alle keywords

Keyword Crime.

Event
Name E R ID Cost Text
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The Orion Underworld 1 R 115 3 Crime. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your [NA] ship with your Thief aboard. If you win, score 10 points.
·Pickpocket 2 C 54 1 Crime. To play this event, you must command a Thief. Plays in your core.
Order - Reveal the top card of an opponent's deck. If it is not a personnel, destroy this event. Otherwise, each of your Thieves is attributes +2 until the end of this turn. You may do this only once each turn.
·Smuggling Run 2 U 63 2 Crime. Plays in your core. At the start of each of your turn, if your Smuggler personnel is at an opponent's non-headquarter mission, that opponent has no ship at that mission, and your personnel at that mission have its requirements, you may destroy this event to score 10 points.
·Gatherers' Raid 14 C 29 0 Crime. Decay 3. (When there are three cards on this event, destroy it.) Plays in your core.
Order - Place a card from hand on this event to reveal a number of cards from the top of an opponent's deck equal to the number of Gatherers you command. For each event and interrupt revealed this way, you may draw a card.
·Ill-gotten Gains 29 V 20 1 Crime. To play this event, you must command a Thief personnel. Plays in your core. When you take command of a card you do not own, you may draw a card.
Organized Crime 29 V 22 2 Crime. To play this event, you must command six Thief personnel. Take command of an event that has no cards on it in an opponent's core. (Move that event to your core.) If that events costs 3 or more, that opponent scores 5 points. Destroy this event.
·Denevan Crystals 38 V 14 1 Commodity. (When a player plays or takes command of this event, it is placed in that player's core.) Crime. While you command but do not own this event, each player's Smuggler personnel gains Acquisition.
Soft Sell 43 V 9 1 Crime. Plays on an opponent's incomplete non-headquarters mission. While this mission is complete, each of your Smuggler personnel and Thief personnel are Cunning +1 and Strength +1.
·Logistical Lifeline 49 V 20 1 Crime. To play this event, you must command a Smuggler personnel. Plays in your core. During each of your Discard Excess Cards segments, you may keep one additional card in your hand for each different Maneuver event and each different Pursuit event you command.
Interrupt
Name E R ID Text
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Bank Heist 2 U 74 Crime. When your Thief is facing a dilemma, choose an opponent to reveal the top three cards of his or her deck. That Thief gains one skill from each personnel revealed until the end of that dilemma. Replace those cards in the same order.
Pooling Resources 29 V 31 Crime.
Order - Download Display of Wealth.
Order - Discard a Crime card from hand to randomly select a non-ship card from an opponent's hand and place it on your Display of Wealth.
Bait and Switch 45 V 3 Crime. To play this interrupt, you must command three Crime events. When an opponent plays an event in his or her core, prevent that event and place it in your core. (You now command that event.)