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Card Extra

Chula: The Game from Evan Lorentz (11/27/2000)

See picture of Chula: The Game.

 

For the fifth expansion set in a row, Chula is here to make your opponent's life more difficult. This dilemma is at first glance a simple stopper, but there's more here than meets the eye.

The conditions are surprisingly difficult - only the Ferengi should find it "easy" to come up with a single personnel who has Greed and either Treachery or a CUNNING greater than 7. Some affiliations don't have any choices at all in this regard, short of a PADD for CUNNING enhancement, or a trick like Reflection Therapy.

The real kicker is, if your opponent's crew or Away Team doesn't overcome Chula: The Game, they're not only "stopped" for the rest of that turn, they're "stopped" clear through the end of the next turn, too! This is perfect for any nasty idea you have where time is a factor - chasing down a ship for battle, killing off an Away Team with The Sheliak, or stalling a return trip to an outpost for REM Fatigue Hallucinations are just a few suggestions.

Combos:

  • Q Gets The Point (+ any Guinan) + Chula: The Game: The ability to "fork" ("stop") one of your opponent's Treachery personnel gives you a chance to specifically remove someone who can overcome The Game. If it's their only personnel who can overcome the dilemma, well, then they've got a problem.
  • Chula: The Chandra + Chula: The Game: Traditionally, the disreputable sort of personnel who could play The Game don't match attribute numbers with the more "straight-and-narrow" people who make up the bulk of most affiliation's personnel. The Chandra stands a good chance of filtering them all away.

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