The problem I had with this card was that all the entries quite cool!!! So rather than deprive you of all those good cards by selecting only one winner, I've made a special page containing all of them, in the order they were posted and with no comment :-).
Independence,
Objective,
-Plays on table. When revealed, all personnel of one species (your
choice) battle all other personnel of that species' normal affiliation
at the location where most of that species is present. If the single species
team wins, that species becomes an affiliation with standard attack restrictions.
If their home planet is in play, that planet becomes a homeworld.
Independence, Interrupt
"When Crosis talked with Data, he made him desire independance from
the crew that didn't allow him to have emotions."
-Allows one captured personnel to escape with one of opponent's personnel
without Honor. That personnel is under your control for the rest of the
game, and becomes the same affiliation as former captive.
Independence, Incident
- Plays on your Colony. All Colony points are lost and Colony is immune
to The Wake of the Borg. Personnel may report aboard and all your personnel
present may mix regardless of affiliation for rest of game, but are no
longer compatible with personnel from their former aligned affiliations.
Independence, Event,
"'When Sisko arrived at Deep Space Nine, Bajor had just won its independence,
and as a result, some did not react positively to Federation influence."
-Seeds or plays on Deep Space Nine. Each Federation ship traveling
in the Bajor Region must stop at each location before moving to the next
one, and Federation personnel may not use Leadership or Diplomacy there.
Once per game, you may download The Devil and play it on a Bajoran treaty.
Independence,
Event
"After successfully ending the Cardassian occupation of their homeworld,
the Bajorans quickly developed a bureaucracy to fill the power vacuum left
by the withdrawal."
-Seeds or plays on Alter Records. If you just completed HQ: Secure
Homeworld here, you may download up to 3
VIPs and/or leaders. Discard after use. (Unique.)
Independence,
Event
"Through his experiences of being mercilessly hunted by the Hirogen,
Iden knew that his people would never be free so long as they were controlled
by the organics."
-Plays on table. Your
personnel and equipment may not be erased and are no longer affected by
Safety Protocols. Also, they may not work with non-
personnel.
Independence, Interrupt
"While regenerating, some Borg found they could exist in Unimatrix
01. This place allowed them to act independently away from the Collective.
Unfortunatly this independence came at a high price."
-If opponent is playing Borg or plays Regenerate, opponent chooses
to: remove two
personnel cards from their discard pile (your choice), OR discard one personnel
from play (opponent's choice). Limit twice per game per cause.
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