For posting text-only dream cards (no graphical cards or links to sites hosting such cards) and for speculation on future sets.
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By GooeyChewie (Nathan Miracle)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
Architect
#373102
Welcome to Fill in the Blank, the set-building dream card contest!

Each week I will post the collector’s information for one of the cards in the set’s cardlist. Contestants are free to create whatever card they see fit for that slot in the cardlist, keeping in mind the surrounding cards. As the contest progresses, the cardlist will become more and more defined, guiding the contests’ choices.

The theme of our set is The Villains of Star Trek. Not every card has to fit the theme, of course, but it’s something to keep in mind when voting. Speaking of voting, as per normal each contestant will vote for one of the previous week’s entries (with the exception that as the contest runner, I will vote ONLY in the case of a tie).


Our winner from last week: MattgomeryScott!
MattgomeryScott wrote: [Car] 3 *Elim Garak, Necessary Evil

[Stf] [DS9] Cardassian

Engineer, Intelligence, 2 Programming, Treachery

When your opponent plays an interrupt, you may kill your non- [Car] personnel present to prevent that interrupt and place it in its owner's discard pile.

“That's why you came to me, isn't it, Captain? Because you knew I could do those things that you weren't capable of doing?”

Integrity: 2, Cunning: 6, Strength 6
By MattgomeryScott




Here are our entries for this week:
Entry A wrote: [Int] Impatient Demand
Image
When your dilemma is revealed, lose 5 points to reveal your opponent's hand and choose any number of revealed interrupts to be discarded. Remove this interrupt from the game.
"Don't wait for the translation! Answer me now!"
Entry B wrote: [P] •Akaali Planet, Exploit Pre-Warp Civilisation
[AQ] 30
Geology, Engineering, Security, Treachery and Cunning>36
If this mission is completed, you may spend an additional counter each turn.
Akaali system: Covertly mine Veridium ore, regardless of deleterious effects on native population.
[Car] [Fer] [NA] [Rom]
Span 2
Entry C wrote: [Int] Unavoidable Obstacle
Temporal. When you are about to draw dilemmas, remove the top card of your dilemma pile from the game to place the bottom card of your dilemma pile on top of your dilemma pile.
"... a fold in the fabric of space, where time becomes a loop."
Entry D wrote: [P] •Akaali, Protect Pre-Warp Civilisation
[AQ] (30)
Anthropology, Medical, Security, Transporters, and (Cunning>34 or Integrity>32)
When you complete this mission, name a skill. While your personnel is facing a dilemma, you may meet requirements of the named skill of that dilemma using Honor instead.
"We're trying to help these people."
[Fed] [SF]
(2)
Entry E wrote: [Int] The First Order
You may play this card at any time.
Order- Each of your [Car] ships is attributes +1 until the end of this turn.
Death to all.
Entry F wrote: [Int] We Have Business

Image

Interrupt
Q. To play this interrupt you must command a Q event.
When a mission attempt or engagement begins involving a corresponding Commander aboard his or her ship, destroy your Q event to return that personnel to his or her owner's hand.

“We agreed you would never trouble my ship again!”
“I always keep my arrangements, sir. We are nowhere near your vessel.”
Entry G wrote: [Int] Unprepared
To play this interrupt, you must have more cards in hand than your opponent. Plays when that opponent's personnel is facing a dilemma. That opponent's personnel lose all their gained skills, and cannot gain any skills or have their attributes increased until the end of the mission attempt.
Entry H wrote: [P] •Acamar III, Gatherer Raid
[AQ] - 35 Points
Leadership, Navigation, Security, Cunning >34 and three Gatherers
While this mission is complete, the Decay number on your Gatherers' Raid is increased to 5.
"Their raids have made this sector unsafe. They've ransacked our research facilities, our trade routes have been disrupted."
[NA]
Span: 2

Please remember to vote for one of these entries in your post, referencing the entry’s letter.



This week’s card is...

Card #5!

Card #5 must come between I’m Going to Miss You (Dilemma - Card #4) and Xenophobic Paranoia (Dilemma - Card #6). This card must be a dilemma, but we left quite a bit of the alphabet between 4 and 6.
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By GooeyChewie (Nathan Miracle)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
Architect
#373103
Here’s what we have so far:

Dilemmas:

1. Evil’s Plans
Danny wrote: [D] (0) Evils Plans

Your opponent discards a personnel that could be played at his or her headquarters mission from his or her hand. That personnel's cost is added to this dilemma's cost. Unless you have the skills on that personnel, all your personnel are stopped.
"And another thing. These villains always have a trick up their sleeve. Trapdoors, secret weapons."
By Danny
2. Forcefield Failure
Danny wrote: [S] (3) Forcefield Failure
Choose one: place this dilemma on your ship at this mission; or all your personnel are stopped.
Damage - This damage card counts as two damage cards.
"Warning. Hull breach on deck one. Emergency forcefields inoperative."
By Danny
3. Gift of the Tormentor
GooeyChewie wrote: [D] (4) Gift of the Tormentor
Dilemma
Choose one: Your personnel are attributes +2 until the end of the mission attempt and your opponent scores 5 points; or lose 5 points.
"We have offered you a gift beyond all other gifts."
By GooeyChewie
4. I’m Going To Miss You
[D] 3 I'm Going To Miss You.

Dilemma

When your opponent reveals this dilemma, add 5 to each of this dilemma's requirements for each different Q event in play. Unless you have an attribute > 30, all your personnel are stopped, and if you have more points than your opponent, lose 5 points.

“Goodbye, Jean-Luc. I'm gonna miss you. You had such potential. But then again, all good things must come to an end.”
By MattgomeryScott
5. *in creation*

6. Xenophobic Paranoia
Peers wrote: [D] (3) Xenophobic Paranoia
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.)
If half (or more) of your personnel are the same species, stop all your personnel who do not share that species.
By Peers
Equipment:

7. Orb of Wisdom
Danny wrote: [Equ] (3) •Orb of Wisdom
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Orb. When your personnel present is facing a dilemma, you may meet an attribute requirement of that dilemma using any attribute instead. You may do this only once each turn.
"It's one of the missing Bajoran Orbs..."
By Danny
8.

Event:

9. Diabolical Duplicate
Danny wrote: [Evt] (3) Diabolical Duplicate
inpurgatorysshadow239.jpg

Event
Infiltration. To play this event, you must command three [Dom] personnel. Lose 5 points to choose an opponent's unique personnel you do not command. That personnel becomes [Dom] and gains Infiltrator. (You now command that personnel.) Remove this event from the game.
"You've been working for sixteen hours straight. I thought you could do with some sandwiches."
10. Inter Arma Enim Silent Leges
GooeyChewie wrote: [Evt] (2) Inter Arma Enim Silent Leges
Event
Paranoia. To play this event, each of your non-headquarters missions must require Intelligence. Plays in your core. Your [Fed] Intelligence personnel may meet Integrity and Strength requirements using Cunning.
"In time of war, the law falls silent. Cicero. So is that what we have become? A twenty fourth century Rome driven by nothing more than the certainty that Caesar can do no wrong!"
By GooeyChewie
11. Mariachi Band
GooeyChewie wrote: [Evt] (2) Mariachi Band
Event
Q. Plays in your core. While a personnel is facing a dilemma which requires multiple levels of a skill, that personnel cannot gain that skill.
"Au contraire, mon capitaine! He's back!"
By GooeyChewie
12. Orbital Bombardment
Naetor wrote: [Evt] (0) •Orbital Bombardment
Plays in your core. When you win an engagement at a planet mission, you may destroy this event to randomly select two personnel on the planet to be killed.
"We just received a priority one transmission from Starfleet Command. The Breen have attacked Earth."
By Naetor
13. Triskelion Trial
GooeyChewie wrote: [Evt] (0) Triskelion Trial
Event
Plays in your core. When your dilemma would randomly select three personnel, you may instead choose one eligible personnel. You may do this only once each turn.
"As leader of your people, your spirit seems most indomitable. We suggest you alone, pitted against three contestants of our choosing."
By GooeyChewie
14. Ultimatum
Peers wrote: [Evt] (2) *Ultimatum
To play this event, lose 5 points. Plays on an opponent's mission. When you play this event, name a personnel. This mission may not be completed if that personnel is at this mission.
"There can be no peace... as long as Kirk lives!"
By Peers
15.
16. Yridian Informant
GooeyChewie wrote: [Evt] (1) Yridian Informant
Event
Plays on an opponent's mission. When that player begins a mission attempt at that mission, you may destroy this event to examine your opponent's personnel involved.
"I am Jaglom Shrek, a man with information to sell."
By GooeyChewie
Interrupt:

17. And Share It With Me
Nate Winchester wrote: [Int] And Share It With Me
Interrupt
If an opponent's personnel is about to be killed by a dilemma, reveal and stop your personnel with Telepathy and Treachery to take command of that personnel instead (if possible). That personnel becomes [NA] and gains the Infiltrator keyword.
By Nate Winchester
18. I Do Not Take Orders From You!
CaptMDKirk wrote: [Int] I Do Not Take Orders From You!
Image
Interrupt
To play this interrupt, you must command a personnel with 2 Treachery. When your opponent executes one of his or her personnel's order abilities, discard a card from hand to prevent that. That order ability may not be executed until the end of this turn. Remove this interrupt from the game.
"Admiral Dougherty will not be joining us for dinner."
By CaptMDKirk
19. *in voting*

Missions:

20. Amaragosa Observatory, Steal Trilithium Weapon
DJStormtrooper wrote: [S] •Amaragosa Observatory, Steal Trilithium Weapon
[AQ] 40
Programming, Transporters, 2 Treachery and Cunning >34
When you attempt this mission, if there are no dilemmas beneath it, choose an opponent's incomplete mission. When that mission is completed, lose 10 points.
Span 4
[Fer] [Kli] [Rom] [NA]
By DJStormtrooper
21. Earth, Seat of the Empire
Peers wrote: [H] * Earth, Seat of the Empire
[AQ]
You may play [Pa] [AU] cards and equipment at this mission. At the end of your turn, any non-[Pa][AU] personnel you command are killed unless they have Treachery.
This mission is not attemptable.
--2--
By Peers
22.

Personnel - Bajoran:

23. Vaatrik Pallra, Wicked Widow
WeyounsLastClone wrote: [Baj] (2) •Vaatrik Pallra, Wicked Widow
Bajoran
Acquisition, Anthropology, Diplomacy, Treachery
When an Assassin returns to his or her owner's hand, you may stop this personnel to remove that Assassin from the game instead. If that Assassin was yours, score 5 points.
"I've never seen him before in my life."
Integrity 4 Cunning 6 Strength 4
By WeyounsLastClone
Personnel - Borg:

24. Borg Queen, Relentless Pursuer
WeyounsLastClone wrote: [Bor] (4) •Borg Queen, Relentless Pursuer
[Cmd] Borg
• 2 Leadership • Officer • 2 Treachery
Commander: Borg Queen's Vessel. When you win an engagement involving this personnel, you may discard the top card of your deck. If it is an event, you may name a skill; randomly select an opponent's personnel involved who has that skill, take command of him or her and place him or her aboard your ship.
"Welcome home."
Integrity 2 Cunning 8 Strength 6
By WeyounsLastClone
Personnel - Cardassian:

25. Elim Garak, Necessary Evil
MattgomeryScott wrote: [Car] 3 *Elim Garak, Necessary Evil

[Stf] [DS9] Cardassian

Engineer, Intelligence, 2 Programming, Treachery

When your opponent plays an interrupt, you may kill your non- [Car] personnel present to prevent that interrupt and place it in its owner's discard pile.

“That's why you came to me, isn't it, Captain? Because you knew I could do those things that you weren't capable of doing?”

Integrity: 2, Cunning: 6, Strength 6
By MattgomeryScott
Personnel - Dominion:

26. Weyoun, Deceptive Diplomat
WeyounsLastClone wrote: [Dom] (4) •Weyoun, Deceptive Diplomat
[Cmd] Vorta
Anthropology, Biology, Diplomacy, Exobiology, Leadership, Treachery
When this personnel would be stopped or killed by a dilemma, you may discard a card from hand to have him gain a skill of your choice until the end of your turn instead.
"Oh my! That is quite toxic, isn't it?"
Integrity 2 Cunning 6 Strength 4
By WeyounsLastClone
Personnel - Federation:

27. Luther Sloan, Man of Mystery
WeyounsLastClone wrote: [Fed] (3) •Luther Sloan, Man of Mystery
[Cmd] [E] Human
2 Anthropology, Intelligence, Security, 2 Treachery
When an opponent's card is about to prevent or destroy your interrupt or event, you may place this personnel on the bottom of his owner's deck to prevent that.
"It's as if I never really existed."
Integrity 2 Cunning 6 Strength 5
By WeyounsLastClone
28. *Matthew Dougherty, Torn Apart
WeyounsLastClone wrote: [Fed] (2) •Matthew Dougherty, Torn Apart
[Cmd] [TNG] Human
Anthropology, Diplomacy, Law, Leadership, Treachery
Admiral. To play this personnel, you must discard a [Fed] card from hand. When this personnel is killed, you may take a [Fed] card from your discard pile into hand.
"It was for the Federation. It was all for the Federation."
Integrity 4 Cunning 6 Strength 5
By WeyounsLastClone
29. William T. Riker, Desperate Survivor
Peers wrote: [Fed] (4) * William T. Riker, Desperate Survivor
[Cmd] [TNG] [AU] Human
[SD] Anthropology [SD] Leadership [SD] Officer [SD] Security [SD] Treachery
Commander: U.S.S. Enterprise-D. When any number of your [AU] personnel are about to be stopped, you may kill your non-[AU] personnel on a ship at this mission to prevent that.
"You don't know what it's like in our universe... NO! WE WON'T GO BACK!"
Integrity 4 -- Cunning 6 -- Strength 6
By Peers
30.

Personnel - Non-aligned:

31. Arne Darvin, “Hero to the Empire”
Danny wrote: [NA] (2) •Arne Darvin, "Hero to the Empire"
Klingon
•Acquisition •Anthropology •Geology •Programming •Treachery
Assassin.
When an opponent's personnel at this mission is stopped by your Infestation, you may return this personnel to his owner's hand to kill that personnel.
"I see myself standing with Kirk's head in one hand – and a tribble in the other."
INT 3 CUN 5 STR 5
By Danny
32.

Personnel - Romulan:

33. Shinzon, Forcing Their Hand
WeyounsLastClone wrote: [Rom] (4) •Shinzon, Forcing Their Hand
[Cmd] Human
Anthropology, Diplomacy, Engineer, Leadership, Officer, 2 Treachery
Commander: Scimitar. When you play this personnel, your opponent draws a card and then reveals his or her hand. This personnel is cost -1 for each Event and Interrupt revealed.
"And my voice shall echo through time, long after yours has faded to a dim memory!"
Integrity 1 Cunning 6 Strength 6
By WeyounsLastClone
34. Valdore, Soldier of the Empire
Danny wrote: [Rom] (3) •Valdore, Soldier of the Empire
Romulan
[Cmd] [Pa]
•Diplomacy •Officer •Security •Treachery
Admiral.
When you play this personnel, you may download a Drone-class ship. While you command a ship at an opponent's non-headquarters mission, this personnel is attributes +1 and gains Intelligence and Security.
"We're all soldiers, Nijil, from the moment we're born. When we forget that, we invite disaster."
INT 4 CUN 5 STR 6
By Danny
Ships:

35. Borg Abduction Cube
Peers wrote: [Bor] (7) *Borg Abduction Cube
[Stf] [Stf] [Stf] [Stf] [Stf]
Cube
When a [S] dilemma you own of cost 4 or more is revealed, you may remove that dilemma from the game to place this ship from hand at the mission that dilemma was to be faced.
Order- Discard a card from hand to begin an engagement involving this ship. If you win, select an opponent's personnel involved to be beamed to this ship.
Range 10 Weapons 12 Shields 11
By Peers
36. Raptor One
DJStormtrooper wrote: [Rom] 3 •Raptor One
[Stf] [Pa] Drone Class
When your opponent attempts a mission, you may discard an event from hand to place this ship at that mission.
Order - Choose your personnel at another mission. That personnel is considered to be aboard this ship. This effect lasts until this order is executed again.
Range 6 Weapons 4 Shields 4
By DJStormtrooper
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By Danny (Daniel Giddings)
 - Gamma Quadrant
 -  
2E British National Runner-Up 2021
#373116
Vote B
[S] (3) Interface Malfunction
Randomly select an Android or Hologram to be stopped. Unless you have the skills on that personnel, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"When the interface malfunction occurred, subroutine C47 was replaced by elements from my personal programming."
 
By rferries
 - Beta Quadrant
 -  
#373133
Vote D
[D] 3 Ship In A Bottle
Unless you command a Hologram or have 2 Programming or Transporters and Cunning>28, all your personnel are stopped and each opponent that commands Grid 296 may randomly select one of those personnel to place on their Holoprogram event (You no longer command that personnel.)
"Captain. I have determined how Moriarty was able to leave the holodeck. He never did. Neither did we. None of this is real. It is a simulation. We are still on the holodeck."
Last edited by rferries on Wed Feb 15, 2017 7:12 pm, edited 2 times in total.
 
By Peers
 - Delta Quadrant
 -  
#373135
Vote F

[P] (3) Jem'hadar Assault Force
When this dilemma is revealed, your opponent may discard any number of Jem'hadar from hand to add Security and 5 Strength to the requirements. Unless you have Honor, Diplomacy, and a Vorta or 3 Security and Strength > 30, randomly select a personnel to be stopped, and your opponent may discard any number of Jem'hadar from hand; for each card discarded this way, randomly select a personnel to be killed.
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By CaptMDKirk (Matt Kirk)
 - Delta Quadrant
 -  
Continuing Committee Member - Retired
Architect
#373139
Vote F
[D] 7 Too Many Voices
Image
When this dilemma is revealed, it is cost -1 for each different affiliation among your personnel involved. Unless you command personnel with less different affiliations than the owner of this dilemma, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"New personalities are emerging every few seconds now... It's creating an incredible strain on her cerebral cortex."
 
By Peers
 - Delta Quadrant
 -  
#373160
CaptMDKirk wrote:[D] 7 Too Many Voices
Image
When this dilemma is revealed, it is cost -1 for each different affiliation among your personnel involved. Unless you command personnel with less different affiliations than the owner of this dilemma, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"New personalities are emerging every few seconds now... It's creating an incredible strain on her cerebral cortex."
Interesting. The best affiliation to play this is The Borg, since it turns their 'no non-aligned' into a positive, but then it also hurts them if they assimilate anyone. If anyone else uses it, it's really a draw unless a) they're not using non-aligned personnel, b) they're only using non-aligned personnel, or c) their opponent is playing DS9 or Terok Nor.

What strikes me is that the more powerful it is, the cheaper it is. If I'm only playing two affiliations, it's going to cost you 5 to play; if I'm playing a TN Dissident deck with a combination of Dom, Card, Fed, Baj, Fer, and Non, then it's a 1-cost dilemma that auto-stops me cold with no other options.
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By CaptMDKirk (Matt Kirk)
 - Delta Quadrant
 -  
Continuing Committee Member - Retired
Architect
#373161
Peers wrote:What strikes me is that the more powerful it is, the cheaper it is. If I'm only playing two affiliations, it's going to cost you 5 to play; if I'm playing a TN Dissident deck with a combination of Dom, Card, Fed, Baj, Fer, and Non, then it's a 1-cost dilemma that auto-stops me cold with no other options.
There are plenty of options - like building a team of only 2 or 3 affiliations. This is a gamesmanship dilemma, because if you haven't examined your opponent's team, there's no way to know how much it will cost until you flip it. It is also vulnerable to Donatra et al as a non-skill dilemma, FWIW.
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By Naetor
 - Delta Quadrant
 -  
#373360
C

[D] (2) naQcha'wIS <Star Trek: Axanar logo>
Your opponent may place a [Kli] ship from hand at this mission. Place this dilemma on this mission. Your opponent's ships may not move from this mission. When you win an engagement here, place this beneath your mission. When your opponent wins an engagement here, remove this from the game.
Devourer
User avatar
 
 - Delta Quadrant
 -  
#373426
Vote H

[D] (5) The Clown: Eternity of Anticipation
Name a skill required by this mission. Your opponent may choose a personnel with that skill to be stopped or choose to randomly select a personnel without that skill to be killed. Unless you choose a personnel who has Leadership to be stopped, this dilemma returns to its owner's dilemma pile.
"And then the fun begins."
 
 - Delta Quadrant
 -  
Community Contributor
#373439
Vote: C

My Entry:

[D] 2 Villainous Monologue

Unless you have more Treachery personnel at this mission than your opponent, randomly select a personnel to be stopped for each Treachery personnel your opponent commands at this mission.

“Citizens of Earth, your destiny is in my hands. Those of you who acquiesce to my demands will be treated fairly. Oppose me, and you face a dire fate indeed, as my slaves in the mines of Mercury. You have one hour.”

Not sure on the correct cost. I've never been very good at costing dilemmas.

All the Best,

Mattgomery Scott.
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By GooeyChewie (Nathan Miracle)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
Architect
#373576
[P] (5) Monitored Explosion
Dilemma
Choose one: Kill half of your personnel (round up); or your opponent places one of his or her staffed ships at this mission and scores 10 points.
"I cannot confirm the existence of Praxis."
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