Memo to: Grand Nagus Zek
From: Liquidator Kretek
Memo payment fee of 1 strip verified.
Rule of Acquisition 17: A contract is a contract is a contract... but only between Ferengi.
For a long time, outsiders have tried to use this rule as "proof" that we Ferengi will only honor contracts with other Ferengis, when really it is simply us acknowledging that other cultures don't hold contracts as sacred as we do. A hewmon will break a contract if their "ethics" come into conflict with it.
But in our recent exploitation of the Gamma Quadrant under your magnificent leadership, that may have changed. In our dealings with the Karamma, we may have found another race that enjoys a deal and exploring all the angles as much as we do. They may not have the lobes, but they have some cunning. We should both be wary of them, and work closer with them.
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For the Ferengi, exploiting the Gamma Quadrant was a fairly major plot point, but something that's been largely unfarmed over the years. Hopefully these new additions will give some incentive to exploring the Gamma (or Delta) quadrants.
Ornithar, Ready to Deal is a key part of this, giving your Ferengi protection from death or capture. (And as one of our local players likes to demonstrate with Borg Nanoprobes, that's very powerful.) He retains his skills and attributes from his version, as well as using commodities.
Of course to protect your people, he needs to have commodities in play.
Hanok, Heart of a Ferengi
Being able to set up your inventory of commodities quickly is a very valuable key for this deck, and helps make commodities flow much smoother.
There's currently 7 different commodities available to choose from, but realistically, several of them don't fit this particular menu.
Felicium and Tulaberry Wine are going to be the mainstays, with a dash of others depending on how you want the deck to go. A 1962 Roger Maris might be nice to swap out a critical Event from your opponent. Vacuum-Desiccated Remains does not need the cost reduction, but because it's unique you may not want to play many of it, and a quick way to get it out will let you take advangate of Fitting In, Grish, or Krem, Unidentified Pirate.
Things to Make Us Go gives you a new option.
It can help your ships improve your stats, possibly letting you be less of a juicy target for diseased organ pirates, and it can also boost your range to help get between trade deals. If you get all three out, along with any two others, your D'Kora Transport can have a range of 13. Expedient Opportunity eliminates the quadrant tax. (Nasty word. Bad for business.).
Don't limit yourself to decks with this either, of course. A
Thief deck could make good use of this and The Orion Underworld for those points needed to put you over the top.
But then, you also don't need a long range if you don't plan on going home anytime soon. One downside of cross-quadrant travel, is that it can be harder to get back home to pick up the personnel with the skills you need. Long-Distance Assistance can help with that, letting you dial in some much needed help.
My deck already plans on going cross-quadrant to get organs. With this, I can also plan on missions in the
and still get some needed skills without missing a turn.
And Zek might have some useful abilites there as well, but that's a story for another day.....
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