No-Win Situation: Dilemma suggestions | openCards

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No-Win Situation: Dilemma suggestions

    (5) No-Win Situation

    Event Event
    Place in your core. When your dilemma is prevented or it's requirements are met, randomly select a opponent's personnel that was facing that dilemma to be stopped.

    "How we deal with death is at least as important as how we deal with life, wouldn't you say?"

    Characteristics: stop opponent's personnel.
    Requires: prevent and overcome.

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

    No-Win Situation

    This Card-Review article was written by openCards user KaiserK at Aug 31st, 2009.

    In addition to Matt Kirk's article on draw deck interactions with this card, here is a list of dilemmas that I have found to work very well with No-Win Situation in play:

     

    Filters:

    Triageimage, Kolaran Raidersimage, Cultural Differencesimage, Neurogenic Fieldimage: All of these are cheap to play and work great as filters in a regular dilemma pile, but with NWS they really become monsters. With up to four stops from a single dilemma (that costs only one!), these can often be enough to end the mission attempt straight away. Careful with your selection, though: With NWS in play, you actually want dilemmas that ask for skills your opponent will have in the away team. Therefore, unless you are planning on setting up specific dilemmas, I'd suggest to steer away from the Acquisition/Anthropology requirement on Cultural Differences and go for the more commonly found Leadership/Security on Kolaran raiders.

    Magnetic Field Disruptionsimage, Warp Bubble Mishapimage, Command Decisionsimage, Night Terrorsimage: The space equivalents to the above.  Note that Night Terrors and Neurogenic Field are Persistent, which means they can safely be played against Dominion Defiant shuffle decks!

    Guess Who's Coming to Dinner?image, Back Room Dealingsimage, Trelane's Trialimage:
    The dual equivalents to the above. You will get either a kill, or 1-4 stops.

    Show Trialimage: A special mention among those deceptively easy stopper dilemmas is this virtual beauty. Many NWS decks are rather slow, so you often find yourself playing from behind. In that case, ST becomes a real powerhouse: 2 stops from the dilemma, plus 1-3 from NWS! Also, the skills it asks for (Leadership and Medical) are fairly common and essential for many other dilemmas, so your opponent probably won't dare to try and dodge Show Trial by  attempting without them.

    An Issue of Trustimage: This one is great even by itself, but with No-Win Situation you can get extra mileage out of it. If your opponent has Honor or Treachery, which they should, any copies of NWS you have in play trigger. Then, if any Honor or Treachery personnel remain after the random stops, all but one of them will be stopped. 

    Instigate Dissensionimage: Against mult-HQ decks, it's two stops and you can potentially shut down one headquarters, with the added bonus of not putting the dilemma under the mission. Against your regular single-HQ decks, it's two stops + NWS,  so anything from 3-5 stops for a four-cost dual dilemma that even works well without NWS support. 

    Occupational Hazardsimage: Most decks can't cough up 2 Acquisition, and 2 Treachery is equally hard to come by for many of the do-gooders of the Trek universe. 1-3 random stops, or 1 random kill and a bounce.

    The Dal'Rokimage: Like Occupational Hazards, you cannot go wrong with these two. They work best as a follow-up after you've stopped some guys with another filter.

    Racial Tensionimage: Two stops from the dilemma, or 1-3 from the events. At a cost of zero, it's great to set up big killers or WNOHGB.

    Temptationimage: Again, this works great on its own. Either stops three (no Honor or Treachery), or stops 0-2 for the dilemma + 1-3 for the events.

     Walls:

    Unscientific Methodimage: Great to kill off people like Dax, NA-Bashir or Seven of Nine. After the kill, it either stops all and bounces back, or goes under, but triggers additional stops on its way down. Another great finishing move to an NWS dilemma combo.

    Dangerous Liaisonsimage: At a cost of 4, this dual dilemma is slightly more expensive than Unscientific Method, but for many decks the skills will be hard to find to begin with, and even more so after you've stopped some personnel with filters. Like UM, this has an automatic failsafe; even if is overcome, the stops triggered will likely put an end to the mission attempt.

    Fesarius Bluffimage, Excalbian Dramaimage: These two can work as pure walls if you have the cards to discard, but with NWS in play you can also use them as a last line of defense. At a cost of zero, you will always be able to play them. If you can't afford to discard cards, just let your opponent pass the natural requirements and take the stops from NWS.

     Where No One Has Gone Beforeimage: With NWS, everone's favourite free trip around the galaxy becomes very easy to set up.

     Killers and other stuff:

     Whisper in the Darkimage,Tsiolkovsky Infectionimage, Formal Hearingimage, Sylviaimage: If you're running NWS, chances are you're using other core events like Party Atmosphere, Unexpected Difficulties or The Manheim Effect. If you do, the "8-coster" cycle is a natural addition to your dilemma pile. Either make your opponent take the stops from NWS, or watch 3 people be killed/stopped, or 2 captured.

     Hard Timeimage: Adding insult to injury, Hard Time takes out people without putting dilemmas under, which is completely in line with a pile built around putting as few cards under as possible.

    Full Complementimage: Similar to Hard Time, this one can bounce a personnel back to hand without going under the mission. The downside, compared to Hard Time, is that it only works if there are four or less personnel remaining. The advantages are that is has a slightly lower cost (usually 2), and that it triggers No-Win Situation in case your opponent should have five or more personnel left.

    Temporal Conduitimage, Stripped Downimage: Should your opponent manage to complete a mission, these two will make the second and third mission all the more difficult to solve. E.g., after you've successfully played Whisper in the Dark to kill 3, you can move it to a completed mission, then use The Manheim Effect to make sure you draw it again.

    Skeleton Crewimage, Timescapeimage, Bre'Nan Ritualimage: Once Temporal Conduit is in play, many opponents will try to attempt with more than one team, hoping that you will have to play at least one dilemma that stays under to stop each team. Since TC can only shuffle 1 dilemma per turn, such a strategy would eventually enable them to auto-complete the mission. With support dilemmas like SC, Timescape and BR, you can counter these efforts.

     

    While all of these dilemmas work well once you have one or more No-Win Situations in play, your pile might turn out to be fragile without the event support. Therefore, make sure that you have a way of keeping your core events around! All affiliations have access to some kind of event protection, and since your dilemma pile can easily buy you a couple of turns with NWS in play, you shouldn't shy away from stocking some defensive cards. They might slow down your deck a bit, but the payback should be enormous.

    If you have any suggestions, criticism or questions, please leave a comment.