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Second Edition
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War of Attrition


[Evt] 2 •War of Attrition
To play this event, you must command three [Dom] [TN] personnel. Plays in your core. At the start of each player's turn, he or she removes the top card of his or her dilemma pile from the game.
"Over fifty ships lost, our spacedocks on Torros Three destroyed. A victory perhaps, but a costly one."
31 V 23

Positives: 2 Cost. Plays in core and stays in play. Removes the top card from Opponent's Dilemma pile every turn.

Negatives: Removes the top card from the Player's Dilemma pile every turn.

Extra: Here's the card that lets you get to the 10 cards needed to activate Undermined Defenses. The real downside here is the Player is losing cards from their Dilemma pile as well, but if that is known going in the Player can make a larger Dilemma pile. If the Opponent is running one of those small well tuned Dilemma piles that run around a particular theme they may be in trouble. Also, there's nothing stopping the Player from Grav-Plating Trapping their own War of Attrition if they start losing too many Dilemmas. The fun card to include here is Tampering With Time since it's been errataed to a start of turn action, the Player can choose the order in which they occur. So Tampering with Time then War of Attrition to equal the Players choice of what Opponent's Dilemmas go out of play. Throw in Gem and Ohhhh! Nothing Happened! and they could get rid of any Dilemmas that could get in the way. The game to watch out for is when both Players are using War of Attrition and each is discarding 2 cards at the start of every turn.

Applicable Cards: Ohhhh! Nothing Happened!; Tampering With Time; Undermined Defenses; War of Attrition; Grav-Plating Trap; Gem;