Search wnohgb.com!
PicoSearch
Blaze of Glory: Dangerous Dilemmas
by Thomas D. Scott

With a large dramatic fanfare, Blaze of Glory arrives on the tournament scene. But what impact will it have on one of the most important aspects of the game: the dilemmas?

  • CHULA: THE ABYSS (Either, Rare)
    In shap six 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.
    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. Otherwise: "Stops" one personnel (random selection).

    On the face of it, this card isn't deserving of its rare status. It doesn't kill... it seems just a weakened version of Hunter Gangs. But look deeper. There's a 50/50 chance that three people from the Away Team will be stopped. If there aren't three people, you can't get past. And in, say, a six-person Away Team, that's half the personnel gone. Follow it up with a killer or a wall and you have a potent dilemma combo. And don't forget it's space/planet: couple it with an Aphasia Device/Tarellian Plague Ship combo and you may well be on your way to a nasty infection.

    And don't forget the last clause: "if possible, relocated to Quark's Bar". While this card doesn't exist yet, it probably will in Rules of Acquisition, the next expansion. And the ability to relocate three people to perhaps the other side of the galaxy is quite potent.

    Scott's Verdict:
    For now, a poor man's Chula: The Chandra. But after Rules of Acquisition... who knows?

    Combo of Choice:
    Chula: The Abyss - Aphasia Device - Tarellian Plague Ship. Would you like a virus with that?

  • CHULA: THE LIGHTS (Either, Common)
    Players face several perils throughout the game of chula. In shap four of the game played in Quark's bar, Julian Bashir was singled out and "eliminated" by a burst of energy.
    Crew or Away Team member with total attributes closest to 22 (your choice if tie) returns to hand. To get past requires CUNNING>24 remaining.

    It's not bad for a common. Closest to 22? Jean-Luc Picard's pretty close, as are quite a few other main characters. And there's the wall element... don't try to redshirt through it. But wait... the character goes back to hand. What good is that? Just report them again... not if you're in the Gamma Quadrant. Knock out a key personnel and they could have a long trip home...

    Scott's Verdict:
    A good common, perhaps nice in a Chula Combo.

    Combo of Choice:
    Why not put all the shaps in order for the ultimate Chula Challenge?

  • DRUMHEAD (Space, Uncommon)
    In 2367, suspected sabotage to the warp core of the U.S.S. Enterprise led to an investigation of the crew. Suspicions ran rampant before Jean-Luc Picard put an end to the "witch hunt."
    If present, discard a crew member of INTEGRITY<5 (Norah Satie's choice if in play, or random selection); otherwise, to get past requires Jean-Luc Picard OR Law. Nullify with Plexing.

    "Norah Satie's choice"? A new departure in wording for Decipher. Remember that if your opponent has Norah Satie in play, they get to choose. If you have Norah Satie, you can choose who bites the dust. Decipher rescues binder fodder again. And what if both players have Norah in play? Presumably, the attempting player gets to choose (that's how such situations are normally ruled).

    This card could seriously hurt the Federation. Your average Federation super-team will probably have at most one personnel with less than five INTEGRITY. And if they don't? It's either the rare Jean-Luc or the rarer Law.

    But there's more! Only Dukat of Borg has an INTEGRITY of less than 5. If you don't have him, the Borg will have to waste a turn changing the Borg Queen's skill. What about Scout Decks who have no Queen? They're stopped dead at any space mission this card is seeded.

    Scott's Verdict:
    It's a breeze for most people. But for the Federation and the Borg it's a killer.

    Combo of Choice:
    "Opponent's Choice" Dilemmas - Drumhead: Pick off the INTEGRITY<5 personnel, then the people with Law. Get through that.

  • FERENGI INGENUITY (Either, Uncommon) [Countdown: 3]
    Quark's refusal to spend latinum resulted in some creative holosuite repairs. Rom once used a copper-ytterbium composite spatula as a spare part - the perfect plasma conductor.
    If one personnel present has 2 Computer Skill, discard dilemma. Otherwise, to get past, place on most CUNNING Computer Skill present ("stopped" during countdown).

    Not the best card in the world. What crew or away team is without a Computer Skill these days? But two Computer Skill... hmm. Not many people have that on one person. Essentially, this card stops a Computer Skill personnel. But what good is that? It knocks out the most CUNNING, which could line up for a wall, but my favourite use would be to set up for it with "Opponent's Choice" cards and slowly pick off their Computer Skill.

    Scott's Verdict:
    Binder fodder. No crew or away team is without copious amounts of Computer Skill.

    Combo of Choice:
    "Opponent's Choice" Dilemmas - Ferengi Ingenuity: Pick off the Computer Skill, then stop them at the wall.

  • GRAVIMETRIC DISTORTION (Space, Common)
    Gravimetric fluctuations sometimes accompany interruptions in the normal flow of space and time. Spatial distortion phenomena can cause a wide range of problems.
    Ship damaged unless 4 ENGINEER OR 2 Astrophysics OR a personnel who has 2 Navigation OR Guinan aboard.

    Surprisingly nasty. If you're battling to complete your last mission just in time and hit this without the correct personnel, your opponent does 'default damage', flipping two tactic cards. What could this do? Kill your best personnel? Download a Warp Core Breach? Take your sensors offline so you can't attempt space missions? Ouch.

    Scott's Verdict:
    Not bad. Whittle down some people, and then hit it!

    Combo of Choice:
    Chula: The Chandra - Gravimetric Distortion + Quantum Torpedo - Radioactive Garbage Scow: Make sure they don't pass Gravimetric Distortion. Hope you're lucky and flip the Quantum Torpedo. They won't be able to reattempt after the Scow.

  • HAZARDOUS DUTY (Either, Common)
    Jake Sisko was exposed to the horrors of war when caught in the Klingon attack on Ajilon Prime. Not a soldier, he was unprepared for the hazards he faced with the colonists.
    To get past requires 2 OFFICER; then place on mission until solved. If any non-OFFICER dies here, its owner loses points (discard dilemma).
    [-5 PTS]

    It might as well say, "lose 5 points." Once they've been stopped from redshirting, kill someone with an Armus or a Common Thief. They lose 5 points. Simple as that.

    Scott's Verdict:
    Probably binder fodder. No decent repercussions.

    Combo of Choice:
    Hazardous Duty - "Opponent's Choice" killer. Take your pick - it's -5 either way.

  • NEW ESSENTIALISTS (Planet, Uncommon)
    The New Essentialists Movement asserts that decadence and complacency are eroding the foundations of the Federation. Worf was temporarily swayed by this group while on Risa.
    Unless INTEGRITY>40 and 2 Honor OR CUNNING>40 and 2 Treachery present, place one non-Borg Away Team member (random selection) atop draw deck. Nullify with Jamaharon.

    Atop draw deck? Blerk. Straight back to hand. Also, it's random selection; never the best way to choose someone to leave. Mind you, the requirements are quite strict: and it's an Unless, so the Away Team is stopped if they can't do them. Personally, though, I prefer more efficient killers; ones that let you choose.

    Scott's Verdict:
    Strict requirements. Lax result.

    Combo of Choice:
    Use within a combo to knock someone out.

  • STELLAR FLARE (Space, Uncommon)
    Stellar flares release tremendous amounts of energy and emit radiation across the entire electromagnetic spectrum. Large flares can cause severe damage throughout a star system.
    Damages and "stops" all ships at this location except those that are docked, landed or carried OR have 2 Navigation and Astrophysics aboard OR have SHIELDS>11. Discard dilemma.

    Everybody ready to sing the Voyager theme? For this is where the card comes from.

    Navigation and Astrophysics are becoming the MEDICAL and Exobiology of planets: no mission attempt should be without them. And don't forget it's ALL ships. Did your opponent's nice little fleet come over to protect the mother ship? Oh, how sad.

    SHIELDS>11? Could be difficult... only Metaphasic and Nutational shields could raise the totals up that high. Seems like these cards could face a resurgence in Blaze of Glory.

    Scott's Verdict:
    Quite nasty. Stock it.

    Combo of Choice:
    Use under Intercept Maquis: WEAPONS>14 at that location is needed to attempt the mission. Looks like all those ships that were backing you up could be hurt...

  • UNDER FIRE (Planet, Uncommon)
    While on a medical mission to Ajilon Prime in 2373, Julian Bashir found himself in the middle of a live combat situation.
    Immediately probe (then place probe card atop draw deck):
    [DRY], [INT], [SD], (Borg): Kills two personnel (random selection).
    Otherwise: "Stops" one personnel (random selection).

    Kills two? That's not bad. And with the resurgence of Special Download icons, this probe result could be coming up more often than you might have thought. Even if not it still knocks one person out temporarily.

    I like the probing, by the way: you never know just where those shells are going to hit...

    Scott's Verdict:
    Of an acceptable standard.

    Combo of Choice:
    Use in an out-and-out killer combo for maximum effect.

So, that's the Blaze of Glory dilemma scene. Nothing too extreme or nasty, but a few cards which, when used correctly, could make it A Good Day To Die...

Thomas D. Scott

About | Beginners | Decks | Strategy | Features | > Viewpoints < | Contests | Survey | Links

Whrere No One Has Gone Before is in no way associated with Decipher, Inc. Star Trek: Customizable Card Game is a Decipher registered trademark.