Issue Secret Orders | openCards

You are here

Issue Secret Orders

    Issue Secret Orders

    Objective Objective
    Special icons: Hidden Agenda

    Seeds or plays on table. Place on your V.I.P. or OFFICER who has been infiltrating opponent's ship since start of opponent's last turn. Target any opponent's mission in same quadrant. Ship and crew must do nothing but go to that mission (while infiltrator aboard) and attempt it if possible (any infiltrators may decline); then infiltrator is exposed. Discard objective whenever infiltrator exposed.

    Requires: Infiltrator.

    Rule hint for this card

    This card has an clarification:

    This objective requires the owner of the ship and crew to use them to move to and attempt the targeted mission. The infiltrator’s owner does not control the ship and crew. See actions - required.

    The opponent must attempt the mission targeted by this objective “if possible.” That means the mission must be attemptable by the opponent’s affiliation and must not have been made unattemptable (e.g., with I Tried to Warn You).

    In general, the entire crew must participate in the attempt. However, affiliated personnel cannot be forced to beam to Qualor II Rendezous; since they would be placed in stasis upon beamdown, it is not possible for those personnel to attempt this mission.

    Taken form Glossary - Version 1.9.5.

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

    Issue Secret Orders

    This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)".

    If you've been wondering what to do with that infiltrator once he's aboard your opponent's ship, here's the answer: he can issue secret orders to the crew and lead them into all kinds of trouble. Reveal this hidden agenda and place it aboard the infiltrated ship, and you place a Conundrum-like compulsion on the ship and crew. Your opponent must take them to the targeted mission and attempt it. Since the infiltrator may decline to participate in the mission attempt, a careful choice of dilemmas can wreak havoc on your opponent's crew while your impersonator stands by. Afterwards, he's exposed, so you may want to have a ship handy for him to beam to and make his escape.

     

    Combo:

    Issue Secret Orders + Borg Ship dilemma + Flight of the Intruder: Once the mission attempt has been initiated, he can't abort it (without a special card play) -- but you can take your infiltrator back to your hand before that Borg Ship makes its appearance.

    Issue Secret Orders + Armus - Skin of Evil + Sleeper Trap: Kill one then start a fight with three newly-awakened Cardassians. Your infiltrator definitely wants to pass on this one.

    Issue Secret Orders + Alien Parasites + Armus - Sticky Situation: Time your secret orders so that he doesn't have the INTEGRITY to pass this, then send his crew one by one to meet Armus.