Star Trek CCG - Q Continuum Card Strategies
GALEN: JEAN-LUC UNDERCOVER
By: KEVIN COLEMAN
A six skilled non-aligned personnel
(Archaeology, Computer Skill, Treachery, Leadership,
Navigation and Music) that can fit into almost any deck,
Galen is a great card, indeed (after all, he is Jean-Luc
Picard).
Galen's combination of Leadership, to initiate battles,
and Computer Skill, to take over Ops, are perfect for
decks based on commandereering stations. Being a
non-aligned Science personnel, Galen can be played
directly to a Science Lab!
Galen's Navigation can be helpful in or against those
dreaded Bad Lands decks. While his Treachery skill can
be useful in most Romulan and Cardassian decks.
If you're playing with the "one per universe"
rule then you could play Galen simply to prevent your
Federation or Borg opponent from playing Jean-Luc Picard
or Locutus of Borg, since they are all the same persona.
Despite the fact that Galen's restriction box does not
alllow him to work with the Federation affiliation, he
can still be a great asset in a Federation deck. With
the "Persona Replacement" rule, you can have
your Jean-Luc Picard go undercover by swapping him with
Galen.
Why would you do that, you ask? I'll tell you: The first
reason is simply to commandeer your opponent's station.
If your Picard and Federation away team occupy Ops, but
with no computer skill, swap Picard with Galen and take
the station.
Report Galen to a Science Lab and then have him help
dock a ship on a station with his Computer Skill.
If you're playing a Federation treaty deck, say
Federation/Klingon, then Picard, as Galen, can lead a
Klingon away team to capture the station and then
commandeer it with his Computer Skill. For an even
greater insult, play a Baseball interrupt and score 20
points.
Is the Borg trying to re-create Locutus by playing
Assimilate Counterpart on your Jean-Luc Picard? Well
then, simply leave Jean-Luc on a planet and swap him
with Galen on your following turn. Now when Picard
becomes Locutus, the Borg player will not be able to
play Assimilate Homeworld of Earth because Galen is not
a federation personnel. In addition, the Borg will not
be able to benefit from Picard's Officer-Classification,
Diplomacy x2 skill and Honor skill, which the Borg can
greatly take advantage of.
Another way to baffle your opponent with Galen is in
conjunction with the Impose Order mission. If your
opponent uses this mission and only leaves a single
personnel on the surface because you cannot attack him
with Feds, Picard can go undercover to do the dirty
work! Beam down Jean-Luc Picard with a Phaser Rifle;
your opponent should look very confused at this point.
Next turn, swap Picard with Galen and initiate a battle.
With his Phaser Rifle, Galen becomes a brutal Strength 9
and should win the combat. Finally beam down an away
team with an Officer and steal your opponent's 35
points! The best part about this trick is just to see
the look on your opponent's face!!
I am constantly discovering new "sneaky tasks"
for Picard to go undercover for, and I'm sure there will
be more combinations in future expansion sets.
Combos:
Galen + Science Lab + Ops (take
your opponent's station!)
Jean-Luc Picard + Assimilate Counterpart + Galen (Thwart
the Borg!)
Jean-Luc Picard + Phaser Rifle + Galen + Impose
Order (Force planets into the Federation in the
name of "The Picard"!)
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Heisenberg Compensators
By: Matt Zinno
aka Comm. Decker (matzinno@math.columbia.edu)
Besides its old uses (helping the Telepathic Alien
Kidnappers is my favorite), turning the draw decks over
now has a very profound effect on probing! There's no
more guesswork involved -- you can see your probe card
before you probe. If you don't like it, try to download
something first, necessitating a reshuffle.
Combos:
Heisenberg Compensators + probing - see your
probe card in advance, try to change it with downloads.
Heisenberg Compensators + Telepathic Alien Kidnappers
- know what card types are going into your opponent's
hand so you can remove them.
Heisenberg Compensators + Telepathic Alien Kidnappers
+ Static Warp Bubble - The Static Warp Bubble, if
not nullified, eventually gets your opponent down to one
use-it-or-lose-it card which he draws at the end of each
turn and must play by the end of his next turn, or it
will be discarded. But with Heisenberg Compensators, you
know what the card is, and with Telepathic Alien
Kidnappers you can get rid of it at the end of YOUR
turn, before his card play. All he can play are
interrupts, during your turn!
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MANDARIN BAILIFF
By: Kathy McCracken
Major Rakal (majorrakal@decipher.com)
Common Q Dilemma
+/- X points
Aefvadh! How about something for
your Q-Continuum?
Opponent takes one personnel present
(random selection) into custody (as a captive) unless
you "post bail" by transferring X points to
opponent, where X = the number of [red dot] icons in
that personnel's skill box.
It's easy to think of dilemmas, events, and interrupts
as affiliation- neutral as long as they don't say
"If a Romulan ship is present..." or
"Plays on a Klingon...". But the differences
are often more subtle than that. Just how many of those
little red dots can you expect to find on a random
personnel card?
|
Number
of Personnel |
Number
of Dots |
Federation |
Klingon |
Romulan |
Non-Affiliated |
1 |
25 |
16 |
7 |
6 |
2 |
24 |
14 |
15 |
14 |
3 |
20 |
4 |
9 |
8 |
4 |
6 |
8 |
2 |
11 |
5 |
5 |
2 |
1 |
1 |
6 |
1 |
0 |
0 |
1 |
|
81 |
44 |
34 |
41 |
average dots |
2.3 |
2.2 |
2.3 |
2.8 |
Hmmm. Aside from revealing the glaring discrepancies in
numbers of available personnel, what does this tell us?
That on average, a random affiliated personnel will have
the same number of red dots regardless of affiliation.
So much for statistics. The fact is, there's nothing
random about the personnel you have in your deck (well,
I hope that's not the way you chose them). Let's
take a slightly different tack.
The Feds have tons of personnel with 3 dots or less.
This doesn't make it more likely that the Bailiff
will pick one from a Fed Away Team, for the simple
reason that most Fed decks above beginner level will be
using no commons (except maybe Scotty) and few, if any,
uncommons--bridge crew is the name of the game. And the
high-dot Fed cards are concentrated in the rares. How
many personnel with more than 3 dots does each
affiliation have?
Federation- 12 |
Klingon- 10 |
Romulan - 03 |
Add in the non-aligned personnel
that are most likely to find use in each kind of deck
(Fed, 6; Kli, 11; Rom, 10; my subjective evaluations and
no, I'm not going to list them!) and you have totals of:
Federation - 18 |
Klingon - 21 |
Romulan - 13 |
Note that no one would be using
all of the "likely" high-dot non- aligneds for
their affiliations; this is simply the maximum that they
have to choose from.
Conclusions:
1. The odds are much higher for a Romulan deck
that the selected personnel will have 3 or fewer dots.
First, the other affiliations simply have a lot more
that they are likely to use. Second, with so many
multi-skilled personnel, Feds can make a much
"tighter" crew, less likely to be diluted with
2's and 3's (or even 1's) to cover needed skills as the
Romulans and Klingons must do.
2. A Fed personnel is more likely to be a 5 or 6
(6 available, Klingons have 4, Romulans 3).
3. The more skills (usually, dots) each personnel
has, the fewer personnel you are likely to have, the
harder it will be to let one go as a captive, and the
more likely that you will risk the points to bail them
out. If you have a lot of personnel with only 2 skills,
losing one isn't so critical.
4. Most likely point differential resulting from
posting bail:
Federation |
8-12 points (4, 5, or 6 dots) |
Klingon |
6-8 points (3 or 4 dots) |
Romulan |
4-6 points (2 or 3 dots) |
Advantage: Romulan. Depending on who gets picked, it
might not even be worth posting bail. Is there anyone
who wouldn't post 12 points to get back Jean-Luc?
The Major's Combos:
- Mandarin Bailiff + Interrogation in
Q's Tent: If they won't post bail, get some points
anyway. Mandarin Bailiff + Major Rakal: 3 Romulan
skills, only 2 dots. :)
Jolan tru,
Major Rakal
Tal Shiar
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Q-Flash
The Flash!
From Jason Winter : Q@decipher.com
December 1996
Strategies and tips for successful Q-Flash play
So, you got all those neat cards with
a Q icon in the upper left hand corner and have no idea
what they're supposed to be used for. Here are the two
most basic instructions:
- Get a copy of the Q-Continuum rules
sheet. They're available on this web site, as well
as from our EmailBack system. You can send mail to EmailBack@decipher.com
with the subject QCRULES and you'll get them
in a few minutes.
- You cannot, in any way, play these
cards from your hand. The only place you can put
Q-Icon cards is in your Q-Flash side deck, and they
only way they may be played is via this side deck.
If you do manage to get one in your hand (with a
Palor Toff, for instance), you still can't play
them.
Ok, let's assume that you've read the
QC rules sheet and you have those two basic rules down.
The next question is "What do I put in there?"
At first, just like with any card, you'll be tempted to
put in multiples of cards you want to be sure of. But
there is an extra complication with the Q-Flash.
A Q-Flash (meaning one instance of
encountering a Q-Flash seeded like a dilemma) follows
the same duplcation rules regarding multiple dilemmas.
As you know, if you find the same dilemma more than once
underneath a mission, the duplicate is discarded without
effect. The same holds true for Q-Icon cards. If you
encounter the same one more than once in one Q-Flash,
the extras are discarded, and that's a
"wasted" card. But if you really want to make
sure that card comes up, you'll want extras. And you
don't want to run out of cards either. A few general
suggestions:
- Go with about 10 Q-Icon cards per
Q-Flash you intend to seed. This will keep your deck
reasonably small while making sure that you won't
run out.
- Look for cards that enhance your
deck strategy. Capturing decks can benefit from the
High Sheriff of Nottingham and Mandarin Bailiff.
Combat decks should look at The Issue Is Patriotism
or Military Privilege (but never Into The Breach!).
If your opponent plays a speed game, slow him down
with Q's Planet or Subsection Q. The
"Eliminator" deck features Penalty Box,
Frigid and Guilty -- Provisionally. And, for sheer
annoyance factor, load up your deck with Scottish
Setters, You Will In Time, Penalty Box, and
Lemon-Aid.
- Stock about one of your
"vital" cards for each 5 cards in your
Q-Flash. Thus, if you are playing with a 30-card
side deck, you would want about 6 of your main
cards. Now, you're assured of getting one just about
every time your opponent hits a Q-Flash, but you
won't have much duplication.
Now that you know what to put in your
side deck, the only remaining question is where to put
the rest of your Q-Flashes. Since they work best when
your opponent has many personnel, try setting up a combo
involving a dilemma that requires many personnel.
"Wall" dilemmas that require high attribute
scores, such as Hologram Ruse, Shaka, Hidden Entrance,
or Malfunctioning Door are good choices. Seed your Flash
first, so that they will first encounter the dilemma.
They will have to beam down a large Away Team to
overcome it. Once they do, they'll be forced to continue
and will be hit with the Q-Flash with at least five or
six people in the Away Team.
That concludes our basic lesson on the
Q-Flash. These strategies should get you started. In
fact, I've only played a handful of games with Q-Flash
side decks, so maybe you'll be able to suggest a few
things I might have missed!
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A Peek Inside Q's Tent
Jenice
Picture this game scenario: it's your opponent's turn,
and they say one of the following phrases, either
"tent choice" or "tent random".
Before you ask, they're not talking about camping
equipment, they're attempting to play one of the most
useful cards in all of STCCG. It's a doorway card
known as a "Q's Tent", and it comes from the
Q-Continuum expansion of the Star Trek Customizable Card
Game. This card has three main uses, each of which
will be discussed in this article.
The
lore on the Q's Tent card says the following: "Place
one atop Q's Tent side deck (up to 13 different cards)
during the seed phase. Q's Tent is now open and in
play." What most players do when they
stock their Q's Tent is put various kinds of cards in
there in the hopes of being able to get them into play
later on in the game. Another popular strategy
using the Q's Tent is stocking it with "downloadables",
cards that can be downloaded via other cards. An
example of a "downloadable" is the Starfleet
Type II Phaser, a card that be downloaded by the Tasha
Yar Alternate personnel card. Other good
downloadable cards can include any personnel that can be
downloaded by the Assign Mission Specialists objective
card.
The
lore on the card continues with this: " OR Stock
in deck and use as follows: Once per turn, play to take
a card from tent into your hand, either your choice
(discard doorway) or random selection (place doorway on
top of your draw deck). Must show card to
opponent." When you draw a Q's Tent
from your draw deck, it can be used in two
important ways. If you choose the "tent
choice" part, you can take any card in the Q's Tent
into your hand. That's good because you can take
any card you need that's important to your game
strategy. For example, if your opponent has a
Horga'hn in play, you could "tent choice" for
The Devil, the card that can nullify a Horga'hn.
On the other hand, if you decide on the "tent
random" option, the action is a bit
different. This time you just pick a number from 1
to 13 (or however many cards there are left in the Tent)
and you take into your hand whatever card matches with
the chosen number. That's also good if you don't
really have a preference as to what card you get when
you use a Q's Tent card from your hand.
Probably the most important sentence in the card's lore
is the last one: "Draw no cards this turn."
That is extremely important to remember because many
times people forget that and draw a card anyway.
The best thing to do in that situation is wait until
near the end of your turn before you play the doorway.
A good example of doing this is playing a Kivas Fajo-Collector
card (an event that lets you immediately draw three
cards) before using the Q's Tent so you get to draw the
cards before you're not allowed to.
The
Q's Tent doorway card can be very vital to your deck
when you play STCCG...who knows when it will come in
handy? Hopefully, next time you play and see (or
hear) your opponent play a Q's Tent, you'll better
understand what the card is all about.
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SAMARITAN SNARE
By: Kathy McCracken
Major Rakal (majorrakal@decipher.com)
Aefvadh! Let's take a look at a
mission that looks like a real loser.
Rare Space Mission
Fed/Kli/Rom/Non, 15 points, Span 3
ENGINEER + Discard one Equipment card
Federation must attempt mission if present.
"Rhomboid Dronegar Sector:
Respond to distress call from Pakled ship."
So what good is a 15 point mission?
One that makes you discard something, and anyone can do
it? And they had the nerve to make it rare!
Well, that little line of text under
the mission requirements gives it away: like the Pakleds,
this is primarily a nuisance to the Federation. But
there are other ways that good Imperial citizens of both
types can use this. Read on.
Obvious use: stall a Federation
opponent. If they miscalculate and have to stop there,
they must attempt the mission, facing dilemmas and
Q-Flashes for a possible gain of only 15 points. I say
possible, because a good Fed deck should have lots of
ENGINEERs and MEDICALs, and isn't nearly as likely as
Romulans or Klingons to be using typical equipment. To
make it even more of a nuisance, leave an Anti-Matter
Pod there.
How to get your Federation opponent
there:
- Paxan "Wormhole"
(relocate their ship if no android aboard; not so
good since they probably have Data).
- Real Wormholes (drop them right on
it).
- Subspace Warp Rift (they can choose
between getting their ship damaged, or having to try
the Snare). Requires strategic placement.
- Gaps in Normal Space (choose
between getting someone killed, or the Snare).
Requires strategic placement.
- Birth of "Junior" or
Baryon Buildup to reduce their range till they can't
get by without stopping.
- Or how about a really simple
one--park your non-Fed ship there and play a Hail as
they try to get by.
Dilemmas to Use: Anything that won't
stop the crew, because if they get stopped they can
leave on their next turn. Good candidates: Tarellian
Plague Ship + REM Fatigue Hallucinations, Bendii
Syndrome, Frame of Mind, The Higher...The Fewer (makes
the mission even less worthwhile), Yuta, Nitrium Metal
Parasites, Quantum Singularity Lifeforms (with a Romulan
ship parked there). Or how about just a Borg Ship? A
Q-Flash will also work if you're careful not to use
Q-Continuum cards that stop the crew.
Not-so-obvious uses for Imperial
citizens: Your opponent is not likely to load this with
tough dilemmas. Feds won't want to chance getting stuck
facing their own hard dilemmas, or worse, a Q-Flash; and
no one will think it's worthwhile to do much
booby-trapping of a lousy 15-pointmission. And Romulan
and Klingon opponents aren't likely to spend their time
trying to "steal" it. Plan on an expendable
equipment card in your deck.
- "We are smart. We look for
dilemmas. Dilemmas to get us points." Seed your own
point dilemmas to make it worthwhile to do. Barclay's
Protomorphosis Disease + Cosmic String Fragment +
Nanites gives you a 40 point mission. Note that it has a
yellow affiliation bar--your non-aligneds can do this
one alone. - Easy mission for a Cryosatellite.
Or, use it as a decoy. If your
opponent reads this review and does load it with
dilemmas, that's fewer dilemmas for the missions you
really planned to do.
The Major's Combos:
- Samaritan Snare + a Fed opponent +
Hail
Samaritan Snare + the listed point
dilemmas
Jolan tru,
Major Rakal
Tal Shiar
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TM & © 1996-2000 Decipher Inc. All Rights Reserved.
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