Alien Parasites & REM Fatigue | openCards

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Alien Parasites & REM Fatigue

    Alien Parasites & REM Fatigue

    Dilemma Dilemma - Dual dilemma Dual
    Alien Parasites: Unless INTEGRITY > 32, Away Team (if any) beams back and opponent immediately controls ship and crew until "stopped."
    REM Fatigue Hallucinations: Crew or Away Team dies at end of your third full turn unless cured by 3 MEDICAL OR docking at outpost.

    Point box: 5 points. The player how encounter this dilemma may score them.

    Characteristics: bonus points.
    Requires: Outpost, Beaming.

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

    Alien Parasites & REM Fatigue

    This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Sep 25th, 2000.

    Another combo dilemma that can place a familiar dilemma in an unexpected context, this one finds Alien Parasitesimage infesting your ship at a space mission. If your opponent sees you apparently seeding his space mission lightly with only two cards, he might feel safe in redshirting with a crew of INTEGRITY less than 33. You then control his ship and crew, and the first thing you'll probably want to do is have them reattempt the mission to be affected by REM Fatigue Hallucinationsimage. (If there are 3 MEDICAL aboard, you'll want to go beam one off to a planet first, RANGE permitting.) Follow up either by solving the mission yourself for the points, or by encountering a stalling dilemma to keep your opponent from curing REM Fatigue.

    Or seed the combo at a planet mission as usual, followed by any number of nasty killers that you can throw the controlled Away Team into.

    Combos:

    • Alien Parasites & REM Fatigue + Cytheriansimage: The Cytherians may never get to study these people, because they'll all die from lack of sleep before they arrive.
    • Lack of Preparationimage + Alien Parasites & REM Fatigue + Duonetic Field Generatorimage: Assure that you'll have the personnel necessary to solve the mission when you take over the Away Team, but strand them on the planet to prevent them from returning to their outpost afterwards for the cure.