Naetor wrote:Latok wrote:Why should Neu-HQs have cards that hurt them?
I think you're reading too much into it. It doesn't seem like there is any intention of this card, and anything hurt by it is just a happenstance of some HQs being better suited to defend against it than others. Kris' comment earlier highlights this pretty well:
LORE wrote:..what was the design goal / point of this card? To push people into playing Holograms? Having to kill one to pass it seems a bit counter-productive if so.
There are a lot of mini-carrots designed in the card...
...to push people to incorporating different personnel (holograms or personnel with low integrity who has Acquisition)
...to push people to include cards to add skills or prevent total stops
...to push you to not include as much death protection (since it doesn't work with this dilemma)
The anti-Neu-HQ was just a byproduct...
Here are a list of personnel with INT<4 that can gain any skill:
Elim Garak, Crafty Underling
Krax, Arrogant Heir
Nanclus, Co-Conspirator
Silik, Chameleon
James T. Kirk, Brutal Barbarian
Borg Queen, Bringer of Order
Dukat, Dominion Puppet
Jaro Essa, Leader of the Circle
Here are a list of cards that let you gain any skill on a personnel:
Confessions in the Pale Moonlight
D'Vela
Maquis Raid
Navaar, Experienced Gift
The Void Alliance
Rule of Acquisition #144
There are 26 different personnel who can pass this dilemma with native Acquisition and INT<4. There are also 36 different Hologram personnel in the game.
Both numbers are higher that the number of different personnel with Telepathy currently in the game (16).