RR #51: Make Us Go | openCards

RR #51: Make Us Go

Make Us Go

"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."

Dilemma Dilemma - Dual dilemma Dual

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.

Characteristics: wall dilemma.

Rule hint for this card

This card has an clarification:

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 form Glossary - Version 1.9.2.

Card logging info: Logged by openCards team (Telak at May 1st, 2009).
 

Make Us Go

This Card-Review was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Jun 3rd, 1998.

This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:

Aefvadh! The next in my series on the OTSD dilemmas has the best lore I have seen in a long time. It's right up there with Ooby Dooby. Join those lovable Pakleds who want you to...

MAKE US GO

My, but this looks familiar. Take Hippocratic Oath, substitute ENGINEER for MEDICAL, and make the consequences a little more drastic and urgent. The Pakleds make the Jem'Hadar look almost benign.

Once again, we have a wall dilemma, with the conditions to get past it being to help some aliens by "volunteering" the services of your most CUNNING ENGINEER. The ENGINEER's destination is a bit more nebulous, though; he isn't really going anyplace specific, but rather is being "held by the aliens." Since this may be at a space or planet location, placing the personnel on the mission does not mean he is "beaming to the planet" or "beaming to a ship." It's more like Alien Abduction, only the dilemma tells you where to put the abductee. Let's assume he's nearby (still at the same location), but where you can't get to him.

Unlike Hippocratic Oath, there is no trigger, of a required planet location elsewhere, to possibly invalidate the dilemma entirely. If you encounter Make Us Go, you were attempting a mission, and that's where you put the cards. But like HO, you don't have a choice; if you have an ENGINEER present, and the most CUNNING one can be sent off the ship or out of the Away Team (and still be an ENGINEER), you have to do it.

So, I attempt a space mission with Sirol (ENGINEER skill, CUNNING 8) and Palteth (ENGINEER classification, CUNNING 8) in my crew, and encounter those fun Pakleds, who demand that we "make them go." It's a tie for most CUNNING, so my opponent gets to choose. He's no fool, and Sirol gets placed on top of the mission with the dilemma, symbolically ensconced on the Pakled ship. Since I overcame the dilemma, the rest of my crew continues the mission attempt. At the end of my next turn (not before), I must have CUNNING>24 at that location in order to "cure" the dilemma (discard it) and get back Sirol. If I can't meet that timing, Sirol (and the dilemma) go out of play.

If I have a Engineering Kit and OFFICERS present, each OFFICER will have ENGINEER skill. If the most CUNNING ENGINEER present happens to be an OFFICER, he will have to relocate rather than a personnel with the ENGINEER personnel type printed on his card; the catch is that he has to take the Engineering Kit with him. (If this sounds familiar, you're right...I copied it from Hippo Oath and changed Medical to Engineer.)

Again, if there is no ENGINEER present or the most CUNNING cannot help the aliens, the crew or Away Team is "stopped" and the dilemma is replaced under the mission.

When it comes to not being able to comply with the conditions, Make Us Go is a little different from Hippocratic Oath because the ENGINEER is not sent to a different location.

  • Suppose my most CUNNING ENGINEER is Tomek, a hologram. If I am attempting a space mission from a holodeck-equipped ship, he cannot leave the ship, so he would deactivate when he tries to go. What if he is being projected to a planet by Holo-Projectors? Because he is being held "somewhere" at the same location, it may sound like he would not be "separated from his ship" and thus could be used to satisfy the dilemma. However, Holo-Projectors simply allows you to use your holograms in Away Teams (or aboard ships without a holodeck). To be an Away Team he must be on a planet (symbolically he is not "on" the planet, any more than he would be "on" a nebula or star) or on an enemy ship (no ship in sight). So he deactivates even if projected to a planet. "Do not try to trick us...we can tell." (BTW, in my last review on Hippocratic Oath, I stated that Distortion of Space/Time Continuum would not reactivate a hologram when it unstops your Away Team. It appears I may be mistaken about this; there is some question about just how much "resetting" is done by Distortion. If I can get that whole question straightened out with the rules committee, maybe I should do a review on Distortion of Space/Time Continuum. ;-) )
  • Suppose I am playing Borg. With skill-sharing enabled and at least one ENGINEER in the hive, all drones will have ENGINEER skill; the most CUNNING will be any Borg Navigation drone. However, those that have ENGINEER skill through sharing will lose it if they leave the ship, because a Borg Communication drone is necessary in any group of Borg in the hive to maintain skill-sharing. A Transport Drone, though, has both CUNNING 7 and ENGINEER in his own skill box, so if you have one, he gets to help the Pakleds. Another way for the Borg to get past this dilemma (or Hippo Oath, for that matter) is to play Adapt: Negate Obstruction on the next turn.
  • If my Away Team is in quarantine from a previously encountered Hyper-Aging dilemma, the situation is the same as for Hippocratic Oath; they may not leave the planet (and we must assume that to go with the Pakleds they would be leaving the "quarantine zone").

Who's hardest hit by this dilemma? The Romulans will most likely lose Sirol (CUNNING 8, who is apparently smarter than Telek R'Mor at 7), unless they have one of the good Non-Aligneds like Dr. Reyga or Roga Danar hanging around. Klingons have essentially no good ENGINEERs anyway; Ja'Rod is the best, but with his CUNNING of 5, he'll be safe from the Pakleds if you have almost any other ENGINEER. The Federation will be most likely to lose Data (Prem) (12), though if he doesn't happen to be present it's a tossup between Geordi, Scotty, and Wesley. If I were your opponent, I would take Geordi, for sheer appropriateness of the storyline. You can protect anyone but Data from this dilemma by having an ENGINEER � Soong-type Android, Dr. Soong or Lore in your Away Team.

The Major's Combos:

  • Make Us Go + Ancient Computer: What are the chances you had 4 ENGINEERS to start with?
  • Make Us Go + Birth of "Junior": With your RANGE reduced, if losing your most CUNNING ENGINEER also reduced your remaining CUNNING below 25, you may have a tough time picking someone else up in time to rescue your ENGINEER.
  • Make Us Go + Scout Encounter + Quantum Singularity Lifeforms: I download a Romulan Scout Vessel and put your ship into stasis. Think you'll get a new ENGINEER there in time to have your CUNNING active?