[main navigation][star trek main navigation][Image] [side navigation] [side navigation] Fed Think Tank Deck From Christopher Swearingen September 1996 I wanted to play a deck that really worked... but I did not want bridge crew '95 because that is too easy and too predictable. So I sat down with my cards and created an interesting deck. To begin with, I wanted strong characters. As it turned out I polarized my deck with a lot of engineers. And soon, the theme was born. And it was very playable. SEED CARDS DRAW DECK Missions (6) Personnel (12) Study Nebula Dathon Investigate Sighting Richard Galen Explore Black Cluster Rachel Garrett Explore Dyson Sphere Beverly Picard Investigate Disappearance Geordi La Forge Investigate Roge Comet Montgomery Scott Exocomp Dilemmas (12) Morgan Bateson Baran Female's Love Interest Jo'Bril Armus x2 Sito Jaxa Alien Parasites Jenna D'Sora Matriarchal Society Shaka Ships (3) Barclay's Protomorphosis Disease USS Nebula Borg Ship USS Yamato The Higher... the Fewer USS Enterprise-C Birth of Junior Q Events (9) Cytherians Hunter Gangs Yellow Alert Static Warp Bubble Traveller Artifacts (2) Kivas Fajo x2 [Image] [Image] Masaka Transformations [Image] Cryosatellite Goddess of Empathy Tox Uthat Res-Q Nutational Shields Outposts (1) Supernova Federation Interrupts (8) Other (1) Senior Staff Meeting Brain Drain AU Door Amanda Rogers x2 Kevin Uxbridge x2 Q2 x2 Countermanda Temporal Rift Scan x2 Dilemmas. Pick 14 of your own. I have certain combos that I have found to be quite disasterous to away teams and crew. Seed the Cryosatellite and Tox under your outpost. It helps to sneak them in as intentional dilemma seeds under an opponent's mission that you can do easily. Once the Tox is in hand, play some events to get rid of any KUs that your opponent may have. Play the Tox, Masaka your hand if you have to... and then bip the opponent's outpost. If your opponent has no ships, the game is (virtually) over! You can even nuke your own outpost provided you have a ship with an engineer on it. Res-Q it back and build it else where. My deck was based upon killing the opponent's outpost. However, sometimes it just does not happen. My missions are designed so that 3 missions and limited personnel can still win the game. All space definately stretches the opponent for seeds, making it easy to do missions. Cautions.I had some problems getting personnel in my hand w/o a Red Alert. I hate to admit it, but this deck really should be played as a speed deck. I just did not have the Red Alert to report everyone. Swap out the Temporal Rift for the Red Alert. You can report your people and then make them smart with a Yellow Alert. [back to the top][Decipher Inc.][go to the lobby] [Decipher Copyrights] text map