Star Trek CCG - Official Tournament Starter Deck
Card Strategies
Armus - Sticky Situation
By Richard Hallquist (rrhallqu@colby.edu)
On the surface, Armus - Sticky
Situation may not seem like that powerful a card. After
all, it only kills a single personnel, you don't get to
choose who dies, and it could very well simply stop that
person, as a Diplomat with Cunning > 7 isn’t that
tough to find. However, in combination, this card
breathes new life into a rarely used dilemma: El-Adrel
Creature. Seed the Armus - Sticky Situation so that it
will be encountered first, and then follow it with the
El-Adrel Creature. This will mean that the highest
strength on the away team will either be killed or
stopped, at which point the rest of the away team will
hit the El-Adrel Creature, and probably lose another
high strength member. Finally, conclude with the common
Malfunctioning Door, and watch as your opponent
scrambles to find the necessary strength.
As Soong-Type Androids become more and
more common, Armus - Sticky Situation is an excellent
way to pick them off, as their Strength tends to stick
out like a sore thumb. Especially if you have the room
to seed a set-up dilemma to pick off their Diplomat (Zaldan
is the obvious choice, although Yuta is a safer bet),
you have a very good chance of eliminating the Android,
angering your opponent (no one likes losing an Android),
and circumventing the problem of Soong-Type Androids
passing right by the Malfunctioning Door.
Decks based around Assign Mission
Specialist in great number will also have a tough time
coping with this combination. More than likely, unless
the deck is based around Diplomacy, they will lose their
strongest personnel to Armus - Sticky Situation, then
their second strongest to El-Adrel Creature, and finally
be confounded by the Malfunctioning Door, as all the
Strength 6 personnel in the universe won’t get you
past it (much less strength 5 or 4).
Finally, this is the ultimate dilemma
for thwarting your opponent’s attempts to send down
only one personnel to clear out the dilemmas (commonly
called “red-shirting”), as it is only discarded when
someone remains. If you opponent sends down only one
personnel, they will hit Armus - Sticky Situation, that
personnel will die, but the dilemma will wait patiently
for the next victim. When used properly, Armus - Sticky
Situation can be an effective way of picking off
dangerous personnel.
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Darmok
By Bill Martinson (billm@decipher.com)
No ship in the STCCG universe has as
much flexibility as the Darmok, one of the twenty black
border cards found in the Star Trek Official Tournament
Sealed Deck. When reporting for duty, you get to choose
one of three special equipment functions - a Tractor
Beam, Holodeck or Particle Scattering Device.
What this means for sealed deck play
is now you can match a ship's function to the cards you
get in your sealed deck booster packs. Got a lot of
holograms? Now you have at least one ship with holodeck
capabilities so you can use them. Need to tow a
Radioactive Garbage Scow? No problem, give your ship the
tractor beam, and you can move it away. Or if you happen
to get a Particle Scattering Field Event card, the
Darmok can cause your opponent lots of beaming
headaches. Or just give the ship the Particle Scattering
Device to make your opponent afraid to beam anywhere,
just as a bluff! But remember, once you pick the special
function at reporting, that's what the ship will have
for the rest of the game, so choose wisely.
In standard Star Trek Swiss
tournaments, and in casual play, several copies of the
Darmok can make a really nasty Particle Scattering Field
deck. In addition, as a stand-alone card, this ship is
easy to staff and has respectable RANGE, WEAPONS and
SHIELDS numbers.
Combos:
Darmok + Particle Scattering Field
Darmok + Hologram characters
Darmok with Plasmadyne Relay
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Hide And Seek
By Bill Martinson (billm@decipher.com)
So what's a Q-Continuum card doing in
the Star Trek Official Tournament Sealed Deck? Quite a
bit, actually. What you are seeing is the second
dual-type card. This Q-Dilemma/Event gives you a lot of
flexibility in a sealed-deck environment and breathes
new life into the Q Continuum side deck of your regular
tournament deck.
In a sealed-deck environment, you'll
probably be taking advantage of the dilemma half of this
card, since it can be seeded like a regular dilemma.
Very simply, it gives you the ability to stop some or
all of your opponent's Away Team members, limiting her
chance of successfully completing that mission this
turn.
Outside the Sealed Deck tournament,
this card also becomes a valuable weapon in the war on Q
"bypass" strategies. The first option you have
is to place this card on the table as a Hidden Agenda
event. Although this takes up a seed slot, you have the
flexibility to use it at any time.
Have you been looking for a new reason
to incorporate a Q-Continuum side deck? Throw a couple
of copies of this card in your Continuum to back up the
one you seeded as a Hidden Agenda. This way during a
game, you can use the seeded copy to stop your
opponent's first attempt at Q bypass. That copy of Hide
and Seek will be discarded, but that's where the backups
in your side deck come in! By the time your opponent
attempts Q bypass at a different mission, chances are
another copy of Hide and Seek will have come up from
your Continuum. If the extras come up more often than
you need them, or if your opponent isn't playing a Q
bypass strategy, you can always choose to have the extra
Combos: copies function as dilemmas.
Combos:
Hide And Seek + Sealed Deck
Environment: An effective dilemma to slow down your
opponent.
Hide And Seek + Q Flash: Flexibility
in accessing either text of the card. Pull out those Q
Flashes!
Hide And Seek + Hidden Agenda option:
Use it as a safety net in case your opponent tries to
bypass the dilemmas via Q.
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Hippocratic Oath
By Tom Landy (tlandy@Autobahn.MB.CA)
Hippocratic Oath is a very powerful
dilemma from the OTSD. Not only can it be a wall if your
opponent is lacking MEDICAL personnel when attempting,
but if your opponent does have the MEDICAL required, the
MEDICAL with the most CUNNING will actually abandon your
opponent's crew/Away Team to help somebody else in
need...for awhile. This isn't bad, MEDICAL is needed for
many instances and if you can set it up properly, you
can have alot fun.
For example, seed Hippocratic Oath so
it is encountered before a Tarellian Plague Ship.
Chances are, you will take out your opponent's only
MEDICAL and then the rest of the crew will be wiped out
from the Tarellian Plague Ship. Either that, or another
MEDICAL hits the road. You can even be more nasty,
sending the MEDICAL by Hippocratic Oath to Qualor II
Rendezvous if you can. His/her trip looks like it may
last awhile longer, if affiliated... And if this wasn't
enough, seed Alien Parasites at the other mission
adjacent to Qualor II, then you can send the lonely doc
some visitors. ;)
Combos:
Hippocratic Oath + Tarellian Plague
Ship: "Julian! You sure picked a good time to help
the Jem'Hadar!! If we find out you are playing
darts..."
Hippocratic Oath + Qualor II
Rendezvous: "I'm a doctor, not a couch potato!
Well, actually I guess I'm both..."
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Husnock Outpost
By Bill Martinson (billm@decipher.com)
In a single moment of rage, Kevin
Uxbridge eradicated the entire Husnock race. Left behind
were the powerful Husnock ships, as well as a few
surprises. One of those surprises, thanks to the
craftsmanship of Decipher's award-winning art
department, is the Husnock Outpost.
In a sealed-deck environment, the
Husnock Outpost provides you a nice starting outpost
capable of hosting whichever affiliation you decide to
use. Much like a Neutral Outpost, this Non-Aligned
outpost can be used by any one affiliation at a time (or
more under a treaty). Don't worry over the fact that it
seeds only at Non-Aligned locations, because you'll get
just such a mission in your 20-card premium pack (and
more are available in DS9 and later expansions).
In regular play, the Husnock Outpost
can provide you with a variety of strategies. Allowing
you to seed a Husnock Ship face up during your seed
phase means you'll have a ship ready to go right at the
beginning of the game. Its shields of 40 provide extra
protection from roaming Klingon attack armadas. When
protecting ships, it only extends 25% of its shields,
but 10 added to shields of your ships is never a bad
thing. And finally, this outpost does *not* say
"seed one," so you can seed as many of them as
you like -- just keep in mind that you can't build them
later in the game.
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Make Us Go
By Scott E. Roszkowski (thejester@mailexcite.com)
A "pain-in-the-neck" card to
be sure, this card targets what may be, arguably, the
most powerful personnel type in the game. Let's see;
Geordi, Scotty, Roga Danar, Lore, Zephram Cochrane,
Data, Rachel Garett, and Miles O'Brien. Yep, sounds
pretty powerful to me.
Here's where the fun kicks in. Seed
the following combo in this order:
Make Us Go + Birth of
"Junior" + Cytherians: What happens is
this. You first encounter Make Us Go and it swipes one
of your most cunning ENGINEER (most likely having
ENGINEER x2. Doing this allows you to continue...
And run smack into the Birth of
"Junior" which, in most normal cases, will
gleefully attach itself to your ship but this doesn't
stop you either. So of course you hit...
The Cytherians which sends you (with
"Junior" in tow) to the far end of the
spaceline. The fun part, you ask? Well, first off, you
will NOT be back in time to save your ENGINEER from
getting booted out of play. If that's not enough to ruin
your trip, if "Junior" is attached...
Well, don't count on seeing those 15
bonus points any time soon.
By Landon Manning (lcmsmu@juno.com)
Basic Combo:
Make Us Go + Cytherians: Basically, this
guarantees that the ENGINEER will be placed out of play
since it requires one to get past, then the Cytherians
"encourage" the ship to move away, removing
the CUNNING>24 from the scene. (Bye bye, ENGINEER.)
Better combo:
Make Us Go + Birth of "Junior" + Cytherians:
Get rid of an ENGINEER, send the ship off, and, more
than likely, destroy it as well. To overcome this, the
ship would have to have 4 ENGINEER on separate people,
so no super ENGINEERs, unless the super ENGINNER is
stupid (not likely to happen). Data would put a kink in
this, but who wouldn't mind getting him out of play?
Substituting Theta Radiation Poisoning for the Birth of
"Junior" would work the same except you don't
get to destroy the ship.
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Spacedoor
By David Spunzo (Barclay47@aol.com)
Sure, you can't stock it in a deck or
side deck. Sure you have to discard a card to re-open
it. But isn't what it can do worth it? For people
playing a lot of Test Propulsion Systems missions, it
can help you get out enough universal ships to make a
run to two or three at a time. Being able to return a
ship to your hand is even better, getting rid of
"Junior", Tsiolkovsky Infection, and Static
Warp Bubble.
The best use of the Door is for a Borg
deck. If you don't want to stock too many Cubes, just
download one then close the door behind it. Even better,
when the door is closed, you can use your opponent's Red
Alert, so if you have an opponent who is Red
Alert-happy, you can get a Cube staffed in no time,
without using too many Activate Subcommands in the
process.
Combos:
Spacedoor + Test Propulsion Systems deck:
Constant universal ships, as long as you have enough
cards to throw out.
Spacedoor + Borg deck: Cube on
the first turn, tent and Retask free!
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Space-Time Portal
By Bill Martinson (billm@decipher.com)
This doorway, like the Alternate
Universe Door, meets your basic need for a way to play
AU-icon cards. In sealed-deck play, this helps you make
the best use of your Alternate Universe booster pack and
ensures that all of your AU dilemmas are seedable. (And
if you pull a heavy hitter like Major Rakal or Jack
Crusher, so much the better!) Although the Space-Time
Portal allows you to play only one AU-icon card per
turn, in a typical sealed-deck environment this doesn't
usually hinder you at all.
In regular play, the ability to move
an entire ship with crew from your hand to the spaceline,
and vice versa, can be very powerful -- especially since
you can do it during your opponent's turn and at any
spaceline (or timeline) location. Save up enough crew in
hand to staff a scary AU ship like the Decius, then wait
for your opponent to stray from his outpost and pay him
an unexpected visit.
Which doorway to choose? Well, if you
plan on playing more than one AU card per turn (perhaps
you have lots of AU interrupts, or AU personnel with Red
Alert!), go with the Alternate Universe Door. But if you
don't mind the one-per-turn limitation, choose the
Space-Time Portal and enjoy the extra benefits and
protections it gives you. Or better still, seed *both*
doorways at the beginning of the game; your Space-Time
Portal will be ready for immediate discarding whenever
you need it, and your AU Door will still be there to let
your AU-icon cards enter play.
Combos:
Space-Time Portal + downloaded
Alternate Universe Door: Ah, I see you have a PNZ deck.
How about if I nullify your Temporal Rift on *your*
turn?
Space-Time Portal + Devidian Foragers:
Get a hefty boost to the STRENGTH of one of your AU
personnel just before you initiate a personnel battle.
Space-Time Portal + ship in trouble:
Cytherians about to run you into the black hole? Or
stuck behind a Q-Net? Just return that ship to hand and
report it again!
Space-Time Portal + Future Enterprise
+ all-AU crew: Report your future dream crew for duty
anywhere -- at interrupt speed!
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