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(2) Ferengi Computer
 
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When a personnel present is about to be stopped by a dilemma, you may place this equipment beneath your Ferenginar to prevent that.
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(1) Ferengi Whip
 
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Hand Weapon. When you play this equipment, place the top card of your deck beneath your Ferenginar. While in combat, each of your personnel present is Strength +1. While facing a dilemma, each Treachery personnel present is Strength +1.
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(0) Delicate Negotiations
 
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To play this event, you must command three personnel. Discard a card from hand to spend two additional counters this turn. Destroy this event.
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(9) Rule of Acquisition # 141
 
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Rule. Plays in your core. When you do not command three personnel, destroy this event. At the start of each of your turns, if this event is beneath your Ferenginar, you may exchange it with a Rule in your core.
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(3) Rule of Acquisition # 144
 
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Rule. To play this event, you must command three personnel. Plays in your core. While your personnel is facing a dilemma, you may take two cards from beneath your Ferenginar and place them in your discard pile to make that personnel gain any skill until the end of that dilemma.
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(2) Rule of Acquisition # 22
 
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Rule. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, you may discard three cards from hand to spend 3 additional counters this turn.
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(0) Rule of Acquisition # 27
 
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Rule. To play this event, you must command three personnel. Plays in your core. Order - Return a Rule to its owner's hand.
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(0) Rule of Acquisition # 6
 
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Rule. To play this event, you must command three personnel. Plays in your core. You cannot spend counters to draw cards. (You do not need to spend all your counters during each of your turns.) Order - Stop one of your personnel to draw a card.
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(2) Tongo: Confront
 
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Plays in your core. Order - Stop your personnel to make each player discard the top card of his or her deck. The owner of the discarded card that has the highest cost scores 5 points. (In the case of a tie, each tied player scores.) You may do this only once each turn.
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(0) Worth the Price
 
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To play this event, you must command two personnel. Destroy an event. The player who commands that event may draw cards equal to its cost. Destroy this event.
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Veiled Threat
 
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To play this interrupt, you must command three personnel. When your personnel is facing a dilemma, make him or her attributes +2 until the end of the mission attempt for each of these categories in which you have more than any of your opponents: cards in hand, events in core, and incomplete non-headquarters missions.
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