| |
DECIPHER.com > Star Trek >
Design Log
Design Log: Stardate 08.11.2003
Temporal Hiccups, Seduction, and Dilemma Pile Resequencing
Second Edition started off with a pot full of dilemmas and the straightforward
rule that when you opponent attempts a mission with X personnel (and Y overcome
dilemmas under the mission), you draw X-Y dilemmas and can select X-Y cost
worth of them to use. Energize introduced cards that can make changes to
those parameters, like Complications (which essentially adds 3 to X for
this mission attempt) or Machinations (which lets you take drawn dilemmas
out of the game in exchange for choosing one dilemma from your pile for
your opponent to face). Call to Arms continues to add cards that let you
fiddle with dilemmas, increasing your strategic options and opportunity
to catch your opponent off guard.
When
James T. Kirk took the Kobayashi Maru test, he altered the conditions of
the simulation to make the "no-win" scenario winnable. In similar
fashion, I
Don't Like to Lose alters the basic X and Y parameters of the dilemma
equation, letting you subtract up to 3 from X and add up to the same number
to Y. Say X is 6, but you're sure that drawing just three dilemmas will
net you more dilemma cost than you can use. Discard a card, draw those three,
and you can play up to 9 cost.
If
you've ever had your last (or only) copy of a dilemma get overcome and then
later you really wished you had it for another mission, The
Manheim Effect is what you need. This "temporal hiccup" that
lets you grab back one of those overcome dilemmas and place it on top of
your dilemma pile just before you draw dilemmas. Your opponent may
be none too happy to see a nasty dilemma, that he thought was buried, resurface
to plague him again. Of course, it doesn't even need to be your last copy;
but if you don't know for sure that you'll draw the one that you need, The
Manheim Effect guarantees that the critical dilemma is on top of your dilemma
pile.
The
first two allow you to "change the rules" just before you draw
dilemmas for your opponent to face. The
Trial Never Ended, on the other hand, lets you shake things up when
your opponent is about to overcome a dilemma. Let's say your opponent is
about to overcome Aggressive Behavior, but you think you can nail him with
it on a later mission attempt and you want it back. Destroy The Trial Never
Ended; he gets whatever was on top of your dilemma pile to "overcome"
instead, and you get Aggressive Behavior sitting right on top of your dilemma
pile. It can even be a dilemma that is automatically being overcome because
your first dilemmas were a little too good, and everyone got killed or stopped
before they hit your really big gun. With The Trial Never Ended, you don't
have to lose the chance to hit your opponent with it next time.
Now, notice it doesn't say anything about who is about to overcome
a dilemma. Maybe you're about to overcome a dilemma that's a piece
of cake for your personnel, and you know that you would always be able to
overcome it. But you're not so sure you can say the same about whatever
is next in your opponent's dilemma pile. Send that piece of cake back to
his dilemma pile and you get a free pass on that next dilemma; you overcome
it just as easily as if it was the original one.
Finally,
we have a genetically enhanced personnel who can overcome dilemmas you didn't
even face! How's that for gene resequencing? Lauren,
Seductress can be stopped to reveal the top card of your opponent's
dilemma pile. As long as it could have been faced at a mission you
have completed (that is, if you have completed only a planet mission, it
would have to be a planet or dual dilemma; a space dilemma couldn't have
been faced there), you can put it under the mission as overcome. What if
it's a dead-easy dilemma and you want to leave it in the dilemma pile to
dilute the nastier ones? No problem, it says you "may" overcome
that dilemma. Lauren will still be stopped, of course.
Look for more dilemma manipulation cards to be revealed later, including
an Infiltration card.
Kathy McCracken
Major Rakal
Star Trek Intelligence Officer
August 11, 2003
|
|