Chula: Crossroads ( Rules of Acquisition)
Caught in a game of chula, Deep Space 9 senior officers divided up to explore different paths. Some paths were dead ends, while others led to the next shap.
Dilemma - Dual dilemma
Immediately probe (then draw probe card):
, , , : "Stops" two personnel (your choice).
Otherwise: "Stops" one personnel (opponent's choice).
Characteristics: "Chula" dilemma.
Requires: affiliation, Mission.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: Echoes ( Holodeck Adventures)
The echoing voice of the "fallen" Julian Bashir attempted to separate Sisko, Dax, and Kira before they reached the final challenge in their game of chula.
Dilemma - Dual dilemma
To get past, three personnel present (random selection) are chosen. If the highest CUNNING among them is odd, all three are "stopped."
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: Move Along Home ( To Boldly Go - ST1E compatible)
"...perhaps they're giving us some sort of behavioral test. Like a laboratory rodent who must work his way out of a maze."
Dilemma - Dual dilemma
Randomly select three personnel. If the highest Strength among those personnel is even, all three of them are stopped.
Characteristics: "Chula" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Chula: Pick One to Save Two ( The Dominion)
In the game of Chula, thialo is a decision point which requires the player to select one participant to be lost so that the others can continue.
Dilemma - Dual dilemma
To get past requires three personnel present (random selection) to face thialo. Chose one of those three to return to your hand, or all three are "stopped".
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Abyss ( Blaze of Glory)
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 - Dual dilemma
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.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Chandra ( The Dominion)
The Chandra is part of an elaborate Wadi game which requires players to advance through several shaps or levels. To get past this shap, players must precisely mimic the Chandra.
Dilemma - Dual dilemma
One person (random selection) continues, along with all crew or Away Team members who have at least one attribute number matching that personnel. Others are "stopped".
Characteristics: "Chula" dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Dice ( The Dominion)
The throw of the dice is the foundation of Chula. Each combination of Wadi symbols determine which challenge next awaits the game's participants.
Dilemma - Dual dilemma
To get past requires one personnel with INTEGRITY > 6 another with CUNNING > 7 and a third with STRENGTH > 8.
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Door ( Rules of Acquisition)
In the Wadi game of chula, participants are confronted with a virtual labyrinth of doorways. A few seem to permit passage arbitrarily, but most remain closed.
Dilemma - Dual dilemma
To get past, two personnel must each contribute any one of their attributes to equal a total of 5 or 21. Nullify by placing any doorway out-of-play from hand.
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Drink ( The Trouble with Tribbles)
One chula puzzle places the players in a cocktail party filled with poison gas. The antidote awaits the one who is clever (or foolish) enough to take a chance on a mysterious beverage.
Dilemma - Dual dilemma
To get past, four personnel present (random selection) must be "tested". All four are "stopped" unless one has CUNNING < 6 OR CUNNING > 9.
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Game ( Mirror, Mirror)
Shortly after discovery of the Bajoran wormhole in 2369, a delegation of Wadi visitors arrived from the Gamma Quadrant. They coerced Quark into playing their unusual game of chula.
Dilemma - Dual dilemma
Unless one personnel present has Greed and Treachery OR Greed and CUNNING > 7, crew or Away Team is "stopped" until end of your next turn. Discard dilemma.
Characteristics: "Chula" dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Lights ( Blaze of Glory)
Players face several perils throughout the game of chula. In shapfour of the game played in Quark's Bar, Julian Bashir was singled out and "eliminated" by a burst of energy.
Dilemma - Dual dilemma
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.
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: The Way Home ( The Trouble with Tribbles)
Near the end of their chula experience, three Deep Space 9 senior staff members were enticed to follow an image of Julian Bashir. He claimed to have found the way home.
Dilemma - Dual dilemma
To get past, three personnel present (random selection) are chosen. Opponent may relocate one to Quark's Bar or your facility if the other two have combined INTEGRITY < 15.
Characteristics: "Chula" dilemma, relocate dilemma, wall dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: Trickery ( Holodeck Adventures)
Most chula puzzles play upon a participant's initial instincts - open doors are not always to be taken. Those who remember lessons from earlier shaps will fare better in the endgame.
Dilemma - Dual dilemma
Opponent conceals your personnel, randomly selects one, and recites their attribute numbers. Unless you can name the selected personnel, all are "stopped." Discard dilemma.
Characteristics: "Chula" dilemma.
Card logging info: Logged by openCards team at May 1st, 2009.
Chula: Unfortunate Roll ( Emissary)
In the game of chula, even choosing the less profitable but safer path does not guarantee that all of your players will continue to the next shap.
Dilemma - Dual dilemma
To get past, three personnel present (random selection) are chosen. If their total INTEGRITY is odd, all three are "stopped." Otherwise, discard dilemma.
Characteristics: "Chula" dilemma, wall dilemma.
Card logging info: First edited by Telak at Dec 11th, 2013. Please support openCards and validate game text of this card!
Chula: Unfortunate Roll ( Favor The Bold - ST1E compatible)
"Find cover if you can."
Dilemma - Dual dilemma
Randomly select three personnel. If their total Integrity is odd, all three are stopped.
Characteristics: "Chula" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.