|
'downloading' - Fresh Tactic is the target
Fresh Tactic could be downloaded by the following cards:
|
Madred, Calculating Captor
|
(Reason: when you play this personnel download a Punishment card.)
|
|
Fresh Tactic
|
(Reason: during your order phase download a Punishment card if you command three Guls.)
|
'downloading' - Fresh Tactic is the reason
'downloading' - possible downloads by using Fresh Tactic:
1st function: during your order phase you may download a Capture card ,if you command three Guls
all affiliations cards (12):
|
(0) Apprehended
 
|
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.
|
|
(2) Caught in the Act
 
|
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.
|
|
(2) Political Leverage
 
|
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.
|
|
(3) Provoked Attack
 
|
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.
|
|
(3) Retaliation
 
|
Capture. Plays in your core. Order - Destroy this event and stop your three personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.
|
|
(3) Standard Cardassian Procedure
 
|
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.
|
|
(2) Taken Prisoner
 
|
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.
|
|
(4) The Enterprise Incident
 
|
Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
|
|
(3) Tribunal Sentencing
 
|
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.
|
|
Arrest Order
 
|
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.
|
|
Brainwashing
 
|
Capture. To play this interrupt, you must command three personnel. Order - Lose 5 points to reveal an opponent's hand. Choose a personnel that you do not command and place him or her on your headquarters mission. (You now command that personnel.)
|
|
Well-Crafted Lure
 
|
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.
|
Other cards (12):
|
(0) Apprehended
 
|
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.
|
|
(2) Caught in the Act
 
|
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.
|
|
(2) Political Leverage
 
|
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.
|
|
(3) Provoked Attack
 
|
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.
|
|
(3) Retaliation
 
|
Capture. Plays in your core. Order - Destroy this event and stop your three personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.
|
|
(3) Standard Cardassian Procedure
 
|
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.
|
|
(2) Taken Prisoner
 
|
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.
|
|
(4) The Enterprise Incident
 
|
Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
|
|
(3) Tribunal Sentencing
 
|
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.
|
|
Arrest Order
 
|
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.
|
|
Brainwashing
 
|
Capture. To play this interrupt, you must command three personnel. Order - Lose 5 points to reveal an opponent's hand. Choose a personnel that you do not command and place him or her on your headquarters mission. (You now command that personnel.)
|
|
Well-Crafted Lure
 
|
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.
|
2nd function: during your order phase you may download a Punishment card ,if you command three Guls
all affiliations cards (10):
|
(1) A Treasure Beyond Comparison
 
|
Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.
|
|
(1) Awaiting Trial
 
|
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.
|
|
(3) Labor Camp
 
|
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.
|
|
(1) Psychological Pressure
 
|
Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
|
|
(3) Tribunal Sentencing
 
|
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.
|
|
(0) Vast Resources
 
|
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.
|
|
Condition Captive
 
|
Punishment. Order - Place your captive on your headquarters mission. You now command that personnel.
|
|
Fresh Tactic
 
|
To play this interrupt, you must command three Guls. Order - Download a Capture or Punishment card.
|
|
Shared Delicacy
 
|
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.
|
|
Torture
 
|
Punishment. You may play only one copy of this interrupt each turn. Order - Choose one of your captives. Each of your Intelligence personnel gains that captive's skills until the end of your turn.
|
Other cards (10):
|
(1) A Treasure Beyond Comparison
 
|
Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.
|
|
(1) Awaiting Trial
 
|
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.
|
|
(3) Labor Camp
 
|
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.
|
|
(1) Psychological Pressure
 
|
Punishment. Plays in your core. When an opponent's personnel is facing a dilemma, if he or she has the same skill as any of your captives, that opponent must discard a card from hand to use that skill.
|
|
(3) Tribunal Sentencing
 
|
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.
|
|
(0) Vast Resources
 
|
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.
|
|
Condition Captive
 
|
Punishment. Order - Place your captive on your headquarters mission. You now command that personnel.
|
|
Fresh Tactic
 
|
To play this interrupt, you must command three Guls. Order - Download a Capture or Punishment card.
|
|
Shared Delicacy
 
|
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.
|
|
Torture
 
|
Punishment. You may play only one copy of this interrupt each turn. Order - Choose one of your captives. Each of your Intelligence personnel gains that captive's skills until the end of your turn.
|
|
  |