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(1) Cardassian Phaser Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(0) Apprehended
 
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Assault. Capture. Maneuver. Plays in your core. Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
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(1) Awaiting Trial
 
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Punishment. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, if you have a captive, you may draw a card.
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(2) Brief Reunion
 
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To play this event, you must command Cardassia Prime. Download a unique personnel, then place him or her on your Cardassia Prime. At the end of this turn, kill that personnel. Destroy this event.
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(2) Cardassian Protectorate
 
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Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three personnel. Plays in your core. When you spend 1 counter to draw a card, instead examine the top three cards of your deck, place one of them on this event, and take the other two into hand.
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(2) Caught in the Act
 
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Capture. Plays in your core. Order - Stop two of your personnel present together with an opponent's personnel at a non-headquarters mission to reveal the top card of that opponent's deck. If it is a personnel that opponent does not command, place him or her in your brig. (That opponent now commands him or her.) Otherwise, the opponent draws that card. You may do this only once each turn.
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(2) Conscription
 
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Download two Glinns, then place them on top of your deck in any order. Destroy this event.
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(4) High Command "Motivation"
 
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Plays in your core. At the start of each of your turns, you may kill one of your personnel to spend a number of additional counters that turn equal to that personnel's cost. If that personnel is unique, you may spend 1 more additional counter that turn.
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(2) Kotra
 
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To play this event, you must command three personnel. Plays in your core. When an opponent discards a personnel from the top of his or her deck during your turn, score 5 points. You may do this only once each turn.
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(3) Labor Camp
 
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Punishment. Plays on your planet mission. At the start of each of your turns, if your personnel is on this planet and you have a captive, score 10 points.
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(0) Observer from the Obsidian Order
 
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To play this event, you must command a personnel who has Leadership or Intelligence. Discard a card from hand to draw two cards. Destroy this event.
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(2) Political Leverage
 
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Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed ship. Place that personnel in your brig. That opponent may discard the top four cards of his or her deck to prevent this. Destroy this event.
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(2) Prison Compound
 
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Punishment. To play this event, you must command three personnel. Round the total number of icons on all your captives to the nearest multiple of 5. Score that number of points. Destroy this event.
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(2) Process Identification
 
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To play this event, you must command three personnel. Examine the top five cards of your deck. Take one of those cards into hand and place the others on the bottom of your deck in any order. Destroy this event.
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(3) Provoked Attack
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, you may name a skill and randomly select an opponent's personnel involved who has that skill to place in your brig.
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(3) Standard Cardassian Procedure
 
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Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
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(1) Staunch Determination
 
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Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
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(2) Taken Prisoner
 
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Assault. Capture. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
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(0) The Key to Victory
 
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Pah-wraith. Draw cards equal to the cost of an event in your core, then discard that number of cards from hand. Then, if you command three personnel, you may draw a card. Destroy this event.
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(1) The Pillage of Bajor
 
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To play this event, you must command three personnel. Examine the top three cards of your deck. Take two of those cards into hand and discard the other. Destroy this event.
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(3) Tribunal Sentencing
 
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Punishment. To play this event, you must command three personnel. Plays in your core. While you have an opponent's personnel in your brig, that opponent has 1 fewer counter to spend during each of his or her Play and Draw Cards segments.
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(0) Vast Resources
 
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Punishment. To play this event, you must command three personnel. Kill your captive to draw a number of cards equal to that captive's cost. Destroy this event.
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Arrest Order
 
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Capture. To play this interrupt, you must command a Security personnel equipped with a hand weapon at a non-headquarters mission. Order - Stop that personnel to randomly select an opponent's personnel present to place in your brig.
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Comfort Women
 
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When your Gul or Legate is attempting a mission, he or she gains one skill from your non- personnel at that mission. Also, each of your Guls and Legates involved is attributes +1. These effects last until the end of that mission attempt.
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Means of Control
 
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Punishment. To play this interrupt, you must have a captive. When your personnel is attempting a mission, he or she is attributes +2 and gains all skills from that captive until the end of this turn.
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Shared Delicacy
 
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Punishment. To play this interrupt, you must command three Guls and have a captive. Order - Reveal a random card from that captive's owner's hand. He or she chooses to discard that card or discard the top three cards of his or her deck.
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Shri-tal
 
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When your personnel is killed by a dilemma, you may draw cards equal to that personnel's cost.
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Swagger
 
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To play this interrupt, you must command three personnel. Order - Discard two cards from hand to destroy an event in an opponent's core that costs 3 or less.
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Well-Crafted Lure
 
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Capture. To play this interrupt, you must command a Law personnel at a non-headquarters mission. Order - Randomly select an opponent's non-unique personnel present. You may discard a number of cards from hand equal to that personnel's cost to place him or her in your brig.
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