RR #62: Treaty: Romulan/Cardassian
This Card-Review was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Oct 25th, 1998.
This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:
Aefvadh! The one thing about DS9 that I looked forward to most (besides Dukat, maybe) was the opportunity to merge my favorite affiliation with their obvious soulmates, the Cardassians. I wasn't disappointed, because the Romulans and Cardassians got to join together with the most powerful treaty seen yet in the game...
Treaties. Ho-hum. One of the more mundane cards in the game, a cut above Incoming Messages and PADDs, maybe. Certainly nothing to write a review about - and what would distinguish one treaty from another? In the premiere set, nothing. One card plus two affiliations, now they can work together (until your opponent gets The Devil out of his Tent). So what makes this one worth writing about? Two little things.
First are two words that none of the premiere treaties had: "Seeds or..." For the first time, you can make sure you have a treaty right from the start, no getting it stuck in a Tent with a Revolving Door on it, or at the bottom of a Rakal-shuffled deck, and without using another seed slot for Open Diplomatic Relations. Now that's efficiency. I always wanted to do treaty decks, and it was never feasible (especially when decks were limited to 60 cards total and I could never afford 2 or 3 slots for treaties so one might come up early).
That's not quite a novelty in DS9, of course, because the Federation/Bajoran treaty also seeds. But the other "little thing" on the Romulan/Cardassian card gives it another big edge, as well as being perfectly in character: it has a hidden agenda icon. Seed this card on the table any time during the seed phase, face down, and let your opponent think you have another Computer Crash, The Line Must Be Drawn Here, HQ: Defensive Measures, or any of the other little "surprises" that HAs afford. You don't have to reveal it until you need it.
More to the point, you don't have to reveal it until you can protect it. And that's the hidden advantage of this treaty. Because it's a Cardassian treaty, with Turrel in play it can't be nullified. So you have the best of both worlds - a seedable card that's practically bulletproof (it's a lot easier to protect Turrel than to protect a treaty).
With this treaty, both your Romulans and your Cardassians will benefitfrom each other's unique strengths. Their missions are accessible to both, with both affiliations providing lots of Treachery, but with a number of strong Honorable Cardassians to augment this area where the Romulans are rather weak. Romulans have some good ENGINEERS and SCIENCES, while the Cardassians are stronger in MEDICAL and SECURITY, plus lots of great CIVILIANS (an extremely weak area for Romulans). Both have plenty of OFFICERS for leading battle.
The Romulans get access to Nor capabilities; not the Ops downloads, unfortunately, but Promenade Shops probing and Guest Quarters special draws are accessible, and ore processing (with a Cardassian ENGINEER or SECURITY) will benefit your deck immeasurably. The Cardassians in turn get cloakable ships, the ability to do Romulan missions in addition to the others that they can espionage, an Empath, and Tal Shiar skill. And you get the possibility of two homeworlds to secure, with potential captives at both.
The Major's Combos:
- Treaty: Romulan/Cardassian + Intercept Renegade: The perfect mission for Elim Garak and Major Rakal (take your pick from both affiliations for the third Treachery).
- Treaty: Romulan/Cardassian + Cloaked Mission + Orb Negotiations + HQ: Secure Homeworld x2: 65 points, Orb artifacts and maybe a few captives to Interrogate.
- Treaty: Romulan/Cardassian + Guest Quarters + Turrel: Download him on your first turn, then activate the treaty and laugh at The Devil.