From: Douglas Williamson Newsgroups: rec.games.trading-cards.misc Subject: [B5] Deluxe Changes--Long Version Date: Mon, 21 Sep 1998 13:38:55 -0400 (EDT) Message-ID: Deluxe Changes 9/15/98 Art Changes: the following cards have new art: A Brighter Future Change of Plans Commercial Telepaths Concentrated Effort Damage Control Teams Destiny Fulfilled Diplomatic Blunder Dishonor John Sheridan Luis Santiago Racial Hatred Stop Hostility Technological Espionage The Opposition Rises Vorlon Enhancement Wear and Tear Aftermath change: the following aftermaths add the line "(Discard this aftermath after play.)": Casualty Reports Disenchantment Grievance Harvest Souls In the Line of Duty Inevitable Destiny Intolerable Interference It Will Be His Undoing Loss of Face Martyr Negotiated Surrender No Escape Paying for Sins Personal Involvement Public Apology Refugees Repairing the Past Rescue Retribution Reverse Advances Rivalry Wear and Tear Wounded Aftermaths Crisis of Self Type is "Lost Aftermath". Hidden Agent 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. In the Line of Duty 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.) Personal Enemies Target the ambassador. The controller must apply 1 influence to rotate this character. Repairing the Past Discard one aftermath that targets a card in your faction, or that targets your faction as a whole. (Discard this aftermath after play.) Reverse Advances 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.) Secondary Experience Type is "Won Aftermath". Agendas As It Was Meant To Be Type is "Major Agenda". 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. Defense in Depth 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. Finish the War 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. Higher Calling 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. Imperialism 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. Infiltrate and Exploit 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. Knowledge is Power 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. Leading the Races 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. Maintain the Peace 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. Meddling with Others 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. Peace in our time 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. Seizing Advantage 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. Servants of Order 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. Support of the Mighty 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. Strength in Adversity 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. Total War 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. Characters Adira Tyree After every time Adira Tyree attacks or is attacked without being neutralized, she gains +1 Intrigue. Emperor Turhan Centauri Emperor. Emperor Turhan cannot become an Inner Circle character. Rotate to alter any Centauri tension by 1. Bester Psi Cop. You must draw 2 free cards (instead of 1) per turn while you control Bester. Bester cannot become an Inner Circle character. Frederick Lantz 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. General Hague 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 you to sponsor that fleet by 2 (to a minimum cost of 0). John Sheridan 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. Luis Santiago 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. Shal Mayan Religious Caste. Rotate Shal and apply 5 influence to ready a rotated Inner Circle character. The effect of that character's action is not cancelled. If the character participated in a conflict, he cannot participate in that same conflict. Du'Rog If Du'Rog is discarded from play, you may cause 4 points of damage to any Narn character. Kha'Mak 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. Na'Far While ready, you may cause any Narn character who is attacked to suffer 3 less damage. Rotate Na'Far when this effect is used. Tu'Pari 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. Cynthia Torqueman 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. Disaffected XXX Multiple. Each player may only have 1 Disaffected XXX in play. While Disaffected XXX is a member of your Inner Circle, you may sponsor XXX characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. Elric 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. Marcus Cole 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. Mr. Adams Rotate Mr. Adams to give one character you control +2 to any ability, if that character is participating in a conflict that can increase one player's influence while reducing another player's influence. Kosh Naranek Now a Group instead of character. Pictures a Vorlon Mark. 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. Conflicts Alliance 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. Attacking Pawns 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. Bio-Weapon Discovery 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. Black Market Your ambassador gains a Doom Mark. If successful, this card becomes a faction enhancement which reduces the cost for you to play or sponsor any card by 1 for each Inner Circle character you rotate when playing the card (including the sponsor). Blockade Target one race 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 your hand. Border Raid 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 two races increase by 1. Complete Support 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. Condemn Deportations 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. Extreme Sanction 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). Gunboat Diplomacy 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. Hate Crime 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. Humanitarian Aid 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. Loss of Support Target a player who has an unrest of 3 or more. If successful, the target must discard one group of your choice. Neutrality Treaty Target another race with whom you have no state of Neutrality. Characters of your two races apply 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. Any player of your two races may cancel the state of Neutrality during any draw round. Non-Aggression Pact Target 2 races with mutual tensions of 2 or less not in a state of Non-Aggression. If successful, there is a state of Non-Aggression between the two races, and 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. Non-Aligned Support 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. Psi Attack 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. Raid Shipping 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. Sabotage Target a fleet controlled by another player. The fleet's Military during resolution is applied as opposition to this conflict. If successful, the fleet takes damage equal to the amount by which you succeeded. Shadow Assault 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. Sponsor Rebels 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. Technological Espionage 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. Telepathic Scan 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. Test Their Mettle 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 and oppose this conflict. If successful, gain +1 influence, and if you win by 5 or more your target loses 1 influence. If unsuccessful, exchange recipients of these effects. Trade Pact 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. Enhancements Commerce Raiding 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. Concealed Weapon Weapon. May not be used with any other Weapon enhancement. Target character gains a Strife Mark. Covert Allies Cost 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. Isolationism 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. Latent Telepath A Non-Narn character with a Psi of 0 gains Psi 3. Cannot be played on an ambassador. Luxuries of Homeworld 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. Mass Drivers The target fleet gains +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. Overworked 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. Power Posturing Cost 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 each determine initiative step. Pulling Strings 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. Salvage Yard Target one of your locations. Whenever a fleet of your race is discarded, you may apply influence equal 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. Vital Interests 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. Events Armistice Rotate your ambassador. If the mutual tensions of two races at war are each below 4, the war ends during the draw round. Carpe Diem Each player may only play Carpe Diem once per game. Select an event in your discard pile. Show that card to your opponents. Put that event in your hand. Change of Plans 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. Coordinated Fire 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 (of his choice) in return. Concentrated Effort You may initiate a second conflict during next turn's conflict round. This second conflict must be from a conflict card. Destiny Fulfilled 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 Destiny Mark they have. For an additional 5 influence (11 total) this card becomes an enhancement for your ambassador (with the bonus fixed at play). Defame Ambassador All of the target ambassador's abilities are halved. This effect expires at the end of he turn. Diplomatic Blunder 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. Early Warning 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. For My People Rotate and neutralize your ambassador. Your ambassador gains a Destiny Mark. Knowledge of Shadows 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. Lack of Subtlety 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. Medical Assistance Target a neutralized supporting character. Treat him as an Inner Circle character until he is unneutralized. News of Galactic Import No conflicts may be played next turn. News of Galactic Import cannot be played next turn. Not Meant to Be Reverse the printed effect text of an event played since your last chance to act. You must apply influence equal to that applied by the event's player, plus 2 influence per mark required to play the event. Prolonged Talks 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.) Shadow Strike 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. Sortie Target any location. The target location may rotate to apply opposition equal to 1/5 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. Trade Windfall Cost 7 Gain +1 influence if you are in a state of Free Trade with another race. Vorlon Rescue 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. Fleets Grey Council Fleet 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, it heals as an Inner Circle character until unneutralized and is not discarded. (The fleet is not otherwise treated as an Inner Circle character.) Warleader's Fleet 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. Groups Commercial Telepaths 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. Diplomatic Corps Rotate and target a character. That character gains +2 Diplomacy while this group remains rotated. Extended Contacts Rotate and target a character. That character gains +2 Intrigue while this group remains rotated. Influential Lords If a conflict can increase Centauri influence, rotate this group to apply +5 Diplomacy or +3 Intrigue in support of the conflict. Military Cadre Rotate and target a character. That character gains +2 Leadership while this group remains rotated. Military Telepaths Multiple. Rotate this group and target a character who is not targeted by Military Telepaths. That character gains a bonus to his Military equal to half his Psi, rounded up, while this group remains rotated. Observers 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. Ranger Strike Team 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. Rangers Surveillance Ranger Group. Requires 1 Vorlon Mark to sponsor. While this group is in play, you gain +10 influence for initiative determination only. Secret Police Multiple. Rotate this group and target a character who is not targeted by Secret Police. That character gains a bonus to his Intrigue equal to half his Psi, rounded up, while this group remains rotated. War College Your cost to sponsor any character with Leadership greater than 0 is reduced by 2. Wind Swords 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. Locations Sleeping Z'ha'dum 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. Ragesh III Location's Military may only be used to oppose conflicts targeting this location. Rotate 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 removed reduces the cost for you to sponsor that card by 1 (to a minimum cost of 0). Mars Colony 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. Proxima III 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). Quadrant 14 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). Quadrant 37 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. ------------------- Doug "Kosh" Williamson, B5CCG Ranger Netrep Babylon 5 Ranger for the Washington DC area. Ask me about in-store demos of the Babylon 5 CCG! http://www.mnsinc.com/lupin lupin@mnsinc.com