Cards which require a Shadow Marks


Aiding the Shadows
Common Event
Requires 1 Shadow Mark to play. Apply any amount of influence. For each 2 Influence you apply, the Shadows gain +1 Influence until the end of the turn. This bonus does not count toward starting the Shadow War or any victory condition.
"Emperor Cartagia is insane. He's made a deal with these... Shadows, allowing them a base here in belief they will grant him godhood, like the emperors of old." Londo Mollari to Vir

Print Run: The Shadows



Anna Sheridan
Rare Shadow CharacterCost: 3
Intrigue: 2Requires 3 Shadow Marks to sponsor. Anna Sheridan can only lead Shadow fleets. Rotate Anna Sheridan and target any Sheridan character. While she remains rotated, treat all but one of the target character's Destiny Marks as Doom Marks.
Leadership: 3
[Shadow Mark]
How would you know if the soul of someone you loved had been replaced with something... alien? If you loved them enough, you would know.

Print Run: The Great War



Blind the Watchers
Uncommon Intrigue Conflict
Requires 1 Shadow Mark to initiate. Military may be used in this conflict. Target a Ranger character, group or fleet. If successful, discard the target if it is a group or neutralize the target card if it is not a group.
The rangers have been charged with watching for signs of Shadow activity. But rangers are only individuals, and individuals can be ... neutralized.

Print Run: The Great War



Bureaucratic Controls
Promotional Faction EnhancementCost: 6
Requires 1 Shadow Mark. Target faction cannot perform a build influence action if its influence is 9 or higher (rather than 10).
"Earthdome Chief of Staff bill Harris announced that a new alien race, only recently detected may pose a significant threat to planetary security. "When asked what was being done to counter this threat Harris said only that extreme measures may be required."

Print Run: The Shadows



Change of Direction
Rare EventCost: 5
Requires 4 Shadow Marks to play. Target a player with unrest of 3 or higher. He must reveal his current hand to you. If he currently has an agenda in play, and has a legal replacement in his hand, you may replace it for him. If he does not have an agenda in play, you may play any legal agenda in his hand for him.
"Mr. Morden and his associates worry me. After the Narns were defeated I took steps to put some distance between us. I have a feeling he and his associates are carving a great dark hole in the middle of the universe and when they go down, they will take anyone nearby with them."

Print Run: The Shadows



Chaos Reigns
Common EventCost: 1
Requires 2 Shadow Marks to play. Shuffle your hand into your deck. Draw a new hand of cards, equal in size to the number of Shadow Marks you have. All other players with Shadow Marks may do the same.
The Shadows use an interesting battle strategy. Attacks apparently occur at random, with no pattern or purpose. The real intent is to drive survivors and refugees into one sector where the final killing blow can be dealt.

Print Run: Premiere Edition



Confusion in Chaos
Common Event
Requires 2 Shadow Marks to play. The action round ends. Apply any amount of influence when played. When played, any player may apply more influence than you applied to continue the round.
During the last great war 1,000 years ago, the Shadows buried their ships throughout the galaxy so they could be recalled when needed. If these ships are resurrected, they could pose a threat or even fall into the hands of an unintended third party.

Print Run: Premiere Edition



Falsified Orders
Common Event
Requires 1 Shadow Mark to play. Rotate a character you control with Intrigue greater than 0. Rotate any fleet with less Military than your character's Intrigue for no effect.
Accuracy is everything in battle. Getting to the right place is useless if your are present at the wrong moment. Punctuality is irrelevant if you are out of position. Deception is as much a weapon of war as PPGs or torpedoes.

Print Run: The Great War



Feast of Strife
Uncommon Agenda
Requires 1 Shadow Mark to sponsor. Rotate this agenda and apply 10 influence to cause any race with a tension of 5 toward another race to declare war against that race. Each turn another player has 10 or more of his printed Military neutralized due to attacks, put 1 chaos token on this card. Count the chaos tokens on this card as power. Every player at war may initiated an additional war conflict each turn.
"On dark, deserted worlds, where there should be no life, where no living thing has walked in over one thousand years, something was moving, gathering its forces, quietly, quietly hoping to go unnoticed." - G'Kar

Print Run: The Great War



Force the Issue
Common EventCost: 6
Requires 1 Shadow Mark to play. Target any player. On the next turn, he must initiate a conflict or lose 1 influence.
Survival requires an ability to adapt and the talent to make a quick reaction.When caught off guard, one must strike back or lose ground.

Print Run: The Shadows



Forced Evolution
Rare Major Agenda
Requires 5 Shadow marks. Count the Shadow's influence minus the Vorlon's influence as power. You may transfer 1 influence per turn to the Shadows. Rotate agenda and apply target fleet's influence cost to neutralize 1 fleet with Military less than Shadow influence; purge 1 Shadow Mark from your faction.
"It's really simple. "You bring two sides together. The fight. A lot of them die. But those who survive are stronger, smarter and better." - Justin

Print Run: Premiere Edition



Forces Collide
Rare Event
Requires 3 Shadow Marks to play. Target one enhancement. Apply influence equal to the cost of the enhancement, plus 1 per Vorlon Mark required to play the card. Discard the enhancement.
shadow technology has never been seen before by the Earth Alliance. EarthForce warships are no match for a Shadow capital ship. Only a commanding officer with cunning , guile, or with overwhelming forces can destroy one of these craft.

Print Run: Premiere Edition



Fray at the Edges
Rare EventCost: 8
Requires 4 Shadow Marks to play. All players skip the Ready round next turn. (Cards which can sustain must sustain.)
"This is where it begins to go badly for all of us." - Londo Mollari

Print Run: The Great War



G'Kar Forsaken
Diplomacy: 4 Rare Narn Character
Intrigue: 4Must replace G'Kar if he has a Shadow Mark, transferring all attached cards and marks. If he attacks and neutralizes a non-ambassador Shadow Character or a Neutral Character who has a Shadow Mark, that character immediately unneutralizes and becomes a supporting character for your faction. You may not control or play any other card with "G'Quan" in its title or effect text.
Leadership: 4
[Doom Mark]
"And then what?" "I don't know....I don't know that it matters." If G'Kar had answered Mr. Morden otherwise, the future of his people could have been very different indeed.

Print Run:



Gather Rebels
Rare Agenda
Requires 2 Shadow Marks to play. Your Ambassador gains a Shadow Mark. Count each Disaffected character you control as 1 power. Disaffected characters in your Inner Circle may sponsor the First and Second Battle Fleets from their races at normal cost. Disaffected sponsoring bonuses also apply toward promoting for you.
[Shadow Mark]
One never knows from where help will come. Often those who do not agree with their own government's policies make the best allies.

Print Run: The Shadows



Hidden Corruption
Rare EventCost: 5
Requires 1 Shadow Mark to play. Target a player. The target player must discard a group from his hand. If he cannot discard a group, he must show you his hand.
It was Sinclair and Garibaldi who first discovered a link between Psi Corps and the Shadows. The extent of that link is not fully known even now.

Print Run: The Shadows



In Chaos, Uncertainty
Rare EventCost: 8
Requires 2 Shadow Mark to play. Ignore Won and Lost requirements for all Aftermaths during the resolution round this turn.
The populations of all the major powers and the Babylon 5 station watched the unfolding war with the Shadows in great doubt. This uncertainty often caused a change in the usual routine of life.

Print Run: The Shadows



Justin
Diplomacy: 5 Rare Shadow CharacterCost: 6
Intrigue: 8Requires 8 Shadow Marks to sponsor. Lost Aftermaths cannot be played on conflicts you initiated. Rotate Justin and target any character you control. Apply 5 influence per Shadow Mark on that character. The target character gains a number of Shadow Marks equal to his current number of Shadow marks.
[Shadow Mark] [Shadow Mark] [Shadow Mark]
"Who draws up the borders, controls the currency, handles all the decisions that happen transparantly around us? I'm with them... same group, different department." - Justin

Print Run: The Great War



Knowledge of Shadows
Common EventCost: 1
Requires 1 Shadow Mark to play. Go through your deck and select 1 event card of your choice which directly modifies Military or Leadership. Show it to your opponent, then put it in your hand. Shuffle your deck.
The Shadows are rarely seen, as they have the ability to cloak themselves in visible light. They instead use agents, "associates", and may communicate through the use of data crystals.

Print Run: Deluxe Edition



Lost in Shadows
Rare EventCost: 6
Requires 1 Shadow Mark to play. Target a player. The target player must discard a fleet from his hand. If he cannot discard a fleet, he must show you his hand.
The Shadows have a knack for making things disappear in the darkness of space.

Print Run: The Shadows



Morden
Diplomacy: 2 Rare Neutral CharacterCost: 8
Intrigue: 3Requires 3 Shadow Marks to sponsor. Morden gains +1 Intrigue for each Shadow Mark he has. Rotate Morden to reduce the cost of any card providing or requiring Shadow Marks by the number of Shadow Marks he has (minimum cost 0).
[Shadow Mark] [Shadow Mark] [Shadow Mark]
Morden was a worker aboard the interplanetary survey expedition ship Icarus when it discovered Z'ha'dum. The crew awakened the shadows. Those who did not agree to serve were killed.

Print Run: Premiere Edition



Nanotech Plague
Uncommon Military Conflict
Irrevocable. Requires 5 Shadow Marks. Apply 11 influence and target another player. Aftermaths cannot be played at resolution of this conflict. If successful: gain +2 influence, the target must neutralize one of his characters and one of his fleets (if possible), this conflict returns to your hand, and you may target the same player with it next turn, for free, with no requirements, as an additional conflict. If you win this conflict 5 times against the same player, he is eliminated from the game. If unsuccessful, remove this card from the game.

Print Run:



On All Fronts
Rare Military Conflict
Requires 3 Shadow Marks to initiate. If successful, gain +1 influence and all other factions lose 1 influence. The Shadows gain +1 influence for each 10 by which this conflict is successful.
"We need your government to continue its campaign." - Morden speaks to Londo Mollari

Print Run: The Great War



Opportunity for Chaos
Rare EventCost: 1
Requires 5 Shadow marks to play. All players may initiate any number of conflicts on the next turn. Each player may only initiate one conflict from each source that is not a conflict card.
"The Shadows were old when even the ancients were young. They battled each other over and over across a million years." - Delenn

Print Run: The Great War



Perpetual Conflict
Rare Intrigue Conflict
Requires 2 Shadow Marks to initiate. If successful, this conflict becomes a faction enhancement for you. While at war, this enhancement allows you to initiate an additional war conflict on any turn you initiate a conflict from a conflict card.
The war of information is just as vital as the war among ships. Those with additional knowledge can attack vital locations, and know how to position their forces to most successfully defend against aggression.

Print Run: The Great War



Precision Strike
Uncommon Intrigue Conflict
Requires 3 Shadow Marks to play. Target one player. If successful, look at one player's hand and, for each 5 points by which this conflict succeeded, discard one card of your choice.
"They never miss." - Delenn

Print Run: Premiere Edition



Puppeteer
Rare Event
Requires 7 Shadow Marks to play. Target an opponent's Ready non-Ambassador character. Apply influence equal to the target's influence cost. Rotate the character and cause the character to act as if he were your character.
"That's how they play the game, isn't it? Whispers in the dark and a knife in the back." Trakis

Print Run: The Shadows



Seeds of Anarchy
Uncommon Intrigue Conflict
Requires 2 Shadow Mark to initiate. Any player may be supported in this conflict. All players besides the single player with the highest total lose 2 Influence.
Anarchy is a formidable weapon of the Shadows. As the Vorlons strive to bring order, so do the Shadows spread chaos, destroying the faith and loyalties of those who are their targets.

Print Run: The Shadows



Senator Young
Diplomacy: 4 Rare Human CharacterCost: 10
Intrigue: 4If anyone plays an event which requires Shadow Marks that targets your faction, you may purge a Shadow Mark from Senator Young to negate the event.
[Shadow Mark]
Through the machinations of Senator Young, information about the Shadow ships was kept from EarthForce and an escalation of Psi Corps plans for Earth came to fruition.

Print Run: The Shadows



Severed Ties
Uncommon Intrigue Conflict
Requires 3 Shadow Marks to initiate. Target any two factions. For each 5 by which this conflict succeeds, you may end one non-war state in effect between the two factions.
Knowledge, of the trugh, of the universe, of one's friends and foes provides strategic advantage. This can be parlayed into raw power... or applied to a more practical end.

Print Run: The Great War



Shadow Assault
Uncommon Military Conflict
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.
The Shadow capital ships are the primary offensive weapon of their dark fleet. They are operated by a sentient being wired as a central processor into its core.

Print Run: Deluxe Edition



Shadow Base
Uncommon Location EnhancementCost: 5
Requires 3 Shadow Marks to sponsor. Target one of your locations. The target location gains a Shadow Mark (which applies to your faction total) and gains +10 Military.
[Shadow Mark]
"Prophecy is a guess that comes true. When it doesn't, it's a metaphor."

Print Run: The Great War



Shadow Cloud
Rare Military Conflict
Limited. Irrevocable. Requires 1 Shadow Mark to initiate, and the Shadow War must be in effect. Each turn, the Shadow Cloud targets the location with the lowest Military in the faction with the most Vorlon Marks, or (if none), in any faction with no Shadow Marks. This conflict has automatic support equal to 75 plus Shadow influence. If successful, remove the target location from the game, and this conflict is automatically reinitiated next turn (as an additional conflict). If unsuccessful, the Shadows lose one quarter of their influence.

Print Run: The Great War



Shadow Contact
Promotional Neutral CharacterCost: 7
Intrigue: 4Requires 1 Shadow Mark to play. Any card requiring Vorlon Marks requires 1 additional mark to play while Shadow Contact is ready. If a card requiring Vorlon Marks is played, rotate Shadow Contact.
[Shadow Mark]
"A friend of Mr. Morden?" "Very likely. I do not like the sound of this. No, I do not like the sound of this at all." - Londo replies to Vir

Print Run: The Shadows



Shadow Implants
Rare Character Enhancement
Requires 3 Shadow Marks to sponsor. Target a character you control. The target character is now loyal to the Shadows. The target character gains a Shadow Mark. If the target character has Psi above 0, any Shadow fleet he leads is immune to effects generated by Psi abilities, and opposing fleets gain no benefit during attacks from Psi.
[Shadow Mark]
Rather than attempt to shield their ships from telepathic control, the Shadows seek to use telepathic beings as their central processors, ensuring that any telepathic assault could be blocked.

Print Run: The Great War



Shadow Medallion
Rare Character EnhancementCost: 6
Requires 2 Shadow Marks to play. Reduce your cost to play any card which requires Shadow Marks by 1. You may discard this enhancement to go through your deck and select a card which requires Shadow Marks. Place that card in your hand then shuffle your deck.
The Shadows have minions of many races. They mark each other by the medallion of chaos.

Print Run: The Shadows



Shadow Retribution
Rare Won Aftermath
Requires 1 Shadow Mark to play. Play on a conflict supported by a character with a Vorlon Mark. The Vorlons lose 2 Influence. (Discard this aftermath after play.)
"This used to be a colony that was supporting the Vorlons... There were two million sentients on that planet. They're all dead now." Ivanova to Sheridan

Print Run: The Shadows



Shadow Ship
Uncommon Shadow FleetCost: 8
Multiple. Any player with 3 Shadow Marks may sponsor this fleet at normal cost if a Z'ha'dum location is in play. This fleet cannot be led or targeted by a non-Shadow enhancement. This fleet ignores the first 2 points of damage suffered in any attack. Rotate to add this fleet's Military to any other Shadow Fleet in play. This fleet is neutralized if the fleet it is aiding is neutralized.
Military: 5
"It was jet black, a shade of black so deep your eye just kind of slides off it. And it shimmered when you looked at it. A spider, big as death and twice as ugly. And when it flies past, it's like you hear a scream in your mind."

Print Run: The Shadows



Shadow Strike Fleet
Rare Shadow FleetCost: 10
Any player with 4 or more Shadow Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 3 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow Marks, to attack, or to repair.
Military: 20
[Strife Mark]
They came to our world over a thousand of your years ago. They took little interest in us. G'Quan believed they were engaged in a war far outside our own world.

Print Run: The Great War



Shadow Strike
Uncommon Event
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.
The Shadows long-range military strategy is to set the lesser powers against each other. If they ally with the Shadows and set upon their neighbours, then perhaps the Shadows will leave them alone. History has shown this to be a foolish assumption.

Print Run: Deluxe Edition



Shadow War Fleet
Rare Shadow FleetCost: 13
Any player with 6 or more Shadow marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 4 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow marks, to attack, or to repair..
Military: 25
[Strife Mark] [Strife Mark]
"The oldest of the ancients are the Shadows. We have no other name for them." - Delenn

Print Run: The Great War



Spread Unrest
Rare EventCost: 5
Requires 3 Shadow Marks to play. Target all players who do not have any Shadow or Vorlon Marks. Their unrest increases by an amount equal to Shadow Influence divided by 10 (.5 rounds up).
"We've got mass riots all over the place." Ivanova to Sheridan

Print Run: The Shadows



Stolen Spoils
Rare Won Participant Aftermath
Requires 2 Shadow Marks to play. If your faction provided more support to a conflict than the initiator's faction, reverse all Influence gains for the initiator from the conflict; you gain this Influence instead. (Discard this aftermath after play.)
The various governments of Babylon 5 are similar to cultures from our own history. Those who master the intricate pattern of these governments can often gain advantage from the plans of others.

Print Run: The Shadows



Sworn to Shadows
Rare Character EnhancementCost: 5
Target a non-Ambassador character with at least 1 Shadow Mark. The character gains a Shadow Mark and gains +2 Intrigue. If any player has more Shadow Marks in his faction than the character's faction, that player may cause the character to act as if he were in the player's faction.
[Shadow Mark]
One who serves the Shadows faithfully is open to manipulation by any of their minions.

Print Run: The Shadows



The Long Night
Common Won Aftermath
Target one of your characters who supported the conflict who has a Shadow Mark. The Shadows gain +1 Influence. The character gains a Shadow Mark.
"It wasn't the Humans... the Centauri don't have the will... the Vorlons don't care... the Minbari wouldn't do it... the other worlds aren't powerful enough for a strike like this... There's someone else out there, Na'Toth." G'Kar to Na'Toth

Print Run: The Shadows



To the Victor
Rare Won Participant Aftermath
Requires 3 Shadow Mark to play. If your faction provided more support to a conflict than the initiator's faction, reverse all non-Influence benefits the initiator gained; you gain these benefits instead. (Discard this aftermath after play.)
Those who walk with the Shadows are cunning and can often gain a subtle advantage from the victories of others.

Print Run: The Shadows



Unheralded Losses
Rare EventCost: 6
Requires 1 Shadow Mark to play. Target a player. The target player must discard a character from his hand. If he cannot discard a character, he must show you his hand.
In the Shadow War, as in any war, many must sacrifice themselves for the sake of their cause and comrades.

Print Run: The Shadows



Victory
Rare Babylon 5 FleetCost: 7
ISA. Any ISA member may sponsor this fleet at normal cost. Victory has +3 damage resistance during attacks involving a Drakh, Shadow, or Vorlon Fleet. As an action, the ambassador of an ISA faction may rotate to remove up to 5 damage from Victory. Victory applies +7 opposition at resolution if opposing a conflict that requires Vorlon or Shadow Marks, or that can only be initiated by a Drakh faction.
Military: 5
"Outstanding." - Leonard Anderson

Print Run:



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