Extradition
Dilemma - Dual dilemma If opponent's Law or Treachery here, up to four opponent's SECURITY personnel may beam to one of your ships here, capture a crew member of lower STRENGTH and/or beam off. Characteristics: capture dilemma, Capture. Rule hint for this cardThis card has an clarification: You may take only one personnel captive with this dilemma, regardless of the number of SECURITY personnel you beam onto the ship. The captive must have lower STRENGTH than the total of the SECURITY personnel. See dual-personnel cards. The dilemma does not allow a download of the SECURITY personnel, provide transporters or allow you to use your opponent’s transporters, or allow beaming from a Nor. For example, the Cardassians downloaded to a planet or site with a preceding Sleeper Trap may not be used to take a captive with Extradition. 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 Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Jul 11th, 1998.
Here I thought I was going to have to wait for the Dominion expansion to see ways to board an opponent's ship and take captives. This little dilemma has no conditions, so you can't stop it (short of a handful of Barclay Transporter Phobias). All I have to do is have Law or Treachery "here," which means anywhere at the mission location (on the planet or aboard a ship or facility), and at least one strong SECURITY to beam over and make the capture.
Although it's a space/planet dilemma, the safest place to seed it is at a space mission, because I can be sure there will be a ship with at least one personnel aboard to attempt the mission. But if you have more than one ship there, I'm not limited to the one encountering the dilemma, so if you're protecting your mission solvers on another ship, I can still get a key personnel. If you have a multi-affiliation space mission where I can seed my outpost, that will be an ideal spot to seed this, as it will not be difficult to keep my Treachery (or Law) and SECURITY there until you attempt.
If all I want is a captive, I just need one SECURITY. Zon will be ideal, combining Treachery, SECURITY and a STRENGTH of 11 to virtually ensure that I will find someone of lower STRENGTH aboard your ship. Telak (STRENGTH 9), Odo (10), Dakol (9) or T'Kar (9) will do nicely also, and if I am willing to tie up a second personnel to provide the Treachery or Law, Roga Danar (12), Worf (10) or a SECURITY Soong-type Android (10). Beyond getting a captive that I can Interrogate or Brainwash, this dilemma lets me place a boarding party of up to four SECURITY (eight if Makbar is "here") on your ship. As long as at least one has OFFICER or Leadership (Zon or Roga Danar) and I'm not restricted by affiliation, I can attack your crew on my next turn and probably do a good bit of damage.
And for the ultimate effect in a Cardassian deck, use Makbar to supply both Law x2 and Treachery-she doubles Extradition, for two captives and a boarding party of 8!
Combos:
- Lack of Preparation + Extradition + Zon + Brainwash or Interrogation: Either I'll get a fine addition to my crew, or I'll get 10 points so you can rescue him from Interrogation.
- Extradition + Makbar + Dakol x2 + Zon + Roga Danar + Soong-type Android x4: Will there be anything left of your crew, after I pick off your two strongest as my captives and then attack with total STRENGTH of 81?