3.0 | 1.0 | 0.0 | 0.0 | 0.0 | 6 | | Seeress. | 0 | 0 | 0 | 0 | 0 | 0 | Lady Ladira is a seer and a prophetess. When she arrives on Babylon 5 she is struck by a compelling vision - the station's future destruction. She warns that this future may be avoided, but she cannot say how. | 1 | 4 | 0 |
771 | Lady Mariel | 2 | 3 | 1 | 1.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | Wife of Londo. | Any ambassador may sponsor Lady Mariel at normal cost. For each Wife of Londo in her faction (including herself), Lady Mariel gains +1 Intrigue. If at least two other Wives of Londo are in her faction, Lady Mariel gains an additional Strife Mark. For each Wife of Londo in another faction, Lady Mariel loses 1 Intrigue. | 0 | 0 | 0 | 1 | 0 | 0 | "Still the iron claw in the velvet glove, Mariel?" - Lady Timov | 6 | 4 | 0 |
772 | Lady Morella | 4 | 3 | 1 | 5.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | | Seeress. | 0 | 0 | 0 | 0 | 0 | 0 | Lady Morella is the wife of Emperor Turhan. She is also a prophetess, able to see into the future. Londo may request her assistance to confirm if the visions of his destiny are true, and if he can do anything to avoid these events. | 1 | 4 | 0 |
773 | Lady Na'Toth | 3 | 3 | 1 | 3.0 | 3.0 | 0.0 | 3.0 | 0.0 | 6 | Narn Ambassador's Assistant. | Must replace Na'Toth, transferring all attached cards and marks. Treat as a Lady. Lady Na'Toth has damage resistance equal to the highest tension toward the Narn race among the races being played. | 0 | 0 | 0 | 0 | 0 | 0 | "She is strong of will if nothing else. She can walk to the other side of the planet if need be." - G'Kar | 7 | 3 | 0 |
774 | Lady Timov | 2 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 6 | Wife of Londo. | For each Wife of Londo in her faction (including herself), Lady Timov gains +1 Diplomacy. Lady Timov gains +2 Diplomacy while your ambassador is a Lord, +4 Diplomacy while your ambassador is a Prime Minister, and +8 Diplomacy while your ambassador is an Emperor | 0 | 0 | 0 | 0 | 0 | 0 | "The secret of our marriage's success, Londo, is our lack of communication." | 6 | 4 | 0 |
775 | Lamentations | 4 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador cannot participate in any conflict. Discard this aftermath at the beginning of the next aftermath round. | 0 | 0 | 0 | 0 | 0 | 0 | "They're in pain. Frightened. Dying. Minbari are taught that at such a time, the afflicted should be ministered to, comforted... They are afraid. We wish to do what little we can." - Delenn | 1 | 6 | 0 |
776 | Lashing Out | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate one of your characters to cause that character to attack any other character, even if the other character is not participating in a conflict. Your character attacks using whichever of the target's abilities is highest. Any other character may attack your character in return. | 0 | 0 | 0 | 0 | 0 | 0 | Though generally mild-mannered and easy-going, Vir Cotto is willing to act far beyond the bounds of his authority in accordance with his principles. | 2 | 6 | 0 |
777 | Last Ditch Effort | 1 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal at resolution if you are losing. Designate one of your unneutralized non-ambassador participant Inner Circle characters (you must have one). Add five support to the conflict (or a side of your choice). At the end of the Resolution Round, discard the designated character. | 0 | 0 | 0 | 0 | 0 | 0 | "My father always said, if you're falling off a cliff, you might as well try to fly." - Sheridan | 5 | 6 | 0 |
778 | Latent Telepath | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | A Non-Narn character with a Psi of 0 gains Psi 3. Cannot be played on an ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | Earth Alliance law requires all telepaths to be registered with the Psi Corps. "Teeps" must join the Corps, take drugs or enter prison. | 4 | 6 | 0 |
779 | Laurel Takashima | 3 | 3 | 1 | 3.0 | 4.0 | 0.0 | 3.0 | 0.0 | 12 | Psi Corps Character. | Rotate Laurel Takashima and target a non-ambassador character. For the rest of this turn, the target may rotate to attack any character in play using the victim's highest ability. Discard the target after he performs this attack. | 1 | 0 | 1 | 1 | 0 | 0 | Laurel Takashima was Babylon 5's original first officer. She conspired with G'Kar, Del Varner, and the Wind Swords to assassinate Kosh and frame Commander Sinclair. | 5 | 1 | 0 |
780 | Lavindra | 3 | 3 | 1 | 0.0 | 2.0 | 4.0 | 0.0 | 0.0 | 7 | | Seeress. Imperial Telepath. Rotate Lavindra to provide each Imperial Telepath and Centauri Emperor in play with 2 points of damage resistance. This damage resistance lasts until the end of the turn. Lavindra gains +4 Psi while any Centauri Emperor is targeted by a conflict that you did not initiate. | 0 | 0 | 0 | 0 | 0 | 0 | Lavindra is particularly sensitive to detecting the thoughts and intentions of others. She is nearby the Emperor at all times, so she can alert him to potential danger. | 5 | 4 | 0 |
781 | Lazarenn | 2 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Markab. | Rotate to remove all normal damage from a character, or one severe damage from a character, or up to two severe damage from a Non-Aligned Character. Any player may apply 5 influence as an action to immediately use Lazarenn's effect text as if he controlled Lazarenn. | 0 | 0 | 0 | 0 | 0 | 0 | "Nobody knows Markab biology better than you do." "A compliment! I think I may faint." - Stephen Franklin and Doctor Lazarenn | 7 | 5 | 0 |
782 | Leading the Races | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For each Destiny Mark your ambassador has, the cost for you to sponsor any character is reduced by 1. Count each racial type (including Neutral characters and Non-Aligned) represented by a character in your Inner Circle as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | The lesser star powers look to the ambassadors on the Babylon 5 Advisory Council to provide leadership. Without strong leadership they may fight among themselves and wars could break out. | 4 | 1 | 0 |
783 | League Spokesbeing | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. If you are a Non-Aligned faction, rotate your ambassador to sponsor this card for free. Target another Species Ambassador in your Inner Circle. The target gains +2 Diplomacy, +2 Intrigue, and becomes your new faction ambassador; your previous faction ambassador remains in your Inner Circle (but transfer all attached cards that must target an ambassador). Once per turn, at the end of the ready round, you may transfer this Enhancement to another Species Ambassador in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 5 | 0 |
784 | Learn Their Weakness | 3 | 4 | 59 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this conflict becomes a faction enhancement. Your characters with Psi may rotate to aid any fleet. That fleet gains damage resistance when in combat with Shadow Fleets equal to half the character's Psi. If a fleet your character is aiding is neutralized, that character is also neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "Then did the darkness come to Narn, until it was driven out by G'Quan and the last surviving mind-walkers." - G'Kar reading from the book of G'Quan | 2 | 6 | 0 |
785 | Learning Experience | 1 | 1 | 55 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Participant character gains +1 Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | Some people go through elite training to become accomplished in espionage. Others have to learn the hard way. | 1 | 6 | 0 |
786 | Leaving the Past | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, all discarded cards are removed from the game (the discard piles are now empty). | 0 | 0 | 0 | 0 | 0 | 0 | Delenn once said that the races of Babylon 5 are slaves to their traditions. To build a new future, one must leave the past behind. | 2 | 6 | 0 |
787 | Led Astray No More | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target the agenda that was the source of the conflict. No conflict can be initiated from that agenda next turn. This effect lasts for an additional turn for each 5 by which the conflict failed. Discard this aftermath when its effect expires. | 0 | 0 | 0 | 0 | 0 | 0 | "Looking back on it, though, I just tried to make people happy." - Mr. Morden | 3 | 6 | 0 |
788 | Left Vulnerable | 3 | 1 | 46 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each turn, all players may apply influence to lower 1 of the target ambassador's abilities. For every 3 influence a player applies, 1 ability of his choice is reduced by 1 until the end of the turn (minimum 0). | 0 | 0 | 0 | 0 | 0 | 0 | A leader who is backed into a corner has few options, and his ability to act is severely hampered. We cannot escape the consequences of our actions. | 1 | 6 | 0 |
789 | Legacy of Power | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your faction. Rotate as an action to either: search your deck and take the first Aftermath you find into your hand (shuffle your deck afterwards), or apply support to a target conflict equal to the number of Won Aftermaths on cards you control. For each character you control who has a Won Aftermath attached to him, you may apply 1 additional influence each turn. Each time you play an aftermath, you may restore 1 point of applied influence. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
790 | Lemm Uh'Ekim | 1 | 3 | 1 | 1.0 | 3.0 | 4.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "There must be some mistake, General. The Sh'lassan embassy asked me for aid a week ago. EarthDome ordered me to turn them down." - Sheridan | 8 | 5 | 0 |
791 | Lennan | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 2.0 | 0.0 | 5 | Religious Caste. | You may discard Lennan to repair twice his Leadership in damage to a fleet he is leading. | 0 | 0 | 0 | 0 | 0 | 0 | lenan commands a Minbari warship loyal to the Religious Caste. Each caste maintains warships, though the Warrior Cast commonly directs overall fleet operations. | 3 | 2 | 0 |
792 | Lennier | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 4 | Minbari Ambassador's Assistant. Religious Caste. | Lennier's intrigue may only be used to oppose Intrigue conflicts. While Lennier is ready, Lennier may take all damage inflicted in an attack on Delenn in her place. He then rotates. | 0 | 0 | 0 | 1 | 0 | 0 | Lennier is a member of a religious sect known as the Third Fane of Chudomo. Babylon 5 is his first assignment off-world. He is Delenn's aide, becoming her loyal companion and confidant. He has a pure spiritual love for her. | 1 | 2 | 0 |
793 | Leonard Anderson | 2 | 3 | 1 | 2.0 | 2.0 | 0.0 | 3.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Hello, Mister President. By any chance have you been looking for me?" | 8 | 1 | 0 |
794 | Let Them Fight | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two or more factions with mutual tensions of 4 or more. Any target may be supported. Military may be used in this conflict. Your faction cannot participate. Whichever faction generates the single most support gains +1 influence. The others lose 1 influence. If any characters or fleets are neutralized in the conflict, you gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "We should have wiped out your kind when we had the chance." "What happened? Run out of small children to butcher?" -Londo and G'Kar, getting along in the usual manner. | 3 | 6 | 0 |
795 | Let the Galaxy Burn | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Cannot be blanked or discarded. You may sponsor racial locations into any faction of that race at printed cost. Rotate this card as an action to declare war on a race with whom you have a tension of 5. When you conquer a location, you may remove it from the game instead. Each time a location controlled by another player is discarded or removed from play, except by replacement, place a Burn Token on this card. If this card has 5 Burn Tokens, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
796 | Lethke Zum Bartrado | 4 | 3 | 1 | 3.0 | 0.0 | 2.0 | 0.0 | 0.0 | 6 | Brakiri Ambassador. | Rotate Lethke Zum Bartrado to look at the top card of each player's deck. Place one of those cards under him, and put the rest back on top of those player's decks. Lethke Zum Bartrado cannot take this action if there is already a card from any player's deck under him. If Lethke Zum Bartrado is neutralized, return the card to the top of its owner's deck. | 0 | 0 | 0 | 0 | 0 | 0 | "Everybody knows the Brakiri are pack rats." - Juphar Trkider | 3 | 5 | 0 |
798 | Level the Playing Field | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target character or fleet may apply its highest ability to support or oppose one conflict of your choice (no matter which ability would normally be appropriate.) | 0 | 0 | 0 | 0 | 0 | 0 | "The future belongs to telepaths. And I intend to make sure that future happens, one way or the other." - Bester | 5 | 6 | 0 |
799 | Lhim/Dram | 2 | 3 | 1 | 6.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Pak'ma'ra. | Discard Lhim/Dram to play an event that is on top of any other player's discard pile as if you were playing it from your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "Pak'ma'ra are chosen of God; very special." | 3 | 5 | 0 |
800 | Liberating Resources | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player who gained permanent influence this turn from an event or agenda. Apply 5 times the amount of influence gained. You gain that same amount of influence. Your target loses the gained influence. | 0 | 0 | 0 | 0 | 0 | 0 | There are many ways to get resources on Babylon 5. Most of them are underhanded in one way or another. Sinclair often bent the rules during his tenure as Commander, and Garibaldi... well, don't ask. | 2 | 6 | 0 |
801 | Lieutenant Carr | 2 | 3 | 1 | 1.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Now maybe back on your precious Babylon 5 you bark orders and everybody jumps, but here you're barking up the wrong tree. Welcome to Mars. Woof woof." | 8 | 7 | 0 |
802 | Lieutenant Corwin | 3 | 3 | 1 | 3.0 | 1.0 | 0.0 | 2.0 | 0.0 | 7 | | May replace Lt. David Corwin, transferring all attached cards and marks. Rotate Lieutenant Corwin and target one of your Inner Circle characters to either give that character +1 Diplomacy, Intrigue, and Leadership while Lieutenant Corwin remains rotated, or to allow the character, later this turn, to apply 1 influence less than usual when sponsoring a card. | 0 | 0 | 0 | 0 | 0 | 0 | "Lieutenant, is it always like this around here?" "No, no it... well, actually, yes. It's... it's hectic, ma'am." - Lochley and Corwin | 7 | 1 | 0 |
803 | Lieutenant Tewart | 1 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | Lieutenant Kevin Tewart was as surprised as anyone to find himself squaring off against the Drakh as Communications Officer of the Excalibur. | 8 | 7 | 0 |
804 | Life Pods | 1 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Any character leading the target fleet is not neutralized if the fleet is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Space is a dangerous environment. Most ships keep life pods for the crew...just in case. | 3 | 6 | 0 |
805 | Light Shines | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Purge a Vorlon mark. Target any character. That character must purge a Shadow Mark. The Vorlons gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "The ship was made for him. It was a part of him. In a curious way, it is alive." - Delenn, referring to Kosh's ship | 3 | 6 | 0 |
806 | Like Unto The Gods | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | If every player has a Major Agenda in play, and the Shadow War has not yet begun, the Shadow War begins immediately. | 0 | 0 | 0 | 0 | 0 | 0 | "Every generation of Centauri mourns for the golden days when their power was like unto the gods. It's counterproductive." - Vir | 5 | 6 | 0 |
807 | Limited Strike | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player with whom you have a tension of 3 or higher. No other player may participate in the conflict. Tensions between the two races increase by 1. Babylon 5 loses 1 influence. If uncontested, your target loses 2 influence. Gain +1 influence if you win the conflict by 10 or more. | 0 | 0 | 0 | 0 | 0 | 0 | A sudden directed strike that is well-timed can cripple an opponent before a war even begins. This kind of probing attack can expose an enemy who is ripe for conquest. | 1 | 6 | 0 |
808 | Lindstrom | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate and discard Lindstrom to search your deck and take into your hand the first event you find that gives a bonus to Psi. Reshuffle your deck afterwards. | 0 | 0 | 0 | 0 | 0 | 0 | Mister Lindstrom (if it's even his real name) is a major peddler of Dust. He hopes to set up some big-time customers, but his habit of making small sales on the side makes him a risky business partner. | 5 | 7 | 0 |
809 | Liquidating Assets | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If all other players agree, you gain +5 influence to apply during the current turn only. If you gain this influence, all other players permanently gain +1 influence during the resolution round. | 0 | 0 | 0 | 0 | 0 | 0 | There's an old Earth saying, "There's no such thing as a free lunch." Those who must make a difficult choice have to accept the consequences. | 1 | 6 | 0 |
810 | Lise Hampton Edgars Garibaldi | 3 | 3 | 1 | 6.0 | 4.0 | 0.0 | 0.0 | 0.0 | 9 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Tell him to get his ass in here." | 8 | 1 | 0 |
811 | Lise Hampton Edgars | 2 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Corporate. | Must replace Lise Hampton, transferring all attached cards and marks. Lise Hampton Edgars may not attack. Rotate to apply 2 extra influence to bid on a mercenary or to reduce the cost of the next enhancement you sponsor this turn by 2. Cards that require Conspiracy Marks require 2 additional Conspiracy Marks to play when they target you or a card in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "There is no normal life, Michael. There's just life." | 6 | 1 | 0 |
812 | Lise Hampton | 1 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | | Lise Hampton may not attack. Cards that require Conspiracy Marks require 1 additional Conspiracy Mark to play when they target you or a card in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't understand you, Michael. We've got a good life here, we've got history.. I will not go to Babylon 5 with you." | 5 | 1 | 0 |
813 | Living Legends | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | All characters in play with one Destiny Mark gain +3 to all their abilities for the rest of the turn. All characters with more than one Destiny Mark gain an additional +2 (+5 total) to all their abilities for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "You're what they call a Nexus. You turn one way, and the whole world has a tendency to go the same way." - Justin | 5 | 6 | 0 |
814 | Llort Bodyguard | 1 | 3 | 1 | 2.0 | 2.0 | 1.0 | 1.0 | 0.0 | 6 | Llort. | Multiple. You may sponsor cards as if two Non-Aligned factions were in the game. | 0 | 0 | 0 | 0 | 0 | 0 | Why are there so many Llorts on Babylon 5? Because the cramped, confined corridors remind them of the labyrinthine burrows they inhabit on their homeworld of Vartas, whose surface is a rocky hell. | 7 | 5 | 0 |
815 | Lobbyists | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | Mercenary. | Whichever player offers this group the most influence during the turn may increase or decrease any single tension level by 1 during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | Everyone has a stake in the outcome of events. Everyone wants to influence that outcome. Politics is often a polite term for the buying and selling of influence. | 3 | 6 | 0 |
816 | Local Supremacy | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Lose 1 influence to increase your tension toward another faction of your race by 1, or to increase the unrest of any faction of your race by 1. For each player of your race who unconditionally surrenders to you, gain +5 power. | 0 | 0 | 0 | 0 | 0 | 0 | Tactical supremacy usually depends on superior firepower, maneuverability and protection, but a lone warrior can cause a dramatic reversal in fortunes. The same holds true in the galactic arena. | 3 | 6 | 0 |
817 | Lockdown | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All Intrigue conflicts have +5 Intrigue added to their opposition total. You must apply 5 influence per Intrigue conflict in play. | 0 | 0 | 0 | 0 | 0 | 0 | Ambassadors are given a great deal of leeway in their daily activities, because offending them risks estranged diplomatic relations. Still, even an ambassador can go too far, and diplomatic privilege will not cover the most heinous of crimes. | 1 | 6 | 0 |
818 | Londo Mollari (diplomat) (ambassador) | 3 | 3 | 1 | 4.0 | 2.0 | 0.0 | 0.0 | 0.0 | 0 | Centauri Starting Ambassador. | Cannot gain Shadow Marks. Londo Mollari counts +1 Diplomacy for every 2 points of Babylon 5 influence. | 0 | 1 | 0 | 0 | 0 | 0 | "Do you know why I am here? I'm here to grovel before your wonderful Earth Alliance, in the hopes of attaching ourselves to your destiny." | 6 | 4 | 0 |
819 | Londo Mollari (gambler) (ambassador) | 3 | 3 | 1 | 4.0 | 4.0 | 0.0 | 0.0 | 0.0 | 0 | Centauri Starting Ambassador. | You begin the game with 7 influence, but no other cards in your starting hand. For the first 3 cards you draw this game, immediately gain +1 influence for each card with "Won" in the card type. The first time you draw a card that pictures a mark (or marks), Londo Mollari gains 1 mark(s) of that type; ignore Shadow and Vorlon Marks for this ability. | 0 | 0 | 0 | 0 | 0 | 0 | "I'd almost finished working out my new system. Just a few more credits and...." | 6 | 4 | 0 |
820 | Londo Mollari (ambassador) | 4 | 3 | 1 | 4.0 | 4.0 | 0.0 | 0.0 | 0.0 | 0 | Centauri Starting Ambassador. | If Londo gains a weapon enhancement, he gains a Strife Mark. | 0 | 1 | 0 | 0 | 0 | 0 | "I want it all back, the way it was." - Londo Mollari | 1 | 4 | 0 |
821 | Londo's Wives | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | A Wife of Londo may sponsor this group at -7 cost. For each Wife of Londo in play, any version of Londo Mollari in play loses 1 from each ability, and each Wife of Londo in play gains +1 to each non-zero ability. | 0 | 0 | 0 | 0 | 0 | 0 | "Here, look... these are my 3 wives: Pestilence, Famine, and Death. Do you think I married them for their personalities? Their personalities could shatter entire planets!!!" - Londo Mollari | 6 | 6 | 0 |
822 | Long Term Investment | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Lose 1 influence. Gain +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | A commercial telepath is assigned by Psi Corps to Babylon 5. For a fee, business people can hire a telepath to read the mind of a fellow haggler - but only with the permission of the person being scanned. | 1 | 6 | 0 |
823 | Looking Ahead | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this conflict becomes a faction enhancement for you. This enhancement allows you to, once per turn, look at the top card of your deck, then replace it either at the top or bottom of your deck. | 0 | 0 | 0 | 0 | 0 | 0 | An ounce of prevention is worth a pound of cure. Being prepared allows one to be ready to take advantage of unforeseen events. | 2 | 6 | 0 |
824 | Lord Kiro | 2 | 3 | 1 | 5.0 | 3.0 | 0.0 | 4.0 | 0.0 | 10 | | Rotate and discard Lord Kiro to go through your deck, find The Eye, and play it on your ambassador for no cost, then shuffle your deck. | 0 | 0 | 1 | 0 | 0 | 0 | Lord Kiro dreams of one day being Emperor. He hopes to obtain the Eye, the oldest symbol of Centauri nobility, to make his claim to the throne. His aunt, Lady Ladira, has prophesied he will one day be killed in the shadows. | 1 | 4 | 0 |
825 | Lord Mollari | 3 | 3 | 1 | 5.0 | 5.0 | 0.0 | 0.0 | 0.0 | 0 | | Replaces Londo Mollari if he has 3 or more Shadow Marks. Transfer all Marks, Aftermaths and Enhancements from Londo Mollari. Lord Mollari gains Leadership equal to his Shadow Marks. | 0 | 0 | 1 | 1 | 0 | 0 | "Insanity is part of the times. You must learn to embrace the madness and let it fire you." Londo Mollari to Vir | 2 | 4 | 0 |
826 | Lord Refa (ambassador) | 4 | 3 | 1 | 3.0 | 6.0 | 0.0 | 0.0 | 0.0 | 0 | Starting Centauri Home Faction Ambassador | | 0 | 0 | 1 | 0 | 0 | 0 | Aggressively ambitious, Lord Refa will do anything, say anything and kill anyone to pave his path to the throne. | 3 | 4 | 0 |
827 | Lord Refa | 2 | 3 | 1 | 3.0 | 6.0 | 0.0 | 0.0 | 0.0 | 8 | | Centauri unrest grows by 1 when Lord Refa is sponsored. | 0 | 0 | 0 | 0 | 0 | 0 | Lord Refa is a powerful functionary within the Centauri government. A member of the Centarum, he schemes to undermine Emperor Turhan and seize the throne himself. He plans to use Londo as a pawn in his grand scheme. | 1 | 4 | 0 |
828 | Lord Valo | 1 | 3 | 1 | 3.0 | 2.0 | 0.0 | 3.0 | 0.0 | 9 | | Rotate Lord Valo and any other character you control to remove one mark from that character. | 0 | 0 | 0 | 0 | 0 | 0 | Lord Valo dislikes Londo Mollari so much that for a long time he refused to speak with the ambassador. Only after Londo achieves great power does Lord Valo even greet Londo, although he hasn't much more to say. Valo attends Centauri functions on B5. | 1 | 4 | 0 |
829 | Lorien | 3 | 3 | 1 | 15.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | May only be sponsored if permitted by another card. Lose 1 influence for each Vorlon or Shadow Mark you purge. During each Ready Round, purge all of your Shadow and Vorlon Marks. Lorien may only participate in conflicts which already have a participant with Shadow Marks or a participant with Vorlon Marks. Lorien cannot be enhanced. | 0 | 0 | 0 | 0 | 0 | 0 | "You're one of the First Ones!" "No, not one of the First Ones... I am the First One." - Lorien replies to John Sheridan | 3 | 7 | 0 |
830 | Lorkans | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | Crusade. | Multiple. Rotate Lorkans as an action and target a character you control: For the rest of this turn, the target inflicts +2 damage during attacks. | 0 | 0 | 0 | 1 | 0 | 0 | "Well that does explain a few things. You know, on a personal level, the Lorkans have always seemed... less advanced than their technology would imply." "Because they didn't invent the stuff, they just found it." - Lochley and Gideon | 8 | 7 | 0 |
831 | Loss of Face | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the final strength supporting the conflict was 0, the initiator of the conflict loses 1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Leaders must maintain an aura of invincibility to keep their followers. A string of losses may cause some to question their ability to lead. | 4 | 6 | 0 |
832 | Loss of Support | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player who has an unrest of 3 or more. If successful the target must discard one group of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | The powerful leaders of the Centauri government make sure to keep their own guards close to them. Some guards, however, are susceptible to bribery. Failure to keep one's own guards loyal may be fatal. | 4 | 6 | 0 |
833 | Lost Opportunities | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador. Reveal when a faction with a Doom Mark attempts to retrieve a card from their discard pile. The card being retrieved is removed from the game. | 0 | 0 | 0 | 0 | 0 | 0 | "Everything is illusion, Mr. Garibaldi; concepts of language, light, metaphor. Nothing is real." - Wade | 3 | 6 | 0 |
834 | Lost in Shadows | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 1 Shadow Mark to play. Target a player. The target player must discard a fleet from his hand. If he cannot discard a fleet, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows have a knack for making things disappear in the darkness of space. | 2 | 6 | 0 |
835 | Lou Welch | 2 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate and discard Lou Welch to negate a Diplomacy or Intrigue conflict which could lower Babylon 5's influence. (The conflict does not resolve.) | 0 | 0 | 0 | 0 | 0 | 0 | Once Michael Garibaldi's loyal right hand man, Officer Lou Welch vanished mysteriously from Babylon 5. | 3 | 7 | 0 |
836 | Lovell | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 5 | Religious Caste. | Rotate Lovell to attack a Human character using Lovell's Intrigue. Lovell is discarded when he makes this attack. | 0 | 0 | 0 | 1 | 0 | 0 | Lovell is a member of the third Fane of Chudomo. Lovell hates Sheridan for his actions during the war. Lovell may attempt to frame Sheridan, and would be willing to sacrifice his own life to bring down the "Starkiller". | 1 | 2 | 0 |
837 | Low Level Conflict | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a conflict. All participants in the target conflict gain 2 damage resistance. | 0 | 0 | 0 | 0 | 0 | 0 | "What do you want?" "Who are you?" "Why are you here?" It seems everyone wants the answers to these questions, from the lowliest security guard to the oldest beings in the universe. | 3 | 6 | 0 |
838 | Low Morale | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | While the target's unrest is 3 or greater, the cost for him to sponsor any fleet increases by +1. | 0 | 0 | 0 | 0 | 0 | 0 | "We don't have to support their military campaign, just lend a hand to save their civilian population when they get caught in the middle." - Sheridan to Military Liaison Franke | 2 | 6 | 0 |
839 | Loyal Guardsmen | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | This group adds +3 opposition to any Intrigue conflict which targets your faction or any cards in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | In the intrigue-laden halls of the Centauri courts, loyal guardsmen are a prized commodity. They keep Centauri Lords safe not only from poison and the blade, but from the schemes of their fellow Lords. | 2 | 4 | 0 |
840 | Lt. David Corwin | 1 | 3 | 1 | 2.0 | 0.0 | 0.0 | 1.0 | 0.0 | 4 | | Babylon 5 gains +1 influence when Lt. David Corwin is sponsored. | 0 | 0 | 0 | 0 | 0 | 0 | Although he is dependable and efficient, Lieutenant David Corwin's clean-cut exterior shields a shy, vulnerable personality. | 3 | 1 | 0 |
841 | Luhf/Syhf | 3 | 3 | 1 | 0.0 | 6.0 | 0.0 | 0.0 | 0.0 | 6 | Pak'ma'ra. | All non-Pak'ma'ra characters in your Inner Circle lose 1 Diplomacy while Luhf/Syhf is in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | A deeply spiritual race whose overriding characteristic is their curiosity, the Pak'ma'ra are scavengers whose metabolism is designed to digest rotting food. | 3 | 5 | 0 |
842 | Luis Santiago | 3 | 3 | 1 | 12.0 | 0.0 | 0.0 | 0.0 | 0.0 | 11 | | Earth Alliance President. Luis Santiago cannot become an Inner Circle character. Rotate Luis Santiago to move any altered Human tension or unrest to the level at which it began the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Luis Santiago was re-elected president in 2258. His campaign promises included cutting spending, keeping Earth out of war, resolving problems with the Mars colony, and preserving Earth cultures. He strongly supports Babylon 5's goals. | 4 | 1 | 0 |
843 | Lurkers | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate Lurkers to inflict 1 damage on any participant in an Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Alliances shift rapidly Downbelow. One month N'Grath might be the criminal kingpin, the next he's just a head on someone's desk. | 3 | 6 | 0 |
844 | Luxuries of Homeworld | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a supporting character. The target may act as an Inner Circle character until he is neutralized. Then, the character is not discarded and heals as an Inner Circle character, but once unneutralized, this enhancement must be discarded. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 is light-years away from the homeworlds of the many races. Even by hyperspace, it may be weeks before perishables can be delivered, and transport space is at adeluxium. Precious luxuries are, therefore, highly valued. | 4 | 6 | 0 |
845 | Lyndisty | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate Lyndisty to increase the damage on any Narn character who has been damaged but not neutralized this turn by 3. | 0 | 0 | 0 | 0 | 0 | 0 | Lyndisty is betrothed to Vir through an arranged marriage. She lived on Narn during the occupation. Because she was raised to think of Narns as animals she has no problem with slaughtering them - an attitude that horrifies Vir. | 1 | 4 | 0 |
846 | Lyta Alexander | 4 | 3 | 1 | 0.0 | 1.0 | 5.0 | 0.0 | 0.0 | 8 | | The cost to play Lyta Alexander is reduced by the number of Vorlon marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | Lyta Alexander was Babylon 5's first telepath. After scanning Kosh to save his life, she was interrogated by the Psi Corps. Lyta went on the run, answering a call in her mind to go to Vorlon space. | 1 | 7 | 0 |
847 | Lyta Empowered | 3 | 3 | 1 | 0.0 | 2.0 | 15.0 | 0.0 | 0.0 | 6 | | Requires 3 Vorlon Marks to play. May replace Lyta Alexander. Lyta Alexander is removed from the game (and cannot reenter play). Any player may apply an even amount of influence. Lyta gains or loses (that player's choice) half that amount of Psi for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 1 | When suitably altered, telepaths can serve as vessels carrying Vorlons to destinations they might otherwise be too conspicuous to attend. | 3 | 10 | 0 |
848 | Lyta Empowered | 5 | 3 | 1 | 0.0 | 2.0 | 15.0 | 0.0 | 0.0 | 6 | | Requires 3 Vorlon Marks to play. May replace Lyta Alexander. Lyta Alexander is discarded and cannot reenter play. Any player may apply an even amount of influence. Lyta gains or loses (that player's choice) half that amount of Psi for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 1 | When suitably altered, telepaths can serve as vessels carrying Vorlons to destinations they might otherwise be too conspicuous to attend. | 3 | 10 | 0 |
849 | Lyta Released | 3 | 3 | 1 | 2.0 | 3.0 | 16.0 | 0.0 | 0.0 | 12 | | Must replace Lyta Empowered, transferring all attached cards. While supporting a Psi Conflict, no other Neutral teeps supporting the same conflict can be attacked. Any aftermaths and enhancements targeting this character which increase her Psi apply double that bonus to her Psi. | 0 | 1 | 0 | 1 | 0 | 0 | "You have to leave because everybody wants you -- they're fighting over you! And I have to leave because nobody wants me." - Lyta to G'Kar | 7 | 7 | 0 |
850 | M. Garibaldi, CEO | 3 | 3 | 1 | 5.0 | 7.0 | 0.0 | 4.0 | 0.0 | 12 | 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. | 0 | 1 | 0 | 1 | 0 | 0 | | 8 | 7 | 0 |
851 | Machiavellian Politics | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Hold a Babylon 5 vote. If the vote passes, Babylon 5 gains +2 influence, and each ambassador who voted against the measure must abstain from the next Babylon 5 vote.. | 0 | 0 | 0 | 0 | 0 | 0 | "A most unreasonable place for reasonable assumptions." - Delenn | 3 | 6 | 0 |
852 | Main Battlefleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 12.0 | 8 | | When attacked, this fleet suffers additional damage equal to the combined Destiny Marks and Vorlon Marks attached to the attacking fleet's leader. | 0 | 0 | 0 | 0 | 0 | 0 | "The Shadows had others working for them, who carried out the orders. They're called Drakh. And the Drakh are still out there, Dureena." - Sheridan | 7 | 8 | 0 |
853 | Main Gun | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
854 | Maintain Control | 3 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If this conflict succeeds by 5 or more, events cannot be played next turn. If this conflict succeeds by 10 or more, characters cannot be sponsored next turn | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths are the ultimate control mechanism. Not only can they detect treasonous or criminal thoughts, but a powerful 'teep' can also effect the mind of the person thinking those thoughts. | 3 | 6 | 0 |
855 | Maintain the Peace | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have at least 20 Military in ready fleets to sponsor this agenda. Rotate as an action to initiate a Military conflict targeting one other Military conflict. If, at the beginning of resolution, this conflict has more support than its target conflict, neither conflict resolves. Each turn no Military conflict resolves, place a peace token on this agenda. Whenever a Military conflict resolves, remove all peace tokens. Count each peace token as 1 power | 0 | 0 | 0 | 0 | 0 | 0 | Earth protected the Non-aligned Worlds during the Dilgar invasion, a gesture these races have never forgotten. The preservation of Babylon 5 is as important to them as it is to the major star powers. | 4 | 6 | 0 |
856 | Major Krantz | 1 | 3 | 1 | 1.0 | 1.0 | 0.0 | 1.0 | 0.0 | 5 | | If any Babylon 4 conflicts are in play, Major Krantz's controller must rotate him to oppose one of them as his first action, if possible. Rotate Major Krantz and target a Zathras character to return the target to his owner's hand or to inflict 1 point of damage on the target. Discard any Zathras cards that are in Major Krantz's faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Major Lewis Krantz, Babylon 4, assigned to supervise the final stages of construction." | 6 | 1 | 0 |
857 | Major Lianna Kemmer | 2 | 3 | 1 | 2.0 | 3.0 | 0.0 | 3.0 | 0.0 | 8 | | While you are the target of a conflict in which Military may be used, you may discard Major Lianna Kemmer from play to allow one of your Human Locations to oppose the conflict using its Military. (This causes the Location to become a participant.) | 0 | 0 | 0 | 0 | 0 | 0 | "Commander, as chief of presidential security, I have the authority to take over this investigation with or without your permission, I would much rather my report reflected full cooperation on your part." | 7 | 1 | 0 |
858 | Make Them Angry | 1 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one race (in play). If successful, you may increase the unrest of any number of factions of the target race by 1 each. If successful, you may also increase the race's tension(s) toward any number of other race(s) you choose by 1 each. | 0 | 0 | 0 | 0 | 0 | 0 | "I told you to stay out of my head!" - Garibaldi | 5 | 6 | 0 |
859 | Malcontent | 1 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. This character becomes loyal to your race when you sponsor him. While Malcontent is a Nightwatch character, he gains +1 Diplomacy and +1 Intrigue, and inflicts +3 extra damage when attacking a target who is not loyal to your race. | 0 | 0 | 0 | 0 | 0 | 0 | "Let 'em come, we're ready for them." Nightwatch Leader | 6 | 7 | 0 |
860 | Man for All Seasons | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | All opposable conflicts initiated by other players gain automatic opposition equal to the number of Destiny Marks in your faction. You may rotate this enhancement and target any number of conflicts to negate this effect for those conflicts. | 0 | 0 | 0 | 0 | 0 | 0 | "For where is the man of that gentleness, lowliness and affability? And as time requireth, a man of marvelous mirth and pastimes; and sometimes of as sad a gravity; a man for all seasons." - Robert Whittinton | 6 | 6 | 0 |
861 | Managed Growth | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may sponsor this agenda without rotating any characters. Rotate this agenda to put a card from your hand on the bottom of your deck, then draw a new card. | 0 | 0 | 0 | 0 | 0 | 0 | Exploration is required to gather the right resources to grow and prosper. Interplanetary Expeditions, an interstellar corporation based on Earth, is one of the major players in such exploration. | 2 | 6 | 0 |
862 | Manifest Destiny | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any conflict you initiate which targets a location has +10 support applied to it during resolution. Count each each location you control, loyal to a race other than your own, as 1 power. If you have a tension of 4 or 5 toward another race, you may play Declaration of War targeting that race. Tensions between your two races then become 5. | 0 | 0 | 0 | 0 | 0 | 0 | "Who are you? Where were you when my destiny was written in the stars? Where were you when the gods smiled down at me? You dare even speak to me?" Emperor Cartagia to Londo Mollari | 2 | 6 | 0 |
863 | Manipulate the Masters | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador. Reveal when an event requiring Shadow or Vorlon Marks is played. You may negate the event if you have at least two more Conspiracy Marks than the number of Marks required to play the event. | 0 | 0 | 0 | 0 | 0 | 0 | "The Vorlons are leery of telepaths." - Sinclair | 5 | 6 | 0 |
864 | Manish'tushu | 2 | 3 | 1 | 1.0 | 2.0 | 2.0 | 1.0 | 0.0 | 6 | | While ready, whenever one of your characters is attacked, you may immediately rotate Manish'tushu to attack the attacking character using the same ability. After resolving Manish'tushu's attack, proceed with the original attack unless the original attacker has been neutralized. | 0 | 0 | 0 | 2 | 0 | 0 | Striking from the shadows, Drakh soldiers stand ready to give their lives to advance their masters' cause. | 7 | 8 | 0 |
865 | Marata Fleet | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 8.0 | 0 | Explorer. | Multiple. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "A fair fight is not what they have in mind, captain." - Nix | 8 | 7 | 0 |
866 | Marcus Cole | 3 | 3 | 1 | 0.0 | 5.0 | 0.0 | 2.0 | 0.0 | 11 | | Ranger. The Human and Minbari players may sponsor Marcus Cole as if he had a 7 cost. While you control Marcus Cole the cost for you to sponsor any Ranger group is reduced by 2. | 0 | 0 | 0 | 1 | 0 | 0 | Marcus Cole ran the Arisa Mining Company until a Shadow attack destroyed the colony and killed his brother William. Marcus joined the Rangers to honor his pledge to William to continue the fight. | 4 | 7 | 0 |
867 | Markab Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 4 | | Any player may sponsor this fleet at double normal influence cost. This fleet ignores 2 points of damage from each attack. | 0 | 0 | 0 | 0 | 0 | 0 | The Non-aligned Worlds have many conflicting interests. To bring them into a military campaign as an ally is a significant achievement. | 1 | 5 | 0 |
868 | Marked Out | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a ready character and a conflict in which he could participate. The character is now a participant in the conflict. If the character could use more than one ability to participate in the conflict, his controller must designate one of them. The character may still participate in the conflict normally. | 0 | 0 | 0 | 0 | 0 | 0 | There comes a time where you must choose a side... or have all sides turn against you. | 3 | 6 | 0 |
869 | Mars Colony | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate this location and target one of your characters. That character gains +2 Diplomacy while this location remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Mars, a colony of the Earth Alliance, has been the site of several revolts. The colonists feel exploited by homeworld and want independence. Several resistance groups are fighting for independence, including radical Free Mars. | 4 | 1 | 0 |
870 | Mars Conference | 6 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This whole Drakh Virus Conference was Doctor Stephen Franklin's idea: Bring in people from unaffected Earth colonies, put everyone's heads together, plan a unified course of research." - Lochley | 8 | 6 | 0 |
871 | Martial Law | 4 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target your faction. Set your unrest to 5 when sponsored. You may rotate fleets to enforce martial lay.. While rotated (you may sustain), each 7 Military of fleets you rotate to enforce martial law lowers your unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The people of Earth welcomed President Clark's declaration of martial law, because the crime rate suddenly dropped to almost zero. The fact that the military and Nightwatch were carrying out immoral acts was easily overlooked | 3 | 6 | 0 |
872 | Martyr | 3 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on yourself. Discard any number of Inner Circle characters. For each character thus discarded, you may convert one of your Doom Marks into a Destiny Mark. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Minbari warriors deeply value honor above all else. They are willing to sacrifice their lives for the greater good, or for a greater cause. A warrior who dies for the protection of Minbari ideals may be viewed as a martyr by his people." | 4 | 6 | 0 |
873 | Mary Ann Cramer | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 7 | Media | Character. Rotate to move tension rating of any player by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Mary Ann Cramer is a reporter for the Interstellar News Network. She has little respect for official protocol. She will charge into Command and Control in pursuit of a story. | 1 | 7 | 0 |
874 | Mass Carnage | 3 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. You may only play this aftermath on the last conflict to be resolved this turn. Target all characters and fleets, in all factions, that attacked this turn. In initiative order, each player must (if possible) choose and neutralize one target that has a Strife Mark. After all players have chosen, place one severe damage token on all neutralized targets. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "And God's honest truth is, I don't think we're gonna get out of this without a lot of dead people on the deck. Maybe a whole lot of dead people." - Captain Lochley | 6 | 6 | 0 |
875 | Mass Drivers | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | The target fleet gains a +10 Military while supporting a conflict targeting a location or while attacking a location. Each time this bonus is applied, all other players' tensions toward the controller of the fleet increase by 1, and Babylon 5 loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Mass drivers have been outlawed by virtually every civilized race. They hurtle captured asteroids at a target planet. Even in the future, there is no weapon which is so terrible that no one will use it. | 4 | 6 | 0 |
876 | Mass Rioting | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Every player with an Unrest of 4 loses 1 influence. Every player with an Unrest of 5 loses 3 influence. You may choose to have such players lose that much power instead. | 0 | 0 | 0 | 0 | 0 | 0 | "Things are changing so quickly.." - Ivanova | 5 | 6 | 0 |
877 | Master Manipulation | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target your ambassador. He gains a Conspiracy Mark. As an action, you may purge a Conspiracy Mark to rotate (for no effect) any character who has a Lost Aftermath. You may purge a Conspiracy Mark from any character you control to allow the character from whom the Mark was purged, or a fleet led by that character, to participate in a conflict that excludes your race or faction. (You must abide by all other restrictions in the conflict.) | 1 | 0 | 0 | 0 | 0 | 0 | "I used you because I had no choice." - Bester | 5 | 6 | 0 |
878 | Master Plan | 4 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Psi Corps Enhancement. If your ambassador does not have a Conspiracy Mark, discard this enhancement. As your first action, you may rotate a teep and predict (aloud) which of this turn's opposable conflicts will succeed and which will fail (you must make a prediction for each such conflict in play). For each correct prediction, you may apply 3 additional influence next turn. For each incorrect prediction, apply 3 influence for no effect during next turn's Ready Round. | 0 | 0 | 0 | 0 | 0 | 0 | "Whatever these aliens are, they're interfering with my plans for the future. I won't have it." - Bester | 5 | 6 | 0 |
879 | Master of All | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +2 to all of his non-zero abilities. After this agenda enters play, you must initiate and win a Diplomacy conflict, an Intrigue conflict, a Military conflict, and a Psi conflict. These must all be conflicts in which all races can participate. You may then initiate a conflict in which all abilities may be used. If successful, you score a Major Victory that turn. | 0 | 0 | 0 | 0 | 0 | 0 | Durhan, master of the Minbari fighting pike, taught Lennier, Delenn, and Marcus Cole. Sometimes we are more capable than we first appear. | 3 | 6 | 0 |
880 | Master of Darkness | 1 | 3 | 1 | 3.0 | 2.0 | 3.0 | 2.0 | 0.0 | 9 | Drakh Ambassador. | Multiple. Each player may only control one Master of Darkness. Rotate this character and target a non-Drakh character with a Shadow mark to transfer a Shadow Mark from the target to Master of Darkness. You may not use this ability if it would remove the last Shadow Mark from that faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Allies? That would be... you?" - Londo | 7 | 8 | 0 |
881 | Master of Deception | 2 | 1 | 13 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character you control. Rotate this aftermath to ready the target character and remove him from participation in an Intrigue conflict. (His support or opposition no longer applies.) He may not participate in the same conflict this turn. Discard this aftermath if the target attacks. | 0 | 0 | 0 | 0 | 0 | 0 | "The essence of lying is in deception, not in words." - John Ruskin | 5 | 6 | 0 |
882 | Matthew Gideon | 6 | 3 | 1 | 3.0 | 3.0 | 0.0 | 3.0 | 0.0 | 9 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "I'm not subtle, I'm not pretty, and I'll piss off a lot of people along the way. I'll get the job done." | 8 | 1 | 0 |
883 | Matthew Gideon | 6 | 3 | 1 | 3.0 | 3.0 | 0.0 | 3.0 | 0.0 | 9 | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "Granted, I'm a bit eccentric as captains go." "Yeah. You gamble. You cheat. You never tell anyone the whole truth." - Gideon and Dureena | 8 | 1 | 0 |
884 | Matthew Stoner | 4 | 3 | 1 | 0.0 | 4.0 | 1.0 | 0.0 | 0.0 | 6 | Psi Corps Character. | When Matthew Stoner is attacked using any ability other than Psi, he takes a maximum of 1 point of damage from the attack. | 0 | 0 | 0 | 0 | 0 | 0 | Matthew Stoner was a Psi Corps instructor who volunteered for secret experiments. They stripped him of the ability to read minds, but transformed him into an empath, able to project emotions into other people. | 5 | 1 | 0 |
885 | Max Eilerson | 6 | 3 | 1 | 2.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I hate it when I go to movies with kids in the audience because there's always someone there that tells me I can't kill them when they get loud. Now who makes up these rules anyway?" | 8 | 7 | 0 |
886 | Max Eilerson | 6 | 3 | 1 | 2.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I am many things: I am bright, personable, charismatic, and not a bad dancer. But expendable, no." | 8 | 7 | 0 |
887 | Med Lab | 1 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Any player may apply 6 influence to remove one point of severe damage from any target character with no Shadow or Vorlon Marks. Any player may apply 6 influence to remove all normal damage from any ready character with no Shadow or Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Headed by the brilliant and principled Dr. Franklin, Babylon 5's many medlabs are high-tech medical establishments whose facilites are always available to anyone who can pay for them. | 3 | 6 | 0 |
888 | Meddling With the Unknown | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Have you ever wondered why there are so many dead worlds out there? Let me tell you why. It's because, despite the best advice of people who know what they're talking about, other people insist on doing the most massively stupid things. This is one of them." - Galen | 8 | 6 | 0 |
889 | Meddling with Others | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Doom Mark. Apply 5 influence to initiate one conflict against a target race: Intrigue: If successful, the target's unrest increases by 1. Diplomacy: If successful, factions of the target race lose 1 influence. Military: If successful, the cost for all players to sponsor fleets of that race increases by 1. | 0 | 0 | 1 | 0 | 0 | 0 | The skills of a crafty warship captain may be applied in different ways. Captain Sheridan applies the tactical strategy of a feint to diplomatic situations. He may be able to persuade the alien ambassadors to act according to his wishes. | 4 | 6 | 0 |
890 | Media Circus | 3 | 9 | | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Media. | Multiple. During the Conflict Round, rotate to initiated an additional Media Diplomacy Conflict targeting a Media Character. Participant Media Characters whose highest base ability is less than 3 cannot be attacked during this conflict. If successful, the target gains +1 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | "The press is a sort of wild animal in our midst - restless, gigantic, always seeking new ways to use its strength." - Zachariah Chafee, Jr. | 7 | 6 | 0 |
891 | Media Mogul | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Media. | You may sponsor and promote media characters and groups at 2 less cost. Your Media groups cannot be discarded. Your faction is immune to the effects of Suppress the Media. Your Media characters gain +1 to all non-zero abilities. Count each 2 ready Media characters in your Inner Circle as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | More so than any other race, Humans worry about what others will think of them. Perhaps that is why the Human corporate media is so much more advanced than that of other races. | 3 | 6 | 0 |
892 | Medical Assistance | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a neutralized supporting character. Treat him as an Inner Circle character until he is unneutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 has several Medlabs. Each Medlab is equipped to handle everything from emergency calls to routine exams for all species. Patients are expected to pay for treatment, although Dr. Franklin can make arrangements for the indigent. | 4 | 6 | 0 |
893 | Medical Database | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | May not be initiated if the Medical Database Enhancement is in play. If successful, this card becomes a Global Enhancement which gives each character controlled by an ISA member +1 damage resistance for every 2 players who are ISA members. If successful, reduce the tensions of every race that has an ISA member towards every other race with an ISA member by 1. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
894 | Meditation | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Draw 2 cards. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari are a deeply spiritual people, especially those in the religious caste. They have prayers, ceremonies and rituals that regulate every aspect of daily life. Minbari often meditate to purify their thoughts and seek clarity for guidance. | 1 | 6 | 0 |
895 | Megalopolis | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 9 | | Multiple. May replace a Limited location that is the Homeworld of the race controlling it, transferring all attached cards. When played, this Location becomes loyal to the race that controls it, and becomes the "Homeworld" (boldface) of that race. Rotate and target a non-ambassador character of your race or a fleet of your race. For the rest of this turn, the target may support or oppose one conflict using its highest ability, no matter which ability would normally be appropriate. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
896 | Melat | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | Pak'ma'ra Homeworld. | Location's Military may only be used to oppose conflicts targeting this location. You may sponsor characters at -1 influence cost. This ability may be used by the controller, even if this location is conquered. | 0 | 0 | 0 | 0 | 0 | 0 | Melat has an atmosphere poisonous to most oxygen/nitrogen breathers. This, combined with the rough terrain and the lack of cities discourages visitors from other races. | 3 | 5 | 0 |
897 | Merchandising B5 | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Babylon 5 cannot lose any more influence this turn. The next card you play is reduced in cost by 2 influence (to a minimum of 0). | 0 | 0 | 0 | 0 | 0 | 0 | The Babylon 5 emporium in the Zocola sells merchandise for the avid station memorabillia collector. Shirts, caps, dolls, a great card game, models, alien masks - and teddy bears! 20% off for station personnel! Buy NOW before Sheridan closes it down. | 1 | 6 | 0 |
898 | Merciless | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | The target character inflicts +1 damage for each Shadow Mark attached to that character | 0 | 0 | 0 | 0 | 0 | 0 | Centauri society is based around intrigue and assassination, and they have exported that approach to everywhere they call home, regardless of the local laws. | 3 | 6 | 0 |
899 | Miagi Hidoshi | 4 | 3 | 1 | 6.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | For every 2 influence you apply, Miagi Hidoshi gains +1 Diplomacy for the rest of the turn, up to a maximum ability of 10 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Senator Hidoshi is a liaison between Babylon 5 and EarthGov. His grandfather worked in space docks, so he has a natural sympathy for Babylon 5's Docker's Guild, but must represent the official policy of the Earth | 1 | 1 | 0 |
900 | Michael Garibaldi | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | | Michael Garibaldi's Intrigue is doubled while he is opposing an Intrigue conflict or while he is attacked. Michael Garibaldi may use his Intrigue as Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Michael Garibaldi is Babylon 5's Security Chief. He was appointed by Jeffrey Sinclair, whom he'd met on Mars. Sinclair hired him for the job over the protests of EarthGov. He has excellent investigative instincts that sometimes lead him into d anger. | 1 | 1 | 0 |
901 | Milashi Voktal | 4 | 3 | 1 | 3.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Vree Ambassador. | Rotate Milashi Voktal and target a character who is opposing a Diplomacy conflict you initiated. The target applies no opposition during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | Many races have taken action against the Vree for the alleged kidnapping of and experimentation on their ancestors. The Vree find these allegations amusing. | 3 | 5 | 0 |
902 | Military Buildup | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may sponsor this agenda without rotating any characters. If you have no fleets in your faction, your cost to sponsor a fleet is reduced by 4. | 0 | 0 | 0 | 0 | 0 | 0 | "A quarter million people here and billions more out there are counting on us. I promised Delenn we'd draw a line against the darkness, no matter the cost. Well, now we know the cost. There's too much at stake to walk away now." John Sheridan | 2 | 6 | 0 |
903 | Military Cadre | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Rotate and target a character. That character gains +2 Leadership while this group is rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Captain John Sheridan is well respected by the Earth-Force pilots he commands. He has a track record of tactical brilliance, taking an inferior position and turning it into an attack opportunity. | 4 | 6 | 0 |
904 | Military Outpost | 1 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | | Multiple. Location's Military may only be used to oppose conflicts targeting your faction, or a card in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Being a freedom fighter, a force for good, it's a wonderful thing. You get to make your own hours, it looks good on a resume, but the pay sucks." - Bester | 3 | 6 | 0 |
905 | Military Telepaths | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Rotate this group and target a character who is not targeted by Military Telepaths. That character gains a bonus to his Leadership equal to half his Psi, rounded up, while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | The Psi Corps has its own elite squadron of pilots, known as the Black Omega. They handle highly covert military intelligence and special operations assignments. | 4 | 6 | 0 |
906 | Minbar | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 25.0 | 10 | | Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari homeworld is the seventh planet in its solar system. The northern polar ice cap covers nearly one-quarter of the planet's surface. The planet is rich in crystal deposits, and many cities are cut directly out of the crystal. | 1 | 2 | 0 |
907 | Minbari Agent | 4 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 3 | Worker Caste. | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | There's an old saying among the other races: "The Minbari never tell the whole truth." That's especially true when taking into consideration the interests of the three Minbari castes, which may come into conflict. | 1 | 2 | 0 |
908 | Minbari Aide | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Religious Caste. | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Lennier is Delenn's assigned attache, but other Minbari may arrive with specific instructions for the ambassador. In keeping with Minbari tradition, Delenn is told only what she needs to know. | 1 | 2 | 0 |
909 | Minbari Captain | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 3 | Warrior Caste. | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | All three castes have their own cruisers, but the warrior caste is responsible for defending Minbari interests. The warrior caste commanding officers are well-experienced from their campaign against Earth a decade ago. | 1 | 2 | 0 |
910 | Minbari Fanatic | 4 | 3 | 1 | 3.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Multiple. This character cannot be sponsored if there are not at least 2 Minbari factions in the game. Minbari Fanatic may rotate to attack any Minbari character whose Diplomacy is greater than 0 using Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari are channeled into certain courses of action as soon as they are born. These rigid lives lead to rigid patterns of thought, and this can easily lead to fanaticism. | 3 | 2 | 0 |
911 | Minbari Fighting Pike | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Weapon. Cannot be used with any other Weapon enhancement. Can only target a Minbari or Ranger character or Marcus Cole. Character gains a Strife Mark. Character gains an additional Strife Mark while participating in an Intrigue conflict. | 0 | 0 | 0 | 1 | 0 | 0 | "I was taught the pike by Durhann himself." "Really? So was I." - Marcus replies to Neroon | 2 | 6 | 0 |
912 | Minbari Protectorate | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 4 | | Location's Military may only be used to oppose conflicts targeting this location. While this location is in play, reduce your cost to sponsor neutral characters and characters from any race whose ambassador is not in play by 2. | 0 | 0 | 0 | 0 | 0 | 0 | Minbar is one of the most heavily fortified homeworlds in known space, for no other reason than Minbari technology is more advanced than the other races. They extend a degree of this protection to their allies and colonies. | 1 | 2 | 0 |
913 | Minbari Telepath | 4 | 3 | 1 | 0.0 | 0.0 | 6.0 | 0.0 | 0.0 | 8 | Religious Caste. | Rotate Minbari Telepath to reduce a target character's abilities by 2 for the rest of the turn (minimum 0). | 0 | 0 | 0 | 0 | 0 | 0 | Minbari telepaths are revered by their culture, unlike their Human counterparts. Telepathy is considered a gift, so Minbari telepaths share their abilities with others in exchange for food and clothing. | 1 | 2 | 0 |
914 | Mind Games | 4 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Intrigue may be used to oppose this conflict. If you win by 30 or more, gain 1 influence. If you win by 60 or more, you may also return this conflict to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "I've seen this trick before." - Bester | 5 | 6 | 0 |
915 | Minds That Matter | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a Psi conflict that is targeting you or a card in your faction. Add up the total current Diplomacy of all characters in your faction, and that of all characters in the conflict initiator's faction. If your total Diplomacy is higher, the Psi Conflict gains +20 opposition. | 0 | 0 | 0 | 0 | 0 | 0 | Bester learned the hard way that some Homo Sapiens are craftier than Homo Superior. | 5 | 6 | 0 |
916 | Mindwalkers | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | As an action, any teep may rotate to target a Neutral or Shadow character that has Shadow Marks. The target's printed cost must be less than the rotating teep's Psi. While targeted, the character's effect text is blanked. This action may be sustained. Characters in the target's faction may attack the rotated teep using Psi. | 0 | 0 | 0 | 0 | 0 | 0 | "Then did the darkness come to Narn, until it was driven out by G'Quan and the last of the surviving Mindwalkers." - The Book of G'Quan | 5 | 6 | 0 |
917 | Mindwipe | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Psi may be used in this conflict. Target a non-Ambassador character with a Doom Mark. If successful, apply the target's influence cost. The character's owner must go through his deck until he finds the first character he could play with the same or lower cost. Replace the old character with the new, discarding all aftermaths and enhancements. | 0 | 0 | 0 | 0 | 0 | 0 | "It is therefore the judgement of this court that you will be sentenced to the death of personality. You will be committed under guard to a Medlab facility where you will be telepathically scanned and then brainwiped." | 2 | 6 | 0 |
918 | Mines | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | If a war conflict is initiated against you, every fleet from any other race that participates in the conflict suffers 1 damage. Damage is inflicted when the fleet rotates, before it attacks, supports or opposes the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | During the Earth-Minbari War, Sheridan destroyed the Black Star by mining an asteroid field, and sending a false distress signal to lure the Minbari into a trap. | 1 | 6 | 0 |
919 | Minister Chorlini | 2 | 3 | 1 | 4.0 | 4.0 | 0.0 | 3.0 | 0.0 | 10 | Defense Minister. | As an action, rotate Minister Chorlini and apply 2 influence to search your deck and take into your hand the first fleet with the text "Can only participate in conflicts targeting you" (shuffle your deck afterwards). While leading a fleet that is opposing a conflict that targets you, Minister Chorlini has +3 Leadership. While you control a non-homeworld Centauri Location, you may promote Minister Chorlini at -3 cost. | 0 | 0 | 0 | 0 | 0 | 0 | "We've been on a strictly defensive footing from the beginning, anything else is propaganda." | 7 | 4 | 0 |
920 | Minister Durano | 3 | 3 | 1 | 0.0 | 9.0 | 0.0 | 0.0 | 0.0 | 9 | Centauri Spymaster. | Strife Marks cannot be attached to this character. Rotate this character and lose 1 influence to put any contingency card in your discard pile back into your hand. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri use spies as casually as other races use computers, and assume all other races do so as well. The Centauri Minister of Intelligence has a larger budget than most of the other Ministries combined. | 3 | 4 | 0 |
921 | Minister Malachi | 3 | 3 | 1 | 7.0 | 2.0 | 0.0 | 0.0 | 0.0 | 10 | | Rotate Minister Malachi to draw a card. | 0 | 0 | 0 | 0 | 0 | 0 | Malachi is the loyal prime minister to Emperor Turhan. He worries about the Emperor's failing health. Should Turhan fall, those aspiring to power may have to quickly remove Malachi as well. | 1 | 4 | 0 |
922 | Minister Verano | 2 | 3 | 1 | 5.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Minister Verano cannot attack. Minister Verano cannot be attacked. | 0 | 0 | 0 | 0 | 0 | 0 | The Prime Minister, as the direct conduit to the Emperor, is simultaneously not only everyone's friend but also the target of everyone's assassins. Some react to the responsibility by serving to the best of their ability. Others may attempt to placate everyone. | 3 | 4 | 0 |
923 | Minister Virini | 2 | 3 | 1 | 5.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | | All Centauri supporting characters are-1 Intrigue while this character is Ready. | 0 | 0 | 0 | 0 | 0 | 0 | "There have been ugly rumors; they say you tried to poison them; they say you have done the same... This cannot continue!" Minister Virini tries to put a stop to the intrigues between House Mollari and House Refa | 2 | 4 | 0 |
924 | Misdirected Force | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target any character. If that character has 2 or more marks of the same type, purge one of those marks. | 0 | 0 | 0 | 0 | 0 | 0 | Given the nature of the universe, there are many instances of misdirected force. Such incidents can change those who participate in them. | 2 | 6 | 0 |
925 | Misdirection | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control. As your first action, you may discard this aftermath and rotate 3 ready Inner Circle characters with Conspiracy Marks to change the target of a conflict to any other valid target. | 0 | 0 | 0 | 0 | 0 | 0 | "He saw what we wanted him to see." - The Underground Leader | 5 | 6 | 0 |
926 | Miss Constance | 1 | 3 | 1 | 1.0 | 0.0 | 5.0 | 0.0 | 0.0 | 1 | Mercenary. | Miss Constance cannot support a conflict targeting the Psi Corps faction or a Psi Corps card. Miss Constance cannot oppose a conflict initiated by the Psi Corps faction. | 0 | 0 | 0 | 0 | 0 | 0 | "She is a telepath, Mister Garibaldi. She knows nothing of our situation here or our discussion. I have hired her for a surface scan only, she will not probe deeply, will not know the context of our discussion." | 5 | 1 | 0 |
927 | Mistaken Identity | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on teep. Reveal at the start of the Resolution Round if this teep is the target of an Intrigue conflict. Change the target of the conflict to a mundane you control. You may not do this if the conflict is supported by a character with Intrigue higher than the Psi of this teep. | 0 | 0 | 0 | 0 | 0 | 0 | "He can make them look where he isn't while he slips away, spark false or misleading hunches. There are any number of tricks he could use on mundanes to avoid being captured." - Administrator Drake | 5 | 6 | 0 |
928 | Mister Allan | 3 | 3 | 1 | 1.0 | 4.0 | 0.0 | 0.0 | 0.0 | 6 | Nightwatch. | Must replace Zack Allan, transferring all Enhancements and Marks. Mister Allan gains +1 Diplomacy and +1 Intrigue for each Human Nightwatch character in your Inner Circle. Mister Allan loses 3 Intrigue for each character you control who is not Human. | 1 | 0 | 0 | 0 | 0 | 0 | "You show great promise, Mister Allan. Great promise indeed." - Mr. Welles | 6 | 1 | 0 |
929 | Mister Welles | 3 | 3 | 1 | 4.0 | 1.0 | 0.0 | 0.0 | 0.0 | 8 | Nightwatch. | Mister Welles gains +1 Diplomacy and +1 Intrigue for each Human Nightwatch character in your Inner Circle. Mister Welles loses 3 Diplomacy for each character you control who is not Human. | 1 | 0 | 0 | 0 | 0 | 0 | "If anyone knows how to survive political changes, it's me." | 6 | 1 | 0 |
930 | Miziri Tal | 3 | 3 | 1 | 4.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Hyach Ambassador. | Cannot have contingencies played on her. If you have 5 or less influence, gain +1 influence when you rotate Miziri Tal to build influence. | 0 | 0 | 0 | 0 | 0 | 0 | "I did nothing but relay your request to the Grand Council of Elders. The Ssshba himself approved your request." | 7 | 5 | 0 |
931 | Mob Violence | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Any character who attacks a character of his own race this turn does additional damage equal to the target's unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "So far, we've had ten outbreaks in the last five hours, and that's just in Downbelow." - Security Guard | 3 | 6 | 0 |
932 | Mobilize Reserves | 1 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target any non-Homeworld fleet which can only participate in conflicts targeting you. That restriction is lifted; the fleet can now participate in any conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Though all the younger races suffered greatly during the Shadow Wars, many were still able to mobilize vital defense forces when needed. | 2 | 6 | 0 |
933 | Modern Refit | 1 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Reduce any damage target suffers in attacks by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Finally recovered from the Earth-Minbari War, EarthForce has turned most of its military resources to the constant improvement of their fleets and stations with state of the art technology. | 2 | 6 | 0 |
934 | Moles | 4 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Multiple. If another faction controls a group restricted to your race, you may apply 5 influence and rotate Moles to take control of the group for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The universe is run by the complex interweaving of three elements - energy, matter and enlightened self-interest." - G'Kar | 3 | 6 | 0 |
935 | Momentum | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | The target faction can initiate an additional conflict from a conflict card each turn. Discard this enhancement when the faction loses a conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "The war has taken on a life of its own, and will continue to its bloody end, no matter our feelings." - Delenn | 3 | 6 | 0 |
936 | Monitored Deal | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play before making a deal with another player. Rotate a character with Psi of 5 or more. If the deal is agreed upon by both players, then both players must honor the deal. If either player literally cannot honor the deal, he loses 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Commercial telepaths have no particular loyalty to any employer, only to the Psi Corps. This guarantee of neutrality makes them quite valuable during negotiations. They can be trusted to read minds and honestly tell what they see. | 1 | 6 | 0 |
937 | Monks | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | All characters you control who do not have a Strife Mark suffer 1 less damage when attacked. | 0 | 0 | 0 | 0 | 0 | 0 | "God goes by many names. Perhaps some are alien sounding, different faces and histories, but all describing the same Creator. We are here to learn those names, in hopes of better understanding the one who is behind them." Brother Theo to Ivanova | 2 | 6 | 0 |
938 | Monopoly | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Corporate. | Limited. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Good business is good for everyone." - Max | 8 | 6 | 0 |
939 | Moral Quandary | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a character. The target character is rotated for no effect. The owner of the character may negate this event by applying influence equal to the character's cost. | 0 | 0 | 0 | 0 | 0 | 0 | Adira Tyree really does care for Londo Mollari, but as a slave the only way she can win her freedom is to obtain Londo's Purple Files for her master, Trakis. She scans Londo's Mind to obtain the triple cipher for his files. | 1 | 6 | 0 |
940 | Morden | 3 | 3 | 1 | 2.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | | Requires 3 Shadow Marks to sponsor. Morden gains +1 Intrigue for each Shadow Mark he has. Rotate Morden to reduce the cost of any card providing or requiring Shadow Marks by the number of Shadow Marks he has (minimum cost 0). | 0 | 0 | 0 | 0 | 3 | 0 | Morden was a worker aboard the interplanetary survey expedition ship Icarus when it discovered Z'ha'dum. The crew awakened the shadows. Those who did not agree to serve were killed. | 1 | 7 | 0 |
941 | Mother Ship Alpha | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 9 | | Psi Corps Fleet. Requires 4 Conspiracy Marks to sponsor. Rotate this fleet and reduce its printed military by 1 to place the top card in your discard pile into your hand if it is a Black Omega fleet. Rotate this fleet and discard 5 cards from your hand to increase this fleet's printed Military by +1. | 0 | 0 | 0 | 0 | 0 | 0 | "The rest of the time it just sits here in hyperspace, for months at a time, ferrying missions back and forth and waiting until we need it. Just like all the others." - Bester | 5 | 1 | 0 |
942 | Motivated Leaders | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | While you are the target of a war conflict all of you characters gain +1 Leadership | 0 | 0 | 0 | 0 | 0 | 0 | Leaders motivated to defend their people, to defend their cause, may be capable of fighting against near-impossible odds. Those who die in their name do so willingly because their cause is just. | 1 | 6 | 0 |
943 | Movekk | 2 | 3 | 1 | 1.0 | 0.0 | 5.0 | 1.0 | 0.0 | 8 | Warrior Caste. Ranger. | Rotate Movekk and target a Shadow Character or Shadow Fleet whose highest current ability is less than Movekk's current Psi. Rotate the target for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | Movekk was one of the few Warrior Caste Rangers who remained with the Anla'shok after Sinclair was appointed as Ranger One. Movekk's dedication to the fight against the Shadows was stronger than his Caste loyalties. | 5 | 2 | 0 |
944 | Mr. Adams | 2 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate Mr. Adams to give one character you control +2 in any ability, if that character is participating in a conflict that can increase one player's influence while reducing another player's influence. | 0 | 0 | 0 | 0 | 0 | 0 | Mr. Adams is looking for his dog and cat. He has to find them, because they're plotting to take over the galaxy, and Babylon 5 has enough problems as it is. | 4 | 7 | 0 |
945 | Mr. Chase | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | | Characters in the same faction as Mr. Chase may sponsor Weapon and Armor enhancements at 2 less influence cost. If Mr. Chase's faction is not at war, his faction may apply 1 additional influence for each turn for each pair of races at war. | 0 | 0 | 0 | 0 | 0 | 0 | All manner of odd characters cluster around the fringes of a conflict, fanning the flames to make a profit. | 3 | 7 | 0 |
946 | "Mr. Jones" | 1 | 3 | 1 | 2.0 | 2.0 | 7.0 | 0.0 | 0.0 | 9 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They're all called Mr. Jones, it's their way of making the examination less personal." - Matheson | 8 | 1 | 0 |
947 | Mr. Morden | 3 | 3 | 1 | 4.0 | 4.0 | 0.0 | 0.0 | 0.0 | 10 | | May not be sponsored. Must replace Morden, transferring all aftermaths and enhancements. Mr. Morden gains +1 Intrigue for each Shadow Mark he has. Each turn, every player may spend an additional amount of influence equal to the number of Shadow Marks they have. This influence can only be spent to bring into play cards which require Shadow marks. | 0 | 0 | 0 | 0 | 3 | 0 | "Good morning, ambassador. I hear you've been looking for me." Mr. Morden | 2 | 7 | 0 |
948 | Mu Tai Exhibition | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | The faction with the single most Strife Marks may apply 4 extra influence next turn to sponsor characters. | 0 | 0 | 0 | 0 | 0 | 0 | The Mu Tai is an ancient rite of combat originated and run by the Yolu. Humans are not encouraged to take part. | 3 | 6 | 0 |
949 | Muddy the Waters | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this card becomes a faction enhancement for you. While in play, at the end of each conflict round, you may exchange the conflict card you played (if any) with one from your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "You do not understand." - Kosh | 1 | 6 | 0 |
950 | Munitions Convoy | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 1.0 | 4 | | While this fleet is unneutralized and supporting or opposing a Military conflict, all other Non-Aligned fleets participating on the same side gain +1 Military. If there are any other unneutralized Non-Aligned fleets participating in the conflict on the same side, this fleet cannot be attacked. | 0 | 0 | 0 | 0 | 0 | 0 | It takes something as big as a full scale war with the Shadows to pull the various species of the galaxy together into a single fleet. | 3 | 5 | 0 |
951 | Muster Support | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may sponsor this agenda without rotating any characters. If you have 4 or fewer characters in your faction, your cost to sponsor or promote each character is reduced by 2. | 0 | 0 | 0 | 0 | 0 | 0 | The Warrior and Religious Castes, working together, are a force against which few in the galaxy are prepared to stand. | 2 | 6 | 0 |
952 | Mutiny | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet of your race controlled by another faction. That faction must have an unrest of 4 or 5. If this conflict succeeds by more than the fleet's Military, you gain control of the fleet. When you do so, the fleet suffers damage equal to its leader's Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Military officers are obliged to follow orders. But they are also required to make sure those orders are not illegal or immoral. These two requirements can tear the military apart under the wrong circumstances. | 3 | 6 | 0 |
953 | Mutual Defense | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | ISA. | Must be sponsored by an ISA member. Cannot be blanked. As an action, any ISA member may rotate a leaderless fleet controlled by another ISA member to oppose a conflict targeting an ISA member or a card controlled by an ISA member (even a conflict initiated by the fleet's controller). As an action, any ISA member may rotate a leaderless fleet controlled by another ISA member to attack a fleet controlled by a non-ISA member with whom any ISA member is at war. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
954 | Mutual Understanding | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Limited. Call a Babylon 5 vote. (Even if the vote fails,) each player who votes "Yes" may apply 2 additional influence next turn for each "Yes" vote that was cast in this vote. If the vote passes, no more cards may participate in any conflicts this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "No want hat? Take bottle, eh?" -- Happy Daze Patron | 6 | 6 | 0 |
955 | My Good Friend! | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Cannot be reversed. Reveal cards one by one from the top of your deck until you reveal a character, then restore any amount of your spent influence, up to the character's printed cost. Take that character into your hand, then discard all of the other revealed cards. | 0 | 0 | 0 | 0 | 0 | 0 | "It was a port of call for refugees, smugglers, businessman, diplomats, and travellers from a hundred worlds." - Londo | 7 | 6 | 0 |
956 | My Hands Are Tied | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | If the target player initiated any conflicts this turn, then his characters and fleets may only participate further in: those conflicts, conflicts that target his faction, and conflicts that target a card in his faction. (This restriction lasts until the end of the turn.) | 0 | 0 | 0 | 0 | 0 | 0 | "This is my weakness, my failure. And I'm sorry, truly sorry." - Londo to Garibaldi | 5 | 6 | 0 |
957 | Mysterious Protections | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Rotate a technomage. Target a character. The target character takes no damage when attacked for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "We are dreamers, shapers, singers, makers. We study the mysteries of laser and circuit, crystal and scanner, the way our fore-runners studied grimories and spells. Holographic demons and invocations of equations, these are the tools we employ." | 2 | 6 | 0 |
958 | N'Grath | 4 | 3 | 1 | 0.0 | 5.0 | 0.0 | 0.0 | 0.0 | 1 | Mercenary. | N'Grath will support or oppose one conflict as dictated by whoever offers him the most influence during the turn. N'Grath cannot become an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | N'Grath is an insectoid creature associated with downbelow organized crime. Known as a "fixer", N'Grath can provide bodyguards, hit men, forged papers - anything for the right price. To security, N'Grath claims he engages in legitimate business practice | 1 | 7 | 0 |
959 | Na'Far (ambassador) | 4 | 3 | 1 | 5.0 | 2.0 | 0.0 | 0.0 | 0.0 | 0 | Starting Narn Home Faction Ambassador. | Whenever any Narn Character is damaged, you may rotate Na'Far to reduce the damage inflicted by 3 (to a minimum of 0). | 0 | 0 | 0 | 0 | 0 | 0 | Though not a member of the Kha'Ri, Na'Far has a reputation as someone who keeps the needs of his people foremost in his heart. He appeals to the more traditional Narn who have little interest in strife and glory. | 3 | 3 | 0 |
960 | Na'Far | 2 | 3 | 1 | 5.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | | While ready, you may cause any Narn character who is attacked to suffer 3 less damage. Rotate Na'Far when this effect is used.. | 0 | 0 | 0 | 0 | 0 | 0 | Councilor Na'Far is assigned by the Centauri protectortate ruling Narn to replace Citizen G'Kar as his world's representative to Babylon 5. To Na'Far, it is more important to rebuild his world and feed the hungry than to win freedom for his people. | 4 | 3 | 0 |
961 | Na'Ka'Leen Feeder | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player may be supported in this conflict. Whichever player generates the lowest total must return one supporting character to his hand, or demote an Inner Circle character. If there is a tie for the lowest total, all tied players must do so. | 0 | 0 | 0 | 0 | 0 | 0 | The Na'Ka'Leen Feeder is a quasi-sentient creature found on a remote Centauri colony. They feed on the brainwaves of their prey. Just the rumor of their presence can petrify the boldest of Centauri. | 1 | 6 | 0 |
962 | Na'Kal | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 4.0 | 0.0 | 8 | | While ready, you may choose to withdraw a Narn fleet that is being attacked from a conflict. If this is done, the fleet inflicts and receives no damage. The fleet is no longer participating in the conflict. Rotate Na'Kal when this effect is used. | 0 | 0 | 0 | 0 | 0 | 0 | War Leader Na'Kal is the commanding officer of the Narn star cruiser G'Tok. He is resourceful enough to escape from Centauri attack, but also may be afraid to commit his ship to battle if the odds are against him. | 1 | 3 | 0 |
963 | Na'Mel | 2 | 3 | 1 | 2.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | Agent of the Kha'Ri. | Rotate and discard Kha'Ri Operative to negate one Intrigue conflict (it does not resolve). | 0 | 0 | 0 | 0 | 0 | 0 | The Narn are fierce and cunning resistance fighters. When their Homeworld was leveled by Centauri mass drivers, many veterans of the Narn underground came forward to fight once again for their freedom. | 2 | 3 | 0 |
964 | Na'Toth (variant) | 5 | 3 | 1 | 3.0 | 1.0 | 0.0 | 3.0 | 0.0 | 5 | Narn Ambassador's Assistant. | Na'Toth may replace Ko'Dath. Any fleet gains a Strife Mark while it is led by Na'Toth. | 0 | 0 | 0 | 1 | 0 | 0 | Na'Toth replaced Ko'Dath as G'Kar's aide. Fierce even for a Narn, she has worn to avenge the deaths of family members by "Deathwalker". Her duties often take her back to Homeworld, which may be dangerous. | 1 | 3 | 0 |
965 | Na'Toth | 4 | 3 | 1 | 3.0 | 1.0 | 0.0 | 3.0 | 0.0 | 5 | Narn Ambassador's Assistant. | Na'Toth may replace Ko'Dath. | 0 | 0 | 0 | 1 | 0 | 0 | Na'Toth replaced Ko'Dath as G'Kar's aide. Fierce even for a Narn, she has worn to avenge the deaths of family members by "Deathwalker". Her duties often take her back to Homeworld, which may be dangerous. | 1 | 3 | 0 |
966 | Nanotech Plague | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
967 | Napar'ishu | 1 | 3 | 1 | 5.0 | 3.0 | 2.0 | 1.0 | 0.0 | 5 | | Drakh Ambassador's Assistant. Rotate to place a Chaos Token on this character. | 0 | 0 | 0 | 0 | 0 | 0 | "Speak for Drakh." | 7 | 8 | 0 |
968 | Narn Agent | 4 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 3 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn can hardly be called a subtle people, but even the Narn Regime has its intrigues. Rivalries within the Narn culture can easily turn deadly, and the tradition of Shon'Kar requires lethal vengeance. Narn are fiercely loyal and not easily turned. | 1 | 3 | 0 |
969 | Narn Agitator | 1 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. Rotate this character to cause all Narn Agitators in play to gain +1 to each of their non-zero abilities for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Some beings ignore the big picture, and concentrate on short-term goals. On the other hand, short term goals can be more often acheived. | 3 | 3 | 0 |
970 | Narn Aide | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | With Narn more than 12 light years away from Babylon 5, ambassador G'Kar must rely on diplomatic couriers to carry sensitive items, data crystals and documents. G'Kar's orders come from the Kha'Ri, the Narn ruling body. | 1 | 3 | 0 |
971 | Narn Captain | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 3.0 | 0.0 | 4 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Having survived a century of Centauri occupation, the Narn the military have become fierce and aggressive warriors. Expect the Narn captain to be extremely loyal to his people, and to be willing to sacrifice himself and his ship to protect Narn civilian | 1 | 3 | 0 |
972 | Narn Fanatic | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 3.0 | 0.0 | 5 | | Multiple. This character cannot be sponsored if there are not at least 2 Narn factions in the game. Narn Fanatic may rotate to attack any Narn character whose Leadership is greater than 0 using Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | A peaceful, agrarian people, the Narn had their peace, their illusions and their entire planet stripped away when the Centauri invaded. So fanatical have they become that they cannot see they have turned into what they once feared the most. | 3 | 3 | 0 |
973 | Narn Homeworld | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 10 | | Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn homeworld was occupied by a Centauri invasion force for 130 years. They enslaved the native population and depleted its natural resources. Although free for decades, the planet will never again be the forest world it once was. | 1 | 3 | 0 |
974 | Narn Rabble | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate and target a character whose highest ability is 4 or less. That character rotates for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn are a people prone to violence and quick to anger, quite possibly as a result of their years of suffering under the Centauri. Given the slightest provocation they may lose their self control. | 1 | 3 | 0 |
975 | Natchok Var | 2 | 3 | 1 | 2.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "His name is Natchok Var of Marata Seven. According to reports, our subject downloaded all the important knowledge of his race onto a set of high-compression data crystals and then took off." - Gideon | 8 | 7 | 0 |
976 | Natural Born Leader | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your ambassador after winning an opposable conflict, if he has at least 2 Destiny Marks. The target gains +1 to one non-zero ability of your choice for each faction that provided support for the conflict, including your own faction. | 0 | 0 | 0 | 0 | 0 | 0 | "The charismatic leader gains and maintains authority solely by proving his strength in life." - Max Weber | 6 | 6 | 0 |
977 | Navigator Robertson | 1 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | Fluent in many languages, and an excellent pilot, Christine Robertson skillfully piloted the Excalibur away from destruction during the Drakh attack on Earth. | 8 | 7 | 0 |
978 | Nay-Sayer | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target an ambassador. Each time the character's race votes No in a Babylon 5 vote, place a Nay-Sayer Token on this card. The target counts -1 Diplomacy for each Nay-Sayer Token on this card. | 0 | 0 | 0 | 0 | 0 | 0 | "Where did it all go wrong, Mollari? When did we lose it all?" - Lord Kiro | 6 | 6 | 0 |
979 | Negotiated Surrender | 3 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target both parties in a war conflict. Reduce both parties' tension towards each other to 4 and end the war. The loser of the conflict loses 2 influence, and the winner gains 2 influence. If either participant has more influence than Babylon 5, he may negate this card. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The loss of one battle does not mean the war is over. The war ends only when one side is finally willing to surrender. Unless that happens, there is always still the chance for victory. | 4 | 6 | 0 |
980 | Negotiation Deadline | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a Diplomacy conflict. Beginning with your next action, Diplomacy may not be used to support or oppose the target conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Let us never negotiate out of fear, but let us never fear to negotiate." - John F. Kennedy | 5 | 6 | 0 |
981 | Nejokk | 1 | 3 | 1 | 1.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | Worker Caste. | Rotate Nejokk, apply 3 influence, and target a conflict initiated by a faction with three or more Conspiracy Marks. Apply opposition to the target equal to the initiating faction's number of Conspiracy Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Nejokk began his career as an organizer in a Minbari orbital shipyard. His vast capability to work with numbers and probability brought him to the attention of the Minbari leadership, who realized he could predict the activities of people. | 5 | 2 | 0 |
982 | Neroon (ambassador) | 4 | 3 | 1 | 5.0 | 1.0 | 0.0 | 4.0 | 0.0 | 0 | Starting Minbari Home Faction Ambassador. Grey Council Member. Warrior Caste. | | 0 | 0 | 0 | 0 | 0 | 0 | "Perhaps there was some small wisdom in letting your species survive." - Alyt Neroon to Commander Jeffrey Sinclair | 3 | 2 | 0 |
983 | Neroon | 2 | 3 | 1 | 2.0 | 1.0 | 0.0 | 4.0 | 0.0 | 8 | Warrior Caste. | You may choose to play aftermath cards which target your ambassador on Neroon instead. If this is done, anytime the card refers to your ambassador, it affects Neroon instead. | 0 | 0 | 0 | 0 | 0 | 0 | Neroon is a member of Star Riders clan. He harbors a deep resentment toward Humans dating to the Earth-Minbari war. If Delenn dares to undergo the transformation into a half-Human, Neroon is prepared to step into her position on the Grey Council. | 1 | 2 | 0 |
984 | Nest of Vipers | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Nightwatch. | Multiple. When determining the cost to promote a Nightwatch character to your Inner Circle, ignore all other Nightwatch characters in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | "We have friends everywhere. We hope you'll be one of them." - Alvarez | 6 | 6 | 0 |
985 | Network Support | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Media. | Rotate and target a Media character. The target character gains +3 to all his non-zero abilities while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Zack Allan's record has been marred by the mistakes he made on Io, and he feels obligated to Michael Garibaldi for hiring him regardless. | 3 | 6 | 0 |
986 | Neutrality Treaty | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race with whom you have no state of Neutrality. Characters of your two races gain double Diplomacy during resolution. If successful, there is a state of Neutrality between your two races. Characters and fleets of your races cannot attack each other. Either of you may cancel the state of Neutrality during the draw round. | 0 | 0 | 0 | 0 | 0 | 0 | Star powers may not have the will, the military might or the motivation to fight a war for a just cause. They may instead seek to appease aggressors, in the hope that neutrality will buy them safety. This may, however, only postpone the inevitable. | 4 | 6 | 0 |
987 | Never Again | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All of your fleets gain +2 Military while you are the target of a Military conflict. Count each ready fleet you have with an unmodified Military greater than 4 as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | "They're doing to us again! Step aside Sheridan. I won't let this happen. Not again!" - G'Kar to Sheridan | 1 | 3 | 0 |
988 | New Opportunities | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Each player may, once per turn as an action, apply 5 influence to cause any player to immediately draw a card from his deck. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's cooperation with the League of Non-Aligned Worlds makes it possible for resources to be deployed rapidly when and as needed. This can often turn the tide, or allow for new opportunities. | 2 | 6 | 0 |
989 | New Priorities | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Discard a ready supporting card you control. Name a different card type, either Character, Fleet, Location or Group. Go through your deck until you find the first card of that type that you could immediately sponsor for the same or lower influence cost. Put the new card into play as a supporting card, then shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | "What I have is what you want. Provided the money is right." Mr. Chase to G'Kar | 2 | 6 | 0 |
990 | New Team | 1 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "Apparantly they've got some kind of prototype starship they think can help us find a cure to the plague, offworld. We're the new crew." - Gideon | 8 | 6 | 0 |
991 | New Uniforms | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "Power, dignity, and presence... I look like a bellhop." - Gideon | 8 | 6 | 0 |
992 | News of Defeat | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player who lost a fleet in the conflict. His ambassador loses 1 point from an ability of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | An ambassador's strength on the Babylon 5 Advisory Council is directly related to his race's military might. The news of defeat in battle means that threats of retaliation may not be taken seriously. | 1 | 6 | 0 |
993 | News of Galactic Import | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | No conflicts may be played next turn. News of Galactic Import cannot be played next turn. | 0 | 0 | 0 | 0 | 0 | 0 | Stunning news may bring a pause to the ebb and flow of daily events. People stop to reflect on how this will affect their lives. Truly tragic news may create time for people to think a little more thoroughly about the consequences of their actions. | 4 | 6 | 0 |
994 | Newton's Third Law | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control who is loyal to your race. Reveal after the target attacks a character loyal to a race other than the target's race. The target gains the text Nightwatch. | 0 | 0 | 0 | 0 | 0 | 0 | "Physics tells us that for every action, there must be an equal and opposite reaction. They hate us, we hate them, they hate us back." - Londo | 7 | 6 | 0 |
995 | Nhuk/Vrek | 3 | 3 | 1 | 0.0 | 4.0 | 0.0 | 0.0 | 0.0 | 6 | | You may select a character in your discard pile who was once in play but is not currently in play and remove him from the game to fully heal any Pak'ma'ra character, even if the character is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | The carrion-eating Pak'ma'ra are often avoided by other races because their smell and hygiene are the most repulsive in known space. | 3 | 5 | 0 |
996 | Night of the Long Knives | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player with an unrest of 4 or 5. For every 5 points by which this conflict succeeds, you may neutralize one character of your choice controlled by the target. | 0 | 0 | 0 | 0 | 0 | 0 | "Clark's an amateur. He still thinks he's in charge." - William Edgars | 5 | 6 | 0 |
997 | Nightmares | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant character gains a Doom mark. | 0 | 0 | 1 | 0 | 0 | 0 | "Oh my God! Its a trap!" - Jeffery Sinclair, reliving the nightmare of the Battle of the Line. | 1 | 6 | 0 |
998 | Nightwatch Agent | 1 | 3 | 1 | 1.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | | Nightwatch. Rotate and discard this character to reverse a change in Human unrest that occurred since your last action. | 0 | 0 | 0 | 0 | 0 | 0 | "Our job now is to find the traitors among us, using whatever means we think appropriate..." | 2 | 1 | 0 |
999 | Nightwatch Collaborators | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Nightwatch. | Multiple. Each player may only control one copy of this group. When a character that you control becomes Nightwatch, choose to give that character one of the following: +2 Diplomacy; +1 Intrigue; or a Conspiracy Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "We can never have peace with our neighbors until we're at peace with ourselves, so we, in the ministry of peace, are trying to find new ways to do just that, ways we can help each other, work with each other..." - Pierce Macabee | 6 | 6 | 0 |
1000 | Nightwatch Enforcers | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | As an action, alter your tension toward any one race by 2. When you do so, increase your unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "We must help protect society against its own worst instincts. By taking these bold steps, we will help to insure a better future for everyone." Pierce MacAbee to Zack Allan | 2 | 1 | 0 |
1001 | No Alternatives | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a faction with an unrest of 4 or 5. The target faction cannot discard its agenda, and can only replace the agenda with a Major Agenda. Discard this enhancement if the target's unrest drops to 2 or lower. | 0 | 0 | 0 | 0 | 0 | 0 | Despite the vast unrest caused by Babylon 5's defiance of EarthGov, they were forced to continue their struggle or risk losing all ties to their home planet. | 2 | 6 | 0 |
1002 | No Compromises | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Vorlon fleets and characters with Vorlon Marks cannot support opposable conflicts initiated by a faction with Shadow Marks. Shadow fleets and characters with Shadow Marks cannot support opposable conflicts initiated by a faction with Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "The last great war against the Shadows was ten thousand years ago... But the Shadows were only defeated, not destroyed." - Delenn | 3 | 6 | 0 |
1003 | No Escape | 3 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard one participant fleet that received at least half its base Military ability in damage during the turn. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "It is very dangerous to enter hyperspace with a damaged jump drive. If a jump point collapses, it will destroy any ships trying to use it." | 4 | 6 | 0 |
1004 | No Mercy | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your ambassador, and designate one player who attacked one of your fleets during the conflict. All of your fleets gain a Strife Mark while attacking fleets controlled by the designated player. | 0 | 0 | 0 | 1 | 0 | 0 | "Strike them down! Follow them to their base and...and kill them, all of them! All of them!" - Delenn | 3 | 6 | 0 |
1005 | No One Returns | 2 | 5 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when a fleet attacks the target location or supports a conflict targeting that location. The location takes no damage during the attack. If the target location has greater Military than the fleet, neutralize and discard the fleet and its leaders. If the leader is an ambassador, he is instead neutralized with 3 severe damage. | 0 | 0 | 0 | 0 | 0 | 0 | "Ships go there and never return. Lives are wasted." | 6 | 6 | 0 |
1006 | No Surprises | 1 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Intrigue may be used to oppose this conflict. Target a faction with at least one Contingency Card in play. If successful, review their Contingency Cards. You may discard one of these Contingency Cards for each 10 by which you won the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "I do not like surprises." - Bester | 5 | 6 | 0 |
1007 | Nobody Can Stop Us | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Psi Corps Agenda. All your Psi Corps characters and Psi Corps fleets gain a Strife Mark. Each time you win a Psi Conflict, place a token on this agenda. As an action, you may remove 3 tokens from this agenda to gain +1 influence. | 0 | 0 | 0 | 1 | 0 | 0 | "At the end of the day, the struggle between mundanes and telepaths will be no struggle at all." - Bester | 5 | 1 | 0 |
1008 | Non-Aggression Pact | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target 2 races with mutual tensions of 2 or less not in a state of Non-Aggression. If successful, Babylon 5 gains +1 influence. Factions of the two races cannot target each other with military conflicts, and fleets of the two races cannot attack each other. The Non-Aggression state ends if either race's tension toward the other is at 4 or more. | 0 | 0 | 0 | 0 | 0 | 0 | The Earth Alliance under President Clark signed a non-aggression pact with the Centauri in December of 2259. | 4 | 6 | 0 |
1009 | Non-Aligned Agent | 4 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 4 | Hyach. | Multiple. Rotate Non-Aligned Agent and reduce this character's printed Intrigue by one to remove all severe damage tokens from a character with an Intrigue of 4 or more. (The character is still neutralized.) | 0 | 0 | 0 | 0 | 0 | 0 | There are groups in any civilization who uncritically welcome the diversity of races. Equally, there are groups who wish to isolate themselves from alien interference. | 3 | 5 | 0 |
1010 | Non-Aligned Aide | 4 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Gaim. | Multiple. Rotate Non-Aligned Aide and reduce this character's printed Diplomacy by one to apply 10 support to a target Diplomacy conflict in which this character can participate. | 0 | 0 | 0 | 0 | 0 | 0 | The master geneticists among the Gaim can create an ideal being for nearly any task. | 3 | 5 | 0 |
1011 | Non-Aligned Captain | 4 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 4 | Brakiri. | Multiple. Rotate Non-Aligned Captain and reduce this character's printed Leadership by one to place the top Non-Aligned fleet in your discard pile back into your hand. | 0 | 0 | 0 | 0 | 0 | 0 | The Brakiri and the Drazi have sufficient fleets and captains to one day be a threat to even the homeworlds of major starfaring races. | 3 | 5 | 0 |
1012 | Non-Aligned Fanatic | 4 | 3 | 1 | 1.0 | 2.0 | 0.0 | 1.0 | 0.0 | 5 | Llort. | Multiple. This character cannot be sponsored if there are not at least 2 Non-Aligned factions in the game. Non-Aligned Fanatic inflicts +2 damage whenever he attacks a Non-Aligned character. | 0 | 0 | 0 | 0 | 0 | 0 | Some actions cannot be predicted. Some motivations cannot be comprehended. Some intentions cannot be anticipated. Alien fanatics follow their own rules. | 3 | 5 | 0 |
1013 | Non-Aligned Support | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | There must be no Non-Aligned player and you must have a Destiny Mark to initiate this conflict. If successful, end the effect of any previous Non-Aligned Support conflict, and the League of Non-Aligned Worlds will vote as you dictate for any Babylon 5 vote if the result of the vote is a tie. | 0 | 0 | 0 | 0 | 0 | 0 | The league of Non-aligned Worlds may only cast a vote on the Babylon 5 Advisory Council if the major powers are deadlocked. Not all the League members are fully satisfied with this arrangement. | 4 | 6 | 0 |
1014 | Not Alone | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | One of your characters attacks 2 legal targets simultaneously. He takes damage from both targets simultaneously as well. Discard your character. | 0 | 0 | 0 | 0 | 0 | 0 | Supporting characters such as Lennier, Vir and Na'Toth often show surprising strengths when aiding their ambassadors in a crisis. | 2 | 6 | 0 |
1015 | Not Dead Yet | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Yup. This is bad, all right." - Trace Miller | 8 | 6 | 0 |
1016 | Not Meant to Be | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reverse the printed effect text of an event played since your last act. You must apply influence equal to that applied by the event's player, plus 2 influence per mark required to play the event. | 0 | 0 | 0 | 0 | 0 | 0 | "There's only one truth about war. People die." - John Sheridan | 4 | 6 | 0 |
1017 | Not Our Concern | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a faction with unrest of 3 or more. For the rest of the turn, that faction's characters and fleets may only participate in conflicts initiated by that faction and conflicts that target that faction (or cards in that faction). | 0 | 0 | 0 | 0 | 0 | 0 | "The Grey Council has said, 'The problems of others are not our concern.'" - Drakhen | 3 | 6 | 0 |
1018 | Not The One | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 2 influence for each Zathras character you control. One at a time, in initiative order, each player may rotate a Zathras character he controls to rotate another character for no effect. Continue until all players pass consecutively (then resume the Action Round). | 0 | 0 | 0 | 0 | 0 | 0 | "Not the one. Won't talk. Can't talk. Not the one. They told me, they did. Zathras listens, he does yes, Zathras listens and does what he is told." | 6 | 6 | 0 |
1019 | Not Without a Fight | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this agenda to add +5 opposition to a conflict initiated by another player that targets your faction or a card in your faction. (This does not cause the conflict to become contested.) Count +1 power for each 2 Lost Aftermaths in play that target another faction or a card in another faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Make sure they understand: We're not leaving here without Byron." - Bester | 5 | 6 | 0 |
1020 | Not in Vain | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a character who was neutralized after supporting or opposing a conflict this turn. Apply the character's full ability during resolution, as if he had not been damaged or neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Though many of the characters in the Babylon 5 saga suffer great setbacks, their courage in enduring ensures their losses will not be in vain. | 2 | 6 | 0 |
1021 | Nova Dreadnoughts | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 6 | | 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. | 0 | 0 | 0 | 2 | 0 | 0 | "It can go forward, it can go backward, and it can shoot. That's about it." - Earth Alliance Senate Commission on Military Effectiveness | 8 | 1 | 0 |
1022 | Now He's Ready | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Promote your target participant supporting character for free. If the target supports a lost conflict or opposes a won conflict, discard this aftermath (demote the character). As an action, you may apply the amount of influence that would be required to promote the target if he were still a supporting character to return this aftermath to your hand and keep the target in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | "What happened to Vir?" "Oh, I promoted him. Now, now he is ready to be the ambassador for the Centauri!" - Zack and Londo | 6 | 6 | 0 |
1023 | Nowhere But Down | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Participant character's abilities cannot be increased, except through healing. | 0 | 0 | 0 | 0 | 0 | 0 | "Mister Garibaldi, you're drunk." - Sheridan | 5 | 6 | 0 |
1024 | Nowhere to Hide | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | 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. | 0 | 1 | 0 | 0 | 0 | 0 | "Walking to and fro in the earth, and up and down it." - Galen, quoting Job | 8 | 6 | 0 |
1025 | Nuclear Bluff | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. Target a group. The first character you rotate to support this conflict must have Intrigue at least as high as half of the target's influence cost. If successful, rotate the group, and it cannot ready as long as the first character you rotated to support this conflict sustains his action. The target's effect text is blanked until it is ready. Also, if successful, this card becomes a Won Aftermath targeting your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain, I just finished rigging the scanners on B4 to detect a phony alert in the fusion reactor." - Ivanova | 6 | 6 | 0 |
1026 | Nug/Ulg | 2 | 3 | 1 | 3.0 | 3.0 | 0.0 | 1.0 | 0.0 | 8 | Pak'ma'ra Ambassador. | Rotate to search your deck and take into your hand the first card you find with "Babylon 4" in its effect text. Each time you win a Babylon 4 conflict, you may give a Destiny Mark to a participant Inner Circle character you control who does not have any Destiny marks. | 0 | 0 | 0 | 0 | 0 | 0 | Nug/Ulg came to Babylon 5 because the Angellic voices told him he had a destiny in the distant past. Nug/Ulg left Babylon 5 because Mister Garibaldi had his stomachs pumped. | 7 | 5 | 0 |
1027 | Null Field | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "What the hell is that?" "We're getting nothing on the scanners. It's like a null field out there, absorbing everything, even the light." | 8 | 8 | 0 |
1028 | Number One | 3 | 3 | 1 | 2.0 | 5.0 | 0.0 | 1.0 | 0.0 | 10 | | You may rotate Number One and apply 5 influence to apply support or opposition to a conflict in which Number One could participate as if she had actually participated. (This does not cause Number One to become a participant.) Number One does not ready during the next Ready Round when this effect is used. | 0 | 0 | 0 | 1 | 0 | 0 | "I don't care what you do back home, but here you answer to me. And you don't do anything, you don't breathe, you don't move, and you don't blow things up unless you check with me first. Clear?" | 6 | 7 | 0 |
1029 | Obey | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Rotate a teep with Psi of 5 or higher and target a character who is the target of a conflict. The target cannot participate further in that conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes, Psi Corps' tactics are subtle. Other times, they're not. | 5 | 6 | 0 |
1030 | Observation Post | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 7 | | This location's Military opposes each conflict targeting this location. Any player with 2 Vorlon Marks may sponsor this location at normal cost. The location does not join any player's faction, it is under the control of the Vorlons and, if conquered, is discarded. All Vorlon Fleets in play gain a Strife Mark | 0 | 0 | 0 | 0 | 0 | 0 | "I'm picking up a message...the Vorlons are sending for reinforcements, calling in all their other ships." - Lennier to Sheridan | 2 | 10 | 0 |
1031 | Observers | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Multiple. Target another willing player when you play this group. Each aftermath played on the target faction must be approved or discarded by you. Any player may apply 5 influence when playing an aftermath to negate this effect for that aftermath. | 0 | 0 | 0 | 0 | 0 | 0 | A recorder is a hovering audio/visual device. It can be set to automatically follow a subject of it can be remotely controlled. | 4 | 6 | 0 |
1032 | Obstacles to Victory | 3 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | All power conferred by the target agenda is halved. | 0 | 0 | 0 | 0 | 0 | 0 | The Scottish poet Robert Burns wrote, "The best laid schemes o' mice and men gang aft a-gley." | 2 | 6 | 0 |
1033 | Offer a Position | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a ready character you control and purge a number of Conspiracy Marks equal to one third (rounded up) of the target's influence cost to promote him to your Inner Circle for free. Reduce this number of marks by 1 if the target has "Nightwatch" (boldface) in its game text. You may apply 5 influence when you play this event to have it return to your hand at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The way you're going, I have every confidence that you'll get that starship within five years or so, but why not shave a year or two off that? We could do that for you." - Welles to Ivanova | 6 | 6 | 0 |
1034 | Officer Exchange | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction with whom you have mutual tensions of 2 or less. If successful, you gain +1 influence, and your two factions enter a state of Officer Exchange. This state allows characters of your two factions, with permission, to lead the other faction's fleets. This state ends if either faction's tension toward the other reaches 5. | 0 | 0 | 0 | 0 | 0 | 0 | "Would the Gaim have done that for the Pak'ma'ra? Would the Drazi have done that for the Narn?" - Londo Mollari | 3 | 6 | 0 |
1035 | Older but Wiser | 1 | 1 | 57 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Participant character gains +1 Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | "...apparently there is still a spark of decency in your genetic code, it's not much of a foundation, I'll grant you that but it's a start." - G'Kar to Londo Mollari | 1 | 6 | 0 |
1036 | On All Fronts | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Marks to initiate. If successful, gain +1 influence and all other factions lose 1 influence. The Shadows gain +1 influence for each 10 by which this conflict is successful. | 0 | 0 | 0 | 0 | 0 | 0 | "We need your government to continue its campaign." - Morden speaks to Londo Mollari | 3 | 6 | 0 |
1037 | Onslaught | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
1038 | Open Aggression | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | To initiate this conflict you must have tension of 3 or higher towards all other races in play and have at least 15 printed military in fleets. All fleets gain a Strife Mark while participating in this conflict. If successful, you gain +1 influence, all other players lose 1 influence, and this conflict returns to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "In war, these things happen. We are not at war. We do not strike first, and we do not blow up cargo transports like pirates or barbarians." - Londo | 7 | 6 | 0 |
1039 | Open Season | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | For the rest of the turn, any fleet whose race is at war with another race may attack fleets of that race. | 0 | 0 | 0 | 0 | 0 | 0 | "In war there is no substitute for victory." - Douglas MacArthur | 5 | 6 | 0 |
1040 | Opportunism | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. This conflict may be initiated during the Conflict Round or as your first action, but not at any other time. Diplomacy may be used in this conflict. This conflict must resolve last during the Resolution Round. If successful, all other players who gained Influence from conflicts this turn must transfer 1 Influence to you. You cannot gain additional influence from this conflict by any means. | 0 | 0 | 0 | 0 | 0 | 0 | "You can face him in his bed or his deathbed with equal calm." - Timov to Daggair | 7 | 6 | 0 |
1041 | Opportunity Knocks | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "Ah, captain. What an honor. I don't think that I've had the pleasure of a visit from you in..., all the time that we've known each other. Come in." - Max | 8 | 6 | 0 |
1042 | Opportunity for Chaos | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Requires 5 Shadow marks to play. All players may initiate any number of conflicts on the next turn. Each player may only initiate one conflict from each source that is not a conflict card. | 0 | 0 | 0 | 0 | 0 | 0 | "The Shadows were old when even the ancients were young. They battled each other over and over across a million years." - Delenn | 3 | 6 | 0 |
1043 | Oqmrritkz | 1 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 8 | | Location's Military may only be used to oppose conflicts targeting this location. When sponsoring a card, you may apply any amount of damage on Oqmrritkz, up to its current Military. For each 2 damage you apply, reduce the Cost to sponsor that card by one. | 0 | 0 | 0 | 0 | 0 | 0 | "Brzkkt atlq uffla nikku. Mmmpttp vrt lo." Planetary Motto of Oqmrritkz | 5 | 7 | 0 |
1044 | Order Above All | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 5 Vorlon Marks. Count the Vorlon's influence minus the Shadow's influence as power. You may transfer 1 influence per turn to the Vorlons. Rotate and purge Vorlon Mark from your faction to cancel one war conflict or one conflict card. Any combination of players may apply influence equal to Vorlon influence to negate this effect. | 0 | 0 | 0 | 0 | 0 | 0 | The Vorlon Planet Killer is an ultimate killing machine. As the name implies, it is capable of destroying entire planets. Only the Shadows have the might to stop it - unless another powerful race can be found as an ally. | 1 | 6 | 0 |
1045 | Order Maintained | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Vorlon Marks to initiate. If successful, only Vorlon and Shadow fleets can participate in Military conflicts next turn. The Vorlons gain +1 influence for each 10 by which this conflict succeeds. | 0 | 0 | 0 | 0 | 0 | 0 | "What is truth, compared to the path?" - Kosh | 3 | 6 | 0 |
1046 | Organelle Transfer | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
1047 | Organic Technology | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Rotate this enhancement and target a Drakh Fleet or Shadow Fleet you control to repair 2 points of damage from the target for every 5 points of base Military the target possesses. | 0 | 0 | 0 | 0 | 0 | 0 | "So, this has happened before?" "Leftover Shadow tech? Yeah, a few times. But nothing this major." "Then what happened?" "We got our butts kicked, every time." - Dureena Nafeel and Sheridan | 7 | 8 | 0 |
1048 | Ostracized | 2 | 1 | 61 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target faction's race must abstain from the next Babylon 5 vote. Discard after that vote. | 0 | 0 | 0 | 0 | 0 | 0 | "He makes no friend who never made a foe." - Alfred, Lord Tennyson | 5 | 6 | 0 |
1049 | Our Last, Best Hope | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | When this card is sponsored, call a Babylon 5 vote. If it passes, Babylon 5 gains +2 influence and no player may count power based on Babylon 5's influence. If it fails, discard this enhancement and you lose 1 influence. Any player may rotate his ambassador as an action to call a Babylon 5 vote. If it passes, Babylon 5 loses 2 influence and this enhancement is discarded. If it fails, the player who called the vote loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "If the Narns, or the Centauri, or any other race built a station like this, it would be used only by their own people. But everywhere Humans go, they create communities out of diverse and sometimes hostile populations." - Delenn | 5 | 6 | 0 |
1050 | Our Own People First | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Nightwatch. | You may sponsor this agenda without rotating an Inner Circle character. Your ambassador permanently gains the text "Nightwatch." (boldface) Each turn you may initiate an additional Diplomacy Conflict or Intrigue Conflict targeting a character or fleet loyal to your race. If successful, the target permanently gains the text "Nightwatch." (boldface) You may apply 1 additional influence each turn for every Nightwatch character in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 6 | 0 |
1051 | Out of My Sky | 1 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This is starting to piss me off, Lieutenant. I want those ships out of my sky." - Gideon | 8 | 6 | 0 |
1052 | Out of the Loop | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any number of cards that were sponsored this turn. Apply 4 influence per target. Rotate the targets (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | Events sometimes sweep past too quickly, leaving us adrift, unable to influence what is occuring. Out of the loop, we can only wait for our chance to come again. | 3 | 6 | 0 |
1053 | Outfoxed | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on an Assistant to your Ambassador who has a printed cost of 4 or higher. Reveal when another player gains influence, or increases his influence rating, because of a Contingency, Event, or non-racial Agenda to cancel the influence gain or influence rating increase. The character on whom this card was played gains your choice of a Destiny Mark, Conspiracy Mark, or Strife Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "You are going to resist, I hope." | 7 | 6 | 0 |
1054 | Over the Brink | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any amount of influence. For each 4 Influence you apply, the Shadows and Vorlons gain +1 Influence, if the total influence gained will start the Shadow War. | 0 | 0 | 0 | 0 | 0 | 0 | "We've done all we can to keep a low profile, but the enemy has just taken a big loss, and they've got to know we're responsible. It's only a matter of time before they come after us. The only questions are when and how." Sheridan | 2 | 6 | 0 |
1055 | Oversight Committee | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | All Senators gain +2 Diplomacy, +1 Intrigue, and +1 damage resistance while this group is in play. | 0 | 0 | 0 | 0 | 0 | 0 | "Recent hearings in Earthdone have openly questioned how much time and money should be invested in a project that seems perpetually bogged down in non-human conflcit." - Cynthia Torqueman | 6 | 1 | 0 |
1056 | Overwhelmed | 1 | 5 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when you initiate a conflict that targets another faction. Rotate one of the target faction's characters or fleets (of your choice) that could participate in the conflict. The target player may immediately negate this effect by rotating his Ambassador or Ambassador's Assistant. | 0 | 0 | 0 | 0 | 0 | 0 | Lyta learned that even immense powers do not guarantee victory. Without allies and the talents of others, power can be an empty reward. | 6 | 6 | 0 |
1057 | Overwhelming Emotions | 3 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant teep. The target takes damage equal to the printed rating (in the ability used to participate) of all characters neutralized in the conflict, minus his current Psi ability. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Casual thoughts are very easy to block, but strong emotions have a way of slipping through sometimes, whether you want them to or not." - Talia | 5 | 6 | 0 |
1058 | Overworked | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target an ambassador whose Ambassador's assistant is not in play. The controller must apply 1 influence to ready his ambassador each ready round, or he does not ready. Discard this enhancement when the Ambassador's assistant enters play. | 0 | 0 | 0 | 0 | 0 | 0 | An ambassador or commanding officer may feel the need to take on as many responsibilities as possible, to ensure that work is being done, and done correctly. If not given the occasional break, this can effect the leader's abilities over time. | 4 | 6 | 0 |
1059 | PPG Rifle | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Weapon. Cannot be used with any other Weapon enhancement. Character gains a Strife Mark. In addition, character inflicts an additional +1 damage when attacking. | 0 | 0 | 0 | 1 | 0 | 0 | "Chief, we've had a report of heavy weapon fire in Brown Seven." - Ivanova to Garibaldi | 2 | 6 | 0 |
1060 | Pain | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For the rest of the turn, you may rotate any teep (who you control) as an action to rotate any target character (for no effect) whose highest ability is lower than the teep's Psi. | 0 | 0 | 0 | 0 | 0 | 0 | Pain projection is a telepath's main form of defense, unless they have a PPG handy. | 5 | 6 | 0 |
1061 | Pak'ma'ra Lurkers | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | When a limited character is discarded, rotate Pak'ma'ra Lurkers and apply half the character's influence cost to remove that character from the game. | 0 | 0 | 0 | 0 | 0 | 0 | The Pak'ma'ra are the most valued inhabitants of Downbelow. Every Lurker knows how much worse the place would be if the Pak'ma'ra did not eat the refuse. | 3 | 5 | 0 |
1062 | Pak'ma'ra Spacelanes | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 8 | Pak'ma'ra. | Location's Military may only be used to oppose conflicts targeting this location. While you are in a state of Free Trade, your influence rating is increased by an additional +1. Discard this location if it is ever captured. | 0 | 0 | 0 | 0 | 0 | 0 | "The interesting thing about the Pak'ma'ra is that they live everywhere. They live from planet to planet, bartering their supplies of Quantium 40." - Delenn | 3 | 5 | 0 |
1063 | Pak'ma'ra's Hump | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a Pak'ma'ra Character with no printed ability above 5. Rotate this enhancement to give the target +1 Diplomacy, Intrigue, and Leadership while this card remains rotated. Or rotate this enhancement to allow the target, later this turn, to apply 1 influence less than usual when sponsoring a card. | 0 | 0 | 0 | 0 | 0 | 0 | "I seen a naked Pak'ma'ra once. You know that hump on their back? It's not a hump at all. It's a...." | 7 | 5 | 0 |
1064 | Paparazzi | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Media. | Target a Media character. The character gains +1 Intrigue and a Doom Mark. You may apply 1 additional influence each turn. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a camera." "That's right, a camera. It goes with the territory. I'm a reporter, and this is my crew, and you just made the evening news." - Zack and Dan Randall | 6 | 6 | 0 |
1065 | Paralyzing Injury | 1 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a neutralized participating character. All marks attached to the target character are suppressed (treated as if they had been purged). Discard this aftermath when the character becomes unneutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "John, they won't tell me the truth. You're my friend, John. Tell me the truth. I'm not goin to make it, am I?" "No. They say the damage is... I'm sorry, Susan." | 3 | 6 | 0 |
1066 | Pariah | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target non-ambassador character cannot participate in conflicts initiated by his controller. | 0 | 0 | 0 | 0 | 0 | 0 | "Every time I have been happy, the universe has conspired to do something nasty to me." - Londo | 6 | 6 | 0 |
1067 | Parlay Gains | 1 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play as your first action on a conflict you initiated which has no participation restrictions (besides conflict type). Reveal when the conflict resolves if you Won. This card becomes a character enhancement on a participant of your choice which provides +1 to all of that character's non-zero abilities. | 0 | 0 | 0 | 0 | 0 | 0 | "When all this is over, we can be riding high, the first to rebuild, making things our own way." - Justin | 3 | 6 | 0 |
1068 | Parliament of Dreams | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful Babylon 5 gains +1 influence. For each 10 points by which this conflict succeeds characters and fleets cannot attack for 1 turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri Celebration of Life is a custom that originates millennia ago, when there where two sentient species on their homeworld, the Centauri and a race called the Xon. According to Londo, the final words of the last Xon were, "Aaaarrgghhh...." | 1 | 6 | 0 |
1069 | Partnership for Peace | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player, and designate a third player as your partner in this conflict. If successful, the target loses 1 influence, and you and your partner may each apply an additional amount of influence next turn equal to half of each other's influence rating as of the end of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "It would seem they may be wiser than we thought." - G'Kar | 6 | 6 | 0 |
1070 | Past Victories | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target character may discard this card to discard one enhancement or aftermath which lowers any of his abilities. | 0 | 0 | 0 | 0 | 0 | 0 | G'Kar has long been a hero to his people. With the coming of the Shadows, he becomes a hero to the galaxy. | 2 | 6 | 0 |
1071 | Patrol Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 6 | | This fleet gains +3 Military while opposing Military conflicts. | 0 | 0 | 0 | 0 | 0 | 0 | Once the terror of the galaxy, the Centauri fleet is famed more now for its byzantine design than for its teeth. | 3 | 4 | 0 |
1072 | Paying for Sins | 3 | 1 | 62 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant Inner Circle character, besides the ambassador, who has a Doom mark. Discard the target character. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Sooner or later you would do it to me." - Londo Mollari | 4 | 6 | 0 |
1073 | Peace Accord | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Hold a Babylon 5 vote. If the vote passes, reduce all tensions of all players by 1 (to a minimum of 1). If the vote fails, reduce Babylon 5's influence by 2. | 0 | 0 | 0 | 0 | 0 | 0 | "A place of commerce and diplomacy for a quarter of a million Humans and aliens. A shining beacon in space, all alone in the night." | 3 | 6 | 0 |
1074 | Peace Dividend | 2 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play as your first action on a conflict you initiated which has no participation restrictions (besides conflict type). Reveal when the conflict resolves if there are no participants who attacked during the conflict. Babylon 5 gains +2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | During times or peace, trade and shipping increase. For a port of call like Babylon 5, which survives largely on docking fees, peace equals prosperity. | 3 | 6 | 0 |
1075 | Peace In Our Time | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Count every 3 points of Babylon 5 influence as 1 power. Target a race. You may apply 10 influence plus 1 per fleet of that race in play to lower that race's tension toward one other race by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "We will, at last, know peace in our time." - Frederick Lantz | 4 | 6 | 0 |
1076 | Peaceful Solutions | 3 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Any player who initiates a War conflict must apply 5 Influence unless his Influence rating is higher than Babylon 5's Influence. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 is dedicated to peace. Often this task is difficult given the myriad tensions among the many races represented there. Yet, sometimes the sheer desire for peace can stop a conflict before it starts. | 2 | 6 | 0 |
1077 | Peaceful Unification | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +3 Diplomacy while opposing conflicts targeting your faction. Neutral characters you control gain +1 to their highest ability. Count each race that has a tension toward you of 1 as 1 power, and count each state of alliance you are in as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | "With the war heating up, we need to get more races on board. Either as allies, or in the League of Non-Aligned Worlds." - John Sheridan | 3 | 5 | 0 |
1078 | Peacekeeping | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two players at war. Add half of Babylon 5's influence as support to this conflict (round up). If you succeed, the war ends and both participants lose 2 influence. If you fail, you and Babylon 5 each lose 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 attempts to be neutral in disputes among other races, unless ordered by EarthDome to take sides. The station is a powerful military outpost and can apply military might to help end a conflict. | 1 | 6 | 0 |
1079 | Penultimate Revenge | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-ambassador Limited character. You and the target's controller each choose one ability which may be used in this conflict. If successful, this card becomes an aftermath on the target that will remove him from the game if he becomes neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "I did a lot of things, yes. Looking back on it, though, I think I just tried to make people happy." - Morden | 6 | 6 | 0 |
1080 | Permanent Losses | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's participant character. Purge a mark of your choice from that character. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I am sorry, Delenn. I did not know... I thought I was helping our people." - Forell | 3 | 6 | 0 |
1081 | Permanent Wound | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character who suffered damage during the turn. The character cannot heal 1 point of the damage he suffered, and always has 1 point of normal damage. | 0 | 0 | 0 | 0 | 0 | 0 | Though wounds of the flesh are common, it is the wounds of the heart which leave the deepest scars. | 2 | 6 | 0 |
1082 | Perpetual Conflict | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Marks to initiate. If successful, this conflict becomes a faction enhancement for you. While at war, this enhancement allows you to initiate an additional war conflict on any turn you initiate a conflict from a conflict card. | 0 | 0 | 0 | 0 | 0 | 0 | The war of information is just as vital as the war among ships. Those with additional knowledge can attack vital locations, and know how to position their forces to most successfully defend against aggression. | 3 | 6 | 0 |
1083 | Personal Crusade | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a ready non-ambassador Inner Circle character who was sponsored. If the target is neutralized, return the target and this card to their owners' hands. If the target's controller wins a conflict, he may discard this enhancement from the target. | 0 | 0 | 0 | 0 | 0 | 0 | "When will you come back?" "In the fullness of time. Expect me when you see me." - Dureena and Galen | 8 | 6 | 0 |
1084 | Personal Enemies | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target the ambassador. The controller must apply 1 influence to rotate this character. | 0 | 0 | 0 | 0 | 0 | 0 | There is an old earth saying, "Friends come and go, but enemies accumulate." That is especially true for one who dabbles in galactic politics. | 4 | 6 | 0 |
1085 | Personal Growth | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character you control who can be replaced. Take one character from your deck who can replace the target character and place it in your hand. Shuffle your deck. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "...No one knows the shape of that future, or where it will take us. We know only that it is always born in pain." - G'Kar | 3 | 6 | 0 |
1086 | Personal Insult | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Increase the tensions between your race and a target race by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Though the struggles may be on a cosmic scale, it is often a personal affront that leads to disputes between races. | 2 | 6 | 0 |
1087 | Personal Involvement | 4 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard a neutralized participant Inner Circle character. Cannot target an ambassador. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The command officers of Babylon 5 are constantly faced with difficult choices. Whatever decision they make, they will have to accept the consequences of their actions. | 4 | 6 | 0 |
1088 | Personal Protection | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a character you control and choose a character for him to protect. If ready and not neutralized, target character takes damage in place of the protected character when the protected character is attacked during a Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | There are a select few who are so selfless that they will lay down their own lives to protect that of another. Some do it for love, others do it out of duty, or just a respect for the sanctity of life. | 1 | 6 | 0 |
1089 | Personal Quest | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a character who you control. Target gains +2 to a non-zero ability of your choice. Target may be attacked using Intrigue by any characters on the turn after this card is sponsored. | 0 | 0 | 0 | 0 | 0 | 0 | "The numbers add up, Jinxo. The numbers do add up." - Aldous Gajic | 5 | 6 | 0 |
1090 | Personal Sacrifice | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your participant ambassador. The amount of damage required to neutralize your ambassador drops by 2. However, apply +2 Diplomacy when your ambassador supports a conflict (this is not an ability increase). | 0 | 0 | 0 | 0 | 0 | 0 | Above all, Ambassador Delenn values life. She will sacrifice her own life if she can save the lives of others. When a life is lost which could have been saved, she feels personal grief and anguish. | 1 | 6 | 0 |
1091 | Pestilence, Famine, Death | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Go through your deck and take into your hand the first card you find with "Wife of Londo" in its game text. Or target a Wife of Londo; the target gains +1 to each of her non-zero abilities for each Destiny Mark attached to any version of Londo Mollari in play (for the rest of this turn). | 0 | 0 | 0 | 0 | 0 | 0 | ...which leaves Londo as War. | 6 | 6 | 0 |
1092 | Picket Duty | 1 | 5 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal after the fleet is attacked during a conflict. Your other fleets participating in the same conflict cannot be attacked. | 0 | 0 | 0 | 0 | 0 | 0 | Conflict consists of periods of excruciating boredom punctuated by moments of intense excitement. Picket duty exemplifies this, especially the boredom. | 3 | 6 | 0 |
1093 | Picket Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 3 | | Multiple. Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | The peak of the Centauri Republic was centuries ago. Its fleets were said to be so large they could block out the sun of any world they orbited. | 1 | 4 | 0 |
1094 | Picket Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 3 | | Multiple. Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | Officers of EarthForce's different divisions can be distinguished by the colors of their uniforms. Command staff wear blue, marines or ground troops wear an olive/brown color, and the security and police forces wear gray. | 1 | 1 | 0 |
1095 | Picket Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 4 | | Multiple. Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | Minbari ships have artificial gravity, and have had it for some time. This gives them an advantage over the Humans, Centauri, Narn, and the other lesser powers. | 1 | 2 | 0 |
1096 | Picket Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 2 | | Multiple. Can only participate in conflicts targeting you. | 0 | 0 | 0 | 0 | 0 | 0 | Narn warships do not have artificial gravity, so their crews must be strapped into their chairs while in combat. The star cruisers have the ability to create their own jump points, which provides the tactical advantage of surprise attack. | 1 | 3 | 0 |
1097 | Pieces of the Puzzle | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Could this place have been similar to the Library at Alexandria? A source of knowledge used by various races over the centuries?" - Gideon | 8 | 6 | 0 |
1098 | Pierce Macabee | 2 | 3 | 1 | 4.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | Nightwatch. | Pierce Macabee's abilities are doubled during the Resolution Round while supporting a conflict initiated by a Nightwatch card. | 0 | 0 | 0 | 0 | 0 | 0 | "Actually, it's more a question of what I can do for you, really, and what we together can do for Earth. I'm regional director for the newly-formed Ministry of Peace, or Mini-Pax as we like to call it around the office." | 6 | 1 | 0 |
1099 | Plague | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Target one of the Non-Aligned species. No player's ambassador species can be targeted. If successful, remove all cards of that species from the game. None can ever (re)enter play. | 0 | 0 | 0 | 0 | 0 | 0 | "Fortunately, there are few diseases that can cross the species barrier, but those that do tend to be virulent. Drafa, which wiped out the entire Markab species, can affect Pak'ma'ra as well. | 3 | 6 | 0 |
1100 | Planet Defense Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 6 | | This fleet gains +5 Military while opposing conflicts which target a location. | 0 | 0 | 0 | 0 | 0 | 0 | For obvious reasons, the Minbari are rarely called upon to defend their borders. | 3 | 2 | 0 |
1101 | Planetary Defenses | 1 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target one of your locations. If you are the target of a Military conflict, you may rotate the target location to add half its Military to a fleet that has already supported or opposed the conflict for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | The best way to protect a planet is to have a strong fleet, but most races will still have some inexpensive static defenses to cut costs. | 1 | 6 | 0 |
1102 | Planet-wide Unrest | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a location. If the location is loyal to a race other than your own, apply opposition to this conflict equal to your tension toward that race. If successful, rotate the target location. For each 5 by which this conflict succeeds, the location cannot ready for one turn. Remove any tokens from the location which are not damage or severe damage tokens. | 0 | 0 | 0 | 0 | 0 | 0 | Planets, like children, grow up. They have to be allowed to govern themselves. | 3 | 6 | 0 |
1103 | Plans Revealed | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a hidden agenda. If successful, guess the title of the agenda. Reveal the agenda, if it is still hidden. If you guessed the title correctly, discard the agenda (even if it is a Major Agenda). | 0 | 0 | 0 | 0 | 0 | 0 | "Secrets have a way of getting out." - Commander Susan Ivanova | 3 | 6 | 0 |
1104 | Play for Keeps | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a conflict. All characters gain a Strife Mark while participating in the conflict. | 0 | 0 | 0 | 1 | 0 | 0 | "If, with a single word, I can become the enemy, do I any longer really understand who the enemy is?" - Londo Mollari | 3 | 6 | 0 |
1105 | Playing Both Sides | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You cannot have any Shadow or Vorlon Marks when you sponsor this agenda. Your ambassador gains both a Shadow and a Vorlon Mark. These Marks cannot be purged. You cannot gain any more marks of either type. Count the lower of Shadow or Vorlon influence minus half the higher as power. You may transfer 1 influence per turn to either the Shadows or Vorlons. | 0 | 0 | 0 | 0 | 1 | 1 | "Vorlons are out there, Londo. They've gone mad, attacking any world, any base, any colony where my associates have influence." - Morden | 3 | 6 | 0 |
1106 | Point of No Return | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Unique. May only be played if the influence rating of each player is 10 or higher. Cannot be targeted by events. Draw a card when you sponsor this Enhancement. As an action, any player may rotate his ambassador and call a Babylon 5 vote, which, if successful, discards this enhancement. While Point of No Return is in play, no player may build influence. | 0 | 0 | 0 | 0 | 0 | 0 | "It's not too late to make some new choices." "No. The blood is already on my hands. Right or wrong, I must follow the path to its end." - Vir and Londo | 7 | 6 | 0 |
1107 | Pointing Fingers | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Change the target of a conflict that targets a faction to another faction of the same race that is a valid target for the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Then do this in testimony to the One who will follow, who will bring death couched in the promise of new lifew and renewal disguised as defeat." - Delenn | 3 | 6 | 0 |
1108 | Political Firestorm | 1 | 1 | 46 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All of the target faction's characters who supported the conflict take 1 point of damage for each 5 by which the conflict failed. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "They're looking for someone to lash out at." - Lochley | 5 | 6 | 0 |
1109 | Political Pull | 3 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your faction. You may discard this aftermath when it is your turn to vote. This will cancel a Babylon 5 vote, and all results of that vote. | 0 | 0 | 0 | 0 | 0 | 0 | Though it appears to be a straightforward affair, the agendas and political maneuverings which take place behind the scenes can cause any vote before the Babylon 5 Council to be in doubt. | 2 | 6 | 0 |
1110 | Political Realignment | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Increase or decrease one race's unrest by 1 | 0 | 0 | 0 | 0 | 0 | 0 | In politics, those vying for power may conspire against their allies for personal gain. An ancient Earth president once advised, "Trust, but verify". | 1 | 6 | 0 |
1111 | Popular Support | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target character gains +2 Diplomacy for the turn. In addition, he gains +1 Diplomacy for each Destiny Mark he has. | 0 | 0 | 0 | 0 | 0 | 0 | Popular support is necessary for any great leader. Words are hollow without the widespread backing of the masses. On a confined station such as Babylon 5, a mass uprising would quickly lead to chaos and bloodshed. | 1 | 6 | 0 |
1112 | Popular Tariffs | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | All Free Trade states where either faction has a tension toward the other of 4 or more are suspended (they are not in effect). Such states still end if the factions go to war. | 0 | 0 | 0 | 0 | 0 | 0 | "I would rather kiss a Jovian freeworm." - Londo Mollari, on his forthcoming trade discussions with the Narn | 3 | 6 | 0 |
1113 | Portents | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For each seeress you rotate while playing this event, you may examine one player's hand. | 0 | 0 | 0 | 0 | 0 | 0 | It is only female Centauri who are blessed with the gift of prophecy, a gift provided by a certain mutation in the telepathic gene. | 2 | 6 | 0 |
1114 | Portrait of the Past | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You don't become an archaeologist because you're in a hurry, Captain. It's a discipline of patience." - Max | 8 | 6 | 0 |
1115 | Power Block | 4 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target your faction. Your Homeworld must be in play, but controlled by another player of your race. Discard Power Block if this is no longer true. Whenever you gain influence from a conflict, rotate this enhancement to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | Your influence depends on who feels indebted to you. One day, confident that you have the backing of powerful backers, you might turn around to find them gone. | 3 | 6 | 0 |
1116 | Power Brokers | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Any player may rotate this group and target a character. The target character may support or oppose any one conflict this turn using his highest ability, instead of the normal ability for that conflict. If you use this ability, lose 1 influence. Any other player who uses this ability must transfer 1 influence to your faction. | 0 | 0 | 0 | 0 | 0 | 0 | What is it you desire? A power broker can provide it. Peace? Security? Revenge? For payment, they accept wealth or power. | 3 | 6 | 0 |
1117 | Power Play | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character you control. Increase your unrest by any amount (up to your maximum unrest). The target character gains a number of Shadow Marks equal to the change in your unrest. | 0 | 0 | 0 | 0 | 1 | 0 | "Why don't you eliminate the entire Narn Homeworld while you're at it?" "One thing at a time, ambassador." - Morden replies to Londo Mollari | 3 | 6 | 0 |
1118 | Power Politics | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +1 Diplomacy. Apply 9 influence to initiate a Diplomacy Conflict. Any player may be supported in this conflict. Whichever player generates the most support gains +2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | In a return to the traditions of old, Centauri politics have turned exceptionally ruthless. Betrayal and murder are increasingly the norm. The great noble houses of old are pitted against one another for favor with the royal court. | 1 | 6 | 0 |
1119 | Power Posturing | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | The target character gains a bonus to his Diplomacy equal to half his Intrigue (excluding any bonus from Covert Allies), rounded up. This bonus is recalculated every determine initiative step. | 0 | 0 | 0 | 0 | 0 | 0 | While many of those who are in public service sincerely wish only to do what is best for their people, others lust for ultimate power and will do whatever it takes to achieve their goals. | 4 | 6 | 0 |
1120 | Power Supreme | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Other players may ignore your power when checking for victory. Each time you win a conflict that has no participation restrictions, place a Power Token on this card and a Chaos Token on each Drakh Ambassador you control. Count +1 power for each Power Token on this card. If you have at least 15 power and at least double that of each other player, you score a Major Victory this turn. As an action, discard any number of Chaos Tokens to remove an equal amount of damage or severe damage from any card you control. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
1121 | Power in Consensus | 1 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play as your first action on an opposable conflict you initiated. Reveal when the conflict resolves if participants from three or more factions supported the conflict. Gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. - G'Quan | 3 | 6 | 0 |
1122 | Power of Darkness | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target Drakh Character you control gains Chaos tokens equal to his Shadow Marks plus one. Draw a card. | 0 | 0 | 0 | 0 | 0 | 0 | Their masters saw great potential here. They came in considerable numbers, with their ships, and their associate, Mister morden. - The Regent | 7 | 8 | 0 |
1123 | Precise Targeting | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Any severe damage inflicted by your fleets this turn is also applied to the leader of the neutralized fleet(s). | 0 | 0 | 0 | 0 | 0 | 0 | Upgraded targeting systems give Earth's military ships the ability to detect any other vessel thousands of kilometers away. | 3 | 6 | 0 |
1124 | Precision Strike | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Marks to play. Target one player. If successful, look at one player's hand and, for each 5 points by which this conflict succeeded, discard one card of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | "They never miss." - Delenn | 1 | 6 | 0 |
1125 | Predestination | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have initiated an opposable Babylon 4 conflict this turn. Target a ready card that could support that conflict. Apply half of its (printed) cost to rotate the target and have it support that conflict. No aftermaths may be played on the target this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "It all happened, just as I remember it." - Sinclair | 6 | 6 | 0 |
1126 | Preeminence | 3 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | May not be played until the Shadow War has begun. Target your agenda. It becomes a Major Agenda. When you check for victory, if you have more Influence than the Shadows, more Influence than the Vorlons and more Influence than each other player, you win. | 0 | 0 | 0 | 0 | 0 | 0 | Only one race will dominate the Third Age. That is, if you have anything to say about it. | 2 | 6 | 0 |
1127 | Prejudice Grows | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | The target player's unrest increases by +1 whenever he sponsors a non-Neutral character loyal to a race other than his own. | 0 | 0 | 0 | 0 | 0 | 0 | "There are some of us who don't like what's going on here. Alien ambassadors setting policy for humans, alien workers taking jobs away from human beings, inhuman criminals preying on decent people. We intend to change all that. And we think you can help us." | 2 | 6 | 0 |
1128 | Premonition | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Must be sponsored by a Seeress or a Techno-Mage. Play an event card face down under this enhancement as a contingency. If another player plays a copy of the event, you may negate the event being played. You may then play your copy (with your choice of legal target) as if you had applied the same amount of influence, though you must meet all other requirements to play the event. Discard Premonition when you negate an event. | 0 | 0 | 0 | 0 | 0 | 0 | "The story is not over yet. The story is never over." -Londo Mollari | 3 | 6 | 0 |
1129 | President Sheridan | 3 | 3 | 1 | 9.0 | 4.0 | 0.0 | 5.0 | 0.0 | 0 | | Must either: replace Sheridan Reborn; or replace John Sheridan if he has 9 or more Destiny Marks. Transfer all attached cards and marks. President Sheridan may use all game text of the character he replaces as if he was that character. President Sheridan may sponsor any Centauri, Minbari, Narn or Non-Aligned card at normal cost, unless his race is at war with that race. May not be attacked by any character with Vorlon or Shadow marks. | 0 | 0 | 0 | 0 | 0 | 0 | "Put your hand on the book and say 'I do.'" "I do." | 7 | 1 | 0 |
1130 | Presidential Coup | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | William Morgan Clark must be in play and you must have 3 Shadow Marks. Discard Luis Santiago if he is in play, and he cannot subsequently enter play. Clark becomes Earth Alliance President and gains +5 Diplomacy. Human unrest increases by +1. This enhancement cannot be discarded or have its effect text blanked. | 0 | 0 | 0 | 0 | 0 | 0 | "Before President Santiago was killed aboard EarthForce One, Clark got off the ship, claiming some kind of virus. Twenty-four hours later, Earthforce One is destroyed in an 'accident' and Clark assumes the Presidency." - Sarah to Sheridan | 2 | 6 | 0 |
1131 | Prey on the Weak | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player may be supported in this conflict. Whichever player (or players, if tied) generates the most support gains +1 Influence. The player (or players, if tied) who generates the least support loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Sentiment and honor have little meaning to those in the darker reaches of the universe. Those who succeed often do so by preying on the weak and the helpless. | 2 | 6 | 0 |
1132 | Pride of the Kha'Ri | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control during the Ready round. The target fleet gains +2 Military. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn based most of their ships and weaponry around Centauri equipment seized during the liberation of the Narn Homeworld. Since that time, the Narn have added their own distinct innovations to the designs. | 3 | 3 | 0 |
1133 | Prime Minister Mollari | 3 | 3 | 1 | 6.0 | 6.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 14 influence to replace your Londo or Lord Mollari. Transfer all marks, aftermaths and enhancements. Purge all your Shadow Marks. The Shadows lose 1 Influence and Mollari gains +1 Diplomacy for each mark purged. Remove from play all cards you control which provide or require Shadow marks, Including any Major Agenda. Your faction cannot gain any Shadow Marks. | 0 | 1 | 0 | 0 | 0 | 0 | "Vir? Vir...I have just send a message to the Vorlons. I told them what we had done. That there is no longer anything here touched by these Shadows... "We have done it, Vir, we have saved Centauri Prime | 3 | 4 | 0 |
1134 | Prime Minister Refa | 3 | 3 | 1 | 6.0 | 7.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 15 influence, minus 1 for each Lord, Lady, or Minister you control, to replace Lord Refa if he is your ambassador, transferring all attached cards and marks. For each mark type transferred, Prime Minister Refa gains an additional mark of that type. Your cost to sponsor and promote Lords, Ladies, and Ministers is reduced by an amount equal to Prime Minister Refa's Destiny Marks. | 0 | 1 | 0 | 0 | 0 | 0 | "Oh Londo, you are a fool! You walked away from the greatest power I have ever seen. And now you expect me to do the same?" | 6 | 4 | 0 |
1135 | Pro Zeta Corporation | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Understand that if they have done something naughty, that you won't be able to trace it back. You're lucky to have gotten this far, but you won't get any further." - Max | 8 | 6 | 0 |
1136 | Probes | 1 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Drop probes." "Probes away." - Gideon and Mattheson | 8 | 6 | 0 |
1137 | Prohibited Area | 1 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Requires 3 or more ISA members, and you must be an ISA member. Target a location. If successful, this card becomes an aftermath on the target which blanks all of its effect text and removes the location from the control of any faction. Any player may initiate a Military Conflict targeting the location which, if successful, discards this aftermath. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1138 | Prolonged Talks | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target Diplomacy conflict in play does not resolve this turn. Instead, the totals applied during resolution are noted, and it is reinitiated next turn with the prior totals already applied. The initiator of the conflict may initiate an additional conflict next turn. (Participants of the original conflict are not participants of the new conflict.) | 0 | 0 | 0 | 0 | 0 | 0 | The art of diplomacy requires patience. Months may be wasted on the most mundane of arguments. The one who wins may be the one with the ability to out wait his opponent. | 1 | 6 | 0 |
1139 | Proof of Genocide | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Intrigue may be used in this conflict. Target a race. If successful, all races' tensions toward the target race increase by 2. If this would increase a race's tension above 5, then the target race declares war on that race. If successful, cancel all non-war states with the target race, and all neutralized characters loyal to the target race take 3 extra severe damage. | 0 | 0 | 0 | 0 | 0 | 0 | "I can't forgive. It's not my place to speak for the dead. The only forgiveness can come from the Hyach-do. Too bad they're all dead." - Franklin | 7 | 6 | 0 |
1140 | Propaganda | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target your faction. Select a race with whom you are at war. Each time a fleet of your race attacks and neutralizes a fleet of the selected race, draw one card. Discard this enhancement if the war ends. | 0 | 0 | 0 | 0 | 0 | 0 | "Needless to say, we plan on broadcasting this to every major planetary network for the next three days." - General Lefcourt | 3 | 6 | 0 |
1141 | Prophecy | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Must be sponsored by a seeress. Target character gains a Destiny Mark and a Doom mark. | 0 | 1 | 1 | 0 | 0 | 0 | "The future reveals itself only reluctantly, Ambassador. Take the sign for what it is. Look for it when it appears... One more thing - you will be Emperor,. That part of your destiny cannot be avoided." - Lady Morella to Londo Mollari | 1 | 6 | 0 |
1142 | Protected | 1 | 5 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I can look after myself, it's the others who need to worry." - Galen | 8 | 6 | 0 |
1143 | Protecting Your Race | 4 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Every time a faction loses control of a location loyal to its race, its unrest increases by +1. Every time a faction (re)conquers a location loyal to its race, its unrest is lowered by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Most races still occupy their own homeworld. Many races have colony planets under their control. Few races would willingly relinquish control over even a square inch of their land to another race, no matter how powerful the forces or how just the claim. | 3 | 6 | 0 |
1144 | Protests | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador's race must have unrest of 4 or 5. Target ambassador's highest ability drops to 0. Discard this card if the race's unrest drops below 4. | 0 | 0 | 0 | 0 | 0 | 0 | Mass political protests appear to be primarily a human behaviour, probably due to their political system being based on the will of the people. | 1 | 6 | 0 |
1145 | Prove Your Worth | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | While this card is in play, players may only gain Influence from conflicts. Any player may apply 5 influence as an action to maintain this card. If no player does so, discard this card at the end of the current turn. Any player may initiate a conflict with an ability of his choice, with 10 initial opposition. If the conflict succeeds, discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | On Babylon 5, proving oneself involves commitment and action. One must not only talk the talk, but also must walk the walk. | 2 | 6 | 0 |
1146 | Proxima III | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 4 | | Location's Military may only be used to oppose conflicts targeting this location. Your cost to promote any character to your Inner Circle is reduced by 2 (to a minimum cost of 0). | 0 | 0 | 0 | 0 | 0 | 0 | Proxima III is a major Earth colony and a central commercial transportation port. Although the colony has not protested Earth rule as Mars has, they might attempt to break away if EarthGov turns despotic | 4 | 1 | 0 |
1147 | Psi Academy | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Rotate this group and target a teep. That character gains +2 Psi while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | The Psi Corps Academy trains telepaths to use their abilities to the fullest. An Academy graduate has much stronger telepathic powers than an untrained telepath of equal (or sometimes higher) Psi Rating. | 5 | 6 | 0 |
1148 | Psi Arbitrators | 5 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | You may immediately ready any character who rotates as a result of a Monitored Deal. Rotate this group to take the top Monitored Deal from your discard pile and put it in your hand. | 0 | 0 | 0 | 0 | 0 | 0 | Since its beginning, Psi Corps has earned a profit by hiring out the services of its members, who must give 10% of their earnings back to The Corps. Psi Corps is so entrenched in Earth Alliance business that most corporations won't even consider using telepaths who do not belong to Psi Corps. | 5 | 6 | 0 |
1149 | Psi Attack | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player's non-ambassador character. The first character you rotate to support this conflict must have a Psi rating of 5 or higher. If successful, the target character is rotated if ready. You may sustain with your initial character. If you do so, the target cannot ready while you sustain. | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths can scan the minds of others with lesser psi abilities. A powerful telepath, such as a Psi Cop, can block out scans by lesser telepaths. Within the Psi Corps, telepaths are known as "Teeps". | 4 | 6 | 0 |
1150 | Psi Bodyguard | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a character you control with a Psi greater than 0. The target character may use half his Psi skill, rounded up, as if it were Intrigue to oppose an Intrigue conflict targeting any of your characters. | 0 | 0 | 0 | 0 | 0 | 0 | Although telepaths cannot directly scan random people, their ability to sense strong or hostile emotions gives them an advantage as bodyguards. | 1 | 6 | 0 |
1151 | Psi Corps Intelligence | 4 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate this group to look at the top two cards of your deck. Or, rotate this group to initiate an additional Psi conflict with another player. If successful, look at the top four cards of his deck. In either case you may place one card you have seen at the bottom of that deck. | 0 | 0 | 0 | 0 | 0 | 0 | Psi Cops have a telepathic rating of at least P12. They are capable of reading the minds of almost anyone. Although the law prohibits them from conducting unauthorized scans, some Psi Cops are not above doing so anyway to further their own goals. | 1 | 1 | 0 |
1152 | Psi Corps Intelligence | 4 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Psi Corps Group. This group may be sponsored as if it were not a Psi Corps card. If your ambassador is a Psi Cop, you may sponsor this group for half cost. Rotate this group to look at the top two cards of your deck. Or, rotate this group (during the Conflict Round) to initiate an additional Psi Conflict with another target player. If successful, look at the top four cards of his deck. In either case, you may place one card you have seen at the bottom of that deck. | 0 | 0 | 0 | 0 | 0 | 0 | "Also known as fascists-are-us." - Sheridan | 5 | 1 | 0 |
1153 | Psi Interrogation | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you do not support with at least one character with Psi above 0, this conflict fails. Psi may be used as Intrigue in this conflict. If successful, reveal all hidden agendas besides your own. | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths are restricted from making unauthorized scans. However, covert struggles frequently bend the concept of authorization. | 1 | 6 | 0 |
1154 | Psi Spies | 5 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate this enhancement and one or more teeps you control to look at one face-down contingency card in play. The teeps you rotate for this action must have a total Psi higher than the highest current Psi and the highest current Intrigue in the faction that controls the contingency. | 0 | 0 | 0 | 0 | 0 | 0 | Psi Spy, with my little mind, something beginning with B. | 5 | 6 | 0 |
1155 | Psi Suppressors | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character with Psi. If you win by an amount greater than the target's printed Psi, this card becomes an aftermath on the target. If the target participates in a conflict you initiate, you may discard this aftermath to reduce the target's Psi to 1 for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "We're not conducting any business until we set some new ground rules." - Sheridan | 5 | 6 | 0 |
1156 | Psi World | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | Irrevocable. Requires 1 Conspiracy Mark. You may not play this event if there is a Psi Corps faction in the game. Replace your ambassador with Alfred Bester and your ambassador's assistant (if any) with a Psi Corps Ambassador's Assistant. These cards are taken from outside the game. You are now the Psi Corps faction. Your tensions, unrest, and states remain as they were before. | 0 | 0 | 0 | 0 | 0 | 0 | "Oh, at one point I was wearing the uniform of a Psi Cop." - Sheridan | 6 | 1 | 0 |
1157 | Psionic Pacification | 3 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | For each 5 points by which this conflict succeeds, reduce your unrest by 1. For each Psi character who sustains after supporting this conflict, your race's maximum unrest drops by 1 (from 5) while the character sustains. No more than one character can sustain for each 5 by which this conflict succeeded. | 0 | 0 | 0 | 0 | 0 | 0 | Though telepaths are a minority, their power and organization makes it possible for them to sway great segments of the population. | 2 | 6 | 0 |
1158 | Psionic Sabotage | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All characters may use half their Psi to oppose a target Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | At the Battle of Mars, Lyta activated dozens of Shadow-implanted telepaths, using them to cripple the Earth Force fleet. | 5 | 6 | 0 |
1159 | Psychedelic Program | 1 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Conspiracy marks. Target a non-ambassador character in another faction. If successful, this conflict becomes an aftermath on the target. When the target of this aftermath rotates to support or oppose a conflict, this aftermath's owner may immediately purge a Conspiracy Mark. If he does so, he chooses whether the target supports or opposes that conflict. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1160 | Psychic Blunder | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target ready teep has his Psi lowered to 1. (Bonuses applied later this turn raise the ability from a new base of 1.) (This effect expires at the end of the turn.) | 0 | 0 | 0 | 0 | 0 | 0 | "Perhaps you're scanning the wrong people." - Sinclair to Harriman Gray | 5 | 6 | 0 |
1161 | Psychic Projection | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Projection is allowed under defense protocol, but alien or human, unauthorized scans are not permitted." - Mattheson | 8 | 6 | 0 |
1162 | Psychic Trauma | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a teep. Reveal when the teep opposes a conflict using his Psi. Inflict an amount of damage equal to twice the number of teeps in your faction. You may distribute this damage however you wish, but only to characters who are supporting the conflict or who attacked a character that opposed the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Yeah, I got a receipt from the Psi Corps certifying my brain's been dry cleaned, pressed, and starched." - Garibaldi | 7 | 6 | 0 |
1163 | Psychopath | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | | Multiple. This character becomes loyal to your race when you sponsor him. While Psychopath is a Nightwatch character, he gains +2 Intrigue. While he is a Nightwatch character, you may rotate him and target a character that was neutralized this turn. Choose either for the target to receive 2 extra severe damage, or for the target's controller to apply an amount of influence equal to the target's printed cost (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | "What are you, crazy?" - Boggs | 6 | 7 | 0 |
1164 | Public Apology | 3 | 1 | 38 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the initiator of the conflict neutralized another player's fleet in an attack, his ambassador loses 2 Diplomacy, he loses 1 influence and his unrest grows by 1. The player whose fleet was attacked gains 1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I apologize. I am sorry....and I'm sorry I waited as long as I did before I blew them all straight to hell. As with everything else, it's the thought that counts." - John Sheridan | 4 | 6 | 0 |
1165 | Public Outcry | 1 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target player's unrest increases by +1. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "This is an outrage, Commander! An outrage!" Delenn to Sinclair | 2 | 6 | 0 |
1166 | Public Resentment | 3 | 1 | 38 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target ambassador's controller must apply influence equal to his unrest (for no effect) at the beginning of each Action round or his unrest grows by 1. Discard this aftermath if the target's faction wins a Military conflict by 10 or more. | 0 | 0 | 0 | 0 | 0 | 0 | "There are humans for whom the words 'Never again' carry a special meaning." - G'Kar | 3 | 6 | 0 |
1167 | Pull From Behind | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may only initiate this conflict if you have 10 or more influence and have the single lowest influence and single lowest power in the game. Only members of your race may participate in this conflict. If you win, gain +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | The fiery trial through which we pass will light us down, in honor or dishonor, to the last generation. - Sheridan, quoting Lincoln | 7 | 6 | 0 |
1168 | Pulling Strings | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | If target character does not have a Destiny Mark, discard this enhancement. As an action, the character's controller may rotate this enhancement and apply 2 influence to give the target character +2 Diplomacy for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri bureaucracy is a highly developed web of patronage, influence and intrigue. | 4 | 6 | 0 |
1169 | Pundits | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must rotate at least one Media card to play this aftermath. Won Aftermaths may now be played on this conflict. Further Lost Aftermaths may not be played on this conflict. If you rotate four Media cards, the conflict is considered to have succeeded by 10 for aftermath purposes. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I find this notion of the press a fascinating but sometimes troubling concept." "Join the club." - Delenn and Sheridan | 5 | 6 | 0 |
1170 | Punitive Sanctions | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player with whom you have a tension of 3 or more. If successful, all fleets and locations controlled by the target take 1 damage, plus 1 additional damage for each State of Free Trade the target is in. If successful by 5 or more, the target loses 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Sanctions usually block shipments of materials that are useful in warfare... but the Brevari will still come through. | 5 | 6 | 0 |
1171 | Puppeteer | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 7 Shadow Marks to play. Target an opponent's Ready non-Ambassador character. Apply influence equal to the target's influence cost. Rotate the character and cause the character to act as if he were your character. | 0 | 0 | 0 | 0 | 0 | 0 | "That's how they play the game, isn't it? Whispers in the dark and a knife in the back." Trakis | 2 | 6 | 0 |
1172 | Purge the Disloyal | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, reduce your unrest by 1 and force another player to discard one supporting character of your race. | 0 | 0 | 0 | 0 | 0 | 0 | To keep the peace on Babylon 5, only security officers may carry weapons. Ambassadors, or those outside the law, may try to smuggle weapons onto the station to commit crimes or to pursue their own interests. | 1 | 6 | 0 |
1173 | Purple Files | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a character with 4 or more Intrigue. Reveal when the character receives enough damage to neutralize the character. The damage is not applied. | 0 | 0 | 0 | 0 | 0 | 0 | Lord Mollari's "purple files" contain compromising information on most of the important Centauri at Court. Who knows when this information might come in handy? | 3 | 6 | 0 |
1174 | Pushed to War | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | If your tension toward another player is at 5, your two races enter a state of war. This tension requirement drops by 1 for each 2 Shadow marks he has if you have any Vorlon marks, or by 1 for each 2 Vorlon Marks he has if you have any Shadow Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Races declare war for many reasons. The Minbari and the Narn sought revenge against an aggressor. The Centauri wanted to expand a moribund empire. Humanity wanted to cleanse the galaxy of the evil Dilgar. In the final analysis, is any reason better or worse than another? | 3 | 6 | 0 |
1175 | Pushing Limits | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character. Once per turn, the target character may, as an action, gain +2 to any ability for the rest of the turn. At the end of each turn he does so, he suffers 2 points of damage. | 0 | 0 | 0 | 0 | 0 | 0 | Warleader Shakiri showed himself a coward when he left Delenn in the Starfire Wheel. | 3 | 6 | 0 |
1176 | Put on the Squeeze | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an aftermath, group, or enhancement in another faction If successful, the owner must either discard the target or discard any 4 cards from his hand. | 0 | 0 | 0 | 0 | 0 | 0 | "Your time has come and cone! It's our turn now!" - G'Kar to Londo Mollari | 3 | 6 | 0 |
1177 | Quadrant 14 | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate Quadrant 14 as an action to add a construction token to this card. Each time you sponsor a fleet, remove all construction tokens from Quadrant 14. Each token removed reduces the cost for you to sponsor that fleet by 2 (to a minimum cost of 0). | 0 | 0 | 0 | 0 | 0 | 0 | The Narn have built a colony on a planet in Quadrant 14, near the Centauri border. The colony is home to 250,000 Narns. Should the Centauri move against the Narn, Quadrant 14 is a likely target. | 4 | 3 | 0 |
1178 | Quadrant 37 | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 10 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate and apply 10 influence. Search your deck from the top and find the first Narn fleet that could be sponsored (limited and not in play or multiple). Put it into play. Shuffle your deck. If the fleet is not neutralized by the end of the turn, place it back in your deck and reshuffle. | 0 | 0 | 0 | 0 | 0 | 0 | Quadrant 37 is the main Narn observation and patrol sector along the Narn-Centauri border. | 4 | 3 | 0 |
1179 | Quality Leadership | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target your faction. You may play aftermaths which can normally only target an ambassador on any other character you control instead. | 0 | 0 | 0 | 0 | 0 | 0 | A leader of quality inspires loyalty through respect rather than fear. The personnel who follow Susan Ivanova know she would die for them, and so they would die for her. | 3 | 6 | 0 |
1180 | Quarantine | 2 | 6 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Senator, standing orders from the president require that any ship trying to leave the quarantine zone be shot down." - Gideon | 8 | 6 | 0 |
1181 | Quartermaster | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Limited. Target a non-ambassador Warrior Caste character you control. The target gains the text "Minbari Home Faction Ambassador's Assistant." (boldface) The target cannot become your ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | "An army marches on its stomach." - Napoleon Bonaparte | 6 | 2 | 0 |
1182 | Question Authority | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-ambassador Inner Circle character. Only the target's highest base ability type can be used in this conflict (target's controller chooses an ability if there is a tie). If successful, demote the target. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't want a few days away. I don't want a vacation, a leave of absence, or a five day pass to DisneyPlanet, I just want out." - Garibaldi | 6 | 6 | 0 |
1183 | Quick to Anger | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Terror? Terror? Do you want to see what a campaign of terror really looks like? Do you? Come with me!" - Alwyn | 8 | 6 | 0 |
1184 | Rabble Rousers | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a race when you play this card. Rotate this group to allow a character of your race to do extra damage in an attack against a member of the target race. The extra damage is equal to your race's tension toward the target race. | 0 | 0 | 0 | 0 | 0 | 0 | While less powerful races may not be strong enough on their own to seriously damage the cause of a major power, they are useful as allies to strengthen forces. | 1 | 6 | 0 |
1185 | Racial Command | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For the rest of the turn, any player may apply 5 influence as an action and rotate any supporting character of their race to cause that character to support or oppose a conflict (as if they controlled the character). | 0 | 0 | 0 | 0 | 0 | 0 | It is the operations officer who first reports an attack, who formulates tactics, reports progress, is shouted at by commanding officers, and who cleans up afterwards. It is a thankless job. | 3 | 6 | 0 |
1186 | Racial Cooperation | 4 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target your faction. All players of your race may apply influence to aid any other player of your race. For each 2 influence so applied, the selected player may apply 1 extra influence during the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "To me, everything is a surprise..." - Susan Ivanova | 3 | 6 | 0 |
1187 | Racial Hatred | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target player must have an unrest of 4 or more. Player must discard all characters he has in play who are not loyal to his ambassador's race, and may not sponsor any more. | 0 | 0 | 0 | 0 | 0 | 0 | The blood feud between the Narns and the Centauri goes back over 130 years, to when the Centauri invaded and colonized the Narn homeworld. Both sides swear that affairs can only be settled with the extermination of the other. | 1 | 6 | 0 |
1188 | Racial Ties | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target a supporting character loyal to your race. Any player of the same race may apply 5 influence as an action to rotate the target character and cause him to act as if he were that player's character. | 0 | 0 | 0 | 0 | 0 | 0 | "Have I mentioned recently how much I... appreciate you, Lennier?" "Not really, but it will give us something to discuss on our trip." - Lennier replies to Delenn | 3 | 6 | 0 |
1189 | Rag-Tag Fleet | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 6 | | Multiple. For each 2 Non-Aligned species in your Inner Circle, reduce your cost to sponsor this fleet by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Help can come from unexpected quarters, but there is always a price to pay. And you will never know the price until after the conflict is over. | 3 | 5 | 0 |
1190 | Ragesh III | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate this Ragesh III as an action to add a construction token to this card. Each time you sponsor a card, remove all construction tokens from Ragesh III. Each token removes reduces the cost for you to sponsor that card by 1 (to a minimum of 0). | 0 | 0 | 0 | 0 | 0 | 0 | Ragesh III is a Centauri agricultural colony. The world was once occupied by the Narn, but fell to the Centauri during the Republic's wave of colonial expansion over a century ago. Today it is home to 5,000 Centauri. | 1 | 4 | 0 |
1191 | Raid Shipping | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 5 loses 1 influence. Target one race toward whom you have a tension of at least 3. If successful, factions of the target race lose 1 influence. There is an additional Intrigue conflict. If you do not succeed at the Intrigue conflict, all players' tensions toward your race increase by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The development of inter-world trade is sometimes faster than the advancement of inter-world diplomacy. | 4 | 6 | 0 |
1192 | Raising the Stakes | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | You may only play this event as your first action during a turn. Target a conflict in play. If the conflict is Won by 5 or more, the initiator's ambassador gains a Destiny Mark. If it is Lost by 5 or more, the ambassador gains a Doom Mark. | 0 | 1 | 1 | 0 | 0 | 0 | "I want you to teach me how to fight them. How to beat them. Because sooner or later I'm going to Z'ha'dum. And I'm going to stop them." Sheridan to Kosh | 2 | 6 | 0 |
1193 | Rally the People | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires a Destiny Mark for you to initiate this conflict. Each player may only play this conflict once per game. Only characters of your race may participate in this conflict. For each 15 points by which this conflict succeeds, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The Kha'Ri, the ruling circles in Narn society are both rulers and religious leaders. | 1 | 6 | 0 |
1194 | Rally to the Cause | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any amount of influence. Remove that amount of severe damage tokens from cards you control. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 can be a powerful influence on resolving disputes, if its commanding officer can be persuaded to take sides. | 1 | 6 | 0 |
1195 | Ramming | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your fleets that was attacked and neutralized. Purge a Destiny Mark. The fleet that attacked your fleet takes damage equal to your neutralized fleet's base Military. | 0 | 0 | 0 | 0 | 0 | 0 | If the battle is lost, the last desperate act of a warship captain may be to take out her enemy ship with her own. The effect is to even the score although more lives are lost. | 1 | 6 | 0 |
1196 | Rampage | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target one of your characters or fleets that attacked this turn. The target attacks any other participant in the same conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Just as G'Kar begins to believe there is hope for peace between the Narn and the Centauri, Londo undermines that hope. His subsequent rampage is a tragic and defining moment for G'Kar. | 2 | 6 | 0 |
1197 | Ranger Initiate | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 2.0 | 0.0 | 6 | Ranger. | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | "Are you willing to die? Friendless, alone, deserted by everyone? Because that is what may be required of you." - Sebastian | 3 | 7 | 0 |
1198 | Ranger Lennier | 3 | 3 | 1 | 2.0 | 4.0 | 0.0 | 1.0 | 0.0 | 8 | Ranger. Religious Caste. | Must replace your Lennier, transferring all attached cards and marks. If you win an Intrigue conflict that has no participation restrictions in which Ranger Lennier participated and was not neutralized, you may apply 6 influence after resolution to return the conflict to your hand. While Ranger Lennier is ready, he may take all damaged inflicted in an attack on any version of Delenn in her place. He then rotates. | 0 | 0 | 1 | 0 | 0 | 0 | "Perhaps I will find it again by replacing him in the Anla'shok, and perhaps in time I will earn your respect." | 6 | 2 | 0 |
1199 | Ranger Operations | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Ranger Group. | Rotate, apply 5 influence and target another player. Turn over the top card of his deck. If the card is a character which could be sponsored, put it into play for the target player as a supporting character. If not, discard the card. | 0 | 0 | 0 | 0 | 0 | 0 | "I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and none may pass. We live for The One... and we die for The One." Marcus Cole | 2 | 6 | 0 |
1200 | Ranger Strike Team | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | Ranger Group. | While you control this group, you may rotate any of your fleets to increase Babylon 5's influence for the rest of the turn by +1 per 5 Military of the fleet. This bonus cannot contribute to raising Babylon 5's influence above 19 unless the Shadow War has begun. | 0 | 0 | 0 | 0 | 0 | 0 | The Rangers were originally founded 1,000 years ago by Valen to help fight the Shadows. When Jeff Sinclair was assigned to Minbar, he reformed the Rangers to once again oppose the Shadows. While leading the Rangers, he is known as "Ranger One". | 4 | 6 | 0 |
1201 | Ranger Training | 3 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Target one of your non-Homeworld locations. Apply 10 influence and target a ready non-Ranger character you control with no Shadow Marks. Rotate the character. The character gains a Vorlon Mark and "Ranger." is added to his effect text. | 0 | 0 | 0 | 0 | 0 | 1 | "They have been entrusted with the most advanced fleet of ships in existence... among my people they are called the Anla'shok. Among your people they are called Rangers." -Delenn | 3 | 6 | 0 |
1202 | Rangers Surveillance | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Ranger Group. | Requires 1 Vorlon Mark to sponsor. While this group is in play, you gain +10 influence for initiative determination only. | 0 | 0 | 0 | 0 | 0 | 0 | Many of the Rangers perform intelligence gathering functions. They are the eyes and ears of Ranger One, reporting what they observe. | 4 | 6 | 0 |
1203 | Rapid Aging | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Irrevocable. This aftermath can only be played as an aftermath to a Babylon 4 Conflict. Discard target participant neutralized non-ambassador character. | 0 | 0 | 0 | 0 | 0 | 0 | "When Garibaldi and I came to Babylon 4 the last time, we passed through the time distortion field without any kind of protection. I always wondered if it would have any long-term effects if we were exposed to the field again, that's why I didn't want him along." - Sinclair | 6 | 6 | 0 |
1204 | Rapid Growth | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Gain +1 influence if your influence is less than 10. | 0 | 0 | 0 | 0 | 0 | 0 | Traders make their highest profits in tense situations. Some beings will want to stockpile food, for instance, while others will spend money on luxuries they might not be around to enjoy in the future. | 3 | 6 | 0 |
1205 | Rapid Recovery | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-neutralized character. Heal as much damage as you wish, at a cost of 1 Influence per point of damage healed. | 0 | 0 | 0 | 0 | 0 | 0 | "Medlab, this is Sheridan. I need an emergency team fast!" | 2 | 6 | 0 |
1206 | Rathenn | 3 | 3 | 1 | 7.0 | 2.0 | 0.0 | 0.0 | 0.0 | 9 | Grey Council Member. Religious Caste. | Rotate to alter the Minbari tension toward any race by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The members of the Grey Council convene on a star ship, traveling between their worlds and directing their people. | 1 | 2 | 0 |
1207 | Reap The Whirlwind | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players must apply influence equal to their Doom Marks at the end of the next Ready round. All players may apply additional influence equal to their Destiny Marks during the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | There comes a point when events are moving too quickly for planned action, when goals recede beyond the horizon. Then, all one can do is react and struggle to survive. | 3 | 6 | 0 |
1208 | Reaping Iniquity | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Discard any target non-ambassador character with 3 or more Doom Marks. | 0 | 0 | 0 | 0 | 0 | 0 | There are some things best left undetected, unobserved, unexamined. | 3 | 6 | 0 |
1209 | Rebirth Ceremony | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Unique. All players may discard an aftermath of their choice that targets a card in their faction, or their faction as a whole. If no player discards an aftermath, this event is not considered to have been played for uniqueness purposes. | 0 | 0 | 0 | 0 | 0 | 0 | "In the matter of confessions, meditation and the closing of past wounds, Ambassador, you were at the top of my list." - Delenn, inviting Londo Mollari to the Nafak'cha | 3 | 6 | 0 |
1210 | Rebuilding Effort | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player. The cost for you to buy additional cards during the next draw round is reduced by 1 until you have as many cards in your hand as the target player. | 0 | 0 | 0 | 0 | 0 | 0 | The cost of the Shadow War was great for all the races involved. At its conclusion, much time was spent in repair, resupply and rearming for the conflicts to come. | 2 | 6 | 0 |
1211 | Recalled to Service | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Select a character in your discard pile. Show that card to your opponents. Put that character in your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "He is the closed circle. He is returning to the beginning" - Ulkesh | 1 | 6 | 0 |
1212 | Recalled | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply Influence equal to the target fleet's Military. Place a number of tokens on the target fleet equal to the controller's unrest. Place the fleet to the side, outside any faction. Remove one token from the fleet each Ready round. Discard this card and return the fleet to the owner's control when there are no more tokens on it. | 0 | 0 | 0 | 0 | 0 | 0 | During the conflict between Babylon 5 and Earth, EarthGov often recalled ships if their captains' loyalties were in question. | 2 | 6 | 0 |
1213 | Record Returns | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Corporate. | Limited. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Recently, I even get a perverse pleasure out of that." - Max | 8 | 6 | 0 |
1214 | Recover and Regroup | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a neutralized character. Purge a Destiny Mark from one of your characters. The character becomes face-up and unneutralized but rotated with no damage. The character is no longer participating in any conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "I thought the war was over?" "You were misinformed. Our tactics have changed. But the fight continues." G'Kar replies to Mr. Chase | 2 | 6 | 0 |
1215 | Red Tape | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Now, if we follow that train of thought, that means that somewhere in the universe there exists the perfect form of an absolute and complete idiot, and he left here an hour ago." - Gideon | 8 | 6 | 0 |
1216 | Redeemed | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate a character you control who has a Destiny Mark to purge a Conspiracy Mark from any character of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | "I was in a meeting with the captain, the chief, and G'Kar....They wanted me to help them." - Zack | 6 | 6 | 0 |
1217 | Reducing Risk | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Target a player and apply any amount of Influence. The target player must discard 1 event from his hand for each 3 Influence you apply. If the target cannot discard enough events, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | Those who thrive know how to anticipate events and take pains to reduce risk from them. | 2 | 6 | 0 |
1218 | Reeling from the Blows | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | If a player loses Influence from a conflict, that player's faction cannot perform a Build Influence action on the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | Without time to recover, it can quickly seem that all the universe is against you. | 2 | 6 | 0 |
1219 | Refuge | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You learned their language that fast?" "It's a knack, it's like this place, I got the lights to work, I found a system to shield it from outside detection." - Dr. Chambers and Max | 8 | 6 | 0 |
1220 | Refugees | 4 | 1 | 43 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play after a war conflict. Target player loses 1 influence and Babylon 5 gains 1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 is neutral territory for the settlement of disputes between the various races. Its command staff may decide to offer sanctuary to victims of war, which will gain influence with the afflicted race. | 4 | 6 | 0 |
1221 | Refusal to Yield | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your faction. Each turn you win a conflict initiated by a conflict card (including this turn) you may, if you choose, discard one of your non-Ambassador Inner Circle characters. If you do so, no player can check for victory that turn, and the Shadow War cannot start on the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | "That, as our poet Tennyson once said, is the goal: To strive, to seek, to find and not to yield.'" Sheridan to Delenn | 2 | 6 | 0 |
1222 | Reign of Terror | 1 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "This is not what our people signed up for, Sheridan." "No, I'm sure it isn't." - Lethke and Sheridan | 8 | 6 | 0 |
1223 | Relaxation | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You know what else I miss besides real coffee? Wind. Whenever I got leave, the first thing I'd do is go home, out back of my house, close my eyes, and just sit there, glass of iced tea, my feet up, and feel the wind on my face. Now that's paradise, Lieutenant." - Gideon | 8 | 6 | 0 |
1224 | Religious Caste | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Increase your unrest by 1 when sponsored. All your worker and warrior caste Minbari are -1 to each ability. All your religious caste Minbari gain +1 Diplomacy and +1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari culture is divided into three castes - religious, warrior and worker. The religious caste provides spiritual guidance and balances out the warrior caste's belligerent tendencies. | 1 | 2 | 0 |
1225 | Religious Festival | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a (Non-Aligned) species. Rotate all members of that species for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | "Don't ask." - Ivanova | 5 | 6 | 0 |
1226 | Reluctant Allies | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | All neutral groups cost an additional amount of influence to sponsor equal to the sponsor's faction's number of Shadow and Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Both Vorlons and Shadows are looked upon as almost god-like in their power and mystery. Many beings are reluctant to engage in any conflict which might draw their attention. | 2 | 6 | 0 |
1227 | Removed from Power | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player with an unrest of 3 or greater. If successful, the target player must shuffle his hand back into his deck, then he must draw 4 cards. | 0 | 0 | 0 | 0 | 0 | 0 | When faced with the choice of maintaining one's standing or following one's conscience... not everyone is willing to follow their conscience. | 2 | 6 | 0 |
1228 | Renegade Telepath | 2 | 3 | 1 | 2.0 | 5.0 | 0.0 | 0.0 | 0.0 | 8 | Media. | Rotate Renegade Telepath as an action to add his current Psi ability to the Psi of another teep you control. | 0 | 0 | 0 | 0 | 0 | 0 | "He took the sleepers. They shut off his talent, but it didn't stop him from speaking out against the Corps. He wrote the Senate, the media, got interviewed by ISN." | 7 | 7 | 0 |
1229 | Renowned Victory | 4 | 1 | 43 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The initiator must have won the conflict by at least 5 strength and must have neutralized at least 5 Military strength of fleets with attacks. Target ambassador gains +1 Diplomacy, +2 Leadership and a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | "I say fight." - Susan Ivanova | 1 | 6 | 0 |
1230 | Repairing the Past | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard one aftermath that targets a card in your faction, or that targets your faction as a whole. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I believed your people capable only of murder and pain. But apparently there is still a spark of decency in your genetic code... I never thought I would be saying this, Mollari, but: `To the health of your Emperor!'" - G'Kar to Londo | 4 | 6 | 0 |
1231 | Reparations | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player who initiated a conflict that targeted your faction or a card in your faction. When the target gains 2 or more influence during the resolution round, you may discard this aftermath to cause him to immediately transfer 1 influence to you. | 0 | 0 | 0 | 0 | 0 | 0 | "But if we pay the damages that they want, there won't be enough money to rebuild." "I know. But we have no choice, Vir." - Vir and Londo | 5 | 6 | 0 |
1232 | Repeating Lasers | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 12 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They'll probably try and come down and take the ship. All right, launch fighters; set up a killing zone at surface plus one mile. We need to get up there, if we lose the Excalibur, we're screwed." - Gideon | 8 | 6 | 0 |
1233 | Reprisal | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a group that targeted or affected a participant in the conflict, or that applied support or opposition to the conflict. Return the group to its owner's hand. The group cannot be sponsored on the next turn. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I was just lying there, and I was feeling myself letting go of my body, and I remember, the last thing I thought was, 'I'm going to die, now.'" - Susan Ivanova | 3 | 6 | 0 |
1234 | Reprogrammer | 2 | 3 | 1 | 0.0 | 5.0 | 8.0 | 0.0 | 0.0 | 10 | Psi Corps Character. Psi Cop. | If your ambassador is a Psi Cop, you may promote Reprogrammer for 10 influence (no modifiers are applied). The cost for Reprogrammer to promote a Psi Corps character is reduced by an amount equal to the number of Psi Cops in your Inner Circle. | 0 | 0 | 0 | 0 | 0 | 0 | "From time to time we updated your conditioning, continued to point you where we needed you to go. Until, in the end, the old Garibaldi was gone, and the new one worked only for us." - Bester describes the Reprogrammer's work | 5 | 1 | 0 |
1235 | Reprogramming Team | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Psi Corps Group. Rotate Reprogramming Team and apply 8 influence to target an aftermath on a character you control. You may move the aftermath to another valid character you control, ignoring participation restrictions. | 0 | 0 | 0 | 0 | 0 | 0 | "Whatever you think of me, Mister Garibaldi, I'm not capricious or cruel." - Bester | 5 | 1 | 0 |
1236 | Rescue | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The leader of a neutralized participant fleet is returned to an undamaged, but still rotated, condition. He gains a Doom mark. (Discard this aftermath after play.) | 0 | 0 | 1 | 0 | 0 | 0 | When all seems lost, help may come from the most unexpected places. Even those who may seem like enemies will assist if it's in their own interest to do so. | 4 | 6 | 0 |
1237 | Research Station | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | The cost for the controller of the target location to sponsor enhancements is reduced by 1 for each Research Station in his faction (to a minimum cost of 0). | 0 | 0 | 0 | 0 | 0 | 0 | Most research ends in a blind alley or a result of little practical use. Once in a while, though, something striking can emerge. | 3 | 6 | 0 |
1238 | Reservations | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | At the end of the Ready round, any play that no longer has the ability to sponsor his agenda has that agenda blanked for the rest of the turn.. | 0 | 0 | 0 | 0 | 0 | 0 | "I believe that I have been touched, that I am meant for something greater- a greater darkness or a greater good I can no longer say." - Londo Mollari | 3 | 6 | 0 |
1239 | Reserve Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 5 | | You may only sponsor this fleet if you have a tension of 5 towards another race. | 0 | 0 | 0 | 0 | 0 | 0 | The Earth fleet had to be almost completely rebuilt after its near total annihilation in the Earth-Minbari War. | 1 | 1 | 0 |
1240 | Resigned to His Fate | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate your Ambassador and target an Ambassador controlled by another player. Rotate the target for no effect. For each 5 additional influence that you apply when you play this event, both ambassadors remain rotated for an additional turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Not many fishies left in the sea. Not many fishies, just Londo and Me." - G'Kar | 5 | 6 | 0 |
1241 | Resist Control | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may not initiate this conflict if you have any Vorlon Marks. Target a player with Vorlon Marks. If successful, he must transfer 1 influence to you and purge 1 Vorlon Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "Lyta once told me that there might be some leftover programming still inside her, put there by the Vorlons when they took off for The Rim." - Sheridan | 6 | 6 | 0 |
1242 | Resist the Vorlons | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may not initiate this conflict if you have any Vorlon Marks. Target a player with Vorlon Marks. Any ability may be used in this conflict. If successful, the target must transfer 1 influence to you and purge 2 Vorlon Marks (or 1 Vorlon Mark if that is all he has), and this conflict returns to your hand. If unsuccessful, you lose 1 power and 1 influence, and the Vorlons gain 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "So we're going to take out the Vorlon, any way we can." - Sheridan | 7 | 6 | 0 |
1243 | Resupply Network | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate Resupply Network to remove 2 damage from one fleet of your race. Rotate Resupply Network and apply 3 influence to return a Support Fleet to your hand from your discard pile if you were not the target of a won war conflict last turn. | 0 | 0 | 0 | 0 | 0 | 0 | Warriors are the elite of the military; no one wants to work in logistics and resupply. When the energy packs run out, however, who is more valuable? | 3 | 6 | 0 |
1244 | Retribution | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant character takes 1 damage for each Inner Circle character you control who is not neutralized. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "It is Shon'Kar, the blood oath... Now our vengeance is at hand." - Na'Toth | 4 | 6 | 0 |
1245 | Retributive Strike | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "What can he possibly do from down there?" "He can destroy your ship, Captain. He can shoot it out of the sky." - Captain Daniels and Gideon | 8 | 6 | 0 |
1246 | Return to Ideals | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you have no agenda in play, rotate your ambassador and apply 10 influence to select an agenda from your discard pile and immediately sponsor it. If you have a Major Agenda in play, apply 10 influence and rotate your ambassador to select a Major Agenda from your discard pile and replace your current agenda. | 0 | 0 | 0 | 0 | 0 | 0 | Though we may stray from the course, if we but pause to listen to that still small voice within us, we can always return from whence we came. | 3 | 6 | 0 |
1247 | Revenge is Sweet | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when this character is attacked and neutralized, and his attacker is not neutralized. Neutralize the attacker. | 0 | 0 | 0 | 0 | 0 | 0 | "You will know pain." "And you will know fear." "And then you will die." -G'Kar and Na'Toth, giving Tu'Pari a taste of his own | 5 | 6 | 0 |
1248 | Revenge | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All of your fleets gain +2 Military while attacking Centauri fleets. Your tension towards the Centauri counts as power. Gain +2 influence whenever you conquer a Centauri location. | 0 | 0 | 0 | 0 | 0 | 0 | "The wheel turns, does it not, ambassador?" - G'Kar to Londo | 1 | 3 | 0 |
1249 | Reverse Advances | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard one aftermath that targets a card in another player's faction, or that targets his faction as a whole. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Ambassadors should take care as to how they behave in public. If unprotected among the common folk, they may find themselves under assault from those with a grudge, or even someone who just seeks notoriety. | 4 | 6 | 0 |
1250 | Reverse Engineering | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an enhancement. This conflict has 10 automatic opposition. If successful, this conflict becomes a copy of that enhancement affecting a legal target of your choice (designated during the Conflict Round). | 0 | 0 | 0 | 0 | 0 | 0 | "They do the work. We steal it. It's what my old man used to call Reverse Engineering." - Garibaldi to Ivanova | 2 | 6 | 0 |
1251 | Right Makes Might | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Requires 3 Destiny and/or Vorlon Marks. Target a conflict. For the rest of this turn, your characters inflict extra damage when attacking participant characters in the faction that initiated the target conflict. The extra damage is equal to the total number of Destiny and Vorlon Marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "It's wrong for the strong to prey on the weak. That idea was at the very heart of The Round Table: To correct injustice, to promote a society of laws, not arms." - Arthur | 6 | 6 | 0 |
1252 | Rimush | 3 | 3 | 1 | 3.0 | 3.0 | 4.0 | 7.0 | 0.0 | 8 | Drakh Ambassador. Drakh Warleader. | When sponsored, you may search through your deck and take one Drakh card of your choice into your hand. As an action, you may (permanently) reduce Rimush's printed Leadership by 1 to increase the Military of a fleet he is leading by +3 for the rest of this turn. If another player controls Rimush, you may discard this card from your hand as an action to search your deck and take a different Drakh Ambassador into your hand. | 0 | 0 | 0 | 0 | 1 | 0 | | 7 | 8 | 0 |
1253 | Rise of the Republic | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | All your fleets gain +1 Military. Your highest tension value counts as power. Once per turn you may apply 15 Diplomacy to increase any of your tension values by 1. | 0 | 0 | 0 | 0 | 0 | 0 | The once mighty Centauri Republic slid into decadence and decay. Thanks to Londo Mollari's association with the Shadows, the Centauri are once again on the move and are a rising power in this sector of the galaxy. | 1 | 4 | 0 |
1254 | Rise to Power | 4 | 1 | 43 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador and one other character you control with at least 3 Intrigue. Purge up to two Destiny marks from your ambassador. Gain 1 influence for each mark purged. Ambassador gains a Doom mark. | 0 | 0 | 1 | 0 | 0 | 0 | "Sorry, I wasn't thinking. It felt very natural, though" - Londo Mollari | 1 | 6 | 0 |
1255 | Rising Star | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Limited. Target a non-ambassador Lord, Lady, or Minister you control. The target gains the text "Centauri Home Faction Ambassador's Assistant." (boldface) The target cannot become your ambassador. | 0 | 0 | 0 | 0 | 0 | 0 | "I know that your reports are in favor at the royal court, and that your star seems to be in ascendence." - Lyndisty | 6 | 4 | 0 |
1256 | Rivalry | 4 | 1 | 57 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Choose two non-ambassador Inner Circle characters the target controls, at least one of whom must be a participant character. The target must demote one of the two characters to a supporting character. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Sometimes he thinks he's the second coming. He has a God complex. You can't talk to him anymore; he doesn't listen." - Garibaldi about Sheridan, ISN Interview | 4 | 6 | 0 |
1257 | Roam the Stars | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 9 | | Multiple. May replace a Limited location that is the Homeworld of the race controlling it, transferring all attached cards. When played, this Location becomes the "Homeworld" (boldface) of that race. Each time you win a conflict with no participation restrictions that was initiated by a conflict card and that did not provide you influence or power, you may rotate this location to search your discard pile for any agenda, character, fleet, or group, and take it into your hand. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1258 | Robert Conner | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 2.0 | 0.0 | 4 | Crusade. | As an action, rotate Robert Conner to remove 2 points of damage from a fleet or location you control. | 0 | 0 | 0 | 0 | 0 | 0 | "To tell you the truth, after poking around this place for six hours, the only thing that stinks in here is me. Hey, think he'd go for that?" | 8 | 7 | 0 |
1259 | Rogue Soul Hunter | 3 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 9 | | Cannot be sponsored by the Minbari faction. Rotate to cause the top character in another player's discard pile to become a supporting character for you for the rest of the turn. At the end of the turn, return him to the same discard pile. If the character is Limited, no other copy of that character may be in play. | 0 | 0 | 0 | 0 | 0 | 0 | According to their tradition, Soul Hunters need only be present when a great leader is about to die, so the soul can be collected. But a deranged Soul Hunter may try to cause the death, so no opportunity will be missed. | 1 | 7 | 0 |
1260 | Rogue Telepath | 5 | 3 | 1 | 0.0 | 2.0 | 4.0 | 0.0 | 0.0 | 6 | | The Rogue Telepath ignores the first 3 points of damage when attacked. | 0 | 0 | 0 | 0 | 0 | 0 | Not all human telepaths are willing to submit meekly to the Psi Corps. Some, who would do anything to stand on their own, may prove to be powerful allies in the days ahead. | 4 | 7 | 0 |
1261 | Rogue | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a Neutral teep who you control. The target gains +2 Psi while opposing a conflict initiated by the Psi Corps faction. The target cannot become a Psi Corps character. The target's faction cannot sponsor Psi Cops. | 0 | 0 | 0 | 0 | 0 | 0 | "She's a Blip, a telepath who refused to join the Corps or take the sleepers to control her ability." | 5 | 6 | 0 |
1262 | Round Table | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | You must be an ISA member to play this Event. Target two non-ambassador Inner Circle characters, one controlled by you and one controlled by another ISA member. If that other member agrees, exchange the characters (you each take the target controlled by the other player and place it in your Inner Circle). | 0 | 0 | 0 | 0 | 0 | 0 | "A new Round Table? Well, I guess I've heard worse ideas in my time." - Stephen Franklin | 7 | 6 | 0 |
1263 | Rule By the Masses | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. You may sponsor this agenda without rotating an Inner Circle character. If the number of species ambassadors in your Inner Circle is not greater than Babylon 5 influence, you may rotate this card as an action to promote a species ambassador you control for free. As an action, you may rotate this Agenda and remove it from play to draw a number of cards equal to the number of species in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 5 | 0 |
1264 | Rumor Mongers | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | Media. | Rotate this group and apply 1 influence to play a limited character card from your hand to this group as an enhancement. Each such character card enhancing this group causes any copy of that character in play to lose 1 from each of his abilities. | 0 | 0 | 0 | 0 | 0 | 0 | Centauri women hold a lesser status at court than the Centauri males, having to accomplish by guile and misdirection what the men achieve through alliances and assassination | 3 | 6 | 0 |
1265 | Saber Rattling | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Military may be used to support or oppose this conflict. Target a player. If successful, you gain +1 influence and the target increases his tension toward all players who supported the conflict by 1. If unsuccessful, the target gains +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | An actual battle can often be avoided if military strength can be demonstrated. The shrewd leader will realize that he has inferior forces, and will wait to fight another day. | 1 | 6 | 0 |
1266 | Sabotage | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet controlled by another player. The fleet's Military during resolution is added as opposition to this conflict. If successful, the fleet takes damage equal to the amount by which you succeeded. | 0 | 0 | 0 | 0 | 0 | 0 | Two of the earlier Babylon 5 stations were sabotaged and destroyed. Babylon 4 was infiltrated by a team that installed a device capable of moving the station through time. Security on warships and space stations must remain high to prevent sabotage. | 4 | 6 | 0 |
1267 | Saboteurs | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Multiple. Each player may only sponsor one copy of this Group. Rotate this group to apply opposition to a target conflict equal to three times the initiator's Unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "President Clark isn't the real problem. He's trivial. One way or another he'll be gone in a few years. But the telepaths he put in power, the Psi Corps, those will be with us forever. That's the real danger." - William Edgars | 5 | 6 | 0 |
1268 | Sacrifice Play | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a participant limited non-ambassador character leading a fleet. Double the target's Leadership for the rest of the turn. After the conflict resolves, neutralize the character, and the character suffers severe damage equal to his printed Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Heroes carry out their duty, no matter the cost. | 3 | 6 | 0 |
1269 | Safety in Numbers | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Participant characters in your faction who are attacked have damage resistance equal to half the number of Non-Aligned species in your Inner Circle. Count each 2 Non-Aligned ambassadors in your Inner Circle as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | "Our only chance is to put together the Narns, the League and as many other races as possible into one cohesive force." - John Sheridan. | 3 | 5 | 0 |
1270 | Salvage Yard | 3 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Target one of your locations. Whenever a fleet of your race is discarded, you may apply influence equal to its cost to place it in its owner's hand instead of the discard pile, provided the Military rating printed on the card is less than 7. | 0 | 0 | 0 | 0 | 0 | 0 | If a warship is salvageable, it may be sent to a repair yard so it can be returned to service. Babylon 5 has the ability to repair damaged space ships. | 4 | 6 | 0 |
1271 | Samuel Drake | 2 | 3 | 1 | 1.0 | 3.0 | 0.0 | 0.0 | 0.0 | 7 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I'm sure there won't be any problems." | 8 | 1 | 0 |
1272 | Sanctions | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Diplomacy to support or oppose a target Military conflict. | 0 | 0 | 0 | 0 | 0 | 0 | The Babylon 5 Advisory Council may vote collectively to impose sanctions, or may choose to act individually if no consensus can be reached. These greater star powers have the military and political might to force lesser powers to comply with the law. | 1 | 6 | 0 |
1273 | Sanctity of The Mind | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a Psi conflict. Any player may apply 1 influence as an action to allow an Inner Circle character he controls to oppose the target conflict, using any ability. Each player may use this event's effect repeatedly, for the rest of this turn (as long as he has sufficient influence). | 0 | 0 | 0 | 0 | 0 | 0 | Even mundanes can resist telepathic powers... if they have a strong enough will. | 5 | 6 | 0 |
1274 | Sanctuary | 3 | 1 | 54 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play after a war conflict which targeted your faction. Target your ambassador. Place a number of sanctuary tokens on your ambassador equal to Babylon 5's influence. Each point of damage your ambassador suffers removes one sanctuary token instead of damaging your ambassador. Discard this aftermath once all tokens are removed. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain Sheridan, I've been instructed by my government to come to you and ask for sanctuary." - G'Kar | 3 | 6 | 0 |
1275 | Sandra Hiroshi | 1 | 3 | 1 | 0.0 | 0.0 | 0.0 | 3.0 | 0.0 | 5 | | Events played by you that target Sandra Hiroshi are played at -3 influence cost (minimum cost 0). | 0 | 0 | 0 | 0 | 0 | 0 | Captain Sandra Hiroshi is the commanding officer of the Omega-Class warship E.A.S. Churchill. Loyal to the Earth Alliance Constitution she is willing to sacrifice her life and her ship if need be. | 1 | 1 | 0 |
1276 | Sara | 1 | 3 | 1 | 1.0 | 0.0 | 4.0 | 0.0 | 0.0 | 6 | | When attacking, Sara inflicts 2 extra damage for each teep in your faction that was neutralized this turn. Sara suffers 1 additional point of severe damage when she is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Byron described Sara as "bright and beautiful." But she was quick to turn to violence when her cause was threatened. | 5 | 7 | 0 |
1277 | Sarah | 2 | 3 | 1 | 0.0 | 5.0 | 0.0 | 0.0 | 0.0 | 7 | | Sarah cannot attack. The cost for the Human player to sponsor Sarah is reduced by an amount equal to Human unrest. | 0 | 0 | 0 | 0 | 0 | 0 | Sarah is an undercover operative for General Hague. She acts as a liaison with Captain Sheridan, delivering orders to help investigate the possible plot within EarthGov. | 1 | 1 | 0 |
1278 | Say What They Want | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All characters may use half their Psi to oppose a target Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Never, ever, ever trust a telepath. I swear to you that I'm gonna have that tattooed on the inside of my eyelids." - Garibaldi | 5 | 6 | 0 |
1279 | Scapegoats | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target any number of neutralized Inner Circle character characters you control. The characters are rotated, healed and unneutralized, but are demoted to the supporting cards row. | 0 | 0 | 0 | 0 | 0 | 0 | "I just realized I need more fiber in my diet" - Michael Garibaldi | 3 | 6 | 0 |
1280 | Schism | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target any number of supporting characters controlled by another player. The number of targets cannot exceed their controller's current unrest minus his starting unrest. You may not target characters with attached cards or who have gained boldface text. Shuffle the targets back into their owner's deck. | 0 | 0 | 0 | 0 | 0 | 0 | "Green!" "Purple!" | 7 | 6 | 0 |
1281 | Screened | 2 | 5 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the fleet is attacked. Any damage the fleet suffers is instead applied to another ready fleet you control. The fleet damages its attacker normally. | 0 | 0 | 0 | 0 | 0 | 0 | "Delta squadron, punch us a hole through there." - Susan Ivanova | 3 | 6 | 0 |
1282 | Search for Direction | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any amount of influence. Reveal that many cards from the top of your deck to all players. Put any revealed agendas into your hand. Replace the rest of the cards, then shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't understand." "Because you have let them distract you, blind you with hate. You cannot see the battle for what it is." G'Kar receives an answer | 2 | 6 | 0 |
1283 | Search for a Home | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Cannot be blanked or discarded. If you control no locations you conquered using Search for a Home, rotate this agenda, target a Homeworld in play, and discard Chaos Tokens equal to the Homeworld's printed Military. You conquer the location, and while you control it, even if this agenda leaves play, each turn you may apply (X - 10) additional influence, where X is the location's printed Military at the time you conquered it. If you control a Homeworld loyal to another race, and no other players control any locations, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
1284 | Seat of Power | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target a non-ambassador character you control and a location you control. The target character cannot lead fleets. You may apply opposition equal to the location's Military to any conflict that targets the character. If the location is captured or discarded, discard the character. | 0 | 0 | 0 | 0 | 0 | 0 | "They almost never travel. They don't like to leave their places of power." - Londo Mollari | 3 | 6 | 0 |
1285 | Sebastian | 3 | 3 | 1 | 4.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Unique. Requires 3 Vorlon Marks to sponsor. Rotate Sebastian to initiate an additional Diplomacy conflict targeting a character. The conflict has automatic support equal to that character's Destiny Marks. If successful, purge one of that character's Destiny Marks. If it fails, discard Sebastian and the character gains a Vorlon Mark. | 0 | 0 | 0 | 0 | 0 | 1 | "I believe I am expected." Sebastian | 2 | 7 | 0 |
1286 | Second Battle Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 9.0 | 10 | | | 0 | 0 | 0 | 0 | 0 | 0 | The top fleet position of Grand Fleet Adminarl is an ancestral position of great honor, with a life of training from birth in the noble house Dromo. | 1 | 4 | 0 |
1287 | Second Battle Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 9.0 | 10 | | | 0 | 0 | 0 | 0 | 0 | 0 | EarthForce ships not only patrol to keep the peace, but also engage in deep space exploration. The ships have to be heavily supplied as they may not return to known space for years. | 1 | 1 | 0 |
1288 | Second Battle Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 11 | | | 0 | 0 | 0 | 0 | 0 | 0 | Because no other race has military technology superior to the Minbari, other means must be used to achieve victory. John Sheridan destroyed the cruiser Black Star by seeding an asteroid belt with mines that he could set off by remote control. | 1 | 2 | 0 |
1289 | Second Battle Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 9.0 | 10 | | | 0 | 0 | 0 | 0 | 0 | 0 | Narn warships fight battles in tandem with support fighters. The fighters, however, do not have the ability to create their own jump points, so they must enter or exit hyperspace through a jump point created by cruisers. | 1 | 3 | 0 |
1290 | Second Squadron | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | While this enhancement is ready, the target gains +1 Military. Rotate this squadron to apply 3 damage to a location targeted by the conflict in which the fleet this card enhances is participating. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 lost 30% of its Aurora Starfuries when attacked by ships loyal to President Clark. They gained Replacement Thunderbolds from an allied ship lost in the battle. | 3 | 6 | 0 |
1291 | Second United Fleet | 3 | 8 | 49 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 0 | | Any player with no Shadow or no Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. Your Ambassador may use Diplomacy as Leadership while leading this fleet. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri are one of the most vigorous races in the known galaxy, and their firepower can make a crucial difference in a campaign. | 3 | 6 | 0 |
1292 | Secondary Control | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Target yourself. You may sponsor groups of another race. To do so, the sponsoring character must be of the group's race, and you must apply double the group's influence cost. | 0 | 0 | 0 | 0 | 0 | 0 | Ambassador Delenn was more than she appeared to be, when she arrived on Babylon 5. She was actually a member of the Grey Council, assigned to Babylon 5 to watch Jeffrey Sinclair and determine if he is the fulfillment of ancient prophecy. | 1 | 6 | 0 |
1293 | Secondary Experience | 4 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character whose ability used in the conflict is not his highest ability. Character gains +2 in the ability used in the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Ambassador Delenn was more than she appeared to be, when she arrived on Babylon 5. She was actually a member of the Grey Council, assigned to Babylon 5 to watch Jeffery Sinclair and determine if he is the fulfillment of an ancient prophecy. | 4 | 6 | 0 |
1294 | Secret Police | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Multiple. Rotate this group and target a character who is not targeted by Secret Police. This character gains a bonus to his Intrigue equal to half his Psi, rounded up, while this group remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | A secret Psi Corps covert operation is based in the nuclear wastelands of San Diego. Its project : Lasarus created cyberorganic agents out of dying humans. They may have also planted an unwilling spy on B5, code-named Control. | 4 | 6 | 0 |
1295 | Secret Strike | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | If you did not initiate a conflict this turn, rotate a character with Intrigue to do so immediately. | 0 | 0 | 0 | 0 | 0 | 0 | "Undercover operatives may be hidden for months or even years. They may even be in Babylon 5's command structure. When ordered, they will suddenly strike without warning." | 1 | 6 | 0 |
1296 | Secret Vorlon Aid | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate a character with 2 Vorlon marks. Apply +5 Intrigue to support or oppose an Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "It sang to me." - Dr. Everett Jacobs | 1 | 6 | 0 |
1297 | Secret and Arrogant | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | When initiated, immediately rotate the ambassador of each ISA member for no effect. Each participant in this conflict controlled by an ISA member has all his abilities reduced by 2 while participating, including during the Action Round. If successful, each ISA member loses 2 influence. For every 15 you win by, the ISA ambassadors remain rotated for an extra turn. | 0 | 0 | 0 | 0 | 0 | 0 | "They wish to teach us a lesson, to break us, so that we will never again be a problem. The punishment is unfair. It is a violation of our sovereign rights." - Londo | 7 | 6 | 0 |
1298 | Secrets of Success | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Irrevocable. Show the other players a Babylon 5 CCG card of yours from outside the game (even if there are already 3 or more copies in your deck). Hold a player vote (each player still in the game votes once, even if they have no Babylon 5 vote). If the vote passes, take the card into your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "I want you to be happy, and I want me to be happy. I want you to be happy for me, and me to be happy for you. Is that so much to ask around here?" - Londo | 6 | 6 | 0 |
1299 | Sector 90 | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 4 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate and pay half the influence cost of a target group you control to ready the group. Any ongoing effects of the group's previous action are canceled. | 0 | 0 | 0 | 0 | 0 | 0 | Sector 90 was the transfer site used by G'Kar to ship weapons to Narn during the occupation. | 5 | 7 | 0 |
1300 | Secure the Home Front | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | While there is another faction of your race, your influence minus the highest influence of any other faction of your race counts as power. Unneutralized participants of your race apply +2 opposition while opposing conflicts initiated by another faction of your race. | 0 | 0 | 0 | 0 | 0 | 0 | "When you become obsessed with the enemy, you become the enemy." - Jeffrey Sinclair | 3 | 6 | 0 |
1301 | Security Crackdown | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any number of weapon enhancements, and apply the influence cost of each enhancement. Discard those enhancements. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's crack security team is composed of civilians employed by the station, rather than military personnel reporting directly to EarthForce. Trained in the use of force, they will only ever use it if there is no alternative. | 3 | 6 | 0 |
1302 | Security Detail | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. Apply 6 influence and target a conflict. All weapon enhancements on participant characters in the target conflict (including attacking characters) are blanked. | 0 | 0 | 0 | 0 | 0 | 0 | The best security cuards are the ones who prevent weapons from being fired, not the ones who fire them. | 3 | 6 | 0 |
1303 | Security Fleet (Centauri) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 8 | | May only be sponsored if there are at least two Centauri factions in the game. This fleet may support or oppose Intrigue conflicts (using its Military). | 0 | 0 | 0 | 0 | 0 | 0 | "We will take them together, just like in the old days when my dear Republic moved in and conquered the entire Beta System in nine days. We came out of the sky, a veritable cloud of starships, then we fell on them..." - Londo Mollari | 3 | 4 | 0 |
1304 | Security Fleet (Human) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | | May only be sponsored if there are at least two Human factions in the game. Rotate this fleet to cause an Human character to suffer 1 point of damage. | 0 | 0 | 0 | 0 | 0 | 0 | Earth has many classes of military starships: the Nova class dreadnoughts; the Olympus class corvettes; the Hyperion class heavy cruisers; the Omega class destroyers; and more. | 3 | 1 | 0 |
1305 | Security Fleet (Minbari) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 7 | | May only be sponsored if there are at least two Minbari factions in the game. This fleet gains +2 Military if the Grey Council Fleet is in play. | 0 | 0 | 0 | 0 | 0 | 0 | "Life and death are simply two possible consequences, bothe equal, neithher falued or feared above the other." - Warleader Shakiri | 3 | 2 | 0 |
1306 | Security Fleet (Narn) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | | May only be sponsored if there are at least two Narn factions in the game. This fleet may support or oppose Diplomacy conflicts (using its Military). | 0 | 0 | 0 | 0 | 0 | 0 | Following the liberation of their homeworld, the Narn sacrificed everything to build up their military power. Their world was stripped of resources to construct ships, and what little wealth they managed to hide was spent on armaments. | 3 | 3 | 0 |
1307 | Security Fleet (Non-Aligned) | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 6 | | May only be sponsored if there are at least two Non-Aligned factions in the game. This fleet may attack any Non-Aligned fleet controlled by another player. Other Non-Aligned fleets may attack this fleet in return. | 0 | 0 | 0 | 0 | 0 | 0 | One problem with the League worlds is, without a firmer alliance of some sort, a member may attack anyone, within the League or outside it. A securit fleet is a step towards consolidation. | 3 | 5 | 0 |
1308 | Security Override | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target an Intrigue conflict. All characters currently supporting or opposing (your choice) the conflict gain +1 Intrigue for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | When politics and morality find themselves in opposition, everyone has to choose sides - even the forces of law and order. | 3 | 6 | 0 |
1309 | Security Training | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a character you control and choose a character for him to protect. If ready and non-neutralized, target character takes damage in place of the protected character when the protected character is attacked in an Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | All Babylon 5 officers are highly trained in self defense, and the defense of others. It's part of routine EarthForce training. | 1 | 6 | 0 |
1310 | Seduction | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character. Character's Intrigue is reduced for the rest of the turn by 1 per influence you apply (to a minimum of 1). | 0 | 0 | 0 | 0 | 0 | 0 | Seduction is a tried and true weapon in the espionage arsenal. It can be used merely to "distract" an official, to set someone up for blackmail, or simply to persuade the target to listen to another side's point of view. | 1 | 6 | 0 |
1311 | Seductive Arguments | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Sponsor or promote a character loyal to a race other than your own as if they were loyal to your own race (you do not have to apply double influence). You cannot apply any other cost reductions to this action. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 was constructed to promote good will between races which might otherwise find themselves at war. Nowhere is its success more evident than when a member of one race aids a member of another race for no reason other than fellowship. | 3 | 6 | 0 |
1312 | Seeds of Anarchy | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Mark to initiate. Any player may be supported in this conflict. All players besides the single player with the highest total lose 2 Influence. | 0 | 0 | 0 | 0 | 0 | 0 | Anarchy is a formidable weapon of the Shadows. As the Vorlons strive to bring order, so do the Shadows spread chaos, destroying the faith and loyalties of those who are their targets. | 2 | 6 | 0 |
1313 | Seeds of Destruction | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Increase your influence rating by +1 whenever it is another player's action and he gains a Doom Mark and/or his Unrest attempts to increase. Rotate this agenda and target a player whose Unrest increased since your last action to increase his Unrest by 1. Or rotate this agenda and target a character with 5 or more combined Doom, Shadow, and Vorlon Marks to neutralize that character. When you replace this agenda, you may return it to your hand instead of removing it from the game. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1314 | Seeing Shadows | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a faction with Shadow Marks. Psi may be used in this conflict. If successful, Shadow influence is reduced by 1, and for every 5 points by which this conflict succeeded you may purge one Shadow Mark from a character of your choice in the target faction. | 0 | 0 | 0 | 0 | 0 | 0 | "And just for a second, I thought I saw this. shape." - Talia | 5 | 6 | 0 |
1315 | Seeking Knowledge | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate this card to initiate an additional Diplomacy conflict if you are not in a State of War. If successful, draw 1 card for each 10 points by which the conflict succeeds, then discard an equal number of cards. | 0 | 0 | 0 | 0 | 0 | 0 | "From birth I was raised in the temple and studied the ways of the Religious Caste. Six months ago I came here. There is nothing else." - Lennier's life story | 5 | 2 | 0 |
1316 | Seizing Advantage | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Pay 5 influence (in addition to other conflict requirements) to play a conflict card from another player's discard pile (as if it were from your hand). Each time your faction neutralizes a character with an attack and the character is discarded that same turn, your neutralizing character gains a Doom Mark and your faction (permanently) gains +1 power. | 0 | 0 | 1 | 0 | 0 | 0 | Shrewd politicians may incite trouble for someone else, simply because it puts them in a more advantageous position to achieve their own goals. | 4 | 6 | 0 |
1317 | Self Doubt | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a supporting character. Rotate the character for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | People change over time. A long time friend's personality may change or some hidden trait may manifest itself. This may result in self doubt, which can paralyze even the most able leader. | 1 | 6 | 0 |
1318 | Senator King | 2 | 3 | 1 | 5.0 | 3.0 | 0.0 | 0.0 | 0.0 | 8 | Nightwatch. Earth Alliance Senator. | | 1 | 0 | 0 | 0 | 0 | 0 | "I am listening, Commander. You're just not saying anything worth hearing." | 6 | 1 | 0 |
1319 | Senator Voudreau | 2 | 3 | 1 | 7.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | | | 0 | 0 | 0 | 0 | 0 | 0 | Elise Voudreau is an Earth Alliance Senator. She has a particular interest in activities on Babylon 5 that may be linked to the rebellion on Mars colony. She believes that "Practicality is more important than principles." | 1 | 1 | 0 |
1320 | Senator Young | 3 | 3 | 1 | 4.0 | 4.0 | 0.0 | 0.0 | 0.0 | 10 | | If anyone plays an event which requires Shadow Marks that targets your faction, you may purge a Shadow Mark from Senator Young to negate the event. | 0 | 0 | 0 | 0 | 1 | 0 | Through the machinations of Senator Young, information about the Shadow ships was kept from EarthForce and an escalation of Psi Corps plans for Earth came to fruition. | 2 | 1 | 0 |
1321 | Serendipity | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Perhaps tomorrow you can show me where you found this." "I'd love to." - Max and Dureena | 8 | 6 | 0 |
1322 | Servants of Order | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains a Vorlon Mark. Purge a Vorlon Mark to go through your deck until you find the first card requiring or picturing Vorlon Marks. Place that card in your hand, then shuffle your deck. Count each 2 Vorlon Marks you have as 1 power. | 0 | 0 | 0 | 0 | 0 | 1 | "I am Grey. I stand between the candle and the star. We are Grey. We stand between the darkness and the light." - Traditional greeting spoken by members of the Grey Council | 4 | 2 | 0 |
1323 | Severed Ties | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Marks to initiate. Target any two factions. For each 5 by which this conflict succeeds, you may end one non-war state in effect between the two factions. | 0 | 0 | 0 | 0 | 0 | 0 | Knowledge, of the trugh, of the universe, of one's friends and foes provides strategic advantage. This can be parlayed into raw power... or applied to a more practical end. | 3 | 6 | 0 |
1324 | Sh'Sak | 3 | 3 | 1 | 1.0 | 1.0 | 0.0 | 3.0 | 0.0 | 7 | | At the end of the resolution round, if you played an aftermath that was not discarded after play, you may search through your deck and take into your hand one copy of that aftermath. Reshuffle your deck afterwards. | 0 | 0 | 0 | 0 | 0 | 0 | Sh'Sak is a firm believer in training and education, so that every Narn is at their best when their greatest trial arrives. | 5 | 3 | 0 |
1325 | Shadow Aid | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this conflict becomes a faction enhancement. The enhancement allows you to purge 2 Shadow Marks to add Military equal to half the Shadow's Influence to one fleet that is supporting a war conflict targeting a location. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows lurk seemingly everywhere, ready to throw their monstrous ships into whatever conflict will best serve their ends. | 2 | 6 | 0 |
1326 | Shadow Assault | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires three Shadow Marks to play. Target a location controlled by a player of another race. Shadows support the conflict with strength equal to Shadow influence. If successful, you may discard the location, or you may rotate one fleet to start a war against the location's owner and you capture the location. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadow capital ships are the primary offensive weapon of their dark fleet. They are operated by a sentient being wired as a central processor into its core. | 4 | 6 | 0 |
1327 | Shadow Base | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Requires 3 Shadow Marks to sponsor. Target one of your locations. The target location gains a Shadow Mark (which applies to your faction total) and gains +10 Military. | 0 | 0 | 0 | 0 | 1 | 0 | "Prophecy is a guess that comes true. When it doesn't, it's a metaphor." | 3 | 6 | 0 |
1328 | Shadow Cloud | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Irrevocable. Requires 1 Shadow Mark to initiate, and the Shadow War must be in effect. Each turn, the Shadow Cloud targets the location with the lowest Military in the faction with the most Vorlon Marks, or (if none), in any faction with no Shadow Marks. This conflict has automatic support equal to 75 plus Shadow influence. If successful, remove the target location from the game, and this conflict is automatically reinitiated next turn (as an additional conflict). If unsuccessful, the Shadows lose one quarter of their influence. | 0 | 0 | 0 | 0 | 0 | 0 | | 3 | 6 | 0 |
1329 | Shadow Contact | 5 | 3 | 1 | 0.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | | Requires 1 Shadow Mark to play. Any card requiring Vorlon Marks requires 1 additional mark to play while Shadow Contact is ready. If a card requiring Vorlon Marks is played, rotate Shadow Contact. | 0 | 0 | 0 | 0 | 1 | 0 | "A friend of Mr. Morden?" "Very likely. I do not like the sound of this. No, I do not like the sound of this at all." - Londo replies to Vir | 2 | 7 | 0 |
1330 | Shadow Implants | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Marks to sponsor. Target a character you control. The target character is now loyal to the Shadows. The target character gains a Shadow Mark. If the target character has Psi above 0, any Shadow fleet he leads is immune to effects generated by Psi abilities, and opposing fleets gain no benefit during attacks from Psi. | 0 | 0 | 0 | 0 | 1 | 0 | Rather than attempt to shield their ships from telepathic control, the Shadows seek to use telepathic beings as their central processors, ensuring that any telepathic assault could be blocked. | 3 | 6 | 0 |
1331 | Shadow Medallion | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 2 Shadow Marks to play. Reduce your cost to play any card which requires Shadow Marks by 1. You may discard this enhancement to go through your deck and select a card which requires Shadow Marks. Place that card in your hand then shuffle your deck. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows have minions of many races. They mark each other by the medallion of chaos. | 2 | 6 | 0 |
1332 | Shadow Retribution | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Shadow Mark to play. Play on a conflict supported by a character with a Vorlon Mark. The Vorlons lose 2 Influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "This used to be a colony that was supporting the Vorlons... There were two million sentients on that planet. They're all dead now." Ivanova to Sheridan | 2 | 6 | 0 |
1333 | Shadow Scouts | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 6.0 | 7 | | Any player may sponsor this fleet if they have at least 3 Shadow Marks for normal cost. This fleet has 1 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. All Shadow Fleets gain +1 Military while Shadow Scouts is ready. | 0 | 0 | 0 | 0 | 0 | 0 | Shadow ships often use either a "modified" member of a lesser race as an organic form of automatic pilot or a genetically engineered construct as a remote control. | 3 | 9 | 0 |
1334 | Shadow Ship | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 8 | | Multiple. Any player with 3 Shadow Marks may sponsor this fleet at normal cost if a Z'ha'dum location is in play. This fleet cannot be led or targeted by a non-Shadow enhancement. This fleet ignores the first 2 points of damage suffered in any attack. Rotate to add this fleet's Military to any other Shadow Fleet in play. This fleet is neutralized if the fleet it is aiding is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "It was jet black, a shade of black so deep your eye just kind of slides off it. And it shimmered when you looked at it. A spider, big as death and twice as ugly. And when it flies past, it's like you hear a scream in your mind." | 2 | 9 | 0 |
1335 | Shadow Strike Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 10 | | Any player with 4 or more Shadow Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 3 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow Marks, to attack, or to repair. | 0 | 0 | 0 | 1 | 0 | 0 | They came to our world over a thousand of your years ago. They took little interest in us. G'Quan believed they were engaged in a war far outside our own world. | 3 | 9 | 0 |
1336 | Shadow Strike | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Marks to play. Target a fleet. Apply an amount of influence equal to the target fleet's current Military. If target fleet's current Military is not greater than current Shadow influence, neutralize it. | 0 | 0 | 0 | 0 | 0 | 0 | The Shadows long-range military strategy is to set the lesser powers against each other. If they ally with the Shadows and set upon their neighbours, then perhaps the Shadows will leave them alone. History has shown this to be a foolish assumption. | 4 | 6 | 0 |
1337 | Shadow Symbiont | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a supporting character who has no Vorlon Marks. Apply opposition to this conflict equal to four times the number of Vorlon Marks in the target's faction. If successful, this card becomes an enhancement on the target character which allows any player to purge a Shadow Mark (as an action) to take control of the character for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The thing of it is ... the damn thing of it is ... they grow back. They always grow back. | 3 | 6 | 0 |
1338 | Shadow Tech Upgrade | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet you control. The Shadows must have more influence than the fleet has Military. Purge a Shadow Mark. Apply influence equal to twice the fleet's influence cost. The fleet gains Military equal to its printed Military and one point of damage resistance. | 0 | 0 | 0 | 0 | 0 | 0 | President Clark used Shadow bio-technology to augment an elite force of Omega class destroyers loyal only to him. | 3 | 6 | 0 |
1339 | Shadow War Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 25.0 | 13 | | Any player with 6 or more Shadow marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 4 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow marks, to attack, or to repair.. | 0 | 0 | 0 | 2 | 0 | 0 | "The oldest of the ancients are the Shadows. We have no other name for them." - Delenn | 3 | 9 | 0 |
1340 | Shadow of a Shadow | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Remove 10 Chaos Tokens from this card to play a conflict or sponsor/replace a card, except an enhancement, that requires the Shadow War to be in effect. You must meet and pay all other requirements and costs for the card. Once you use Shadow of a Shadow to play a card, you cannot use it to play that same card again. | 0 | 0 | 0 | 0 | 0 | 0 | "The giants have left the playground, but they left their guns behind." - Sheridan | 7 | 8 | 0 |
1341 | Shadows Fall | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Purge a Shadow Mark. Target any character. That character must purge a Vorlon mark. The Shadows gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | It has been said that when a Shadow ship dies, the scream can be heard all the way to hyperspace. | 3 | 6 | 0 |
1342 | Shadowwatch | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Must be sponsored by a Ranger character. Whenever a character would gain a Shadow Mark, his controller must apply 3 influence or purge that mark. Any Ranger character may, as an action, rotate to support this enhancement. If no Ranger supports it during the turn, discard this enhancement at the end of the action round. | 0 | 0 | 0 | 0 | 0 | 0 | "Stay close to the Vorlons, and watch out for Shadows. They move when you aren't looking at them." - Sinclair to Garibaldi | 3 | 6 | 0 |
1343 | Shady Dealings | 1 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Whe the Drazi asked me how rough they should be when they took you down and brought you here, I didn't want to be pushy so I left it to their own discretion. But I forgot, in the Drazi language there is no equivalent word for discretion." - Max | 8 | 6 | 0 |
1344 | Shai Alyt Neroon | 3 | 3 | 1 | 9.0 | 5.0 | 0.0 | 6.0 | 0.0 | 0 | Warrior Caste. Grey Council Member. Ranger One. Minbari Warleader. | Must replace Alyt Neroon, transferring all attached cards and marks. You may sponsor Minbari Fleets and Warrior Caste Characters at -1 cost, or -2 cost while Shai Alyt Neroon is leading a fleet, or -4 cost while he is leading the Warleader's Fleet or Grey Council Fleet. Purge a non-Doom mark from Shai Alyt Neroon to return the top fleet in your discard pile to your hand. | 0 | 1 | 0 | 0 | 0 | 0 | | 7 | 2 | 0 |
1345 | Shakat | 3 | 3 | 1 | 6.0 | 3.0 | 0.0 | 4.0 | 0.0 | 10 | Grey Council Member. Warrior Caste. | For each point of damage Shakat heals you must apply 1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | When Valen created the Grey Council one thousand years ago, he gave each of the three castes three positions on the Council. The warrior caste appointees are usually quick to advocate a forceful response to any crisis. | 1 | 2 | 0 |
1346 | Shal Mayan | 4 | 3 | 1 | 1.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | Religious Caste. | Rotate Shal and apply 5 influence to ready an Inner Circle character. The effect of that character's action is not canceled. If the Character participated in a conflict, he cannot participate in that same conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Shal Mayan is a famous Minbari poet and writer of Ti'Lar. She has traveled widely, and believes that all sentient beings are best defined by their capacity and need for love. | 4 | 2 | 0 |
1347 | Shambah III | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 10 | Drazi. | Location's Military may only be used to oppose conflicts targeting this location. Whenever you must discard a Drazi fleet, character or location, you may apply influence equal to the card's influence cost to return the card to your hand instead. | 0 | 0 | 0 | 0 | 0 | 0 | The Drazi Freehold consists of their homeworld, Zhabar and all of their colonies. It is ruled by a five member panel called the Shadak, which is chosen by the winners of the civil war every 5 cycles. | 3 | 5 | 0 |
1348 | Shar'kali | 2 | 3 | 1 | 2.0 | 4.0 | 15.0 | 0.0 | 0.0 | 7 | Drakh Ambassador. | When sponsored, you may search your deck and take one Drakh Group of your choice into your hand. While being attacked with Psi, Shar'kali gains damage resistance equal to half his Psi. If another player controls Shar'kali, you may discard this card from your hand as an action to search your deck and take a different Drakh Ambassador into your hand. | 0 | 0 | 0 | 0 | 2 | 0 | "The Drakh have spies everywhere. If they know we are watching, they will move before we can prepare." - Galen | 7 | 8 | 0 |
1349 | Sharrukin | 3 | 3 | 1 | 1.0 | 1.0 | 4.0 | 2.0 | 0.0 | 8 | | Discard Sharrukin to negate an event as it is being played. If Sharrukin is not ready when you do this, you must also either lose 2 influence or apply an amount of influence equal to the influence applied by the event's player. | 1 | 0 | 0 | 0 | 0 | 0 | "We think they are preparing to move, testing their resources, weapons, capabilities." - Galen | 7 | 8 | 0 |
1350 | She'Lah | 4 | 3 | 1 | 2.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | Gaim Ambassador. | Rotate She'lah and target another character. For the rest of the turn, the targeted character loses Diplomacy and Intrigue equal to Shelah's Diplomacy and Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | The Gaim are an insectoid race from the planet N'chak'fah, whose atmosphere is hostile to most other races. | 3 | 5 | 0 |
1351 | Sheridan Reborn | 3 | 3 | 1 | 5.0 | 2.0 | 0.0 | 4.0 | 0.0 | 0 | | Cannot be sponsored. If John Sheridan is your ambassador, rotate Lorien to replace John Sheridan with Sheridan Reborn, transferring all enhancements and marks. Sheridan Reborn gains Diplomacy and Leadership equal to his Destiny Marks. Rotate Sheridan Reborn as an action and play a conflict card. You must apply 3 influence (in addition to any other requirements) for each prior action you have had this turn to initiate this additional conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "We began in chaos, too primitive to make our own decisions. The, we were manipulated from outside by forces that thought they knew what was best for us. And now...now we are finally standing on our own." | 3 | 1 | 0 |
1352 | Sheridan Starkiller | 4 | 3 | 1 | 2.0 | 1.0 | 0.0 | 4.0 | 0.0 | 7 | | May be replaced by John Sheridan, transferring all attached cards and marks. If a fleed led by Sheridan Starkiller is neutralized during an attack, the fleet that attacked or was attacked by it is automatically neutralized, but Sheridan Starkiller is not. | 0 | 0 | 0 | 0 | 0 | 0 | "See you in Hell." | 9 | 1 | 0 |
1353 | Shine in the Night | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Target a player. If successful, the target loses 1 influence and no player except you may initiate conflicts next turn. If you win by 10 or more, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "I hold before you a chance to shine in the night, to strike one last blow that will be heard and remembered a thousand years from now." - Delenn | 7 | 6 | 0 |
1354 | Shining Beacon in Space | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. If successful, your ambassador gains a Vorlon Mark, and Babylon 5 and the Vorlons each gain +1 influence. If successful, this card becomes a Global Aftermath which gives any opposable conflict requiring Shadow Marks automatic opposition equal to Vorlon influence plus Babylon 5 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "When Ambassador Kosh arrives we'll finally have representatives from all four of the major alien governments on board. This is what we've been working toward from day one." - Sinclair | 6 | 6 | 0 |
1355 | Shiv'kala | 3 | 3 | 1 | 4.0 | 7.0 | 5.0 | 1.0 | 0.0 | 7 | Drakh Ambassador. Drakh Spymaster. | When sponsored, you may search through your deck and take one non-ambassador Drakh card of your choice into your hand. Any Drakh player may rotate Shiv'kala to reduce his Unrest by 1. If another player controls Shiv'kala, you may discard this card from your hand as an action to search your deck and take a different Drakh Ambassador into your hand. | 0 | 0 | 0 | 0 | 2 | 0 | "You are now what we need you to be: A beaten, resentful people, who will have to rebuild." | 7 | 8 | 0 |
1356 | Short Term Goals | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Purge a Destiny Mark. Gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Those who hold power must guard it carefully. Wasting their power on short term gain or on foolish objectives may lose it. | 1 | 6 | 0 |
1357 | Short Term Investment | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply any amount of influence. For each 3 influence you apply, you gain +1 influence for the next turn only. This additional influence does not count toward power. | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes, securing a new trade agreement or merchant contract can have an immediate payoff. The advantage of this type of a deal is that your assets are tied down only briefly, and are then once again ready to be tapped. | 1 | 6 | 0 |
1358 | Show the Colors | 1 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any faction may be supported. Participants in this conflict can only be attacked by fleets with whom they are in a state of war. The faction with the single most support gains +2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | They look more like peacocks than fighting men, but the Centauri are doughty, brave warriors, both in space and on the ground. | 3 | 6 | 0 |
1359 | Shunned | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate your ambassador and target a character. Call a Babylon 5 vote. If the passes Babylon 5 gains +1 influence and the target character loses Diplomacy equal to half Babylon 5's influence, rounded up, to a minimum ability of 1. | 0 | 0 | 0 | 0 | 0 | 0 | An ambassador may find himself with diminishing influence if he takes an unpopular course of action, or if his empire's military might weakens. | 1 | 6 | 0 |
1360 | Sigma 957 | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 50.0 | 8 | | This location's Military opposes each conflict targeting this location. Any player may sponsor this location at normal cost. The location does not join any player's faction, and, if conquered, is discarded. The Shadows require +5 influence more than usual to begin the Shadow War. The Vorlons require +5 Influence more than usual to begin the Shadow War. | 0 | 0 | 0 | 0 | 0 | 0 | "Sigma 957 is not a healthy place. Strange things happen there." - G'Kar to Catherine Sakai | 2 | 6 | 0 |
1361 | Signs and Portents | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character with a Vorlon Mark. Each player may reveal this card only once per game. Reveal when a card picturing a Shadow Mark is played. Search through your deck and take up to 3 cards, of different types, into your hand. All of the cards you select must picture or require Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "Did you see Ambassador Kosh?" "I did." "Did you relay my question precisely, word for word?" "I did." "His reaction?" "Just one word. He said: `Yes'." - Delenn and Lennier | 7 | 6 | 0 |
1362 | Silent Majority | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | Nightwatch. | You may rotate a Nightwatch character and target a Multiple Nightwatch character you control to cause the target to gain a Strife Mark for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The great silent majority." - Richard Nixon | 6 | 6 | 0 |
1363 | Silver Tongue | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 1 influence for each character you control who has a Diplomacy greater than 0. For the rest of the turn, all those characters gain +1 Diplomacy. For the rest of the turn, all characters you control lose 1 Intrigue and 1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Former mortal enemies can make the closes of friends. | 3 | 6 | 0 |
1364 | Skeletons in the Closet | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character. All of the characters abilities drop by 1 per Doom Mark he has, to a minimum of 1. Purge all his Doom Marks | 0 | 0 | 0 | 0 | 0 | 0 | Morden, the Shadow's agent, is always accompanied by two or three Shadows who hide themselves in visible light. Because he is never alone they always assure that he does their bidding. | 1 | 6 | 0 |
1365 | Skirmish | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a fleet with a printed Military of 4 or less. Fleets with a printed Military of 5 or more cannot attack the target fleet this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "The last time I made 'personal contact' with a Minbari warship I sent it straight to Hell!" - Captain John Sheridan | 3 | 6 | 0 |
1366 | Sleeper Personality | 4 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Initiates both an Intrigue and a Psi conflict targeting one Inner Circle character who is not an ambassador. If both conflicts are successful, the target is demoted to a supporting character. In addition, if you win the Psi conflict by 10 or more, the target becomes your supporting character until he is discarded. | 0 | 0 | 0 | 0 | 0 | 0 | A Psi Corps brainwashing technique implants an alternate personality deep within a victim's psyche. It is controlled by the transmission of a code word. Once the code is sent telepathically, the victim's personality is destroyed and a new one emerges. | 1 | 6 | 0 |
1367 | Sleeping Z'ha'dum | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 50.0 | 0 | | Location's Military may only be used to oppose conflicts targeting this location. Your ambassador gains a Doom Mark. Any player may rotate Sleeping Z'ha'dum to cause the Shadows to gain +1 influence whenever a card is played which provides or requires Shadow Marks. | 0 | 0 | 1 | 0 | 0 | 0 | Za'ha'dum is the homeworld of the Shadows. The surface is uninhabitable because of the many defeats the Shadows have suffered over the eons. They now live in cities deep beneath the surface. | 4 | 6 | 0 |
1368 | Slow Poison | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character. If successful, this conflict becomes an aftermath affecting the target character. At the end of each turn's resolution round, the target character suffers 1 point of damage. | 0 | 0 | 0 | 0 | 0 | 0 | "It is a very interesting poison. It comes in two parts. The first settles into the bloodstream and the intestinal walls. It stays there for years, silent, dormant, waiting. When the other half of the poison enters the body, the two meet, have a little party in your cardiovascular system and suddenly you are quite dead." | 2 | 6 | 0 |
1369 | Slow Recovery | 1 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character damaged in the conflict. The character cannot be healed next turn. Discard this aftermath at the end of the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | "No change. He still hasn't come out of the coma." Dr. Franklin | 2 | 6 | 0 |
1370 | Sneak Attack | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play at the same time as you rotate one of your fleets to support a conflict. Apply influence equal to the cost of another player's fleet. Rotate that fleet for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | The element of surprise is one of the most sought after advantages in any military campaign. The result can range from catching an enemy out of position to utterly devastating a surprised and exposed target. | 1 | 6 | 0 |
1371 | Sniper | 1 | 3 | 1 | 0.0 | 2.0 | 0.0 | 1.0 | 0.0 | 6 | | Multiple. This character becomes loyal to your race when you sponsor him. While Sniper is a Nightwatch character, he gains +1 Intrigue and a Strife Mark. While Sniper is a Nightwatch character, you may rotate him and apply 4 influence to inflict 1 point of damage on a target character. Reduce this cost by 1 if the target is not loyal to your race, and by 1 if you are at war with the target's race. | 0 | 0 | 0 | 0 | 0 | 0 | "I had a clear shot." | 6 | 7 | 0 |
1372 | Snoop | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a character you control with a Conspiracy Mark. You may rotate the target to look at one face-down Contingency Card in play. | 0 | 0 | 0 | 0 | 0 | 0 | "How the hell did he find out?" "It must have been Welles, he's got people everywhere." - Sheridan and Ivanova | 6 | 6 | 0 |
1373 | Sogayu | 2 | 3 | 1 | 2.0 | 2.0 | 0.0 | 0.0 | 0.0 | 6 | Corporate. | If another Corporate character you control becomes neutralized, you may immediately promote Sogayu for free. | 0 | 0 | 0 | 0 | 0 | 0 | "Mister Eilerson, this is a breach in protocol." | 8 | 7 | 0 |
1374 | Soldier of Darkness | 3 | 3 | 1 | 1.0 | 3.0 | 3.0 | 0.0 | 3.0 | 10 | | Multiple. Cannot become an Inner Circle character. Discard 3 cards of your choice from your hand to enable Soldier of Darkness to attack any character or fleet using the target's highest ability. | 0 | 0 | 0 | 2 | 1 | 0 | "And then I saw it, standing in the middle of a ball of lightning. It looked like it had come straight from hell." "How did you survive?" "I didn't!" - Amis and Garibaldi | 7 | 8 | 0 |
1375 | Solo Flight | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Ranger Lennier is missing. He apparantly took out a fighter shortly after we jumped to hyperspace, turning off launch bay scanners to avoid detection." - Captain Montoya | 8 | 6 | 0 |
1376 | Something Always Happens | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "How much longer are we supposed to wait here?" "Until something happens." "What if nothing happens?" "Something always happens. See?" - Gideon and Galen | 8 | 6 | 0 |
1377 | Something in the Air | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Draw a card when you sponsor this enhancement. Target your ambassador and designate another player. Whenever you or the designated player sponsors a character, fleet, or location, the other may restore 1 point of influence. Discard this card if either of your tensions toward the other exceeds 3. | 0 | 0 | 0 | 0 | 0 | 0 | "We should check the air recycling system. There may be, as you say, something in the air." "Maybe there is, at that." - Delenn and Sheridan | 7 | 6 | 0 |
1378 | Sortie | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any location. The target location may rotate to apply opposition equal to 1/5th of its Military rating to one Military conflict of your choice which targets a card in the location's faction, or its faction as a whole. | 0 | 0 | 0 | 0 | 0 | 0 | Each planet often has a garrison force which, when the time is right, may be just enough to tip the scales in a conflict. | 4 | 6 | 0 |
1379 | Soul Hunter | 2 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | Cannot be sponsored by the Minbari faction. Rotate to cause the top character in another player's discard pile to become a supporting character for you for the rest of the turn. At the end of the turn, return him to the same discard pile. If the character is Limited, no other copy of that character may be in play. | 0 | 0 | 0 | 0 | 0 | 0 | The Soul Hunters were present at the death of the great Minbari leader Dukhat. They were prevented from reaching him only because the Minbari erected a wall of bodies to keep them out. | 1 | 7 | 0 |
1380 | Sowing Unrest | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one race. If successful, the target race's unrest grows by 1. The unrest grows by an additional +1 for each 4 Shadow Marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Everything depends on getting all the races to fight each other, to create conflict in order to promote growth and evolution." - Anna Sheridan | 2 | 6 | 0 |
1381 | Special Agent Kendarr | 6 | 3 | 1 | 0.0 | 5.0 | 0.0 | 0.0 | 0.0 | 9 | 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. | 1 | 0 | 0 | 0 | 0 | 0 | "The truth has never been in anyone's best interest." | 8 | 7 | 0 |
1382 | Special Intelligence | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | All Human characters with 2 or more Intrigue gain +1 Intrigue while this group is in play. | 0 | 0 | 0 | 0 | 0 | 0 | EarthForce Intelligence is made up of many specialized units, some beholden to the government, others working as independent agencies. There are rumors of a network so covert, no one even knows its real name. | 2 | 1 | 0 |
1383 | Special Ops | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Military to support or oppose a target Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | In addition to traditional assignments of defense or assault, military officers may find themselves assigned to special operations of a covert nature. | 1 | 6 | 0 |
1384 | Spin Doctors | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Media. | Multiple. Rotate and target a Diplomacy conflict. Your characters participating in that conflict take half damage, rounded up when attacked. | 0 | 0 | 0 | 0 | 0 | 0 | Mass media anchors and journalists are strictly objective, but should they start to take a political position they can sway popular opinion for or against a cause. | 1 | 6 | 0 |
1385 | Spirit of Cooperation | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Hold a Babylon 5 vote. If the vote passes, your ambassador gains a Destiny mark. In addition, each player who voted for the measure draws 2 cards. If the vote fails, you must discard 2 cards from your hand. | 0 | 1 | 0 | 0 | 0 | 0 | It is a sad fact that most races will accept the benefits of a democracy while trying to avoid the drawbacks - such as being forced to follow a course of action dictated by another. | 3 | 6 | 0 |
1386 | Sponsor Rebels | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one location. Apply the location's Military divided by 5 as opposition. If successful, the location is neutralized, and takes severe damage equal to the amount by which the conflict succeeds. The location heals as an Inner Circle character until unneutralized. If you fail, your ambassador gains 2 Doom Marks. | 0 | 0 | 2 | 0 | 0 | 0 | During the Earth-Minbari War the Narns sold weapons to the Earth Alliance. This doesn't mean, however that the Narn should expect Earth to reciprocate. | 4 | 6 | 0 |
1387 | Spoo | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | The target character gains +1 to his highest ability (you choose one of the tied abilities, if tied). | 0 | 0 | 0 | 0 | 0 | 0 | "Would you like some spoo? It's quite fresh this week." | 4 | 6 | 0 |
1388 | Spread Unrest | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Requires 3 Shadow Marks to play. Target all players who do not have any Shadow or Vorlon Marks. Their unrest increases by an amount equal to Shadow Influence divided by 10 (.5 rounds up). | 0 | 0 | 0 | 0 | 0 | 0 | "We've got mass riots all over the place." Ivanova to Sheridan | 2 | 6 | 0 |
1389 | Squandered Chances | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a player. For each 3 cards in his hand, he must immediately apply 1 influence for no effect, up to a limit of his available influence. | 0 | 0 | 0 | 0 | 0 | 0 | "This system of yours... it's a sure thing?" "My good fellow, I've worked it out to fifteen decimal points. All it requires is a little backing..." Londo replies to Del Varner | 2 | 6 | 0 |
1390 | Stagnation | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | The target player must apply 1 Influence for no effect as an action each turn, or he must discard his free card during the following Draw round. | 0 | 0 | 0 | 0 | 0 | 0 | Many of the races, such as the Centauri and the Markab, found their civilizations in stagnation through misguided policies. | 2 | 6 | 0 |
1391 | Star Chamber | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Psi Corps Group. Your ambassador gains a Conspiracy Mark. Rotate and target a character with Conspiracy Marks. The target gains +1 Intrigue for each of his Conspiracy Marks. This bonus lasts until the end of this turn. | 1 | 0 | 0 | 0 | 0 | 0 | "For the past six years, there have been rumors about a rogue agency operating deep inside EarthGov. A dirty tricks squad, dealing in black projects and star chamber justice." - Sheridan | 5 | 1 | 0 |
1392 | Starfire Wheel | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Non-Minbari characters may participate in this conflict with Intrigue, but not with Diplomacy. Target a non-ambassador Minbari Inner Circle Character you control. Reduce your Unrest by 1. If successful, raise all of the target's abilities to a level equal to his highest printed ability. If unsuccessful, remove the target from the game. | 0 | 0 | 0 | 0 | 0 | 0 | "Valen said, 'Will you follow me into fire?' Will you?" - Delenn | 7 | 2 | 0 |
1393 | Stasis | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | The Vorlons must have at least 10 influence for you to sponsor this enhancement. At the end of the Ready round, all players must apply 1 influence for each Vorlon Mark in their faction (for no effect). | 0 | 0 | 0 | 0 | 0 | 0 | "A Vorlon said understanding is a three-edged sword: your side, their side, and the truth. The truth is, we don't need you anymore." - John Sheridan | 3 | 6 | 0 |
1394 | State Visit | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | You cannot play this card if you are an ISA member. Rotate your ambassador to draw a card. Or target a character to give him +2 to one ability of your choice for the rest of this turn. Or remove all severe damage from one of your Inner Circle characters. | 0 | 0 | 0 | 0 | 0 | 0 | "I want you to know, that you are my friends. You'll always be my friends, no matter what happens." - Londo | 7 | 6 | 0 |
1395 | Statement of Position | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an agenda. If successful, the owner of the agenda must discard it, or this conflict becomes an aftermath targeting that agenda, which prevents the agenda from being discarded or replaced by anything besides a Major Agenda. | 0 | 0 | 0 | 0 | 0 | 0 | In the complex realm of politics, a strong statement of position can often destroy an enemy's plans. | 2 | 6 | 0 |
1396 | Status Quo | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Requires 1 Vorlon Mark to play. No aftermaths may be played which target you or your faction this turn. | 0 | 0 | 0 | 0 | 0 | 0 | What is, must stay as it is if the Vorlon sense of order is to be maintained. This rigid philosophy can harm as much as it can help. | 2 | 6 | 0 |
1397 | Steal Babylon 4 | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this agenda to search through your deck and take the first Babylon 4 Conflict you find into your hand. (Shuffle your deck afterwards.) If another player is claiming victory, each Won Aftermath targeting your faction as a whole that has "Babylon 4" in its effect text reduces the amount of power you need to win by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "They told Zathras: Biggest, of all Babylon stations, we need. We take. There is no more to telling." - Zathras | 6 | 6 | 0 |
1398 | Steal Skills | 4 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a teep. Reveal during the resolution of a conflict that this teep is supporting or opposing. This teep applies his Psi ability in the conflict, instead of the appropriate ability. | 0 | 0 | 0 | 0 | 0 | 0 | "He's acquiring whatever skills he thinks will help him raise money fast, so that he can get away." - Bester | 5 | 6 | 0 |
1399 | Stealing Secrets | 3 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player. If successful, the target must go through his deck and show all players every agenda card in it. He must also reveal every agenda card in his hand. Reshuffle the deck afterwards. | 0 | 0 | 0 | 0 | 0 | 0 | "We've had several inquiries from Londo. It seems he was quite upset about some unnamed telepath that was abusing one of his own several weeks ago." -Ivanova | 5 | 6 | 0 |
1400 | Stealth Technology | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | Target fleet suffers only half damage (rounded up) during all attacks as long as your faction has no Doom Marks. | 0 | 0 | 0 | 0 | 0 | 0 | The main reason the Humans lost the Earth-Minbari War so dramatically was due to the superior Minbari cloaking technology, which kept the Humans from locking on to their ships. | 1 | 2 | 0 |
1401 | Stephen Franklin | 4 | 3 | 1 | 0.0 | 3.0 | 0.0 | 0.0 | 0.0 | 5 | | Rotate to remove all damage tokens from a character who has not been neutralized, or up to 2 severe damage tokens from a neutralized character. Any player may rotate Stephen Franklin as an action to heal the player's ambassador (as above) if the ambassador is injured. | 0 | 0 | 0 | 0 | 0 | 0 | Dr. Stephen Franklin is a specialist in xenobiology, which is what attracted him to Babylon 5. During the Earth-Minbari War, he destroyed his notes on Minbari biology rather than let them be used for biological warfare. | 1 | 1 | 0 |
1402 | Stim Addiction | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target participant character suffers 1 point of damage whenever he rotates. | 0 | 0 | 0 | 0 | 0 | 0 | "It's funny how easy it is, to lose track. You don't realize how much you're doing. Or maybe you do realize it, and you just start lying to yourself about it a little bit every day." Dr. Franklin admits his addiction to Garibaldi. | 2 | 6 | 0 |
1403 | Stirring Rebuke | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Play if your ambassador was attacked since your last action. The attacker suffers damage equal to half the amount of damage that your ambassador took during the attack. | 0 | 0 | 0 | 0 | 0 | 0 | A great orator can make the victors feel like the vanquished. | 5 | 6 | 0 |
1404 | Stolen Spoils | 3 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 2 Shadow Marks to play. If your faction provided more support to a conflict than the initiator's faction, reverse all Influence gains for the initiator from the conflict; you gain this Influence instead. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The various governments of Babylon 5 are similar to cultures from our own history. Those who master the intricate pattern of these governments can often gain advantage from the plans of others. | 2 | 6 | 0 |
1405 | Stop Hostilities | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two players at war. If this conflict succeeds, hold a Babylon 5 vote. If the vote passes, and if each player's influence is lower than Babylon 5's, the war ends. If the conflict succeeds by 10 or more, the players' tensions toward each other drop by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 was founded to be a place where the galaxy's races could agree upon an equitable peace. The combined power of a majority of the star powers on the Babylon 5 Advisory Council may be enough to stop a war. | 1 | 6 | 0 |
1406 | Strafing Run | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All of your fleets do +1 damage this turn when they attack. | 0 | 0 | 0 | 0 | 0 | 0 | Although targeting sensors are standard equipment on all military assault ships, the best way to be sure is to get as close to the target as possible. | 1 | 6 | 0 |
1407 | Straight Talk | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | All players may use Leadership to support or oppose a target Diplomacy conflict. | 0 | 0 | 0 | 0 | 0 | 0 | There is an old saying in the galaxy: Keep your friends close, and your enemies closer. | 3 | 6 | 0 |
1408 | Strange Bedfellows | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. If successful, your tensions toward each other are halved. | 0 | 0 | 0 | 0 | 0 | 0 | "Misery acquaints a man with strange bedfellows." - William Shakespeare | 3 | 6 | 0 |
1409 | Strange Happenings | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Cannot be reversed. Target a Diplomacy, Intrigue, Psi, Leadership, or Military Conflict you did not initiate and lose 1 influence. Target conflict changes its conflict type: Diplomacy to Intrigue, Intrigue to Psi, Psi to Leadership, Leadership to Military, Military to Diplomacy. Participants in the initiator's faction who support the conflict using the new ability type apply double support at resolution. Prior participants are still participating, with the ability they originally used, and their support and opposition still applies at resolution. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1410 | Strategic Reassignment | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target one of your characters leading a fleet. He is no longer leading the fleet, but he remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | Commanding officers may be reassigned for a variety of reasons. The military command may simply prefer another officer's skills in leading an assault or that officer may be needed elsewhere. | 4 | 6 | 0 |
1411 | Strength in Adversity | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this agenda to apply support or opposition to any target. The amount applied is equal to the difference between the highest player influence rating minus your influence rating. If the player with the most power has 1 to 4 more power than you do, count the difference as power. | 0 | 0 | 0 | 0 | 0 | 0 | The support of a great nation's leader is critically important to success. It means that goals and objectives might be achieved without bloodshed; or, if war breaks out, that victory is more likely. | 4 | 6 | 0 |
1412 | Strike Back! | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Requires 3 Conspiracy Marks. Target a conflict that was initiated by another player during this action round. Ready one of your characters who has not participated in this conflict for every 5 points of support the target currently has. The only action those characters may take during the rest of this turn is to oppose the target. | 0 | 0 | 0 | 0 | 0 | 0 | "Byron, aren't you ever afraid?" "Constantly, Lyta. Constantly." | 5 | 6 | 0 |
1413 | Strike Fleet | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 6 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | Narn warships are formidable opponents. They are roughly equal in technology to the Humans and Centauri, and are certainly superior to lesser powers such as the Drazi, the Pak'ma'ra, or the Brakiri. | 1 | 3 | 0 |
1414 | Strike at the Heart | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Irrevocable. Intrigue may be used in this conflict. May only be initiated if the Shadow War is in progress and your ambassador must have 3 or more Destiny Marks. Target the Shadows or the Vorlons. If successful, your target loses 2 influence for each Destiny Mark in your faction, and you may now sponsor Lorien. If unsuccessful, remove your ambassador from play; your ambassador's assistant becomes your new ambassador if in play; otherwise, you are eliminated from the game. | 0 | 0 | 0 | 0 | 0 | 0 | "He who fights monsters might take care lest he thereby becomes a monster. And if you gaze into an abyss, the abyss gazes also into you." | 3 | 6 | 0 |
1415 | Stripped Bare | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Target a player and apply any amount of Influence. The target player must discard 1 enhancement from his hand for each 5 Influence you apply. If the target cannot discard enough enhancements, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | A Vorlon can unearth the deepest secrets in a human mind... even that of a telepath, though this is more difficult. The process and its consequences are not pleasant. | 2 | 6 | 0 |
1416 | Suarez Cil'tlakh | 4 | 3 | 1 | 1.0 | 3.0 | 0.0 | 0.0 | 0.0 | 6 | Llort Ambassador. | While in the Inner Circle, rotate Suarez Cil'tlakh and target a group. Rotate the group (for no effect). The group's effect text is considered blank while it remains rotated. The group's controller must apply 3 influence during the ready round to ready the group, or it remains rotated. | 0 | 0 | 0 | 0 | 0 | 0 | The Llort live underground on their homeworld, and their ambassador finds the narrow corridors of Babylon 5's shell more familiar than the wide open spaces of its interior. | 3 | 5 | 0 |
1417 | Subliminal Influence | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | You may move each of your tension ratings and your unrest level up or down 1. | 0 | 0 | 0 | 0 | 0 | 0 | The Psi Corps runs advertisements (Psi Corps is your friend) on galactic news and entertainment channels to portray the organization's recruiting efforts in a positive light. The Corps is not above planting subliminals (Trust the Corps ) in their ads. | 1 | 6 | 0 |
1418 | Subtle Influences | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. Intrigue may be used in this conflict. You and the target may each select one character during resolution whose Psi counts double. For each 10 by which this conflict succeeds, you may raise or lower one of the target's tensions or unrest by 1. Each rating may only be adjusted by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Psi powers cannot be casually observed except by their effects, and sometimes not even then. This makes them the perfect tool for intrigue. | 3 | 6 | 0 |
1419 | Subversion | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Discard a limited character of your race from your hand. Discard any copy of that character in any faction's supporting cards row. Then, demote any Inner Circle copy of that character in play to the supporting cards row. | 0 | 0 | 0 | 0 | 0 | 0 | The struggle to satisfy all of one's pressures, drives and responsibilities only grows more difficult as one rises in prominence. Most people, given the abstract choice, want to do what is right... but how to determine which action is the right one in an ambiguous situation? | 3 | 6 | 0 |
1420 | Subvert the Nexus | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate to initiate an Intrigue Conflict targeting a character with a Destiny Mark. If successful, transfer a Destiny Mark from the target to your ambassador. Count +1 to your influence rating for each 3 Destiny Marks in your faction. If you have at least 15 power, more power than any other player, and no other player has any Destiny Marks, you score a major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "What we want from you, is you." - Shiv'kala | 7 | 8 | 0 |
1421 | Successful Manipulation | 2 | 1 | 13 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target ambassador gains +2 Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | "He played me like a puppet!" - Londo Mollari | 1 | 6 | 0 |
1422 | Suicide Run | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Discard a target supporting character by discarding a number of your supporting characters equal to half the target's printed cost. | 0 | 0 | 0 | 0 | 0 | 0 | "Not like this. Not like this! If I'm going out, I'm taking you bastards with me!" - Sinclair | 6 | 6 | 0 |
1423 | Supplement Security | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, this card becomes a faction enhancement for you which reduces all damage your characters suffer when attacked during an Intrigue conflict by 2. | 0 | 0 | 0 | 0 | 0 | 0 | With Babylon 5 security forces depleted due to the deportation of those sympathetic to the Night Watch, G'Kar volunteers his Narn followers to serve. This has an unsettling effect on the Centauri aboard Babylon 5. | 1 | 6 | 0 |
1424 | Supply Convoy | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 1.0 | 4 | Pak'ma'ra. | Multiple. This fleet cannot attack or be attacked. While this fleet is supporting or opposing a Military conflict, all your Non-Aligned fleets participating in the same conflict suffer 1 less damage during each attack. This fleet's participation does not make a conflict contested. | 0 | 0 | 0 | 0 | 0 | 0 | Pak'ma'ra have a task-oriented society. Those whose current task is "transport" are extremely focused and diligent in ferrying materials from system to system. | 3 | 5 | 0 |
1425 | Support Babylon 5 | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador. Hold a Babylon 5 vote. Babylon 5 gains +1 influence for each yes vote. If the vote passes Babylon 5 gains +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | While a few ambassadors may cast a vote out of conscience, most will cast their votes out of self-interest. The inability of some ambassadors to sacrifice for the common good is a major impediment to galactic peace. | 1 | 6 | 0 |
1426 | Support Fleet (Centauri) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 4 | | Cannot attack. Rotate to enhance any other Centauri Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Though not as powerful as Centauri capital ships, Centauri support ships are heavily armored and very maneuverable, enabling them to protect their target ships from damage as they move in for the kill. | 2 | 4 | 0 |
1427 | Support Fleet (Human) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 4 | | Multiple. Cannot support or attack. Rotate to enhance any other Human Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Though they received much of their technology from the Centauri, EarthForce never did get the secret of the gravimetric drive and their ships still use rocket propulsion systems. | 2 | 1 | 0 |
1428 | Support Fleet (Minbari) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 4 | | Multiple. Cannot support or attack. Rotate to enhance any other Minbari Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Minbari ships are powered by gravimetric drive, a Vorlon technology, making them more efficient than those of the rest of the younger races. | 2 | 2 | 0 |
1429 | Support Fleet (Narn) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 4 | | Multiple. Cannot support. Rotate to enhance any other Narn Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Narn support ships are weaker than those of the other major races, but the skill, loyalty and fierceness of their crews often makes up for this. | 2 | 3 | 0 |
1430 | Support of the Mighty | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your cost to sponsor any character with an ability of 6 or higher is reduced by 2. Count each of your ready characters with an ability of 6 or more as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | The support of a great nation's leader is critically important to success. It means that goals and objectives may be achieved without bloodshed; or if war breaks out, that victory is more likely. | 4 | 6 | 0 |
1431 | Suppress the Media | 5 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, all other players must discard all Media cards they control. | 0 | 0 | 0 | 0 | 0 | 0 | A free press has always been an effective check against tyranny. Those wishing to establish a dictatorship will first strike at the media. | 1 | 6 | 0 |
1432 | Surgeon of Darkness | 2 | 3 | 1 | 0.0 | 2.0 | 2.0 | 1.0 | 0.0 | 5 | | Rotate to place a Chaos Token on this character. Remove any number of Chaos Tokens from this character to reduce the cost of the next Character Enhancement he sponsors this turn by an equal amount. Character Enhancements sponsored by this character gain the effect text Irrevocable. | 0 | 0 | 0 | 0 | 0 | 0 | "They say, `It's your time now, Londo!'" - The Regent | 7 | 8 | 0 |
1433 | Surgical Strike | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a location, non-major agenda, or group controlled by a faction with whom you are at war. If successful, discard the target, gain +1 influence, and place this conflict on the bottom of your discard pile. | 0 | 0 | 0 | 0 | 0 | 0 | "This isn't about revenge, General, this is about taking out their ability to make war." - Sheridan | 7 | 6 | 0 |
1434 | Surprising Allies | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You know what your are?" "Ruggedly handsome?" "A control freak." "Can't I be both?" - Lochley and Gideon | 8 | 6 | 0 |
1435 | Survey In Force | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. If successful, he must reveal his hand to you. If he has a location in his hand that is playable, it is brought into play under his control during the resolution round at no cost. | 0 | 0 | 0 | 0 | 0 | 0 | It is standard EarthForce procedure to send powerful fleets on survey missions in dangerous or unknown sectors. One such instance of this procedure led to the Earth-Minbari War. | 2 | 6 | 0 |
1436 | Survivor's Guilt | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "Perhaps then we can both forgive ourselves our common crime." "What crime?" "Being alive." - Galen and Gideon | 8 | 6 | 0 |
1437 | Susan Ivanova | 4 | 3 | 1 | 1.0 | 0.0 | 0.0 | 3.0 | 0.0 | 4 | Human Ambassador's Assistant | | 0 | 0 | 0 | 0 | 0 | 0 | Lt. Commander Susan Ivanova is Babylon 5's first officer. Born in the Russian Consortium, she joined EarthForce when her brother Ganya was killed during the Earth-Minbari War. She served at the Transfer Station under the command of John Sheridan. | 1 | 1 | 0 |
1438 | Sworn to Shadows | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a non-Ambassador character with at least 1 Shadow Mark. The character gains a Shadow Mark and gains +2 Intrigue. If any player has more Shadow Marks in his faction than the character's faction, that player may cause the character to act as if he were in the player's faction. | 0 | 0 | 0 | 0 | 1 | 0 | One who serves the Shadows faithfully is open to manipulation by any of their minions. | 2 | 6 | 0 |
1439 | Sycophant | 1 | 3 | 1 | 2.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Rotate to give your ambassador +1 to all of his non-zero abilities for the rest of this turn. Sycophant may not sustain this action. During each ready round, move Sycophant to the supporting row of the player (if any) with the single most influence. | 0 | 0 | 0 | 0 | 0 | 0 | "None so blind as those that will not see." - Matthew Henry | 6 | 7 | 0 |
1440 | Syria Planum | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | | Psi Corps Location. May only be sponsored by the Psi Corps faction. Location's Military may only be used to oppose conflicts targeting this location. You may rotate this card to apply opposition equal to this location's Military to a Military conflict that targets your faction or a card in your faction. (This does not cause Syria Planum to become a participant.) This location may be led (as if it were a fleet) using Psi or Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Syria Planum houses Psi Corps' primary research, intelligence, and covert training facilities, but only the upper echelons know it is the true Corps headquarters. | 5 | 1 | 0 |
1441 | Ta'Lon | 4 | 3 | 1 | 0.0 | 4.0 | 0.0 | 0.0 | 0.0 | 7 | | Rotate Ta'Lon while one of your characters is the target of an Intrigue conflict. That character gains +4 Intrigue. | 0 | 0 | 0 | 1 | 0 | 0 | A Narn fighter pilot, Ta'Lon was captured by a Strieb ship but freed with the help of fellow captive John Sheridan. Assigned as a bodyguard to councilor Na' Far, he chose to stay on Babylon 5 to assist G'Kar and work for the cause of freedom. | 1 | 3 | 0 |
1442 | Tactical Error | 2 | 5 | 39 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a Military Conflict. Reveal when a fleet rotates to oppose the conflict. This conflict gains 5 more opposition. No more fleets may oppose this conflict. Damage resistance of, and all restrictions on attacks against, supporting fleets are ignored in this conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Arrogance and stupidity in one package. How efficient." - Londo | 5 | 6 | 0 |
1443 | Tactical Nuke | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Sheridan, John J. Captain. Password: Abraxas 79713." | 8 | 6 | 0 |
1444 | Tacticians | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate and apply 3 influence to search through your deck and take the top Contingency card you find into your hand. (Shuffle your deck afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | "Now, according to his file, Sheridan's a good tactical thinker. He can take an inferior defensive force and turn it into an offensive force capable of taking on a better-equipped enemy. Now, he did it with the Black Star, he did it during the Mars Riots." - Garibaldi | 6 | 6 | 0 |
1445 | Taking Credit | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Initiate this conflict as your first action. Select one other conflict as the target. This conflict must resolve before any conflict initiated during the Conflict round. If successful, any influence gains awarded by the target conflict are awarded to you instead of to the usual player faction. | 0 | 0 | 0 | 0 | 0 | 0 | "I fit in with your plans? Perhaps you are forgetting who made your plans a reality. And how it was done." - Londo Mollari to Lord Refa | 2 | 6 | 0 |
1446 | Taking Sides | 1 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your ambassador and choose a race in a State of War toward whom you have a tension of 2 or less. Discard this aftermath if your tension towards that race is 4 or higher or your two races are in a State of War with each other. Each time a Military Conflict targets that race, you may raise your tension toward the initiator by 1; if this would raise your tension above 5, you may immediately declare war on him. | 0 | 0 | 0 | 0 | 0 | 0 | During the Narn-Centauri war, both sides tried to court the favor of neutral powers, such as Earth Alliance. | 6 | 6 | 0 |
1448 | Talia Winters | 4 | 3 | 1 | 1.0 | 0.0 | 5.0 | 0.0 | 0.0 | 6 | Psi Corps Character. | This card may be sponsored as if it were not a Psi Corps character. Any player with Conspiracy Marks may sponsor Talia Winters into another Human faction that has fewer Conspiracy Marks. Talia Winters cannot attack. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't feel like a victim." | 5 | 1 | 0 |
1449 | Taralenn II | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 9 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate and target a Minbari character. For the rest of the turn, if that character's Caste is Warrior, he may use his Leadership as Intrigue; if Religious, he may use his Diplomacy as Psi; if Worker, he may use his Intrigue as Diplomacy. | 0 | 0 | 0 | 0 | 0 | 0 | Taralenn II adjoins the sector of space known as "The Corridor". It is an area between Centauri and Minbari space through which ships of all races pass at one time or another. | 2 | 2 | 0 |
1450 | Taree | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character. The effects of this event depend on the character's race. Narn: Gain +1 to each ability until end of turn. Human: Gain +1 damage resistance until end of turn. Centauri: Take 1 point of damage. Minbari: Gain a Strife Mark until end of turn. Non-Aligned (except Pak'ma'ra): target's controller must apply 1 influence (if possible). | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 6 | 0 |
1451 | Taunts and Games | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a card another player sponsored since your last action. Apply the same amount of influence the player applied. Return the target card to its owner's hand. The owner cannot sponsor any copy of that card for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Yoo-hoo!" - Londo Mollari | 3 | 6 | 0 |
1452 | Team Player | 2 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target an agenda that allows you to initiate conflicts by applying influence. Your ambassador's abilities are each reduced by an amount equal to your unrest. During the Conflict Round, you may rotate your ambassador to reduce the cost to initiate conflicts through the agenda by an amount equal to your ambassador's highest ability. | 0 | 0 | 0 | 0 | 0 | 0 | "We both carry this silly notion that we can fix everything. Well we can't, and you have to face that. But you don't have to face it alone." - Franklin to Sheridan | 5 | 6 | 0 |
1453 | Techno-Virus | 3 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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.) | 0 | 0 | 0 | 0 | 0 | 0 | "A glyph, yes. A sign, a sigil, a warning to others like us. That thing, that obscenity was made by another Techno-mage! That's why we were all taught never to come here, they wanted to keep secret that one of us was responsible for this!" - Galen | 8 | 6 | 0 |
1454 | Techno-mage | 3 | 3 | 1 | 2.0 | 5.0 | 0.0 | 0.0 | 0.0 | 8 | | Techno-mage. Discard Techno-mage if you have any Shadow Marks or Vorlon Marks. Techno-mage suffers 1 point of damage each time a card is played or sponsored that requires Shadow or Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "Part of me says we'll not see their like again, but the part of me that still believes in magic says, 'Don't Be so sure.'" - Captain John Sheridan | 3 | 7 | 0 |
1455 | Technological Espionage | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one race. If successful, this card becomes a faction enhancement for you. This enhancement causes each of your races to inflict +1 damage when attacking or being attacked by fleets of the target race. You may have one Technological Espionage enhancement for each race. In addition, if you win by 10 or more, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | The theft of ideas still remains a most profitable aspect of espionage. | 4 | 6 | 0 |
1456 | Telekinesis | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character with Psi greater than 3. The target character gains a Strife Mark. | 0 | 0 | 0 | 1 | 0 | 0 | "You want to assassinate somebody. You bring a telekinetic. He reaches into the person's throat, and gently, softly, with a thought, pinches the carotid artery shut. The blood stops, the brain starves, the target... dies." - Jason Ironheart to Talia Winters | 2 | 6 | 0 |
1457 | Telepath Block | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a character with Psi above 0. The target may rotate to rotate (for no effect) any character whose Psi is less than the enhanced character's Psi, but greater than 0. | 0 | 0 | 0 | 0 | 0 | 0 | Lyta Alexander put her life, her career and her sanity on the line for the forces of Light, using her Vorlon-enhanced telepathic powers to help bring an end to the Shadow War. | 3 | 6 | 0 |
1458 | Telepath Colony | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Every Neutral teep you control gains +1 Psi for each Neutral teep you control. Rotate this agenda to initiate a Diplomacy conflict targeting a location controlled by another player. If this conflict succeeds by at least the location's military, place a Refuge Token on the location. When the number of Refuge Tokens equals or exceeds one fifth of the location's military, place the location into your supporting row. (You may use its effect text.) Count each location you control that was sponsored by another player as +1 power. | 0 | 0 | 0 | 0 | 0 | 0 | "The alliance we were created to serve must now help its creations, by giving us and all telepaths a homeworld of our own." - Byron | 5 | 6 | 0 |
1459 | Telepath Hunter | 2 | 3 | 1 | 1.0 | 3.0 | 0.0 | 1.0 | 0.0 | 7 | | Multiple. When attacking or being attacked by a teep, Telepath Hunter may use his Intrigue as Psi. | 0 | 0 | 0 | 1 | 0 | 0 | The Narn are one of the few races that do not have natural telepaths. To compensate for this short-coming, some in the Narn Regime have decided that if you can't join them, beat them to a bloody pulp. | 5 | 3 | 0 |
1460 | Telepath Recruit | 1 | 3 | 1 | 0.0 | 0.0 | 5.0 | 0.0 | 0.0 | 0 | | Multiple. Any Psi conflict you initiate begins with 1 automatic support. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't trust telepaths. Never have, never will." - Michael Garibaldi | 3 | 5 | 0 |
1461 | Telepath Recruiters | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Psi Corps Group. You may rotate this group to sponsor or promote a card (as if this group were an Inner Circle character). | 0 | 0 | 0 | 0 | 0 | 0 | "They don't understand you. But we do." - Psi Corps commercial | 5 | 1 | 0 |
1462 | Telepath for Hire | 1 | 3 | 1 | 0.0 | 2.0 | 5.0 | 0.0 | 0.0 | 1 | Mercenary. | Multiple. Telepath for Hire cannot become an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | Since they have fewer ethical restrictions, Centauri telepaths are sometimes hired by Humans for jobs that Psi Corps members won't touch. | 5 | 4 | 0 |
1463 | Telepathic Revenge | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on teep. Reveal when this teep is attacked using an ability other than Psi. The attacker gains a Doom Mark. The attacker also takes extra damage equal to half this teep's Psi. | 0 | 0 | 0 | 0 | 0 | 0 | "Somewhere on Beta Colony there is an institution. In one room of that institution there is a man who spends his days and nights screaming at things only he can see. Things we planted in his mind." - Lyta | 5 | 6 | 0 |
1464 | Telepathic Scan | 4 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another player. If successful, the target player must show you a number of random cards from his hand equal to the base Psi score of the character you first rotated to support the conflict (up to his entire hand). Select and discard one of the cards. | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths can scan the minds of others with lesser Psi abilities. A powerful telepath, such as a Psi Cop can block out scans by lesser telepaths. Within the Psi Corps, telepaths are known as "Teeps". | 4 | 6 | 0 |
1465 | Temporary Aid | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you have no Shadow Marks and no Vorlon Marks, then for the rest of the turn you may apply 1 influence per mark to ignore Shadow or Vorlon Mark restrictions on each card you play, up to a limit of the number of such marks on characters in play. | 0 | 0 | 0 | 0 | 0 | 0 | Occasionally the elder races may be willing to offer a favor. But there is a price. | 2 | 6 | 0 |
1466 | Temptations | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a supporting character. If you succeed by 5 or more, conflict becomes a character enhancement on the target. The target's owner must apply the character's influence cost each turn during the draw round or discard him. Discard this card if the character is promoted to an Inner Circle character. | 0 | 0 | 0 | 0 | 0 | 0 | The shadows find it easiest to find supporters by giving ruthless people the power they desire. | 1 | 6 | 0 |
1467 | Tense Situation | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply one influence for each ready Neutral character. Target a conflict. No more Neutral characters can participate in the conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "Make my fraggin' solar year!" - Officer Lou Welch | 3 | 6 | 0 |
1468 | Tenuous Control | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target an enhancement that targets a card in another player's faction or that targets that faction as a whole. The enhancement's owner must either blank the enhancement for the rest of the turn, or discard it at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | One man alone cannot bear the burden of command forever without breaking down. | 3 | 6 | 0 |
1469 | Terra Firma | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you conquer a homeworld, gain +2 influence. If you control at least 3 homeworlds, and the homeworld of every faction in the game, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Things are changing on Earth, and not all for the best." - Commander Jeffrey Sinclair | 3 | 6 | 0 |
1470 | Terror Tactics | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this Agenda and target a conflict. Double the printed ability of your opposing participants at resolution of the target conflict. Whenever you lose influence, you lose an additional influence. If another player loses influence from a conflict you initiated that targeted him, that player must also transfer 1 influence to you. You may not discard or replace this agenda while you are the target of a conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "We'll strike back, and we'll strike back hard!" - Londo | 7 | 6 | 0 |
1471 | Terrorist Bombings | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player may be supported in this conflict. The ambassadors belonging to the players with the two lowest generated totals take damage equal to the difference between their individual total and the highest individual total. If there is a tie for second lowest total, all tied players' ambassadors also take damage. | 0 | 0 | 0 | 0 | 0 | 0 | "It's nothing personal, it's just the times." - Carlson | 1 | 6 | 0 |
1472 | Terrorist Strike | 4 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a location loyal to your race that is controlled by another faction of your race. Apply damage to the location equal to the amount by which this conflict succeeds. | 0 | 0 | 0 | 0 | 0 | 0 | San Diego was destroyed by a terrorist nuclear weapon. | 3 | 6 | 0 |
1473 | Test Their Mettle | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a faction of another race. Characters of your two races apply double Diplomacy during resolution. Your target may choose (at initiation) to allow Military to support or oppose this conflict. If successful, gain +1 influence, and if you win by 5 or more your target loses 1 influence. If it fails, exchange recipients of these effects. | 0 | 0 | 0 | 0 | 0 | 0 | A galactic power is only as strong as its people. If an opponent can find a weak link in the chain of command, diplomatic advantage is the result. | 1 | 6 | 0 |
1474 | Test of Merit | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | The target player cannot check to see if he has fulfilled the requirements for victory (he cannot perform step 5 of the Draw round) unless he Won a conflict during the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Londo proves himself to Emperor Cartagia. Delenn and Sheridan show their merit to the Vorlons. Sinclair fulfills his great destiny. | 2 | 6 | 0 |
1475 | That's the Spirit | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target character's non-zero abilities are increased by 2 for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "It was a good time to be Centauri." - Londo | 5 | 6 | 0 |
1476 | The Badge & The Gloves | 4 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Psi Corps Enhancement. Target a Psi Corps character you control. The target gains a Conspiracy Mark. The target gains +1 damage resistance for each Psi Cop in your Inner Circle. | 1 | 0 | 0 | 0 | 0 | 0 | "They're more than just part of the uniform, they're part of the discipline. It's who we are." - Bester | 5 | 6 | 0 |
1477 | The Chosen Ones | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Narn players cannot play this event. Neutralize a non-ambassador teep you control who is loyal to your race and target a non-ambassador teep, not loyal to your race, who has a lower printed Psi than your teep. Remove the target from the game if he is Neutral, or discard him otherwise. | 0 | 0 | 0 | 0 | 0 | 0 | "It was the Vorlons?" "Yes." "They created telepaths on a hundred worlds, interfered with our genetic development. Took people from their homeworlds and adjusted them over the course of centuries." "Yes." - Byron and Lyta | 7 | 6 | 0 |
1478 | The Circle is Joined | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You will come to them, or they will come to you. Either way, you will be called to account." | 8 | 6 | 0 |
1479 | The Conspiracy Deepens | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | May only be sponsored by a Home Faction Ambassador. If your race has no vote in Babylon 5 votes, you may cast the vote for your race. You may sponsor cards as if 2 factions of your race were in play. All of your Senators gain +1 Intrigue. While your ambassador is Earth Alliance President, he gains +3 Intrigue and a Strife Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "They want everyone in the Watch who has managed to go undetected to keep a low profile, except for us. We've been authorized to proceed." - Boggs | 6 | 1 | 0 |
1480 | The Corps is Mother | 4 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Psi Corps Agenda. You may sponsor this agenda without rotating an Inner Circle character. If you have less than 10 influence, you may rotate this agenda to gain +1 influence when you sponsor a Psi Corps card. | 0 | 0 | 0 | 0 | 0 | 0 | "Maternis. Paternis." - Psi Corps Motto | 5 | 1 | 0 |
1481 | The Corps is Father | 2 | 6 | 21 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Psi Corps Enhancement. You may sponsor this enhancement for free and without rotating an Inner Circle Character. Target The Corps is Mother. As an action, you may discard this enhancement and The Corps is Mother (from play) to search your deck, place one Agenda from it that you could sponsor into play, take one Psi Cop and one Psi Corps Group into your hand, and no player may target you with an event as his next action. (Shuffle your deck afterwards.) | 0 | 0 | 0 | 0 | 0 | 0 | "I know where my loyalties lie." - Talia Winters | 7 | 1 | 0 |
1482 | The Dreaming | 5 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Each time you win a conflict, place a Dreaming token on this card. As an action, remove all Dreaming tokens on this card to apply support or opposition to a conflict equal to the number of Dreaming tokens you removed. | 0 | 0 | 0 | 0 | 0 | 0 | "Walk with me in the Dreaming." | 5 | 6 | 0 |
1483 | The Eye | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Unique. The character's controller gains +1 influence while the character is enhanced by The Eye. Character gains a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | The Eye was the symbol of Centauri power for the first Centauri Emperor. Whoever possesses it may be seen as a possible candidate for the throne. | 1 | 4 | 0 |
1484 | The Family Zathras | 4 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | Must be sponsored by a Zathras character. Each Zathras Character in play has +1 to each of his non-zero abilities for each Zathras Character in play, not including himself. Rotate to take all Zathras cards in your discard pile and place them in your hand. When you replace a Zathras character you control and do not return him to your hand, place him in your discard pile instead. | 0 | 0 | 0 | 0 | 0 | 0 | "There are ten of you?" - Ivanova | 9 | 6 | 0 |
1485 | The Fen | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | Explorer. | Limited. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "They're called The Fen. They're barely sentient.... They're drifters, they're attracted to bright, shiny objects. But they lose interest quickly." - Galen | 8 | 6 | 0 |
1486 | The First One | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Irrevocable. To play this aftermath you must have a number of Destiny Marks at least equal to the combined number of Destiny Marks controlled by all other players; minimum of 2. You may sponsor Lorien, and when promoting Lorien, you may reduce your cost to promote him to zero by simultaneously demoting another non-ambassador Inner Circle character, but not the character who rotated to promote Lorien. | 0 | 0 | 0 | 0 | 0 | 0 | "It's easy to find something worth dying for. Do you have anything worth living for?" - Lorien | 7 | 6 | 0 |
1487 | The Great Machine | 3 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Initiates both a Diplomacy and Military conflict. Any player may be supported in these conflicts. If one player has the highest total for both conflicts, he gains +3 influence; otherwise; Babylon 5 gains +3 influence. The first player to discard one ready Inner Circle character generates +5 Diplomacy support for his side. | 0 | 0 | 0 | 0 | 0 | 0 | The Great Machine was built by unknown aliens underneath Epsilon III about 500 years ago. It has a powerful defense and communications system. The reason it was built remains unknown. | 1 | 6 | 0 |
1488 | The Great Maker | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Irrevocable. Select 1 card of your choice from outside the game and place that card in your hand. Each player may play this card only once per game. | 0 | 0 | 0 | 0 | 0 | 0 | "You cannot harm one who has dreamed a dream like mine." - Jason Ironheart | 9 | 6 | 0 |
1489 | The Greater Good | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Purge a Destiny Mark. Increase Babylon 5's influence by +1 and decrease Shadow and Vorlon Influence by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "This is about more than what I want. So I'm going, even though I know it's almost certainly a trap." - John Sheridan | 3 | 6 | 0 |
1490 | The Growing Conspiracy | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target character you control gains a Conspiracy Mark. When sponsored, either Babylon 5, the Shadows, or the Vorlons (your choice) lose 1 influence. The Shadows and Vorlons both require 1 less influence to start the Shadow War. | 1 | 0 | 0 | 0 | 0 | 0 | "A new ally has joined our cause today." - Delenn | 5 | 6 | 0 |
1491 | The Hive | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate The Hive and target two unneutralized Gaim characters in the same faction. Select one of the characters, other than the Gaim Ambassador, who becomes a Character Enhancement card on the second target, adding his printed abilities to the second target's current abilities. (The selected card is no longer a character.) | 0 | 0 | 0 | 0 | 0 | 0 | "The Queens be with you." | 6 | 6 | 0 |
1492 | The Hope of Peace | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each character you control gains +1 Diplomacy. Count every 4 points of Babylon 5's influence as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | Command and Control (C & C) also known as the Observation Dome, is the operations centre for Babylon 5. It is located at the forward end of the station, providing a full view of docking ships. | 1 | 6 | 0 |
1493 | The Just Suffer | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a character with neither Shadow nor Doom marks who is controlled by a player with Shadow or Doom marks. The target character takes 3 damage | 0 | 0 | 0 | 0 | 0 | 0 | "It is as though her heard has been pierced and her spirit has poured out through the wound. "She blames herself. It is foolish. It is destructive...It is human." | 3 | 6 | 0 |
1494 | The Katai | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control during the Ready round. You may apply 5 influence as an action to ready the target fleet. The effect of its action is not canceled. If it participated in a conflict, it cannot participate in the same conflict again. | 0 | 0 | 0 | 0 | 0 | 0 | The flagship of the fleet is the ship from which a fleet commander directs the battle. That alone makes it an important target for enemy forces. | 3 | 5 | 0 |
1495 | The Long Night | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your characters who supported the conflict who has a Shadow Mark. The Shadows gain +1 Influence. The character gains a Shadow Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "It wasn't the Humans... the Centauri don't have the will... the Vorlons don't care... the Minbari wouldn't do it... the other worlds aren't powerful enough for a strike like this... There's someone else out there, Na'Toth." G'Kar to Na'Toth | 2 | 6 | 0 |
1496 | The Lure of Shadow | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your Ambassador gains a Shadow Mark. You may apply 7 Influence as an action add a Shadow Mark to any character you control. Target a character participating in a conflict and apply 5 influence as an action. For the rest of the turn, the target character loses 1 point from the ability he used in the conflict. | 0 | 0 | 0 | 0 | 1 | 0 | "There are beings in the universe billions of years older than any of our races. They walked among the stars like giants, vast and timeless. They created vast empires, taught the new races, explored beyond the rim. The oldest of the ancients are the Shadows. We have no other name for them." | 2 | 6 | 0 |
1497 | The Messiah Effect | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Irrevocable. Target an ambassador with 5 or more marks of the same type. Each turn, no supporting characters in your faction may rotate until the target has rotated. Supporting characters in your faction may only take the same type of action as the target, and if that action is to participate in a conflict, they must participate in the same conflict as the target. You may discard this card by purging a number of non-Doom Marks from the target equal to twice your unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "Come on, he's not The Pope, he doesn't look anything like her!" | 6 | 6 | 0 |
1498 | The Mind's Eye | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Rotate a character you control with a Psi of 4 or more to look at all cards in another player's hand. | 0 | 0 | 0 | 0 | 0 | 0 | "The danger before us is the very death of human liberty and human thought." - William Edgars | 5 | 6 | 0 |
1499 | The One | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Target a participant in a Babylon 4 Conflict who has at least 3 Destiny Marks. You may discard this Aftermath as an action to reduce Shadow, Vorlon, or Babylon 5 influence by the number of destiny marks attached to the target. | 0 | 0 | 0 | 0 | 0 | 0 | "Zathras knew you would not leave him. Zathras trusts The One." | 6 | 6 | 0 |
1500 | The Opposition Rises | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a player. The cost for that player to sponsor any card or play events increases by an amount equal to his unrest for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Increasingly dissatisfied with EarthDome policy, colonists across the Earth Alliance are openly advocating independence. EarthGov may have to bring military might to bear to maintain control. | 1 | 6 | 0 |
1501 | The Path of Conquest | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have at least 10 influence to sponsor this agenda. If any effect would increase your tension toward another race beyond 5, your two races enter a state of war. Your maximum unrest is lowered by 1 for each state of war your race is in. If you force a faction to lose influence with a war conflict while that faction has 5 or less influence, that faction must unconditionally surrender to you. | 0 | 0 | 0 | 0 | 0 | 0 | "Strike them down! No mercy... No mercy!" - Delenn | 3 | 6 | 0 |
1502 | The Path to Peace | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | May only be sponsored by a Home Faction Ambassador. If your race has no vote in Babylon 5 votes, you may cast the vote for your race. You may sponsor cards as if 2 factions of your race were in play. Every Narn character in your Inner Circle gains +1 Diplomacy. While your ambassador is Councilor Na'Far, he gains +2 Diplomacy and +3 points of damage resistance. | 0 | 0 | 0 | 0 | 0 | 0 | "We must cool things down. The time for action will come later." - Na'Far | 6 | 3 | 0 |
1503 | The Price of Fame | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant character must apply influence equal to his Destiny Marks to ready. The character may purge half his Destiny Marks as an action to discard this aftermath. | 0 | 0 | 0 | 0 | 0 | 0 | "You heard?" "I heard." "They need to believe." "Not in me." - Lorien and Sheridan | 3 | 6 | 0 |
1504 | The Price of Power | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Target a player. He must discard a character he controls or he does not gain any influence from conflicts this turn. | 0 | 0 | 0 | 0 | 0 | 0 | As a political figure's power grows, he often becomes increasingly isolated and loses close friends. Sometimes, ruthless politics can have unforeseen, lethal consequences. | 1 | 6 | 0 |
1505 | The Rangers | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | ISA. Ranger. | Irrevocable while the ISA has 3 or more members. Must be sponsored by an ISA member. Any ISA member may sponsor Babylon 5 fleets at normal cost, ignoring all other sponsoring requirements. If a Babylon 5 Fleet is controlled by a non-ISA member, he must immediately transfer control of it to an ISA member if possible. All Babylon 5 Fleets and all cards with the boldface text Ranger gain the boldface text ISA even if not in play. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1506 | The Regent | 3 | 3 | 1 | 6.0 | 3.0 | 0.0 | 0.0 | 0.0 | 9 | Centauri Regent. Minister. | Remove Minister Verano from the game. Cannot enter play if a Centauri Emperor is in play. While The Regent is in play, no Centauri Emperor can be sponsored. Any Drakh character may sponsor The Regent at normal cost. Rotate The Regent to place a number of Chaos Tokens on him equal to the number of States of Free Trade in play. | 0 | 0 | 0 | 0 | 1 | 0 | "I'm thinking... pastels!" | 7 | 4 | 0 |
1507 | The Right Contacts | 4 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Before drawing your first free card in the Draw round, you may name a card type. If you do so, show your free card to all players. If it matches the card type you named, immediately draw an additional free card. | 0 | 0 | 0 | 0 | 0 | 0 | In an infinitely large universe, there must be infinitely many worlds which have given birth to infinitely many races. Most of them seem to end up on Babylon 5 | 3 | 5 | 0 |
1508 | The Secret Masters | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate to initiate a conflict targeting a non-ambassador character in another player's faction. Intrigue and Psi may be used to support this conflict. Any ability may be used to oppose this conflict if the target has a printed value higher than zero for that ability. If successful, place a Pawn token on the target, and for the rest of the game you may, as an action, rotate the target for no effect or to attack any legal target. If you have at least 15 power and have a Pawn token on at least half the non-ambassador characters in each other faction, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
1509 | The Spider's Web | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Purge a Conspiracy Mark and target a participant character who is opposing a conflict you initiated. The target applies no opposition during resolution. The target remains rotated and is still a participant (e.g., he can still be attacked). | 0 | 0 | 0 | 0 | 0 | 0 | "There is a spider in the web, Mister Garibaldi. And I intend to find it, and kill it." - Sheridan | 5 | 6 | 0 |
1510 | The Tech | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | Legacy. | Irrevocable. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I promise I won't see anything I haven't seen before." "You don't know that." - Dr. Chambers and Galen | 8 | 6 | 0 |
1511 | The Third Age | 5 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a new age, Delenn, a Third Age. We began in chaos, too primitive to make our own decisions. Then we were manipulated from outside by forces who thought they knew what was best for us. And now, now we're finally standing on our own." - Sheridan | 8 | 6 | 0 |
1512 | The Trap Is Sprung | 2 | 1 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play during the resolution of a Military Conflict that targets you. The initiator's participants do not ready during the next Ready Round. Next turn, any of your fleets may rotate to attack the initiator's participant fleets; his fleets may attack your attacking fleets in return. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Right down the middle of the gauntlet." - Jeffrey Sinclair | 7 | 6 | 0 |
1513 | The Truth Is Out... | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "...of fashion!" - Special Agent Kendarr | 8 | 6 | 0 |
1514 | The Upper Hand | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character in another faction. If successful, this card becomes an enhancement on the target character. You may discard this enhancement (as an action) while the character is ready to cause the character to support or oppose a conflict as if he were your character. | 0 | 0 | 0 | 0 | 0 | 0 | Fortunes can change in the twinkling of a star, and those who thought they had the upper hand can suddenly find themselves powerless. | 3 | 6 | 0 |
1515 | The Vorlons Respond | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Play on a conflict supported by a character with a Shadow Mark. The Shadows lose 2 Influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "They say God works in mysterious ways." "Maybe so, but He's a con man compared to the Vorlons." Sinclair and Garibaldi | 2 | 6 | 0 |
1516 | The White Star | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 2.0 | 7 | | Any player with 2 Vorlon Marks may sponsor this fleet at normal cost. This fleet cannot be enhanced. This fleet ignores the first point of damage suffered in an attack. Rotate to add this fleet's Military to another fleet you control. This fleet is neutralized if the fleet it is enhancing is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | "The White Star is a new breed of Minbari warship. Smaller than our other fleet ships, and faster than anything else her size. It uses both Minbari and Vorlon technology. More important, unlike other vessels, this one can make its own jump point into hyperspace." | 2 | 6 | 0 |
1517 | The Young Races Rise | 3 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | For each 5 influence Babylon 5 possesses, the Influence needed by the Shadows and the Vorlons to begin the Shadow War increases by +1. | 0 | 0 | 0 | 0 | 0 | 0 | As the younger races opened their eyes to the threat of the Shadows, resistance to their plans grew stronger. | 2 | 6 | 0 |
1518 | Their Own Destiny | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | If Babylon 5's influence is greater than Shadow Influence, no cards requiring Shadow Marks may be played for the rest of the turn. If Babylon 5's influence is greater than Vorlon Influence, no cards requiring Vorlon Marks may be played for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Our age is past. This belongs to the younger races now. They have learned to stand on their own. They have learned...to understand. Time to let them go." Lorien | 2 | 6 | 0 |
1519 | Thenta Makur | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | All Narn characters in play gain a Strife Mark while Thenta Makur is in play. | 0 | 0 | 0 | 1 | 0 | 0 | The Thenta Makur is the premier Narn guild of assassins. Quite powerful, they leave a flower known as a Death Blossom for their victim, so he can prepare for his death. | 1 | 3 | 0 |
1520 | There Is Danger, Remember | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your characters who supported or opposed the conflict and note the conflict type (Diplomacy, Intrigue, Psi, Leadership, or Military only) and the ability the target used. The target may continue to participate in conflicts of that type using this ability. | 0 | 0 | 0 | 0 | 0 | 0 | "An echo of what was. A memory. A warning embedded in the thoughts of each generation and passed on to the next." - Lyta | 7 | 6 | 0 |
1521 | They Are Not For You | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target a non-Ambassador Inner Circle character with Shadow Marks. Target character is neutralized and takes severe damage equal to his number of shadow marks. Until unneutralized, the character's effect text is blanked. | 0 | 0 | 0 | 0 | 0 | 0 | During his initial tour of Babylon 5, Mister Morden intended to visit most of the major ambassadors. However, a confrontation with Kosh kept him from asking his important question of Commander Sinclair. | 5 | 6 | 0 |
1522 | They're Just Mundanes | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If you are playing the Psi Corps faction, discard a Human mundane participant from your Inner Circle to gain +1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I don't like Psi Cops nosing around up here. There's just something creepy about them, the way they look at you like you're some kind of bug." - Garibaldi | 5 | 6 | 0 |
1523 | They're Killing Us! | 2 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. If successful, this card becomes a Won Aftermath targeting your faction. You may discard this aftermath to sponsor one character or fleet that requires the Shadow War to be in effect. You must meet and pay all other requirements to sponsor that card. | 0 | 0 | 0 | 0 | 0 | 0 | "Eight days from now, we go straight to hell. Unless you've found some way to stop it." - Garibaldi | 6 | 6 | 0 |
1524 | Thieves' Guild | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | 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. | 0 | 0 | 1 | 0 | 0 | 0 | "You were having a bad dream. And have awakened into another." | 8 | 6 | 0 |
1525 | Things to Come | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Rotate a Seeress. Look at the top 10 cards in your deck, but do not change their order. | 0 | 0 | 0 | 0 | 0 | 0 | "The future reveals itself only reluctantly, ambassador. Take the sign for what is and look for it when it appears." Lady Morella to Londo Mollari | 2 | 6 | 0 |
1526 | Third Battle Fleet (Centauri) | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 11 | | The Third Battle Fleet cannot be the first fleet to support or oppose any conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "...Just like in the old days, when my dear Republic moved in and conquered the entire Beta system in nine days... " We came out of the sky, a veritable cloud of warships..." - Londo Mollari | 1 | 4 | 0 |
1527 | Third Battle Fleet (Minbari) | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 9.0 | 10 | | | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari fleet has the most advanced military technology of any major star power (except for races highly evolved like the Vorlons and Shadows). In a straight up fight, no other race possesses the technology to defeat them. | 1 | 2 | 0 |
1528 | Third Squadron | 2 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The target fleet gains +1 Military. As an action, the controller of the fleet may return this card to its owner's hand. | 0 | 0 | 0 | 0 | 0 | 0 | Narn fighters may be less maneuverable than those of other major races, but they are reliable and pack a wallop. | 3 | 6 | 0 |
1529 | Third United Fleet | 3 | 8 | 49 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 0 | | Any player with no Shadow or Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. This fleet inflicts additional damage during attacks equal to the number of Shadow and Vorlon Marks in the other fleet's faction. | 0 | 0 | 0 | 0 | 0 | 0 | "In the past we had nothing in common, but now the humans have become the glue that holds us together." - G'Kar | 3 | 6 | 0 |
1530 | Thirdspace | 4 | 4 | 67 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Irrevocable. Apply 10 influence when you first initiate Thirdspace. This conflict has 10 automatic support for each player in the game. If successful, this conflict re-initiates independently each turn until it loses. Each turn this conflict is successful, each player loses 1 influence and this card gains a token for each player still in the game. If, at any time, a faction has less influence than the number of tokens on Thirdspace, it is eliminated. | 0 | 0 | 0 | 0 | 0 | 0 | "They are a power beyond comprehension. A hunger beyond understanding. They are anti-life itself." - Lyta Alexander | 9 | 6 | 0 |
1531 | Thirteen | 3 | 3 | 1 | 0.0 | 6.0 | 10.0 | 0.0 | 0.0 | 8 | Psi Corps Character. Psi Cop. | Requires 4 Conspiracy Marks to sponsor. | 1 | 0 | 0 | 0 | 0 | 0 | Thirteen was involved in many secret plots, including the assassinations of Taro Isogi and Luis Santiago. Nobody knows just how far her reach extends into EarthGov and Psi Corps. | 5 | 1 | 0 |
1532 | This Was a Mistake | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a conflict you initiated from a conflict card. The conflict must have no support or opposition. Discard the conflict. (The conflict and any other effects of the card are negated). | 0 | 0 | 0 | 0 | 0 | 0 | Some things cannot be changed - only endured. | 3 | 6 | 0 |
1533 | Thomas | 2 | 3 | 1 | 0.0 | 4.0 | 5.0 | 0.0 | 0.0 | 9 | | All Neutral teeps you control that have 8 or fewer printed Psi gain a Strife Mark (including Thomas). At the end of resolution, if any conflicts resolved this turn that did not have participation restrictions, and you did not attack this turn, discard Thomas and neutralize a number of your Inner Circle characters equal to the number of Strife Marks on Thomas (or all characters in your Inner Circle). | 0 | 0 | 0 | 0 | 0 | 0 | Thomas is a hot-headed, trigger-happy rogue. He doesn't understand Byron's teachings that telepaths must be better than mundanes. | 5 | 7 | 0 |
1534 | Thought Police | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | When determining your cost to promote a character, ignore all Psi Cops already in your Inner Circle. Whenever another player loses an opposable conflict (that he initiated), and your faction supplied at least half of the total opposition during resolution, gain +1 power (permanently). | 0 | 0 | 0 | 0 | 0 | 0 | "The Psi Corps is dedicated to one thing, commander: control. Control over telepaths, the economy, the courts, over matter, over thought itself." - Jason Ironheart | 5 | 6 | 0 |
1535 | Thug | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 4 | | Multiple. This character becomes loyal to your race when you sponsor him. While Thug is a Nightwatch character, he gains +1 Intrigue and a Strife Mark, and may rotate to give a Nightwatch character loyal to your race a Strife Mark for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Don't worry, before this is over we'll have our pound of flesh." - Boggs | 6 | 7 | 0 |
1536 | Ties to the Mighty | 1 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character who cannot become an Inner Circle character. This enhancement's coat is equal to that character's influence cost. The target character is no longer restricted against becoming an Inner Circle Character. | 0 | 0 | 0 | 0 | 0 | 0 | "How will this end?" "In fire." - Kosh replies to Emperor Turhan | 3 | 6 | 0 |
1537 | Time Jump | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. Target a conflict in any player's discard pile that you could initiate next turn if it was in your hand. If successful, Time Jump becomes a Won Aftermath targeting your faction, and you may play the target conflict card during one of the next two turns (as if you had played it from your hand). | 0 | 0 | 0 | 0 | 0 | 0 | "Must being very careful, time jump system very delicate. When finished, station will be stabilized for time travel." - Zathras | 6 | 6 | 0 |
1538 | Time Stabilizer | 1 | 6 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a character or fleet. The target gains +1 damage resistance for each Time Stabilizer that targets a card in your faction (including this one). This damage resistance is usable only while the target is participating in a Babylon 4 Conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "These will keep you from drifting. Also protect you; time distortion can do terrible harm." - Zathras | 6 | 6 | 0 |
1539 | Time of Decision | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target any character who has both Doom Marks and Destiny marks. Convert one of those marks into the other type. | 0 | 0 | 0 | 0 | 0 | 0 | "He said we were both damned." - Londo Mollari to Lord Refa | 3 | 6 | 0 |
1540 | Tip-Top Shape | 5 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "You're the perfect choice." - Sheridan to Lochley. | 8 | 6 | 0 |
1541 | To Fight Legends | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your characters. Purge a Destiny Mark from that character. Double the character's Leadership while a fleet he is leading is attacking or being attacked by Shadow or Vorlon fleets this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain's personal log: final entry. We're going into the heart of the fire. On one side, the Vorlons. On the other, the Shadows, and us in the middle. Whether any of us will ever come back... I don't know." Captain John Sheridan | 2 | 6 | 0 |
1542 | To Make a Stand | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If the Shadows or Vorlons influence is higher than Babylon 5's influence, rotate this agenda to cause Babylon 5 to gain +1 influence. Rotate this agenda to cause a character to gain Leadership equal to his number of Destiny Marks for the rest of the turn. Count each 3 influence Babylon 5 has as 1 power. | 0 | 0 | 0 | 0 | 0 | 0 | Desperate times require desperate measures. Sometimes... just sometimes... desperate measures pay off. | 3 | 6 | 0 |
1543 | To Stand Alone | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target player may only count Influence as power. All other sources of power are ignored while this enhancement is in play. The target may discard this enhancement by applying Influence equal to 5 times his unrest. | 0 | 0 | 0 | 0 | 0 | 0 | "This body is only a shell. You cannot touch me. You cannot harm me. I am not afraid." - Delenn to Sebastian | 2 | 6 | 0 |
1544 | To the Victor | 3 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Shadow Mark to play. If your faction provided more support to a conflict than the initiator's faction, reverse all non-Influence benefits the initiator gained; you gain these benefits instead. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Those who walk with the Shadows are cunning and can often gain a subtle advantage from the victories of others. | 2 | 6 | 0 |
1545 | Toast to Victory | 1 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two players who gained influence from the conflict. Each player must, if possible, select one unneutralized supporting participant character, controlled by the other player, who is not prohibited from becoming an Inner Circle character. The selected characters are immediately promoted for free. | 0 | 0 | 0 | 0 | 0 | 0 | "I will have my government issue an agreement by, when, tomorrow this time? What a pleasure it is to deal with someone who is reasonable. Negotiations are so much more enjoyable when certain individuals are not here to interfere." - Londo | 6 | 6 | 0 |
1546 | Tolonius VII | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 8 | | Location's Military may only be used to oppose conflicts targeting this location. While this location is in play, you may sponsor enhancements at half cost (rounded up). | 0 | 0 | 0 | 0 | 0 | 0 | Tolonius VII is a small but vital cog in the Centauri Republic. It adjoins "The Corridor" and provides many resources to the Centauri. | 2 | 4 | 0 |
1547 | Tomorrow's Children | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "If we find a cure, we'll bring it here. No charge. And then we'll make sure that you and your people are brought to account for everyone you murdered with your tests." - Gideon | 8 | 6 | 0 |
1548 | Tonia Wallis | 1 | 3 | 1 | 1.0 | 0.0 | 0.0 | 1.0 | 0.0 | 5 | Media. | Tonia Wallis gains +2 Diplomacy while your faction is in a State of War. | 0 | 0 | 0 | 0 | 0 | 0 | Tonia Wallis is a former Earth Force cadet who freelances for ISN. Due to her military training, she is an excellent war correspondent. | 6 | 7 | 0 |
1549 | Too Predictable | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a conflict which was not generated by a conflict or event card. Apply influence equal to 3 plus the cost to initiate the conflict. The conflict does not resolve. | 0 | 0 | 0 | 0 | 0 | 0 | "You know the Centauri. You know how they operate. Attack, neutralize, secure and then move on to the next target." G'Kar to G'Sten | 2 | 6 | 0 |
1550 | Total War | 3 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador loses 2 Diplomacy and gains a Doom Mark, but gains +2 Leadership while you are at war. If a war conflict you initiate is contested but successful, you gain +1 influence and your target loses 1 influence. While opposing your conflicts or attacking your fleets, all other players' fleets gain +1 Military. | 0 | 0 | 1 | 0 | 0 | 0 | War is not a zero-sum game. Some wars do not end with a victor or vanquished, but only with significant losses on both sides. | 4 | 6 | 0 |
1551 | Touched By Vorlons | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Target a Participant Character with a base Psi of 13 or higher in a faction with no Shadow Marks. The target gains a Vorlon Mark and a Strife Mark. During each Ready Round, remove up to 5 damage or 2 severe damage from the character. | 0 | 0 | 0 | 1 | 0 | 1 | "You cannot harm me. You cannot stop someone who has been touched by Vorlons." - Lyta | 7 | 6 | 0 |
1552 | Trace Miller | 2 | 3 | 1 | 1.0 | 1.0 | 0.0 | 1.0 | 0.0 | 6 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Unknown. Of course, unknown. Why the hell am I asking a machine for an opinion in the first place?" | 8 | 7 | 0 |
1553 | Trade Pact | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another race with whom you have a mutual tension of 3 or less and no Free Trade state. Characters of your two races apply double Diplomacy during resolution. If successful, there exists a state of Free Trade between your two races. While this state is in effect, factions of your two races each have +1 influence rating. | 0 | 0 | 0 | 0 | 0 | 0 | One of Babylon 5's major objectives is to foster trade and commerce among the various races. If these star powers have a common economic interest, they are less likely to engage in war with one another. | 4 | 6 | 0 |
1554 | Trade Sanctions | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target any player and hold a Babylon 5 vote. If the vote passes, Babylon 5 gains +1 influence and the target must apply 4 influence for no effect at the end of the next ready round. | 0 | 0 | 0 | 0 | 0 | 0 | No one can survive without food. By blockading Babylon 5, President Clark hoped to weaken the resistance. He failed. | 3 | 6 | 0 |
1555 | Trade War | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | At the end of the Ready round next turn, all players in a state of Free Trade must apply 2 influence for no effect for each state of Free Trade they are in. | 0 | 0 | 0 | 0 | 0 | 0 | Who can tell what value one race might assign to the detritus of another? A human might pay a small fortune for several small shards of impure crystalline material, for instance, while to a Pak'ma'ra, a rat that has been dead for a week is a gourmet meal. | 3 | 6 | 0 |
1556 | Trade Windfall | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 7 | | Gain +1 influence if you are in a state of Free Trade with another race. | 0 | 0 | 0 | 0 | 0 | 0 | The rare mineral Quantium 40 is required to build jump gates, and is thus one of the most valuable resources in existence. | 4 | 6 | 0 |
1557 | Trakis | 3 | 3 | 1 | 0.0 | 2.0 | 0.0 | 0.0 | 0.0 | 7 | Golian. | Apply 4 influence to rotate Trakis, target a contingency, and guess the target's title. Look at the target. If you guessed correctly, shuffle the target back into its controller's deck. If the target was on a Centauri card, or a card controlled by a Centauri faction, discard it instead. If you did not guess the title correctly, return the target (face-down). | 0 | 0 | 0 | 0 | 0 | 0 | "My name is Trakis. We have a great deal in common." | 6 | 5 | 0 |
1558 | Transcendence | 4 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have at least 20 influence to play this agenda. Count your Destiny Marks, Shadow Marks, and Vorlon Marks as power. Ignore any effect that would require you to only count your influence as power. If you have more power than any other player, you score a Major Victory. Rotate to discard a target (non-irrevocable) enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | "Goodbye, Commander. I will see you again, in a million years." - Jason Ironheart | 9 | 6 | 0 |
1559 | Transfer Point Io | 2 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 6 | | Location's Military may only be used to oppose conflicts targeting this location. Rotate with a character when you sponsor a card besides a character. Reduce the cost of that card by the number of Trade Pacts in play. | 0 | 0 | 0 | 0 | 0 | 0 | The Io Transfer Station is a major military and commercial port. It's the major point of transit between the solar system and the rest of the galaxy. A nearby jump gate provides access to hyperspace. | 1 | 1 | 0 |
1560 | Treachery | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal at the beginning of the resolution of a Won Conflict initiated by another player which this character, or a fleet led by this character, supported. Reduce the total support from your participants to zero. The initiator of the conflict may increase his tension towards your race by 1. If the Conflict is now a Lost Conflict, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "What do you want me to do?" "You've already done it. It's a tranq, don't fight it." - Sheridan and Garibaldi | 7 | 6 | 0 |
1561 | Trial By Fire | 2 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't know, some days it's like trying to nail smoke to the wall. I mean the job is hard enough, why does everybody keep trying to make it harder than it has to be?" - Gideon | 8 | 6 | 0 |
1562 | Triluminary | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target the Minbari ambassador. The ambassador gains +2 Diplomacy while in possession of this item. Minbari tension toward the Humans cannot rise above 4 while this item is in play. Character gains a Destiny Mark and a Vorlon Mark. | 0 | 1 | 0 | 0 | 0 | 1 | The triluminary is a rare Minbari device handed down from the time of Valen, the Minbari not of Minbari. Valen delivered the Triluminary from an unknown source. Its strange powers are not fully understood. | 1 | 2 | 0 |
1563 | Triple-cross | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a character who is opposing a conflict you initiated and purge a number of Conspiracy Marks equal to one third of the opposition the target is applying. The target is now supporting the conflict. You may apply 5 influence when you play this event to have it return to your hand at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "I speak for my people. Who do you speak for, and what are you willing to do? They are waiting for your answer." - Neroon | 6 | 6 | 0 |
1564 | Trivial Gains | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a player who gained influence this turn. Apply 3 times the amount of influence gained. The target loses the gained influence. | 0 | 0 | 0 | 0 | 0 | 0 | In the world of Babylon 5, many a character pursues goals which turn out to be of little significance in the grand scheme of things. | 2 | 6 | 0 |
1565 | Troubles Brewing | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a character. The target loses 1 from each of his abilities for the rest of the turn for each Doom Mark in the character's faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Right now this place is a powder keg." | 2 | 6 | 0 |
1566 | Truce | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two players in a state of war. Neither may initiate a war conflict against the other for one turn for each 5 influence you apply when playing this event | 0 | 0 | 0 | 0 | 0 | 0 | In war, as in hand to hand conflict, both sides sometimes need to stop and catch their breath. | 3 | 6 | 0 |
1567 | Trulann | 2 | 3 | 1 | 2.0 | 3.0 | 0.0 | 3.0 | 0.0 | 9 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain Gideon. I am Anla'shok Trulan." | 8 | 2 | 0 |
1568 | Tu'Pari | 3 | 3 | 1 | 3.0 | 6.0 | 0.0 | 0.0 | 0.0 | 9 | | Rotate Tu'Pari and apply 8 influence to attack any character using whichever of the target's abilities is highest (target's choice if there is a tie). Any character in the target character's faction may attack Tu'Pari in return. | 0 | 0 | 0 | 1 | 0 | 0 | Tu'Pari is a member of the Thenta Makur assassin's guild on Narn. He sometimes travels under the guise of a diplomatic courier. He kills on commission from the guild. | 4 | 3 | 0 |
1569 | Tualakh Vit'lokh | 2 | 3 | 1 | 3.0 | 2.0 | 0.0 | 3.0 | 0.0 | 6 | Llort. | Name one ability (Diplomacy, Intrigue or Leadership) when this character is put into play. Tualakh Vit'lokh's other printed abilities become zero. | 0 | 0 | 0 | 0 | 0 | 0 | The Llort are known as collectors of souvenirs and trinkets (many of which don't actually belong to them). | 3 | 5 | 0 |
1570 | Tunnel of Life & Death | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on a teep. Reveal when a character you control is discarded. For each 4 points of Psi that this teep has, you may transfer 1 aftermath or enhancement from the discarded character to this teep. | 0 | 0 | 0 | 0 | 0 | 0 | "When it happens, you see it as a door opening. I guess there's no other way for the human mind to interpret what it's seeing." - Lyta | 5 | 6 | 0 |
1571 | Twisting the Knife | 2 | 1 | 68 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | One of your characters must have supported the conflict. The target of the conflict must have lost Influence as a result of the conflict. Gain +1 Influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | There's an old Turkish proverb, "Never kick a man when he's down? If not then, when?" | 2 | 6 | 0 |
1572 | Tyranny Enthroned | 3 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Unique. Cannot be initiated during the Action Round. You must control the ISA President. Diplomacy, Intrigue, and Military may be used in this conflict. If successful, this card becomes a Global Aftermath with these effects: the ISA President card is (re)attached to your ambassador and cannot be removed; you cast all votes in ISA votes; no ISA member can rotate your fleets for any reason; your characters and fleets each gain +1 to all non-zero abilities; count +1 power for each member of the ISA. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1573 | Ulkesh Kosh | 3 | 3 | 1 | 0.0 | 0.0 | 0.0 | 5.0 | 0.0 | 6 | | Any player can sponsor Ulkesh Kosh into the control of any faction with Vorlon Marks. Kosh Naranek and Ambassador Kosh are removed from the game when Ulkesh Kosh is sponsored. Babylon 5 loses 4 influence when Ulkesh Kosh is sponsored. Vorlon Marks cannot be purged while Ulkesh Kosh is in play. Ulkesh Kosh is not discarded when neutralized. | 0 | 0 | 0 | 0 | 0 | 2 | Ulkesh is haughty and unpleasant, and has no regard for the comfort of his "aide". To him, Humanity is an expendable piece in a game the Vorlons play against the Shadows. | 3 | 10 | 0 |
1574 | Ulterior Motives | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Hello, Matthew. I just wanted you to know that I'm here, and I'm watching. In case you should need help." - Galen | 8 | 6 | 0 |
1575 | Unauthorized Scan | 1 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant in a conflict other than a Psi Conflict. The target must have participated using Psi or using an ability that received a bonus based on his Psi. The character suffers damage equal to the number of Strife Marks in your faction. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "As for fear, if you enter my mind for any reason I will twist your head off and use it for a chamber pot!" - Ivanova | 5 | 6 | 0 |
1576 | Uncertain Followers | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | While the target's unrest is 3 or greater, the cost for him to sponsor or promote any character increases by +1. | 0 | 0 | 0 | 0 | 0 | 0 | "It is not your word we question, G'Kar. It is your ability to deliver on your promises. Perhaps someone else might do a better job." | 2 | 6 | 0 |
1577 | Uncertain Futures | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Target a player and apply any amount of Influence. The target player must discard 1 aftermath from his hand for each 4 Influence you apply. If the target cannot discard enough aftermaths, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | No one in the world of Babylon 5 can ever truly predict what the future will bring. Even a cunning adversary like Morden can be undone by the interference of the Vorlons. | 2 | 6 | 0 |
1578 | Uncertain Times | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The cost for any player to sponsor Neutral characters is increased by 2 for the rest of this turn and for all of the next turn. | 0 | 0 | 0 | 0 | 0 | 0 | At first, many races hoped to sit out the Shadow War. In the end, though, most every starfaring race was forced to choose a side. | 3 | 6 | 0 |
1579 | Under Our Protection | 2 | 5 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal and rotate the target when a fleet in another player's faction attacks a fleet in a third faction. Reduce the damage that each fleet inflicts upon the other by an amount equal to your fleet's Military. Increase your mutual tensions with the attacker by one and decrease your mutual tensions with the attacked faction's race by one. | 0 | 0 | 0 | 0 | 0 | 0 | "We ask that each of you contribute at least one destroyer-class ship to the defense of Babylon 5." - Ivanova | 6 | 6 | 0 |
1580 | Under Pressure | 2 | 1 | 62 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant character loses 3 Intrigue (to a minimum of 1). Discard this aftermath when his faction wins an Intrigue conflict. | 0 | 0 | 0 | 0 | 0 | 0 | Security Cheif Garibaldi is empowered to arrest anyone on the station who breaks the law, even ambassadors. The Babylon 5 Ombuds review each case to determine guilt or innocence. The guilty are imprisoned in Babylon 5's jail ward. | 1 | 6 | 0 |
1581 | Undercover Investigation | 1 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Durkani, they burnt the files. Tore the place apart. There's nothing left except for what we grabbed on the way out." - Agent Lyssa | 8 | 6 | 0 |
1582 | Underground Leader | 3 | 3 | 1 | 1.0 | 1.0 | 12.0 | 0.0 | 0.0 | 10 | | This character cannot become a Psi Corps character. No faction with a Psi Cop can sponsor this character, and this character's faction cannot sponsor Psi Cops. Rotate Underground Leader to apply 7 opposition to any conflict that targets a non-Psi Corps teep. (This does not cause Underground Leader to become a participant.) | 0 | 0 | 0 | 0 | 0 | 0 | The mysterious leader of the Underground Railroad was involved in the same experiments as Jason Ironheart. When Ironheart broke out of the Psi Corps research center, this diminutive fellow went with him. | 5 | 7 | 0 |
1583 | Underground Railroad | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Discard this group if it is in the same faction as a Psi Cop. While ready, your cost to sponsor and promote Neutral teeps is reduced by 2. Rotate this group and target a Neutral teep. The target cannot be attacked using Psi for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "They are my life's work, and my redemption for sins past." - Byron became involved in the Underground Railroad to atone for his activities as a Psi Cop. | 5 | 6 | 0 |
1584 | Underground Resistance | 1 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | Target a location which is not loyal to the same race as the faction that controls it. During resolution, apply opposition to any Intrigue conflicts initiated by that faction equal to 1/5 of the location's normal Military. Discard this enhancement if the location is ever controlled by a faction of the same race as the location. | 0 | 0 | 0 | 0 | 0 | 0 | "An underground resistance? Good luck, G'Kar, you're going to need it." - Mr. Chase | 2 | 6 | 0 |
1585 | Underground Telepath | 2 | 3 | 1 | 0.0 | 0.0 | 6.0 | 0.0 | 0.0 | 9 | | Underground Telepath may use half his Psi as Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths on Earth are offered a stark choice- join the Psi Corps or take drugs that suppress their talent, their personality, and that eventually drive them to suicide or madness. Some, faced with these choices, have elected a third option - run away. | 3 | 7 | 0 |
1586 | Undermine Trust | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | If successful, Babylon 5 loses 1 Influence and this conflict is returned to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | Many may seek to sow strife on Babylon 5; these various factions slow any constructive efforts to forge a lasting alliance. | 2 | 6 | 0 |
1587 | Underutilized Resources | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Rotate this enhancement to initiate an Intrigue conflict targeting another player. If this conflict succeeds, look at the target's hand. He must discard each card in his hand which is identical to a face-up card in play that he controls. | 0 | 0 | 0 | 0 | 0 | 0 | Lyta was slow to explore the full potential that the Vorlons gave her. As time went on, she discovered that her powers were far greater than anybody imagined. | 5 | 6 | 0 |
1588 | Underworld Connections | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target character gains +2 Intrigue for the rest of the turn. He gains an additional +1 Intrigue for each Doom Mark he has. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5's Downbelow hides the station's criminal element. A loose organized crime element functions in the stations darker recesses. They can influence what happens topside in the more public areas, such as the Zocalo. | 1 | 6 | 0 |
1589 | Unexpected Activity | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target another player. During the next Conflict round, if that player chooses not to initiate a conflict, you may play a conflict card for him which he must initiate. The selected conflict must be one the target player can validly initiate. | 0 | 0 | 0 | 0 | 0 | 0 | The best laid plans can suddenly be disrupted by an unexpected event. A poor leader reacts to those events, trying to pull reality back into shape with his plans; a wise leader adapts his plans to the new situation. | 3 | 6 | 0 |
1590 | Unexpected Return | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Irrevocable. Return to play, as a supporting card for you, a character in your discard pile who can only be brought into play through replacement. (There can be no other copy of that character in play.) The character must have been in play earlier in the game. | 0 | 0 | 0 | 0 | 0 | 0 | "Flesh is transitory. Flesh is a prison. Flesh is... an instrument. Flesh can be replaced." - Morden | 3 | 6 | 0 |
1591 | Unfounded Rumors | 3 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play on your ambassador. Reveal when a card in your faction or your faction as a whole is targeted by an aftermath. The aftermath is negated. No copy of that aftermath can target your faction for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | Wild, unsubstantiated rumors can do more to set back - or advance - a cause than any preplanned campaign of information management. | 3 | 6 | 0 |
1592 | Unheralded Losses | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Requires 1 Shadow Mark to play. Target a player. The target player must discard a character from his hand. If he cannot discard a character, he must show you his hand. | 0 | 0 | 0 | 0 | 0 | 0 | In the Shadow War, as in any war, many must sacrifice themselves for the sake of their cause and comrades. | 2 | 6 | 0 |
1593 | United Front | 4 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Your ambassador gains +3 Diplomacy while supporting conflicts you initiate. | 0 | 0 | 0 | 0 | 0 | 0 | An ambassador is the official representative of his or her government to the other races. Failure to support the government's official position weakens that race's political power in relation to its rivals. | 1 | 6 | 0 |
1594 | United We Stand | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target your faction and place 1 Unity Token on this Aftermath for each different race and each different species that supported your conflict. Rotate this Aftermath to apply opposition to a conflict targeting you equal to the number of Unity tokens on this card; that conflict is considered to be contested. | 0 | 0 | 0 | 0 | 0 | 0 | "Look, it's easy to come together for a common enemy, no our job is to come together for a common goal." - Sheridan | 7 | 6 | 0 |
1595 | Unity | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an Inner Circle Character. Reveal if your Unrest is 1, it is another player's action, and he is performing an action that will increase your Unrest. Cancel the increase to your Unrest. If the other player was playing an event that would raise your Unrest, increase his Unrest by 1. If this Contingency was underneath a Drakh or Gaim character, draw 2 cards. You may apply 11 influence as an action to return this card to your hand from your discard pile. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1596 | Universal Enemy | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | The winner of the conflict must have gained 3 or more influence this turn (from any combination of sources). Target a participant fleet or character, and note the ability that he used in the conflict. Any fleet or character may attack the target using that ability, even if the target is not participating in a conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "He has many enemies in the royal court." "He has many enemies everywhere. It is what he does best." - Delenn and G'Kar | 5 | 6 | 0 |
1597 | Universal Policeman | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | If successful, this conflict becomes a Global Aftermath targeting all ISA members. This aftermath applies +1 automatic opposition for each unneutralized fleet controlled by an ISA member to any conflict in which Military may be used and that could force an ISA member to lose influence. (Determine and apply the opposition at resolution.) | 0 | 0 | 0 | 0 | 0 | 0 | "Dukhat once told me, 'If you can create sufficient fear in your enemies, you may not have to fight them. Always remember that terror is also a form of communication.'" - Delenn | 7 | 6 | 0 |
1598 | Universe Today Feature | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Increase or decrease one other race's tension toward any one race by 1. | 0 | 0 | 0 | 0 | 0 | 0 | Universe Today is a major daily newspaper. It is dispensed from kiosks capable of customizing the paper's contents for the reader. The paper is recyclable at the same kiosk. | 1 | 6 | 0 |
1599 | University Complex | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a location loyal to its controller's race. All Aides, Agents and Captains loyal to the target location's race gain +1 to their starting ability. This bonus is not cumulative with other University Complexes. | 0 | 0 | 0 | 0 | 0 | 0 | In the high-tech environment of the tewnty-third century, learning is living. Everything from space flight to food preperation depends on computers and machines, and understanding them is the key to success. | 3 | 6 | 0 |
1600 | Unpopular Goals | 4 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a faction with a Major Agenda. If successful, the target loses 1 influence, and all other factions of the target's race gain +1 influence. In addition, if this conflict succeeds by 10 or more, you gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | In a democracy, the elected leader governs only by the will of the people. If that will changes, the elader would do well to look for another job. | 3 | 6 | 0 |
1601 | Unpopular Intervention | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | At the beginning of the Resolution round, increase by 1 the unrest of each player who participated in a war conflict not initiated by or targeting that player. | 0 | 0 | 0 | 0 | 0 | 0 | Populations are insular things; they might care about justice and the fight for freedom as abstract ideals, but if the quest interferes with their own life they may suddenly withdraw their support. | 3 | 6 | 0 |
1602 | Unrecognized Data | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target a fleet. The target fleet cannot be attacked for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | Although modern weapons are formidable, highly advanced alien technology may confuse the targeting systems. In fact, some ships may not even register on scanners because of their stealth technology. | 1 | 6 | 0 |
1603 | Unrelenting Pressure | 5 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a rotated non-ambassador character and apply any amount of influence. The target character cannot ready. Any player may apply 1 more influence than you applied when sponsoring this card to remove it. | 0 | 0 | 0 | 0 | 0 | 0 | "Seven months ago you were commanding a starship on the rim. Suddenly you're in charge of a small city in space just as a major war breaks out...that's a lot of stress." - Dr. Stephen Franklin to Captain Sheridan | 2 | 6 | 0 |
1604 | Unstuck in Time | 3 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant non-ambassador character or fleet in a Babylon 4 Conflict. Place the target face-down in the target's controller's deck and shuffle that deck. Treat this aftermath as a copy of the target, which can take no actions, has no effect text or abilities, and cannot be affected by anything. All cards that were attached to the target are now attached to this aftermath. The target's controller may replace this aftermath with any exact copy of the target card, transferring all attached cards. | 0 | 0 | 0 | 0 | 0 | 0 | | 6 | 6 | 0 |
1605 | Unsung Hero | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Whenever the target character gains a mark, you may apply 10 Influence to cause the mark to instead be gained by any character of your choice. | 0 | 0 | 0 | 0 | 0 | 0 | Some people thrive in the limelight. Others are just as happy to let another take all the glory... or be the chosen one. | 2 | 6 | 0 |
1606 | Upgraded Defenses | 4 | 6 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Unique. Babylon 5 gains +4 influence. | 0 | 0 | 0 | 0 | 0 | 0 | Planning to expand Earth's military power, the President orders EarthForce to upgrade the weaponry on Babylon 5. This gives the station an increased ability to protect itself from attack by hostiles. | 1 | 6 | 0 |
1607 | Ur'nammu | 1 | 3 | 1 | 2.0 | 2.0 | 2.0 | 1.0 | 0.0 | 6 | | Rotate Ur'nammu and target a character. The target suffers 1 damage for each Lost Aftermath attached to him and 1 damage for each Doom Mark attached to him. | 0 | 0 | 0 | 1 | 0 | 0 | "The Shadows gave the orders. But they weren't the ones who pulled the trigger." - Sheridan | 7 | 8 | 0 |
1608 | Urza Jaddo | 4 | 3 | 1 | 6.0 | 1.0 | 0.0 | 4.0 | 0.0 | 10 | | The Centauri player loses 1 power for each 3 Shadow Marks in his faction while Urza Jaddo is in play. | 0 | 0 | 0 | 0 | 0 | 0 | "How fitting you should die with a song on your lips." - Ursa Jaddo, in a surprise greeting to Londo Mollari | 1 | 4 | 0 |
1609 | Utility Fleet (Centauri) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 5 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | The Centauri fleet is powerful, but on its own is incapable of conquering neighboring powers. They will require an alliance to move against their enemies. | 1 | 4 | 0 |
1610 | Utility Fleet (Human) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 5 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | The assignments given Earthforce ships go beyond simple protection of political borders. Forces may be sent to support an ally facing internal threats, such as during the civil war on Akdor. It is in Earth's interest to maintain its alliances. | 1 | 1 | 0 |
1611 | Utility Fleet (Narn) | 1 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 4 | | Multiple. | 0 | 0 | 0 | 0 | 0 | 0 | The Narn military is usually wise enough not to concentrate its entire fleet at one location, where all its ships could be destroyed. But if attrited to the point where desperation is an option, they may take the risk. | 1 | 3 | 0 |
1612 | VIP Involvement | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 9 | | Target an opposable conflict with no participation restrictions in which there are 3 or more characters supporting the conflict who are Grey Council Members, Senators, Generals, Lords, Ministers, Kha'Ri characters, and/or Species Ambassadors. Each unneutralized character supporting the conflict that has any of these titles applies +5 support during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | "Captain, if a member of the Joint Chiefs is coming aboard, I should have been informed. There's protocol to consider." - Ivanova | 6 | 6 | 0 |
1613 | Va'Kal | 3 | 3 | 1 | 4.0 | 2.0 | 0.0 | 0.0 | 0.0 | 8 | Kha'Ri Intelligence Officer. | Whenever Kha'Ri Officer's Diplomacy increases as a result of an Aftermath, he gains an equal permanent increase to his Intrigue. | 0 | 0 | 0 | 0 | 0 | 0 | Narn Intelligence Officers learned their trade in the century of oppression forced on them by the Centauri. They function in a spy network that has the fearful respect of all on Babylon 5. | 2 | 3 | 0 |
1614 | Valarius | 3 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | Flagship. | Limited. You may only control one Flagship at a time. You may move this enhancement to any other valid fleet you control during the Ready round. You may sponsor fleet enhancements at double the normal influence cost, to make the enhancement a faction enhancement which affects all Centauri fleets. | 0 | 0 | 0 | 0 | 0 | 0 | The Valarius is one of the Centauri Fleet's most effective ships. Armed with state of the art weapons, its very presence is enough to strike terror into the heart of most any opponent. | 3 | 4 | 0 |
1615 | Valen | 4 | 1 | 56 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Play on the Babylon 4 Conflict if your non-ambassador Ranger One supported it. Reduce Shadow Influence by one third, remove Ranger One from the game, discard all Shadow Fleets, and reduce Human-Minbari tensions by 1. Search your deck, take one Vorlon Character into your hand, and play it for free. (Discard this Aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "I welcome you, and present this place to you as a gift. I am called Valen, and we have much work ahead of us." | 9 | 6 | 0 |
1616 | Valen's War | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. If this is at least the sixth Babylon 4 conflict you have won, target your faction. You may discard this aftermath during the Resolution Round and target either the Vorlons or the Shadows; the target loses half of its influence and you gain +2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "I welcome you, and present this place to you as a gift. I am called Valen, and we have much work ahead of us." | 6 | 6 | 0 |
1617 | Vendetta | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your characters. Play only after another player has neutralized one of your supporting characters in an attack. Your target character gains a Strife Mark whenever attacking the neutralized character's attacker. | 0 | 0 | 0 | 1 | 0 | 0 | Unlike the Narn and Centauri, who are famous for their vendettas, the Markab have no such reported inclinations. | 1 | 6 | 0 |
1618 | Vengeance Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 5 | | This fleet inflicts +2 additional damage during attacks for each other fleet you control that was neutralized this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "I confess that I look forward to the day when we have cleansed the universe of the Centauri and carved their bones into little flutes for Narn children." - G'Kar | 3 | 3 | 0 |
1619 | Venlesh | 1 | 3 | 1 | 1.0 | 1.0 | 0.0 | 1.0 | 0.0 | 4 | Gaim. | When Venlesh is discarded, you may apply 3 influence to place this card in its owner's hand instead. Any other player may apply 5 influence to prevent this effect. | 0 | 0 | 0 | 0 | 0 | 0 | The Gaim are expert genetic engineers, and their ambassador to Babylon 5 is specially bred to appear as much like other races as possible. True Gaim do not look at all humanoid. | 3 | 5 | 0 |
1620 | Veteran Fleet | 5 | 6 | 32 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target fleet gains +1 Military. | 0 | 0 | 0 | 0 | 0 | 0 | "It's a Minbari Cruiser. Her gun ports are open and targeting systems are operational. She's on attack vector, repeat, she's on attack vector!" | 2 | 6 | 0 |
1621 | Vicious Blow | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when the character neutralizes his target in an attack. The attacked character suffers 2 additional severe damage. | 0 | 0 | 0 | 0 | 0 | 0 | "Alive, if possible. Dead, if necessary." - Alfred Bester | 3 | 6 | 0 |
1622 | Vicious Rumors | 2 | 1 | 6 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a participant character with a Doom Mark. The target's highest ability is reduced by 1. The target faction's unrest increases by +1. Purge a Doom Mark from the target character. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Understanding, the Vorlons say, is a three-edged sword. Each side in a dispute has its own version, which may or may not relate to what really happened. Rumors start from these individual truths and take on a life of their own. | 3 | 6 | 0 |
1623 | Victory in My Grasp | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate your ambassador. Increase all fleets' Military ratings by +1 for each Destiny Mark your ambassador has for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | In battle, many elements are responsible for victory - numerical superiority, the intelligence and cunning of a commanding officer, the skills of an opponent, and sometimes just plain luck. | 1 | 6 | 0 |
1624 | Victory | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 5.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Outstanding." - Leonard Anderson | 8 | 6 | 0 |
1625 | Vir Cotto | 4 | 3 | 1 | 2.0 | 1.0 | 0.0 | 0.0 | 0.0 | 3 | Centauri Ambassador's Assistant | | 0 | 0 | 0 | 0 | 0 | 0 | "Some favours come at too high a price." - Vir Cotto | 1 | 4 | 0 |
1626 | Visions in Time | 3 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target another faction. Any Seeress or Techno-Mage may participate using her highest ability, which is doubled (during resolution). Seeress and Techno-Mage participants cannot be attacked (in this conflict). If successful, look at the top 10 cards of the target's deck. For each Seeress or Techno-Mage that supported the conflict, you may discard 1 of the cards. Place the remaining cards on top of his deck, in any order you choose. | 0 | 0 | 0 | 0 | 0 | 0 | "We do not joke in the face of prophecy." - Lady Morella | 5 | 6 | 0 |
1627 | Vital Interests | 3 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | If you initiate a war conflict, and the conflict is successful, your target loses 1 influence. Apply 5 influence during the draw round, or discard this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | Babylon 5 is an important base for the defense of the galaxy. For the Shadows to conquer known space, they will have to take Babylon 5 or destroy it. | 4 | 6 | 0 |
1628 | Vizak | 4 | 3 | 1 | 2.0 | 2.0 | 0.0 | 4.0 | 0.0 | 6 | Drazi Ambassador. | Every time Vizak rotates to support or oppose a conflict, you must apply 1 point of damage to a non-neutralized character you control. | 0 | 0 | 0 | 0 | 0 | 0 | The Drazi are an argumentative race, and their Ambassador's hot-headedness often cause trouble on Babylon 5. | 3 | 5 | 0 |
1629 | Vlur/Nhar | 4 | 3 | 1 | 2.0 | 4.0 | 0.0 | 0.0 | 0.0 | 6 | Pak'ma'ra Ambassador. | Vlur/Nhar gains +2 intrigue while opposing conflicts targeting a card in his faction, or targeting his faction as a whole. | 0 | 0 | 0 | 0 | 0 | 0 | The Pak'ma'ra Ambassador usually takes little part in discussions that do not directly affect his species. | 3 | 5 | 0 |
1630 | Voice of the Resistance | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Rotate this group, apply 3 influence and target a Media card. Rotate the target (if ready) for no effect. In addition, its effect text is blanked for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Now we're going to tell you the truth. And we're going to keep telling it until they shut us down, or until Clark steps down and returns Earth to the hands of its people." - Susan Ivanova | 3 | 6 | 0 |
1631 | Vorlon Allies | 2 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 3 Vorlon Marks to sponsor. Target one of your locations. The target location gains a Vorlon Mark (which applies to your faction total) and gains +5 Military. While targeted by a conflict which requires Shadow Marks to initiate, this location gains +10 Military. | 0 | 0 | 0 | 0 | 0 | 1 | "Formality... ritual... you should be informed." - Kosh | 3 | 6 | 0 |
1632 | Vorlon Cruiser | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 4.0 | 8 | | Multiple. Any player with 3 Vorlon Marks may sponsor this fleet at normal cost if a Vorlon location is in play. This fleet cannot be led or targeted by a non-Vorlon enhancement. This fleet ignores the first 3 points of damage suffered in any attack. Rotate to add this fleet's Military and 1 point of damage resistance to any other Vorlon Fleet in play. This fleet is neutralized if the fleet it is aiding is neutralized. | 0 | 0 | 0 | 0 | 0 | 0 | Some say the Vorlon ships are alive; they fight, they heal... they sing. | 2 | 10 | 0 |
1633 | Vorlon Dreams | 2 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 4 Vorlon Marks to initiate. If successful, this card becomes a faction enhancement for you. Once per turn, this enhancement allows you to purge a Vorlon Mark to reduce your cost to sponsor or promote characters of other races by an amount equal to your remaining Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | Enlightenment sometimes comes in a dream. If the change is beneficial to you and to the universe, who can say whether the dream comes from inside, or outside? | 3 | 6 | 0 |
1634 | Vorlon Enhancement | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Requires 4 Vorlon marks to play. Target a character with a Psi of 1 or more. That characters Psi is raised to 15. | 0 | 0 | 0 | 0 | 0 | 0 | Telepaths were discovered on Earth at the beginning of the 21st century. It was later learnt that the Vorlons had been manipulating the genetic code of Humans and other races, as telepaths can deter Shadow ships. | 1 | 6 | 0 |
1635 | Vorlon Order | 3 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Requires 7 Vorlon Marks to sponsor. When sponsored, name an event that does not require Shadow Marks to play. That event cannot be played while this enhancement remains in play. | 0 | 0 | 0 | 0 | 0 | 0 | "We had travalled to a thousand worlds. We brought order...discipline, We appeared to them as beings of light. They saw us as gods. And we, in our pride, began to believe them." - The Vorlons | 3 | 6 | 0 |
1636 | Vorlon Planet Killer | 3 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Limited. Irrevocable. Requires 1 Vorlon Mark to initiate, and the Shadow War must be in effect. Each turn, the Vorlon Planet Killer targets the location with the lowest Military in the faction with the most Shadow Marks, or (if none), in any faction with no Vorlon Marks. This conflict has automatic support equal to 75 plus Vorlon influence. If successful, remove the target location from the game, and this conflict is automatically reinitiated next turn (as an additional conflict). If unsuccessful, the Vorlons lose one quarter of their influence. | 0 | 0 | 0 | 0 | 0 | 0 | | 3 | 6 | 0 |
1637 | Vorlon Protection | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 5 Vorlon Marks to initiate. If successful, this conflict becomes a faction enhancement. This adds military to each of your locations equal to half the Vorlon's Influence. | 0 | 0 | 0 | 0 | 0 | 0 | It took time for the Vorlons to involve themselves in the defense of the younger races, but when they did, it proved a great boon to the war effort. For a time. | 2 | 6 | 0 |
1638 | Vorlon Proxy | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Target your faction. You must have more Vorlon Marks than any other player. Discard this card to cause the Vorlons to vote as you dictate for one Babylon 5 vote. Discard this card if another faction has more Vorlon Marks than your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "Two hours ago I communicated my intentions to the Vorlon Empire. They made a decision on the matter and asked me to cast their vote on their behalf." - G'Kar | 2 | 6 | 0 |
1639 | Vorlon Renegade | 3 | 3 | 1 | 0.0 | 0.0 | 16.0 | 0.0 | 0.0 | 15 | | Requires 10 Vorlon Marks to sponsor. For each Vorlon Mark in your faction, reduce your cost to promote this character by 1. Cannot be targeted by enhancements. May use half his Psi as Diplomacy, Intrigue, or Military. Each Ready Round, remove 2 points of damage or severe damage from this character. Cannot support a conflict unless it requires Vorlon Marks. Cannot oppose a conflict unless it requires Shadow Marks. | 0 | 0 | 0 | 1 | 0 | 1 | "You have never seen a Vorlon enraged. they're more powerful than you can imagine." - Lorien | 7 | 7 | 0 |
1640 | Vorlon Rescue | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Requires 2 or more Vorlon Marks on the target neutralized participant Inner Circle character. The character becomes rotated (if ready), unneutralized with no damage. Discard any enhancement or aftermath targeting this character which can cause damage to this character. | 0 | 0 | 0 | 0 | 0 | 0 | "We were never away." - Kosh | 4 | 6 | 0 |
1641 | Vorlon Space | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Unless specifically permitted, no effect can target Vorlon Space. Any player with 3 Vorlon Marks may sponsor this location at normal cost. The location does not join any player's faction, it is under the control of the Vorlons. Rotate Vorlon Space to cause the Vorlons to gain +1 Influence when a card is played which provides or requires Vorlon Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "To date, three expeditions have been sent into Vorlon space to establish formal relations. None of them came back." - Garibaldi to Sinclair | 2 | 10 | 0 |
1642 | Vorlon Strike Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 13 | | Any player with 4 or more Vorlon Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 4 damage resistance. May only be targeted by Vorlon enhancements. May only be led by Vorlon characters. This fleet must support a Military conflict requiring Vorlon Marks to initiate if any are in play. May not support any other conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "I don't think they care what happens to us any more." - Lyta Alexander | 3 | 10 | 0 |
1643 | Vorlon Universe | 3 | 2 | 29 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You must have at least 20 power to sponsor this agenda. If all factions in the game have at least 1 Vorlon Mark and your faction has more influence than any other faction, you score a Major Victory this turn. | 0 | 0 | 0 | 0 | 0 | 0 | The Vorlons are prepared to destroy Babylon 5, indeed, they are even prepared to risk altering the past, rather than be revealed for what they are. | 3 | 6 | 0 |
1644 | Vorlon War Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 20.0 | 15 | | Any player with 6 or more Vorlon Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 5 damage resistance. May only be targeted by Vorlon enhancements. May only be led by Vorlon characters. This fleet must support a Military conflict requiring Vorlon marks to initiate if any are in play. May not support any other conflict. May only oppose conflicts which require Shadow Marks. | 0 | 0 | 0 | 0 | 0 | 0 | "The Vorlons have gone mad." - Mr. Morden | 3 | 10 | 0 |
1645 | Vorlon | 3 | 3 | 1 | 0.0 | 0.0 | 20.0 | 0.0 | 0.0 | 15 | | Multiple. Requires 5 Vorlon Marks to sponsor. Any player with 8 Vorlon Marks may sponsor this character at normal cost. May use half his Psi as Diplomacy, Intrigue, or Military. Cannot be blanked. Each Ready Round, remove 2 points of damage or severe damage from this character. Cannot participate in a conflict unless it requires Shadow or Vorlon Marks. | 0 | 0 | 0 | 1 | 0 | 2 | | 7 | 10 | 0 |
1646 | Vorlons Ascendent | 1 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one of your characters who supported the conflict who has a Vorlon Mark. The Vorlons gain +1 Influence. The character gains a Vorlon Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "The Vorlons are... well, they're like your parents, I suppose. They want you to play nice, clean up your room, do it all by the rules. Guess you might call them Lords of Order." "Control Freaks." Morden replies to Justin | 2 | 6 | 0 |
1647 | Vree Saucers | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 5 | | Any player may sponsor this fleet at double normal influence cost. While ready, any fleet that attacks one of your fleets suffers 1 point of damage after the attack is resolved. | 0 | 0 | 0 | 0 | 0 | 0 | The Non-aligned Worlds, while too small to pose a serious threat individually, may have to be taken seriously if they combine forces. | 1 | 5 | 0 |
1648 | Vree Scouts | 4 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 3.0 | 7 | Vree. | When attacking or being attacked, Vree Scouts apply their damage before their opponent. | 0 | 0 | 0 | 0 | 0 | 0 | Teams of Vree scout saucers are always available for rapid response to trouble spots. | 3 | 5 | 0 |
1649 | Wade | 3 | 3 | 1 | 1.0 | 5.0 | 0.0 | 0.0 | 0.0 | 8 | | Your cost to sponsor and promote Wade is reduced by an amount equal to your race's tension level with the race (if any) with the single highest total Psi in play. | 0 | 0 | 0 | 1 | 0 | 0 | "Mister Edgars doesn't like average guys. He likes his people smart, well-spoken, presentable. Did I ever tell you I have a masters in literature?" | 5 | 7 | 0 |
1650 | Walkabout | 3 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a non-Ambassador participant character. If the initiator lost the conflict by 5 or more, the target cannot sustain or ready next turn. For each additional 5 by which the conflict was lost and for each Doom Mark on the target character, the target cannot ready for an additional turn. Discard this aftermath when its effect expires. | 0 | 0 | 0 | 0 | 0 | 0 | "He told one of the guys he has to keep walking until he meets himself. Kinda weird, but around here, what isn't?" Zack Allan | 2 | 6 | 0 |
1651 | War College | 1 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Your cost to sponsor any character with Leadership greater than 0 is reduced by 2. | 0 | 0 | 0 | 0 | 0 | 0 | All military powers have an academy or other type of training camp to prepare their soldiers for duty. Officers of higher rank receive advanced education to prepare them for command. | 4 | 6 | 0 |
1652 | War Crimes Trial | 3 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Must be initiated by a Non-Aligned player. As your next action this turn, call a Babylon 5 vote. Each player who votes "no" must apply all his available influence for no effect. If the vote passes, double this conflict's support at resolution. If this conflict is successful, gain +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "We demand that she be tried for crimes against sentience, that trial to be held here, on Babylon 5, as soon as possible." - Kalika | 6 | 6 | 0 |
1653 | War Fever | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target your faction. All your characters lose 1 Diplomacy. Rotate War Fever and target a Military conflict you initiated which targets a card in another player's faction or that faction as a whole. Apply support to the conflict equal to your tension toward that faction. | 0 | 0 | 0 | 0 | 0 | 0 | "We are a world gone mad." - Morann | 3 | 6 | 0 |
1654 | War Footing | 2 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | You may have two copies of any of your race's Limited fleets in play at the same time. (If this agenda leaves play or is blanked, you must return any extra copies of the limited fleets to your hand). Gain +1 influence for each war conflict you win by 10 or more. | 0 | 0 | 0 | 0 | 0 | 0 | "If a billion must die to ensure the continuance of our empire, so be it." - John Sheridan, 2762 | 3 | 6 | 0 |
1655 | War Hero | 4 | 1 | 43 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an ambassador after his faction captures a location. The ambassador gains +2 Diplomacy and +2 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | Although ideological differences may drive nations to war, career military officers share the common fate of following orders without question, even at the risk of death. A great military leader is often respected by all sides, even by an old enemy. | 1 | 6 | 0 |
1656 | War Protesters | 2 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two factions in a state of War. If successful, each of those two factions must apply additional influence equal to their unrest to initiate war conflicts against the other. This effect expires when the war ends. | 0 | 0 | 0 | 0 | 0 | 0 | In an age where journalists are often in the front line with the soldiers, the people can see for themselves the effects of war. Sometimes, having seen it, they want it stopped. | 3 | 6 | 0 |
1657 | War by Popular Decree | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Target a player who has 3 or more unrest and choose a race toward whom the player's race has a tension of 5. The player's race declares war against the chosen race. | 0 | 0 | 0 | 0 | 0 | 0 | It is wise to remember before starting a war that the consequences can be great, and the costs high. | 1 | 6 | 0 |
1658 | War of Information | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 1 influence for each teep you control. All those characters gain +1 Psi (for the rest of the turn). All characters you control lose 1 Diplomacy, 1 Intrigue, and 1 Leadership (for the rest of the turn). | 0 | 0 | 0 | 0 | 0 | 0 | "We do not believe in violence; that is not our way. Our way is information." - Byron | 5 | 6 | 0 |
1659 | Wargames | 3 | 4 | 10 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any faction may be supported in this conflict. The faction with the most support gains +1 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "I am Death Incarnate, and the last living thing you will ever see. God sent me." - Susan Ivanova | 3 | 6 | 0 |
1660 | Warleader Shakiri | 3 | 3 | 1 | 6.0 | 1.0 | 0.0 | 5.0 | 0.0 | 11 | Warrior Caste. | Warleader Shakiri gains +1 Leadership while leading the Warleader's Fleet. | 0 | 0 | 0 | 0 | 0 | 0 | Shakiri is the leader of the Minbari warrior caste. He deeply resents the religious caste for orchestrating the surrender at the Battle of the Line. If given enough power, he is prepared to start a civil war to put the warrior caste in control of Minbar | 1 | 2 | 0 |
1661 | Warleader's Fleet | 3 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 11.0 | 12 | | None of your Minbari fleets except the Warleader's Fleet or the Grey Council Fleet may participate in any conflict while the Warleader's Fleet is ready. | 0 | 0 | 0 | 0 | 0 | 0 | A Minbari cruiser is armed with particle beam weapons with a maximum of 350 terawatts. The warship also has a magnetic pulse tractor beam that can be used to pull objects aboard, such as an enemy fighter. | 4 | 2 | 0 |
1662 | Warlock Destroyers | 2 | 8 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 10.0 | 8 | | You must be an ISA member or have 3 Vorlon Marks to sponsor this fleet. | 0 | 0 | 0 | 0 | 0 | 0 | "Only a handful of Warlock Destroyers have come off the construction line so far. Who's ever on that shuttle must be pretty damned important to justify them playing taxi." - Gideon | 8 | 1 | 0 |
1663 | Warren Keffer | 1 | 3 | 1 | 0.0 | 0.0 | 0.0 | 2.0 | 0.0 | 5 | | Any fleet Warren Keffer is leading suffers 1 less damage than normal during each attack. | 0 | 0 | 0 | 0 | 0 | 0 | Lt. Warren Keffer is a Starfury pilot assigned to Zeta squadron. When commander Ray Galus was killed in the line of duty, Keffer was appointed the commanding officer of his squadron. | 1 | 1 | 0 |
1664 | Warrior Caste | 3 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 5 | | Increase your unrest by 1 when sponsored. All your religious and worker caste Minbari are -1 to each ability. All your warrior caste Minbari gain +1 Intrigue and +1 Leadership. | 0 | 0 | 0 | 0 | 0 | 0 | The Minbari warrior caste is responsible for defending Minbari interests. They are raised from birth in military tradition. Far more belligerent than the other two castes, Minbari warriors are far less likely to respect diplomatic niceties. | 1 | 2 | 0 |
1665 | Warriors Council | 1 | 2 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | May only be sponsored by a Home Faction Ambassador. If your race has no vote in Babylon 5 votes, you may cast the vote for your race. You may sponsor cards as if 2 factions of your race were in play. All of your Warrior Caste characters gain +1 Diplomacy. While your ambassador is Alyt Neroon or Shai Alyt Neroon, he gains a Destiny Mark and a Strife Mark. | 0 | 0 | 0 | 0 | 0 | 0 | "Now we rebuild the Grey Council into a Warriors Council!" - Shakiri | 6 | 2 | 0 |
1666 | Wastelands | 4 | 6 | 28 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Psi Corps Enhancement. Each player may only control one copy of Wastelands. All characters you control inflict additional damage equal to their number of Conspiracy Marks during attacks. Rotate this enhancement, apply 7 influence, and target a character you control to give that character a Conspiracy Mark. | 1 | 0 | 0 | 0 | 0 | 0 | San Diego was destroyed by a terrorist nuclear device. The desolate, uninhabited ruins provide an excellent refuge for those who do not wish to be found. | 5 | 6 | 0 |
1667 | Watch Your Back | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Babylon 4 Conflict. If successful, this card becomes a Won Aftermath targeting your faction. As an action, you may discard this aftermath to fully heal a character you control and/or discard one aftermath or enhancement of your choice attached to that character. | 0 | 0 | 0 | 0 | 0 | 0 | "Babylon 4 to Garibaldi. Babylon 4 to Shuttle One. Garibaldi, do you read me? Watch your back, Michael, watch your back." | 6 | 6 | 0 |
1668 | We Are Both Damned | 2 | 1 | 70 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target two characters in the initiator's faction. Choose one of the two characters (but not the ambassador) and reduce all of his abilities by an amount equal to both characters' combined Doom Marks. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "Well. it's a small enough price to pay for immortality." - Refa | 5 | 6 | 0 |
1669 | We Are Not Impressed | 2 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | All players may only count influence as power. (All other sources of power are ignored.) Any player may initiate a conflict of any type which, if successful, discards this card. Events cannot target this enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | The Vorlons stand for stability, order and regulation; hence, their symbolic appearance locked in ice to Sheridan and Delenn. It takes quite a bit to impress a Vorlon. | 3 | 6 | 0 |
1670 | We Are One | 1 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Apply influence equal to the number of ISA members when you sponsor this card. Any Faction Enhancement that could be played on any current ISA member, except those that must target their sponsor or a specific race, may be sponsored directly to this card at normal cost. Faction Enhancements attached to this card target all ISA members, as if a copy of the enhancement was played on each of them. If this causes the same card to target a faction twice (a normal Faction Enhancement and one attached to this card), ignore the normal Faction Enhancement. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1671 | We Can't Allow That | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | You may participate in a conflict that excludes your race or faction. The restriction is lifted for cards in your faction only. You must abide by all other restrictions in the conflict. Any other players who participate in the conflict may raise their tension toward you by 1 during resolution. | 0 | 0 | 0 | 0 | 0 | 0 | G'Kar once said that the universe is governed by the interweaving of three elements...energy, matter and enlightened self interest. It is the last of these which causes much of the meddling in the Babylon 5 universe. | 2 | 6 | 0 |
1672 | We Die for The One | 2 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | Ranger Contingency. | Play on a Ranger Character. Reveal when Ranger One takes damage, if the target is ready. The target takes the damage in Ranger One's place. | 0 | 0 | 0 | 0 | 0 | 0 | "We live for The One, we die for The One." "Well, one out of two ain't bad." - Ranger & John Clemens | 6 | 6 | 0 |
1673 | We Have Always Been Here | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | When you play a non-agenda card, you may play it as if Vorlon Influence was equal to the number of Vorlon Marks in your faction. | 0 | 0 | 0 | 0 | 0 | 0 | "What are you doing here?" "Creating the future." - Delenn and Kosh | 7 | 6 | 0 |
1674 | We Say It's Over | 1 | 4 | 7 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | ISA. | Irrevocable. Unique if won. The combined influence of all ISA members must be at least twice combined Shadow and Vorlon influence to initiate this conflict. Military may be used in this conflict. If successful, Kosh Naranek and all Shadow and Vorlon locations and characters are removed from the game, including Ambassador Kosh, Vorlon Space, and Z'ha'dum Awakened, but not Lyta Empowered. Discard all Shadow and Vorlon Fleets. Purge all Shadow and Vorlon Marks. The Shadow War is over. Shadow and Vorlon influence drops to zero and cannot increase. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 6 | 0 |
1675 | We Think Alike | 2 | 4 | 9 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an agenda in play that you could sponsor or replace your current agenda with. Diplomacy may be used to oppose this conflict. If successful, this card becomes a copy of the target as printed in all respects and is your new Agenda (remove from play any Agenda you already had in play). | 0 | 0 | 0 | 0 | 0 | 0 | "If the symmetry were any more perfect I should think that one of us would break into tears." - G'kar to Ivanova | 5 | 6 | 0 |
1676 | Wear and Tear | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Inflict 1 point of damage on every fleet that participated in the conflict. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Should a Starfury take a fatal hit, the pilots are trained to do whatever is necessary to help their squadron and their people. This may range from ramming an enemy ship to transmitting vital data. | 4 | 6 | 0 |
1677 | Well Publicized | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target the initiator when he gained influence from the conflict. Rotate a media character you control. The initiator gains +1 power. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | One of the most ironic things about Earth in the 23rd century is that the most ubiquitous means of disseminating information, ISN, is also one of the most biased and superficial. | 3 | 6 | 0 |
1678 | We'll Take Over | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | Legacy. | Irrevocable. 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. | 0 | 0 | 0 | 0 | 0 | 0 | "And if you're wrong?" "Oh, well that hardly seems likely, does it?" - Gideon and Galen | 8 | 6 | 0 |
1679 | Well of Forever | 2 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "The Well of Forever. It's a focal point of immense power, like Stonehenge or the Oracle at Delphi on Earth. The Well is powerful because it draws its essence from hyperspace." - Galen | 8 | 6 | 0 |
1680 | What Are You? | 1 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target an Inner Circle character loyal to a race other than its faction's race. Demote the target to a supporting character. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | The universe is a vast and strange playce, and whenever someone tries to list all the known species of beings, a new one is found. | 3 | 6 | 0 |
1681 | What Do You Want? | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player who wishes rotates his ambassador. Each ambassador who rotates gains a Shadow Mark. The Shadows gain +1 influence for each mark taken. | 0 | 0 | 0 | 0 | 1 | 0 | A curious man named Morden visits the station and asks each alien ambassador the question, "What do you want?" He is actually a Shadow agent looking for someone who can be easily corrupted. Shadow | 1 | 6 | 0 |
1682 | What Were You Thinking? | 2 | 1 | 3 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play when a player other than the initiator gained influence from the conflict. The initiator of the conflict loses 1 influence. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Once principle of conflict is universal: never engage unless you have the forces to win. | 3 | 6 | 0 |
1683 | Wheel of Fire | 3 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any ability may be used in this conflict. Any faction may be supported in this conflict. At resolution, for each participant character who supported this conflict, add his current abilities he did not use in this conflict to the support from the ability he did use. The player with the highest total may neutralize one location in play of his choice, including Z'ha'dum Awakened or Vorlon Space. | 0 | 0 | 0 | 0 | 0 | 0 | "But the price, John, the terrible, terrible price...." - Delenn | 7 | 6 | 0 |
1684 | When Duty Calls | 3 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target a neutralized non-Ambassador participant character. The character gains a Destiny Mark. | 0 | 1 | 0 | 0 | 0 | 0 | Not every duty is pleasant and not every choice to be made is clearly black or white. Sometimes we must rise above our reputation, even above our orders, and we then realize our duty is to a higher cause. | 2 | 6 | 0 |
1685 | White Star Fleet | 3 | 8 | 23 | 0.0 | 0.0 | 0.0 | 0.0 | 12.0 | 11 | | Any player may sponsor this fleet at normal cost if the Shadow War has begun and if The White Star has ever entered play. This fleet has 2 damage resistance. While attacking a Shadow or Vorlon fleet, this fleet gains a Strife Mark and ignores the target's damage resistance and Strife Marks. If the Shadow War is in effect, this fleet cannot rotate to support conflicts. | 0 | 0 | 0 | 0 | 0 | 0 | "End this." - Delenn | 3 | 6 | 0 |
1686 | Who Are You? | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Any player who wishes rotates his ambassador. Each ambassador who rotates gains a Vorlon Mark. The Vorlons gain +1 influence for each mark taken. | 0 | 0 | 0 | 0 | 0 | 1 | Those with a destiny must be sure of themselves and their purpose. If their motivations are not pure, then they may not be the right person to lead a cause. Vorlon | 1 | 6 | 0 |
1687 | Who Do You Serve? | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Unique. Irrevocable. Your influence must be higher than combined Shadow and Vorlon influence. Discard a number of cards from the top of your deck equal to combined Shadow and Vorlon influence. Kosh Naranek and all Shadow and Vorlon locations and characters are removed from the game, including Ambassador Kosh. Discard all Shadow and Vorlon fleets. Purge all Shadow and Vorlon Marks not on Drakh Characters. The Shadow War is over. Shadow and Vorlon influence drops to zero and cannot increase. Put a Chaos Token on every Drakh card in play. | 0 | 0 | 0 | 0 | 0 | 0 | | 7 | 8 | 0 |
1688 | Who's Your Little Pak'ma'ra? | 6 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 8 | | Target a Pak'ma'ra Character. The target gains a Destiny Mark, the effect text "Media" (boldface), 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. | 0 | 1 | 0 | 0 | 0 | 0 | "There's Snow White and the Seven Narns, Who's Your Little Pak'ma'ra, others." - Gideon | 8 | 6 | 0 |
1689 | Why Are You Here? | 3 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Unique. Rotate Lorien to sponsor this card, for free, even if he is a supporting character. Target your ambassador. The target gains +5 to each ability and 5 points of damage resistance. Rotate this enhancement to search your deck and take into your hand Beyond the Rim, Force Them Back, or any card with "First One" in the title. Shuffle your deck afterwards. | 0 | 0 | 0 | 0 | 0 | 0 | "A brilliant strategy. He's making a crucible, which he hopes will force out the truth. Quite brave, possibly futile, but very human." - Lorien | 6 | 6 | 0 |
1690 | Why Are You Hitting Me? | 1 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Reveal when one of your characters is attacked by a character whose race has a tension toward your race of 2 or less. Neither character suffers damage from the attack. | 0 | 0 | 0 | 0 | 0 | 0 | "What's going on out there? ... What are you doing? What am I doing here? Why are you hitting me?" - Vir | 6 | 6 | 0 |
1691 | William Edgars | 3 | 3 | 1 | 5.0 | 6.0 | 0.0 | 0.0 | 0.0 | 11 | | Rotate to apply 4 extra influence to bid on a mercenary or to reduce the cost of the next enhancement you sponsor this turn by 4. May attack participant teeps using Intrigue. If he does so, neutralize any teeps in your faction at the end of the resolution round. | 0 | 0 | 0 | 0 | 0 | 0 | "I turned this company into one of the biggest medical research facilities in existence, because I wanted to help people, not harm them. But I won't stand by and let telepaths turn into a ruling class!" | 5 | 7 | 0 |
1692 | William Morgan Clark (ambassador) | 4 | 3 | 1 | 5.0 | 5.0 | 0.0 | 0.0 | 0.0 | 0 | Starting Human Home Faction Ambassador. Earth Alliance Vice President. | Your faction's unrest begins at 2. You cannot play Presidential Coup unless you have at least 4 Inner Circle characters. | 1 | 0 | 1 | 0 | 1 | 0 | Clark, while running for the position of Vice President, was endorsed by the Psi Corps; an unheard-of move for the normally, apolitical organization. | 3 | 1 | 0 |
1693 | William Morgan Clark | 3 | 3 | 1 | 5.0 | 5.0 | 0.0 | 0.0 | 0.0 | 9 | Earth Alliance Vice President. | Human unrest grows by 1 when William Morgan Clark is sponsored. William Morgan Clark cannot become an Inner Circle character. | 0 | 0 | 1 | 0 | 1 | 0 | "I, William Morgan Clark, do hereby swear to uphold the laws of the Earth Alliance, and to perform the role of President to the best of my abilities." | 2 | 1 | 0 |
1694 | Win-Win Schemes | 1 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | Each time another player sponsors a fleet or character loyal to his race, place a Chaos token on this card. | 0 | 0 | 0 | 0 | 0 | 0 | "Unless they get what they want, millions of our people will die and the blame will go to the Alliance. In all this bombing, who will notice a few more craters?" - The Regent | 7 | 8 | 0 |
1695 | Wind Swords | 2 | 9 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Increase Minbari unrest by 1 when sponsored. The cost for you to sponsor any Minbari fleet or Minbari character with Leadership is reduced by 2. | 0 | 0 | 0 | 0 | 0 | 0 | The Wind Swords are a particularly violent faction of the Minbari warrior caste. They sheltered the war criminal Jha'Dur after the Dilgar Invasion, to obtain her knowledge of weapons technology. | 4 | 2 | 0 |
1696 | Wisdom of G'Quan | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | You may not play Wisdom of G'Quan if you have any Shadow Marks. All Narn characters you control gain +3 damage resistance when attacked this turn. If you have 5 or more Destiny Marks when you play this event, you may return this card to your hand or to the top of your deck at the end of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "To you I give the grain, the light, and the sky. To you, a sacred heritage. To you, the land and the sea. So spoke G'Quan at the dawn of all mornings." | 7 | 3 | 0 |
1697 | With A Sacrifice | 2 | 1 | 2 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play when a multiple character you control was neutralized during the conflict. Promote one target Lord or Lady character to your Inner Circle for free. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Sometimes pawns have to be sacrificed so that the game can be won. | 3 | 4 | 0 |
1698 | With Us or Against Us | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Apply 2 influence to draw a card. Or target a faction in which more than half of the characters are Nightwatch. During the draw round, the target must discard all characters and fleets he controls that are not loyal to his race. | 0 | 0 | 0 | 0 | 0 | 0 | "We want to put Earth back at the center of the universe, our universe. Get rid of alien influences, get rid of aliens. Put Earth first. We must get back to our roots, let humans be humans." - Malcolm Biggs | 6 | 6 | 0 |
1699 | With an Iron Fist | 4 | 4 | 11 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Only fleets loyal to your race can participate in this conflict. When you initiate this conflict, set your unrest at 5. For each 20 by which this conflict succeeds, lower your unrest by 1. | 0 | 0 | 0 | 0 | 0 | 0 | "The one thing in life that you can be sure about is that you're going to make mistakes: big ones; small ones; the kind of mistakes that take your breath away and haunt you for the rest of your life." - Michael Garibaldi | 3 | 6 | 0 |
1700 | Withdrawal | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target a participating fleet you control. The fleet is no longer participating in any conflicts. If this was the only fleet that attacked or opposed its conflict, that conflict is now uncontested. | 0 | 0 | 0 | 0 | 0 | 0 | Discretion is often the better part of valor and in a lengthy struggle such as the Shadow War, even the most courageous of captains sometimes has to withdraw to preserve his vessel. | 2 | 6 | 0 |
1701 | Witness Protection | 3 | 4 | 8 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target one character not in play in another player's discard pile. If you succeed by at least that character's influence cost, bring the target into play as a supporting character for you. | 0 | 0 | 0 | 0 | 0 | 0 | Commercial telepaths are sometimes paid by Babylon 5's security staff to scan those accused of a crime - but only with the suspect's consent. The scan can confirm a person's guilt. They also perform the mindwipe sentence, death of personality . | 1 | 6 | 0 |
1702 | Work of the Wicked | 1 | 4 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Can only be initiated by a Drakh faction. Choose from one to five abilities which may be used in this conflict. When a Drakh Character or Drakh Fleet you control rotates to participate during the Action Round, it immediately gains a Chaos Token. If successful, return this conflict to your hand. | 0 | 0 | 0 | 0 | 0 | 0 | "We will have no truce or parley with you, or the grisly gang who work your wicked will." - Winston Churchill | 7 | 6 | 0 |
1703 | Working Relationship | 2 | 6 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 4 | | Target your ambassador, and choose a race other than your own. Your ambassador can sponsor characters of that race at -2 influence cost. You may play this card once for each race. | 0 | 0 | 0 | 0 | 0 | 0 | For Babylon 5 to function smoothly, it is important that the various races not just work with each other but trust one another. Failure to do so may have lethal consequences. | 1 | 6 | 0 |
1704 | Working Together | 2 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "And we'll take any help we can get, wherever and whoever it comes from. Because this is a cause that surpasses borders and differences and distrust." - Sheridan | 8 | 6 | 0 |
1705 | Wounded | 3 | 1 | 72 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target participant character is neutralized, and takes 1 point of severe damage for each Doom Mark he has. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | Great leaders should keep in mind that they are not immortal. They are flesh and blood just like everyone else. They should be careful about risking their lives, because the loss of a leader is traumatic to a cause. | 4 | 6 | 0 |
1706 | Written in the Stars | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | All characters you control who have a Destiny Mark may not attack or be attacked for the rest of this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Who are we to stand in the way of prophecy?" - Delenn | 6 | 6 | 0 |
1707 | Wrong Place and Time | 2 | 1 | 31 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Play if a location was captured or neutralized during the conflict. Neutralize a target character in the faction that controlled the location. That character suffers 5 severe damage. (Discard this aftermath after play.) | 0 | 0 | 0 | 0 | 0 | 0 | "There are no words, G'Kar. It was as if the universe itself had turned against us." - Na'Toth | 3 | 6 | 0 |
1708 | Wushmeshkeshlep Fo | 2 | 3 | 1 | 2.0 | 1.0 | 1.0 | 0.0 | 0.0 | 6 | Ipsha Ambassador. | After a character attacks Wushmeshkeshlep Fo, you may purge a mark of your choice, except a Doom Mark, from the attacker. If Wushmeshkeshlep Fo supports a conflict and is not neutralized, you may draw an additional card during the Draw Round. | 0 | 0 | 0 | 0 | 0 | 0 | Rarely seen in the council chambers, Ambassador Fo is known to drive a hard bargain in the Zocalo. | 7 | 5 | 0 |
1709 | Xenophobia | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 3 | | No human faction may play this event. Target a character you control who is loyal to your race. The target permanently gains the text Nightwatch. | 0 | 0 | 0 | 0 | 0 | 0 | "Everyone knows that wherever there's trouble, there's always a Narn at the center of it." Unfortunately, racism and bigotry are not exclusive traits to humanity. | 6 | 6 | 0 |
1710 | Yabc Ftoba | 3 | 3 | 1 | 2.0 | 2.0 | 2.0 | 0.0 | 0.0 | 7 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Then your people will just have to die, won't they?" | 8 | 5 | 0 |
1711 | Yellow Journalism | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "In the Vatican, Pope Bernadette the Second led a golbal day of prayer and fasting. She called for churches everywhere to unite in the scientific community's attempt to find a medical cure." - Jane | 8 | 6 | 0 |
1712 | You Are Expendable | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | | 8 | 6 | 0 |
1713 | You Are Not Ready | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | Requires 3 Vorlon Marks to play. Discard 1 conflict in play. It does not resolve. The Vorlons gain 2 influence. | 0 | 0 | 0 | 0 | 0 | 0 | "You are not ready for immortality." - Kosh | 1 | 6 | 0 |
1714 | You Didn't Mean That | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 2 | | Target a conflict that targets your race, your faction, or a card in your faction. You and the initiator must have a mutual tension of 1. The conflict must have no support or opposition. Negate the conflict. (The conflict does not resolve.) | 0 | 0 | 0 | 0 | 0 | 0 | No matter how he tries, Londo cannot persuade Vir that the truth is not a fit subject for diplomatic reports. | 3 | 6 | 0 |
1715 | You Do Not Understand | 1 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Requires 1 Vorlon Mark to play. Shuffle your discard pile. Randomly select 2 cards from the pile and put them on the bottom of your deck without looking at the cards. | 0 | 0 | 0 | 0 | 0 | 0 | "...But you will." - Kosh to Sheridan | 3 | 6 | 0 |
1716 | You Have No Power Here | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 15 | | Target a player. Ignore that player's power when you check for victory this turn. If this is the top card in your discard pile, you may lose 2 influence to take it into your hand. This event is Irrevocable while targeting a Drakh player. | 0 | 0 | 0 | 0 | 0 | 0 | "You shall have joy, or you shall have power, said God; you shall not have both." - Ralph Waldo Emerson | 7 | 6 | 0 |
1717 | You Have a Destiny | 2 | 6 | 5 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 6 | | As an action, you may rotate this enhancement, purge a Destiny Mark or Conspiracy Mark from any character you control, and target a character or fleet that is supporting a conflict targeting you. The target applies no support during resolution of that conflict. | 0 | 0 | 0 | 0 | 0 | 0 | "The One leads us. The One tells us to go, we go. We live for The One. We would die for The One." - Zathras | 6 | 6 | 0 |
1718 | You Know My Reputation | 4 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 1 | | For the rest of the turn, your ambassador gains Diplomacy equal to his Destiny Marks, Shadow Marks and Vorlon Marks, plus 1 per fleet you rotate when playing this card. | 0 | 0 | 0 | 0 | 0 | 0 | There are times when a reputation for ruthlessness comes in handy. | 1 | 6 | 0 |
1719 | You Three Are One | 3 | 7 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Target three of your characters. For the rest of this turn, each point of damage dealt to one of the characters may be applied to another of them instead. You choose when and how this happens. If any of the targets is neutralized, he is no longer targeted by this Event. | 0 | 0 | 0 | 0 | 0 | 0 | "You are the beginning of the story, and the middle of the story, and the end of the story, that creates the next great story." - Zathras | 6 | 6 | 0 |
1720 | Zack Allan | 2 | 3 | 1 | 1.0 | 1.0 | 0.0 | 0.0 | 0.0 | 6 | | Zack Allan gains +1 Intrigue for each Inner Circle character you control who is Human. | 0 | 0 | 0 | 0 | 0 | 0 | Sgt. Zack Allan is second-in-command in Security to Michael Garibaldi. He arrived on the station in late 2258. Zack is interested in joining the Night Watch to earn an easy additional 50 credits per week. | 1 | 1 | 0 |
1721 | Zathras Who Was | 3 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A replaced Zathras may return to play. If you replace a Zathras, you may apply 3 influence to put the Zathras being replaced back in your hand. When Zathras Who Was enters play, you may transfer a Destiny Mark to him from another character you control. Rotate Zathras Who Was, apply 3 influence, and target another player. That player draws no free cards this turn. | 0 | 0 | 0 | 0 | 0 | 0 | "Zathras' place is with The One Who Was. We have a destiny." | 6 | 7 | 0 |
1722 | Zat'hras | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character and target a conflict. All characters participating in that conflict apply 1 less support or opposition than normal (to a minimum of 0). | 0 | 0 | 0 | 0 | 0 | 0 | "Zathras trained in crisis Management!" - Zathras | 3 | 7 | 0 |
1723 | Zath'ras | 1 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character, apply 3 Influence and target a player. That player must shuffle his deck. | 0 | 0 | 0 | 0 | 0 | 0 | "I am Zathras. Zathras wants nothing, so Zathras gets nothing. Zathras got here by being Zathras. It is life." | 2 | 7 | 0 |
1724 | Zathra's | 5 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A replaced Zathras may return to play. If you replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate to increase the cost for all players to play events by +1 for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "You see? Just as Zathras said. Not good. Definitely not good." - Zathras | 3 | 7 | 0 |
1725 | Z'athras | 3 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character and target another Zathras. Rotate the targeted character for no effect. | 0 | 0 | 0 | 0 | 0 | 0 | "You work up there; Zathras work down here. You dress like that; Zathras dress like this. Just covering all possibilities. Zathras does not want you being confused." - Zathras | 3 | 7 | 0 |
1726 | Za'thras | 3 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character and target a player. That player's next card played this turn costs 1 more Influence than usual. | 0 | 0 | 0 | 0 | 0 | 0 | "Cannot say. Saying, I would know. Do not know, so cannot say." | 2 | 7 | 0 |
1727 | Zathras | 3 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A replaced Zathras may return to play. If you replace a Zathras, you may apply 3 influence to put the Zathras being replaced back in your hand. Rotate Zathras to target an enhancement that has had its text blanked. While Zathras remains rotated, the enhancement's text is restored. | 0 | 0 | 0 | 0 | 0 | 0 | "Zathras fix!" | 5 | 7 | 0 |
1728 | Zathr'as | 2 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character and target another character. The targeted character cannot attack any character in your faction for the rest of the turn. | 0 | 0 | 0 | 0 | 0 | 0 | "There are ten of us, all of family Zathras. Each one name Zathras. Slight differences in how you pronounce 'Zathras'." - Zathras | 3 | 7 | 0 |
1729 | Zathras' | 2 | 3 | 1 | 0.0 | 1.0 | 0.0 | 0.0 | 0.0 | 5 | | Up to 12 Zathras cards may be in play at a time. May replace any Zathras you control. A Replaced Zathras may return to play. If you Replace a Zathras, you may apply 3 Influence to put the Zathras being replaced back in your hand. Rotate this character and target one player. If that player gains any Influence during the rest of the Action round, you gain the Influence instead. | 0 | 0 | 0 | 0 | 0 | 0 | "Zathras not of this time. You take, Zathras die. You leave, Zathras die. Either way, is bad for Zathras." | 2 | 7 | 0 |
1730 | Zero Sum Game | 4 | 6 | 4 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | Each agenda with more than one (revealed) copy in play generates no power bonuses. | 0 | 0 | 0 | 0 | 0 | 0 | In a zero sum game, every gain by one player is balanced by a loss to another. Life, fortunately, often leaves room for compromise | 3 | 6 | 0 |
1731 | Zhabar | 4 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 15.0 | 10 | Drazi Homeworld. Non-Aligned Faction Homeworld. | Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. | 0 | 0 | 0 | 0 | 0 | 0 | Zhabar is a hot, dusty planet with ancient cities of narrow, winding streets. The Drazi themselves developed from nocturnal ancestors, and the nightlife on their homeworld leaves some travellers breathless, forever. | 3 | 5 | 0 |
1732 | Z'ha'dum Awakened | 3 | 10 | 1 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 10 | | Unless specifically permitted, no effect can target Z'ha'dum Awakened. If any player has Sleeping Z'ha'dum in play, he must discard his entire hand. Discard Sleeping Z'ha'dum; it cannot ever (re)enter play. This location may be sponsored by any player for 10 Influence if there are at least 2 Shadow Marks in play. This location is not part of any player's faction, it is under the control of the Shadows. The Shadows gain +1 Influence each Ready round. Any player can purge a Shadow Mark to return one Shadow Ship in his discard pile to his hand. | 0 | 0 | 0 | 0 | 0 | 0 | | 2 | 9 | 0 |
1733 | Zog! | 5 | 5 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0 | | 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. | 0 | 0 | 0 | 0 | 0 | 0 | "Zog? What do you mean, Zog? Zog yes? Zog no?" - Ivanova | 8 | 6 | 0 |