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Cytherians

    Cytherians

    Race which explores the galaxy by giving other species the temporary ability and strong compulsion to come to them.

    Dilemma Dilemma - Space dilemma Space

    Place on ship. Ship must do nothing but travel to far end of spaceline at normal speed. When reached, discard dilemma. Score points.

    Point box: 15 points. The player how encounter this dilemma may score them.

    Characteristics: place on ship, bonus points.

    Rule hint for this card

    This card has an clarification:

    This dilemma represents a moving required action. When it is encountered, the mission or scouting attempt immediately ends. If Mission Debriefing is in play, the crew is “stopped” before they can use any remaining RANGE to move that turn. The dilemma does not relocate your ship; you must use normal ship movement to move to the far end of the spaceline. Once the far end of the spaceline is identified (i.e., right or left end), that destination does not change even if the spaceline is rearranged with Q. See actions – required, ties.

    Taken form Glossary - Version 1.9.5.

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

    Cytherians

    This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Oct 3rd, 2000.

    This dilemma on its own won't kill any crew or damage the ship, but if you just want to stall your opponent while you get out a few more personnel and complete another mission, Cytherians will usually do the trick. Better than an Incoming Message, because it works on all affiliations, it works best seeded as near as possible to one end of the spaceline, preferably in a single-quadrant game (because the spaceline is longer). Unless your opponent has Lakantaimage, Wormholeimages or some similar method of shortening his trip, the ship and crew are out of commission for several turns. The 15 points at the end of the trip are small consolation for the time when they could have been solving a mission worth much more. (And a Borg opponent doesn't even get that.)

    But Cytherians really shines in combination with dilemmas that take advantage of the inability to remove people from the ship - ones that kill or disable each turn or that progressively cripple the ship. They may never make it to the end of the spaceline to collect their 15 points.

    Combos:

    • If there's no Medical Kitimage aboard (and less than 6 ENGINEERs), the ship will soon stall for lack of staffing.
    • Birth of  "Junior" + Cytherians: With the RANGE reduced by 1 each turn, progress will be slower and slower until the ship is unable to move and finally destroyed.