Name | Season | Set | ImageFile | Affiliation | Ded | Card Type | Sub types | Dip | Int | Psi | Led | Mil | Cost | Claim | DM | SM | VM | Text |
Rise of the Republic | 1 | 1 | 1 | Centauri Republic | | Agenda | Dominance | | | | | | | | | | | Reveal if you control The Eye and Centauri Prime to take 1 Power from each opponent who has less Power than you. If you take at least 1 Power this way, your faction leader gains a Destiny mark and you gain 2 Power.Aftermath: After you win a conflict, Rotate to gain 1 Influence. |
Adira Tyree | 1 | 1 | 2 | Centauri Republic | | Character | Criminal | | 3 | | | | 5 | | | | | Aftermath (Won): After a Won conflict that this character is supporting, restore up to 2 Influence. |
Ambitious Captain | 1 | 1 | 3 | Centauri Republic | | Character | | | 2 | | 2 | | 4 | | | | | Action (Command): Rotate and target a Centauri Republic fleet. That fleet gains +1 Military until the end of the turn. (A fleet cannot be targeted by a Command ability while it is being affected by another one.) |
Carn Mollari | 1 | 1 | 4 | Centauri Republic | | Character | | 1 | 1 | | | | 2 | | | | | |
Centauri Agent | 1 | 1 | 5 | Centauri Republic | | Character | | | 2 | | | | 3 | | | | | |
Lady Ladira | 1 | 1 | 6 | Centauri Republic | | Character | Noble. Lady. Seer | 3 | 2 | 1 | | | 6 | | | | | Development Action: Rotate, target an opponent’s conflict and predict whether the conflict will be Won or Lost. You cannot support or oppose that conflict. If the prediction comes true, gain 1 Influence as an aftermath otherwise defeat this character. |
Londo Mollari | 1 | 1 | 7 | Centauri Republic | x | Character | Ambassador | 3 | 5 | | | | 8 | | | | | Action: Discard a card from your hand to restore up to 3 Influence. Limit once per turn. |
Lord Kiro | 1 | 1 | 8 | Centauri Republic | | Character | Noble. Lord | 2 | 6 | | 2 | | 10 | | | | | Aftermath (Won): After you win a conflict that this character is supporting, sacrifice him to search your deck for The Eye enhancement, reveal it to all players and take it into your hand. You may immediately sponsor it for no cost on a Centauri Republic character. (Shuffle your deck afterwards.) |
Urza Jaddo | 1 | 1 | 9 | Centauri Republic | | Character | | 3 | 4 | | 3 | | 7 | | | | | Resolute (This character’s support, opposition and damage is not reduced by Damage counters.) |
Vir Cotto | 1 | 1 | 10 | Centauri Republic | x | Character | Assistant | 2 | 1 | | | | 3 | | | | | Action: Rotate to play or sponsor a Centauri Republic card with its cost reduced by 1. |
The Eye | 1 | 1 | 11 | Centauri Republic | x | Enhancement | Relic | | | | | | 10 | | | | | Enhance a Centauri Republic Character.Reaction: After this card is sponsored it gains a Power token and you gain 1 Influence.Reaction: After you win a Bid for Power, draw a card. |
1st Battle Fleet | 1 | 1 | 12 | Centauri Republic | | Fleet | | | | | | 7 | 7 | | | | | |
Colonial Fleet | 1 | 1 | 13 | Centauri Republic | | Fleet | | | | | | 4 | 4 | | | | | Defensive (Cannot support or attack.) |
Homeworld Fleet | 1 | 1 | 14 | Centauri Republic | x | Fleet | | | | | | 8 | 7 | | | | | Cannot participate in conflicts that do not target you. |
Picket Fleet | 1 | 1 | 15 | Centauri Republic | | Fleet | | | | | | 3 | 3 | | | | | Defensive (Cannot support or attack.) |
Utility Fleet | 1 | 1 | 16 | Centauri Republic | | Fleet | | | | | | 4 | 5 | | | | | |
Centauri Prime | 1 | 1 | 17 | Centauri Republic | x | Location | Homeworld | | | | | | 10 | | | | | The number of cards you draw in the Draw Phase is increased by 1.Aftermath (Won): After you win a conflict, rotate to place 1 Power token on this location. Conflict Action: rotate to oppose a Military conflict targeting this location. |
Ragesh III | 1 | 1 | 18 | Centauri Republic | | Location | Colony. Agricultural | | | | | | 2 | | | | | Development Action: Rotate to sponsor or play a Centauri Republic card at -2 cost. |
Alliance of Races | 1 | 1 | 19 | Earth Alliance | | Agenda | Collaboration | | | | | | | | | | | Reveal to gain 1 Power for each faction involved in a treaty. Each opponent’s faction involved in a treaty gains 1 Power. Reaction: After a treaty is formed, rotate to gain 1 Influence.Victory Check: Gain 1 Power for each Alliance treaty in play. |
B5 Tech | 1 | 1 | 20 | Earth Alliance | | Character | Earthforce | 1 | | | 1 | | 2 | | | | | |
Jack Macauley | 1 | 1 | 21 | Earth Alliance | | Character | Earthforce. Security | | 2 | | 2 | | 4 | | | | | Covert. (This character cannot be attacked while supporting or opposing a conflict.) |
Jeffrey Sinclair | 1 | 1 | 22 | Earth Alliance | | Character | Ambassador. Earthforce. | 3 | 1 | | 4 | | 8 | | x | | | While ready, this character can oppose a conflict targeting you without needing to rotate. |
Michael Garibaldi | 1 | 1 | 23 | Earth Alliance | | Character | Earthforce. Security. | | 4 | | 2 | | 6 | | | | | Covert. (This character cannot be attacked while supporting or opposing a conflict.) |
Sandra Hiroshi | 1 | 1 | 24 | Earth Alliance | | Character | Earthforce | | | | 3 | | 4 | | | | | Action (Command): Rotate, target an Earth Alliance fleet; it gains +1 Military and Resolute until the end of the turn. (A Resolute fleet’s support, opposition and damage is not reduced by Damage counters.) |
Senator Hampton | 1 | 1 | 25 | Earth Alliance | | Character | Earth Gov. Senator | 5 | 2 | | | | 6 | | | | | While this character is ready, your fleets cannot participate in Military conflicts that do not target you. |
Senator Voudreau | 1 | 1 | 26 | Earth Alliance | | Character | Earth Gov. Senator | 5 | 3 | | 1 | | 7 | | | | | |
Stephen Franklin | 1 | 1 | 27 | Earth Alliance | | Character | Earthforce. Medical | 3 | 2 | | 1 | | 5 | | | | | Action: Rotate to heal target character.Interrupt: Rotate and discard a character card from hand to rescue target character. |
Susan Ivanova | 1 | 1 | 28 | Earth Alliance | | Character | Earthforce. Assistant | 1 | | | 3 | | 3 | | | | | Damage +2 |
1st Battle Fleet | 1 | 1 | 29 | Earth Alliance | | Fleet | Earthforce | | | | | 7 | 7 | | | | | |
Colonial Fleet | 1 | 1 | 30 | Earth Alliance | | Fleet | Earthforce | | | | | 4 | 6 | | | | | Your cost to sponsor this fleet is reduced by 2 if you are the target of a Military conflict. |
Deep Space Fleet | 1 | 1 | 31 | Earth Alliance | | Fleet | Earthforce | | | | | 5 | 6 | | | | | |
Homeworld Fleet | 1 | 1 | 32 | Earth Alliance | | Fleet | Earthforce | | | | | 7 | 8 | | | | | Your cost to sponsor this fleet is reduced by 2 if you control your Homeworld. |
Reserve Fleet | 1 | 1 | 33 | Earth Alliance | | Fleet | Earthforce | | | | | 6 | 7 | | | | | Your cost to sponsor this fleet is reduced by 2 if you control your Homeworld. |
Earth | 1 | 1 | 34 | Earth Alliance | | Location | Homeworld | | | | | 15 | 10 | | | | | After this location enters play, place 1 Power token on it and gain 1 Influence. Aftermath (Won): After you win a conflict, rotate to place 1 Power token on this location. Conflict Action: Rotate to oppose a Military conflict targeting this location. |
Mars | 1 | 1 | 35 | Earth Alliance | | Location | Colony | | | | | | 4 | | | | | Conflict Action: Rotate to support or oppose the current conflict. Use this ability only if you have an Earth Alliance or Martian character participating in the conflict. |
Transfer Point Io | 1 | 1 | 36 | Earth Alliance | | Location | Outpost. Trade | | | | | | 2 | | | | | Development Action: Rotate to sponsor or play an Earth Alliance card at -2 cost. |
Servants of Order | 1 | 1 | 37 | Minbari Federation | | Agenda | Religious Caste. Enlightenment | | | | | | | | | | | Reveal if your faction leader is Religious Caste and you are The One. The Vorlon Empire gains 1 Power. You gain 1 Influence.Reaction: After you are chosen to be The One, Babylon 5 gains 1 Power. You may rotate a Grey Council card to gain 1 Influence. Victory Check: If you are The One and Babylon 5 has more Power than the Shadows, you gain 5 Power. |
Delenn | 1 | 1 | 38 | Minbari Federation | | Character | Ambassador. Grey Council. Religious Caste. | 6 | | | 3 | | 8 | | x | | x | You cannot knowingly tell a lie. (Of course you don't need to tell the whole truth.) |
Dhaliri | 1 | 1 | 39 | Minbari Federation | | Character | Grey Council. Religious Caste | 6 | 2 | | | | 7 | | | | | Cannot Attack. |
Draal | 1 | 1 | 40 | Minbari Federation | | Character | Religious Caste | 3 | 1 | | | | 5 | | | | | Interrupt: Sacrifice Draal to rescue a different target Minbari Federation character. (A sacrificed character is eliminated.) |
Lennier | 1 | 1 | 41 | Minbari Federation | | Character | Assistant. Religious Caste. | 2 | 2 | | | | 3 | | | | | Delenn gains +1 to all attributes. (This affects all version of Delenn.) |
Minbari Aide | 1 | 1 | 42 | Minbari Federation | | Character | Religious Caste. | 3 | | | | | 4 | | | | | |
Minbari Telepath | 1 | 1 | 43 | Minbari Federation | | Character | Religious Caste. | | | 3 | | | 4 | | | | | |
Neroon | 1 | 1 | 44 | Minbari Federation | | Character | Warrior Caste | 2 | 1 | | 5 | | 7 | | | | | Action (Command): Rotate, target a Minbari Federation fleet; it gains Military +3 until the end of the turn. (A fleet cannot be targeted by a Command ability while it is being affected by another one.) |
Rathenn | 1 | 1 | 45 | Minbari Federation | | Character | Grey Council. Religious Caste. | 7 | 2 | | 2 | | 9 | | | | 1 | |
Shal Mayan | 1 | 1 | 46 | Minbari Federation | | Character | Religious Caste. | 3 | | | | | 4 | | | | | Action: Rotate, spend 1 influence and target a rotated Minbari Federation character. Ready the target; it cannot attack for the rest of the turn. |
Triluminary | 1 | 1 | 47 | Minbari Federation | | Enhancement | Grey Council. Valen | | | | | | 1 | | | | | Enhance your faction card. Rotate a Grey Council character to sponsor this enhancement.Count +1 Influence when determining if you are The One. Development Action: Shuffle this enhancement into your deck to restore up to 3 Influence. |
Approval of the Grey | 1 | 1 | 48 | Minbari Federation | | Event | Aftermath. Grey Council | | | | | | 1 | | | | | Aftermath (Won): After you win a conflict supported by a Grey Council character, gain 1 Influence. Limit one per conflict. |
1st Battle Fleet | 1 | 1 | 49 | Minbari Federation | | Fleet | | | | | | 9 | 9 | | | | | |
Colonial Fleet | 1 | 1 | 50 | Minbari Federation | | Fleet | | | | | | 6 | 7 | | | | | |
Homeworld Fleet | 1 | 1 | 51 | Minbari Federation | | Fleet | | | | | | 11 | 10 | | | | | Defensive (Cannot support or attack.) |
Picket Fleet | 1 | 1 | 52 | Minbari Federation | | Fleet | | | | | | 4 | 5 | | | | | |
Minbar | 1 | 1 | 53 | Minbari Federation | | Location | Homeworld | | | | | 25 | 10 | | | | | Count +3 Influence when determining if you are The One. Aftermath (Won): After you win a conflict, rotate to place 1 Power token on this location.Conflict Action: rotate to oppose a Military conflict targeting this location. |
Minbari Protectorate | 1 | 1 | 54 | Minbari Federation | | Location | Protectorate | | | | | | 2 | | | | | Interrupt: When you pay the cost to play or sponsor a Minbari Federation card, rotate to reduce your cost to do so by 1. |
Revenge | 1 | 1 | 55 | Narn Regime | | Agenda | Reprisal | | | | | | | | | | | Reveal if you have won at least three Hostile conflicts targeting the same opponent to gain 5 Power. |
G'Drog | 1 | 1 | 56 | Narn Regime | | Character | | 1 | | | 3 | | 4 | | | | | Interrupt: When a fleet is damaged, Rotate and return this card to its owner’s hand to reduce the damage the fleet takes by 4. |
G'Kar | 1 | 1 | 57 | Narn Regime | | Character | Ambassador. Kha'Ri | 3 | 3 | | 5 | | 8 | | | | | Damage +2 |
Ja'Doc | 1 | 1 | 58 | Narn Regime | | Character | | 1 | 1 | | | | 6 | | | | | Interrupt: When an event is played, Rotate and sacrifice this character to cancel it. (A sacrificed card is eliminated.) |
Ko'Dath | 1 | 1 | 59 | Narn Regime | | Character | Assistant | 1 | 1 | | | | 2 | | | | | Damage +1 |
Narn Advisor | 1 | 1 | 60 | Narn Regime | | Character | | | 1 | | 1 | | 3 | | | | | Development Action: [Rotate] to sponsor a fleet at -1 cost. |
Narn Captain | 1 | 1 | 61 | Narn Regime | | Character | | | | | 2 | | 3 | | | | | Action (Command): Rotate, target a Narn Regime fleet. That fleet gains +1 Military until the end of the turn. (A fleet cannot be targeted by a Command ability while it is being affected by another one.) |
Na'Toth | 1 | 1 | 62 | Narn Regime | | Character | Assistant | 2 | 2 | | 2 | | 4 | | | | | Damage +2 |
Tu'Pari | 1 | 1 | 63 | Narn Regime | | Character | Criminal | | 4 | | | | 8 | | | | | Damage +2Covert. (Cannot be attacked while supporting or opposing a conflict.)Conflict Action: Target an opponent's character participating in the same conflict as Tu’Pari. Remove Tu’Pari from the conflict and spend Influence equal to the target's cost to defeat the target. |
Book of G'Quan | 1 | 1 | 64 | Narn Regime | | Enhancement | G'Quan. Aftermath | | | | 2 | | 3 | | | | | Enhance a Narn Regime character as an aftermath after you win a non-Hostile conflict that character is supporting.Enhanced character gains a Destiny mark, and +2 LEADERSHIP. (This ability provides the Leadership attribute.) |
1st Battle Fleet | 1 | 1 | 65 | Narn Regime | | Fleet | | | | | | 8 | 8 | | | | | |
Deep Space Fleet | 1 | 1 | 66 | Narn Regime | | Fleet | | | | | | 4 | 5 | | | | | |
Heavy Fleet | 1 | 1 | 67 | Narn Regime | | Fleet | | | | | | 6 | 7 | | | | | |
Homeworld Fleet | 1 | 1 | 68 | Narn Regime | | Fleet | | | | | | 7 | 6 | | | | | Defensive (Cannot support or attack.) |
Strike Fleet | 1 | 1 | 69 | Narn Regime | | Fleet | | | | | | 5 | 6 | | | | | |
Utility Fleet | 1 | 1 | 70 | Narn Regime | | Fleet | | | | | | 3 | 4 | | | | | |
Narn | 1 | 1 | 71 | Narn Regime | | Location | Homeworld | | | | | 20 | 10 | | | | | Count +2 Influence to your bid when bidding for Power.Aftermath (Won): After you win a conflict, Rotate to place 1 Power token on this location.Conflict Action: Rotate to oppose a Military conflict targeting this location. |
Quadrant 14 | 1 | 1 | 72 | Narn Regime | | Location | Colony | | | | | | 2 | | | | | Development Action: Rotate to sponsor or play a Narn Regime card at -2 cost. |
Drazi Sunhawks | 1 | 1 | 73 | Non-Aligned | | Fleet | Drazi | | | | | 4 | 4 | | | | | Can be sponsored by any faction. This fleet is defeated by any amount of damage. |
Bester | 1 | 1 | 74 | Psi Corps | | Character | Psi Cop | | 3 | 6 | 1 | | 3 | | | | | Can be sponsored by the Earth Alliance or any faction that controls a teep.Forced Aftermath: If this card is participating in the current conflict, return it to its owner’s hand. |
Lyta Alexander | 1 | 1 | 75 | Psi Corps | | Character | Commercial Telepath | | 1 | 3 | | | 4 | | | | | Can be sponsored by any faction. |
Talia Winters | 1 | 1 | 76 | Psi Corps | | Character | Commercial Telepath | 3 | | 2 | | | 4 | | | | | Can be sponsored by any faction. Cannot attack. |
Commercial Telepaths | 1 | 1 | 77 | Psi Corps | | Group | Commercial Telepath | | | | | | 6 | | | | | Can be sponsored by any faction.Reaction: After this card is sponsored, The Psi Corps may restore up to 2 Influence.Development Action: Rotate and target a Diplomacy conflict; that conflict gains the Psi Attribute. |
Psi Corps Intelligence | 1 | 1 | 78 | Psi Corps | | Group | | | | | | | 4 | | | | | Can be sponsored by any faction that controls a teep. Limit one per faction. Conflict Action: Rotate if a Psi Corps character is participating in the current conflict, to have the conflict gain the Psi Attribute. If you are not the Psi Corps faction, spend 1 Influence or return this card to your hand. |
Morden | 1 | 1 | 79 | The Shadows | | Character | Agent | 2 | 6 | | | | 8 | | | x | | Treat the Shadows as having +3 Power except during the Victory Round.Cannot attack. Covert. (Cannot be attacked while supporting or opposing a conflict.) |
Confusion in Chaos | 1 | 1 | 80 | The Shadows | | Event | | | | | | | 3 | | | | | Requires 3 Shadow Marks. Conflict Action: Give the Shadows 1 Power to end the Conflict Phase. Resolve all conflicts in play with their current levels of support and opposition in player order, starting with the current conflict. |
Shadow Strike | 1 | 1 | 81 | The Shadows | | Event | | | | | | | 1 | | | | | Requires 2 Shadow marks Conflict Action: Target an opponent’s fleet that is participating in the current conflict and has Military less than or equal to the Shadows’ Power. Give the Shadows 1 Power to defeat the targeted fleet. |
Kosh | 1 | 1 | 82 | Vorlon Empire | | Character | | 1 | 3 | 8 | | | 6 | | | | x | Treat the Vorlons as having +3 Power except during the Victory Round.Cannot support or attack except during Enlightened conflicts.Development Action: Rotate to look at the top X cards of your deck. Put one in your hand and the rest on the bottom of your deck in any order. X = the number of Vorlon marks you have. |
Early Warning | 1 | 1 | 83 | Vorlon Empire | | Event | Enlightened | | | | | | 3 | | | | | Requires 2 Vorlon Marks. Target an opponent’s Intrigue conflict.Development Action: Give the Vorlon Empire 1 Power to have that conflict gain Intrigue opposition equal to the Vorlon Empire’s Power. |
You Are Not Ready | 1 | 1 | 84 | Vorlon Empire | | Event | Enlightened | | | | | | 5 | | | | | Requires 3 Vorlon Marks.Target a conflict initiated by an opponent who has less Power than the Vorlon Empire.Development Action: Give the Vorlon Empire 1 Power to cancel that conflict. (Discard the conflict card, the conflict does not resolve.) |
Forced Evolution | 1 | 1 | 85 | | | Agenda | Evolution | | | | | | | | | | | Give the Shadows 1 Power to reveal this agenda. You are a Shadow ally. Conflict Action: Rotate during your Hostile conflict and target an opposing fleet with Military less than the Shadows’ Power. Defeat that fleet. If the conflict is won, the Shadows gain 1 Power as an aftermath.Victory Check: Gain Power equal to half the Shadows‘ Power, rounded up. Max 5. |
Order Above All | 1 | 1 | 86 | | | Agenda | Enlightenment | | | | | | | | | | | Give the Vorlons 1 Power to reveal this agenda. You are a Vorlon Ally.Conflict Action: Rotate during an opponent's conflict and target a supporting character controlled by a faction with less Power than the Vorlons; remove that character from the conflict. If the conflict is lost, the Vorlons gain 1 Power as an aftermath.Victory Check: Gain Power equal to half the Vorlons’ Power divided by 2, rounded up. Max 5. |
Peace In Our Time | 1 | 1 | 87 | | | Agenda | Babylon 5 | | | | | | | | | | | Aftermath (Won): After a Babylon 5, Collaboration or Treaty conflict wins, rotate to have Babylon 5 gain 1 Power.Forced Aftermath (Won): After a Hostile Military conflict wins, Babylon 5 loses 1 Power.Victory Check: Gain Power equal to half of Babylon 5’s Power, rounded up. Max 5. |
Support of the Mighty | 1 | 1 | 88 | | | Agenda | Dominance | | | | | | | | | | | Your characters with any of the following sub-types gain the sub-type Mighty: Noble, Earthgov, Grey Council, Kha’Ri, Psi Cop, Warleader. Your cost to sponsor Mighty characters is reduced by 2.Victory Round: Gain 1 Power for each ready Mighty character you control. (Max 5.) |
The Young Races Rise | 1 | 1 | 89 | | | Agenda | Dominance | | | | | | | | | | | Rotate your Homeworld when you have at least 12 Influence to reveal this agenda. Gain 2 Power.Victory Round: Gain 1 Power for each opponent with less Influence than you. (Max 3) |
Jason Ironheart | 1 | 1 | 90 | | | Character | | | | 5 | | | 6 | | x | | | Forced Reaction: After the turn begins, this character gains 2 Psi; if his Psi is 10 or more, eliminate him. Cannot be rescued (from this effect). |
Mary Ann Cramer | 1 | 1 | 91 | | | Character | Media | 1 | 1 | | | | 4 | | | | | Forced Reaction: After this character is sponsored, target a ready character with a cost of 4 or less. Rotate the target.Aftermath: After a conflict is lost, restore 1 Influence. Limit once per conflict. |
N'Grath | 1 | 1 | 92 | | | Character | Criminal. Lurker | | 4 | | | | 2 | | | | | While this character is ready, any player may spend Influence equal to its cost as a Development Action to take control of it. |
Zocalo Merchant | 1 | 1 | 93 | | | Character | Merchant | 1 | 1 | | | | 4 | | | | | Action: Rotate, discard a card from your hand to restore Influence up to half of its cost rounded up. |
A Brighter Future | 1 | 1 | 94 | | | Conflict | Baylon 5 | x | | | | | | I | | | | Won. Babylon 5 gains 1 Power. Won by 10. This card becomes a Babylon 5 enhancement with the following text.Forced Reaction: After the end of the turn, if no one won a non-Babylon 5 Military conflict this turn, Babylon 5 gains 1 Power. |
Affirmation of Peace | 1 | 1 | 95 | | | Conflict | Babylon 5 | x | | | | | | P | | | | Won. Babylon 5 gains 1 Power then hold a Babylon 5 vote. If it passes, no attacks may occur until the end of the next turn. |
Affirmation of Power | 1 | 1 | 96 | | | Conflict | Babylon 5 | x | | | | | | P | | | | Won: Babylon 5 gains 1 Power. Won by 10: You gain 1 Influence. Lost. You lose 1 Influence. |
Attacking Pawns | 1 | 1 | 97 | | | Conflict | Hostile. Plot | | x | | | | | - | | | | Target an opponent.Won by X. Target a character with a cost of X or less controlled by your opponent. Defeat that character and gain 1 Power. |
Border Raid | 1 | 1 | 98 | | | Conflict | Hostile. Raid | | | | | x | | - | | | | Target an opponent. Exclusive: only you and the target can participate. You can both only participate with one fleet each.Won. Gain 1 Power. Overwhelm: Your opponent loses 1 Influence. |
Compatible Goals | 1 | 1 | 99 | | | Conflict | Collaboration | x | | | | | | - | | | | Target an opponent with whom you have a Treaty. Won. You and your opponent gain 1 Influence each. |
Crusade | 1 | 1 | 100 | | | Conflict | Baylon 5 | | | | x | x | | | | | | Won. Babylon 5 gains 1 Power. Won by 5. You gain 1 Power and may return this card to your Conflict pile.Limit one per Conflict pile. |
Defamation | 1 | 1 | 101 | | | Conflict | Manipulation | | x | | | | | I | | | | Resolution. Target a rotated character participating in this conflict. That character cannot be readied until the end of the next turn.Won. Draw 2 cards. |
Euphrates Treaty | 1 | 1 | 102 | | | Conflict | Treaty | x | x | | x | | | I | | | | Won: Babylon 5 gains 1 Power and this card becomes the Euphrates Treaty card with the Centauri and Narn as partners. Euphrates Treaty When formed, the Centauri and Narn Factions gain 1 Influence each.When dissolved, the Centauri and Narn Factions lose 1 Influence each.Limit one per Conflict Pile |
Gunboat Diplomacy | 1 | 1 | 103 | | | Conflict | Hostile. Challenge | x | | | | x | | P | | | | Target an opponent. Forced Reaction: After the first time a Military attack occurs during this conflict, Babylon 5 loses 1 Power. Won. Your opponent loses 1 Influence.Lost. Give 1 Influence to your opponent. |
Hate Crime | 1 | 1 | 104 | | | Conflict | Hostile. Subterfuge. Crime. | | x | | | | | - | | | | Won by X. Target an opponent's character; it takes X damage. If it is defeated by this damage, you may restore Influence up to the cost of that character.Aftermath: If the targeted character is not in play, gain 1 Power. |
Kidnapping | 1 | 1 | 105 | | | Conflict | Hostile. Crime | | x | | | | | - | | | | Target an opponent. Won by X. Target a character with a cost of X or less controlled by your opponent. Your opponent may spend Influence equal to that character’s cost; if they do not, defeat that character and take 1 Power from your opponent. |
Limited Strike | 1 | 1 | 106 | | | Conflict | Hostile. Raid | | | | | x | | - | | | | Target an opponent. Exclusive. Only you and your opponent can participate.Won. You gain 1 Power.Overwhelm. Your opponent loses 1 Influence. |
Loss of Support | 1 | 1 | 107 | | | Conflict | Hostile. Political | x | | | x | | | I | | | | Target an opponent. Won. Your opponent's support is reduced to zero when their next conflict resolves. If that conflict is lost, you gain 1 Power as an aftermath. |
Na'Ka'Leen Feeder | 1 | 1 | 108 | | | Conflict | Hostile. Crime | | x | | | | | - | | | | Exclusive. [Centauri] cards cannot participate.Conflict Action:Target a character opposing this conflict and neutralize it. That character cannot be unneutralized while this is the current conflict. Limit once during this conflict.Won. Steal 1 Influence from each opponent with more Power than you. |
Neutrality Agreement | 1 | 1 | 109 | | | Conflict | Treaty | x | x | | | | | - | | | | Target a faction with whom you can form a Neutrality treaty. Won. Form a Neutrality treaty with that faction. If that faction has more Power than you, gain 1 Power. |
Peacekeeping | 1 | 1 | 110 | | | Conflict | Babylon 5 | | | | x | x | | I | | | | Won: Babylon 5 gains 1 Power and this card becomes a Babylon 5 Enhancement with the following text."Development Action: any player may discard this card and target a non-Babylon 5 Military Conflict that has been initiated by someone with less Power than Babylon 5. Cancel that conflict." |
Psi Attack | 1 | 1 | 111 | | | Conflict | Hostile. Intrusion | | | x | | | | - | | | | Target an opponent. Exclusive. Only you and your opponent can participate.Won. For each full 3 points by which this conflict was won, your opponent discards one card from the top of their deck.Overwhelm. Take 1 Influence from your opponent. |
Raid Shipping | 1 | 1 | 112 | | | Conflict | Hostile. Raid | | x | | | x | | I | | | | Target an opponent.Won. Babylon 5 loses 1 Power and your opponent discards the top card of their deck.Won by 5. Restore up to X influence. X is the cost of the card that was discarded by this conflict. |
Rally the People | 1 | 1 | 113 | | | Conflict | Political | x | | | x | | | - | | | | Rotate your Homeworld to play this conflict.Exclusive. Only characters affiliated to your faction can participate.Won. For each full 10 points you win by, gain 1 Influence. Limit one per Conflict pile. |
Saber Rattling | 1 | 1 | 114 | | | Conflict | Hostile. Challenge | | | | x | x | | - | | | | Target an opponent. Won. Take 1 Influence from your opponent.Lost. Give 1 Influence to your opponent.Overwhelm: Gain 1 Power. |
Sabotage | 1 | 1 | 115 | | | Conflict | Hostile. Intrusion | | x | | | | | - | | | | Target an opponent. Exclusive. Only you and your opponent may participate.Won by X. Target a fleet controlled by your opponent; it takes X damage. If the fleet defeated by this damage, take 1 Influence from your opponent. |
Telepathic Scan | 1 | 1 | 116 | | | Conflict | Hostile. Intrusion | | | x | | | | - | | | | Target an opponent. Exclusive. Only you and your opponent can participate.Won. Your opponent reveals their hand to you. Overwhelm. Take 1 Power from your opponent. |
Terrorist Bombings | 1 | 1 | 117 | | | Conflict | Hostile. Plot | | x | | | | | P | | | | Won. A random player loses 1 Influence. (This can affect you.) Babylon 5 loses 1 Power. Won by 10. A random opponent loses 1 Influence. Babylon 5 loses 1 Power. |
Test Their Mettle | 1 | 1 | 118 | | | Conflict | Hostile. Challenge | x | | | | | | - | | | | Target an opponent. Exclusive. Only you and your opponent may participate.When initiated your opponent may choose for this conflict to gain the Military attribute. Won. Take 1 Power from your opponent. Lost. Give 1 Power to your opponent. |
Trade Pact | 1 | 1 | 119 | | | Conflict | Treaty | x | | | | | | - | | | | When initiated, choose a Free Trade treaty card from the pile in which you are a partner and place it face-up next to this card.Won. The treaty is formed. If at least 1 support is being provided by your new treaty partner, you both draw 2 cards. |
Treaty Negotiation | 1 | 1 | 120 | | | Conflict | Treaty | x | | | x | | | - | | | | When initiated, choose a Treaty card from the pile and place it face-up next to this card. Won. The Treaty is formed and Babylon 5 gains 1 Power. |
A Good Bluff | 1 | 1 | 121 | | | Event | | + | | | | | 2 | | | | | Development Action: Target a conflict. It gains the Diplomacy attribute. |
Commerce Raiding | 1 | 1 | 122 | | | Event | Aftermath. Raid | | | | | | 1 | | | | | Aftermath (Won): After you win a Military Raid Conflict that targets an opponent that opponent spends all their unspent Influence and you may restore up to that amount of Influence. If that opponent is a partner in a Free Trade Treaty, dissolve that Treaty and gain 1 Power.Limit one per conflict. |
Concealed Weapon | 1 | 1 | 123 | | | Event | Weapon | | | | | | 2 | | | | | Each player can only play or trigger one Weapon effect per attack.Interrupt: When an attack is declared, target a character involved in that attack. That character gains First Strike for the duration of the attack. |
Contact with Shadows | 1 | 1 | 124 | | | Event | Evolved | | | | | | 1 | | | | | Action: Target a character you control without a Shadow mark; it gains a Shadow mark. Give the Shadows 1 Power. |
Contact with Vorlons | 1 | 1 | 125 | | | Event | Enlightened | | | | | | 1 | | | | | Action: Target a character you control without a Vorlon mark; it gains a Vorlon mark. Give the Vorlon Empire 1 Power. |
Decisive Tactics | 1 | 1 | 126 | | | Event | | | | | + | | 2 | | | | | Development Action: Target a conflict. It gains the Leadership attribute. |
Fleets on the Border | 1 | 1 | 127 | | | Event | | | | | | + | 2 | | | | | Development Action: Target a non-Exclusive conflict. It gains the Military attribute. |
Hire Raiders | 1 | 1 | 128 | | | Event | Criminal | | | | | | X | | | | | Action: Rotate a character with Intrigue to target an opponent’s fleet and inflict X damage to it. |
Hour of the Wolf | 1 | 1 | 129 | | | Event | | | | | | | 3 | | | | | Action: Target a rotated character that is not participating in a conflict and ready it. |
Intrigues Mature | 1 | 1 | 130 | | | Event | | | + | | | | 2 | | | | | Development Action: Target a conflict. It gains the Intrigue attribute. |
It Will Be His Undoing | 1 | 1 | 131 | | | Event | Aftermath | | | | | | 1 | | | | | Aftermath (Lost): After an opponent loses a conflict and you are providing the single most opposition take 1 Influence from that opponent. Limit one per conflict. |
Level the Playing Field | 1 | 1 | 132 | | | Event | | | | | | | 1 | | | | | Conflict Action: Target a ready character or fleet that is not participating in the current conflict. The target's controller may immediately rotate it to support or oppose the current conflict (if possible). |
Medical Assistance | 1 | 1 | 133 | | | Event | | | | | | | 3 | | | | | Interrupt: Target a character when it is defeated and rescue it. (A rescued character is neutralised rather than discarded from play.) |
Meditation | 1 | 1 | 134 | | | Event | | | | | | | 1 | | | | | Development Action: Rotate a Character to draw 2 cards. |
Not Meant to Be | 1 | 1 | 135 | | | Event | | | | | | | 1 | | | | | Interrupt: Target an Event card that has been played but not yet resolved and spend X Influence to prevent all its effects from resolving. X equals twice that event’s cost +2 per Mark required to play that event. |
Rise to Power | 1 | 1 | 136 | | | Event | Aftermath | | | | | | 1 | | | | | Aftermath (Won): After you win a conflict by 10 or more, gain 1 Power. (Limit one per conflict.) |
Self Doubt | 1 | 1 | 137 | | | Event | | | | | | | X | | | | | Action: Target a ready character and rotate it. X equals half the target’s cost, rounded up. |
Support Babylon 5 | 1 | 1 | 138 | | | Event | Babylon 5. Vote | | | | | | 1 | | | | | Development Action: Hold a Babylon 5 Vote. If the vote passes, Babylon 5 gains 1 Power and all players who voted yes may draw a card. |
Trade Windfall | 1 | 1 | 139 | | | Event | Trade | | | | | | 1 | | | | | Development Action. If you are a partner in a Free Trade Treaty gain 1 Influence. Limit one per deck. |
Victory in My Grasp | 1 | 1 | 140 | | | Event | Aftermath | | | | | | 3 | | | | | Requires 5 or less Power pool. Aftermath (won): After you win a conflict by 5, gain 1 power. Limit one Victory in My Grasp per conflict. |
Damage Control Team | 1 | 1 | 141 | | | Group | | | | | | | 4 | | | | | Action: Rotate to repair up to 3 points of damage from target fleet. |
I S N | 1 | 1 | 142 | | | Group | Media | 3 | | | | | 5 | | | | | Conflict Action: Rotate and spend 1 Influence to support or oppose the current conflict. That conflict gains Media. |
Secret Police | 1 | 1 | 143 | | | Group | | | | + | | | 6 | | | | | Development Action: Rotate this group and target an Intrigue conflict; that conflict gains the Psi Attribute. |
Spin Doctors | 1 | 1 | 144 | | | Group | Media | | | | | | 4 | | | | | Limit one per Faction. Aftermath: After you win a conflict, rotate to restore up to 2 Influence. Aftermath: After you lose a conflict, rotate to restore up to 3 Influence. |
Centauri Telepath | 1 | 2 | 145 | Centauri Republic | | Character | | | 1 | 3 | | | 5 | | | | | Conflict Action: While this character is participating in a conflict, spend 1 Influence and target an opponent who is participating in the same conflict. That opponent randomly reveals one card from their hand to you and then places it on top of their deck. Limit once per conflict. |
Drigo | 1 | 2 | 146 | Centauri Republic | | Character | | 2 | 4 | | | | 6 | | | | | Reaction: after you support a conflict with Drigo, restore 1 Influence. |
Deep Space Fleet | 1 | 2 | 147 | Centauri Republic | | Fleet | | | | | | 5 | 6 | | | | | |
Centauri Beta I | 1 | 2 | 148 | Centauri Republic | | Location | Colony. Tourist | | | | | | 2 | | | | | Interrupt: When you sponsor or play a [Centauri] card, [rotate] to reduce your cost to do so by 1 |
Catherine Sakai | 1 | 2 | 149 | Earth Alliance | | Character | Explorer | 1 | 1 | | 2 | | 4 | | | | | Can be sponsored by any Faction. Aftermath (Won): After you win a conflict by X that Catherine Sakai is supporting look at the top X cards of your deck. You may reveal 1 non-Homeworld Location to all players and it take it into your hand. Shuffle the rest back into your deck. |
Orin Zento | 1 | 2 | 150 | Earth Alliance | | Character | Agent | 4 | 1 | | | | 6 | | | | | Intervene. (You may sponsor this Character as a conflict action during a conflict in which he could participate. If you do so, immediately rotate him to support or oppose it.) |
Utility Fleet | 1 | 2 | 151 | Earth Alliance | | Fleet | | | | | | 4 | 5 | | | | | |
Proxima III | 1 | 2 | 152 | Earth Alliance | | Location | Colony. Industrial | | | | | | 2 | | | | | Interrupt: [Rotate] when you sponsor or play an Earth Alliance card to reduce your cost to do so by 1. |
Durlan | 1 | 2 | 153 | Minbari Federation | | Character | Grey Council. Worker Caste. | 5 | | | 2 | | 8 | | | | | Grey Council Characters get +1 Leadership. |
Rebirth Ceremony | 1 | 2 | 154 | Minbari Federation | | Conflict | Collaboration. Ceremony | x | | | | | - | | | | | Won: Each player who is supporting this conflict may search their deck for a Character, reveal it and take it into their hand. (Shuffle the deck afterwards). If at least one opponent does this, you gain 1 Influence.Limit one per conflict pile. |
Dedication | 1 | 2 | 155 | Minbari Federation | | Event | | | | | | | 1 | | | | | Development Action: draw 2 cards. |
Deep Space Fleet | 1 | 2 | 156 | Minbari Federation | | Fleet | | | | | | 5 | 8 | | | | | Covert (Cannot be attacked while supporting or opposing a conflict.) |
Wind Swords | 1 | 2 | 157 | Minbari Federation | | Group | Warrior Caste | | | | | | 5 | | | | | Aftermath: After you win a Hostile conflict, rotate this Group, spend 1 Influence and discard the top card of your deck to gain 1 Influence. |
Never Again | 1 | 2 | 158 | Narn Regime | | Agenda | Dominance | | | | | | | | | | | Reveal only if you have at least 20 Military in ready Narn Fleets. As an additional requirement to reveal this agenda, rotate your Homeworld.Revelation: Gain 1 Power for each Ready Narn Fleet you control with a Military of 5 or more (Max 5). |
Kha'ri Operative | 1 | 2 | 159 | Narn Regime | | Character | Agent | | 3 | | | | 6 | | | | | Conflict Action: While Kha'Ri Operative is opposing an Intrigue conflict, remove her from that conflict to target a character supporting that conflict with an Intrigue of 2 or less; remove that character from the conflict. |
Na'Kal | 1 | 2 | 160 | Narn Regime | | Character | Warleader | 2 | | | 6 | | 8 | | | | | While Na'Kal is ready, [Narn] Fleets you control gain Defensive and +1 Military. |
Picket Fleet | 1 | 2 | 161 | Narn Regime | | Fleet | | | | | | 2 | 3 | | | | | |
Quadrant 37 | 1 | 2 | 162 | Narn Regime | | Location | Outpost | | | | | | 3 | | | | | Conflict Action: Rotate and spend 2 influence to Intervene a Narn Fleet into the current conflict. (To intervene a Fleet, pay its cost to sponsor it during a conflict it can participate in. After it enters play, it rotates to support or oppose the conflict.) |
Trakis | 1 | 2 | 163 | Non-Aligned | | Character | Golian. Criminal | | 3 | | | | 4 | | | | | Can be sponsored by any Faction that controls a Criminal Character. Reaction: After Trakis participates in a conflict, target an opponent. That opponent spends 1 Influence. |
Henchman | 1 | 2 | 164 | | | Character | Criminal. | | 1 | | 1 | | 3 | | | | | Damage +1 |
ISN Anchor | 1 | 2 | 165 | | | Character | Media | 3 | | | | | 5 | | | | | As an additional requirement to attack this character, the attacker’s controller must spend 2 Influence. |
Deathwalker | 1 | 2 | 166 | | | Character | Dilgar. Warleader | | | | 6 | | 9 | | | | | Forced Reaction: After the Immortality Serum Conflict is initiated, your opponents have 1 minute to unanimously decide among themselves which one of them loses 1 Power. If they cannot agree, they all lose 1 Power. |
Rogue Soul Hunter | 1 | 2 | 167 | | | Character | Soul Hunter | | 5 | | | | 8 | | | | | Cannot be sponsored, played or controlled by the Minbari Federation. First StrikeReaction (Soul Hunt): After the first time each turn a unique character is discarded from play during a conflict in which this Soul Hunter is particpating, you may eliminate that character. If you do,and itscost is 6 or more, place 1 Power token on this character. |
Soul Hunter | 1 | 2 | 168 | | | Character | Soul Hunter | 5 | | | | | 8 | | | | | Cannot be sponsored, played or controlled by the Minbari Federation. CovertReaction (Soul Hunt): After the first time each turn a unique character is discarded from play during a conflict in which this Soul Hunter is particpating, you may eliminate that character. If you do,and itscost is 6 or more, place 1 Power token on this character. |
Vance Hendricks | 1 | 2 | 169 | | | Character | Corporate. Explorer | 1 | | | 2 | | 4 | | | | | Aftermath (Won): After you win a conflict that Vance is supporting, [[[Oracle May but reshuffle not discard]]] |
Bio-Weapon Discovery | 1 | 2 | 170 | | | Conflict | Crime. Exploration | | x | | x | | P | | | | | Resoution. Target a participating card and defeat it. (Resolution effects are manadatory, and occur before support and opposition is calculated.)Won. Gain 1 Power. Lose 1 Influence.Limit one per conflict pile. |
Call for Help | 1 | 2 | 171 | | | Conflict | Development | | | | x | | I | | | | | Won by X: Look at the top X cards of your deck. Take 1 into your hand and shuffle the rest back into your deck. (You may take up to 2 cards if you control The Great Machine.) |
Government Aid | 1 | 2 | 172 | | | Conflict | Political | x | | | | | I | | | | | Won by X: Search your deck for a fleet affiliated to your Faction, reveal it (to all players) and take it into your hand. (Shuffle your deck afterwards.) If you have been targeted by a Military conflict this turn, you may immediately sponsor that fleet at -X cost. |
Hole in your mind | 1 | 2 | 173 | | | Conflict | Hostile. Conspiracy | | x | x | | | - | | | | | Target an opponent with more Power than you. Won. Your opponent may give you 1 Power. If they do not, discard a random card from your opponent’s Conflict Pile. Steal twice its claim (if any) from your opponent. |
Immortality Serum | 1 | 2 | 174 | | | Conflict | Hostile. Reprisal | x | | | x | x | P | | | | | Won. Each opponent loses 1 Power. Eliminate this conflict. Lost. Each player loses 1 Influence and this conflict returns to your conflict pile. Limit one per conflict pile. |
What Do You Want? | 1 | 2 | 175 | | | Conflict | Evolved | | x | | | | - | | | | | Cannot be opposed by a Shadow ally.Won. Each player who is supporting this conflict chooses one of their characters that is supporting it to gain a Shadow mark. The Shadows gain 1 Power per Shadow mark gained this way. |
Who Are You? | 1 | 2 | 176 | | | Conflict | Enlightened | x | | | | | - | | | | | Cannot be opposed by a Vorlon ally.Won. Each player who is supporting this conflict chooses one of their characters that is supporting it to gain a Vorlon mark. The Vorlon Empire gains 1 Power per Vorlon mark gained this way. |
Credit Chip | 1 | 2 | 177 | | | Enhancement | Corporate | | | | | | 1 | | | | | Enhance your faction. Limit one per faction.Reaction: After the turn ends, spend X Influence. For each 2 Influence spent add 1 Influence token to this card. (Influence tokens on a card do not count towards your Influence Rating and are returned to your reserve when spent.) |
Cut Supply Lines | 1 | 2 | 178 | | | Event | | | | | | | 1 | | | | | Target an opponent who is participating in the current conflictConflict Action: Rotate a fleet -- that opponent must spend Influence equal to the rotated fleet's Military to no effect. (Or all their Influence if they do not have enough.) |
Glory | 1 | 2 | 179 | | | Event | Aftermath | | | | | | 1 | | | | | Aftermath (Won): After you win a conflict supported by a Character with a Destiny Mark, gain 1 Power. Limit one per Conflict. |
Moral Quandary | 1 | 2 | 180 | | | Event | | | | | | | 2 | | | | | Action: target a Ready character. X equals that's character's cost. The controller of that character may spend X influence. If they do not, rotate that character. |
Growth in Chaos | 1 | 3 | 181 | Centauri Republic | | Agenda | Evolution | | | | | | | | | | | Reveal only if you are a Shadow Ally. You and the Shadows gain 1 Power.Conflict Action: P during your Hostile conflict -- the Shadows support it with Intrigue or Leadership equal to their Power. The Shadows will add their Power as support to your Bid for Power during any turn you win a Hostile Conflict. |
Lyndisty | 1 | 3 | 182 | Centauri Republic | | Character | Fanatic | | 3 | | | | 4 | | | | | Cannot be controlled by the Narn Regime. Reaction: After a ? character is defeated, gain 1 influence. Limit once per turn. |
Minister Malachi | 1 | 3 | 183 | Centauri Republic | | Character | Noble. Lord. Prime Minister. | 6 | 2 | | 4 | | 10 | | | | | Aftermath (Won): After you win a conflict that Minister Malachi is supporting, draw a card. |
2nd Battle Fleet | 1 | 3 | 184 | Centauri Republic | | Fleet | | | | | | 9 | 9 | | | | | |
Speculation | 1 | 3 | 185 | Centauri Republic | | Event | | | | | | | 1 | | | | | Action: Discard the top card of your deck to draw 2 cards. If the discarded card has a cost of 8 or more, draw 1 additional card. |
Captain (Earth Alliance) | 1 | 3 | 186 | Earth Alliance | | Character | Earthforce | | | | 2 | | 3 | | | | | Action (Command): Rotate to give an Earth Alliance Fleet you control Military +1 until the end of the turn. |
Captain Pierce | 1 | 3 | 187 | Earth Alliance | | Character | Earthforce | | | | 3 | | 7 | | | | | Intervene. Conflict Action (Command): While he is participating in the current conflict, Intervene an Earth Alliance Fleet into that conflict. Limit once per conflict. |
Senator Hidoshi | 1 | 3 | 188 | Earth Alliance | | Character | Earthgov. Senator | 6 | 3 | | | | 8 | | | | | Conflict Action: Spend two Influence - Hidoshi gets +2 Diplomacy until the current conflict ends. Limit once per conflict. |
Relaxation | 1 | 3 | 189 | Earth Alliance | | Event | | | | | | | 0 | | | | | Reaction: After the turn ends, draw 2 cards. Limit one per turn. |
2nd Battle Fleet | 1 | 3 | 190 | Earth Alliance | | Fleet | | | | | | 9 | 9 | | | | | |
Minbari Operative | 1 | 3 | 191 | Minbari Federation | | Character | Worker Caste | | 1 | | | | 3 | | | | | |
Hedronn | 1 | 3 | 192 | Minbari Federation | | Character | Grey Council. Worker Caste | 7 | | | 3 | | 10 | | | | | Covert |
2nd Battle Fleet | 1 | 3 | 193 | Minbari Federation | | Fleet | | | | | | 10 | 10 | | | | | |
Religious Caste | 1 | 3 | 194 | Minbari Federation | | Group | Religious caste | | | | | | 2 | | | | | Development Action: P to sponsor or play a Religious Caste card at -1 cost. Conflict Action: P and target a Religious Caste character participating in the current conflict; that character gets +2 Diplomacy until the conflict ends. (This has no effect on a character without the Diplomacy Attribute.) |
Du'Rog | 1 | 3 | 195 | Narn Regime | | Character | Kha'Ri | 4 | 3 | | 2 | | 7 | | | | | Cannot be rescued. Interrupt: When this character is defeated during the current conflict, target a different character participating in the same conflict. Inflict 2 damage (ignoring Protection) to that character. |
Vendetta | 1 | 3 | 196 | Narn Regime | | Event | Aftermath | | | | | | 3 | | | | | Aftermath (Lost): After you lose a conflict by X target a Character or Fleet participating in that conflict. The Target takes X damage ignoring Protection. Limit one per conflict. |
2nd Battle Fleet | 1 | 3 | 197 | Narn Regime | | Fleet | | | | | | 9 | 9 | | | | | |
Thenta Makur | 1 | 3 | 198 | Narn Regime | | Group | Criminal | | | | | | 5 | | | | | Interrupt: [rotate] when a [Narn] character makes an attack to give that character First Strike and Damage +2. After the attack ends, if the attacked character is still in play, lose 1 Influence and, if the Narn character that made the attack is still in play, eliminate it (cannot be rescued). |
pak'ma'ra Spacelanes | 1 | 3 | 199 | Non-Aligned | | Location | pak'ma'ra | | | | | | 2 | | | | | Can be sponsored by any faction in a Free Trade Treaty.Development Action: If there are no Influence tokens on this location, ? to add 1 Influence token to it. |
Temptations | 1 | 3 | 200 | The Shadows | | Conflict | Evolved | x | x | | | | I | | | | | Won: Each non-Shadow Ally faction supporting this conflict gains 1 Influence. If at least one opponent gains Influence this way, the Shadows gain 1 Power. |
Hidden Knowledge | 1 | 3 | 201 | Vorlon Empire | | Conflict | Enlightened | x | | x | | | I | | | | | Requires 1 Vorlon mark. Won by X: Target a player and look at the top X cards of their deck. The Vorlons gain 1 Power. |
The Great Machine | 1 | 3 | 202 | | | Agenda | | | | | | | | | | | | Reveal if The Great Machine has been saved. You may search your deck for a The Great Machine card, reveal it and take it into your hand. (Shuffle your deck afterwards). Victory Check: If Babylon 5 has more Power that the Shadows and the Vorlon Empire, gain 3 Power (or 6 Power if you control The Great Machine). |
Deuce | 1 | 3 | 203 | | | Character | Criminal | 1 | 5 | | 2 | | 8 | | | | | Aftermath (Won): After you win a Hostile or Crime conflict that Deuce is supporting, target a character participating in that conflict. Defeat that character. |
ISN Reporter | 1 | 3 | 204 | | | Character | Media | 2 | | | 1 | | 4 | | | | | Cannot be attacked while this is the only character opposing a conflict. |
Automated Defence Protocols | 1 | 3 | 205 | | | Conflict | The Great Machine | | | | x | | - | | | | | If you control The Great Machine, this conflict has Priority. Won by X: Gain 1 Power then target a Military conflict targeting you. It gains X Military opposition. |
A Voice in the Wilderness I | 1 | 3 | 206 | | | Conflict | The Great Machine | x | x | | | | I | | | | | Cannot be played if The Great Machine has been saved. Won: You have saved The Great Machine. Babylon 5 gains 1 Power and 1 character supporting this conflict gains a Destiny mark. |
A Voice in the Wilderness II | 1 | 3 | 207 | | | Conflict | The Great Machine | | | | x | x | P | | | | | Can only be played if The Great Machine has been Saved. Won: Take control of The Great Machine (if you don't already have it). Choose to give or take 1 Power from Babylon 5.Lost: you lose control of The Great Machine (if you had it). If an opponent controls The Great Machine, that opponent chooses to give or take 1 Power from Babylon 5. |
Star Path | 1 | 3 | 208 | | | Conflict | The Great Machine | x | | | | | P | | | | | Requires you to control The Great Machine. Won: Search your deck for a card, reveal it to all players and take it into your hand. Shuffle your deck. Won by 5. Babylon 5 gains 1 Power. Lost: You and Babylon 5 both lose 1 Power. |
The Blue Flu | 1 | 3 | 209 | | | Conflict | Crisis | | | | | | | | | | | When this conflict is played, all other players may as a group spend Influence equal to Babylon 5's Power. If they do not, Babylon 5 loses 1 Power. Won by X. Gain 1 Influence and take 1 Power from Babylon 5. X equals Babylon |
Anti Intruder Device | 1 | 3 | 210 | | | Enhancement | The Great Machine. Weapon | | | | | | 2 | | | | | Enhance your conflict. Limit one per conflict. Interrupt: When a character participates in this conflict target it; the target takes 1 damage. Aftermath (Won): After you win this conflict, if The Great Machine has been saved, spend 1 Influence to take this enhancement into your hand. |
Machine City | 1 | 3 | 211 | | | Enhancement | The Great Machine | | | | | | 4 | | | | | Enhance Epsilon III. Development Action: After a The Great Machine card is sponsored, played, or revealed the controller of The Great Machine may draw 2 cards. (Including after this card is sponsored.) |
Changing Opinion | 1 | 3 | 212 | | | Event | Aftermath. Media | | | | | | 2 | | | | | Aftermath (won): After an opponent wins a conflict that is being opposed by a Media Character you control, steal 1 Influence from that opponent. Limit one per conflict |
Destined to Be | 1 | 3 | 213 | | | Event | Nexus | | | | | | 4 | | | | | Requires one Destiny Mark. Development Action: Target your conflict -- it cannot be cancelled and you may play and trigger Won Aftermaths on it if it is lost. (You must still meet any other requirements for such aftermaths.) Eliminate this card after play. |
Emergency Military Aid | 1 | 3 | 214 | | | Event | | | | | | | 2 | | | | | Conflict Action: Intervene a Fleet affiliated to your faction into the current conflict. |
Fully Operational | 1 | 3 | 215 | | | Event | The Great Machine | | | | | | 3 | | | | | Requires you to control The Great Machine. Development Action. The first time you win a Babylon 5 or The Great Machine conflict this turn each non-Shadow ally supporting this conflict gains 1 Power as an aftermath. |
Epsilon III | 1 | 3 | 216 | | | Location | The Great Machine | | | | | | 6 | | | | | Reaction: After this location is sponsored, if The Great Machine has been saved, Babylon 5 gains 1 Power. Aftermath (won): After you win a Babylon 5 conflict, if The Great Machine has been saved [rotate] to have Babylon 5 gain 1 Power. |