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Babylon 5 Collectible Card Game

FAQ Version 3 updated Jan 1, 1999


This FAQ sheet contains only information that has come from Precedence or has been verified as
correct by Precedence. Most of the information has been collected from the newsgroup
rec.games.trading-cards.misc and from questions sent to kosh@eternity.com.
The structure of this file is to set out answers to questions as they relate to each part of the game,
e.g. action round, conflicts, etc. There is a section at the end that deals with queries relating to
specific cards, and this has further been broken down by card type so that for example all
questions regarding aftermaths are in one place.
Please send any queries, requests for additions to this FAQ or anything else to
Mark@limara.demon.co.uk.
This FAQ can be found at http://www.limara.demon.co.uk/babylon5.htm
Material that has been added in this release is marked with double chevrons .
NOTE: This version has been extensively reviewed and modified to accommodate changes made in the
Deluxe Edition of the main set. Rulings which no longer apply have been deleted and several reversals
have been made to match current rulings. Reversals are proceeded by REV>

CONTENTS
1.

General Gameplay Questions

2.

Tension & War

3.

Ready round

4.

Conflict Round

5.

Action Round

5.1
5.2
5.3
5.4
5.5
5.6
5.7
5.8
5.9
5.10
5.11
5.12
5.13

Healing
Building Influence
Attacking
Sponsoring
Promoting
Supporting or Opposing
Playing Events
Discarding, Playing, Revealing Agendas
Repairing Fleets & Locations
Leading a Fleet
Using an effect which requires rotating
Replacing a character
Voting

6.

Resolution Round

7.

Draw Round & Victory Check

8.

Cards

8.1
8.2
8.3
8.4
8.5
8.6
8.7
8.8
8.9
9

Character Cards
Group Cards
Fleet Cards
Location Cards
Enhancement Cards
Agenda Cards
Event Cards
Conflict Cards
Aftermath Cards
Errata

General Gameplay Questions

Q)

Is there a maximum number of cards you can have in your deck (min 45)?

A)

Nope, no limit beyond what works for you.

Q)

It is written in the rulebook that every player chooses his starting hand of four cards, and that
the starting ambassador has to be one of them. In the rulebook it is never mentioned that you
bring your starting ambassador into play, so wouldnt it mean that your starting ambassador
starts in your inner circle and you select 3 cards for your hand?

A)

You play your ambassador at no cost to start, but the method you describe is equivalent.

Q)

If you can have three characters the same in your deck, does that mean if one of the characters
is discarded you can later play that same character again if it comes into your hand?

A)

Yes, but in the case of limited characters they must not already be in play by another race.

Q)

Can you reshuffle the discarded cards when the draw deck is empty ?

A)

No.

Q)

Are you allowed to have more than 1 unique card in a deck?

A)

Yes, up to 3.

Q)

When it says that a unique card can only be played once per game does that mean per player
or just once? So if I play The Great Machine does that mean no player may ever again play
that card?

A)

No one can play the card again.

Q)

Can a unique card be brought back into play by other means? E.g. Could I use The Soul
Hunter to bring a neutralized Jhadur into play or use, the agenda Seizing Advantage to replay
The Great Machine?

A)

No, a unique card cannot be returned to play by any means.

Q)

Can you discard cards in play (e.g. discard an Inner Circle character to reduce the cost of
promoting someone else to the Inner Circle)?

A)

No.

Q)

If I have to half an ability and it is an odd number, do I round up or down?

A)

Round up.

Q)

If a card makes me lose influence, do I lose it from the spent ones or from the unspent ones?

A)

Take influence loss from already applied influence first. Only use unspent influence if there is
no spent influence to lose.

Q)

What is the minimum influence I can have.

A)

3.

Q)

Does this mean that if my influence goes below three it gets returned to three at the beginning
of the next turn?

A)

No, it cannot go below three at any time.

Q)

What are neutralized characters and what can they do?

A)

Neutralized characters are treated as having all their skills at 0. Any marks they have may be
counted in their faction. They remain as participants in conflicts they were involved in when they
became neutralized and are legitimate targets for aftermaths. They may not be attacked. They
may take no action except from healing and this is forbidden on the turn they become
neutralized. They may be the target of conflicts, events, aftermaths, etc.

Q)

For cards that provide a bonus until the end of the turn, what is the end of the turn?

A)

The end of the turn is after the Victory Check.

Q)

Can marks which characters start with (printed on card) be purged?

A)

Yes.

2. Tension & War


Q)

Are tensions between races linked i.e. if Narn shows Narn v Minbari as tension 1 does Minbari
*always* show Minbari v Narn tension as 1?

A)

No.

Q)

Is war reciprocal, e.g can the Narn be at war with the Centauri but not vice versa?

A)

Yes, the state of war is reciprocal. Either player can declare war conflicts.

Q)

Can cards that modify tension be used to change unrest (that don't specifically state so on their
card)?

A)

No.

Q)

War - what happens to a war conflict if the war is stopped; does it resolve?

A)

The war conflict will still resolve normally.

Q)

Can races not at war participate in a war conflict (including attacking fleets)?

A)

Yes, they just cannot initiate war conflicts themselves.

Q)

If other races do participate in a war conflict does their tension go up?

A)

No, only the player who is the target of the war conflict has his tension rise towards the initiator of
the conflict.

Q)

If the tension level is reduced below 5 (such as by playing a Euphrates Treaty) will this end the
war?

A)

No, although there are some events that will if the tension is lowered (e.g. Armistice).

Q)

The rule book refers to race unrest but does not, as far as I can tell, explain what the - results - of
unrest are. All it says is that unrest represents opposition to your faction. Okay, but what
difference does that make?

A)

There are certain cards that can only be played if unrest is high enough.

Q)

If a race is not in play, do its tensions with other races still exist? For example, if the Centauri
are not in play and the Nam play "Revenge' do they gain 4 power because they have a tension of
4 with the Centauri? Could another player reduce Narn-Centauri tensions in order to deny them
that power?

A)

Yes and yes.

3. Ready Round
Q)

Are there any limits on sustaining an action?

A)

Yes. Sustaining can only be done if:


C
There was no cost for the action to be sustained other than rotating the card in question.
C
All necessary requirements for the initiator and the target are still fulfilled.
C
The action being sustained increases an ability of a character or fleet.
C
Also, there is no end of turn gap in the effect. Any ability that is being aided is
continuously aided, even if the card providing the aid has the phrase "until the end of the
turn" on it.

4. Conflict Round
Q)

If two players select the same unique conflict what happens when the second copy is revealed?

A)

Discarded for no effect.

Q)

Two players each play Trade pact targeting each other. Assume the first is resolved
successfully. Now that the one and only trade pact is in effect what happens to the second
conflict.

A)

It resolves normally for aftermath play but has no further effect (i.e. it is then discarded).

Q)

If a conflict card states that the Shadows, Vorlons or Babylon 5 gain influence; regardless of
whether the conflict is successful or not; when is this done?

A)

This is only done during the resolution round, providing the conflict has not been discarded. The
same is also true for tension changes and gaining marks.

Q)

People in the Conflict round get one and only one chance to declare a conflict, correct? Play
does not proceed as in the Action round wherein it ends only when nobody chooses to play a
conflict, right?

A)

Correct.

Q)

Are you allowed to target yourself instead of an opponent with conflicts which say "Target a
Player'?

A)

You can never target yourself with a conflict. [Exception: Euphrates Treaty] If the conflict

provides a benefit to you without directing an effect at an opponent, it will not have you select a
target.

5. Action Round
Q)

What actions require me to rotate an inner circle character?

A)

Rotating to Build influence.


Sponsoring a Supporting Character, Fleet, Group or Location
Promoting a Supporting Character to the Inner Circle.
Playing an Enhancement.
Playing an Agenda.
Playing an Event does not and neither does revealing a hidden agenda.

Q)

When is the action round really over? a: after all players (one after the other) passes or b: each
player passes once no matter when in the action round.

A)

All players must pass in a row (answer a).

5.1

Healing

Q)

When a neutralized card is flipped face up after healing does it have any damage counters on it
or is it fully healed?

A)

Fully healed.

Q)

Does "healing" a character refer to removing all damage or removing one damage counter?

A)

All damage if un-neutralized. 1 Severe damage counter or flipping if neutralized.

Q)

Is a card automatically flipped over when all Severe Damage Counters are removed ?

A)

No. If a card has one severe damage they can rotate to remove it. Now they have no damage
tokens but are still neutralized and must wait until the next turn to flip the card over as an action
and become unneutralized.

Q)

Are severe damage counters conceptually different to damage counters?

A)

Yes

Q)

If a characters abilities were boosted until the end of the turn and they were attacked and
received more damage than their highest ability (without temporary modifiers) but less than their
boosted ability what would happen at the end of the turn?

A)

They would be neutralized and receive severe damage tokens equal to the amount by which
their normal damage exceed their highest ability (including permanent modifiers).

Q)

But what if the attack was bad enough that they were neutralized and received severe damage,
would this damage increase at the end of the turn when the boost expires?

A)
.
Q)

No .Severe damage is not affected by changes in a character's abilities.


If a character becomes unneutralized by healing, and is readied by Shal Mayan or Hour of the

Wolf etc; are his whole range of actions open to him again.
A)

Yes, but only if they were not neutralized (in the first place) on that same turn.

Q)

Is there any way of healing a neutralized supporting character to stop them from being
discarded?

A)

Yes, the card Medical Assistance, from the Minbari starter deck. Before someone gets
neutralized you could protect them with Luxuries from homeworld.

Q)

Can a Character rotate to lead a Neutralized Fleet and does this removes any Severe Damage
Counters ?

A)

No, leading a fleet will not change stats that have already happened.

Q)

If an Inner Circle character has some damage and is neutralized by an effect (For My People for
example), what happens to the damage?

A)

It is discarded because the Neutralized state is worse than non-severe damage which can be
ignored.

Q)

When all Inner Circle characters rotate to heal and thus heal the ambassador; do they all do so
on the same turn?

A)

They must all rotate in the same turn, but not the same action. Each character rotates on his
own as an action. If, at the end of the action round, all inner circle characters did so, the
ambassador is fully healed and placed face up.

Q)

If there is only the ambassador in the inner circle can he still rotate to remove all damage?

A)

Yes.

Q)

If any inner circle character is neutralised can they still rotate to help heal the ambassador?

A)

Yes. Plus they get the benefits of healing themselves as well (normal healing).

Q)

If an inner circle character is rotated for no effect by the Narn Rabble does this prevent the
ambassador being healed by the remaining inner circle characters?

A)

*All* inner circle characters must rotate to heal. If one is prevented from doing so then the
ambassador is not healed. This does not stop individual characters or the ambassador from
normal healing.

5.2

Building Influence

5.3

Attacking

Q)

In an attack, when is the damage resolved?

A)

Immediately.

Q)

I have a fleet with a military of 6 and it is led by a character with a leadership of 3. It is attacked
for 8 damage, is it neutralized?

A)

No. The characters leadership means the damage is not more than their combined total. He

would need to sustain his leading of the fleet in the next round until such time as the damage on
the fleet was repaired to be less than its military ability.
Q)

Is a character leading a fleet in a conflict a legal target for an attack?

A)

No. You can only attack a card that has previously rotated to support, oppose or attack during a
conflict (p. 34), but, a participant character is one who supported, opposed or attacked or led a
fleet that participated in the conflict (p. 31).

Q)

In conflicts which double abilities such as Diplomacy in Test their Mettle, what happens in
attacks?

A)

The doubling only occurs during resolution unless the card specifically states otherwise (such as
Garibaldi).

Q)

Several cards give benefits along the lines, "....when attacked...."


1. Are attacks worked along the lines of ATTACKER vs DEFENDER - so the bonus is only
gained if you are the target of an attack by another card? ...or...
2. Attacks are deemed to be ATTACKER vs COUNTER-ATTACKER - so you gain the bonus
against damage sustained when you initiate an attack, as well as when you are the target for an
attack?

A)

Attacker vs. defender. (Defending against an attack is not an attack by the defender). By
attacking you become a participant and if you are later attacked by another character then you
can gain the benefit of the card.

Q)

Do I need a conflict in order for my fleets to attack other fleets?

A)

Normally you can only attack fleets that are participating in conflicts. However you can attack a
fleet being led by JhaDur and you can attack using your Expeditionary Fleet if tension is high
enough.

Q)

Can a neutralized character be attacked?

A)

No.

Q)

Can you attack your own characters, fleets or locations?

A)

No.

5.4

Sponsoring

5.5

Promoting

Q)

If a card or agenda reduces the cost to sponsor a character, does this also reduce the cost to
promote them?

A)

No.

Q)

If a card is ready but neutralized can it be promoted?

A)

No. If an effect requires a character to be ready, he must also be un-neutralized, with healing as
the only exception.

5.6

Supporting or Opposing

Q)

Can you retroactively boost the ability used in a conflict? (Say, by rotating your ambassador's
assistant to increase the ability used in a conflict?)

A)

Boosting an ability in use on the conflict works fine. So rotating the assistant to increase the
ambassador's stat after the fact works fine. What is not allowed is changing the ability that has
already been applied. During resolution, the total impact (as of the end of the turn) is assessed.

Q)

Can a Fleet be lead, after it has already rotated to support (or oppose) a conflict ?

A)

Yes.

5.7

Playing Events

Q)

In general what happens if you play a card that enhances an ability of a neutralized card.

A)

The enhancement applies, but does not un-neutralize the card, so the card's effective abilities
are still 0 until it is healed.

Q)

Can a character with a base ability of 0 (e.g. psi) raise this ability due to events, enhancements
or aftermaths?

A)

Yes, although Psi can only be increased if a card specifically states that it is increased (only
Latent Telepath and Vorlon Enhancement can currently do this).

Q)

If you have Vorlon Marks and try to play a card that gives a Shadow Mark what happens?

A)

A faction cannot have both marks therefore you cannot play any card that gives a Shadow mark
if you already have a Vorlon mark.

Q)

What happens if a characters abilities are reduced to zero with an event card (not through
attacks or damage)?

A)

Nothing, you must have taken at least 1 damage to be neutralized.

Q)

Can you play multiple events of the same type on a character in the same turn, e.g. Destiny
fulfilled?

A)

Yes.

5.8

Discarding, Playing, Replacing & Revealing Agendas

Q)

If I discard or replace an agenda, do I lose the marks, influence or ability increases I gained from
playing it?

A)

If the agenda says gain a mark or +2 increase etc. to an ability then those gains are lost, but if it
says do X and get Y then those gains are kept, since they are a bonus for completing the action.

5.9

Repairing Fleets & Locations

Q)

What happens if a location is neutralized?

A)

It is discarded during the Draw Round like any other neutralized supporting card.

5.10

Leading a Fleet

Q)

If a character is leading a fleet but not rotated or neutralized is he still classed as ready?

A)

Yes, but if he had to rotate or sustain to lead the fleet....you'd have to ready him with a card.

Q)

Can you add a leader to a neutralized fleet? If so what would its military be?

A)

Yes. It does not un-neutralize the fleet, so the fleet still has 0 Military.

5.11

Using an effect which requires rotating

Q)

If you rotate a card that enhances an ability of a neutralized card what happens?

A)

The enhancement applies, but does not un-neutralize the card, so the card's effective abilities
are still 0 until it is healed.

5.12

Replacing a character

Q)

If I replace a character does it come in to play rotated?

A)

No, unless the card text states otherwise (Delenn Transformed), it comes in to play ready to act
even if the character it replaced has already been rotated. Replacing a character counts as a
action but it does not need an inner circle to rotate.

Q)

If a character is replaced, does the new character gain any enhancements or aftermaths that
have been played on the replaced character?

A)

No, not unless the card specifically states so (Delenn transformed).

Q)

Can another player replace my Sinclair with a Sheridan from his hand, ditto for KoDath &
NaToth.

A)

Yes, but you would have control of the replacement character.

Q)

What happens if I choose not to replace KoDath with NaToth, can I have two assistants in play
at the same time?

A)

Yes and they can both use the ambassadors assistant ability.

5.13

Voting

Q)

Voting:- What is exactly the role of the head of the council ? The rulebook states that the head
"calls the vote in whatever order he wishes". Is that the order in which the ambassadors are
voting (e.g. : First Minbari, then Narns, then Humans, then Vorlons, and finally Centauri) ?

A)

Correct.

Q)

How the Vorlon do vote ?

A)

They abstain unless otherwise specified.

Q)

When voting, the League of Non-Aligned Worlds may cast a tie-breaker vote (page 38 of
rulebook). In a two player game (one vote for, one against) who gets to choose which way the
League will vote?

A)

No one, they do not break the tie and the vote fails. However, you might want to look at the
Non-Aligned Support conflict.

6. Resolution Round
Q)

If there's no support and no opposition in a conflict, is this an uncontested conflict?

A)

Uncontested conflicts must be successful. In addition, there must have been no attacks during
an uncontested conflict. 0 - 0 is a loss.

Q)

When should I apply the effects written on a conflict card that do not depend on the various
strength. For example, "decrease B5 influence by one". Should I do that in the declaration phase
or in the resolution phase?

A)

During resolution.

Q)

Are the total strengths supporting and opposing conflicts fixed at the end of the action round or do
they continue to change as conflicts are resolved?

A)

They can (but rarely do) change during resolution as other conflicts are resolved. For example, a
kidnaping attempt can resolve, altering the totals for another conflict.

Q)

In what order should aftermaths be played?

A)

They are played in initiative order.

Q)

If I play an aftermath card that changes a characters abilities and they are participating in a conflict
that has not yet been resolved does the bonus/penalty apply immediately?

A)

Yes. This is why conflicts are resolved in initiative order.

Q)

If a characters abilities have been boosted by an event, agenda or enhancement and he is also the
subject of a modifier such as half or double, how do I calculate it?

A)

Total all the plus and minus modifiers taking into account any damage received. What ever the total
is then double or half it depending on the circumstances. E.G. Londo has a diplomacy of 4, further
modifiers give him another +2 but he has 1 damage (4+2-1 = 5). He is participating in Test their
Mettle so his diplomacy is doubled to 10.

Q)

In a conflict where any player can be supported is the conflict considered as won if the initiating
player does not lose?

A)

Correct.

Q)

When playing aftermaths who is considered to have won or lost a conflict?

A)

Only the player that initiates a conflict can be considered to have Won or Lost the conflict for
purposes of playing Aftermaths.

Q)

If a player supports a successful conflict played by someone else, can they also gain influence from
it?

A)

No, only the player initiating the conflict gains the influence, unless the card text says otherwise, e.g.
Humanitarian Aid.

Q)

How many aftermaths can be played as an result of 1 Conflict?

A)

There is no limit to the number that can be played. However, only one of any given aftermath can
be affecting the same target at the same time. Aftermaths which are discarded after they affect the
target are discarded at the end of conflict resolution.

7. Draw Round & Victory Check


Q)

When checking to see if someone has won the game do you count the influence/power total
excluding any spent influence?

A)

Count what they have, whether or not it was used during the turn.

Q)

I used my Soul Hunter to retrieve Tu Pari from my opponent's discard pile. I used Tu Pari's
assassination ability to kill one of my opponent's other Narn characters. Since Tu Pari goes back
to the discard pile at the end of the turn, which goes to the discard pile first the Narn Tu Pari killed
or Tu Pari?? Obviously, this affects which character I will be able to retrieve with my Soul Hunter
next turn.

A)

Discards are done in initiative order, so if TuPari had been neutralized when making his attacks this
is when he would be discarded. Otherwise he gets returned to the discard pile at the end of the turn
i.e. after the Victory Check.

8.1 Character Cards


Q)

What's the rule regarding sponsoring characters of another race if a card is in play that lets you
sponsor at -1 cost? Is the total: a) (cost * 2) -1 or b) (cost -1) * 2?

A)

-1 off the doubled cost.

Q)

If I have 4 shadow marks in play, and I play a card that requires 2 shadow marks, is my current
shadow mark score 2 or still 4? i.e., can I play a 2 shadow mark card and a 3 shadow mark card in
the same turn? And can I then still count my shadow marks as power (with the right agenda)?

A)

You can continue to use the shadow marks unless you must purge them.

CENTAURI
Emperor Turhan -

Emperor Turhan cannot become an Inner Circle character. Rotate to alter


any Centauri tension by 1.

Q)

Emperor Turhan can only modify Centauri tension towards other races (and not vice versa), correct?

A)

Yes.

Londo Mollari - If Londo gains a weapon enhancement he gains a Strife Mark


Q)

If Londo gains a weapon he gains a strife mark..... is this in addition to the one he gains from the
weapon?

A)

Yes.

Lord Kiro -

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.

Q)

Can I use this ability if The Eye is in my hand, but not in my deck?

A)

Yes, but you still have to shuffle your deck and discard Lord Kiro...

Lord Refa -

Centauri unrest grows by 1 when Lord Refa is sponsored.

Q)

If a non-Centauri player sponsors Lord Refa does Centauri unrest still increase?

A)

Yes.

HUMAN
Commander Ivanova - Must Replace Susan Ivanova. Transfer all Aftermaths and Enhancements.
Rotate to give any Human character +1 Leadership for the rest of the turn.
Q)

If Commander Ivanova replaces Susan Ivanova who had a Latent Telepath enhancement what is
her new Psi 1, 3 or 4?

REV)

1. Latent Telepath states that a character with Psi of 0 gains Psi of 3. Since Commander Ivanova
does not have Psi of 0, she does not gain the higher Psi.

Q)

Can Commander Ivanova be sponsored if Susan Ivannova is not in play?

A)

No.

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."

Q)

Can Sheridan and Sinclair be in play at the same time?

A)

Yes.

Q)

If so, does the starting ambassador remain as such unless you replace him with the new card?

A)

Yes.

Q)

When a card says it may replace a character does this mean it does so for free?

A)

Yes.

Q)

Does another Inner circle character have to rotate for this replacement to take place?

A)

No.

Q)

What happens to Sinclair once he is replaced?

A)

He is not discarded but removed from play.

Q)

Can another player replace my Sinclair with a Sheridan from his hand?

A)

Yes, but you would have control of Sheridan.

Q)

If John Sheridan gains 2 of a mark in one go does this get doubled to 4 or is it just 2 since his text
states that if he gets 1 of a mark he gets 2 instead (not that all marks gained are doubled)?

A)

He'd gain 4.

Q)

If Martyr is played, will Sheridan gain double the amount of Doom marks as he has Destiny marks?

A)

No. The marks are replaced, not gained.

Jeffrey Sinclair
(see John Sheridan)
Miagi Hidoshi -

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.

Q)

If I rotated Hidoshi and used his Dip. value as 6, can I then increase it afterwards by applying
influence?

A)

Yes.

Q)

Suppose I increase Hidoshi's Dip. to 10, but he remains ready. The Minbari Telepath rotates to
reduce Hidoshi's Dip by 2. Can I apply 4 more influence to raise it back to 10?

A)

Yes.

Michael Garibaldi -

"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."

Q)

If Garibaldi uses his intrigue as diplomacy in a conflict can he be attacked with diplomacy or must
intrigue be used?

A)

Diplomacy must be used.

Q)

So if someone attacks Garibaldi using diplomacy then Garibaldi defends with his intrigue I suppose.
Will his intrigue be doubled and thus his diplomacy, or not?

A)

It will be doubled, he will defend himself against a diplomacy attack with a value of 6.

Q)

What if Garibaldi played Underworld Connections to add 2 to his intrigue. Is that added before or
after its doubling?

A)

Garibaldi, essentially, applies his ability twice (during conflict resolution or an attack). All modifiers
are, therefore, doubled.

Q)

If Garibaldi is attacked his Intrigue doubles, if he takes more damage than his base Intrigue will he
be neutralized after the attack.

A)

Yes, he's no longer being attacked, so he'll lose the intrigue, and be neutralized.

MINBARI
Calenn -

Rotate and Neutralize this character to cause him to gain +1 Diplomacy. This
character loses 1 Diplomacy whenever any player sponsors a Minbari character.

Q)

When it says any player does this include the Minbari player?

A)

Any player at all.

Delenn Transformed
(See Chrysalis - 8.7 Events)
Draal - "When attacking or being attacked, Draal applies his damage before his opponent."
Q)

If the effects of Draal's damage on an opponent neutralizes them, does this mean he does not then
take damage from them?

A)

Correct.

Lennier -

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.

Q)

If Delenn is attacked and Lennier is ready; I make him take all the damage from the attack. Would
Lennier deal his damage in return or would it be Delenns?

A)

No. Delenn will deal her damage.

Q)

Can I use Level the playing field on Lennier to allow his Intrigue to support a Diplomacy conflict?

A)

Lennier cannot take an action (support or attack) using his intrigue, or use his intrigue via level the
playing field, aside to oppose an intrigue conflict. If he is using it to oppose a conflict, he defends
himself if attacked.

Minbari Telepath -

Rotate Minbari Telepath to reduce a target's abilities by 2 for the rest


of the turn (minimum 0)

B)

What if a character (highest stat 6) has four damage counters and then a Minbari Telepath is used
and reduces his stats by 2.; is he then neutralized?

A)

Yes.

Q)

What about if a character has highest stat of 2 and is reduced by Minbari Telepath.; is the character
neutralized ?

A)

No, he must have at least 1 point of damage to be neutralized.

Shal Mayan -

Q)

Rotate Shal and apply 5 influence to ready a rotated 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.

Does Shal Mayan's ability work like Hour of the Wolf? That is, when you ready Delenn to use her

a second time (but not in the same conflict) after she has supported one conflict, does her ability
continue to support the first conflict?
A)

Yes.

Q)

Can Shal Mayan ready an Inner Circle character who has rotated to heal severe damage so that
they can rotate to heal a second time?

A)

Yes.

NARN
DuRog -

If Du'Rog is discarded from play, you may cause 4 points of damage to any Narn
character.

Q)

Does DuRog have to have been played before being discarded, or can I cause the damage when
I discard him directly from my hand?

A)

If Du'Rog never enters play he cannot use his effect text.

GKar - G'Kar gains +2 Intrigue while he is the target of an Intrigue conflict.


Q)

G'kar's text says he gains +2 Intrigue when he is the target of an Intrigue conflict. Does this only
relate to conflicts that target him specifically or Narns in general?

A)

Him specifically.

Q)

Can he use the +2 intrigue in other conflicts or just the one that targets him?

A)

He gains the +2 boost until the end of the turn regardless of how he uses it.

JaDoc -

While ready, you may negate any event being played. Discard Ja'Doc when this
effect is used.

Q)

When does Ja'Docs ability have to be played? Is it when the event is announced or can it be
played later in the turn?

A)

Ja'Doc specifies that it may be used as the event is 'being played', so it cannot be used later in the
turn.

Kha'Mak - "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."
Q)

Does Kha'Mak's extra influence count towards power?

A)

Yes.

Ko'Dath
(See Na'Toth)
Na'toth - "Na'Toth may replace Ko'Dath"
Q)

Can Ko'dath and Na'toth both be in play at the same time?

A)

Yes.

Q)

If so can they both apply the Assistant effects e.g. rotate to increase the ambassador's abilities by
one.

A)

Yes.

Q)

When a card says it can replace a character does this mean it does so for free?

A)

Yes.

Q)

Does another Inner circle character have to rotate for this replacement to take place?

A)

No.

Q)

Can another player replace my KoDath with Natoth from their hand?

A)

Yes, but you would have control of Natoth.

Ta'Lon -

"Rotate Ta'Lon while one of your characters is the target of an Intrigue conflict. That
character gains +4 intrigue."

Q)

If Ta'Lon rotates to give +4 Intrigue to another character does than mean he is not counted as a
participant and therefore cannot be attacked or have an aftermath played on him?

A)

Correct.

TuPari -

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.

Q)

If TuPari attacks Delenn, would he use Intrigue or Diplomacy?

A)

Diplomacy, since this is her highest ability.

Q)

If TuPari attacks and ends up neutralized can he be counter-attacked?

A)

No, once he's neutralized he can no longer be attacked.

Q)

If TuPari manages to gain leadership can he then attack using that ability?

A)

Yes, providing leadership is the target characters highest ability.

Q)

Can TuPari attack characters with Psi or Leadership if he does not have either of these abilities?

REV)

No. He must have the appropriate ability to make an attack.

NEUTRAL
Cynthia Torqueman - Rotate Cynthia Torqueman to support or oppose any number of conflicts at
the same time. You decide whether she supports or opposes each conflict.
A)

Do they all have to be Diplomacy conflicts, or is the ability required irrelevant?

A)

As long as she only has Diplomacy, they must be Diplomacy conflicts..

Q)

Can she support some but oppose others?

A)

Yes.

Disaffected (race name) -

While Disaffected (race name) is a member of your Inner Circle, you


may sponsor (race name) characters at normal (instead of double)
influence cost. If you use this ability you cannot apply any other cost
reduction.

Q)

Does this card allow promoting to the inner circle at normal cost or is it still double (plus 1 per inner
circle character).

A)

No, it only allows the card to be sponsored at normal cost.

Jason Ironheart -

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.

Q)

If Jason Ironheart receives Damage, will he stay longer? Let's say he is at 20, doomed to die at the
end of the turn, when he has a little accident, so he only has 19. Will he survive this turn?

A)

No, damage does not keep him from departing. He's gone.

JhaDur -

Unique. Any fleet may rotate to attack a fleet led by Jha'Dur.

Q)

If Jha Dur leads a fleet, can it be attacked by a Homeworld Fleet (or other Fleets that can only attack
if special requirements are meet ?)

A)

Yes (since you can attack her fleet even if it is not involved in a conflict, and the homeworld fleets
restriction is on participating in conflicts).

Mr Adams -

Rotate Mr. Adams to give one character you control +2 in any ability, if that
character is participating in a conflict that will, if successful, increase one player's
influence while reducing another player's influence.

Q)

Does Mr. Adams' special ability apply only to conflicts which always increase one player's influence
and decrease another's, or can it also apply to conflicts that increase one player's influence and
may decrease another's if they succeed by enough points?

A)

The latter.

Marcus Cole -

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.

Q)

How much does it cost for Human and Minbari players to promote Marcus; 7+IC chars. or 11+IC
chars?

A)

11 + 1 per Inner Circle character. Whilst Marcus's cost to be sponsored is changed, this doesn't
affect the cost to promote him.

Mary Ann Cramer - Rotate to move tension rating of any player by 1.

Q)

Can Mary Anne Cramer modify unrest as well as tensions?

A)

No.

Morden -

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. Min 0"

Q)

Is Mordens Intrigue 3 or 6 (3 for the shadow marks)?

A)

Morden has 6 Intrigue. 3 natural and 3 from his initial shadow marks.

Q)

Does Mordens modified intrigue count for both dealing and receiving damage in attacks?

A)

Yes.

Q)

Can Mordens discount for Shadow Marks be combined with Growth in Chaos?

A)

Yes.

N'Grath -

"N'Grath will support or oppose one conflict as dictated by whoever offers him the most
influence during the turn."

Q)

I'd like to know if the influence you already paid for a mercenary (like N'Grath) still counts when
determining who gave the highest influence? For example, if I paid 3 influence and someone else
paid 4, do I have to pay 5 more, or only 2 to beat him?

A)

Whoever offers the most total influence gets to use him; you only need to offer 2 more influence
to beat him.

Rogue Soul Hunter -

"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"

Q)

Does the top character have to actually be the top card of the discard pile (i.e not covered by any
other card)?

A)

The top character does not have to be the top card.

Q)

If I have a Vorlon mark in my faction can my Soul Hunter bring a character with shadow marks into
play from another players discard pile?

A)

No.

Q)

If a character takes damage, is neutralized, then discarded, does the Soul Hunter bring that
character back into play undamaged or with the damage markers?

A)

Since the damage counters didn't follow the card to the discard pile, the "soul" is undamaged.

Soul Hunter -

"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"

(See Rogue Soul Hunter)


Zathras -

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.
Q)

Can Zathras sustain?

A)

No.

Q)

What happens if multiple players are using Zathras targeting each other?

A)

The same as any other case where order isn't specified, but is relevant: initiative order. Any time
a faction gains influence during the conflict round, go around the table in initiative order. Activate
ALL the rotated and targeted Zathras' es' effects from each player (mostly for no effect).
This has two effects: the character who goes first is safe from Zathras'. The character with the
most initiative, if he has enough Zathras' es in play to target everyone who has him targeted with
a Zathras', is safe from the Zathras' effect.

8.2 Groups
Q)

Can you have more than one of the same Group (i.e. 2 Rabble Rousers?)

A)

Unless it states otherwise, all groups are Limited, and thus only 1 of each can be in play at a time.

Damage Control Team -

Multiple. Rotate and target one of your fleets. That fleet takes half
damage, rounded up, when attacked for the rest of the turn.

Q)

Can I rotate my Damage control team AFTER my fleet has been damaged?

A)

Yes, but this will have no effect on the damage already received, only on further attacks in that
turn.

Q)

Can I combine Damage Control Team with Stealth Technology?

A)

The fleet would still only take half damage; the reduction in damage is not cumulative.

ISN - Rotate this group to reverse a tension change which occurred since your last action
Q)

If a conflict resolves and changes a tension in the resolution round can ISN be used as the players
first action in the next action round to reverse the tension change?

A)

Yes.

Q)

When I rotate ISN, to reverse a tension change, does the tension level go back to where it was, or
actually "reverse" as in, a +1 becomes a -1, etc?

A)

When you reverse a change, you apply the opposite value to the *current* total. So, if you tension
was at 3 and was changed to 4, that is a +1. So you apply a -1 to the current value, which will
move it back to 3. However, if two changes occurred to your tension, the first being a +1 and the
second being a -1, you are still at 3 tension. If you reverse the -1 change, you add +1 to the current
total, moving your tension to 4. If you reverse the +1 change, you add -1 to the current total, which
will move your tension to 2.

Kosh Naranek -

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.

Q)

Can the temporary Vorlon marks Kosh produces be purged to pay for things?

A)

Yes, but when Kosh's mark expires, the character loses 1 Vorlon Mark if he has 1 or more Vorlon
Marks remaining. That means, to truly purge a temporary mark, it has to be your last mark on that
character.

Narn Rabble Q)
Q)

Rotate and target a character whose highest ability is 4 or less. That character
rotates for no effect.
Can the Narn Rabble target an *ambassador* whose highest ability is 4 or less.
Unless he were already enhanced beyond that point (with a permanent Destiny Fulfilled or
Knowledge is Power agenda etc.), you could do so.

Psi Corp Intelligence -

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.

Q)

Can I only rotate this group after a Psi conflict to start another one or after any conflict?

A)

After any conflict.

Q)

Can this only be used to generate a Psi Conflict if you have already played a conflict that turn (i.e.
the 'additional' becomes a clause required to play it) or can it be tapped every turn to generate a
conflict regardless of whether or not you have played a conflict that turn.

A)

It can be the first or the second conflict. It also must be declared during the Conflict round.

Rabble Rousers -

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.

Q)

Can this group increases the damage of the fleet that a character leads by the tension level?

A)

No.

Thenta Makur -

All Narn in play gain a Strife Mark while Thenta Makur is in play.

Q)

When the card says that all Narn gain a strife mark does this include Narn fleets?

A)

No, just the characters.

8.3 Fleets
Q)

Regarding fleets which say can only participate in conflicts targeting you unless you are at war".
Once you are at war, can these fleets participate in conflicts regardless of whether or not they were
played by or relate to the race you're at war with?

A)

Yes.

Q)

How much does it cost to promote the Grey Council Fleet to the Inner Circle ?

A)

Its influence cost (13) plus 1 per character already in your inner circle.

Q)

If I have the ambassador, his assistant and the Grey Council Fleet in my Inner Circle. Is the cost
to promote a character to the Inner Circle increased by two or three ?

A)

Two.

Q)

Can the Grey Council Fleet be rotated to sponsor cards ?

A)

No, it only gains the 'healing' benefits of the Inner Circle. In no other way is it an inner circle
member (which is also why it doesnt increase the cost to bring up other characters).

Q)

If a character has a strife mark does the fleet they are leading gain a strife mark?

A)

Not unless the characters text says it does (Promotional NaToth card).

Centauri Support Fleet -

Cannot support or 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

Q)

All the other Support Fleets say they are Multiple but not the Centauri. Is this a typo?

A)

This, and any other differences between the various support fleets, are intentional.

Expeditionary Fleet - 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.
Q)

If an expeditionary fleet attacks using its special ability and is then attacked back as a consequence
can the fleet(s) which attacked back then be attacked themselves?

A)

It is not a conflict participant, so the answer is No. The Expeditionary fleet had to head into enemy
space to attack, and unless you have some way to make more attacks without a conflict, you
cannot attack the fleets that responded.

Shadow Ship -

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.

Q)

Can this fleet only be led by a character with a Shadow mark?

A)

This fleet cannot be led at all and can only be enhanced with Shadow fleet enhancements.

Q)

How does targeting relate to global effects. E.g. I have an enhancement card in play which gives
all my fleets +1 military. Does this count as "targeting" the Shadow Ship and thus fail to enhance
it?

A)

No. The Shadow Ship does gain the +1.

The White Star -

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.

B)

If the White Star has someone Leading it, whenever you rotate it to add it's Military to another fleet,
do you only add the base Military, or do you also add the Leader's ability to the fleet?

A)

Current Military including leadership.

Q)

How does targeting relate to global effects. E.g. I have an enhancement card in play which gives
all my fleets +1 military. Does this count as "targeting" the White Star and thus fail to enhance it?

A)

No. The White Star does gain the +1.

Vorlon Cruiser -

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.

Q)

Can this fleet only be led by a character with a Vorlon mark?

A)

This fleet cannot be led at all and can only be enhanced with Vorlon fleet enhancements.

Q)

How does targeting relate to global effects. E.g. I have an enhancement card in play which gives
all my fleets +1 military. Does this count as "targeting" the Vorlon Cruiser and thus fail to enhance
it?

A)

No. The Vorlon Cruiser does gain the +1.

8.4 Locations
Q)

How do you capture a location?

A)

Initiate a war conflict targeting the location and then win the conflict.

Q)

Does this mean that an opponent's location can only be captured if it is the target of a war conflict?

A)

The only other way in the basic set is Shadow Assault.

Q)

What happens if the location is neutralized during the conflict?

REV)

It will be captured (if the conflict succeeded) and then discarded like any other neutralized
supporting card.

Q)

Is there any way to keep damaging a location once you've captured it?

A)

No.

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.
Q)

Will a fleet brought out of the deck for the turn by Quadrant 37 count toward power for Never again,
provided it has Mil. > 4?

A)

Yes.

Sleeping ZaHaDum - "Location's Military may only be used to oppose conflicts targeting this
location. Any player may rotate Sleeping Z'Ha'Dum to give the Shadows +1
influence when a card providing or requiring Shadow marks is played. Your
ambassador gains a Doom Mark."
Q)

When I play cards like Shadow Strike when Sleeping Za'ha'dum is out, does the +1 Shadow
influence immediately get added to the Shadows?

A)

Almost. If the card being played depends on the Shadow Influence, use the influence level from
*before* the card was played. Then add +1 to the Shadow influence.

Vorlon Space -

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.

Q)

Does a card have to state the word requires in its text in order for Vorlon Space to be used to gain
an influence for the Vorlons?

A)

No. The requirement can be implied such as any player with 2 Vorlon Marks may.

8.5 Enhancements
Q)

Can an enhancement be played on a neutralized character?

A)

Yes.

Concealed Weapon - Weapon. May not be used with any other Weapon enhancement. Target
character gains a Strife Mark.
Q)

Can you play this enhancement on another players character? E.G. You as Minbari arm the Narns
TuPari so he can then stop another player from winning.

A)

Yes.

Commerce Raiding - Global enhancement - 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.
A)

Can there be more than one global enhancement of a certain name in play, i.e. two different
players with Commerce Raiding?

A)

Nope.

Q)

Commerce Raiding. Other players may initiate a conflict to get rid of this card. Can they only
declare this during a conflict round?

A)

Yes.

Q)

Is the 10 opposition to the conflict targeting Commerce Raiding?

A)

Yes.

Q)

If commerce raiding is played do I lose influence I have already gained from Trade Windfalls?

A)

No only the influence gained from the initial Trade Pact.

Q)

What happens if a conflict to get rid of Commerce Raiding is successful?

A)

The original +1 influence for having the Trade Pact is regained.

Fast Learner - 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.
Q)

If I have used this enhancement to improve a characters abilities and I then replace that character,
do the ability increases transfer to the new character?

A)

No. If the character is replaced, the abilities become those on the new card. Any benefits gained
previously from either Fast Learner are lost. However, if Fast Learner is blanked, discarded, or
transferred to another character, the bonuses gained do NOT go away.

(See Errata at the end of this document.)


Fleet Support Base - Target one of your locations. Rotate this enhancement to repair up to 4 total
points of damage from any combination of fleets you control.
Q)

If my fleet is neutralized with 2 severe damage tokens during a conflict and then I rotate my Fleet
Support Base to heal 4 damage on the fleet - is it discarded at the end of the turn?

A)

Removing normal damage has no impact on unneutralizing a card.

Isolated -

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
B5's Influence rounded up, to min of 1.

Q)

Is the Intrigue loss fixed at the time of play or does it change with B5's influence?

A)

It changes.

Q)

How exactly does is this card played?

A)

To sponsor this enhancement you must rotate your ambassador, specify a target character and call
a B5 vote. If the vote passes, the target character is affected by the enhancement and loses
Intrigue as per the card text. If the vote fails the enhancement is discarded.

Q)

Do I have to call a vote each turn to see if the character remains affected?

A)

No, there is only one vote and that is held when the card is played.

Planetary Defenses - 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.
Q)

If this enhancement is used in a conflict can I attack it with my fleets?

REV)

No. The location does not become a participant, and therefore cannot be attacked.

Prove your worth -

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.

Q)

Does this also prevent gaining influence from building?

A)

Yes it does prevent it.

Pulling Strings -

Q)
A)

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.

Can this card sustain?


No, because it requires influence to give the +2 diplomacy.

Prophecy - "Target character gains a Destiny Mark and a Doom mark."


Q)

If the Shadows remove your Prophecy Enhancement using "Forces Collide", do you lose the Destiny
and Doom marks?

A)

Yes. Marks resulting from enhancements, aftermaths, and agendas are a function of that card. If
the enhancement, aftermath, or agenda leaves play by any means, any marks given by those cards
are taken away, If the character still has any marks of that type. If there are no marks of that type
to lose, there is no penalty.

Shunned -

Rotate your ambassador and target a character. Call a B5 vote. If passes B5 gains
+1 Influence and the target loses his Diplomacy equal to half B5 influence (rounded
up) (min 1)

Q)

Is the Diplomacy loss fixed at the time of play or does it change with B5's influence?

A)

It changes because this is an enhancement and not an event which is fixed at the time of play.

Q)

How exactly does is this card played?

A)

To sponsor this enhancement you must rotate your ambassador, specify a target character and call
a B5 vote. If the vote passes, the target character is affected by the enhancement and loses
Diplomacy as per the card text. If the vote fails the enhancement is discarded.

Q)

Do I have to call a vote each turn to see if the character remains affected?

A)

No, there is only one vote and that is held when the card is played.

Triluminary - "Target Minbari ambassador, they gain +2 Diplomacy while in effect. Minbari tension
towards humans cannot rise above 4 while this is in play. Gains Destiny Mark and Vorlon mark."
Q)

What happens if the tension is already at 5 when I play Triluminary; does it lower to 4, or does it
stays at 5 ?

A)

It stays at 5.

(See also Chrysalis - 8.7 Events)

8.6 Agendas
Q)

Are Agenda-based conflicts considered to be "played"? That is, are they immune to such effects
as News of Galactic Import, You Are Not Ready, etc. which prevent conflicts from being "played"
or prevent "played" conflicts from resolving?

A)

Yes, therefore, no.

Q)

What happens to marks or ability boosts gained from an agenda if the text of that agenda is later
negated by 'Forces Collide' or if I discard it.

A)

You would lose any marks or boosts that the agenda provides for having the agenda in play (like
Servants of Order), not ones that you accumulated when you take actions, e.g. destiny marks in "As
it was meant to be" for winning conflicts. If you have an agenda which gives you influence or power
for being in play, you lose the influence/power when it is discarded e.g. "Never Again", where fleets
with Mil>4 count as power. If it gives you something when something else happens, you keep the
secondary effect even if the agenda goes away.

Q)

Unless there is a race restriction I assume that two players can have the same agenda in play at the
same time.

A)

Definitely.

Q)

If an agenda says I can transfer 1 influence per turn, is this an action?

A)

Yes.

Q)

Does it require a sponsor?

A)

No.

Q)

Can it be done in the resolution round if I gained an influence?

A)

No, only in the action round.

Q)

When you transfer or lose an influence can you lose the influence from the spent pile?

A)

Yes, unless it specifies otherwise.

Q)

If I play a major agenda does the requirement to win a major victory affect just me or all other
players?

A)

Just you.

Q)

What happens if I initiate an Agenda conflict and then later in the turn replace the agenda?

A)

The conflict resolves as if the agenda were still in play.

Q)

If the agenda I just replaced had provided a bonus to an ability I used in the agenda conflict what
happens to it?

A)

The bonus is lost as soon as the agenda is replaced.

Alliance of Races -

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.

Q)

If Babylon 5 reaches 20 influence before the Shadow War begins you would win (unless someone
else had higher than your influence + Babylon 5's influence that same turn). Is this correct?

A)

Yes. The winner will be the person with the most power once Babylon 5's influence reaches 20 so
long as the Shadow war has not started.

As it was meant to be -

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.

Q)

Does playing As It Was Meant To Be give your ambassador a destiny mark?

A)

No, that mark just shows that your ambassador (or, in some cases on other cards, another character)
can gain destiny through this card's effects.

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.

B)

I have Defense in Depth in play and am the target of a war conflict. When do my fleets gain +2
military?

A)

From the time the conflict targets you (during the conflict round) until the conflict(s) is/are resolved,
your fleets have the +2 military boost.

Q)

Does this also apply to my Expeditionary fleet if I use it to attack a non participant fleet?

A)

Yes, participation is not an issue.

Q)

When I play a location, when do I get the +1 influence?

A)

Straight away.

Q)

If I put a location into play, can I tap my homeworld to gain an extra influence?

A)

No. You gained influence from the agenda, not the conflict.

Forced Evolution -

"Major Agenda. Requires 5 Shadow Marks. Count the Shadow's influence

minus the Vorlon's influence as power. You may transfer one 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."
Q)

If I have less than five shadow marks, can I put this card in play as a hidden agenda and only reveal
it after I've got five shadow marks?

A)

No. If you do not currently have 5 shadow marks, you cannot play this card.

Q)

What if I have five shadow marks at the time I play it, but later I purge one? Does the agenda
remain in play?

A)

Not a problem. You needed the 5 to play the card (and to reveal it if played hidden), not to maintain
it. So if the number you have drops (and it will if you use the ability), it stays in play.

Q)

Assume I have five or more shadow marks; I have transferred one or more influence to the
shadows; I have used the card to neutralize at least one fleet and have purged a shadow mark; i.e.
I have done everything on the card, yet I do *not* have 20 power, and we're in the "check for
victory" step of the draw round - have I won?

A)

No. The things you mentioned are not victory conditions. So you have to reach 20 power with a
margin of 10 over any other player.

Growth in Chaos -

Your ambassador gains a shadow mark. The cost to play cards requiring
shadow marks is reduced by 1 per shadow mark you have. Rotate this agenda
to give a character +1 leadership per shadow mark for the rest of the turn.
Count each 2 SM's as 1 power

Q)

Does the Growth in Chaos card Shadow mark on Londo leave when the Agenda leaves?

A)

Yes. When you discard/replace an agenda that has a mark, a mark of that type is lost when the
agenda goes

Q)

Can Mordens discount for Shadow Marks be combined with Growth in Chaos?

A)

Yes.

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.

Q)

Are all faction's marks doubled or just the faction that played the agenda?

A)

ALL faction's marks are doubled.

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.

B)

If I capture a location can I rotate my Homeworld to gain an extra influence?

A)

No. You gained influence from the agenda, not the conflict.

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.
Q)

Do you have to set which ability you want boosted when you declare the conflict?

A)

Yes.

Q)

Does it have to be the same ability each conflict?

A)

No.

Q)

Can it boost an ability I do not have?

A)

Generic bonuses (and bonuses like this one) can be applied to any ability, even if it is 0, EXCEPT
for Psi. You must have Psi to gain Psi, except by using cards that give you Psi specifically (like the
Latent Telepath).

Knowledge is power - "Your ambassador gains +2 Intrigue. Apply 7 influence to initiate an Intrigue
Conflict. If you win by 5 you gain +1 influence and your target loses +1
influence. Your target may choose to discard an Inner Circle character to
negate the conflict."
Q)

Does the Ambassador gain 2 Intrigue for any conflict or only when an Intrigue conflict is initiated
through the agenda?

A)

You gain the intrigue for as long as the agenda is in play.

Q)

If I choose to discard an Inner circle character, when is it done? As an action during the Action
Round or as a triggered effect during conflict declaration?

A)

This should be done only during resolution. If successful, your options are 1) suffer the influence
loss (& gain for the initiator) or 2) discard an Inner Circle character.

Leading the races -

For every Destiny Mark your ambassador has, the cost for you to bring out
any character is reduced by 1. Count 1 power for each racial type (including
Neutral characters and Non-aligned) represented by a character in your Inner
Circle.

Q)

This agenda gives 1 power for each racial type in the Inner Circle. With Neutral characters, do Soul
Hunters and Dilgar(Jha'Dur) count as two separate racial types or just one i.e. Neutral?

A)

Neutral characters count as 1 race.

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."

Q)

Do I still gain power from this agenda if no one declares Military Conflicts?

A)

Yes.

Q)

If this card is Force Impaired and then the Forced Impairment is later removed do I still have all the
power previously accumulated on this agenda?

REV)

Yes, the counters will still be there.

Q)

If I replace this agenda what happens to the accumulated power?

A)

It is lost.

Q)

When does this agenda give the +1 power for a Military Conflict not resolving, before the Victory
check?

A)

Yes, at the end of the resolution round.

Never Again - Count each ready fleet you have with an unmodified Military greater than 4 as 1
power.
Q)

Will a fleet brought out of the deck for the turn by Quadrant 37 count toward power for Never again,
provided it has Mil. > 4?

A)

Yes.

Order above all -

Major Agenda. 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.

(See comments in Forced Evolution regarding major agendas)


Q)

It says I may transfer 1 influence per turn to the Vorlons. Is the card referring to transfer 1 of MY
influence per turn to the Vorlons? Or is it saying transfer 1 of SHADOW influence per turn to
Vorlons?

A)

Your influence, as an action.

Q)

"Any combination of players may apply influence equal to Vorlon Influence to negate this effect."
Does "this effect" refer to Rotating and purging 1 Vorlon Mark to cancel a conflict? Or does it mean
all players my apply influence (etc) to negate me from using Vorlon influence as power?

A)

Canceling a conflict.

Q)

If this effect is negated, does it mean that I can't use it on the next action round?

A)

No, it means the conflict isn't canceled.

Power Politics -

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.

Q)

If two or more players tied for highest when participating in Power Politics, does everyone who did
gain two influence?

A)

No one gains influence.

Q)

Does this conflict target any player?

A)

No, every player is a side. Whichever side has the most support gains 2 influence.

Revenge -

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.

Q)

If I capture a location can I rotate my Homeworld to gain an extra influence?

A)

No. You gained influence from the agenda, not the conflict.

Q)

What happens if the location opposes the conflict and another player attacks and neutralizes it?
Do I still get the influence?

A)

Yes. The location would be conquered during the Resolution Round, then discarded during the
Draw Round.

Rise of the Republic -

" Once per turn you may apply 15 diplomacy to increase any of your
tension values by 1."

Q)

When and how do I "apply 15 Diplomacy to".

A)

Rotate a character(s) to support the agenda (as if it were a conflict), as an action.

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.

Q)

Does playing this agenda give your ambassador a Doom mark?

A)

No, that mark just shows that a character can gain doom marks through this card's effects.

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."

Q)

If the Minbari have 4 Vorlon Marks and 10 influence. Does this agenda mean that the Minbari have
12 power and 10 influence or 12 power AND 12 influence?

A)

12 power and 10 influence.

Q)

Is this power gained permanently or just until the agenda is discarded/replaced ?

A)

If it says "count" then it is a variable amount that only is true while the agenda is in play.

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."

Q)

Support of the mighty, does this also relate characters not of your own race?

A)

Yes

Q)

If so is the reduction of 2 made before the normal doubling of cost?

A)

No, after.

Q)

So what should be higher than 6? The sum of all ability ratings, the highest, something else?

A)

Any individual ability rating. A character with 6 Diplomacy fulfills the conditions, as does a
character with 6 Intrigue or 6 Psi.

8.7 Events
A Final Statement -

Rotate a technomage. When this action round is supposed to end, you may
take one final action. The action round then ends.

Q)

Can this be any technomage or only one in my faction.

A)

It must be a technomage you control.

Chrysalis -

"Requires 2 Vorlon Marks and the Triluminary. Rotate Delenn. Replace Delenn
with Delenn transformed from your hand, and transfer her aftermaths and
enhancements."

Q)

What about Delenn transformed - the cards do not say she carries her marks over just aftermaths
and enhancements?

A)

If those aftermaths or enhancements yield marks, they now enhance the new card, as if they had
been played afresh on the character.

Q)

Are the marks on Delenn Transformed the initial ones plus the ones from the Triluminary or does
she gain additional marks in the transformation?

Q)

She has the marks on the new card plus any marks for things that transfer.

Competing Interests -

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).

Q)

If I play this event do I also lose Vorlon Marks.

A)

Yes.

Conflicting Desires - 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).
Q)

If I play this card do I also lose Shadow Marks?

A)

Yes.

Conflicting Loyalties -

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.
Q)

Do you have to pay the cost of the character in addition to the 10 influence you paid for Conflicting
Loyalties?

A)

Not on the turn you play the event.

Q)

Do you need to rotate an inner circle character as well as pay the influence cost of Conflicting
Loyalties.

A)

Sponsoring the character is an effect of the card. The 10 cost is all you pay this turn.

Contact with Vorlons - " Target character you control gains a Vorlon Mark."
Q)

Is the Vorlon mark permanently gained or just for the turn ?

A)

Permanent.

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.

Q)

As a result of this event, your fleet is neutralized, and one of the attacking fleets is also
neutralized. Can you now play Ramming to attack the 2nd fleet?

A)

Yes.

Defame Ambassador -

All of the target ambassador's abilities are halved. This effect expires
at the end of he turn.

Q)

Does this halving of ability also count towards enhancements or events played later in the turn?

A)

Whatever the total is in the resolution round, half it and then round in the ambassadors favor.

Destined to be -

Target one player. Choose a type of conflict, and won or lost. You may play
aftermath cards on the target player that match the selected condition during
this turn's resolution round.

Q)

Can Destined to Be be used to pay aftermaths that have restrictions in the their text. E.g. could I
use DtB to play aftermaths such as War Hero or the aftermath that lets me draw two cards per round
after winning a dip conflict by more than 10?

A)

All it lifts is the won/lost and conflict type restrictions all the other aftermath conditions still have to
be met. You cannot specify "won war conflict"...the war conflict aftermaths tend to be a bit more
extreme than the other military aftermath cards.

Destiny Fulfilled -

Q)

"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)."

When you pay the total of 11 eleven influence to make this event a permanent enhancement for
your ambassador does the ability bonus apply only to the ambassador or also to your other

characters (provided they have their own Destiny Marks)?


A)

It becomes a permanent enhancement for your ambassador (only).

Q)

Having paid for a permanent enhancement, can I play another copy just to gain the current turn
effects without the possibility of making it permanent?

A)

Sure, there's no restriction on duplicating events.

Q)

If my ambassador has no rating for an ability does this increase as well?

A)

Psi can only be increased from 0 by a card which specifically causes that effect. It does increase
all other abilities (just like the Assistant does).

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.
(See Lack of Subtlety)
Diplomatic Immunity -

"Target player's ambassador and ambassador's assistant cannot be


attacked this turn."

Q)

Would Diplomatic Immunity break a Psi Attack?

A)

Nope. It does not retroactively prevent you from being attacked. Also, the Psi Attack is not an
"attack" as per the rules, it is a conflict.

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.

Q)

Does the Vorlon opposition to the conflict increase and decrease in line with the Vorlon influence
during the round?

A)

No it is fixed at the time the event is played. When you play this card, first, apply an amount of
opposition to the conflict equal to the Vorlon's influence, then increase the Vorlon's influence by 1.

Emergency Military Aid -

For every 2 influence you apply when playing this card, apply 1
Military to support or oppose target conflict

Q)

Does this card actually have to assign Military points -to- something or can I just spend 20 Influence
to oppose an attack with 10 Military without any Fleet of my own involved?

A)

No, yes. The Influence cost provides the Military no other fleet is required.

Exploration -

"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."

Q)

Whether or not his leadership is applied, what is the fate of a character leading the fleet.

A)

Since the fleet is discarded without being neutralized, nothing happens to them.

(See the errata at the end of this document)

Hour of the Wolf -

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.

Q)

Can this card ready an Inner Circle character who has rotated to heal severe damage so that they
can rotate to heal a second time?

A)

Yes.

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.

Q)

Would you class a event that caused damage to a fleet as a card that modifies Military (cause
military to drop due to damage)? (say Hire Raiders)

A)

No.

Q)

What about: Defame Ambassador - Target ambassador's abilities are reduced by half until end of
turn. While it doesn't say Military or Leadership it can modify Leadership

A)

Yes. If it says it affects leadership or all abilities, you can have it.

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.

Q)

Does this reduce the total intrigue of a character to 1, including all modifiers already applied.

A)

Yes, but only up to the point when the event is played.

Q)

If a character who has had his ability reduced to 1 later has an event card played to increase it by
+2, does go it up or is it stuck at 1?

A)

Yes, the ability goes up.

Level the playing field - "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)"
Q)

Can a fleet apply their military to support a non military conflict ?

A)

Yes.

Q)

If yes, can characters add their leadership to these fleets ?

A)

Yes.

Q)

Then, can another factions fleets attack them, as they are now participant in the conflict?

Q)

Yes, using Military.

Q)

The same questions can also be asked the other way. Can a character use diplomacy (for instance)
during a military conflict ?

A)

Yes.

Q)

Can he then be attacked by a fleet with military ? Or can he be attacked by another character with
diplomacy ?

A)

Not with military only with diplomacy.

Q)

And, even where there are only characters, the question of which ability should be used to attack
a character using LTPF is still valid. Let's say a character uses its Psi rating in a diplomacy conflict.
He becomes participant in the conflict, but should he be attacked with Psi or with Diplomacy?

A)

Psi.

Q)

Can LTPF be used retroactively? From play: I had a character with Dip 5, Int 3 in an Intrigue
conflict. He had already rotated to declare that he would support in the resolution phase. I knew I
was going to lose by 2, so I played Level on him, so that he could apply his Diplomacy instead. Is
that legal?

A)

No. Timing in B5 is almost always X happens then Y happens. You cannot, by playing this card,
retroactively alter how you decided to participate in the conflict.

Q)

Can Level The Playing Field be placed upon another faction's character, to force them into
participating in a conflict on the board?

A)

It can be played on another faction's character. They MAY participate. (they are not forced to do
so).

Q)

In a conflict such as "Test their mettle", if a Level the playing field card is played does the target
card's highest ability get doubled as well since it is acting as Diplomacy for the purposes of the
conflict?

A)

No, It does not count as diplomacy, it merely allows another ability to be used.

Q)

Does LTPF actually rotate the character/fleet as it is played, or just allow the target to
support/oppose on a subsequent round?

A)

It allows the target to support or oppose on a subsequent action.

Q)

If I LtPF with a fleet that has a participation restriction (i.e. only conflicts that target you), does that
restriction still apply?

A)

Yes. LTPF only lifts the barrier to ability type within a given conflict.

Medical Assistance - Target a neutralized supporting character. Treat him as an Inner Circle
character until he is unneutralized.
Q)

If I use this card to heal a character, are they then a legal target for an aftermath that discards
neutralized inner circle characters?

A)

No, the intent of Medical Assistance is to tell you how he can be healed, it does not actually make
him an inner circle character in any way.

Meditation Q)

Draw 2 cards.

Can I play this on someone else to make them draw 2 cards?

A)

No. Since you aren't instructed to choose a target player, you must draw the cards yourself.

Misdirected Force -

Target any character. If that character has 2 or more marks of the same
type, purge one of those marks.

Q)

Does this include Strife Marks?

B)

Yes.

Q)

If a character has a strife mark from a weapon and a strife mark from an aftermath can he specify
which one is purged (he might later have the aftermath negated)?

A)

No. A character gains marks in various ways but if a source of marks is later discarded or negated
he would lose a mark for each mark it provided (if no marks of that type left to purge then he would
still be left with none - you cannot owe marks)

Q)

What if the target has 2 destiny marks, 2 Vorlon marks, and 2 strife marks? Does he lose 1 of
each?

A)

Yes.

Moral Quandary -

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.

Q)

If you play this on an ambassador, is it automatically negated for no influence cost because
ambassadors have no character cost?

A)

Correct.

Q)

If John Sheridan has replaced Sinclair for free, is there now a cost of 10 to negate?

A)

Yes.

Q)

Does Moral Quandary have to be played on a ready character?

A)

No. But it won't have any useful effect otherwise.

News of Galactic Import - No conflicts may be played next turn. News of Galactic Import cannot be
played next turn.
Q)

Text reads "No conflicts may be played next turn". Does this mean just conflict cards or does it also
apply to Agenda conflicts and war conflicts? If the latter, maybe the phrase "declared" would be
better than "played".

A)

All conflicts, including Agenda conflicts. True, declared may be a better word.

Not meant to Be -

Q)
REV)

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.

If an Accident is played on my character (highest ability of 1) then I NMTB it, does it become
un-neutralized?
No. Neutralization is a side effect of the damage and not a printed effect of the card.

Q)

Does it affect "Destiny Fulfilled" if I payed enough to make it an Enhancement?

A)

Yes.

Q)

What effect does it have on Meditation where I draw two cards?

A)

Replace the 2 drawn cards on the top of the deck.

Q)

If I play Not meant to be targeting an event which cost influence to play, does that player get the
influence back again?

A)

If the cost was in the printed test, yes. If it is printed in the lower right hand corner as an influence
cost, no.

Q)

If I play this card after Affirm Alliance does it mean that player now has to pay more influence for
having sponsored a character?

A)

No .Some other "undone" effects won't have an impact on gameplay, for example, if you remove
a discount which has already been used, you don't retroactively pay more influence, you just cannot
use the discount anymore.

Q)

If Forces Collide destroyed an enhancement, can Not Meant To Be bring the enhancement back?

A)

Yes.

Q)

Can Not Meant To Be reverse Lack of Subtlety or Diplomatic Blunder?

A)

Yes.

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.)

Q)

When a diplomacy conflict has been kept unresolved until next turn, can characters who have
already participated do so again on the next turn?

A)

Yes. Tally the results during resolution and use them as a base for going into the next turn.

Q)

If a character was readied by Shal Myan during the first turn would this stop them from participating
in the Diplomacy conflict in the second prolonged turn?

A)

No, they are forbidden from participating twice in the same conflict on the same turn. Being readied
at the start of the second turn removes that restriction.

Ramming -

Q)

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.

If someone plays Coordinated Fire and as a result, your fleet is neutralized, and one of the attacking
fleets is also neutralized. Can you now play Ramming to attack the 2nd fleet?

A)

Yes.

Rampage -

Target one of your characters or fleets that attacked this turn. The target attacks any
other participant in the same conflict.

Q)

Does the character attack all other characters who have participated, one other character, or
everyone from that point on who participates, until neutralized?

A)

Rampage takes one of your characters who has attacked (and is rotated in the process) and allows
him to attack one other participant in the 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.

Q)

Does that mean if a fleet has suffered damage, I can apply the modified military rating?

A)

Current military would include damage, yes.

Q)

If I used Shadow Strike to destroy the only fleet that opposed my conflict does that mean the conflict
was uncontested.

A)

If one of his fleets opposed the conflict, the conflict is considered to have been opposed, whether
or not that fleet survives the turn.

Short Term Goals - Purge a Destiny Mark. Gain +1 Influence.


Q)

Can you purge another player's destiny marks to gain influence?

A)

No. Purging the mark is a cost and costs must always be paid with your own resources.

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.

Q)

If a location participates in a conflict through Sortie, can my other fleets attack that location?

REV)

No. The location does not become a participant and therefore cannot be attacked.

Temporary Aid -

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.

Q)

If there are 3 Shadow marks in play and providing I have enough influence can I bring out any
number of shadow cards during the turn, providing each card requires a maximum of 3 shadow
marks or only a number of cards whose total shadow mark requirements are 3?

A)

Any number of Shadow cards, as long as none of them need more than 3 Shadow marks.

Q)

What happens if cards are played during the round that increases the number of marks in play?

A)

The maximum number of marks you can pay to ignore increases as well.

Q)

What happens if I play/sponsor a card that gives my faction a Shadow or Vorlon mark?

A)

You are no longer entitled to pay to ignore marks.

Trade Windfall -

Gain +1 influence if you are in a state of Free Trade with another race.

Q)

If Commerce Raiding is in play, can I still play Trade Windfall to gain an influence?

A)

You can always play Trade Windfall, however, you will gain no benefit if Commerce Raiding is in
play.

Q)

If Commerce Raiding is played do I lose influence I have already gained from Trade Windfalls?

A)

No only the influence gained from the initial Trade Pact.

Unrecognized Data -

Target a fleet. The target fleet cannot be attacked for the rest of the turn.

Q)

Can the fleet still attack another fleet with no fear of damage?

A)

He still takes damage if he attacks. This card does not modify damage application at all, it just
prevents other fleets from attacking a fleet that this event has been played on.

Q)

If I play this on my expeditionary fleet and then use it to attack another player, can I be counter
attacked by one of his other fleets?

A)

No. Unrecognized Data supercedes the Expeditionary Fleets text.

You are not ready - "Discard 1 conflict in play. It does not resolve."
Q)

Does this also discard agendas that create a conflict?

A)

It does not discard agendas. It can only be played on a conflict card and therefore, it cannot stop an
agenda conflict or a war conflict.

8.8 Conflicts
Q)

If a conflict says target a supporting character and that character gets promoted to the Inner circle
during the action round is it still a valid target for the original conflict?

A)

Yes.
Editor's note :- Once promoted to the Inner Circle, it would not be discarded, if neutralized. However
if the conflict stated that if successful the character should be discarded then it would have to go.

Q)

Am I right to assume that a military conflict that targets one of my locations does not target "me" for
the purpose of being able to use any of my fleets that are only able to participate in conflicts
targeting "me"?

A)

No, conflicts "targeting you" refer to your faction as a whole or in part. So, your homeworld fleet can
defend against conflicts targeting your homeworld (for example).

Q)

Are conflict cards supposed to be discarded once they have been used?

A)

Yes. The exception is where the conflict text states the card can be re-used (e.g. Crusade).

Q)

If a conflict says that only characters of my race may participate does this include neutral characters
since they are part of my faction?

A)

No.

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.

Q)

What happens if I play attacking pawns and target a supporting character who is promoted to inner
circle during the action round?

A)

It still discards the 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).
Q)

When playing this card do I have to rotate all the Inner Circle characters I wish to use at the same
time?

A)

Yes. I think "rotate while playing the card" is pretty clear...you rotate more than one character while
sponsoring the new card.

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."
Q)

Can you use Emergency Military Aid to support/oppose a Border Raid?

A)

One fleet per side is the limitation on participants...events that do not produce additional
participants are acceptable, so Emergency Military Aid can be played.

Q)

Can I use planetary defenses or Sortie to oppose Border Raid?

REV)

Yes. These effects do not cause the locations to become participants, so they are permitted.

Q)

Can I use my Expeditionary Fleet to attack, in addition to a fleet I have already committed to the
conflict?

A)

Yes, providing tensions are high enough to allow you to do it. It would not be counted as a participant
in the conflict.

Q)

Can I use Level the Playing Field and apply a characters Diplomacy or Intrigue?

A)

No.

Campaign for Support -

Q)

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.

If I win this conflict can I rotate my homeworld to gain an extra influence?

A)

Yes, but it will be a temporary influence and subject to the same limitations as per the text of the
conflict.

Demonstrative Victory -

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
targeting their factions. This effect is negated for any player if his
homeworld is in play.

Q)

Does your Homeworld have to be in play at the time this resolves in order to negate it? Or can you
bring it into play later and negate the effect?

A)

No. You can bring it into play later to negate the effect.

Euphrates Treaty -

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.

Q)

Can I play Euphrates Treaty in a game where one or other of the two races (Narn or Centauri) is not
playing?

A)

Yes.

Q)

Does the +2 diplomacy gain include characters that have no Diplomacy?

A)

Yes, but not until the resolution round and they cannot participate if they have no Diplomacy.

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.

Q)

If I have Finish the War in play, and I get the tension to 5, then I am at war with the Humans.

REV)

No. You may declare war conflicts, but a state of war does not exist.

Forced Impairment -

"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."

Q)

Presumably this can be used to negate an agenda.

A)

Yes.

Q)

Can it target a hidden agenda?

A)

No, the agenda would have to be revealed first.

Q)

When played on an Ambassador would this make him lose his rank, and open to such cards as
Sleeper Personality, or lose his B5 vote?

A)

Even if he lost the "Starting Ambassador" ability, he's still your ambassador. Delenn Transformed

and John Sheridan do not say "ambassador", but can be played as such. Therefore, the effect text
has no effect on a card's Ambassador status.
Q)

When played on a location will it allow you to attack with its Military?

A)

No. The restriction printed on the cards is a reminder of the restriction printed in the rulebook.
Blanking the card does not lift the restriction.

Q)

Can it keep Jason Ironheart in play?

A)

Yes, with a 10 Psi.

Q)

When it cancels the effect text of a character, does it also cancels all the marks on that character?

A)

No.

Free the Souls -

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.

Q)

Can this be played even if no Soul Hunter is in play?

A)

Yes, it can be played.

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.
Q)

In the Gunboat Diplomacy Military Conflict card: Does the initiator lose 1 Influence if (s)he loses the
conflict?

A)

Yes; 2 influence if they lose it by 10 or more

Limited Strike - "Target a player with whom you have a tension of 3 or higher."
Q)

Can Homeworld be used to oppose Limited Strike?

A)

No.

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."

Q)

What happen if a second person plays and wins this conflict?

A)

Remove the effects of the older Non-Aligned Support.

Parliament of Dreams -

B)

If successful B5 gains +1 Influence. For each 10 points by which it


succeeds characters and fleets cannot attack for 1 turn.

If this is won by 20 does this stop attacks etc. for *2* turns?

A)

Yes.

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."

Q)

Would Diplomatic Immunity break a Psi Attack?

A)

Nope. It does not retroactively prevent you from being attacked. Also, the Psi Attack is not an
"attack" as per the rules, it is a conflict.

Rally the People -

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.

Q)

Can I use Level the Playing Field on a fleet to join in this conflict to gain even more influence?

A)

No, only characters may participate. (The restriction is not just the ability, but also that it must be
a character and of your race).

Reverse Engineering -

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).

Q)

Can 'Reverse Engineering' copy a Unique or Limited Enhancement?

A)

No. As only one copy may be in play at a time, and Reverse Engineering creates a copy (during
resolution), that copy may not enter play.

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."

Q)

Can the target fleet participate in another conflict (i.e. it is not rotated as an effect of this card)?

A)

Yes.

Sabre Rattling -

"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 towards all
players who supported the conflict by 1. If fail, target gains +1 influence."

Q)

Can you target yourself with Sabre Rattling?

A)

No.

Shadow Assault -

Q)

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.

Can someone please elaborate on how this 'war' is structured? Does it act as another conflict next

round?
A)

When you succeed at Shadow Assault, you may either discard the location, or rotate one additional
fleet to capture the location and start a war (as if you had played Declaration of War).

Q)

If the Shadow Assault conflict is successful can I rotate a fleet that can only participate in conflicts
targeting me to capture the location and start the war?

A)

No, the fleet must be eligible to participate.

Sleeper Personality -

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.

Q)

If I have a Vorlon mark in my faction and I target a character with a Shadow Mark (Morden) what
happens if I win both conflicts?

A)

The rule is, if you have Vorlon marks, any effect which would attach a shadow mark to a character
in your faction is ignored. The effect in question is the sleeper personality conflict; so you'll have
to ignore the take over the character effect, and be limited to the demotion effect.

Q)

For aftermath purposes, is Sleeper Personality treated as 2 separate conflicts (PSI & Intrigue) or
just one (an unnamed conflict)?

A)

The card initiates 2 separate conflicts, and aftermaths are played separately for each.

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.

Q)

Does this conflict automatically rotate the target Location in opposition?

A)

No.

Q)

May the target Location also use its Military to oppose the Conflict if Special Ops is played?

A)

Yes.

Statement of Position -

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.

Q)

Can this conflict target a hidden agenda?

A)

Yes.

The Great Machine -

Unique. Initiates both a Diplomacy and Military conflict. Any player may
be supported. If one player has the highest total in both he gains +3 influ
& B5 gains +3. The 1st player to discard a ready Inner circle char generates
+5 dip support for his side.

Q)

Does Great Machine count as a military conflict as well as a diplomatic conflict? It's identified as
just a Conflict. I'm wondering if I can use it to cancel Maintain The Peace's power.

A)

It initiates both conflict types, yes.

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.

Q)

If I succeed in a Trade Pact conflict, can I rotate my Homeworld to gain the additional +1 influence?

A)

No, the influence comes from the state of Free Trade, not the conflict.

8.9

Aftermaths

Q)

Can an aftermath be played on a neutralized character?

A)

Yes.

Approval of the Grey -

Target one of your supporting characters who is a Grey Council member.


Promote that character to the Inner Circle.

Q)

Assuming that a faction is eligible to have this Aftermath card played on it, can the Aftermath only
be played on cards that took part in the conflict or can it be played on any card of that faction?
Example: Say Minbari initiated a diplomacy conflict, and Delenn support the conflict but Hedron
did not. The Minbari won the conflict. Now can Hedron be promoted?

A)

Yes. The supporting refers to the fact that they are not Inner Circle and not that they were
supporting the conflict.

Diplomatic Advantage - 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.
Q)

Can I choose not to draw an extra card from Diplomatic Advantage?

A)

Yes. May gives you the choice.

Harvest Souls -

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.)

Q)

Does this mean supporting as in supported the conflict, or supporting as in not inner circle?

A)

Not inner circle. Otherwise, it would say "who supported the conflict".

Personal Sacrifice - Target your participant ambassador. However, apply +2 diplomacy when your
ambassador supports a conflict (this is not an ability increase).
Q)

What does it mean by "apply +2 Diplomacy when your ambassador supports a conflict"? Does it
mean that I have to rotate characters with total diplomacy rating of equal or greater than 2 when
my ambassador rotates to support a conflict?

A)

No, it means you get a bonus of +2 diplomacy support if your ambassador uses diplomacy to

support a conflict.
Racial Hatred -

" Player must discard all characters he has in play who are not loyal to his
ambassador's race, and may not sponsor any more."

Q)

Can you play Racial Hatred if the target player does not have any disloyal characters (as a means
to stop him playing any in the future)?

A)

Yes, though his unrest must still be 4 or higher.

Refugees - Play after a war conflict. Target player loses 1 influence and Babylon 5 gains 1
influence. (Discard this aftermath after play.)

Q)

Is the "Refugees" card a way of "punishing" the winner of a military conflict?

A)

Yes.

Renowned Victory - 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.
Q)

In order to be eligible for this aftermath, do you have to initiate the attacks yourself, or can you
play it if you are attacked?

A)

The "with attacks" implies that you make the attacks, yes.

Q)

I don't understand what 5 Military strength of fleets mean. is it a fleet with a military ability of 5; 5
fleets; something else?

A)

Any number of fleets whose military ratings, when added together, equal 5 or more.

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.)
Q)

Can this cause a Grey Council member who was promoted using the aftermath Approval of the
Grey, to be demoted from the Inner Circle?

A)

I'd say, approval can come and go, so if the aftermath is discarded, the character is demoted.

Secondary Experience - 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.
Q)

If I have a character with a Diplomacy of 5 and an intrigue of 4 and I play an event which gives the
character +2 Intrigue, can I now play Secondary Experience and increase my Diplomacy since it
is not currently his highest ability?

A)

Yes.

Q)

If a character leads a fleet can his Leadership be boosted with this card, if it is not his highest
ability?

A)

Yes.

Errata

1)
2)

Fast Learner: Replace ability with printed ability.


Exploration: Replace both instances of Military with printed Military.

Official Rules Clarifications -- again these may differ from previously posted rulings:
Sustaining can only be done if:
1. There was no cost for the action to be sustained other than rotating the card in question.
2. All necessary requirements for the initiator and the target are still fulfilled.
3. The action being sustained increases an ability of a character or fleet. Also, there is no end of turn gap
in the effect. Any ability that is being aided is continuously aided, even if the card providing the aid has the
phrase "until the end of the turn" on it.
Replacing:
The term "replacing" used in reference to agendas is completely unrelated to replacing characters, which
is the definition in the Glossary.
If a Limited character is replaced, NO copy of that character may come in to play ever again (treat the
character as if it had become Unique).
If a Multiple character is replaced, that copy leaves play, but no other copy of the card is affected.

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