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High Council
From Sean Smallman : seans@decipher.com
May 1997

This deck is built for speed. With only 12 personnel, it relies on stopping the opponent until it can win in one or two turns. Prepared for anything, this deck virtually ignores most dilemmas and proceeds to victory with its high-range ships.

SEED DECK (30)

Doorway (1)

Alternate Universe

Missions (6)

A Good Place To Die
Cloaked Mission
Fever Emergency
Investigate Disturbance
Krios Suppression
Reported Activity

Dilemmas (21)

Alien Parasites x2
Armus-Skin of Evil x2
Barclay's Protomorphosis Disease x4
Borg Ship
Cardassian Trap x4
Coalescent Organism
Shaka, When The Walls Fell
Tarellian Plague Ship x2
Tsiolkovsky Infection x2
Yuta
Zaldan

Artifacts (1)

Betazoid Gift Box

Outposts (1)

Klingon

PLAY DECK (30)

Personnel (12)

Dathon
Divok x2
Governor Worf
Gowron
K'chiQ
K'mtar
Koroth
Kurn
Nu'Daq
Roga Danar
Vekor

Starships (3)

I.K.C. Bortas
I.K.C. Maht-H'a
I.K.C. Qu'Vat

Doorways (1)

Alternate Universe Door

Events (4)

Kivas Fajo x2
Red Alert The Traveller: Transcendence

Interrupts (10)

Amanda Rogers x2
Kevin Uxbridge x2
Palor Toff - Alien Trader x2
Q2 x2
Temporal Rift x2

The deck practices the old modem, "Do unto others, then split!" Using Temporal Rifts to slow down the opponent, and a high dosage of potent dilemmas, this deck will keep your opponent from getting very far in points.

Meanwhile, with such a small play deck and a couple of Kivas Fajos, the Klingon commandos can be formed quickly. The personnel are fine-tuned to provide a multiple of all needed skills and classifications for the missions and to overcome most deadly dilemmas from the opponent. The missions are all planet, causing a number of the opponent's dilemmas to be worthless. They all have skill requirements that are easy to come up with for Klingons, and most of the personnel can participate in solving a majority of those.



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