Chula: The Abyss | openCards

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Chula: The Abyss

    Chula: The Abyss

    In shapsix of chula, players can fall into a deep crevasse. Three Deep Space 9 senior officers fell in, but landed in Quark's Bar and learned it was only part of an elaborate game.

    Dilemma Dilemma - Dual dilemma Dual

    To get past, three personnel present (random selection) must face the abyss. If their total CUNNING is odd, they are "stopped" and, if possible, relocated to Quark's Bar.

    Characteristics: "Chula" dilemma, relocate dilemma, wall dilemma.

    Rule hint for this card

    This card has an clarification:

    If more than one Quark's Bar is in play, the player encountering this dilemma chooses which one to relocate his personnel to.

    Taken form Glossary - Version 1.9.5.

    Card logging info: Logged by openCards team at May 1st, 2009.
     

    Chula: The Abyss

    This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Aug 11th, 1999.

    Like two of the earlier Chula dilemmas, this is a wall requiring three personnel to get past. If total CUNNING is odd (don't forget to add in any enhancements such as PADDs) they are all "stopped," taking three personnel out of the pool to complete the mission, at least for this turn. (Once Quark's Bar is available, it will be especially inconvenient when they are relocated from the Gamma Quadrant.) If total CUNNING is even, of course, they all continue, to encounter whatever nasty killer dilemma you've seeded next.

     

    Combo:

    • Lack of Preparationimage + Chula: The Abyss + Traumaimage: Either your mission solvers get "stopped" or the one with most skill dots is disabled for three turns.