header
headerhomehomehomestrategyrulescardsheader
cards

'download' - Fresh Tactic

download

 

'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 all affiliations cards (12):

(0) Apprehended
EventNessesary Evil

Assault. Capture. Maneuver. Plays in your core.
Order - Lose 5 points and destroy this event to begin combat or an engagement involving your Affiliation Cardassian personnel. If you win, choose an opponent's personnel involved to place in your brig.

(2) Caught in the Act
EventNessesary Evil

Capture. Plays in your core.
Order - Stop two of your Affiliation Cardassian 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
EventEnergize

Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed Affiliation Cardassian 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
EventStrange New Worlds

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
EventEnergize

Capture. Plays in your core.
Order - Destroy this event and stop your three Marqui personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.

(3) Standard Cardassian Procedure
EventSecond Edition

Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Affiliation Cardassian ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.

(2) Taken Prisoner
EventSecond Edition

Assault. Capture. Plays in your core.
Order - Destroy this event to begin combat involving your Affiliation Cardassian personnel. If you win, randomly select an opponent's personnel involved to place in your brig.

(4) The Enterprise Incident
EventCall To Arms

Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Affiliation Romulan ship. Each of your ships at the same mission that has your Affiliation Romulan 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
EventReflections 2.0

Punishment. To play this event, you must command three Affiliation Cardassian 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
InterruptSecond Edition

Capture. To play this interrupt, you must command a Affiliation Cardassian 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
InterruptNessesary Evil

Capture. To play this interrupt, you must command three Affiliation Romulan 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
InterruptEnergize

Capture. To play this interrupt, you must command a Affiliation Cardassian 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
EventNessesary Evil

Assault. Capture. Maneuver. Plays in your core.
Order - Lose 5 points and destroy this event to begin combat or an engagement involving your Affiliation Cardassian personnel. If you win, choose an opponent's personnel involved to place in your brig.

(2) Caught in the Act
EventNessesary Evil

Capture. Plays in your core.
Order - Stop two of your Affiliation Cardassian 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
EventEnergize

Capture. Choose an opponent's personnel aboard a ship at the same mission as your staffed Affiliation Cardassian 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
EventStrange New Worlds

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
EventEnergize

Capture. Plays in your core.
Order - Destroy this event and stop your three Marqui personnel present together at a non-headquarters mission to place an opponent's personnel present in your brig.

(3) Standard Cardassian Procedure
EventSecond Edition

Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Affiliation Cardassian ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.

(2) Taken Prisoner
EventSecond Edition

Assault. Capture. Plays in your core.
Order - Destroy this event to begin combat involving your Affiliation Cardassian personnel. If you win, randomly select an opponent's personnel involved to place in your brig.

(4) The Enterprise Incident
EventCall To Arms

Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Affiliation Romulan ship. Each of your ships at the same mission that has your Affiliation Romulan 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
EventReflections 2.0

Punishment. To play this event, you must command three Affiliation Cardassian 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
InterruptSecond Edition

Capture. To play this interrupt, you must command a Affiliation Cardassian 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
InterruptNessesary Evil

Capture. To play this interrupt, you must command three Affiliation Romulan 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
InterruptEnergize

Capture. To play this interrupt, you must command a Affiliation Cardassian 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 all affiliations cards (10):

(1) A Treasure Beyond Comparison
EventSecond Edition

Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.

(1) Awaiting Trial
EventSecond Edition

Punishment. To play this event, you must command three Affiliation Cardassian 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
EventSecond Edition

Punishment. Plays on your planet mission. At the start of each of your turns, if your Affiliation Cardassian personnel is on this planet and you have a captive, score 10 points.

(1) Psychological Pressure
EventCall To Arms

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
EventReflections 2.0

Punishment. To play this event, you must command three Affiliation Cardassian 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
EventEnergize

Punishment. To play this event, you must command three Affiliation Cardassian personnel. Kill your captive to draw a number of cards equal to that captive's cost. Destroy this event.

Condition Captive
InterruptSecond Edition

Punishment.
Order - Place your captive on your headquarters mission. You now command that personnel.

Fresh Tactic
InterruptEnergize

To play this interrupt, you must command three Guls.
Order - Download a Capture or Punishment card.

Shared Delicacy
InterruptEnergize

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
InterruptSecond Edition

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
EventSecond Edition

Punishment. Plays in your core. When you place an opponent's personnel in your brig, you may draw a card.

(1) Awaiting Trial
EventSecond Edition

Punishment. To play this event, you must command three Affiliation Cardassian 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
EventSecond Edition

Punishment. Plays on your planet mission. At the start of each of your turns, if your Affiliation Cardassian personnel is on this planet and you have a captive, score 10 points.

(1) Psychological Pressure
EventCall To Arms

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
EventReflections 2.0

Punishment. To play this event, you must command three Affiliation Cardassian 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
EventEnergize

Punishment. To play this event, you must command three Affiliation Cardassian personnel. Kill your captive to draw a number of cards equal to that captive's cost. Destroy this event.

Condition Captive
InterruptSecond Edition

Punishment.
Order - Place your captive on your headquarters mission. You now command that personnel.

Fresh Tactic
InterruptEnergize

To play this interrupt, you must command three Guls.
Order - Download a Capture or Punishment card.

Shared Delicacy
InterruptEnergize

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
InterruptSecond Edition

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.

See cards form all affiliations affiliation