#607123
It's Wednesday! We're more than halfway through the week. Since we are over the hump, let's look at a question!
The card Chula: Pick One to Save Two gives you an option of returning a personnel to your hand in order to let the other two go on. Although, if you can't choose, all three are stopped; this week, you'll do the reverse. I'll give you three things and you remove one taking the other two.
What will you choose between? Denial!
Attribute denial: Can you deal with the constant drain of attributes? Your personnel have one (or two (or three)) less than their printed attributes? Are you ready to have another personnel attempt missions making up the difference for you but giving your opponent more counters for dilemmas.
Counter denial: TOS has a way to spend more on counters, almost giving you an extra turn every seven turns, but what about the reverse? Can you get your costly ship out early enough? Can you make do with a little less each turn?
Point denial: You generally need a hundred points (or thereabouts) to win the game. Can you do with a drain of them each game? Are you able to paly around this certain drain? Can you go with the harder missions for the win?
These three are a nightmare to face but something you can deal with, but not without a cost. Any one would be trouble but two gets to be a bit much, as players form Worlds will attest. Which one will you pick? Let us know in the poll and tell us why below. Revoting is allowed. Have fun picking your poisons.
The card Chula: Pick One to Save Two gives you an option of returning a personnel to your hand in order to let the other two go on. Although, if you can't choose, all three are stopped; this week, you'll do the reverse. I'll give you three things and you remove one taking the other two.
What will you choose between? Denial!
Attribute denial: Can you deal with the constant drain of attributes? Your personnel have one (or two (or three)) less than their printed attributes? Are you ready to have another personnel attempt missions making up the difference for you but giving your opponent more counters for dilemmas.
Counter denial: TOS has a way to spend more on counters, almost giving you an extra turn every seven turns, but what about the reverse? Can you get your costly ship out early enough? Can you make do with a little less each turn?
Point denial: You generally need a hundred points (or thereabouts) to win the game. Can you do with a drain of them each game? Are you able to paly around this certain drain? Can you go with the harder missions for the win?
These three are a nightmare to face but something you can deal with, but not without a cost. Any one would be trouble but two gets to be a bit much, as players form Worlds will attest. Which one will you pick? Let us know in the poll and tell us why below. Revoting is allowed. Have fun picking your poisons.
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