The Art of DiplomacyIncident Seeds or plays on table. Your , , Resistance, and Orion Syndicate personnel who are using a hand weapon may use 2 Treachery as if it were 1 Diplomacy (ignoring reductions from rifles) and, once each turn, may place incident out-of-play to kill one other personnel present. Once per game, you may discard incident to download one hand weapon to one of your personnel who has 2 Treachery. Requires: Hand weapon, Maquis , Orion Syndicate, Resistance. Rule hint for this cardThis card has an clarification: This incident allows your personnel to use 2 Treachery as if it were 1 Diplomacy (either one personnel with Treachery x2, or two personnel, each with Treachery). For example, two personnel who have Treachery and another who has Treachery x2 can provide 2 Diplomacy (if any are mission specialists, this counts as using their skill to meet a mission requirement for the Assign Mission Specialists objective). A personnel may not use their skill as Treachery and Diplomacy at the same time. You do not have to declare in advance how you are using the 2 Treachery; when a requirement for Diplomacy arises, you may meet that requirement by showing 2 Treachery on qualifying personnel in the crew or Away Team. Taken form Glossary - Version 1.9.5.Card logging info: Logged by openCards team at May 1st, 2009. | |
This Card-Review article was written by openCards user Decipher-Games at Jan 2nd, 2008.
This incident allows your personnel to use 2 Treachery as if it where 1 Diplomacy, and two personnel with 1 Treachery each may work together to do so. For example, two personnel who have Treachery and another who has Treacher x2 can work together to provide 2 Diplomacy (and if any of those personnel are mission specialists, this counts as using their skill to meet a mission requirement for the Assign Mission Specialists objective). However, a personnel may not use their skill as Treachery and Diplomacy at the same time.