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Second Edition
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War Games

2015-11-29

[D] 4 War Games
Your opponent chooses one of his or her completed missions. Unless you have the skills needed to complete that mission, all your personnel are stopped.
"If the M-5 works under actual conditions as well as it has under simulated tests, it will mean a revolution in space technology as great as warp drive."
29 V 16

Positives: Dual. If you complete a mission with hard to find skills could stop opponents away team. Useful if drawn later in the game.

Negatives: Useless if drawn early in the game. Cost 4.

Extra: A problem with this dilemma is drawing it early before you've solved a mission making this a blank draw that you can't use. If the right Missions are chosen it could be useful. If you solve a mission which has dual conditions like Investigate Sighting the opponent has the choice of the requirements on the Mission to get past. So even if it was solved with 2 Telepathy they could get past with Exobiology and 2 Treachery. Missions that require the rarely needed Acquisition, Intelligence, Law and Telepathy like Assess Contamination with its 2 Anthropology and Law requirement are the best Missions to use with War Games. Ferengi with their Acquisition heavy Missions might be the best Affiliation to use with War Games.

Applicable Cards: War Games; Assess Contamination; Investigate Sighting;