RR #106: Royale Casino: Slots | openCards

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RR #106: Royale Casino: Slots

    Royale Casino: Slots

    A U.S.S. Enterprise away team became trapped in an illusory world based on the badly written Hotel Royale, a Todd Matthews novel filled with "endless cliche and shallow characters."

    Dilemma Dilemma - Planet dilemma Planet
    Special icons: Alternate Universe

    Show a personnel from hand; if two of its attributes match, win points (if all three, win double points). Otherwise, lose points.

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

    Characteristics: "Royal"-related cards, "Royale Casino" dilemma, Alternate Universe icon dilemma, bonus points.

    Rule hint for this card

    This card has an clarification:

    If Mickey D. is in the Away Team that encounters this dilemma, he wins 5 points. See Royale Casino side games.

    Taken form Glossary - Version 1.9.5.

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

    Royale Casino: Slots

    This Card-Review article was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Nov 30th, 2000.

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

    Aefvadh! Long ago, the Alternate Universe expansion gave us the first of a new dilemma type - a "side game." Royale Casino: Blackjack had players playing a hand of blackjack using CUNNING numbers on the personnel cards in their hands. Q-Continuum brought us the next installment (Royale Casino: Craps), and then the side games seemed to die out. Only a cryptic note in the Fajo Collection rules supplement hinted that we might see another one some day, as astute players made the connection between Miles O’Brien (BoG)'s attributes of 7-7-7 and the matching symbols on a slot machine. Indeed, with the Mirror, Mirror expansion at long last we find ourselves back in the Hotel Royale, playing the slots...

    Royale Casino: Slots

    As with all dilemmas with a possibility of winning or losing points, the slots can be used in two ways: either try to make your opponent lose points, or self-seed it to win points.

    Trying to get your opponent to lose points can be a tricky proposition. Over 250 personnel have at least two matching attributes (not counting the Borg - while all drones have two matching attributes, slot machines are of course irrelevant), so the chances of most opponents having one in their hand is quite high. Prospects of gouging 5 points from your opponent are dimmest with the Federation and the Klingons, with approximately 80 and 45 personnel, respectively, who are lucky at slots. The Dominion, Cardassians, and Ferengi (oddly enough) have the least luck feeding in their nickels, with 13, 15, and 17 winners respectively.

    But wait - they have to have that personnel in their hand, not in the Away Team that hits the dilemma. Maybe there's hope after all, with today's free-card-play engines doing their best to churn personnel into play as fast as the fastest card-draw engines get them into your hand. If your opponent is dropping an Alternate Universe ship with STP, downloading mission specialists every other turn, getting free reports at two headquarters, or even using an old-fashioned Red Alert! chances are he'll be keeping personnel cleaned out of his hand. Alternatively, use cards that can force your opponent to discard; keep guessing "personnel" with Telepathic Alien Kidnappers, or play a Static Warp Bubble - he'll be more likely to try to get personnel into play rather than be forced to discard them.

    Granted, it can be impossible to tell as early as the dilemma phase what fast-report strategy (if any) your opponent is using. If you prefer not to take the chance on your opponent hoarding a suitable slots-lucky personnel in hand, then you'll want to consider self-seeding for a sure-fire bonus for yourself. Or simply seed it at an opponent's mission that you could attempt yourself, and trip it early if you fear he'll win the points when he gets to it.

    For self-seeding, you'll get the most benefit from one of the handful of "jackpot" personnel, those with three matching attributes. This is a very short list, so I'll include it here (and also post it on my web site in the Tal Shiar Databases section; maybe a list of two-matching-attribute folks will show up eventually as well).

    • General Krim Affiliation Bajoran7-7-7
    • Lupaza Affiliation Bajoran 7-7-7
    • Shakaar Edon Affiliation Bajoran 8-8-8
    • Miles O’Brien (Fajo) Affiliation Federation 7-7-7
    • Benjamin Sisko Affiliation Federation 8-8-8
    • Taar Affiliation Ferengi 7-7-7
    • K’mtar 8-8-8
    • Jodmos 8-8-8
    • Ty Kajada Affiliation Non-Aligned 7-7-7
    • Chief O’Brien Affiliation Romulan 5-5-5
    • Dr. Telek R’Mor Affiliation Romulan 7-7-7

    Yes, that's it - only 11 personnel (not counting Seven of Nine). Several affiliations are out of luck, except for the fortunate circumstance that places a universal Non-Aligned personnel (a support personnel who can be quite useful for other purposes) on the list, so everyone has a winner. Not that many of the others aren't useful in their own right - if you're going to use Shakaar Edon or Dr. Telek R'Mor or Benjamin Sisko anyway, and you manage to draw him before you plan to play the slots, just keep him in hand long enough to drop that nickel in.

    If you want to settle for 5 points, you have practically unlimited scope for tripping self-seeded slot machines, because out of those 250+ personnel who are "somewhat lucky", there are bound to be several you'll want in your deck, making it fairly easy to draw one to hand that you can hold onto to win.

    The Major's Combos:

    • Royale Casino: Slots + Mickey D.: Simplest and surest way to win at slots (but only the base 5 points), just have Mickey D. in your attempting Away Team.
    • Royale Casino: Slots + Nightmare: Peek at three of your oppponent's cards each turn and make sure to pull any personnel that turns up.
    • Chula: The Lights + Royale Casino: Slots + Sarjenka: Careful choice of your Away Team can send a 7-7-7 personnel back to hand (that's pretty close to 22) and leave CUNNING > 24 to hit the slot machines. Follow up with Sarjenka for your Writ-safe 15-point quota of self-seed dilemma points (and get "stopped" of course, so you're also safe from whatever is next).