@Database COTD.guide
@Author Ralf Schwate
@Index "STCCG:stccg.guide/INDEX"
@Node MAIN "COTD.guide"
@{"Main" link "STCCG:stccg.guide/MAIN"}
@endnode
@Node COTD "STCCG.guide/ST:CCG Card of the Day"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
The Cards of the Day (COTD) are articles written by Wesley Crusher to
discuss the game of Star Trek: The Next Generation - Collectible Card Game
(short: ST:CCG). COTD was started by Habib, who wrote the first 25 articles.
The articles are published in the newsgroup rec.games.trading-cards.startrek
on Usenet.
These page contains all links to back-issues of COTD.
If you select the name of the card you will get a hypertext COTD, with
hotlinks to other cards.
@{"#1" link COTD1} - @{"Jean-Luc Picard" link COTD1}
@{"#2" link COTD2} - @{"Borg Ship" link COTD2}
@{"#3" link COTD3} - @{"U.S.S. Enterprise" link COTD3}
@{"#4" link COTD4} - @{"The Traveler: Transcendence" link COTD4}
@{"#5" link COTD5} - @{"Gowron" link COTD5}
@{"#6" link COTD6} - @{"Red Alert!" link COTD6}
@{"#7" link COTD7} - @{"Data" link COTD7}
@{"#8" link COTD8} - @{"Wormhole" link COTD8}
@{"#9" link COTD9} - @{"Betazoid Gift Box" link COTD9}
@{"#10" link COTD10} - @{"Horga'hn" link COTD10}
@{"#11" link COTD11} - @{"Tox Uthat" link COTD11}
@{"#12" link COTD12} - @{"Thought Maker" link COTD12}
@{"#13" link COTD13} - @{"Kurlan Naiskos" link COTD13}
@{"#14" link COTD14} - @{"Time Travel Pod" link COTD14}
@{"#15" link COTD15} - @{"Interphase Generator" link COTD15}
@{"#16" link COTD16} - @{"Vulcan Stone of Gol" link COTD16}
@{"#17" link COTD17} - @{"Varon-T Disruptor" link COTD17}
@{"#18" link COTD18} - @{"Roga Danar" link COTD18}
@{"#19" link COTD19} - @{"William T. Riker" link COTD19}
@{"#20" link COTD20} - @{"Kevin Uxbridge" link COTD20}
@{"#21" link COTD21} - @{"Anti-Time Anomaly" link COTD21}
@{"#22" link COTD22} - @{"Beverly Crusher" link COTD22}
@{"#23" link COTD23} - @{"Sela" link COTD23}
@{"#24" link COTD24} - @{"Mot The Barber" link COTD24}
@{"#25" link COTD25} - @{"Palor Toff-Alien Trader" link COTD25}
@{"#26" link COTD26} - @{"Wesley Crusher" link COTD26}
@{"#27" link COTD27} - @{"Kahless" link COTD27}
@{"#28" link COTD28} - @{"Res-Q" link COTD28}
@{"#29" link COTD29} - @{"Barclay's Protomorphosis Disease" link COTD29}
@{"#30" link COTD30} - @{"Q" link COTD30}
@{"#31" link COTD31} - @{"Amanda Rogers" link COTD31}
@{"#32" link COTD32} - @{"Geordi La Forge" link COTD32}
@{"#33" link COTD33} - @{"Rogue Borg Mercenaries" link COTD33}
@{"#34" link COTD34} - @{"Hugh" link COTD34}
@{"#35" link COTD35} - @{"Worf" link COTD35}
@{"#36" link COTD36} - @{"Alidar Jarok" link COTD36}
@{"#37" link COTD37} - @{"Vekor" link COTD37}
@{"#38" link COTD38} - @{"Alien Parasites" link COTD38}
@{"#39" link COTD39} - @{"Deanna Troi" link COTD39}
@{"#40" link COTD40} - @{"Nutational Shields" link COTD40} / @{"Metaphasic Shields" link COTD40}
@{"#41" link COTD41} - @{"Husnock Ship" link COTD41}
@{"#42" link COTD42} - @{"Tachyon Detection Grid" link COTD42}
@{"#43" link COTD43} - @{"Tarellian Plague Ship" link COTD43}
@{"#44" link COTD44} - @{"Telepathic Alien Kidnappers" link COTD44}
@{"#45" link COTD45} - @{"Sarjenka" link COTD45}
@{"#46" link COTD46} - @{"Genetronic Replicator" link COTD46}
@{"#47" link COTD47} - @{"Cytherians" link COTD47}
@{"#48" link COTD48} - @{"Static Warp Bubble" link COTD48}
@{"#49" link COTD49} - @{"Kivas Fajo - Collector2" link COTD49}
@{"#50" link COTD50} - @{"Matriarchal Society" link COTD50}
@{"#51" link COTD51} - @{"Nagilum" link COTD51}
@{"#52" link COTD52} - @{"Crystalline Entity" link COTD52}
@{"#53" link COTD53} - @{"Yellow Alert" link COTD53}
@{"#54" link COTD54} - @{"Lursa" link COTD54}
@{"#55" link COTD55} - @{"B'Etor" link COTD55}
@{"#56" link COTD56} - @{"Exocomp" link COTD56}
@{"#57" link COTD57} - @{"Mirok" link COTD57}
@{"#58" link COTD58} - @{"Countermanda" link COTD58}
@{"#59" link COTD59} - @{"Mongomery Scott" link COTD59}
@{"#60" link COTD60} - @{"Pi" link COTD60}
#61 - Neutral Outpost
#62 - Hunt for DNA Program
#63 - Investigate Sighting
#64 - Relief Mission
#65 - Study Stellar Collision
#66 - Diplomacy Mission
#67 - N'Vek
#68 - Incoming Message
#69 - K'Tesh
#70 - I.K.C. Pagh
#70 1/2 - I.K.C. Vorn
#71 - Goddess of Empathy
#72 - Sarek
#73 - Wormhole
#74 - Male's Love Interest / Female's Love Interest
@{"#75" link COTD75} - @{"75 Cards that will never be in Card Of The Day" link COTD75}
#76 - Kurak
#77 - Holo-Projectors
#78 - The Devil
#79 - Galathon
#80 - Ocett
#81 - Nikolai Rozhenko
#82 - U.S.S. Hood
#83 - Subspace Warp Rift
#84 - Radioactive Garbage Scow
#85 - Taibak
#86 - Q-Net
#87 - Toq
#88 - Vash
#89 - Toreth
#90 - I.K.C. Bortas
#91 - Ktarian Game
#92 - Ro Laren
#93 - Gorta
#94 - Investigate Time Continuum
#95 - Emergency Transporter Armbands
#96 - T'Pan
#97 - Masaka Transformations
#98 - Ishara Yar
#99 - Distortion Field
#100 - Mirror Universe (Dream Card)
#101 - Nick Hathaway (Dream Card)
#102 - Desert World (Dream Card)
#103 - Court-Martial (Dream Card)
#104 - Parallels (Dream Card)
#105 - V.I.P. Transport (Dream Card)
#106 - Beaming Clone (Dream Card)
#107 - Catherine McCat (Dream Card)
#108 - U.S.S. Nebula
#109 - Dr. Leah Brahms
#110 - Albert Einstein
#111 - Warp Core Breach
#112 - Subspace Schism
#113 - Mendak
#114 - Kurn
#115 - Evek
#116 - Archer
#117 - Varel
#118 - Nausicaans
#119 - Thomas Riker
#120 - Toral
#121 - J'Ddan
#122 - Jaron
#123 - Klingon Death Yell
#124 - Temporal Causality Loop
#125 - Scan / Full Planet Scan / Lifeform Scan / Long-Range Scan
#126 - Vekma
#127 - Wind Dancer
#128 - Tsiolkovsky Infection
#129 - Iconian Computer Weapon
#130 - Klingon Right of Vengeance
#131 - Morgan Bateson
#132 - Vulcan Mindmeld
#133 - Alien Probe
#134 - Thei
#135 - Pattern Enhancers
#136 - Neural Servo Device
#137 - Mercenary Ship
#138 - Tetryon Field
#139 - K'Vada
#140 - Shelby
#141 - Security Sacrifice @{"AU" link AU}
#142 - Devinoni Ral
#143 - Mot's Advice @{"AU" link AU}
#144 - Honor Challenge
#145 - Lakanta @{"AU" link AU}
@{"#146" link COTD146} - @{"Devidian Door" link COTD146} @{"AU" link AU}
@{"#147" link COTD147} - @{"Major Rakal" link COTD147} @{"AU" link AU}
#148 - Warped Space @{"AU" link AU}
#149 - Rascals @{"AU" link AU}
#150 - Fantasy World / World Rift (Dream Cards)
#151 - Governor Worf @{"AU" link AU}
#152 - Rishon Uxbridge @{"AU" link AU}
#153 - U.S.S. Enterprise-C @{"AU" link AU}
#154 - Ophidian Cane @{"AU" link AU}
#155 - The Higher... The Fewer @{"AU" link AU}
#156 - Eyes in the Dark @{"AU" link AU}
#157 - Zaldan @{"AU" link AU}
#158 - Decius @{"AU" link AU}
#159 - Rescue Captives @{"AU" link AU}
#160 - Rachel Garrett @{"AU" link AU}
#161 - Quantum Singularity Lifeforms @{"AU" link AU}
#162 - Compromised Mission @{"AU" link AU}
@{"#163" link COTD163} - @{"Receptacle Stones" link COTD163} @{"AU" link AU}
#164 - Tama @{"AU" link AU}
#165 - Tasha Yar - Alternate @{"AU" link AU}
#166 - Beverly Picard @{"AU" link AU}
#167 - Commander Tomalak @{"AU" link AU}
#168 - Revolving Door @{"AU" link AU}
#169 - Cryosatellite @{"AU" link AU}
#170 - Interrogation @{"AU" link AU}
#171 - Temporal Narcosis @{"AU" link AU}
#172 - Targ @{"AU" link AU}
#173 - Senior Staff Meeting @{"AU" link AU}
#174 - Captain's Log @{"AU" link AU}
#175 - Ajur & Boratus @{"AU" link AU}
#176 - I.K.C. Fek'lhr @{"AU" link AU}
#177 - Ressikan Flute @{"AU" link AU}
#178 - Klim Dokachim @{"AU" link AU}
#179 - Latinum Payoff @{"AU" link AU}
@{"#180" link COTD180} - @{"Iconian Gateway" link COTD180} @{"AU" link AU}
#181 - Dathon @{"AU" link AU}
#182 - Echo Papa 607 Killer Drone @{"AU" link AU}
#183 - Outpost Raid @{"AU" link AU}
#184 - Ferengi Attack @{"AU" link AU}
#185 - K'Mtar @{"AU" link AU}
#186 - The Mask of Korgano @{"AU" link AU}
#187 - Diplomatic Conference @{"AU" link AU}
#188 - Lower Decks @{"AU" link AU}
@{"#189" link COTD189} - @{"Data Laughing" link COTD189}
#190 - Cardassian Trap @{"AU" link AU}
#191 - Kevin Uxbridge: Convergence @{"AU" link AU}
#192 - Maman Picard @{"AU" link AU}
@{"#193" link COTD193} - @{"Edo Vessel" link COTD193} @{"AU" link AU}
#194 - Edo Probe @{"AU" link AU}
#195 - Paul Rice @{"AU" link AU}
#196 - Richard Castillo @{"AU" link AU}
#197 - Bynars Weapon Enhancement
#198 - Jamaharon @{"AU" link AU}
#199 - I.K.C. K'Ratak @{"AU" link AU}
#200 - Spot (The Internet Expansion)
#201 - I.D.I.C. (The Internet Expansion)
#202 - Repulsor Beam / Dwarf Star Fragment (The Internet Expansion)
#203 - Negotiations (The Internet Expansion)
#204 - Prime Directive (The Internet Expansion)
#205 - Minuet (The Internet Expansion)
#206 - Transporter Malfunction (The Internet Expansion)
#207 - Space-Borne Lifeform (The Internet Expansion)
#208 - Overwork (The Internet Expansion)
#209 - Wesley Crusher - Alternate (The Internet Expansion)
#210 - Jack Crusher @{"AU" link AU}
#211 - The Charybdis @{"AU" link AU}
#212 - Ian Andrew Troi @{"AU" link AU}
#213 - D'Tan @{"AU" link AU}
Send any questions or complaints about the articles to
(crusher@kiss.de).
@EndNode
@Node COTD1 "STCCG.guide/ST:CCG Card of the Day/Jean Luc Picard"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #1
Welcome to the first installment of Habib's Card of the Day.
I thought it would be appropriate to start out with the captain of the
U.S.S. Enterprise ...
@{b}JEAN-LUC PICARD@{ub}
Federation personnel
Officer
Command ability
@{i}"Captain Jean-Luc Picard of the U.S.S Enterprise. Born in
LaBarre, France. Has an artificial heart. Reads Shakespeare.
Something of a Renaissance man."@{ui}
Diplomacy x2 Leadership Honor
Archaeology Navigation Music
Integrity 9 Cunning 8 Strength 6
Basically if you use a federation deck you should have this card. If
used with Vash or Richard Galen you can easily beat the Hunt for DNA Program
for 55 points.
He can get through Q-Nets with no trouble.
Wormhole Negotiations is also easy with Picard in your deck. So if you
use feds and you have a Picard, use it.
Picture on card taken from "The Best of Both Worlds part 1"
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating = 9
Originally posted to: rec.games.trading-cards.misc
Written by:
Habib@ibm.net
@EndNode
@Node COTD2 "STCCG.guide/ST:CCG Card of the Day/The Borg Ship"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #2
Welcome to my second installment of Habib's card of the Day. Today I will
take the pleasure of reviewing my personal favorite card ...
@{b}THE BORG SHIP@{ub}
Dilemma (Space)
@{i}"Gigantic cubic ship of the Borg collective. Possesses powerful
weapons and remarkable regenerative abilities."@{ui}
Self-controlling ship (WEAPONS=24, SHIELDS=24). Start here. Attacks
everything. End of turn, moves 1 card toward and off spaceline's long
end. Destroy for bonus. 45
Basically I think this is the best dilemma card in the game. It will
almost always destroy or at least damage your ship, unless you have
Nutational or Metaphasic shields and tons of personnel to power them
up. And it keeps moving for further destruction.
In combination with Q-Nets you can lock the Borg on an opponent's
outpost, destroying all ships that come in to play. Then with a single
Supernova you can destroy the Borg for 45 points and destroy the
opponent's outpost.
Also you can wormhole an opponent on to the Borg ship once it's in play,
destroying his ship and all people on board (unless he has an escape pod).
So basically if you have a Borg ship, use it.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating = 10
Originally posted to: rec.games.trading-cards.misc
Written by:
Habib@ibm.net
@EndNode
@Node COTD3 "STCCG.guide/ST:CCG Card of the Day/U.S.S. Enterprise"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #3
Welcome to my daily posting of Habib's Card of the Day. Today's card is
one that we all know and love.
@{b}U.S.S Enterprise@{ub}
Galaxy Class
Federation Ship
@{i}"The fifth Starfleet ship named Enterprise, launched in 2363. Built
at the Utopia Planetia shipyards orbiting Mars.@{ui}
Holodeck, Tractor Beam
crew requirements: 1 large star, 2 small stars
RANGE 9 WEAPONS 8 SHIELDS 9
This could be considered the best ship in the game. It has lots of
range and lots of shields. Gun power is it's only weakness but feds
don't usually attack anyway. However, with a combination of
Bynars Weapon Enhancement, Metaphasic and Nutational shields, and
Roga Danar, the once peaceful Enterprise can be transformed into the
ultimate attack vehicle. When it is powered up this much it can
basically mow down an enemy fleet in no time.
@{u}Card rating@{uu} (1=worst 10=best)
USS Enterprise=8.5
Remember to send in requests for future cards to be reviewed.
Address is Habib@ibm.net
Habib (The ST:CCG Lord)
@EndNode
@Node COTD4 "STCCG.guide/ST:CCG Card of the Day/The Traveler: Transcendence"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #4
Greetings fellow ST:CCG fans and welcome to another exciting edition of...
HABIB'S CARD OF THE DAY
Today we will look at a card we all know and love...
@{b}THE TRAVELER: TRANSCENDENCE@{ub}
Event
@{i}"Benevolent humanoid from Tau Alpha C who could transcend space
and time with thought."@{ui}
Place beside any player's draw deck. That player must draw on extra
card at the end of each turn. Also, while in play, nullifies
Static Warp Bubble. (Not cumulative.)
This is a great card to get out early. First of all it nullifies the
always annoying Static Warp Bubble. Also it lets you draw two cards
every turn. So if it's early in the game it lets you get cards out
faster allowing you to get a good head start on your opponent.
Usually if you can get this card in your opening hand you have a
great chance of winning. Also in combination with Red Alert you can
get two cards on one turn and play them both on the next.
@{u}Card Rating@{uu} (1=worst 10=best)
The Traveler=8.75
If you have questions or comments on Habib's Card of the Day please
don't hesitate to mail me at Habib@ibm.net.
Also if you have a suggestion for a future card for review or just
a suggestion to make my daily entry better send me a message.
That adress is Habib@ibm.net
Habib (The ST:CCG Lord)
@EndNode
@Node COTD5 "STCCG.guide/ST:CCG Card of the Day/Gowron"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #5
Hello again,
Today's card is a Klingon officer and a neccessity in any Klingon deck.
@{b}GOWRON@{ub}
Klingon personnel
V.I.P
large star
@{i}"Son of M'Rel. Leader of the Klingon High Coucil after defeating
the Duras forces in the Klingon Civil War of 2367-68."@{ui}
Leadership x2 Diplomacy Honor
INTEGRITY 8 CUNNING 7 STRENGTH 9
Basically this is a great Klingon personnel card. He has leadership to
fight and diplomacy to get through those nasty Q-Nets.
As klingons go I think that Gowron should be used in all klingon decks.
Also because of the lack of really good officers like the federation has,
Gowron is one of the best Klingon personnel out there. He is good in any
mission that needs honor and the diplomacy is rather helpful in doing
other missions. Wormhole Negotiations is a good mission in a Klingon deck
because of the ease of 4 honor. Gowron can contribute to this. Also he
has a rather high integriy level for a klingon.
@{u}Card Rating@{uu} (1=worst 10=best)
Gowron=8
Please send in requests for future card of the day entries. Send mail to
Habib@ibm.net
Also to clear up a dispute going on from my card of the day #3, the
@{"USS Enterprise" link COTD3}, I just suggested that you COULD consider the
@{"Enterprise" link COTD3} the best ship in the game. The Husnock is higher in
numbers but the @{"Enterprise" link COTD3} is more evenly distributed. I
personally think it is the best ship in the game but that is just me. I
have nothing against other ships. You have the right to form your own
oppinion.
Habib (The ST:CCG Lord)
@EndNode
@Node COTD6 "STCCG.guide/ST:CCG Card of the Day/Red Alert!"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #6
Greetings fellow ST:CCG fans and welcome to another exciting edition of Habib's Card of the day. Today we look at a card that is needed in every deck. It has been considered one of the most useful cards in the game. It is...
@{b}RED ALERT!@{ub}
Event
@{i}"The state of maximum crew and systems readiness aboard
starships."@{ui}
Plays on table. Allows you to play as many Ship, Personnel,
and Equipment cards as desired each turn.
Basically this card is almost needed. It is a great advantage
to get this card out. If you get it in the opening draw you
are in good shape. Now you can play this card right away and
play as many as 6 other cards on that turn. You can get going
right away instead of having to play only one personnel a turn
and taking about 6 turns before you can actually do anything
productive. People usually put 2 or 3 in their deck to make
sure they get them out early. However with the new tournement
rules it only allows you to have 1 making the card less useful
because of the ease to cancel it with Kevin Uxbridge. But
even with the new rules you should still put one in your deck,
it's one of the most useful cards there is.
*****NEW FEATURE*****
starting now when I review cards I will have a second opinion
also. Jack Dracula will also be reviewing the ST:CCG Card of
the Day.
@{u}Card Rating@{uu} (1=worst 10=best)
Red Alert! Habib's rating=9
Jack's rating=8
Please don't hesitate to send me questions or comments. I am
always open for suggestions for new ideas. You can also send
me a list of cards you would like to see reviewed. I can't
promise that I'll review all requests but I'll do my best.
Send mail to Habib@ibm.net
Thank you for the wonderful reader feedback. It is always
good to know what reader's think of my daily posting.
I am sorry to report that there will be no Habib's card of
the Day from Sat. March 25 to Sat. April 1. I won't be
available to write my daily entry. But I will post until
Friday and also look for Habib's Card of the Day to return
on Sunday April 2.
Habib (The ST:CCG Lord)
PS. I never knew a couple of little words about the
@{"Enterprise" link COTD3} could start such a debate. I'd just like to say
that I stand by my opinion.
@EndNode
@Node COTD7 "STCCG.guide/ST:CCG Card of the Day/Data"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #7
Hello readers, and welcome to another exciting edition of
Habib's Card of the Day. Today's card is a good one. It
can be used in any deck (if you have the right card) and
he is loaded with useful skills. That's right, it's...
@{b}DATA@{ub}
Federation personnel
Officer
command abiblity
@{i}"Lt. Commander Data is a sentient android created by
Dr. Noonien Soong. Has positronic brain. Desires to be human.
Once left his head in San Francisco."@{ui}
Engineer Computer skill x2 Music
Astrophysics Exobiology
INTEGRITY 8 CUNNING 12 STRENGTH 12
Data is a great card. He has some of the most useful
skills. Engineering is nice to have, computer skill is
pretty good too. Although he is federation, with Lore's
fingernail in play he can be used in any deck, making him
a extrememly good card to have. I have used him in a
Romulan deck and some missions that need obscure skills
that Romulans don't usually have can be done with ease
when Data is out in play. He is also great in missions
or dilemmas that you need lots of strength to overcome.
A combination of Data and Roga Danar can easily get
through any strength requirement.
@{u}Card Rating@{uu} (1=worst 10=best)
Data Habib's rating=9
Jack's rating=7
Remember you can request cards to be reviewed in future
editions of Habib's Card of the Day. Just mail me at
Habib@ibm.net
HABIB WILL NOT BE HERE FOR A WEEK!!!
I am sorry to report that I will not be available to
write my daily entry from Saturday, March 25, to
Saturday, April 1. But be sure to read again on April
2 because that will be the start of ARTIFACT WEEK!
Actually one week plus 2 more days. I will be reviewing
all the artifacts. Be sure to check it out.
Questions or comments-be sure to send me your opinion of
Habib's Card of the Day. I'd love to hear from you.
Mail me at Habib@ibm.net
Thank you all for reading and be sure to tune in next
time.
Habib (The ST:CCG Lord)
@EndNode
@Node COTD8 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #8
Welcome to another exciting edition of Habib's Card
of the Day. Today we will take a look at a common
but useful card. That's right, it's the...
WORMHOLE
Interrupt
@{i}"An unstable tunnel through subspace that links to locations in normal
space/time."@{ui}
Requires two wormholes. Play one on any ship just
as it begins to move. Play the other where the
ship immediately emerges. Discard wormholes.
This is a good card to have in any deck. They can
be used for quick transportation or play them on
an opponent to avoid attack or take them away from
a mission they are about to do.
If there is a @{"Borg Ship" link COTD2}
in play, you can wormhole your opponent on the
space where the @{"Borg Ship" link COTD2} is and kill the opponent
almost every time (unless he has shields raised
with Metaphasic or Nutational shields, or
Kurlan Naiskos).
Wormholes can be very useful for getting
out of trouble or just to move far on one turn.
The only disadvantage is that you need two to use
them. So it may be a while before you can play
them.
VARIATION ON WORMHOLE RULES
You can make variations on the rules of the
wormholes. One way is that you only need one.
This makes it much easier to use them. Another
way is to have the wormholes stay in play for a
few turns so that many ships can use them. Play
the two wormholes on the two spaces. They stay
there for the turn played and the next turn. This
allows for some strategies to backfire because it
gives your opponent an equal oppertunity to use
them.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating=8
Jack's rating=8
NO CARD OF THE DAY NEXT WEEK
Sorry, but there will be no card of the day from
Saturday March 25 to Saturday April 1. I won't
be available to write my articles. But be sure
to read on Sunday April 2 because it starts
ARTIFACT WEEK (plus two days)! That's right,
starting April 2 it will be nine days of artifact
fun.
HABIB NEEDS YOUR HELP!
That's right. I will be reviewing all artifacts
starting April 2. I only own eight of the nine.
I don't have a Varon-T Disruptor. So what I want
you to do is send me all the information written
on the card. Like the discription and how it is
played. The stuff I write every day. Mail the
info to Habib@ibm.net
Please send in questions or comments regarding
Habib's Card of the Day. I'd love to hear from
you. Address is Habib@ibm.net
Thank you all for reading,
Habib (The ST:CCG Lord)
@EndNode
@Node COTD9 "STCCG.guide/ST:CCG Card of the Day/Betazoid Gift Box"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #9
Greetings fellow ST:CCG fans and players and
welcome to another exciting edition of Habib's
Card of the Day. I just got back from my
annual ski vacation to Vail, Colorado and
that's why I didn't post for a week. Well now
I'm back and will write again. This week will
be REALLY exciting because today is the start
of ARTIFACT WEEK!!!! This week I will review
all of the artifacts. I will start with one
of my favorites...
@{b}BETAZOID GIFT BOX@{ub}
Artifact
@{i}"Traditional device for presenting important gifts. Its
sculpted face comes to life boisterously presenting its
contents to the recipient."@{ui}
Immediately look through your draw deck for up
to thirty seconds and choose three cards to
place in your hand. Reshuffle draw deck and
discard artifact.
This is a great card to have. It lets you get
the cards you need right away. If you have a
Palor Toff in your deck, you can take that as
one of your three cards and then you can get
another three. To get this out fast place it
under a really easy mission and put your
outpost there. Then you can get it fast and
get the cards you need to win out right away.
This makes for some quick wins.
One thing you can do is first be sure to have a couple of
Palor Toffs in your deck. Use them on the gift
box a bunch of times so you have all the cards
you need to win. With the gift box make sure
at least one of the cards is Raise the Stakes.
You can take more if you want. Because you'll
almost win for sure anyway, you don't have to
worry about losing cards. Play a Raise the
Stakes on your next turn. Your opponent will
probably give up because they know they will
lose. If they don't give up, you get a free
card (every time unless you really suck).
Picture on card from "Haven"
@{u}Card Rating@{uu} (1=worst 10=best)
Betazoid Gift box
Habib's rating=9
no Jack Dracula rating
DO YOU WANT TO RATE CARDS?
If you do, let me know. I would like about
5 people in addition to me rating cards.
If you are interested send me a note at
Habib@ibm.net
Please include your ratings on all of the
artifacts. I will let you know about
upcoming cards to be reviewed. I will
accept more than 5 people if there are a lot.
HABIB'S CARD OF THE DAY WEB PAGE!!!!!!
If you've missed a day or just want to read
one over again there is now a web page with
all of my Card of the Day entries. The
adress is...
http://math.uwaterloo.ca/~daroloso/Habib/
Thanks to Dani Roloson for maintaining the
page.
Also don't hesitate to send me questions or
comments about Card of the Day. The adress
is Habib@ibm.net
That's all for today,
Habib
@EndNode
@Node COTD10 "STCCG.guide/ST:CCG Card of the Day/Horga'hn"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #10
Welcome again to Habib's Card of the Day. This
is the second day in the always exciting
ARTIFACT WEEK. Today's card is a great one.
It's the...
@{b}HORGA'HN@{ub}
Artifact
@{i}"Mysterious symbol of sexuality from the pleasure planet Risa.
To own one is to call forth its powers. To display one is
to announce that the owner is seeking jamaharon."@{ui}
Immediately play on table. Artifact allows you
to take double turns from now on. (Not cumulative)
This card is a good one to have. It is good
because you now can do twice the amount of stuff
as you could do before. Also it is not an event
and can only be cancelled by the Devil and not
Kevin Uxbridge. This makes it so it will pretty
much stay out for the whole game. If you have
an @{"Traveler" link COTD4} in play, it makes it so you get 4
cards on every turn. This is good to get out
cards fast. But be careful about your deck
getting down too low, if you don't have more
points than your opponent you are in danger of
losing. For the most part I would use this card
in every deck.
Picture on card from "Captain's Holiday"
@{u}Card Rating@{uu} (1=worst 10=best)
today we have two more people rating cards.
Habib's rating=9
Carmine Zingariello's rating=8.5
Matt Hubbard's rating=9.5
If you would like to rate cards too, I still
have 3 slots available. Send me a note at
Habib@ibm.net
Don't hesitate to send questions or comments
about Habib's Card of the day. The address
is Habib@ibm.net
Thank you for reading,
Habib
@EndNode
@Node COTD11 "STCCG.guide/ST:CCG Card of the Day/Tox Uthat"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #11
Greetings all and welcome to posting #11 of Habib's
card of the day. This is the third day of ARTIFACT
WEEK and today we will look at a fun one. It's
the...
@{b}TOX UTHAT@{ub}
Artifact
@{i}"Dangerous quantum phase inhibitor invented in the
future by Kal Dano who hid it in the 22nd century
for safekeeping."@{ui}
Place in hand until played on table as an event
(supernova can be played on later turn) OR as an
interrupt (prevents supernova). Discard after use.
This is a card where you either love it or you hate
it. It is great if you can get out a supernova but
if you can't it's pointless. A good way to get it
out is to use a @{"Betazoid Gift Box" link COTD9}. Once out it can
be used for many different things. If you can get
it early, use it to destroy your opponent's outpost.
Since they won't have two engineers, they can't
bring it back, basically taking them out of the
game.
If your opponent has already gotten some
ships and stuff out, you should use it on other
things. You can use it on the Borg Ship for
example. If you Q-Net a borg ship on an outpost,
you can take them both down at once. If your
opponent has all their people on one ship, you
should use it on that. It can also be used to
prevent a supernova, but to me its main purpose is
to destroy.
Picture on card from "Captain's Holiday"
@{u}Card Rating@{uu} (1=worst 10=best) Tox Uthat
Habib's rating= 8.5
Carmine Zingariello's rating= 10
Matt Hubbard's rating= 8.5
J. Holt Kernodle's rating= 6
You can rate cards too. There is still one slot
available for you to rate cards. The first person
to tell me gets the job. Send me your name and a
list of your reviews of all the artifacts. I will
let you know about future cards to be reviewed.
Send mail to Habib@ibm.net
You can still request cards to be reviewed.
Any comments should be sent to Habib@ibm.net
If you would like your name posted in Habib's
card of the Day for no particular reason, I will
do that. You can even give yourself a spiffy title
and I will post that too.
Be sure to check out Habib's Card of the Day
Web Page.
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you and good night,
Habib
@EndNode
@Node COTD12 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #12
Greetings all, and welcome to Habib's Card of the
Day. Today is the 4th day in artifact week and
we will look at the...
@{b}THOUGHT MAKER@{ub}
Artifact
@{i}"Outlawed Ferengi mind control device. Transmits
signals that implant sensory experiences and
triggers emotions and memories"@{ui}
Place in hand until played once as an Interrupt
card. Look at opponent's draw deck for ten seconds
and rearrange as desired.
This is an okay artifact but I wouldn't say it's
terrific. If you do decide to use it, as always
place it under an easy mission so you can get it
right away. Once you get it, play it soon so you
can get your opponent's good cards at the bottom.
Cards that I would put at the bottom are:
@{"Red Alert!" link COTD6}
Really good personnel
The Juggler
Palor Toff
@{"Metaphasic" link COTD40} or @{"Nutational Shields" link COTD40}
Kevin Uxbridge, Amanda Rogers, and Q2
ships (especially if they don't have any out yet)
Also if you know that they rely on one strategy,
take out the cards for the strategy and they
probably won't win.
Picture on card from "The Battle"
@{u}Card Rating@{uu} (1=worst 10=best) Thought Maker
Habib's rating= 7
Carmine Zingariello's rating= 7
Jon Wilson's rating= 7
Wesley Crusher's rating= 7
Matt Hubbard's rating= 7.5
J. Holt Kernodle's rating= 8
Remember you can request cards to be reviewed.
Please send questions or comments.
Mail me if you want to talk about strategies.
If it has to do with ST:CCG, mail me.
All mail should be sent to Habib@ibm.net
Check out Habib's Card of the day Web page
http://math.uwaterloo.ca/~daroloso/Habib/
Here are ratings for artifacts I didn't have at
the time of the posting.
Jon Wilson's ratings...
Betazoid gift box= 9
Horga'hn= 9.5
Tox Uthat= 5
Thank you all, have a nice life,
Habib
@EndNode
@Node COTD13 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #13
From: Habib@ibm.net
The mysterious Card of the Day #13 has been found!!! For some reason
no one had it. I was the last hope, but some how my COTD file
mysteriously got erased. But after searching through my room, I
came across an old pile of COTD's that I had printed out. Sure
enough, in that pile was #13. So in case you missed it or you want
to add it to your file, I am posting it again. Here it is...
Hello all and welcome to Habib's Card of the Day. Today being the 5th
day in ARTIFACT WEEK, we look at another exciting card.
@{b}KURLAN NAISKOS@{ub}
Artifact
@{i}"Statues which open to reveal a multitude of similar but smaller
figurines inside, representing the belief that each person is a
community of individual voices and desires."@{ui}
Place in hand until played on any ship as an Event card. if ship has
all 7 personnel types aboard, its RANGE, WEAPONS, and SHIELDS are all
tripled. (Not cumulative)
This is a great artifact if you can get it to work. Once your ship
is powered up, it's almost invincible. The problem is getting all
the people on the ship. Romulans are probably the hardest deck to
use this card with due to the lack of VIP's and civilians. The
non-aligned Ishara Yar can help out by being a civilian. Also you
can use Amarie, also a non-aligned civilian but with less skills than
Ishara. If you are playing as the federation, one of my favorite
cards Mot the barber can be used as a civilian. This is the only
good use of Mot I can find. Klingon decks will have no trouble
getting a VIP, almost all the decent klingons have that personnel
type. There are also a couple of klingon civilians. The only big
problem with klingons is finding a medical crewman.
In closing, if you are sure you will be able to use this card, I'd
put it in your deck. But if getting all the needed personnel is a
problem, I wouldn't use it.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 7.5
Carmine Zingariello's rating= 9.5
Jon Wilson's rating= 7
Matt Hubbard's rating= 4
Wesley Crusher's rating= 6
J. Holt Kernodle's rating= 9
Any mail regarding Habib's card of the day should be sent to
Habib@ibm.net
Thank you for reading,
Habib
@EndNode
@Node COTD14 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #14
Hello all, todays card is of course another artifact.
We will now celebrate the 6th day in ARTIFACT WEEK
with...
@{b}TIME TRAVEL POD@{ub}
Artifact
"Craft from the future, stolen in the past by
Berlinghoff Rasmussen for his own gain."
Place in hand until played once as an Interrupt card
on any ship. That ship travels into the future
(disappears for up to 5 turns). Pre-announce the
return time.
This card has a bunch of different uses.
The first is just to annoy an opponent by getting rid
of their ship for 5 turns just before they're about to
do something important.
Another use is for avoiding the Anti-time Anomaly. You
can play this on yourself just before everyone dies.
You can also use this card to prevent a battle.
Or you can use it to avoid the @{"Borg Ship" link COTD2}.
If you want to be really mean, when the @{"Borg Ship" link COTD2}
is headed toward your opponent's ship, use it on your
opponent so when they get back they are on the borg ship
causing instant death.
You can also use this card just if you don't want your
opponent to move anywhere. The only thing bad about the
card is that you have to pre-announce the arrival time.
It would be fun to just appear suddenly and not having
your opponent know about it in advance.
Picture on card from "A Matter of Time"
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 8
Carmine Zingariello's rating= 8
Jon Wilson's rating= 8
Matt Hubbard's rating= 8.5
Wesley Crusher's rating= 4.5
J. Holt Kernodle's rating= 8
Any mail regarding Habib's Card of the Day should be
sent to Habib@ibm.net
This includes questions, comments, and requests for
cards to be reviewed.
Habib's Card of the Day Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you and good night,
Habib
@EndNode
@Node COTD15 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #15
Greetings all and welcome to another exciting editon
of Habib's Card of the Day. Today is the 7th day
of Artifacts and today's artifact is...
@{b}INTERPHASE GENERATOR@{ub}
Artifact
@{i}"Experimental Romulan device that both cloaks and
phases matter, allowing it to pass through normal
matter."@{ui}
Use as Equipment card. Nullifies: Chalnoths, Archers
Rebels, Impassible Doors, Phased Matter, Crystalline Entities,
Armus, and Nausicaans.
There isn't really much to say about this card in
terms of strategy. Basically you use it to get by
some rather annoying dilemmas. One thing you can do
with it is place dilemmas like Chalnoth and
Crystalline Entity under your own missions so you get
the 5 bonus points. Also when you use this card be
sure to have an Amanda Rogers in hand to prevent a
disruptor overload, causing you to lose the Artifact.
If you depend on it and lose it, you will probably
lose.
Picture on card from "Pegasus"
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 8
Carmine Zingariello's rating= 9
Jon Wilson's rating= 9.5
Wesley Crusher's rating= 8
Matt Hubbard's rating= 8
J. Holt Kernodle's rating= 8.5
Any questions, comments, or review suggestions
should be sent to Habib@ibm.net
Habib's Card of the Day Web page
http://math.uwaterloo.ca/~daroloso/Habib/
Happy playing,
Habib
@EndNode
@Node COTD16 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #16
Greeting all and welcome to Habib's Card of the Day.
Today is the 8th day of artifacts and I am proud to
announce the review of...
@{b}VULCAN STONE OF GOL@{ub}
Artifact
@{i}"Ancient Vulcan telepathic weapon. Kills by
magnifying aggresive and violent thoughts, but can
be blocked by peaceful thoughts."@{ui}
Place in hand until played as an Event card. Kills
everyone in an away team without Youth OR CUNNING>7.
Discard artifact.
This is an okay card. It is good for killing a
bunch of people but many have CUNNING>7 so it's not
extremely useful. It would be better if it was
played as an interrupt because then you could play
it just before your opponent attempted a mission.
But because you play it as an event you have to use
it on your own turn and could really only play it
on a stopped away team. So it is not good in all
situations involving away teams. That's about all
you can say about this card.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 6
Carmine Zingariello's rating= 9 if all planet missions, 7 otherwise
Jon Wilson's rating= 7
Wesley Crusher's rating= 2
Matt Hubbard's rating= 5
J. Holt Kernodle's rating= 7
Questions, comments, or suggestions should be sent
to Habib@ibm.net
Habib's Card of the Day Web page
http://math.uwaterloo.ca/~daroloso/Habib/
May all your games be good ones,
Habib
@EndNode
@Node COTD17 "STCCG.guide/ST:CCG Card of the Day/Varon-T Disruptor"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Habib's STCCG card of the day #17@{ub}
Hello again, today is the final day of artifacts
and nobody is happier than me. Anyway to finish
them off, today's card is the...
@{b}VARON-T DISRUPTOR@{ub}
Artifact
@{i}"Only five of these pistols were made before
being banned by the Federation. These vicious
weapons disrupt the body from the inside out,
causing a slow and painful death."@{ui}
Use as Equipment card. Doubles all of your
personnel's STRENGTH where present. (Not
cumulative.)
This card is okay but as far as I can see its
only main purpose would be to easily get by
missions and dilemmas requiring strength. In
all the games I have played I have had I think
only one away team battle. So I would not put
this card in a deck to benefit those. It is
okay for missions but I don't think it's worth
wasting a space in your deck for it. Also when
in play you should beware of Disruptor Overload,
it can destroy the Varon-T Disruptor easily.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 5
Carmine Zingariello's rating= 8
Jon Wilson's rating= 9
Wesley Crusher's rating= 3.5
Matt Hubbard's rating= 8
J. Holt Kernodle's rating= 7
Mail regarding Habib's Card of the Day should
be sent to Habib@ibm.net
Habib's Card of the Day Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
***CORRECTION***
Somehow there was an error in my numbering and
there were two Card of the Day #15. The correct
#15 was the Interphase Generator. The Vulcan
Stone of Gol, labeled #15 also, was supposed to
be #16. I am sorry for any confusion this has
caused.
Live long and prosper,
Habib
@EndNode
@Node COTD18 "STCCG.guide/ST:CCG Card of the Day/Roga Danar"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Habib's STCCG card of the day #18@{ub}
Hello again and now it's time for another exciting
edition of Habib's Card of the Day. Today we look
at one of my favorite personnel cards. That's
right it's...
@{b}ROGA DANAR@{ub}
Non-Aligned Personnel
@{i}"Angosian male. Biochemically altered inot a
formidable perfect warrior ranked Subhadar."@{ui}
SECURITY
Command ability
ENGINEER Computer Skill Biology Leadership
INTEGRITY 5 CUNNING 9 STRENGTH 12
This is a great card. First of all it's non-aligned
so you can use it in any deck and if I were you I
would too. He has a ranking of security which is
somewhat hard to come by. But in addition to that
he has engineering skill too, making him a valuable
asset. He has a very high strength making missions
and dilemmas requiring lots of strength very easy.
One fun thing you can do with federation is when
Roga is on a ship, that ship can now attack. Because
he is non-aligned and has leadership, he doesn't
have to obey starfleet regulations and can lead a
ship into battle. This is great with the @{"Enterprise" link COTD3}
because of it's high shields and decent weapons. If
you have bynars weapon enhancement you can turn the
@{"Enterprise" link COTD3} into a strong attack ship. This can
throw off an opponent not expecting an attack from
the Federation. It does work great in a federation
deck but it's very useful in any deck. I use in
every deck of mine, any affiliation.
@{u}Card Rating@{uu} (1=worst 10=best) ROGA DANAR
Habib's rating= 9.5
Wesley Crusher's rating= 9.5
Matt Hubbard's rating= 9
J. Holt Kernodle's rating= 9
Jon Wilson's rating= 10
Jason's rating= 9
Any mail regarding Habib's card of the day should
be sent to Habib@ibm.net
Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
Live long and prosper,
Habib
@EndNode
@Node COTD19 "STCCG.guide/ST:CCG Card of the Day/William T. Riker"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #19
Hello all and welcome to Habib's Card of the Day.
Today we look at a pretty good federation card.
It's the first officer of the @{"USS Enterprise" link COTD3}.
That's right, it's...
@{b}WILLIAM T. RIKER@{ub}
Federation Personnel
@{i}"Commander William T. Riker is the executive
officer of the U.S.S. Enterprise. Imzadi to
Deanna Troi. Gourmet cook. Jazz musician."@{ui}
Command ability
Diplomacy Leadership Navigation
Honor Music
INTERGRITY 8 CUNNING 7 STRENGTH 7
This is a decent card to have in a federation deck.
He has a bunch of skills, however they are not very
useful. Honor is okay but not for federation.
Music is almost worthless. Navigation is okay, but
there aren't many spots that need it. His two only
really good skills are diplomacy and leadership.
Diplomacy is always useful in a federation deck due
to the large amount of missions requiring it. Also
leadership is never a bad thing to have. So this
card is decent, but not as good as it should be.
I would still use it in a deck but it's not one of
those cards that you just need to have. They should
have made him better. This isn't the card of a
person offered any ship in starfleet.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 8
Wesley Crusher's rating= 8
Jason's rating= 7.5
Matt Hubbard's rating= 9
J. Holt Kernodle's rating= 8
Jon Wilson's rating= 7.5
All mail regarding Habib's Card of the Day should be
sent to Habib@ibm.net
Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
Live long and prosper,
Habib
@EndNode
@Node COTD20 "STCCG.guide/ST:CCG Card of the Day/Kevin Uxbridge"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #20
Hello all and now I am finally back. I decided to
take the Easter weekend off and then some internet
trouble delayed me another day. Well anyway here
I am and I'm ready to discuss a great interrupt
card. It's...
@{b}KEVIN UXBRIDGE@{ub}
Interrupt
@{i}"Immortal omnipotent being called a Douwd. Lived
secretly as a human. Took a human wife who was
killed by the Husnocks at Delta Rana IV."@{ui}
Destroys any one Event card in play (except for
Treaty cards) OR any one artifact in play as an
Event card.
This is a great card to have. There really isn't
much strategy to it though. It's basically a good
card and will work in almost any deck. Cards I
usually cancel with it:
@{"Red Alert" link COTD6} (if they only have one in their deck)
@{"Telepathic Alien Kidnappers" link COTD44} (very annoying)
@{"Anti-Time Anomaly" link COTD21} (you almost have to do this)
@{"Tox Uthat" link COTD11} (don't let them play a Supernova)
And basically any other card that is really
annoying at the moment is a good idea for Kevin.
I recommend you use this card in every deck unless
your opponent uses hardly any events.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 9.5
Wesley Crusher's rating= 10
Matt Hubbard's rating= 9.9
Jason's rating= 8.5
Jon Wilson's rating= 9
J. Holt Kernodle's rating=10
Once again I am offering to let you the readers
review cards. If you are interested I will mail
you a list of the next batch of cards to be reviewed.
Please write to Habib@ibm.net
All mail regarding Habib's Card of the Day should be
sent to Habib@ibm.net
Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you for reading,
Habib
@EndNode
@Node COTD21 "STCCG.guide/ST:CCG Card of the Day/Anti-Time Anomaly"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #21
Hello again and welcome to Habib's Card of the Day.
Today's card is great if it works, the problem is,
it doesn't work all the time.
@{b}ANTI-TIME ANOMALY@{ub}
Event
@{i}"Q-created phenomena. Rift caused by anti-time
particles in the future. Anomaly grows backward in
time endangering all life in the past."@{ui}
Plays on table. Kills literally ALL personnel on
table (both players' cards) at the end of your third
full turn, unless anti-time anomaly destroyed first.
If you can get this card to work, it's great. The
problem is that your opponent has three turns to get
a @{"Kevin Uxbridge" link COTD20} in their hand to cancel it, usually
this happens. So when you play it be sure to have a
Q2 in hand to cancel @{"Kevin" link COTD20}.
There are two good ways to play this card. One is to
play it right away, before you have many personnel out.
Hopefully your opponent has gotten their @{"Red Alert" link COTD6}
and played most of their personnel already.
The other good way is to pack your deck with Temporal Rifts
to avoid the effects of the anomaly. You can Temporal Rift
yourself just before it kills everyone and you will
not be harmed. Or you can use the @{"Time Travel Pod" link COTD14}
in the same way.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 7.5
Wesley Crusher's rating= 8.5
Matt Hubbard's rating= 4.5
J. Holt Kernodle's rating= 8
Jason's rating= 8
Jon Wilson's rating= 7
If you want to rate cards to let me know. There
are spots available if you are interested. Send
me mail at Habib@ibm.net with the subject "Card
Ratings"
Any mail regarding Habib's card of the day should
be sent to Habib@ibm.net
Web Page
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you for reading,
Habib
@EndNode
@Node COTD22 "STCCG.guide/ST:CCG Card of the Day/Beverly Crusher"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #22
Hello again and welcome back to Habib's Card of the Day.
I've been having some problems with my internet server
so that's why I haven't been able to post for a few days.
Well it looks like it's okay now so I'll try to post
every day from now on. So today we will look at in my
opinion the best Medical person in the game. It's...
@{b}BEVERLY CRUSHER@{ub}
Personnel
Federation Medical
@{i}"Dr. Beverly Crusher is the chief medical officer of the
@{"U.S.S. Enterprise" link COTD3}. Dancer and thespian. Widow of Jack Crusher.
Mother of @{"Ensign Wesley Crusher" link COTD26}."@{ui}
Command ability
MEDICAL Biology Exobiology
INTEGRITY 8 CUNNING 8 STRENGTH 5
This is a great card because of the fact that she has
medical x2. This is useful in passing many dilemmas
and missions. One big bonus with this card is that if
you have a @{"genetronic replicator" link COTD46} in play with Beverly,
no one will die any more. This really can help you out.
Also a good mission to use with Beverly is Evaluate
Terraforming. To pass it you need Medical, biology, and
exobiology. So that equals Beverly Crusher.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 9
Wesley Crusher's rating= 9.5
Matt Hubbard's rating= 9
J. Holt Kernodle's rating= 6
Jon Wilson's rating= 8.5
Jason's rating= 7
I am still looking for more people to rate cards. If you
are interested, let me know.
I am open for suggestions if you have any. Also any
comments would be appreciated.
A collection of all Cards of the Day can be found on the web at
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you for reading,
Habib Habib@ibm.net
@EndNode
@Node COTD23 "STCCG.guide/ST:CCG Card of the Day/Sela"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #23
Hello all and welcome to another exciting edition of Habib's
Card of the Day. Today we will look at one of the very best
Romulan personnel there is.
@{b}SELA@{ub}
Personnel
Romulan V.I.P.
@{i}"1/2 Romulan, 1/2 Human female. Daughter of alternate universe
timeline @{"Lieutenant Natasha Yar" link COTD165}. Powerful operative and key
figure in the Romulan hegemony."@{ui}
Command ability
Diplomacy Leadership Treachery
Youth
INTEGRITY 6 CUNNING 9 STRENGTH 8
This is a really good card if you are using Romulans. She has
a bunch of good skills. Also another good thing is that she
has integrity of 6, so she won't die in a firestorm, something
that almost always works on Romulans. Treachery is always a
good thing for a Romulan to have because of the great deal of
Romulan missions requiring it. Also diplomacy is good to get
by stuff too. And leadership is never a bad thing to have.
If you are playing as Romulans, I suggest you use this card.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 8
Wesley Crusher's rating= 7.5
Matt Hubbard's rating= 8.5
Joseph H. Kernodle's rating=8.5
Jason's rating= 7
Jon Wilson's rating= 8.5
If you want to rate cards too, let me know as soon as possible
because the list of the next batch of cards is going out
tommorow.
Questions, comments, and suggestions are greatly appreciated.
A complete list of all the cards of the day can be found at
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you all for reading,
Habib Habib@ibm.net
@EndNode
@Node COTD24 "STCCG.guide/ST:CCG Card of the Day/Mot the Barber"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #24
Greetings all and welcome again to Habib's Card of the Day.
Today we will look at um... an interesting card. That's
about all you can say. It's everyone's favorite card...
@{b}MOT THE BARBER@{ub}
Personnel
Federation Civilian
@{i}"Bolian male. Convival barber aboard the @{"U.S.S. Enterprise" link COTD3}.
Snappy conversationalist."@{ui}
Barbering
INTEGRITY 6 CUNNING 4 STRENGTH 5
Now you may be asking yourself why I put this card in. To
tell you the truth I'm asking myself the same question. But
actually I've had a few requests for this card, plus I just
like it.
Anyway there really isn't a whole lot of strategy
involved in this card. His numbers are pretty low, and at
the moment barbering is useless. But one of my readers
actually uses this card. He says that it is used for
psychological advantage. Basically so if you win you can
really let your opponent have it. And if you win by using
Mot's skills, it's even better. But that's really the only
real use for it as far as I can tell. Except for to use as
as civilian for the @{"Kurlan Naiskos" link COTD13}. Also for humor value.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating for the card itself= 11
Habib's rating for the usefulness of the card= 1
Wesley Crusher's rating= 2
Matt Hubbard's rating= 4
Joseph H. Kernodle's rating= .005
Jason's rating= 10
Jon Wilson's rating= 3.1415
If you want to rate cards too like the people above let me
know.
I am always open for suggestions if you have any.
There will be no card of the day tomorrow, but it'll be
back on Sunday.
Complete collection of Habib's Card of the Day
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you all for reading,
Habib Habib@ibm.net
@EndNode
@Node COTD25 "STCCG.guide/ST:CCG Card of the Day/Palor Toff - Alien Trader"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
Habib's STCCG card of the day #25
Hello again and welcome back to Habib's Card of the Day.
I am very sorry that I have not posted for a few days
but my life has been very busy these last few days. I
just haven't had the time. From now on don't be surprised
if you don't see Card of the Day every single day. But
I'll do my best to get as many in as I can. I will
probably be able to do one every other day or so. Well
anyway, todays card is one of my personal favorites.
@{b}PALOR TOFF-ALIEN TRADER@{ub}
Interrupt
@{i}"Rich merchant and trader from an unknown race. Friend
of Kivas Fajo. Snappy dresser."@{ui}
Exchange this card for any non-Personnel card in your
discard pile.
This is just an all around good card to have in any deck.
It's especially good if you're not playing tournament
and can retrieve artifacts. If you allow this, you can
use the @{"Betazoid gift box" link COTD9} over and over, and get out all
your good cards in a few turns. But most people won't
allow that.
Other good card to retrieve are @{"Kevin Uxbridge" link COTD20},
@{"Amanda Rogers" link COTD31}, and Q2. That way if you're out
of cancel cards, you can just get them all back.
Other good cards to get back are @{"Red Alert" link COTD6}, if your opponent
has canceled it, or other nasty events such as Supernovas
or @{"Anti-Time Anomalies" link COTD21}. Also if you want to retrieve a
dead personnel card, you can use Palor Toff on @{"Res-Q" link COTD28} cards
and use them over and over.
Another good use for this card is if your outpost has been
destroyed and you still have some engineers left. Then you
will still have a chance of winning.
@{u}Card Rating@{uu} (1=worst 10=best)
Habib's rating= 9
Wesley Crusher's rating= 9
Matt Hubbard's rating= 9.6
Joseph Kernodle's rating= 10
Jon Wilson's rating= 9.5
Tim Kwong's rating= 8
Allen Castaban's rating= 10
AVERAGE RATING= 9.3
All mail regarding Habib's Card of the Day should be
sent to Habib@ibm.net
Web Site
http://math.uwaterloo.ca/~daroloso/Habib/
Thank you all for reading,
Habib Habib@ibm.net
@EndNode
@Node COTD26 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #26@{ub}
Hi, folks,
today's card is probably the one everybody expected me to do first, but I
guess, with this net.alias I am just supposed to do it :-)
@{b}WESLEY CRUSHER@{ub}
Federation Personnel, rare.
Integrity:6
Cunning: 8
Strength: 5
OFFICER, Youth, ENGINEER, Computer Skill, Astrophysics, Navigation.
@{i}"Ensign Wesley Crusher was a child prodigy. Protege of the @{"Traveler" link COTD4}.
Son of @{"Dr. Beverly Crusher" link COTD22}. Saved the @{"U.S.S. Enterprise" link COTD3} 3 1/2 times
as a teenager."@{ui}
In our playing group this card was quickly nicknamed "Poor man's @{"Data"link COTD7}".
This name makes sense insofar as the skills are quite similar (They have
OFFICER, ENGINEER, Computer Skill and Astrophysics in common).
However, the small difference in Skills seems to make @{"Data" link COTD7} a little more
suited for planet missions whereas Wesley with his navigation skill seems
somewhat slated to space missions.
So probably every deck with a need for @{"Data" link COTD7} can also benefit from
including Wesley. Especially when you plan on going around
with more than one ship this card will greatly benefit your
secondary crew.
Even when you just use one ship you still have two chances to get out a
badly needed card without duplicating a personnel.
I include this card in all my federation decks.
Favorite combo(s):
- Use Wesley with @{"Picard" link COTD1} as a two-man "complete any mission"
team, bringing them in *after* the rest of your crew has sucked up the
dilemmas.
@{u}Card Rating@{uu} (1=worst 10=best) WESLEY CRUSHER:
Wesley's rating: 8.5
Jon's rating: 9.0
Allen Castaban's rating: 9.0
Tim Kwong's rating: 9.5
Jason's rating: 7.5
Habib's rating: 8.0
----------------------
AVERAGE RATING: 8.4
So that was my first try. Flames, constructive criticism, praise and
whatever should please be directed to the following email address:
blohmer@pips11.informatik.uni-mannheim.de
At the moment, there is no Card of the day Web page.
Dani (daroloso@math.uwaterloo.ca), if you're still there and listening,
could you continue to do the WWW stuff ? If so, what would be the most
convenient way for you to get the reviews ?
Attn: Joe Kernodle! I cannot seem to reach you, all mail returns with
"host unknown". If you still want to participate, please drop a short note
with the correct address.
Thanx for listening,
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD27 "STCCG.guide/ST:CCG Card of the Day/Kahless"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #27@{ub}
Hi, folks,
today's card is one of those cards whose name promises much more than
the cards will keep later:
@{b}KAHLESS@{ub}
Klingon personnel, rare
Integrity: 10
Cunning: 6
Strength: 8
V.I.P, Honor x2
@{i}"Cloned reincarnation of the Klingon Spiritual leader Kahless the unfor-
gettable. Installed as ceremonial emperor in 2369."@{ui}
This was one of the last cards I got for my set, and with the other Klingon
big guys around I was really awaiting to see awesome stats and skills.
When I then found the card in the pack I was more than just disappointed.
A meager Honor x2 for the top Klingon ?
On second sight however, this card is not as bad as it looks. Granted, it
has nothing to offer in the skill box, but the stats aren't to be ignored.
A Klingon personnel-poor deck can greatly benefit from this card, es-
pecially with missions like Wormhole Negotiations(R), Investigate
Disturbance(R) or Krios Suppression(U). I am including this card in my deck
if I play for example:
- an all-Klingon battle/@{"Rogue Borg" link COTD33} deck with little personnel
- A Fed/Klingon deck that needn't rely on treaties.
Favorite combo(s):
- no combos. More like deck designs (see above).
@{u}Card Rating@{uu} (1=worst 10=best) KAHLESS:
Wesley's rating: 5.5
Jon's rating: 6.0
Allen Castaban's rating: 2.0
Tim Kwong's rating: Oops, he doesn't have that card...
Jason's rating: 7.0
Habib's rating: 6.0
----------------------
AVERAGE RATING: 5.1
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD28 "STCCG.guide/ST:CCG Card of the Day/Res-Q"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #28@{ub}
Hi, folks,
today's card is the first of a series of 5 non-personnel cards which IMHO
make for much more interesting reviews than yet another nice guy...:
@{b}RES-Q@{ub}
Event, common
Regenerates a card. Exchange this event for any one card from your discard
pile.
@{i}"Q once saved @{"Captain Jean-Luc Picard" link COTD1}'s life following an injury from a
compressed Tetryon beam"@{ui}
This card seems very similar to the already reviewed @{"Palor Toff" link COTD25}. However
it has one distinct advantage and one not so obvious disadvantage.
On the one hand it can resurrect personnel, too, but ont the downside this
card is one turn slower than @{"Palor Toff" link COTD25} and less useful in emergencies.
So most players reserve this card for resurrecting their personnel and
rely much more on @{"Palor's" link COTD25}.
There is also a much more subtle advantage to this card which is actually
a psychological one. When you need to be absolutely sure to resurrect some
card, you can count on your opponent not wasting a @{"Kevin Uxbridge" link COTD20}(U) on
your Res-Q (she thinks "Oh, just some personnel"), but many smart players use
@{"Amanda Rogers" link COTD32}(U) on @{"Palor Toff" link COTD25} thereby effectively getting two strong
cards out of their way.
Favorite combo(s):
- This card works very well in conjunction with @{"Palor Toff" link COTD25}(C). I stack lots
of @{"Palors" link COTD25} and just one or two Res-Q's. When I then need a personnel
I use @{"Palor" link COTD25} on Res-Q, when I need something else I saved myself a turn...
- The above-mentioned bluff. The resurrected card will most probably be some
nasty interrupt then...
@{u}Card Rating@{uu} (1=worst 10=best)
RES-Q:
Wesley's rating: 9.0
Jon's rating: 9.5
Allen Castaban's rating: 6.0
Tim Kwong's rating: 8.5
Jason's rating: 8.0
Habib's rating: 8.0
----------------------
AVERAGE RATING: 8.2
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD29 "STCCG.guide/ST:CCG Card of the Day/Barclay's Protoplasmic Disease"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #29@{ub}
Hi, folks,
today's card is probably my favorite dilemma:
@{b}BARCLAY'S PROTOMORPHOSIS DISEASE@{ub}
Planet/Space Dilemma, rare
Point value: 10
Entire crew or away team (except andriods) de-evolves (dies) unless
MEDICAL, SCIENCE and SECURITY present. Discard Dilemma.
@{i}"Contagious affliction which causes animals to de-evolve into ancestral
forms. Disease named for Lieutenant Reginald Barclay."@{ui}
This Dilemma qualifies as my most used in any deck type and against any
opponent, because it has three distinct features:
- The Planet/Space distinction makes it useful even against those "6
planet" or "6 space" surprise decks.
- Its effects are great.
- It's not too easy too overcome.
Many players seem to get panicked when they fall behind on points and
that's probably the best time to nail them with this dilemma. Also, if I can
figure out where my opponent is going to place her outpost, that's the location
to place this. She will probably try to uncover an artifact there quickly
and beam down with an incomplete crew - BAM!
The card is effective alone (when you are short on usable dilemmas) or
even more so behind cards which drag away personnel. Useful preparations for
this card include the @{"Tarellian Plague Ship" link COTD43}(U) or the @{"Love Interests" link COTD74}(C). A
quick Disruptor Overload on a Medical Kit is another way of increasing the
effectiveness of this card.
Favorite combo(s):
- This one after a @{"female love interest" link COTD74}(C). The latter will suck up what
will most probably be a SCIENCE or MEDICAL and your chances of nailing
somebody suddenly improved!
@{u}Card Rating@{uu} (1=worst 10=best) BARCLAY'S PROTPOMORPHOSIS DISEASE:
Wesley's rating: 9.5
Jon's rating: 8.0
Allen Castaban's rating: 7.0
Tim Kwong's rating: 8.5
Jason's rating: 8.5
Habib's rating: 8.0
----------------------
AVERAGE RATING: 8.3
Wesley calls for help! Does anybody out there have a file with the text on
all cards (both game effects and flavor text) ? I have better uses for my
time than retyping the card text...
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD30 "STCCG.guide/ST:CCG Card of the Day/Q"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #30@{ub}
Hi, folks,
today I am getting really lazy and to save some typing, let's use a card
with a really short name:
@{b}Q@{ub}
Planet/Space dilemma, rare
Point value: 0
If 2 Leadership and INTEGRITY>60 discard all dilemmas here. Otherwise, it
allows opponent to rearrange spaceline locations. Discard Dilemma.
@{i}"Incorrigible, extra-dimensional member of the Q continuum, a race of
omnipotent beings. Q exhibits a childlike petulance and sense of playfulness."@{ui}
Along the lines of yesterday's review, I am once again evaluating this
dilemma under three aspects: Flexibility, Effect and Requirements.
While the requirements are the hardest for any dilemma, this card vastly
lacks on the effects side. At best, this can slow my opponent down by
two or three turns, but not in a way as predictable as say a @{"Rogue Borg" link COTD33}(C).
The best use for this card IMHO is using it as a great dilemma-nullifier
under a location you intend to visit with a large crew. Play Q there last
so there will not be any other dilemma encountered first and you will
know exactly what to expect.
When arranging the spaceline I tend to isolate my opponent's ships on one
side and all the missions he can still complete on the other, making sure
the outpost is also far away from any of my opponent's missions.
Not a card for any deck, but a nice surprise anyway...
Favorite combo(s):
- Place this last under my own outpost and a put a bunch of artifacts
(or at least a @{"Horga'hn" link COTD10}) there, too. Then wait for my Federation crew
to do its work. (Works best with crew-laden, dilemma-heavy decks that
play very fast)
@{u}Card Rating@{uu} (1=worst 10=best) Q
Wesley's rating: 6.5
Jon's rating: 8.5
Allen Castaban's rating: 10.0
Tim Kwong's rating: 8.5
Jason's rating: 9.0
Habib's rating: 7.0
----------------------
AVERAGE RATING: 8.2
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD31 "STCCG.guide/ST:CCG Card of the Day/Amanda Rogers"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #31@{ub}
Hi, folks,
before we return to one more member of our beloved bridge crew, let's
just take a quick look at one of my favorite interrupts:
@{b}AMANDA ROGERS@{ub}
Interrupt, uncommon.
Nullifies any one Interrupt card just played (except Kevin Uxbridge or
another Amanda Rogers) OR any one Artifact just played as an Interrupt
card.
@{i}"Female Q raised as a human on earth. Was taken to the Q continuum by Q after she could not resist the benevolent use of her powers."@{ui}
This is a very defensive card. Its use is to ensure your own flow of the
game when your opponent tries to disrupt you with some or another nasty
interrupt. Prime candidates for Amanda's power are The Devil(R) when
used on my Horga'hn(R), Crosis(R) (turning the tide in about any
rogue Borg attack) and Disruptor overload(C).
A less obvious use of Amanda is to nullify interrupts your opponent plays
on himself. Although most players will be smart enough to use her on a
Palor Toff(C), I also like nullifying any Scan-type card or Particle
fountain(C). The latter play once saved me a game when I could keep my
opponent on 95 and then pass 100 points on my next turn. Needless to say
he was p*ss*d :-)
Favorite combo(s):
- Use one Amanda twice by Palor'ing her out of the discard pile when the
opponent Q2's her away...
- Amanda my opponent's Palor Toffs as he tries to retrieve an urgently
needed interrupt.
@{u}Card Rating@{uu} (1=worst 10=best) AMANDA ROGERS
Wesley's rating: 8.0
Jon's rating: 8.6
Allen Castaban's rating: 10.0
Tim Kwong's rating: 8.5
Jason's rating: 8.5
Habib's rating: 8.0
----------------------
AVERAGE RATING: 8.8
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD32 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #32@{ub}
Hi, folks,
let's continue with the next installment for the Bridge Crew reviews:
@{b}GEORDI LA FORGE@{ub}
Federation Personnel, rare
Integrity: 8
Cunning: 8
Strength: 6
ENGINEER x2, Navigation, Physics, Computer Skill
Command ability (*)
@{i}"Lt. Commander Geordi La Forge is chief engineer aboard the
@{"U.S.S. Enterprise" link COTD3}. Great sense of humor. Fortuitous holodeck programmer."@{ui}
Geordi belongs to the few personnel who are actually named on a mission
(Evaluate Terraforming(R)). This and the fact that he comes very close to
solving the Explore Dyson Sphere(R) thing all on himself (he'll just need
one lowly Engineer to help him) makes him a somewhat special character.
But IMHO his major Strength lies in overcoming dilemmas. There are three
dilemmas that require two ENGINEER, one dilemma that can be overcome
by one ENGINEER and one that needs Computer Skill. This makes him alone a
solution to 11% of all dilemmas not counting those others where he is the
keystone to a two-personnel solution.
This and his very balanced, high attributes make him one of the very best
Federation cards.
Like @{"Wesley" link COTD26}, Geordi has his Strength more in Space dilemmas and missions
than in the planet ones.
It should lastly not be forgotten that this card can be a potential life-
saver when it comes to battle as he will increase @{"Nutational Shields" link COTD40} by
4 points. All ships with shields of 8 or more (which includes all the
Galaxy class starships) are thus protected against a @{"Borg" link COTD2} direct
destruction.
Favorite combo(s):
- As stated: Geordi + @{"Nutational shields" link COTD40} makes for a not-so-vulnerable
ship compared to a @{"Borg cube" link COTD2}. I always keep him aboard when
attempting space missions.
- Bryan uses Geordi together with @{"Data" link COTD7} to solve the missions requiring
Engineering as their extra skills fit those greatly. Needless to say, his
deck has lots of these missions...
@{u}Card Rating@{uu} (1=worst 10=best) GEORDI LA FORGE
Wesley's rating: 9.0
Jon's rating: 9.0
Allen Castaban's rating: 7.0
Tim Kwong's rating: 9.0
Jason's rating: 8.5
Habib's rating: 8.5
Bryan's rating: 10.0
Data's rating: (I will tell as soon as I have it)
----------------------
AVERAGE RATING: 8.7
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD33 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #33@{ub}
Hi, folks,
today I'm reviewing the one card everybody either hates or loves (and I've
never seen any player having just one in their deck - either it's none or
it's heaps!):
@{b}ROGUE BORG MERCENARIES@{ub}
Interrupt, common.
Plays on any occupied ship. Battles crew now and at the start of every
players' turn. Two Borg=2 STRENGTH each, three =3 each, etc. Surviving
Borg remain.
@{i}"Upon Hugh's return to the Borg collective, the Borg became self-aware.
Soon, many unquestioningly followed their first leader, Lore."@{ui}
This is a card that has two distinct uses and also probably the one card
for which the possible combos have a little too obviously been presented in
the card texts.
The first use of RB is of course mass elimination of opponents' crews.
With a force of six or more RB you are pretty sure to cause some damage and if
you get a lucky draw for the first one killed you'll eliminate that officer
and take free shots at the rest of the crew.
Note that battle occurs twice every full turn so five RB will only last
three turns should they get on the losing side.
The more subtle (and even more devastating) use of the RB is playing them
one at a time at the start of your opponent's turn. Although the RB is easily
beaten, the crew is stopped for that turn and next turn you can play
another RB.
So it is essentially a half-strength Temporal Rift, too. Actually it's
better than that as you can also attack the affected ship without fearing
the retaliation shot.
Favorite combo(s):
- Rogue Borg + Rogue Borg + Rogue Borg + Rogue Borg + [...] + Crosis:
One less crew
- Rogue Borg + Temporal Rift: Three turns gained to draw something
sensible or get a few points
- Rogue Borg (x5) + Crosis + Lore returns on a ship that just wanted to
leave an opponent's outpost: As soon as the battle is over beam the RB
down to the outpost and Uxbridge her Red Alert: She'll never play a
single personnel that won't get killed. (Hey, that was a tournament win
for me!)
@{u}Card Rating@{uu} (1=worst 10=best) ROGUE BORG
Wesley's rating: 7.0
Jon's rating: 5.0
Allen Castaban's rating: 5.0
Tim Kwong's rating: 9.0
Jason's rating: 9.0
Habib's rating: 6.5
Bryan's rating:
Data's rating:
----------------------
AVERAGE RATING: 6.9
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD34 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #34@{ub}
Hi, folks,
after yesterday's offensive card let's take a quick look at its counterpart:
@{b}HUGH@{ub}
Interrupt, rare
Nullifies attack by @{"Borg Ship" link COTD2} OR destroys(discard) all @{"Rogue Borg" link COTD33} at one
location.
@{i}"The Federation named a rescued Borg, Hugh. When he returned, his newly
acquired self-aware personality collapsed the Borg collective."@{ui}
The card text already states that Hugh has two uses, one somewhat
sensible, the other one not so sensible at all.
The more efficient use is to play him on a bunch of @{"Rogue Borg" link COTD33} when they
are strong enough to wipe out your crew or just keep you from completing
an important mission. However, in the latter case of a disturbing attack by a
single @{"RB" link COTD33}, @{"Amanda Rogers" link COTD31}(U) will have the same effect and she is a much
more versatile card. Also, there are quite a lot of other defenses against
an @{"RB" link COTD33} attack. Both the Temporal Rift(U) and the
@{"Emergency Transporter Armbands" link COTD95}(C) will effectively nullify an attack by removing the
legal target (occupied ship). Also, a simple Phaser/Disruptor and a large crew
will make the number of @{"RB" link COTD33} needed to successfully win prohibitively high unless
there is at least one Crosis with them. In most cases I just resort to
@{"Amanda'ing" link COTD31} the Crosis and the rest will most probably fall.
Even of less use is the "nullify @{"Borg Ship" link COTD2} attack" function. As you can con-
trol when to attempt missions, there is no need to uncover a @{"Borg Ship" link COTD2}
with a defenseless ship of yours unless you're in a really bad position to
start with. The only justification for including Hugh on this basis is when
you play the @{"Borg ship" link COTD2} yourself and need a defense in case your opponent gets
it a little too early for your taste...
Favorite combo(s):
- None. Hugh is just a counterspell.
(OOPS, that was the MtG player speaking :-) )
@{u}Card Rating@{uu} (1=worst 10=best) HUGH
Wesley's rating: 4.0
Jon's rating: 4.0
Allen Castaban's rating: 9.0
Tim Kwong's rating: 8.0
Jason's rating: 10.0
Habib's rating: 6.5
Bryan's rating:
Data's rating:
----------------------
AVERAGE RATING: 6.9
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD35 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #35@{ub}
Hi, folks,
and welcome to a new (second last) installment of our fabulous eight:
@{b}WORF@{ub}
Federation Personnel, rare.
Integrity: 8
Cunning: 6
Strength: 10
SECURITY, Honor x 2, Navigation, Diplomacy, Command Star(*).
@{i}"Lieutenant Worf is chief of security on the @{"U.S.S. Enterprise" link COTD3}. Klingon
Warrior and Starfleet officer. Son of Mogh. Raised on Earth by foster
parents."@{ui}
This card is IMHO the second best Security officer in the game after
@{"Roga Danar" link COTD18}. No Federation deck can really afford to be without him.
One of the most overlooked abilities of Worf is the fact that he counts as
a Klingon as well for cards as @{"Klingon Death Yell" link COTD123}(R) or
@{"Klingon Right of Vengeance" link COTD130}(C). Especially in a mixed Klingon/Federation deck this ability
makes for a good use of these otherwise not-so-useful interrupts.
Worf's Honor, Diplomacy and Navigation make him much more suited to
mission-solving than to suck up Dilemmas, however in most decks he will pro-
vide the much needed security and thus the player is forced to expose these
valuable skills. I might however leave him behind when I have both @{"Roga Danar" link COTD18}
and @{"Tasha Yar" link COTD98} in my away team.
Worf's attributes make him one of the rare crewmembers who are quite
proficient in all three areas. Especially as Strength is a bit on the low
side for those little Feds, he can make up for this almost alone.
His major drawback is the (quite well-known) Worf-@{"Wesley" link COTD26} duel paradox.
When these two characters come to battle one-on-one (I know this isn't legal
with today's rules, but there might be a card for this someday... [Let's call
it Conspiracy (event): Your Federation crew may now attack all affiliations.])
@{"Wesley" link COTD26} wins hands down as he's an Officer capable of leading an away
team battle, but Worf is not. Well probably Worf is impaling himself on his
Bat'Elth at this thought and that's why. :-)
Favorite combo(s):
- Worf + @{"Honor Challenge" link COTD144}(R): Two less Rommies (One for the Challenge, one
for the Strength)
- Worf + @{"Klingon Right of Vengeance" link COTD130}: 20 Strength. Ouch!
- Worf + Alexander : Just because it's cool.
@{u}Card Rating@{uu} (1=worst 10=best)
Wesley's rating:
Jon's rating:
Allen Castaban's rating:
Tim Kwong's rating:
Jason's rating:
Habib's rating:
Bryan's rating:
Data's rating:
----------------------
AVERAGE RATING:
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD36 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #36@{ub}
Hi, folks,
today I'm doing something for those of you who like those Romulans:
@{b}ALIDAR JAROK@{ub}
Romulan personnel, Rare
Integrity 2
Cunning 8
Strength 8
OFFICER, Navigation, Leadership, Command Star (*).
@{i}"Conscientious admiral who questioned Romulan policy. Eventually stole a
scout ship and defected to the Federation in 2366."@{ui}
At first glance this card doesn't look that bad. Leadership skill, plus two
8's in attributes plus the command star makes for nice reading. Even that
Navigation will fit quite handy for a few space missions...
But then, there are some doubts. Integrity 2 and Firestorm? @{"Alien Parasites" link COTD38}?
And only two skills? Isn't there anything better?
Yes there is. And the best thing about that "anything better" is: It isn't
even rare! A lowly uncommon Tebok has one less Cunning than Alidar, but
you get a Diplomacy, three extra Integrity (making him Firestorm-resistant)
and one more Strength.
What did you say? You need more than one Romulan Officer with
Leadership and Navigation? Well, try @{"Toreth" link COTD89}! She's got one less Strength
than Alidar, but once again, that 5 Integrity and an extra Honor !
To summarize, I can only say Decipher really screwed up on this card. Like
the Type VI Shuttle (6/2/4) easily replaced by a runabout (7/5/5) or the
uncommon Sutherland (*+,7/7/7) that can be replaced both by a common
@{"Nebula" link COTD108} (*+,8/7/8) or a non-aligned common @{"Mercenary Ship" link COTD137} (++,7/7/7) this is
one of those "filler" cards that don't make any sense to play.
Note to M:tG players here: Your game isn't better in this respect, only in
many cases the two cards to be compared are at least different colors
which makes some sense. Here I'm always talking SAME AFFILIATION!
Favorite combo(s):
- Well, er, I'm stumped here. What shall I do with a rare card that's worse
than an uncommon of the same affiliation ?
@{u}Card Rating@{uu} (1=worst 10=best) ALIDAR JAROK
Wesley's rating: 3.0(*)
Jon's rating: 6.0
Allen Castaban's rating: 7.0
Tim Kwong's rating: 7.0
Habib's rating: 6.0
Bryan's rating: 4.5
Data's rating: 4.0
Joe Kernodle's rating: 7.0
Simon's rating: 7.5
----------------------
AVERAGE RATING: 5.8
(*) From his skills this should read 4.5, but with TWO cards
overshadowing him I had no choice than to downgrade that quite a bit!
Wesley's comment for today:
Great! 9 raters!! Now if we could just get *one girl or woman* to join in...
Is it really true that ST:CCG is a mens' circle??? Come on, girls. There
MUST be at least one of you out there in Cyberspace...
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD37 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #37@{ub}
Hi, folks,
did I hear anybody say common personnel are useless ? I'll prove the oppo-
site:
@{b}VEKOR@{ub}
Non-aligned personnel, common.
Integrity 2
Cunning 7
Strength 6
SCIENCE, MEDICAL, Navigation, Geology, Command Star (*)
@{i}"Representative of female mercenaries operating throughout the Galaxy.
Worked with Baran to find the Stone of Gol."@{ui}
Now that's a card ! Medical is the most sought-after classification (Two
times as many cards that need it than those who supply it) and Science ranks
third on this scale (About a 1-1 ratio). Then you get Command ability, two
extra skills, a female (great for @{"Matriarchal society" link COTD50}), the ability to use
more than one of these at a time, the permission to use her in any deck
(non-aligned IS handy) and on top of all this there is above-average
STRENGTH and CUNNING. And all this for the price of a single lousy common !
The only drawback is that 2 Integrity, meaning she will get affected by
Firestorms, but quite a few decks will be capable of working around this with
either @{"Genetronic Replicators" link COTD46}(U) or with a two-wave attempt at mission
solving.
Don't forget about the various * Scan interrupts and the fact that no space
location can hide a Firestorm anyway.
Now what can you use a Vekor for? Just a few examples:
@{"Crystalline Entity" link COTD52}(Planet), @{"Tarellian Plague Ship" link COTD43}, Gravitic Mine,
Cosmic String Filament, Menthar Booby Trap, @{"Iconian Computer Weapon" link COTD129},
@{"Relief Mission" link COTD64}. Well, these are only those cards she defeats SINGLE-HANDEDLY.
I won't bother listing those she can at least half solve...
For convenience, I just list here all cards that have two different
classifications, probably there are more than you think...
@{"Wesley Crusher" link COTD26}(R), @{"Data" link COTD7}(R), Eric Pressman(U), Bok(U) (OFFICER/ENGINEER)
@{"Mirok" link COTD57}(U), Dr. Reyga(U) (ENGINEER/SCIENCE),
@{"Roga Danar" link COTD18}(R) (SECURITY/ENGINEER)
and of course Vekor herself.
Favorite combo(s):
- None. Seriously, this card is good enough on herself.
- On second thought: Vekor and any Dilemma of my opponent except
Firestorm and @{"female love interest" link COTD74} :-)
@{u}Card Rating@{uu} (1=worst 10=best) VEKOR
Wesley's rating: 9.0
Jon's rating: 8.7
Allen Castaban's rating: 8.5
Tim Kwong's rating: 5.0 (WHAT ??? :-) )
Habib's rating: 8.5
Bryan's rating: 8.5
Jason's rating: 9.2
Holt Kernodle's rating: 8.0
Simon's rating: 8.0
Data's rating: 6.57
----------------------
AVERAGE RATING: 7.997
That's a list, isn't it ? Still looking for a girl or two though. I mean, what
can a few screen lines cost ?
Tim: Did you rate the wrong card or did you mean what you said ?
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD38 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #38@{ub}
Hi, folks,
I assume you're all waiting, so let's jump right into it with:
@{b}ALIEN PARASITES@{ub}
Planet Dilemma, uncommon.
Unless INTEGRITY >32, Away team infected. They beam back and opponent im-
mediately controls ship and crew until "stopped". Then turn resumes.
@{i}"Intelligent parasites enter and take control of a humanoid. Their presence
can be detected by a gill like protrusion on the back of a host's neck."@{ui}
Let's try that one by the three criteria for a dilemma:
Effect: Powerful. You have a lot of options once this dilemma has taken hold.
First, you can use the crew to solve a mission and get the points (and arti-
facts) that go along with it. Nice if this is the last (or only) dilemma at
a location, you can just beam back down, take the mission and whatever comes
with it.
However, situations are less than perfect so let's consider a few other
options. Second best is of course to indirectly further your own needs
and do some damage along the way. So just assume you placed a
@{"Barclay's disease" link COTD29} under a mission you want to later espionage at.
Send the opponent's crew there, beam down all crewmembers except for the
SCIENCE guys, have them die. Then redshirt the next dilemma with the SCIENCE
you've left. Result: Two dilemmas AND a crew of the opponent's gone :-).
Of course, if you cannot benefit from it, do as much harm as possible. A
@{"Borg Ship" link COTD2} or a @{"Crystalline Entity" link COTD52} should come handy. If nothing is viable,
at least move away as far as possible and make opponent lose one turn moving
back.
Difficulty overcoming: Too low. Any away team worth its name has those 33
INTEGRITY. Even Rommie players will make sure they have enough for this one.
Solution: Play after some nasties. Armus, Alien Abduction and the various
opponent's choice Dilemmas come in handy.
Flexibility: No flexibility in placement as this requires combo play. Great
however once active.
Note: Being affected by this one and then seeing your opponent passing 100
using your crew is one of the most embarrassing ways to lose! Makes for good
bragging if you win like this :-) ObBrag: I did it once.
@{u}Card Rating@{uu} (1=worst 10=best)
- Chalnoth, Microvirus, @{"Archer" link COTD116}, Alien Parasites (in this order!): One-two-
three-STRIKE!
- Place this card last under a mission. Then score easy points.
@{u}Card Rating@{uu} (1=worst 10=best) Alien Parasites
Wesley's rating: 7.5
Jon's rating: 7.0
Allen Castaban's rating: 9.5
Tim Kwong's rating: 8.5
Habib's rating: 7.0
Bryan's rating: 9.5
Jason's rating: 9.7
Holt Kernodle's rating: 5.0
Simon's rating: 8.5
Data's rating: 8.3
----------------------
AVERAGE RATING: 8.05
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD39 "STCCG.guide/ST:CCG Card of the Day/Deanna Troi"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #39@{ub}
Hi, folks,
let's get finished with that #*?&$ bridge crew stuff:
@{b}DEANNA TROI@{ub}
Federation personnel, rare
Integrity 8
Cunning 7
Strength 4
OFFICER, Empathy, Diplomacy, Command Star (*).
@{i}"Lt. Commander Deanna Troi is a 1/2 Betazoid, 1/2 human empath. Counselor
for @{"U.S.S. Enterprise" link COTD3}. Imzadi to @{"William T. Riker" link COTD19}. Loves Chocolate."@{ui}
So that's all? Hey, everybody has more OFFICERS than needed, there are
cards with Diplomacy that are actually useful and Empathy, well who ever
plays with *Empathy*??? Then you get a few attribute points and that's it.
Not even half worth the money you pay for it.
So, instead of all those combos and playing tips I usually start giving out
here, let's hear the voices of my co-gods (raters) on this card (in no specific
order):
@{i}"Don't have."@{ui}
Says everything, doesn't it ?
@{i}"Nice to look at, but not terribly useful."@{ui}
I totally agree with the second part :-)
@{i}"Well apart from her good looks, not a very useful card"@{ui}
Are we getting repetitive ?
@{i}"However, would you play a complete Bridge crew deck without her ?"@{ui}
Yeah, for a Bragging deck...
@{i}"I don't do much with empaths"@{ui}
Wise decision.
@{i}"Two-dimensional creatures disable them for the rest of the game."@{ui}
Right that is.
@{i}"Her mom is better for empathy."@{ui}
And the card pictures Majel Barret. Definite plus.
@{i}"... and so is @{"Devinoni Ral" link COTD142} because he has an extra skill."@{ui}
and he's non-aligned and he's uncommon...
@{i}"Empathy doesn't do much"@{ui}
Have we heard this before ?
@{i}"Don't have her, sorry."@{ui}
TWO who don't have her. Traded her away ?
@{i}"Command ability helps..."@{ui}
Yes, there are only 20 Feds who have it...
@{i}"...but you don't need an extra Diplomacy with people like @{"Picard" link COTD1} around."@{ui}
At last - one GOOD card named in this post :-)
@{i}""
OK, some people go by the 'If you can't say anything
nice, you should not say anything at all' saying...
BTW: I've included ALL comments, so this is no biased selection!
Flames particularly welcome. Wearing fireproof vest.
Favorite combo(s):
- Deanna Troi more than five meters away from my deck :-)
@{u}Card Rating@{uu} (1=worst 10=best) DEANNA TROI
Wesley's rating: 5.0
Jon's rating: 4.0
Allen Castaban's rating: 7.0
Tim Kwong's rating: Doesn't have
Habib's rating: 6.5
Bryan's rating: 4.0
Jeff's rating: 4.0
Holt Kernodle's rating: 5.0
Simon's rating: Doesn't have
Data's rating: 7.9
Jason's rating: 7.0
----------------------
AVERAGE RATING: 5.60
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
PS: Hope you found it, something is wrong at our machine and my little name
hack will take a few days to reconstruct :-)
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD40 "STCCG.guide/ST:CCG Card of the Day/Nutational and Metaphasic Shields"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #40@{ub}
Hi, folks,
I'm really getting tired of that one-card-a-day routine, so let's bring about
some change and do TWO cards in one article:
@{b}NUTATIONAL SHIELDS / METAPHASIC SHIELDS@{ub}
Events, both uncommon.
Plays on table. New technology enhances each of your ship's shields +2 for
each ENGINEER [SCIENCE] aboard. Cumulative.
@{i}"Nutation adjusts the shield frequency phase rotation, thereby increasing
shield efficiency. Used against the Borg in 2367."@{ui} [Nutational]
@{i}"Revolutionary shields using overlapping subspace fileds. Invented by Ferengi
Dr. Reyga."@{ui} [Metaphasic]
Yeah, two cards, one effect. The only little difference is the trigger. Of
course this difference isn't that small and actually it's a way to make this
card type a little more powerful than it would otherwise be. Depending on
deck style, some people play with more ENGINEERS than SCIENCE (the majority),
some others (especially Klingon players) have the ratio inversed.
And don't forget that in Highlander decks this is an opportunity to quasi
include two of this highly useful card in your deck.
Now what is it actually worth ? Shields are used in various instances in the
game and are affected by attacks, two dilemmas and two interrupts.
Now what shield strength do you need to overcome various problems ?
Here's a list:
A Shields 5 to survive Loss of Orbital Stability(C Int)
B Shields 7 to survive @{"Crystalline Entity" link COTD52}(R Dil).
C Shields 8 to avoid Auto-Destruct Sequence(U Int) damage
Survive any number of @{"Borg" link COTD2} attacks, if docked at
a Romulan or Klingon Outpost
D Shields 9 Immunity to non-enhanced ship weapons
Survive any number of @{"Borg" link COTD2} attacks, if docked at
a Federation Outpost.
E Shields 11 Immunity to ships with @{"Bynars weapon enhancement" link COTD197}(R)
F Shields 12 Survive a single @{"Borg Ship" link COTD2}(R Dil) hit (anywhere)
G Shields 24 Survive any number of @{"Borg Ship" link COTD2} attacks (anywhere)
H Shields 27 Immunity to @{"Kurlan Naiskos" link COTD13}'ed ships.
Reasonably, you can expect to gain 4 to 6 SHIELDS on each of your ships. For
the more commonly used ships, this would give the Galaxy class and other big
ships at least an "F" protection, Runabouts are now "D" or "E", even the
small Shuttles are at least "A", if not "B" or "C" protected. Having both
cards in play could make a @{"Husnock ship" link COTD41} "G", as 2 times 6 plus the basic
12 just pushes it over the edge.
A well-equipped @{"Enterprise" link COTD3} with @{"Wesley" link COTD26}(2), @{"Data" link COTD7}(2), @{"Geordi" link COTD32}(4),
@{"Roga Danar" link COTD18}(2) and an Engineering Kit(8; @{"Wes" link COTD26},@{"Data" link COTD7},@{"Riker" link COTD19} & @{"Picard" link COTD1}) could even
qualify for "H", meaning it would withstand a shot from a massive Warbird
with a @{"Kurlan Naiskos" link COTD13} aboard without even taking a single dent... (Using the
Nutational variant, accomplishing this with Metaphasic shields seems less
realistic).
In my decks, I only use one of these cards (normally the Nutational, as my
best decks are Fed or Rommies). With those lots of Engineering personnel I
get enough protection from just one and an Engineering kit also doubles the
protection besides having additional uses.
Favorite combo(s):
- My above standard crew + the shield enhancer: Just fire at me, may I start
laughing ?
- Nutational Shields + Engineering kit
- Metaphasic Shields + Tricorder
@{u}Card Rating@{uu} (1=worst 10=best)
NUTATIONAL / METAPHASIC
Wesley's rating: 8.0 7.0
Jon's rating: 9.5 8.0
Allen Castaban's rating: 7.0 7.0
Tim Kwong's rating: 8.5 8.5
Habib's rating: 8.5 7.5
Bryan's rating: 10.0 9.0
Jeff's rating: 8.0 7.5
Holt Kernodle's rating: 8.0 7.5
Simon's rating: 8.0 9.0
Data's rating: (no joke!) 9.4444564 9.4443457
Jason's rating: 8.5 7.5
----------------------
AVERAGE RATING: 8.5 8.0
PS: Get ready for something special in two days.
As you all know, "42" is the answer to life, the universe and about everything,
(OOPS, wrong film:-) ) so you might find it in "Wesley's card of the
day #42"
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD41 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #41@{ub}
Hi, folks,
everybody is getting crazy about that new expansion to that other CCG, but
this should not stop me from posting a new card (though I am wading in
booster wrappers, too :-) )
If I am right, we haven't had a ship in ... well a long time, so today's
is:
@{b}HUSNOCK SHIP@{ub}
Non-aligned ship, uncommon, universal.
Range 6
Weapons 9
Shields 12
Requirement: *++
Holodeck, Tractor Beam
@{i}"With a single thought, @{"Kevin Uxbridge" link COTD20} killed the entire Husnock race (150
billion lives) everywhere in the universe. Their powerful ships remain."@{ui}
With this ship comes a great advantage (Shields 12), a possible advantage
(Holodeck; great for Klingons and Romulans) and a major disadvantage (Range
6). So we have a card that will be incredibly useful for some strategies and
devastating to others.
Let's first look at the decks this card will not fit. A prototype for this is
my Federation-only tournament deck built for maximum speed. With a range of
6 most moves will be 2 or even 1 location only, so a trip from on end of the
spaceline to the other will easily cost me 8 turns I do not have in a speed
deck. To summarize, any deck built on speed or any deck designed to counter
speed decks will not benefit from a Husnock Ship.
However there is a deck type that can make a devastating use out of a single
Husnock. I call this the "25-0" deck. This style of play requires lots of
Dilemmas and battling and piles of cards designed to slow down the opponent so
she won't solve any mission. Normally I build such a deck around Romulans and
Space missions so I can make use of Holo personnel. Required cards are
Crosis(R), 4 to 7 @{"Rogue Borg" link COTD33}(C), Lore returns(R) and @{"Kurlan Naiskos" link COTD13}(R).
A Supernova(R) and a @{"Tox Uthat" link COTD11}(R) don't hurt, either. Alternatively and less
riskily you can supply a @{"Bynars' Weapon Enhancement" link COTD197} or two. My personnel is
strongly supplemented by non-aligned folks with high Integrity so I can throw
in a @{"Q" link COTD30} to get my @{"Kurlan Naiskos" link COTD13}. The Idea behind it is: Solve the @{"Q'ed" link COTD30} mission
with the @{"Naiskos" link COTD13} underneath (25 pts), use it on the Husnock for Weapons 27 and
simply shoot at everything that starts moving. Unless the opponent has mul-
tiple shield enhancers, she'll lose a ship every turn. If all goes well I
manage to sneak a @{"RB" link COTD33} force into her outpost or Supernova it away,
removing her from the game.
Favorite combo(s):
- As shown above. More a deck design, but the key cards are @{"Kurlan Naiskos" link COTD13}
and perhaps a @{"Bynars' Weapon Enhancement" link COTD197} (WEAPONS 33 - Kill those pesky
outposts!)
@{u}Card Rating@{uu} (1=worst 10=best) HUSNOCK SHIP
Wesley's rating: 6.0
Jon's rating: 5.0
Allen Castaban's rating: 7.0
Tim Kwong's rating: 9.0
Habib's rating: 7.0
Bryan's rating: commented on it, but forgot the rating...
Jeff's rating: 7.3
Holt Kernodle's rating: 8.0
Simon's rating: 9.0
Data's rating: 7.9
Jason's rating: 6.5
----------------------
AVERAGE RATING: 7.27
Remember to log in tomorrow, for #42, the answer to life, to the universe and
to the question of questions!
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD42 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #42@{ub}
Hi, folks,
yesterday's trekdinner was a bit long, so you had to wait a day longer for
the answer to life...
the universe...
and the burning question...
What is the WORST card in Star Trek: CCG ?
Well, the answer is:
@{b}TACHYON DETECTION GRID@{ub}
Interrupt, common.
Must have at least four of your ships in play to use. Play on any cloaked
ship to detect its presence. Ship is forced to de-cloak for rest of turn.
@{i}"Network of active tachyon beams between many ships. Devised by
@{"Lt. Commander Geordi La Forge" link COTD32} in 2368 to detect cloaked vessels."@{ui}
Ho-Hum. So where do I start analyzing here? Obviously this card has two fa-
cets worth reviewing. A prerequisite and an effect. Let's ignore the prerequi-
site for a moment and look at the effect: One ship is forced to de-cloak for
rest of turn. What can I do with it? Yep, I can attack that ship, provided
neither of the player plays Feds (If I do, I cannot attack, if he does, what
cloaked ship?). Also, at least one of us must be a Klingon player, as Rommies
cannot attack other Rommies. So to get a chance of using this, we must have
one out of the K/K, R/K or K/R combinations. Even if all nine affiliation
combinations had the same probability, this would work out to a 67% chance of
the card having NO EFFECT AT ALL! (Actually, it's worse - Most people play
Federation).
So let's think of not attacking but playing an interrupt (or event) that can
not affect cloaked ships:
We could use @{"Warp Core Breach" link COTD111}(R), but he has an
ENGINEER aboard, pretty sure. Nah.
@{"Neural Servo Device" link COTD136}(U)? Works only on
non-aligned ships, so no cloaking device.
@{"Incoming message" link COTD68}(U) ? Why not wait
until he de-cloaks to attempt a mission - He'll be much further away from the
outpost then!
Temporal Rift(U) ? This is a natural event, so you can play
it on the cloaked ship.
@{"Rogue Borg" link COTD33}(C) ? Again, I can wait; it doesn't really
matter when my opponent loses a few turns and personnel - he cannot attempt a
mission before I get him.
Disruptor Overload(C) ? Once again - wait.
Ship Seizure(C) ? Hey - cloaked ships are not empty!
@{"Time Travel Pod" link COTD14}(R) ? Again - patience, your time will come!
So isn't there anything we could do ? Sorry ? What did you suggest here ?
Plasma Fire(U) ? Nice try. Could actually work as SECURITY is not that common.
So let me summarize: We have a card that allows us to use a Plasma Fire on
a cloaked ship. Great.
Now let's take a look at the cost: We need four ships in play. So that means
we need five or six in the deck to get them out. Six ships ? Anybody playing
with more than four ? Doh. Add a card slot in your deck that could be used for
something sensible (like a Temporal Rift, if you don't have any better ideas)
and you're stuck with four useless cards (2 ships + the Grid + the Plasma
Fire).
But I won't discourage anybody from using it, as long as he plays against
me :-)
Favorite combo(s):
- You didn't expect me to write anything here, did you ??
- On second thought: Four of them in my opponent's deck.
@{u}Card Rating@{uu} (1=worst 10=best) TACHYON DETECTION GRID
Wesley's rating: -9.999 (Sorry, 1.0 of course)
Jon's rating: 4.1
Allen Castaban's rating: 2.0
Tim Kwong's rating: 1.0
Habib's rating: 1.0
Bryan's rating: ---
Jeff's rating: 0.3 (Guess we should say 1.0 here, too)
Holt Kernodle's rating: ---
Simon's rating: ---
Data's Rating: 6.7 (Huh ?)
Jason's Rating: 1.5
----------------------
AVERAGE RATING: 2.3
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD43 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #43@{ub}
Hi, folks,
really got you yesterday, didn't I ? :-) Too bad I don't have another nasty
idea, just a nasty dilemma:
@{b}TARELLIAN PLAGUE SHIP@{ub}
Dilemma, Space, uncommon.
5 points.
All ship's crew immediately die from plague unless MEDICAL volunteers to
permanently beam over (discarded) to Tarellians. Discard Dilemma.
@{i}"Ship containing the survivors of a Tarellian War plague. Infected from
biological weapons, they are now refused entry everywhere."@{ui}
Oops, nice card! You actually get an improved Armus and a weakened
@{"Barclay's disease" link COTD29} in one card.
The dilemma could also be worded: "Unless MEDICAL present, all of ship's crew
are killed. If there are survivors, one MEDICAL (owner's choice) is killed."
Of course, this doesn't sound as good, but it shows the two-dilemma nature of
this card.
Analysis for the first part:
Effect: great. Maximum damage, not preventable by @{"Genetronic replicators" link COTD46} or
similar nasty stuff.
Conditions to overcome: quite easy. No serious player goes anywhere without
at least one MEDICAL.
Flexibility: Not too great. Most people play more planet than space missions,
so you don't get too much choice.
Conclusion: The first part in itself would at best make a mediocre dilemma.
Analysis for the second part:
Effect: Pretty standard. One less crewmember. Owner's choice, too. But we get
to nail a MEDICAL, which is the most-needed skill. Also, chances are very
good we get rid of a female, so let's use that @{"Love Interest" link COTD74} +
@{"Matriarchal Society" link COTD50} combo elsewhere.
Conditions to overcome: Well, I don't see a way around...
Flexibility: As for part 1.
Conclusion: Nice little Space Armus. One minor benefit, one minor drawback,
if compared head to head.
Total evaluation: An Armus with a minor chance to get the whole crew. Works
best on those Equipment-heavy players, depending on the rules you play by
(is there an official ruling on this ?) the opponent either loses OFFICER +
Medical kit or if this is disallowed, the whole crew. Oops...
Combinations: Would combine quite well with the female-hosers, unfortunately
these are all planet stuff. Sets you up quite nicely for a @{"Barclay's disease" link COTD29}
or a Menthar booby trap, but for nothing else :-(
A definite inclusion in every deck (though I might sideboard it in a tourney,
as there are so many planet missions played there)
Favorite combo(s):
- Place it right before a @{"Barclay's disease" link COTD29}(R): get one with the first, the
rest with the second :-)
@{u}Card Rating@{uu} (1=worst 10=best)
TARELLIAN PLAGUE SHIP
Wesley's rating: 8.5
Jon's rating: 7.0
Allen Castaban's rating: 8.0
Tim Kwong's rating: 9.0
Habib's rating: 8.0
Bryan's rating: 9.5
Jeff's rating: 8.5
Holt Kernodle's rating: 10.0
Simon's rating: Doesn't have !!?
Data's rating: 9.4
Jason's rating: 8.0
----------------------
AVERAGE RATING: 8.59
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD44 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #44@{ub}
Hi, folks,
let's today take a look at one half of the most talked-about killer combo:
@{b}TELEPATHIC ALIEN KIDNAPPERS@{ub}
Event, uncommon.
Plays on table. At end of each turn, guess a card type and point to a card in
your opponent's hand. Card must be shown. If guessed correctly, card is dis-
carded.
@{i}"Unknown aliens abducted @{"Captain Jean-Luc Picard" link COTD1} for telepathic studies about
authority in 2366."@{ui}
Let's approach this card by comparing it to another: The @{"Static Warp Bubble" link COTD48}.
Three differences are visible: First, @{"Static Warp Bubble" link COTD48} always works, a card
is dropped every turn. Second, while the opponent has control over his discards
with the bubble, TAK divides control between chance and the player of
the event. Lastly, TAK is only countered by one card while SWB has two cards
working against it.
So there is the tradeoff between the number of cards you get to remove from
your opponent's game and the power of these cards. With TAK your best bet is
to concentrate on one of the more commonly used card types (Personnel or
Event) and to try to deny your opponent one of these card types. With @{"SWB" link COTD48},
you can just hope to keep it in play long enough to remove all choice of
which card to play.
Now of course, clever players have devised a killer combo using TAK and a-
nother event named @{"Alien Probe" link COTD133}. They use the @{"Probe" link COTD133} to expose their
opponent's hand and the TAK to steal the best card each turn. In spite of this
having been declared legal by Decipher in friendly play, this combo has
been outlawed for tournament play.
Our group here didn't take that approach to it, but we went by the card text.
The house rule is now: When targeted by TAK, you are allowed to shuffle your
hand and present it to the owner of TAK face down. This even applies when
@{"Alien Probe" link COTD133} is in play, though the whole hand must be uncovered again after
the guess.
With this rule, there is still an advantage to the combo (you see what card
types are most common or most dangerous on the hand), but it is not as devas-
tating.
A nice summary for this card comes from Bryan, and I think I couldn't say it
much better, so Bryan -
> What's up, Wes ?
could you take over for a sec ?
> eh for the TAK, yes. Sorry my group has outlawed this card. It makes a good
> @{"Kevin Ux" link COTD20} "sucker". Gets rid of KU for other, more destructive
> events.
Thanx a lot. People always panic over this card...
Favorite combo(s):
- Well, I don't like the TAK/@{"Alien probe" link COTD133} combo (see our house rule above),
I just prefer TAK+@{"Static Warp bubble" link COTD48} for removing 1.5 cards each turn.
- Not too bad: TAK + @{"Thought Maker" link COTD12}! Arrange all his good Events to the top,
then TAK them away, especially if he has few cards in hand.
- TAK + Q2: Opponent panicks, @{"Kev Ux" link COTD20}, Q2 => my turn and one interrupt less to
worry about.
@{u}Card Rating@{uu} (1=worst 10=best) TELEPATHIC ALIEN KIDNAPPERS
Wesley's rating: 7.5
Jon's rating: 8.6
Allen Castaban's rating: 7.5
Tim Kwong's rating: 8.5
Habib's rating: 7.0
Bryan's rating: 6.5
Jeff's rating: 9.3
Holt Kernodle's rating: 9.0
Simon's rating: 9.5
Data's rating: 6.7
Jason's rating: 7.0
----------------------
AVERAGE RATING: 7.9
Back to @{"#42" link COTD42}: Holt Kernodle's rating got stuck somewhere in the depths
of the net, here it is:
TACHYON DETECTION GRID: 3.0
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD45 "STCCG.guide/ST:CCG Card of the Day/Sarjenka"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #45@{ub}
Hi, folks,
today's card is a dilemma that isn't really a dilemma but a nasty choice:
@{b}SARJENKA@{ub}
Dilemma, planet, rare.
Primitive Alien begs for help. Ignore her (discard dilemma) OR help her and
earn 5 bonus points, but all away teams here are stopped.
@{i}"Alien child from Drema IV. Her radio pleas for help were answered by
@{"Lt. Commander Data" link COTD7} in violation of the Prime Directive."@{ui}
This card has three uses. First, throw it under one of your opponent's
missions, especially if you play a dilemma-heavy, fast deck. Especially if your
opponent's away team is decimated you might hold him off for another turn at
a low price. Of course, this works best against not-so-experienced players as
they will probably take every chance to gain five points for free (well not
so free, but they don't realize).
Second, use it as a quick push over the 100 limit. With three solved
missions, you quite often get stuck at 95, so it would be nice to know a place
where you can take the remaining five without risk. Of course you could do
the same with a Particle Fountain, but this takes up a slot in your play deck
instead of your seed cards.
Third and best, there is a deck type that works with this card. Just place a
Sarjenka last (encountered first) at your outpost to somehow make five points
with whatever crew (single Ensign Chump?). Stock 22 other Dilemmas to make
your draw deck as small as possible. Next, just throw lots of @{"RB" link COTD33},
Temporal Rifts, Incoming Messages at your opponent so they won't be able to
complete any mission. Add a few @{"Kivas Fajos" link COTD49} and @{"Travellers" link COTD4} to make your card play
play faster. This deck will obviously win 5-0 unless your opponent has lots of
@{"Amandas" link COTD31}. Best about it is that you won't need more than one personnel card...
Just imagined telling your opponent: "I will beat you with NO ships and only
a @{"Mot the Barber" link COTD24} as Personnel" and keeping that promise.
Nice surprise too for tournament finals if deck rebuilding is allowed between
rounds.
Favorite combo(s):
- Sarjenka + Distortion of Space/Time continuum: I am stopped - NOT !
@{u}Card Rating@{uu} (1=worst 10=best) SARJENKA
Wesley's rating: 5.0
Jon's rating: 4.2
Allen Castaban's rating: 6.0
Tim Kwong's rating: 8.0
Habib's rating: 6.0
Bryan's rating: 5.5
Jeff's rating: 0.8 (Oh, 1.0, of course)
Holt Kernodle's rating: 2.0
Simon's rating: 8.0
Data's rating: 2.7
Jason's rating: Doesn't have
----------------------
AVERAGE RATING: 4.84
I've appended a quick poll to this COTD issue. Please take the time to fill
it out. I made it a followup for easy clipping. (Next message...)
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD46 "STCCG.guide/ST:CCG Card of the Day/Genetronic Replicator"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #46@{ub}
Hi, folks,
now that I've given you quite a few ways of killing off opponents' personnel
(dilemmas), let's take a quick look a what to use when she does the same to
you:
@{b}GENETRONIC REPLICATOR@{ub}
Event, uncommon.
Plays on table. prevents any of your Away Team members from being killed if
2 MEDICAL present.
@{i}"Medical device invented by Dr. Toby Russell. Capable of growing replacements
for damaged organs."@{ui}
This is one of those cards that caused lots of rules fuss, so I'll clarify it
first. It kicks in when:
- anything occurs that would kill a crewmember on a planet (not on a starbase
or ship)
- two unaffected MEDICAL are present in the same away team.
The first one is quite clear, but the second one is a toughie. Basically, it
means you resolve the Diemma, Away Team battle or whatever and set aside the
to-be-killed card. Now you look at the rest and if it contains two MEDICAL
you get back whatever was set aside. If the rest does not include the two
docs, well bad luck.
This is quite versatile as you can supply the MEDICALs needed by any means of
your choice. So the use of OFFICER+Medical Kit or SCIENCE+Medical Tricorder
is perfectly OK for the purpose of this card.
The best point about it that an Away Team with three MEDICAL is immune to away
team battles as well as all of the following dilemmas: Armus, Chalnoth,
El-Adrel Creature, @{"Nausicaans" link COTD118}, Rebel Encounter, Microvirus, @{"Archer" link COTD116}. If two of
the MEDICAL have an Integrity of at least 5 (very desirable), the Genetronic
Replicator will even protect your crew against the dreaded Firestorm. However
it will NOT protect against @{"Love Interests" link COTD74} and Anaphasic Organism as these do
not say they "kill" an away team member. Unfortunately the Genetronic
Replicator is also completely useless against Space dilemmas.
Is there any defense against it? Yep. @{"Kev Ux" link COTD20} comes to mind first, but the
best defense is a good offense: Throw a @{"female love interest" link COTD74} and perhaps an
Anaphasic Organism in front of the Dilemma you really want to work. Also,
just add a mass killer like @{"Barclay's Disease" link COTD29} (Nobody unaffected, so nobody
there to save somebody).
Still, IMHO this card is a definite "must-have" in all decks that include 3 or
more planet missions.
Favorite combo(s):
- Genetronic Replicator + @{"Beverly Crusher" link COTD22}: a two-card life insurance.
@{u}Card Rating@{uu} (1=worst 10=best) GENETRONIC REPLICATOR
Wesley's rating: 9.0
Jon's rating: ---
Allen Castaban's rating: 8.5
Tim Kwong's rating: 8.0
Habib's rating: ---
Bryan's rating: 7.5
Jeff's rating: 8.75
Holt Kernodle's rating: 10.0
Simon's rating: ---
Jason's rating: 8.0
Tom's rating: 9.2
----------------------
AVERAGE RATING: 8.7
Missed any Card of the day posts ? You can order single posts or sets of
ten by email (address below). Please do order a set if you need more than
two posts. I have everything since I took over, so that is #26 and up.
I can also supply a big chunk of file with everything from #3 to #25 in it,
but this is unedited and contains a few duplicates.1
Please specify in your mail subject whether you want:
Single numbers (e.g. #34 and 37)
Set I, being #26 to 35
Set II, being #36 to 45
or
the Habib Set, being #3 to 25.
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD47 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #47@{ub}
Hi, folks,
it's dilemma time again...:
@{b}CYTHERIANS@{ub}
Dilemma, Space, rare.
15 points.
Place on ship. Ship must do nothing but travel to far end of spaceline at
normal speed. When reached, discard dilemma. Score points.
@{i}"Race which explores the Galaxy by giving other species the temporary ability
and strong compulsion to come to them."@{ui}
This is IMHO the best space Dilemma. First, you can't get around it. Nope.
Nothing can neutralize this card. Not even stuff like @{"Genetronic Replicators" link COTD46}
or other dilemma-blasters will help you here.
Second, it has a great effect. At best, the victim of this needs three turns
to get to the other end and three more to return. Thus a crew is effectively
out of play for at least four turns (if the player sets up a ship chain to
transport everybody back).
But why stop here? Throw in one of the ship-damaging event cards and watch
her crawl along at speed five. Better yet, spice up the Cytherians Dilemma
with a Birth of Junior. The ship loses one Range each turn and cannot beam
anybody aboard to help.
If you want to go for a kill, try REM Fatigue Hallucinations - how is THAT
crew gonna return to the outpost in three turns?
Of course, this card has two drawbacks: First, it's a space only dilemma. Hate
that. So many people play lotsa planets. Second, your opponent gets those 15
points. (Of course, she'd gotten much more had she kept her crew active...)
The latter one can of course be turned into advantage... Seed it last under
your own mission, send Ensign Chump with a Runabout, let him gather 15 easy
points, complete the mission with the rest of the crew.
Favorite combo(s):
- Birth of Junior + Cytherians, if she doesn't have the ENGINEERs, she's
dead with all hands aboard!
@{u}Card Rating@{uu} (1=worst 10=best) CYTHERIANS
Wesley's rating: 9.5
Jon's rating: ---
Allen Castaban's rating: 7.0
Tim Kwong's rating: 9.0
Habib's rating: ---
Bryan's rating: 9.5
Jeff's rating: 9.5
Holt Kernodle's rating: 9.0
Simon's rating: ---
Jason's rating: Doesn't have
Tom's rating: 7.8
----------------------
AVERAGE RATING: 8.6
PS: Please don't flame, but Card of the day will be coming in a bit less
regularly in the next 2 weeks or so, I'm struggling with my final paper...
However, I'll try to maintain the maximum possible output.
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD48 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #48@{ub}
Hi, folks,
before I go on with my own list, I quickly fulfill a request:
@{b}STATIC WARP BUBBLE@{ub}
Event, common.
Plays on table. Opponent must discard one card before ending each turn.
(Not cumulative.)
@{i}"@{"Dr. Beverly Crusher" link COTD22} experienced a shrinking univers, shaped by her own
thoughts, inside a static warp bubble created by @{"Ensign Wesley Crusher" link COTD26}."@{ui}
Yup, another card for a "Wrath of @{"Wesley Crusher" link COTD26}" deck. (In both ways, thema-
tically and because it's in my winning decks :-) ). It's close to a killer
when you get it out early. By just being in play for long enough, this card
will eliminate all choice your opponent could make about card play, as she
will be forced to discard down to the point where her hand would consist of
only one card (the one drawn last turn). Especially against those tourney
decks with only 30 draw deck cards and 30 seed cards (for speed, gets you
the good cards faster), this will prove devastating as these decks have very
little room for duplication, so even two or three discards might disrupt a
carefully planned strategy.
Of course this card has weaknesses, too. First it can be countered with two
different cards @{"Kev Ux" link COTD20} and @{"Traveller" link COTD4}), of which the latter is a formidable
card in itself and won't be missing in too many decks. Note though, that the
@{"Traveller" link COTD4} does NOT cause the SWB to discard but just negates it, so by @{"Ux'ing" link COTD20}
the @{"Traveller" link COTD4} you will get the effect back (and probably hit a good handful
of cards along the way).
Secondly, even if you get it out on your first turn and it remains uncoun-
tered, your opponent might have a @{"red alert" link COTD6} and play all his personnel on the
following turn, so you don't get to nail more than one card. Also, playing
SWB early loses you a precious early-game turn if you also have a few positive
events like @{"Traveller" link COTD4}, @{"Kivas" link COTD49} or @{"Red Alert" link COTD6} on your hand. Still, the last
argument doesn't hold too well as your opponent is slowed even worse by lo-
sing cards (assumed it works, of course.)
Favorite combo(s):
- Static Warp Bubble + Q2: Nail her @{"Kevin" link COTD20} AND her hand cards.
- Static Warp Bubble + Nanites + @{"Wesley Crusher" link COTD26}: just for the theme deck
department.
@{u}Card Rating@{uu} (1=worst 10=best) STATIC WARP BUBBLE
Wesley's rating: 9.0
Allen Castaban's rating: 6.5
Habib's rating: 7.0
Bryan's rating: 5.5
Jeff's rating: 9.75
Holt Kernodle's rating: 9.0
Jason's rating: 6.5
Data's rating: 6.7
Jack's rating: 6.5
----------------------
AVERAGE RATING: 7.4
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD49 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #49@{ub}
Hi, folks,
y'all asked for more events, so I'm gonna give you:
@{b}KIVAS FAJO - COLLECTOR@{ub}
Event, uncommon.
Choose any player to immediately draw three new cards from the top of their
draw deck. Discard event after use.
@{i}"Treacherous collector of one-of-a-kind antiquities. Once tried to add
@{"Lt. Commander Data" link COTD7} to his collection."@{ui}
One word to describe this card: useful. However, most players think that is
is just three more cards to add to your hand. True, that's its main function.
Of course, it has two massive disadvantages against the other card that lets
you draw three extra cards (@{"Betazoid Gift Box" link COTD9}). First, you lose a turn playing
it (not to be ignored; loss of a single card play can wreak havoc to some
strategies) and second you don't get to choose the cards. But then,
@{"Betazoid Gift Box" link COTD9} is an artifact...
This simple use of Kivas Fajo is best suited for the early stages of the game.
Especially with a small draw deck you stand a good chance to draw important
stuff like @{"Red Alert" link COTD6}, @{"Traveller" link COTD4} or @{"Static Warp Bubble" link COTD48} on turn 1 and play them
on the 2nd turn.
However, there are a few more things to do with Kivas. In later turns when you
have a lead in points, play it on the player whose draw deck is smallest, thus
eliminating three more turns in which somebody could dare to catch up to you.
A nasty but risky combo is Kivas + @{"Static Warp Bubble" link COTD48}. If you manage to get
your opponent down to one card by means of the @{"SWB" link COTD48}, just Kivas him for three
more discards. Of course, this might just give him the needed @{"Kev Ux" link COTD20} or
@{"Traveller" link COTD4} :-(.
For speed players, a single Kivas Fajo combined with a few @{"Palor Toffs" link COTD25} will
prove much more useful than just multiple Kivas Fajos, as those @{"Palors" link COTD25} are
always worth another Kivas but might be put to other uses should the need
arise - the cost in cards as well as in turns is identical.
Caveat: Be very careful about Kivas'ing yourself or anybody when you are
playing a fast deck and are behind in points - you easily might deny yourself
the extra turn(s) needed to catch up and win.
Bonus (just because I mentioned the two cards): @{"The Traveller" link COTD4} and @{"Red Alert" link COTD6}
complement each other and with a 30-card draw deck you stand good chances to
get both on the initial draw. When this happens, play the @{"Traveller" link COTD4} first -
you wind up with an extra card (check this out for yourself).
Favorite combo(s):
- Kivas Fajo + @{"Palor Toff" link COTD25}: Cards, cards, cards...
@{u}Card Rating@{uu} (1=worst 10=best) KIVAS FAJO - COLLECTOR
Wesley's rating: 9.0
Allen Castaban's rating: 8.5
Data's rating: 9.4
Habib's rating: 8.0
Bryan's rating: 7.0
Jeff's rating: 9.85
Holt Kernodle's rating: 10.0
Jack's rating: 5.5
Jason's rating: 6.5
----------------------
AVERAGE RATING: 8.2
Message to my raters: No, I didn't screw up on the review order - my to-do
list was faulty. Habib already did the @{"Anti-Time Anomaly" link COTD21}. (# 21)
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD50 "STCCG.guide/ST:CCG Card of the Day/Matriarchal Society"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #50@{ub}
Hi, folks,
welcome to the gold jubilee edition of Card of the Day ! Of course, I will
celebrate this and so I have appended the poll results... (see followup)
Today's card ? Well, lets try...
@{b}MATRIARCHAL SOCIETY@{ub}
Dilemma, planet, uncommon.
Cannot get past unless at least two female Away Team members are present.
@{i}"The planet Angel One was dominated by its women who were intolerant of
dealing with men."@{ui}
Oops, finally a REALLY short card text. So what about it ? It's one of the
rarer "persistent" dilemmas, and amongst those one of the strongest as it
offers quite a few opportunities to strengthen it. Its effect is simple but
powerful. If it kicks in, the opponent is stopped and denied from ever
solving this particular mission until he brings in reinforcements.
So, as with many things you can use this in two fashions.
First way to place it is seeding it first, so it will come up last. Before
it, you can then throw @{"Female Love Interest" link COTD74} and any of the "Opponent's
choice" dilemmas (for convenience: Chalnoth and Microvirus.) Or use an
Anaphasic Organism which has the advantage that is immune to @{"Genetronic Replicator" link COTD46}.
So with all these, matriarchal Society effectively no longer reads
"two females" but "three females, MEDICAL, SECURITY and STRENGTH > 40". Ouch!
Well, of course you can also seed it first and place some "Kill everybody"
Dilemmas behind it. The first will disable redshirt attempts and the second,
R.I.P. ! For the fun of it, a @{"Barclay's Disease" link COTD29} is much better here than a
@{"Crystalline Entity" link COTD52} as the latter requires no SECURITY which is quite uncommon
amongst females whereas SCIENCE and MEDICAL are typical female skills.
What ? You ask why you should put all these Dilemmas under one mission?
C'mon, I told you, FAST decks have 6 Missions, 1 Outpost, 2 Artifacts and
21 Dilemmas just to keep your draw stack down to 30. So you can average
a whopping 3.5 Dilemmas for each mission of your opponent.
Favorite combo(s):
- @{"Female's Love Interest" link COTD74} + Matriarchal Society: Make that THREE !
@{u}Card Rating@{uu} (1=worst 10=best) MATRIARCHAL SOCIETY
Wesley's rating: 8.0
Allen Castaban's rating: 6.5
Data's rating: 5.8
Habib's rating: 6.5
Bryan's rating: 8.5
Jeff's rating: 8.75
Holt Kernodle's rating: 6.5
Jack's rating: 8.0
Jason's rating: 7.0
----------------------
AVERAGE RATING: 7.4
And now: the POLL RESULTS (in followup, so it won't clutter your COTD
savefile :-) )
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD51 "STCCG.guide/ST:CCG Card of the Day/Nagilum"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #51@{ub}
Hi, folks,
here's a killer for ya:
@{b}NAGILUM@{ub}
Dilemma, space, rare.
5 points
Half of crew is killed (random selection, round down) unless 3 Diplomacy OR
STRENGTH>40 aboard. Discard dilemma.
@{i}"Extra-dimensional entity willing to kill in order to understand the concept
of mortality."@{ui}
This is one of the very few powerful space-only dilemmas and as such a staple
in many decks although it is more an average than a great card. Its effect is
unique in the game so far as it is placed between the few kill-all dilemmas
and the numerous kill/disable/discard-one cards. However, IMHO the results
place it very close to the all-around killers insofar that the opponent will
in most cases be forced to abandon the mission and take time to recover. He
will just have the chance to recover a little faster.
The conditions to avoid the dilemma consist of one hard to meet requirement
(3 Diplomacy; almost impossible unless playing Feds) and an easy STRENGTH
threshold of 40 (Just bring any sufficiently large crew). As it is enough to
satisfy ONE of these conditions the Diplomacy requirement tends to have
little if any effect in play. (@{"Data" link COTD7} and @{"Worf" link COTD35} alone have a STRENGTH of 22, add
@{"Picard" link COTD1} to get your three Diplomacy and you have 28. The remaining 13 points
will easily be contributed by the needed ENGINEER, SCIENCE and MEDICAL unless
the player uses @{"Vekor" link COTD37} or Dr. Reyga. So even a Fed crew is pretty safe...)
Also, Nagilum tends to be pretty hard to combine with other Dilemmas. Well,
play an Ancient Computer after it and hope Nagilum does his work or try
Nitrium Metal Parasites. Even worse are the possibilities to prepare for
Nagilum. There isn't a single Space Dilemma that lets you get rid of a single
cremember at a time, much less do so with opponent's selection. The best
way to play it is to place it under an easy mission and hope the opponent is
stupid enough to rush in with little personnel. Note also that it is absolute-
ly safe to redshirt Nagilum! 1/2 killed crewmember, rounded down just isn't
THAT big a loss :-).
In tournaments Nagilum will probably be considered a sideboard card for oppo-
nents trying to play a space-mission strategy. In friendly, low- to mid-level
(sub-COTD) play it can be considered a must in every deck; there are just too
many people falling for such stuff... But whom do I tell this, regular COTD
readers are immune to such primitive traps.
Favorite combo(s):
- This card lacks obvious combos. I tend to combine it with whatever is left
over after I built my other Dilemma stacks.
@{u}Card Rating@{uu} (1=worst 10=best) NAGILUM
Wesley's rating: 7.0
Allen Castaban's rating: 7.5
Data's rating: Doesn't have
Habib's rating: 6.5
Bryan's rating: 8.0
Jeff's rating: 8.75
Holt Kernodle's rating: 7.0
Jack's rating: 6.9
Jason's rating: Doesn't have
----------------------
AVERAGE RATING: 7.4
PS: Typical ST:CCG player's monologue
- Ah, so I know 51 good cards. Now I can beat everybody.
- Oh, he's got no Internet Access... good.
- Let's play for ante, shall we ?
- Darn, yet another white border all-common deck. Won't win anything sensible.
- Now what's THAT strategy good for ?
- Oops ???
- HOW many points ?
- Anyone selling a limited Picard ?
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD52 "STCCG.guide/ST:CCG Card of the Day/Crystalline Entity"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #52@{ub}
Hi, folks,
this will be the last Dilemma for some time:
@{b}CRYSTALLINE ENTITY@{ub}
Dilemma, Either, rare.
5 points.
Space mission: kills all life on ship unless SHIELDS>6 OR Music aboard.
Planet mission: kills entire Away Team unless SCIENCE and MEDICAL present.
Discard Dilemma.
@{i}"Spaceborne life-form strips biological energy from planets and ships. Sensi-
tive to modulation much like crystal can shatter from a high pitch note."@{ui}
This is one of the more flexible Dilemmas. And nice in the aspect that it is
different for planet and space locations.
The effect is simple: Kills everybody, regardless where it's placed. However,
the prerequisites for overcoming are vastly different.
In space, this is trivial, Most space missions are attempted by large ships
anyway (or directly from the outpost) and in both cases, SHIELDS will be more
than 6. The Music solution is more suitable for those cases where you have
scanned a location and want to go in with a small crew in a shuttle (say it's
the only dilemma there).
On planets, this acts as a somewhat downgraded @{"Barclay's Protomorphosis disease" link COTD29}.
It actually is the same thing, just without the SECURITY requirement.
Of course, this combines well with the women-killers (@{"Female's Love Interest" link COTD74}
etc.) and the opponent's choice Dilemmas.
However there is a third use for this card: Seed it under a space mission and
solve it yourself, almost on the fly-by. 5 easy points without losing a turn,
makes it an improved @{"Sarjenka" link COTD45}.
Favorite combo(s):
- Crystalline Entity + @{"Female's love interest" link COTD74} + Anaphasic Organism: You know
why.
@{u}Card Rating@{uu} (1=worst 10=best) CRYSTALLINE ENTITY
Wesley's rating: 7.5
Allen Castaban's rating: 6.0
Data's rating: 7.9
Habib's rating: 7.0
Bryan's rating: 5.0
Jeff's rating: 6.75
Holt Kernodle's rating: 4.0
Jack's rating: 4.9
Jason's rating: 6.5
----------------------
AVERAGE RATING: 7.9
PS: Now I want to see what you all have learned. Half of the STCCG fun is
trying to find out the ways how the cards interact. So the first one to
answer this question will recieve a VERY honorable mention in Card of the
Day:
What is the advantage of @{"Wesley Crusher's" link COTD26} ENGINEERING skill over
@{"Data's" link COTD7} or Eric Pressman's ENGINEERING skill ?
Hint: There is another card involved. But I won't tell you which one...
Try to figure this out yourself. It beautifully fits the events in the epi-
sode the mentioned "another card" refers to, and I really loved finding it.
(Almost an easter egg.)
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD53 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #53@{ub}
Hi, folks,
I HAVE MY WARP PACK ! So let's celebrate this with:
@{b}YELLOW ALERT@{ub}
Event, common AU/WP.
Plays on table. While in play cancels (discard) and prevents @{"Red Alerts" link COTD6} AND
all your Personnel are each CUNNING + 1 (Not cumulative.)
@{i}"State of increased readiness and watchfulness. Declared by a captain in
anticipation of danger or when a crisis situation has lessened."@{ui}
OK, this has two facets. The first one is nice if you can't seem to get your
personnel out, the second one is great if you have them on the table.
Of course, fast decks have more problems with the first part than they can
gain from the second. But let's get systematical.
1: Cancel and prevent all @{"Red Alerts" link COTD6} (both sides). This slows down the game
a LOT. IMHO, Decipher hasn't done the game a service with this card, as the
problem with the boring first turns will become much worse if anybody gets
this into play early. On the other hand, now weaker decks have a somewhat
better chance of standing against tournament-level speed decks. (It would
have been a great idea to allow both sides to play TWO personnel each turn
with Y.A. out. This would also better fit the explanation of Yellow
Alert in the TNG Tech manual where two shifts of personnel are on duty
compared to one in normal flight and three during Red Alert.)
However, this card becomes GREAT, but worsens the imbalancing effect of
@{"Red Alert" link COTD6} if you play @{"R.A." link COTD6}, drop a handful of personnel and then the Yellow
Alert thereby securing your early advantage. Your opponent will need a
@{"Kev Ux" link COTD20} just to get back into the game if you can play like this.
2: Increase all Personnel's CUNNING by 1. Hey, that's nice. Although, which
of the really good missions need CUNNING ? Not that many, and most of them
are multi-affiliated and thus not so interesting for high-level play.
Final result: A GREAT card for beginners, however its usefulness vastly de-
clines with your playing skill and the number of cards you have to choose
from. Expect to see LOTS of them against you, but seriously consider advan-
tages and disadvantages before including it in your play deck.
Favorite combo(s):
- Sorry none yet. Still have to playtest this card some more. The RA/YA
combo is just TOO rare to be a favorite.
@{u}Card Rating@{uu} (1=worst 10=best) YELLOW ALERT
Wesley's rating: 6.5
Allen Castaban's rating: 7.5
Data's rating: ---
Habib's rating: 8.0
Bryan's rating: 8.0
Jeff's rating: 6.75
Holt Kernodle's rating: 9.0
Jack's rating: 6.5
Jason's rating: 8.5
----------------------
AVERAGE RATING: 7.6
HONORABLE MENTION: Michael Love !
The first non-god (non-Habib:-) ) to answer my little riddle right.
The answer is: @{"Wesley's" link COTD26} ENGINEERING is immune to the @{"Tsiolkovsky infection" link COTD128},
as it is not listed in the first position. This makes him quite unique among
all personnel as most of them have their most valuable skill in the first
place. He has his LEAST useful skill there. (Bok is a similar exception.)
This fits nicely with "The naked now" where @{"Wes" link COTD26} was the only one to summon
enough brain to think up an Engineering solution to the asteroid problem.
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD54 "STCCG.guide/ST:CCG Card of the Day/Lursa"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #54@{ub}
Q'aPlaH !
Ouch, somehow I must have swapped yesterday's and today's posting, but these
two are just TOO similar, because today's is:
@{b}LURSA@{ub}
Personnel, Klingon, rare.
Integrity 2
Cunning 8
Strength 8
V.I.P., Treachery, Leadership, Geology, Greed, Command Star (*)
@{i}"Elder of the two Duras sisters. Plotted with Romulan @{"Sela" link COTD23} to start the
Klingon Civil War of 2367-68."
OK, quick analysis: Four skills. Thereof one really useless (Greed, nobody
needs THAT). One at best Mediocre (Geology). One OK (Treachery). One Good
(Leadership). Eighteen ability points, a tad above average. Bad distribution,
however. (Integrity 2 sux.) VIP classification. Ho-hum. @{"Kurlan Naiskos" link COTD13},
anybody? Otherwise: Forget it. (Unless they some day realize my card idea: VIP
transport, then this could be worth something...) A command star. Well.
Do these skills combine well? No. Treachery + Leadership is part of the
requirements for Pegasus search, but beyond ? No other mission will make use
of two of her skills, only one at a time.
So what's the result? A nice support card. Strength, Cunning and often a
single fitting skill. However, not more. On the other hand, only two Klingon
cards besides her have four skills. And only one (@{"her sister" link COTD55}) has five. Of
course, @{"Kurn" link COTD114} and @{"Kurak" link COTD76} do have better skills.
Final evaluation: Medium-powered Klingon, but still valuable if just for lack
of better cards...
Favorite combo(s):
- Mentioned somewhere else :-)
@{u}Card Rating@{uu} (1=worst 10=best) LURSA
Wesley's rating: 5.0
Allen Castaban's rating: 9.0
Data's rating: 7.6
Habib's rating: 8.0
Bryan's rating: 4.5
Jeff's rating: 7.8
Holt Kernodle's rating: 8.0
Jack's rating: 7.2
Jason's rating: 6.5
----------------------
AVERAGE RATING: 7.1
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
For those who missed a few (or mmore than a few) posts:
Try http://www.wolfe.net/~conner/COTD.html
or if you want LOTS of them at a time you can mail me for
Set H (# 3-12,14-25)
Set I (# 26-35)
Set II (# 36-45)
and NEW:
Set III (# 46-55)
Everything will be processed asap (if the return addresses are correct).
IF ANYBODY HAS REQUESTED BACK COTD's AND NOT YET RECIEVED MAIL, PLEASE
TRY AGAIN, CHECK YOUR RETURN ADDRESS THOUGH! I have several requests I
could neither process nor answer to, because addresses were wrong.
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD55 "STCCG.guide/ST:CCG Card of the Day/B'Etor"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #55@{ub}
Q'aPlaH ,
it's a Klingon today:
@{b}B'ETOR@{ub}
Personnel, Klingon, rare.
Integrity 2
Cunning 8
Strength 7
V.I.P., Treachery, Leadership, Physics, Greed, Youth, Command Star (*)
@{i}"Plotted with @{"Lursa" link COTD54} to seize power from @{"Gowron" link COTD5} with the support of the
Romulans. Younger of the two Duras sisters. The pretty one."
Well, at last a pretty female. Hey, we didn't have one since when ? Deanna ?
No, I was asking about PRETTY ones... Must be even longer.
OK, but who am I to judge the artwork, my job is to review the game effects
of the cards. So I guess I'll do just that.
What do we get for our money here ? Let's start with the less useful things.
Greed, for example. Doesn't help. Youth. Not that much better, although quite
uncommon amongst Klingons (I counted 5). Physics. Nice for a few missions,
most of them Space stuff. (Notable exception: @{"Relief Mission" link COTD64}, quick 20
points) Leadership and Treachery. Both relatively common among Klingons,
compared to the other affiliations. But both very useful. That stuff comes
in handy for a Pegasus Search and for quite a few missions that require
multiple Treachery. The V.I.P. classification serves for nothing. Well except
for @{"Kurlan Naiskos" link COTD13}, but there are V.I.P.'s galore amongst those red cards.
Civilians are more of a problem.
Cunning and Strength are way above average, however Integrity sucks. Even if
we some day got an Integrity enhancer analog to the Phasers and Padd's (+2) we
will still be stuck 1 point low for Firestorm.
Facit: Not a "must have" card, but still one of the better Klingons. But
anyway Klingons are an affiliation almost unplayable without some serious
non-aligned support. They have lousy Medicals, weak Engineers and only two of
their Officers have more than two skills. Bearing this in mind, B'Etor's
4 1/2 skills (well, Greed is currently useless, so 1/2) really do stand out.
Favorite combo(s):
- B'Etor and @{"Lursa" link COTD54}: Just fo(u)r t*ts :-)
@{u}Card Rating@{uu} (1=worst 10=best) B'ETOR
Wesley's rating: 10.0 for the looks, 5.5 for game usefulness.
Allen Castaban's rating: 9.5
Data's rating: ---
Habib's rating: 8.0
Bryan's rating: 5.0
Jeff's rating: 8.8 (That cleavage...) [Quote!]
Holt Kernodle's rating: 7.5
Jack's rating: 7.5
Jason's rating: 7.0
----------------------
AVERAGE RATING: 7.4
PS: I guess a "hot babes" CCG should be a market hit, by the reactions my
raters gave to the photo on this card :-) . We really should give her a
"Seduction" skill...
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD56 "STCCG.guide/ST:CCG Card of the Day/Exocomp"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #56@{ub}
Hi, folks,
opinions differ quite a bit about today's card, but see for yourself:
@{b}EXOCOMP@{ub}
Personnel, Federation, uncommon.
Integrity 9
Cunning 8
Strength 1
If aboard ship, can repair damage in two of your full truns, without
returning to outpost. ENGINEER. Universal.
@{i}"Sentient artificial life-form incorporating an advanced microreplication sys-
tem. Specializes in repair tasks. Servomechanism designed by Dr. Farallon."@{ui}
This is the first card we have with a very specialized skill. (Hope we see
more of them in the future, however.) Besides being an ENGINEER with great
INTEGRITY and CUNNING and the (sometimes very important) fact that this card
in not affected by @{"Love interests" link COTD74}, diseases, and similarily nasty stuff, we
also get a special ability: The ability to repair a damaged ship.
What is this good for? Well, not for battle. It is WAY too slow to work in
battle, as it needs two full turns to work and we can spare only one. However,
it is great against those "nuisance" dilemmas and interrupts. Auto-Destruct,
Null space, Nanites, Gravitic Mine and Microbiotic Colony all damage ships
only once, so there is no need for an immediate repair. But the time spent
returning to an outpost, waiting two turns and coming back to whatever I
want to do is way too long. By the time I get my ship back into action, I can
easily have lost the game against a fast deck. This is where Exocomp kicks
in. The most I'll lose of this is 2x4 Range points (if my damaged ship was the
@{"Enterprise" link COTD3} or something similarily fast).
Although this might translate into more than 8 movement points lost (let's say
the sequence I want to bridge is 2-4-3-4-3-2-5-4, figure that one out for
yourself - it is the worst case!) this loss is still sustainable. And in most
cases, I don't even want to move immediately. Most ship damage will come from
Dilemmas, (there are just more Dilemmas that do it than other cards) and thus
I will just be wanting to continue my mission attempt. In this case I can just
go on and have the repairs as a side effect.
Hint: in rare occasions, it is even possible to repair battle damage if you
are willing to flee and you have a Transwarp Conduit, Distortion of Space/Time
Continuum, Temporal Rift or @{"Time Travel Pod" link COTD14}. The former two will only
work, if your opponent has a ship with range 7 or less, however and if span
constellations work in your favor. You are well advised to calculate your
escape route before attempting this.
Favorite combo(s):
- This card speaks for itself.
@{u}Card Rating@{uu} (1=worst 10=best) EXOCOMP
Wesley's rating: 8.0
Allen Castaban's rating: 4.0
Data's rating: 7.6
Habib's rating: 6.0
Bryan's rating: 6.5
Jeff's rating: 1.0
Holt Kernodle's rating: 4.0
Jack's rating: 6.5
Jason's rating: 6.5
----------------------
AVERAGE RATING: 5.6
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD57 "STCCG.guide/ST:CCG Card of the Day/Mirok"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #57@{ub}
Hi, folks,
ya waiting for a ROMULAN ? Gee, that's just what I wanted to do...:
@{b}MIROK@{ub}
Personnel, Romulan, uncommon.
Integrity 3
Cunning 8
Strength 7
SCIENCE, ENGINEER, Astrophysics, Physics, Staff Star (+).
@{i}"Scientist in charge of developing and testing the @{"Interphase generator" link COTD15} in
2368."@{ui}
IMHO, this one is better than @{"Sela" link COTD23} or any other Romulan. Not only does he
have a dual classification, but two rather useful skills as well. SCIENCE
and ENGINEER nicely fit each other, there are a few Dilemmas that require
both. Astrophysics can be used with four of the Romulan missions, two of
them being Romulan only and one even requiring TWO of this skill. Physics
fits only one of the Romulan missions, but try this in a surprise espio-
nage deck (try heaping point Dilemmas under an opponent's mission then
attempt it yourself with an espionage card.) He comes in handy for this
strategy, as he will not only supply ENGINEER, SCIENCE, Cunning and Strength
towards the dilemmas but can help snatch the mission away with the Physics,
too.
Best suited for space missions, however. Those Firestorms suck and there aren't
that many planet missions with Astrophysics...
Favorite combo(s):
- Try this once: Mirok + @{"Vekor" link COTD37} + @{"Roga Danar" link COTD18}. Under opponent's space mission
(I prefer Survey Mission, but that's a matter of taste), seed:
@{"Barclay's disease" link COTD29} [10], @{"Crystalline Entity" link COTD52} [5], Nanites [5],
Cosmic String Fragment [5], @{"Tarellian Plague Ship" link COTD35} [5], @{"Sarjenka" link COTD45} [5].
35 Points for almost free. No risk involved. Add to it a Dr. Reyga,
Romulan PADD and @{"Temporal causality loop" link COTD124} [5] and complete the mission on your
next turn. 75 points with just four personnel !!!!!
@{u}Card Rating@{uu} (1=worst 10=best) MIROK
Wesley's rating: 8.0
Allen Castaban's rating: 7.0
Data's rating: 6.8
Habib's rating: 8.0
Bryan's rating: 9.5
Jeff's rating: 7.25
Holt Kernodle's rating: 8.0
Jack's rating: 8.0
Jason's rating: 8.0
----------------------
AVERAGE RATING: 7.85
Attn: MAZER ! I can't mail anything to you ("service not available")
Please try giving me another mail address or visit the web page
http://www.wolfe.net/~conner/COTD.html
Sorry :-(
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD58 "STCCG.guide/ST:CCG Card of the Day/Countermanda"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #58@{ub}
Hi, folks,
it seems everybody is on holiday, at least most of my raters are...
So I had to delay this issue a little bit in order to give you at
least a few ratings to go with this Warp Pack card:
@{b}COUNTERMANDA@{ub}
Interrupt, common AU/WP.
Nullifies Telepathic Alien Kidnappers OR if opponent just played Res-Q or
Palor Toff, suspend that action, look through opponent's discard pile and
put any three cards out-of-play.
@{i}"A Federation student intern when she discovered her true identity as a Q,
Amanda took a dim view of the over-manipulative use of power upon other
species."@{ui}
This card was obviously designed to be a catch-all combo counter. Besides
the clumsy name (which doesn't sound Trek-like at all) it weakens or
nullifies the key cards in two of the most annoying STCCG combos, which
are the Alien Probe/TAK and the Palor Toff/Betazoid Gift Box combo.
It also introduces a few new rules, namely the concept of having cards
out-of-play and suspending an interrupt action, the former of which has been
suggested by Decipher earlier on concerning mis-seeded artifacts.
For a card designed to help beginners play better it is IMHO way too complex
to understand and use. Actually this is a card that requires lots of playing
skill to use correctly.
Although Countermanda is definitely inferior to Kev Uxbridge in terms of
overall power, it has several advantages. First of all, she is not
vulnerable to Q2, but to Amanda Rogers. An opponent will think twice before
wasting an Amanda on this card, whereas Q2's are often played without second
thoughts as their scope is much more limited. Secondly, Countermanda is the
only card to completely deny your opponent the further use of a card, all
others leave chances of regrowth. Third, it can essentially counter any
regrowth attempt.
Another not-so-obvious advantage applies when playing restricted decks
(not more than * of one card in each deck), especially if that * means 1.
You can add a Countermanda to these decks in order to save yourself a
valuable Kevin when countering a TAK or Res-Q.
The main problem with this card occurs when using it to remove cards from
the discard pile. The choice which cards to remove is one of the most
difficult to make in the entire game, unless you see a game-breaking card
right away. Fortunately you are allowed some margin of error in this
decision by being allowed to remove three cards. Still however, beginners
will have a tough time using this card until they are really familiar with
strategies and deck design.
Final evaluation: This is a card that is very limited and incredibly
versatile at the same time. In the hands of an experienced player it can
be devastating or at least very annoying. In the hands of a beginner, it
is not that strong, as the extra choice in this card is hard to make. A
definite YES for all restricted decks, as long as the restriction is 1 or
2. I am not that sure about using her in unrestricted decks, when I can
have 4 Kevins and 2 or 3 Amandas instead.
Favorite combo(s):
- I don't see any power combo yet. However, to back this card you need
a Q2 instead of an Amanda (Countermanda, countered by Amanda, the latter
countered by Q2), which can increase the value of your Q2's.
@{u}Card Rating@{uu} (1=worst 10=best) COUNTERMANDA
Wesley's rating: 8.0
Allen Castaban's rating: 9.5
Habib's rating: 8.0
Jeff's rating: ---
Jason's rating: 7.0
Tim's rating: 9.5
----------------------
AVERAGE RATING: 8.4
Hiya, I'd either need a few new raters or the old ones returning from
their holidays. So if you want to rate cards, drop a mail and include
ratings for Scotty, Pi and Neutral Outpost right away. (1=low 10=high).
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD59 "STCCG.guide/ST:CCG Card of the Day/Montgomery Scott"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #59@{ub}
Hi, folks,
I hope this finally arrives at your terminal, this is the 3rd try as about
everything is screwed up at our place...
We could really use a Miracle Worker here which leads right to today's card:
@{b}MONTGOMERY SCOTT@{ub}
Personnel, Federation, common AU/WP.
Integrity 7
Cunning 8
Strength 3
ENGINEER x 2, Astrophysics, Honor, Miracle Worker, Command Star (*).
This is a common with the stats of a $30 rare. In the whole game, the only
card that is close to equal is good ole @{"Geordi" link COTD32}. Even better, Scott has Honor
which is an uncommon but very useful skill. Also, Astrophysics seems somewhat
better than regular Physics. The only disadvantage is that Miracle Worker
is not (yet) used anywhere.
As far as stats are concerned, the two important stats (Integrity and Cunning)
are quite high, only Strength is a little on the low side, but this is the
least important attribute as long as there aren't too many away team battles.
Scotty is also a very versatile card, neither slanted too much towards space
missions (Honor is much more useful on planets) not towards planet missions
(Astrophysics is space-oriented). So, especially for a planet-mission deck,
Scotty makes a more than fair substitute for a @{"Geordi" link COTD32}, even if you do play
"Evaluate Terraforming", as the latter can also be solved with a
@{"Beverly Crusher" link COTD22} alone.
With a card or two that need Miracle worker, Scotty might easily become the
second or third best Federation card. He's already a top ten card without
counting it! (For those who still remember the skill->points conversion,
[I mentioned that when doing Vekor, I believe, so look it up there...]
our Scotty has a total of 58 right now and every "Miracle Worker" require-
ment on a mission would add 10 more to it [provided there aren't any more
Miracle Workers out there]. For comparison: @{"Geordi" link COTD32} is a 70 pts card, @{"Bev" link COTD22} is 78
and @{"Data" link COTD7} is 92. On the other end, @{"Mot" link COTD24} is a meager 15...)
Favorite combo(s):
- Scotty, @{"Geordi" link COTD32} and @{"Nutational Shields" link COTD40}... 3 cards, 8 Shields!
@{u}Card Rating@{uu} (1=worst 10=best) MONTGOMERY SCOTT
Wesley's rating: 8.5 (Not counting Miracle Worker...)
Allen Castaban's rating: 7.5
Habib's rating: 8.0
Jeff's rating: ---
Jason's rating: 8.0
Mike Love's rating: 9.2
Data's rating: ---
MacPhisto's rating: 8.5
Conner's rating: 8.5
Tim's rating: 9.0
IMP's rating: 8.1
Owen's rating: 9.0
----------------------
AVERAGE RATING: 8.43
A good bunch of new raters! Welcome to everybody!
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD60 "STCCG.guide/ST:CCG Card of the Day/Pi"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #60@{ub}
Hi, folks,
let's take a look at a card that isn't that bad as some people think it is:
@{b}PI@{ub}
Ship, Romulan, rare.
Range 9
Weapons 4
Shields 4
No command requirements.
@{i}"Ship suspected of attempting a covert mission to Galorndon Core in Fede-
ration territory."@{ui}
This is the fastest ship you can ever get without stuffing several command
crew in. However, the low shield and weapon rating can get you into some
trouble. Shields of 4 just fall short of making it through a loss of orbital
stability and Weapons of 4 can safely be ignored unless you try to assemble
an armada at your outpost in order to destroy a @{"Borg Ship" link COTD2}. However, there
are the Shield enhancer cards which come in very handy even if you cannot
afford to put more than one Engineer or Science aboard the ship. Just one
single +2 bonus protects you from the above mentioned Loss of Orbital Stability
disaster and also makes direct hits even from @{"Bynar-enhanced" link COTD197} ships
impossible (the latter doesn't hold true for the basic Scout ship).
Now some will say that the 8/5/6 Science vessel is even better. Just on the
other hand, think of those 4/5 or 3/3/3 or 3/2/4 span combinations, they are
not that uncommon and very annoying!!!
Favorite combo(s):
- Pi + Science Vessels for a quick daisy chain along the spaceline.
@{u}Card Rating@{uu} (1=worst 10=best) PI
Wesley's rating: 7.5
Allen Castaban's rating: 6.5
Data's rating: 4.9
Habib's rating: 7.0
Jeff's rating: 3.0
Jason's rating: 6.0
Tim's rating: 6.0
Owen's rating: 7.4
Mike's rating: 7.8
Ian's rating: 8.7
MacPhisto's rating: 2.0
Jack's rating: 7.2
Conner's rating: ---
----------------------
AVERAGE RATING: 6.2
PS: I will be away for two days, but I won't let this get in the way to
releasing the next two cards. Conner has my articles and will hopefully
post them right on time.
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD61 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #61@{ub}
@{u}Card Rating@{uu} (1=worst 10=best)
@EndNode
@Node COTD62 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #62@{ub}
@{u}Card Rating@{uu} (1=worst 10=best)
@EndNode
@Node COTD63 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #63@{ub}
@{u}Card Rating@{uu} (1=worst 10=best)
@EndNode
@Node COTD64 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #64@{ub}
@{u}Card Rating@{uu} (1=worst 10=best)
@EndNode
@Node COTD65 "STCCG.guide/ST:CCG Card of the Day/Wormhole"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #65@{ub}
@{u}Card Rating@{uu} (1=worst 10=best)
@EndNode
@Node COTD75 "STCCG.guide/ST:CCG Card of the Day/75 cards that will never be in COTD"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #75@{ub}
Hi, folks,
we've seen about everything in Card of the Day right now, but there
are lots of cards that just aren't interesting enough to be worth a
review of their own. So for this issue, let's take a bunch of them
and do an issue of
@{b}75 CARDS THAT WILL NEVER BE IN CARD OF THE DAY@{ub}
@{b}1) All Basic Outposts.@{ub} (3 cards)
These are like Basic Lands in Magic. You need them. Period. Only
point worth noting is the little compensation in the Federation
Outpost with the two less shields, but I never saw this making a
difference.
Rating: 9.9 each (much better than the neutral one)
@{b}2) The Phasers / Disruptors / PADD's.@{ub} (6 cards)
These are just weak. To make them better than an extra crewmember
I would need to put them with at least 5 people. Otherwise I prefer
adding a strong or cunning personnel and get not only attribute
points but skills, too.
Rating: 1.5 for the STRENGTH enhancers
1.0 for the CUNNING boosters
@{b}3) The Kits / Tricorders / Engineering PADD.@{ub} (5 cards)
The kits are somewhat useful as is the regular Tricorder. In most
cases I have an abundance of OFFICERs, but too few MEDICAL and
SCIENCE. Too bad you cannot use the granted skills as basis for
other equipment, otherwise this might have been an interesting
strategy (OFFICERs + Engineering Kit + Tricorder + Medical Tricorder)
The two equipment that add to the SCIENCE personnel are redundant
for me - I am always short on Science.
Rating: 6.5 Medical Kit
4.5 Tricorder
4.5 Engineering Kit
1.0 all others
@{b}4) All common Federation personnel from the basic set.@{ub} (11 cards)
These are just weak. While the Federation have by far the best un-
commons and rares, these cannot be seen as anything but a chance
for the beginner to get a classification in which he doesn't have
an uncommon or rare yet.
Ratings: Between 2.0 (Giusti) and 4.5 (Simon Tarses, male Medical!)
@{b}5) The Treaty and Espionage cards.@{ub} (7 cards)
I have mentioned these several times as support cards for strategies
and I guess there will sooner or later be an article in Deck of the
Week concerning these card types.
Ratings: 1.5 Treaties
4.0 Espionage
@{b}6) The Shuttlecrafts.@{ub} (2 cards)
Weak, but I might someday change my mind if the rule about carrying
shuttles aboard large ships becomes implemented.
Ratings: 1.0. (3.5 if playing Klingon)
@{b}7) Raise the Stakes.@{ub} (1 card)
This is not a gaming card but a gambling card.
Rating: Tear this apart and throw it away.
@{b}8) All Dilemmas that say "Damages ship unless ***"@{ub} (4 cards)
At the speed normal games proceed, these do far too little harm to
be interesting. Besides that, their requirements to overcome are
easy to meet.
Ratings: 1.0
@{b}9) All remaining missions from the basic set except
Investigate Time Continuum@{ub} (38 cards)
Easy: I've done a few, they ARE quite similar and with the five I've
done, everybody should be able to evaluate missions for themselves.
The Time Continuum thing is a special case as there is a nasty
Mission/Dilemma combo which I might want to publish some day.
Ratings: 5.5 (just hopelessly average)
Favorite combo(s):
- (well, did you expect something here?)
@{u}Card Rating@{uu} (1=worst 10=best)
75 CARDS THAT WILL NEVER BE IN CARD OF THE DAY
(See above)
So that was this. Easily doubled the number of cards marked as "done".
Back to the interesting stuff tomorrow.
PS: With this article you now can build complete decks with 60 cards that
have been reviewed, so you don't miss all the opportunities behind them...
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
Visit the Web Page! http://www.wolfe.net/~conner/COTD.html
With all back issues from #1 up to today ! Even the long-lost #13 is there!
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD146 "STCCG.guide/ST:CCG Card of the Day/Devidian Door"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #146@{ub}
Hi, folks,
today I'm making an attempt at reviewing AU's most powerful card (IMHO)
and I am pretty sure I did not get all uses of:
@{b}DEVIDIAN DOOR@{ub}
Doorway, rare AU.
Allows you to play a card "from the future". Whether or not you currently
have a Devidian Door in your hand, at any time say "Devidian Door" and
play (to anywhere) one personnel or Equipment card from your hand.
However, any time during your next turn, you must show opponent a
Devidian Door from your hand and place it out-of-play or you lose the
game.
Okay, where do I start this one ?
Probably with the final rating first: This one is a gamebreaker. Will go
right next to the Black Lotus of Magic in terms of what is a too-fast
card.
Uses for this one abound:
- Most basic: If your crew urgently needs an extra skill but is far away
from any outpost, use it as a mini-outpost to avoid the time cost of
transporting your crewmember to the place she is needed at.
- With redshirts: Select a mission doable by a lone personnel (Evaluate
Terraforming, Investigate Time Continuum...) Redshirt the Dilemmas, then
get in your big guy and solve the mission without even getting stopped as
the Devidian Door plays at interrupt speed.
- Nasty surprise: When your opponent thinks it safe to attack your team,
surprise her with a Echo Papa Drone, Phaser or Data from your hand to
tilt the scales your way.
- Getting back into play: You lost one too many crew for passing that *&%
Q-Net or flying your big ship ? Don't worry, be doory.
- In the nick of time: Can't get your Red Alert? Well, go cruisin' with
a minimal crew, then play the needed guy when you know what Dilemmas you
have to face. Better have a Betazoid Gift Box under that mission to get
that alert then...
- Even worse: Create whole away teams in an interrupt with an
Ophidian cane and a Devidian Door.
- Kill Dilemmas: Hold a Security and a Security Sacrifice. Nullify any
Dilemma that just struck you. Security are always great candidates for
dooring, anyway (you don't need them everywhere but if you do it gets
urgent)
- Ouch: Just uncovered your Kurlan Naiskos at the far end of the
spaceline ? An lack a CIVILIAN ? No problem - Devidian Door and start
blasting away! (at triple speed, too!)
- Fear some discard effect ? Use Devidian Door + Sam Clemens' pocketwatch
and drop it right away.
- Pokerface: Use it to solve the mission that gives you the
Betazoid gift box and get it from your draw deck with the Box. You
don't need it in your hand for this variant.
- Last stand: Your opponent gonna win next turn ? Devidian door anything
that stops him from doing so, even if you don't have the card. Play a
Kivas Fajo next turn and hope for the 20-50% chance you'll draw it...
- The degenerate deck: 4 Kivas Fajo, 4 Devidian Doors, 2 Travelers,
Red Alert, 14 decent Fed personnel, Enterprise-D, Enterprise-C, Q2,
Kevin Uxbridge, Goddess of Empathy.
Seed cards: Naiskos, Ophidian Cane, Horga'hn, Betazoid Gift Box,
Data's Head, 6 Fed planet missions, AU door, 17 Dilemmas, Fed outpost.
Makes Warp 9 seem like snail's crawl!
Caveat: You should only use it if you don't have it in hand, if you
- either absolutely know you're gonna draw it
- or you are going to lose anyway so it's better to take the chance...
Favorite combo(s):
- Any one that makes good use of this card
@{u}Card Rating@{uu} (1=worst 10=best) DEVIDIAN DOOR
Wesley's rating: 11.0 (Oops... make that 10)
Brad's rating: 9.0
Cole's rating: 6.0
Hal's rating: 5.2
Heather's rating: 7.0
John's rating: 6.5
Lore's rating: 8.2
Jack's rating: 6.0
Matt's rating: 7.5
Mike's rating: 7.5
Movar's rating: 10.0
Serge's rating: 10.0
Tony's rating: 4.0
----------------------
AVERAGE RATING: 7.5
Don't ask me where the 4's and 5's come from, but if I had realized the
value of a Lotus on the first day, I'd be a really rich man by now :-)
(In the beginning they were traded for Serra Angels, you guys probably
know better and keep your Devidian Doors...)
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the NEW Web Page! http://www.metropolis.nl/~ldp/COTD.html
With all back issues from #1 up to today !
(And by this I mean ALL issues :-) )
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD147 "STCCG.guide/ST:CCG Card of the Day/Major Rakal"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #147@{ub}
Hi, folks,
if you wondered where... Well, I recently played a game of STCCG with
Santa and he grinningly pulled a Seize Wesley card and so I got stuck
near the North Pole...
At least my brain didn't totally freeze, so I can review...
@{b}MAJOR RAKAL@{ub}
Personnel Federation/Romulan, rare AU.
Integrity 8/4
Cunning 7/8
Strength 4
VIP, Empathy, Diplomacy (Fed only), Tal Shiar (Rom only), Treachery (Rom
only), Command Star, AU icon.
@{i}"Physically altered, Deanna Troi was coerced to completely assume the
identity of a Tal Shiar major in the 2369 M'ret defection plot."@{ui}
Great concept (tho they weren't the first with that idea but mine worked
somewhat differently) and too bad they missed out on a bunch of other
opportunities in the basic set (K'Eleyhr, the Duras conspiracy, maybe
even Worf).
What do you get for this card? A Deanna Troi. A full Deanna for all
those who couldn't afford one till now. Just that she's a VIP instead of
an Officer.
More? Yep. The ability to sneak into an opponent's Rommie mission with a
Fed deck. Just load up with non-aligned crew!
Still more? Yep. The confidence to gain 40 really easy points out of a
Rommie mission. Mind you, you can really redshirt anything that gets in
your way. Just keep Rakal up there until the last possible second...
Also, one of the better Empathy cards. Especially for our green friends
who totally lacked that skill until now. And this one is badly necessary
with the new Dilemmas and Events...
Even more? Sure. Finally a picture where Marina Sirtis looks good.
Net result: A Deanna Troi actually worth using. And a perfect upgrade of
the original one. Even for a pure Fed deck...
Favorite combo(s):
- Rakal + some non-aligned personnel + Quash Conspiracy - in a Fed deck:
SURPRISE!
@{u}Card Rating@{uu} (1=worst 10=best) MAJOR RAKAL
Wesley's rating: 7.5
Cole's rating: 7.0
Hal's rating: 4.0/9.5
Heather's rating: 8.5
John's rating: 7.5
Lore's rating: 7.0
Jack's rating: 7.0
Matt's rating: 6.9/7.5
Mike's rating: 8.0
Movar's rating: 8.0
Serge's rating: 9.0
Tony's rating: 6.5/7.5
Owen's rating: 4.5
Ian's rating: 2.0
----------------------
AVERAGE RATING: 6.9
[...guess I'll have to find a new format for this rapidly growing
section...]
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the NEW Web Page! http://www.metropolis.nl/~ldp/COTD.html
With all back issues from #1 up to today !
(And by this I mean ALL issues :-) )
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD163 "STCCG.guide/ST:CCG Card of the Day/Receptacle Stones"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #163@{ub}
Hi, folks,
here's an Artifact for a Klingon Armada deck (you'll see later why)
@{b}RECEPTACLE STONES@{ub}
Artifact, rare AU.
Place in hand until played as an Event card on the crew of an opponent's
ship. Any space Dilemmas you encounter this turn also apply to that ship
and crew. Discard event.
@{i}"Ves Alkar, a Lumerian, used these mysterious objects in a ritual that
would turn another person into a 'receptacle' for all negative thoughts,
causing rapid aging and death."@{ui}
Before anyone starts a rumor: Ves Alkar is NOT in anyway a relative of
mine :-)
As for the card: Ya all know these 'Heavy Hitter' Fed decks with ships
laden up to the point of bursting? How about decimating them a bit?
First thing to do is get the stones. Then send out an Armada of Klingon
ships, staffed with a Vekor, some ENGINEER and a SECURITY (to give you a
decent chance to hit more Dilemmas). Make sure you have lots of space
missions and one of them has the Tsiolkovsky infection as first Dilemma.
Add a Borg Ship to another mission (plus a K'Vort and a redshirt) for
extra fun.
Now park one ship at each of those missions and play the stones on the
near-bursting opposing vessel. Then attempt all of your missions in quick
succession. You probably won't succeed at all of them and maybe not even
at one, but this is not the point here. Instead, your opponent will
probably find herself facing an assorted variety of Dilemmas she'd rather
not see. The Tsiolkovsky infection hits first (you know where it is), so
your opponent is already deprived of some valuable skills and cannot yet
cure it as she'll first need a chance to act. Next, take your Dilemmas in
any order you want, making sure they all kill or disable somebody if the
conditions are not met. With some luck, you'll decimate the crew far
enough they are no longer able to fly their ship, if not, send in your
redshirt, get the Borg Ship and blast that thingy to bits of Stardust (I
hope you've eliminated enough ENGINEERs so Nutational shields won't be a
problem anymore).
Collect your remaining personnel, destroy outpost, solve one mission, win
game :-)
Favorite combo(s):
- Hey, that's a deck design!
@{u}Card Rating@{uu} (1=worst 10=best) RECEPTACLE STONES
Wesley's rating: 8.0
Cole's rating: 2.0
Conner's rating: 4.5
Heather's rating: 8.0
Jason's rating: ---
Matt's rating: 7.5
Movar's rating: 8.0
Serge's rating: 7.0
Tony's rating: 7.5
John's rating: 6.0
----------------------
AVERAGE RATING: 6.5
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.metropolis.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
OR
http://www.wolfenet.com/~conner/COTD.html
(great graphics, and also the Strategy Forum)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD180 "STCCG.guide/ST:CCG Card of the Day/Iconian Gateway"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #180@{ub}
Hi, folks,
here comes the fastest "ship" in the Universe:
@{b}ICONIAN GATEWAY@{ub}
Artifact, rare AU.
Place in hand until played on a planet location as an Event card. While
in play, anyone's personnel and equipment can move instantly from Iconian
Gateway to any other planet(s).
@{i}"The now-extinct Iconians were "Demons of Air and Darkness" due to their
advanced technology such as this instant transport portal to farflung
planets."@{ui}
Too bad it is one-way. But then, what did they print these Enterprise-C
cards for ? So there is a way to come back.
Best use: Place on your outpost, distribute your personnel all over the
spaceline wherever you need the new crewmembers. Like putting them in
play at any planet location. Which means any of your locations if you
play six planets, right? So who needs those ship cards? Okay, let's
put in an Enterprise-C or two to get your folks back home.
Second best use: Retrieve a stranded crew at any location where you
once had a ship. Like the victims of a bunch of Love Interests.
But in this case your opponent can also use it. At your outpost, he'll
think twice about it, especially if you play Klingons and have that
Echo Papa Drone lying in your backyard.
Third use: Set up a pair of these and use them as instant teleporters.
Further ideas:
- Send out some Engineers to build extra outposts. (This one actually
works well with a Devidian Door, too.)
- Get a crew past that pesky Q-Net.
- Send a team to battle an overconfident opponent's away crew.
Oh, and the fact my opponent can also use it? Well, you are not going
to leave it unguarded, right?
The strength of this card lies in its versatility, speed and surprise
factor. Hmm... aren't these the three major components of a GREAT card ?
Favorite combo(s):
- Iconian Gateway + Enterprise-C: Swarm out and find a way to get back.
@{u}Card Rating@{uu} (1=worst 10=best) ICONIAN GATEWAY
Wesley's rating: 9.0
Cole's rating: 7.0
Conner's rating: 7.5
Hal's rating: 8.5
Heather's rating: 8.0
Jack's rating: 7.1
John's rating: 7.5
Lore's rating: 8.5
Movar's rating: 7.5
Ray's rating: 6.5
Serge's rating: 7.0
Tony's rating: 7.0
----------------------
AVERAGE RATING: 7.6
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.metropolis.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(Server was down today, I hope they increased its speed now)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD189 "STCCG.guide/ST:CCG Card of the Day/Data Laughing"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #189@{ub}
Hi, folks,
today I'll give my webpage maintainers a headache as they'll have some
trouble finding a suitable expansion symbol graphic for
@{b}DATA LAUGHING@{ub}
Interrupt, print run 500,000. Promotional.
Nullifies Calamarain OR doubles Data's Head this turn OR retakes one
ship controlled by Lore returns so that Lore and Rogue Borg now follow
your direction.
@{i}"When Lt. Commander Data rescued the temporarily mortal Q from the
Calamarain in 2366, Q awarded him with the gift of laughter."@{ui}
One card, three ways to play.
1) Nullifies Calamarain. We'll see. Perhaps next expansion. Until then,
not very useful :-)
2) retake a RB controlled ship and control it yourself. Take some
revenge. In the not so likely case your ship has completely been run
over by RB before the game is over, play Data Laughing and start
shooting at your opponent. Not a bad ability, but too rarely usable.
Like almost never.
3) double Data's Head for a turn. Now we are getting somewhere. An
additional Cunning of 10 plus Computer Skill plus the +4/+4/+4 on the
ship, seems like a good thing to me.
Wait?!? Do I smell something here? The strongest weapons are 10, right?
On the Edo vessel and the FE. Plus two for Bynars, two for the head and
two for Data laughing makes 16. Add a Kurlan Naiskos for a whopping 48.
Goodbye Borg ship! With one shot!!! (Works better with the FE as there is
no risk of having the attack nullified). And at Range 51 (for FE) you are
not likely to get stranded.
The Shields of 39 (again, FE) are only a bonus, nobody really needs more
than 24. Works best if you have two Borg ships at locations you know.
(No, you don't need three as you have to solve at least one mission to
get the artifacts). But you have some time to spare, as your opponent's
outpost won't last that long (nor will her ships).
Oh, what's so Data Laughing about this strategy? Easy, it gets you the
final points needed to push yourself up to the magic 48.
To finalize: One really good use, one very limited and one unknown yet
(but maybe very good.) For the time being, more of a collector's card
than one you urgently need for your play deck. Only cool. (What is this?)
Oh, BTW: this cute little card was a gift to me by Conner. Now if some
store wants a well-read advertising line right here, I could still use a
Future Enterprise... :-)
Favorite combo(s):
- Data's Head + Kurlan Naiskos + Bynars + Data Laughing. Try with a
runabout and make your opponent wince at having lost her outpost to a
runabout...
@{u}Card Rating@{uu} (1=worst 10=best) DATA LAUGHING
Wesley's rating: 6.574839201, to be exact :-)
Cole's rating: 7.0
Conner's rating: 6.5
Hal's rating: 5.5
Heather's rating: 8.7
Jack's rating: 5.4
John's rating: 6.5
Lore's rating: 6.0
Movar's rating: 8.0
Ray's rating: ---
Serge's rating: 6.0
Tony's rating: 7.0
----------------------
AVERAGE RATING: 6.6
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.worldonline.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(great Graphics, plus the strategy webboard)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD193 "STCCG.guide/ST:CCG Card of the Day/Edo Vessel"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #193@{ub}
Hi, folks,
still remember that old ep that almost got me killed? Justice?
If so, have a quick look at the
@{b}EDO VESSEL@{ub}
Ship, non-aligned, rare AU.
Range 5
Weapons 10
Shields X
Requires 0 command (*), 1 staff(+), 2 AU.
X = 8, however, there is always a 50/50 chance any attack is nullified.
AU Icon.
@{i}"A ship discovered in 2364 by the U.S.S. Enterprise to be protecting the
peaceful society on Rubicun III. It was described as 'half in, half out
of our universe.'"@{ui}
Husnock II. Really. Slow, big hitter and great on defense.
Only that it is a little more exaggerated. The range of 5 makes it the
slowest vessel in the entire game, but it does not lose so much compared
to a 6. The most probable two-mission span combination is 3-4 and both
ships can't make this in one turn.
Of course, the Edo Vessel also has trouble with 3-3. You could, though,
offset this by trying to select missions with a 2 span. But mind you -
you might be helping your opponent more than yourself! A 2 span mission
gives the Enterprise nice little 3-4-2 gaps to fly over in one turn. I'd
rather select a few 5-span missions slowing both sides as you're probably
not playing a speed deck with this ship anyway. Two 5's in a row
(preferably at your outpost) stop everything but the big AU ships. And
you get to move in and attack.
Which gets me to the Weapons rating. A 10 damages everything. Except a
Husnock. And you don't have that much to lose from getting damaged even
if you face a ship with weapons >8. So the Edo vessel can be used as a
convenient trap. Have it sitting at your outpost, with several non-Fed
personnel waiting. If a ship comes your way, fire. It gets damaged. You
have the same range now, so whichever way it goes, you can follow and
finish it off. That'll teach them flying your way! And if the opposing
ship has weapons of 8 or less you can even repeat it.
And the shields? 8 is average for a big ship, but you have another
ability, usable only on defense. (If you attack, the special ability is
not useful). If something attacks you, flip the card and hope it comes
face down. If so, well it did not attack you. Period.
You do not get stopped or damaged. But you also may not fire back. Which
is not as bad as it sounds as
- you either get another chance if the attacker was some big ship except
Husnock or Borg and your opponent wants to make an exchange - count on
the next turn or attack yourself on your turn if you want to make the
exchange
- or the opponent is a Husnock or Borg, both of which you cannot even
scratch,
- or he would have been really stupid to attack you in the first place.
The staffing requirements? 2 AU is a little hard for a ship you'll want
to man with an affiliation able to attack, but not impossible. And the
one staff star is just a piece of cake.
End result: An improved Husnock. Good for a Klingon Armada deck pitted
against a fast deck. Like it.
Note: The calculations above are of course offset by the shield enhancers
and Bynars' Weapon Enhancement. But once the Nutational or Metaphasic shields
come into play, ship battle becomes futile anyway, unless you
attack with a big armada. And the Edo vessel @{b}is@{ub} a battleship.
Favorite combo(s):
- Edo vessel + Kurlan Naiskos + a well-seeded Borg ship: You are fast
enough, strong enough and cannot get hurt. Need I say 45 points?
@{u}Card Rating@{uu} (1=worst 10=best) EDO VESSEL
Wesley's rating: 7.0
Cole's rating: 7.5
Conner's rating: 5.0
Hal's rating: 7.0
Heather's rating: 7.0
Jack's rating: 6.7
John's rating: 7.5
Lore's rating: 8.0
Movar's rating: 7.5
Ray's rating: 7.0
Serge's rating: 6.0
Tony's rating: 7.5
----------------------
AVERAGE RATING: 6.9
PS: Q has given me rules clarifications on the last, well-disputed
COTD's:
Kevin Uxbridge: Convergence
- @{b}can@{ub} kill artifacts played as events. They did not want to make it
seem different.
- is in all other respects as discussed in the article.
Kevin Uxbridge:
- can nullify an effect triggered by playing an event, if the effect was
the only purpose of that event (so he can kill Kivas Fajo).
Maman Picard:
- they did not want the @{i}"If this is a Federation ship"@{ui} to be read as a
condition. Read it as @{i}"Any Federation ship attempting this mission is
transported..."@{ui}, thus implying the discard effect. I'll have to revise
that article.
(All these rulings taken from @{"FAQ #6" link WHOLEFAQ}, to be released soon.)
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.worldonline.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(great Graphics, plus the strategy webboard)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode