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Bio-neural Computer Core

    (4) Bio-neural Computer Core

    Dual Dual Dilemma

    Randomly select a personnel to be stopped. If your opponent does not command that personnel and you still have nine personnel remaining, place him or her on your opponent’s headquarters mission instead, then randomly select a second personnel that your opponent does not command to be placed on your opponent’s headquarters mission. That opponent now commands those personnel.

    none

    Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
    Requires: headquarters.

    Rule hint for this card

    This card has an erratum: Change of wording.

    Game text without errara: "Randomly select a personnel to be stopped. If the opponent on your left does not command that personnel and you have still nine personnel remaining, place him or her on your opponent's headquarter mission instead, than randomly select a second personnel that your opponent does not command to be placed on that's opponents mission headquarters. That opponent now commands those personnel.".

    Taken form Current Errata 2015-04-06.

    This card has an clarification: That opponent only takes command of the personnel that are placed on his or her headquarters mission. (CRD 2010-05-29)

    Taken form .

    Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
     

    Bio-neural Computer CoreBio-neural Computer Core (first version)

    This Card-Review article was written by and was published first on "none".

    Bio-neural Computer Core is a new dilemma included in Dangerous Missions, the next exciting expansion for Star Trek CCG, Second Edition. Archer's contempt for the Core is evident in the episode from which this card image is obtained, just as your opponent will be if he or she must face this dilemma and is attempting a mission with more than nine personnel.

    You can rely on the first line of text to stop a personnel. For a cost of four, though, this dilemma would be hard-pressed to replace Pinned Down or Limited Welcome in many dilemma piles unless the second part of the dilemma triggers (which yields handing over command of two randomly-selected personnel if attempting with more than nine). This would be a wonderful card to pull during a sealed deck event to stop those all-or-nothing massive away teams, but for constructed deck tournaments where many away teams consist of substantially less than nine personnel, this dilemma may see less play.

    Another qualifying factor for the real teeth of this dilemma is that you must not already command the randomly selected personnel that you may be taking command of from your opponent. I can just see it now... I randomly select some powerhouse like Ruk, and am not able to take command of him (thus nullifying the rest of the dilemma) because I already command a copy of him. So, choose dilemmas wisely based on the gaming environment in which you're playing, as well as your own personnel, or you may find yourself in the middle of a core meltdown.