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Chula: Trickery

Chula: Trickery

Uncommon card from Holodeck Adventures (2001)

Most chula puzzles play upon a participant's initial instincts - open doors are not always to be taken. Those who remember lessons from earlier shaps will fare better in the endgame.

DilemmaSee prev Dilemma in alphabetical orderSee next Dilemma in alphabetical orderHolodeck AdventuresSee prev. card from Holodeck Adventures (order by card typ, alphabetical)See next card from Holodeck Adventures (order by card typ, alphabetical)rule notes

Space / Planet Dilemma

Opponent conceals your personnel, randomly selects one, and recites their attribute numbers. Unless you can name the selected personnel, all are "stopped." Discard dilemma.

 
   

Rule notes

Major Rakal's Dilemma Facts

Opponent randoml y selects one personnel card from Away Team or crew and recites the attribute numbers printed on the card (must be read in order of INTEGRITY, CUNNING, and STRENGTH). Do not apply enhancements. Attributes must be read as printed (e.g., 4+4, 7+7, 7+8 for a dual-personnel card; X, 8, 3 for Quark; etc.). If you can correctly name the selected personnel, discard dilemma and continue to next. Otherwise, AT/ship and crew are "stopped"; discard dilemma.

Official Runlings:

For this dilemma, your opponent "recites {the personnel's} attribute numbers" by reading the printed attributes off the card, in order (INTEGRITY, CUNNING, STRENGTH), without applying modifiers. Attributes of dual-personnel cards are not added together, but are read as printed, for example, 3+3, 8+8, 5+5.

Taken from: Rulebook Glossary (08/2002)

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