(2) Rule of Acquisition #102 ( To Boldly Go)
Rule. 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. At the end of each of your turns, place the top card of your deck on this event.
Order - Discard a card placed on this event to draw a card.
"Nature decays, but latinum lasts forever."
Characteristics: place a card from hand on your event, plays in your core, manipulate your deck, Decay, Rule, additional card draws.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(9) Rule of Acquisition #141 ( Strange New Worlds)
Event
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.
"Only fools pay retail."
Characteristics: plays in your core, Rule.
Requires: affiliation, Rule, Ferenginar.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rule of Acquisition #144 ( Strange New Worlds)
Event
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.
"There's nothing wrong with charity ... as long as it winds up in your pocket."
Characteristics: plays in your core, Rule, enhance your skills (other cards).
Requires: affiliation, Ferenginar.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Rule of Acquisition #16 ( Captain's Log)
Event
Rule. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, you may destroy this event to spend an additional counter this turn for each card on this event.
Order - Stop your personnel to place a card from hand on this event.
"A deal is a deal... until a better one comes along."
Characteristics: place a card from hand on your event, plays in your core, Rule, spend additional counters.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Rule of Acquisition #18 ( These Are The Voyages)
Event
Rule. To play this event, you must command three personnel. Plays in your core. At the start of each of your turns, you may destroy this event to spend four additional counters this turn.
"A Ferengi without profit is no Ferengi at all."
Characteristics: plays in your core, Rule, spend additional counters.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Rule of Acquisition #194 ( Lineage)
Rule. To play this event, you must command three personnel. Plays in your core.
Order - Give command of your Commodity event to an opponent to take a card from beneath your Ferenginar into hand. You may do this only once each turn.
"It's always good to know about new customers before they walk in your door."
Characteristics: plays in your core, Rule.
Requires: affiliation, Commodity, Ferenginar.
Card logging info: First edited by Telak at Jan 2nd, 2016. Please support openCards and validate game text of this card!
(2) Rule of Acquisition #22 ( Strange New Worlds)
Event
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.
"A wise man can hear profit in the wind."
Characteristics: plays in your core, discard a card from hand, Rule, spend additional counters.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Rule of Acquisition #34 ( Tacking Into the Wind)
Event
Rule. To play this event, you must command three personnel. Plays in your core. When an engagement begins, you may place a card from hand beneath your Ferenginar. When you win an engagement, you may place this card beneath your Ferenginar.
"War is good for business."
Characteristics: plays in your core, manipulate your hand, Rule.
Requires: engagement, affiliation, Ferenginar.
Card logging info: First edited by eberlems at Jul 25th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(0) Rule of Acquisition #6 ( Strange New Worlds)
Event
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.
"Never allow family to stand in the way of opportunity."
Characteristics: plays in your core, Rule, additional card draws.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Rule of Acquisition # 75 ( Strange Bedfellows)
Event
Rule. Plays in your core. When your personnel begins a mission attempt at a mission, you may give command of your Commodity event to an opponent.
"Home is where the heart is, but the stars are made of latinum."
Characteristics: event related card, plays in your core, Rule.
Requires: affiliation, Commodity, Gamma-Quadrant mission.
Card logging info: First edited by Telak at Apr 3rd, 2015. Please support openCards and validate game text of this card!
(0) Rule of Acquisition #76 ( Strange New Worlds)
Event
Rule. To play this event, you must command three personnel. Plays in your core.
Order - Return a Rule to its owner's hand.
"Every once in a while, declare peace. It confuses the hell out of your enemies."
Characteristics: plays in your core, manipulate your hand, Rule.
Requires: affiliation, Rule.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Rule of Acquisition #239 ( Lineage)
Interrupt
Rule.
Order - Discard a card from hand and place a card from beneath your Ferenginar on top of your deck to download a card and place it beneath your Ferenginar.
"Never be afraid to mislabel a product."
Characteristics: manipulate your deck, download, download - any card, discard a card from hand, manipulate your hand, Rule.
Requires: Ferenginar.
Card logging info: First edited by Telak at Jul 7th, 2012. One quality log by eberlems at Jul 8th, 2012. Please support openCards and validate game text of this card a second time!
Rule of Acquisition #33 ( What You Leave Behind)
Interrupt
Rule. When your personnel is facing a dilemma, say "It never hurts to suck up the boss" to coose one - make that personnel attributes +2 until the end of the turn; or replace all levels of any one skill in that dilemma's requirements with 3 Acquisition.
"It never hurts to suck up to the boss."
Characteristics: change the requirements of opponent's dilemmas, enhance your personnel attributes (other cards), Rule.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.