RR #95: Cargo Bay | openCards

RR #95: Cargo Bay

❖ Cargo Bay

Site Site
Playable at: Any Nor - Docking Ring.

Smuggling, Acquisition and Affiliation Non-Aligned Navigation personnel may report here (or download here in place of a normal card play; player draws no cards that turn). Once each turn, if a freighter, transport or Affiliation Ferengi ship's crew member completes a "cargo run" (brings a non-weapon Equipment card here from another facility), for each mission passed (except starting and ending locations) owner may draw a card or download a Gold-Pressed Latinum here. (Once per game per Equipment card title.)

Characteristics: additional card draws.
Requires: Affiliation Ferengi affiliation, Affiliation Non-Aligned "affiliation", Freighter Class, Transport.

Rule hint for this card

This card has an clarification:

You begin a cargo run (as described on this site) when one or more of your personnel aboard a facility pick up one or more Equipment cards aboard that facility and carry them directly aboard your ship at the same location. You must announce the run and show your opponent which personnel and equipment are involved (but you do not have to specify now which personnel, equipment, or Cargo Bay you will use to complete it). When that ship arrives at a different facility any number of turns later, any of those same personnel who has been a member of the ship’s crew since the run was announced may carry any of those equipment cards directly to the Cargo Bay to complete the cargo run.

You may not begin or complete a cargo run by beaming a crew member with equipment between universes with a Multidimensional Transport Device, or by beaming them aboard a ship with Invasive Transporters and then to Cargo Bay. You may not complete a cargo run begun by your opponent (e.g, if you take control of the ship with Neural Servo Device). Your ship can take any path from the starting facility to the ending facility, giving you credit for each mission passed (except starting and ending locations). You may count each mission only once per cargo run. See passing locations.

While you may have multiple ships making cargo runs concurrently, a single ship’s crew can complete only one at a time, earning card draws or Latinum downloads for only one piece of equipment. To deliver any additional equipment, a crew must begin a new cargo run. See report.

Taken form Glossary - Version 1.9.2.

Card logging info: Logged by openCards team (Telak at May 1st, 2009).

Cargo Bay

This Card-Review was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Jan 30th, 2000.

This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:

Aefvadh! I've never reviewed a Site card before (probably because the Romulans don't have the easiest time using a Nor), but this one seems to have caused no end of confusion. It's been clarified in the Current Rulings (with a small but significant change from the Rules of Acquisition rules supplement), so let's sort out once and for all what you can do with a...


For starters, the Cargo Bay is designed to give you a place to report or download various useful personnel without needing specific sites for various classifications and without the restriction to matching affiliation for Ops downloads. Any Alpha quadrant personnel with Smuggling or Acquisition, and any Alpha quadrant Affiliation Non-Aligned personnel with Navigation can report to a Cargo Bay on a Nor in the Alpha Quadrant, or download there in return for your normal card play and a "draw no cards this turn" restriction (just like Ops).

While the Ferengi were the prime target of this handy function, it can be useful to any affiliation for the Non-Aligned downloads. Over 40 personnel fit the specs, including Vekor, Ocett, Galen, Kivas Fajo, T’Shonra, Sakonna, Hagath, Kasidy Yates, assorted Bajorans and Cardassians and a host of Ferengi like Grand Nagus Zek, Ishka, Quark and many lesser lights. (While Hanok and Inglatu both have Acquisition, the native quadrant rule prevents you from reporting or downloading them, because the facility - or rather, the site, which is part of the facility - is allowing the report.)

But what most players have their eye on, and what is causing the most confusion, is the card-drawing function of "cargo runs." What are the essential elements of a cargo run?

  1. You announce that you are making a cargo run. One or more of your personnel carry one or more Equipment cards aboard your ship (a freighter or transport, or any Affiliation Ferengi-affiliation ship) from a facility. You must show your opponent the personnel and the Equipment cards. They could board a docked ship from an outpost or Nor, or beam up from a headquarters or other planetary facility. At least one of the Equipment cards must be a non-weapon. You can carry weapon equipment on the ship, but it has no bearing on the cargo run.
  2. The ship leaves the facility and moves to a Nor (it must be a different facility from where it started) with at least one Cargo Bay. You can take as many turns as you like for the trip. It doesn't matter how it moves - it could use RANGE, Wormholes, The Traveler or Lakanta - or what path it takes - it could even come from the Gamma Quadrant through the Bajoran Wormhole (or using Wormhole interrupts).
  3. What is important is the number of missions it passes during the trip.
    • "Passing" a mission means moving to it from one location and away from it to another location, using span numbers to move.
    • You may count each mission only once per cargo run. If you fly away from the destination Nor toward the end of the spaceline and then back toward the Nor, you may pass some missions going each way, but each one only counts once.
    • You may not count the starting and ending locations (the facility locations) even if you physically pass them.
    • If you Wormhole the ship from one location to another, or use The Traveler's skill in the same way, the ship has not passed any of the missions between.
    Here's an example, where the letters are mission locations, OP means Outpost, BW is one end of the Bajoran Wormhole, and WH1 and WH2 indicate where a pair of Wormhole interrupts are played.
    A     B     C     D     BW   E     F     G     H
                OP                                 Nor
    |                            WH1               WH2
    -----------------------------*                 *
    My ship leaves the outpost at C and flies past B to A, then turns around and flies back to E. I then use Wormholes to move the ship from E to H. I passed B, but not A (I can't "pass" A because there is no location on the other side of it). I then passed B again, and also passed C (which doesn't count because it is the starting location), D and the Bajoran Wormhole (which doesn't count because it is not a mission). I did not pass E (I moved to it from D, but I did not move on to F), nor did I pass F and G (I bypassed them entirely by using Wormholes). So I can count only two missions as "passed" - B (once) and D.
  4. Any of the personnel who brought the equipment aboard the ship, and who has been a member of the ship's crew since the start of the cargo run, boards the Nor by any legal means and takes at least one piece of the non-weapon equipment to one of the Cargo Bays. That completes the cargo run.
  5. You draw the appropriate number of cards (or download Gold-Pressed Latinum), one draw or GPL download for each mission you passed getting there (plus up to two more card draws if the crew member is Kasidy Yates). If you bring more than one piece of equipment, you do not get more card draws.

To deliver more equipment for card draws or GPL downloads, you must begin another cargo run, carrying equipment from a facility aboard a ship etc. "Once per game per Equipment card title" means you may use, for example, a Romulan PADD only once per game to complete a cargo run. You could make another cargo run delivering a Klingon PADD.

Note that, while you might have two cargo runs in progress with two ships at the same time, you may complete a cargo run at a particular Cargo Bay only once each turn. So if both ships arrive at the same Nor on the same turn, you can still complete only one of the cargo runs that turn (unless you have two Cargo Bays there).

While it may seem that the best cargo run is the longest, so you should fly to the end of the spaceline in order to pass the greatest number of missions, don't forget that a longer run takes more time (more than a three missions will probably take more than one turn) and exposes you to more space hazards (opponent's Wormholes, Gaps in Normal Space, Q-Nets and potential battle between your turns). If you're looking for card draws (not GPL downloads), you may be better off to put your two facilities as close together as you can manage, with zero or one missions to pass, and use Kasidy Yates to make the runs and add two card draws to the total. You should be able to make a cargo run for two or three draws each turn with minimal danger.

The Major's Combos:

  • Cargo Bay + Galen: Download him to the Cargo Bay and then let him walk to the docking site where you'd like to report your incompatible ship.
  • Cargo Bay + Kasidy Yates: Download her to Cargo Bay and let her start making cargo runs with bonus card draws.