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Make Us Go Promotion card from Tournament Sealed Deck (1998) We are Pakleds. We look for things... things to make us go. You are smart. Can you make our ship go? Do not try to trick us. We can tell. |
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Space / Planet Dilemma To get past, most CUNNING ENGINEER present must help aliens (held with dilemma atop mission). At end of your next turn, cure with CUNNING > 24 here or place both out-of-play. |
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Strategy notes Strategy article Major Rakal's Romulan Review from Kathy McCracken (04/06/1998) |
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Rule notes Major Rakal's Dilemma Facts
(A most CUNNING ENGINEER to be held atop the mission is a condition for passing the dilemma.) If no ENGINEER in AT/crew, AT/ship and crew are "stopped"; replace dilemma under mission to be encountered again. If ENGINEER present, place most CUNNING (if tie, opponent chooses) with dilemma on top of mission. Rest of AT/crew is not "stopped" and must continue to next dilemma. If you have CUNNING > 24 present at this location (in one AT/crew) at end of your next turn, return ENGINEER to that AT/crew and discard cured dilemma. Otherwise, place ENGINEER and dilemma out-of-play. May be passed with Official Runlings: The ENGINEER who passes this dilemma is relocated from the ship or planet (even though at the same location). He may not use or share skills. See quarantine. If the dilemma is cured, the ENGINEER returns to the crew or Away Team that cures it (not necessarily to where it was encountered). Taken from: Rulebook Glossary (08/2002) |
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