I'll see your dilemma pile... | openCards

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I'll see your dilemma pile...

    And Raise You

    Interrupt Interrupt
    To play this interrupt, you must command three Voyager related card personnel. When your opponent begin a mission attempt, make an opponent reveal the top three cards of his or her dilemma pile. Then replace those dilemmas in the same order. You may then make that opponent shuffle his or her dilemma pile.

    "If I didn't know any better, I'd say we're being hustled."
    "Oh, I'm not buying the innocent Talaxian routine."

    Characteristics: manipulate / examine opponent's dilemma pile.
    Requires: Voyager Voyager related card related.

    Card logging info: Logged by openCards team at Jan 1st, 2008.
     

    And Raise You

    This Card-Review article was written by Scott Baughman and was published first on "Decipher's Website (decipher.com)" at Nov 10th, 2006.

    In the Second Edition of the Star Trek Customizable Card Game, your opponent is really coming at you with two resources. First, he's got his draw pile of personnel, ships, etc. and then he's got his dilemma pile. Many a successful Trek deck has decided that the key to victory is to focus on manipulating dilemma piles – both yours and your opponent's.

    And Raise You is a new Interrupt in the Captain's Log set that basically looks at that manipulation strategy and says, I'll see that, and raise you one more.

    Cards like Running a Tight Shipimage and Tampering With Timeimage make the top card of an opponent's dilemma pile incredibly important. They can make or break the game once you've expended a lot of resources to get them into play. But these days, your opponent has a lot of options to undo all your hard work.

    Did you just use Tampering With Time to get your opponent's dilemma pile set up the way you want, only to be thwarted by a well-timed flip of the dilemma pile by Temporal Incursionimage last turn? Well, that's the problem with Tampering With Time, you see. Your opponent can usually see it coming, what with the event parked in your core there.

    So, this turn, throw down your And Raise You to make your opponent think twice about flipping with Temporal Incursion.

    Alternately, And Raise You can pull double duty as a defensive card. Maybe your opponent is the one who's always setting things up with dilemma manipulation on his own pile. Did he tie-up a lot of his resources last turn to power combos like Tampering With Timeimage, The Trial Never Endedimage or The Manheim Effectimage? Well, shut it all down by raising him.

    To Boldly Go certainly did Up The Anteimage, but Captain's Log is going to see that And Raise You.