it's dilemma time again...:
Second, it has a great effect. At best, the victim of this needs three turns
to get to the other end and three more to return. Thus a crew is effectively
out of play for at least four turns (if the player sets up a ship chain to
transport everybody back).
But why stop here? Throw in one of the ship- damaging event cards and watch her crawl along at speed five. Better yet, spice up the Cytherians Dilemma with a Birth of Junior. The ship loses one Range each turn and cannot beam anybody aboard to help.
If you want to go for a kill, try REM Fatigue Hallucinations - how is THAT crew gonna return to the outpost in three turns?
Of course, this card has two drawbacks: First, it's a space only dilemma. Hate
that. So many people play lotsa planets. Second, your opponent gets those 15
points. (Of course, she'd gotten much more had she kept her crew active...)
The latter one can of course be turned into advantage... Seed it last under your own mission, send Ensign Chump with a Runabout, let him gather 15 easy points, complete the mission with the rest of the crew.
Wesley's rating: 9.5 Jon's rating: --- Allen Castaban's rating: 7.0 Tim Kwong's rating: 9.0 Habib's rating: --- Bryan's rating: 9.5 Jeff's rating: 9.5 Holt Kernodle's rating: 9.0 Simon's rating: --- Jason's rating: Doesn't have Tom's rating: 7.8 ---------------------- AVERAGE RATING: 8.6
Please direct all email concerning card of the day to: email@example.com
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"