Good Card: Breaking The Ice
Why: The persistent keyword does make me sad, but this dilemma makes me happy. I don't recall ever playing this dilemma on someone and it not working. This requirements are so easy to track it's pretty hard to screw it up. And trust me, I'm an expert on screwing it up. The other reason I like it is because it changes things up. It takes a usual planet skill, geology, and puts in on a space dilemma. Not only that, but it goes hardcore and puts it x3. This dilemma was a fantastic idea, unlike our next card....
Bad Card: The Cost of Freedom
Why: Somebody who didn't know sh*t about Cardassians had a terrible idea and it became this card. This is another example of terrible risk/reward leading to a bad card. The only attribute Cardassians need is integrity, so getting a cunning/strength +1 or +2 isn't that great. I can use Comfort Women for that. What's the risk? Getting all my people stopped, basically losing a whole turn. No way, screw that. The chance for a couple attribute points isn't worth a wasted turn. I've only seen one person ever try to use this card, and it was a complete failure. This is a card which you have to base your entire deck around and it's simply not that good.
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Today's Pic: For some reason last Halloween I bought a giant fake sword. It was sitting in my room and my brother asked, "Why do you have a giant sword in your room?" To which I replied, "Why not have a giant sword in your room?" Months later me and the kids get to HeroQuest #13 'Quest for the Spirit Blade'. Turns out, they look very similar. Connor, already obsessed with HeroQuest, ran upstairs, got the sword, and 'by the power of Greyskull' did his best He-Man impression.
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