Star Trek CCG Voyager - Card Strategies
Barzan Wormhole
by Joeri Hoste (joerihoste@hotmail.com)
Are you ready to drool? Barzan Wormhole is giving you
yet another reason to stock that easy-to-solve, 45-point
(and that's without Mission Specialists!) Wormhole
Negotations in your deck. Say no more, I like it
already! Oh, if you insist:
Much like the regular Bajoran Wormhole and the
Bajoran Wormhole: Mirror Universe, the Barzan Wormhole
greatly enhances the interaction between players
operating in different quadrants, or improves your
deck's flexibility in hopping from quadrant to quadrant.
The Barzan Wormhole however, isn't as stable as it may
seem.
Seeding in any phase means you're not at a
disadvantage if your opponent tries to outseed you and
gives you the opportunity to spring a surprise at the
last moment. It provides every battle-oriented deck
based in the Alpha, Gamma, or Delta Quadrant the best
option to swarm out and take out your opponent wherever
they might be hiding. White-driven Jem'Hadar,
organ-stealing Vidiians, and ship-ramming Kazon will all
come pouring through that wormhole. Need to get to the [DQ]
really fast? Line up that Dominion armada at the Barzan
Wormhole and play another copy from your deck to
relocate the Wormhole (and all cards at that location!)
to a new location in the Delta (or Gamma) Quadrant.
How's that for wiping the grin off someone's face?
Relocate multiple ships with a single card and you're
not even stopped. Going in for the kill?
It gets better! Once each turn you get to play a copy
to drop any ship with crew (limit of four cards aboard)
at Wormhole Negotiations. That's not even your card
play, so make sure you keep filling that hand for a drop
a turn. No more messing with only-[AU], which is
necessary for the classic Space-Time Portal drop. Any
ship, any personnel.
Seems like Barzan is going to see quite some activity
real soon. Be prepared to defend it!
Combos:
Barzan Wormhole + Bajoran Wormhole: Mirror
Universe + Bajoran Wormhole + your armada:
Quadrants! Hah! Only one big spaceline to me!
Barzan Wormhole + Space-Time Portal: Pick up
that staffed Weyoun's Warship with matching commander
here, drop it down there and blow up stuff. It's that
simple!
|
Caretaker's Array
by Evan Lorentz (mot@decipher.com)
Although the Voyager crew found
getting home from the Delta Quadrant a difficult task,
getting to the Delta Quadrant could hardly be
simpler. Just include the Ocampa planet (Liberation) in
your deck, add this handy incident, and you're ready to
roll.
The benefits of the Caretaker's Array
are numerous. First, you essentially get an
indestructible outpost. Though you can't dock with the
Array as you would a true outpost, your opponent can't
attack it and leave you no place to report your cards
for duty.
Second, you get a
"Headquarters" of sorts. Instead of a free
card play each turn, however, you get to report a whole
ship with crew as your normal card play. Even with the
limit of three staffing icons and three cards aboard,
this is a powerful reporting mechanism allowing decks
based around the Delta Quadrant to keep pace with the
Headquarters enjoyed by the existing affiliations.
Third, you get easy access to the
Delta Quadrant. By either relocating from the Badlands
(using either of the card's two functions) or reporting
directly to the Array, everyone has equal access, from
the Federation to the Klingons to the Cardassians to the
Dominion to the Terran Empire to the Vidiians to the
Kazon -- and everybody else in between. With several
tempting missions available in Delta Quadrant, you may
need no further prompting than this.
Combo:
Caretaker's Array + U.S.S. Voyager:
The Array also lets you seed there any one non-Borg ship
native to the Delta Quadrant. Begin the game with
Voyager at the Array, just as the series began. You can
also seed Home Away From Home so you don't need to worry
about drawing it early.
|
Home Away From Home
by Kathy McCracken (majorrakal@decipher.com)
The Borg, stuck outside their native
quadrant since First Contact, have always enjoyed the
roving "outpost" of a Borg Cube. Now, everyone
else can have the same kind of "home away from
home" while exploring another quadrant, by playing
(or in some cases, seeding) this incident on a ship.
To start with, any [DQ] ship referring
to the "Alpha Quadrant" in its lore can have
equipment and matching [DQ] personnel report aboard. So
all your [DQ] Federation personnel can report aboard
U.S.S. Voyager, even the Non-Aligned crew such as Seven
of Nine, using their alternate [Fed] affiliation icon.
One with a [Stf] icon can even report for free each
turn, for a Headquarters-like ability on the fly. With
the ability to seed Voyager at the Caretaker's Array
followed by seeding Home Away From Home, you have your
roving outpost/HQ from the word go.
But the main privilege isn't confined
just to the few ships that meet that criterion; play
this on any other non-Borg ship, and while it's outside
its native quadrant, you can likewise report personnel
aboard -- those matching both the affiliation and the
native quadrant of the ship -- plus equipment. You'll
want to report your Non-Aligned personnel before leaving
home (unless it's a Non-Aligned ship), or use some other
method of reporting them aboard such as Crew
Reassignment. Perfect for exploring the Gamma, Delta, or
Mirror Quadrant with your Romulan or Klingon crew,
without worry about fetching backup personnel when a
dilemma decimates your crew.
Combos:
Home Away From Home + Caretaker's
Array + U.S.S. Voyager: All you need for a few turns
around this far-flung quadrant, and they're all seedable.
Home Away From Home + any
Alpha/Gamma ship + Bajoran Wormhole or Barzan Wormhole:
If you want to start in your home quadrant, one of the
wormholes will let you head for the stars without giving
up easy reinforcements.
Home Away From Home + Ferengi
Trading Post + a universal D'Kora: The Delta
Quadrant isn't all that can take advantage of a seeded
Home Away From Home.
|
Nanoprobe Resuscitation
by Joeri Hoste (joerihoste@hotmail.com)
Similar to Res-Q and Palor Toff -
Alien Trader, Nanoprobe Resuscitation offers various
retrieval possibilities. Granted, you can only dig up
the top card of your discard and this only once every
turn. Remember, however, that Nanoprobe Resuscitation
can retrieve any card type, including personnel, without
it costing you a card play like it would when playing
Res-Q.
What makes this card a real gem is the
last line of game text. Very easy to pull off for any
Borg player indeed. Don't fret, other affiliations
should have just as much fun reporting the dead if they
have Seven Of Nine (whom you can download with Quark's
Isolinear Rods) in play. Ready to manipulate your
discard pile to get your personnel into play faster?
This gives you another interrupt-based means to report
one personnel card every turn, leaving your card play
open to a drawing mechanism. Nanoprobe Resuscitation
doesn't care about titles or skills, as long as it's the
top card of your discard pile. Report those personnel
where you need them the most by moving your [Com] Borg
around.
Where you used to see the discard
aspect of mechanisms such as Process Ore, Spacedoor,
Mutation, and The Power as a cost, you'll now embrace it
because you've already got that Nanoprobe Resuscitation
in hand to turn it into a benefit. Surprise your
opponent by discarding Dr. McCoy or First Officer Spock,
only to report them seconds later. Don't even worry
about The Next Emanation as you're discarding straight
from your hand.
Combos :
Nanoprobe Resuscitation + your
Seven Of Nine + opponent's killer dilemma (such as
Tarellian Plague Ship): Back before you know it!
Nanoprobe Resuscitation +
opponent's BBSD dedicated to wiping out a certain
classification or skill: Opponent giving up on that
ploy soon enough.
Process Ore + Nanoprobe Resuscition
+ Kivas Fajo - Collector + Barzan Wormhole + Mutation:
Draw 7 cards, report 1 personnel to [Com] Borg's
location, drop a ship (with up to four cards aboard),
and ready to use Nanoprobe Resuscitation on your
opponent's turn.
|
The Next Emanation
by Chris Heard (UZO@StarTrekMail.com)
Heaven. Hell. Sto-Vo-Kor. Valhalla.
The Divine Exchequer. The Celestial Temple. Norfolk.
Many humanoid species both inside and
outside the Star Trek universe have wondered where
sentient beings "go" when they die. In the
Star Trek CCG, the answer is usually "the discard
pile." Unlike the Hebrew She'ol or the Klingon
Gre'thor, however, the Star Trek CCG discard pile is by
no means a place of no return. Through ore processing,
conducting services, and the use of cards like
Regenerate and Res-Q, any number of "dead"
personnel can be restored to "life" and
mission-solving or dilemma-busting glory.
The Next Emanation allows you to give
your opponent an alternate answer to the question of the
destination of the dead. Instead of going to the discard
pile, your opponent's discarded personnel may be
directed to your Next Emanation. They're still
discarded, no longer in play (not even for uniqueness),
so The Next Emanation doesn't prevent your opponent from
playing another copy. But since the various methods of
retrieving personnel from the discard pile won't work
with The Next Emanation, your opponents will have to be
more careful with their humanoid resources. This is
especially true in a Warp Speed environment, where the
rush of the game and the promise of one automatic
regeneration might heighten your opponent's risk-taking
instincts.
Combo:
The Next Emanation + Long Live the
Queen: With their non-universal personnel under your
Next Emanation and six universal personnel removed from
play when they Regenerate, your opponent's Regenerates
will not be sure shots to personnel recovery. Add
multiples of Burial Ground to further drain your
opponent's discard retrieval options.
The Next Emanation + Doppelganger
and/or Klingon Painstik: Make sure that your
opponent's personnel don't come back again, even if
they've been stocked in multiples for use with the Delta
Quadrant Subspace Scission.
|
Stadi
by Kim and Allen Gould (society@connect.ab.ca)
One of only four empaths in the Delta
Quadrant, she can help you get past Unseat Dictator if
you don't happen to have a Vulcan or a large amount of
STRENGTH around. But her true calling is as a pilot –
put her on any Federation ship, and it moves one point
of RANGE faster. Add her to Voyager (or any
Intrepid-class ship), and get a +2 kick – it's like
having an extra Dedication Plaque to work with. That's
especially important in the Voyager-environment, where
you don't get the Plaque to work with.
If you want to get her out of the
Delta Quadrant, her Navigation will let you drop her
with a Type 18 Shuttlepod. And while her skill isn't
cumulative, she is universal, letting you spread the
RANGE-increasing love across your entire fleet.
Combos:
U.S.S. Voyager + Stadi + Bio-Neural
Gel Pack x3: In Voyager-only, you can move at 14
RANGE. Defiant Dedication Plaque will increase it to 16,
and you can Divert Power to move a staggering 18 RANGE.
Delta Flyer + Stadi + those Gel
Packs from above: Once you've moved Voyager, launch
the Flyer and move another 12 RANGE. Add Tom and the
Plaque for 14 RANGE. That's 32 RANGE in one turn, enough
to move about two-thirds of the average spaceline in one
turn. Always good if you're in a hurry.
Stadi + Lower Decks + Ancestral
Vision: You can only have one Chakotay (well, OK,
you can have two), but if you need those skills
elsewhere, Stadi can use her Honor to have substitute
visions.
|
Temporal Micro-Wormhole
by Kathy McCracken (majorrakal@decipher.com)
In 2371, U.S.S. Voyager discovered a
most unusual wormhole -- a very small one that led
through both space and time, to the Alpha Quadrant 20
years in the past. That wormhole appears in the Voyager
expansion as our doorway to other times and places.
At first glance the Temporal
Micro-Wormhole looks much more limited than an Alternate
Universe Door or Space-Time Portal; it doesn't allow you
to seed [AU] dilemmas or play [AU] events or interrupts,
but only lets [AU] personnel and equipment report for
duty. But if you're playing a predominantly
"present-day" deck, with only a few key [AU]
personnel such as Dr. McCoy, Major Rakal, or Grand Nagus
Gint, that may be all you need. Especially in the
Voyager environment, it's more than adequate, especially
when you consider the doorway's other functions.
To start with, you get a once per game
download of Space-Time Portal, saving you a seed slot to
get that doorway's important functions -- or you may
find it more important to stop your opponent's
Space-Time Portal "drop" of an [AU] ship
reporting with crew. By the time you respond to his
report with crew action by nullifying it, he's already
paid the costs of that action, both discarding his
doorway and using up his once per game allowance
for that action, and you don't get back costs paid when
an action is nullified.
But the final function of the card is
the one that will make you seed this instead of one of
the other doorways: twice per game, you can use a
Temporal Micro-Wormhole to report a personnel directly
to your ship (no quadrant restrictions!), regardless of
affiliation. For that, you have to discard the doorway
-- so you'll need two to take full advantage of the
function -- but they can then mix with your other
affiliations for the rest of the game. That one
personnel with a special skill that you'd love to have,
but who's incompatible with your affiliation of choice,
is now accessible. (Sorry, Borg fans -- the one thing it
won't let you do is stock non-Borg-affiliation
personnel in a Borg deck (or vice versa). If you could
legally get them into your deck, it would allow them to
report and mix, but it doesn't get around this basic
Borg deck-building rule.)
Combos:
Temporal Micro-Wormhole + Seven of
Nine: Seven's Delta Quadrant icon won't keep you
from having your very own Non-Aligned (or Federation)
Borg in the Alpha Quadrant for carrying out Nanoprobe
Resuscitations.
Temporal Micro-Wormhole + Brunt:
And you thought only the treaty-less Ferengi could
conveniently use the Writ of Accountability.
Temporal Micro-Wormhole +
Space-Time Portal: Get the best of both space-time
continuums, seeding just the Temporal Micro-Wormhole.
Download the Space-Time Portal for continued (and
expanded) ability to play [AU] cards before reporting
your off-affiliation personnel and discarding the
Micro-Wormhole.
Temporal Micro-Wormhole + Dr. Telek
R'Mor: For the die-hard Romulan fan, what could be
more important than downloading our old friend? That
Space-Time Portal can wait until you draw it!
|
U.S.S. Equinox
by Evan Lorentz (mot@decipher.com)
As seen on the show, the U.S.S.
Equinox crew resorted to very different methods of
trying to get home than the crew of U.S.S. Voyager.
In the game, the Equinox can become the
centerpiece of a very different kind of Federation deck.
One major asset is its tremendous
RANGE. All you need is any "Equinox
personnel" in the crew, and the ship's RANGE
instantly rockets to 11. Among Delta Quadrant ships, it
can only really be beat by loading up U.S.S. Voyager
with all the Bio-Neural Gel Packs it can handle. True,
there are several ships with matching commanders you can
use with the Defiant Dedication Plaque, but then the Equinox
also has a matching commander in Rudolph Ransom. In
short, the Equinox has the run of the Delta
Quadrant spaceline (and can also be an asset in any
other quadrant if you find a way to get it there.)
Perhaps even more appealing is the
ship's dual-affiliation status (shared by all personnel
with "U.S.S. Equinox" in their lore).
If you find the Federation attack restrictions too
limiting, you can simply change the ship's affiliation
to Non-Aligned, then initiate battle (provided there
aren't still Federation personnel in the crew). For that
matter, the Equinox doesn't even have to be part
of a Federation deck. The ship and her crew will mix
with anybody in Non-Aligned mode.
Combo:
U.S.S. Equinox + Caretaker's Array
+ Home Away From Home: Start the game off with the Equinox
as your featured ship rather than the Voyager. Be sure
to include plenty of Equinox personnel so you can
start using that beefy RANGE early.
|
Villagers With Torches
by Sean O'Reilly (jono1701@prodigy.net)
If you aren't playing fair, Referee Q
will blow his whistle, call time out, and place your
personnel on a bonfire until they're well done.
This card is the ultimate anti-red
shirting card. If you attempt a planet mission with one
or two personnel - you can't say I didn't warn you!
Since Villagers With Torches has a Referee icon, your
opponent will be able to suspend play with Q the Referee
to download it to the table and then reveal it to kill
your personnel.
Within a Voyager-only environment this
card becomes very powerful. Without having Thermal
Deflectors and with just a single card to nullify it,
you can seed the event face-down since it's a hidden
agenda. Then, reveal it to wreck havoc on an opponent's
one- or two-personnel Away Team that's attempting a
mission.
Combos:
Villagers With Torches + Rishon
Uxbridge: Protect the event from nullification by
Kevin Uxbridge.
Villagers With Torches + Issue
Secret Orders: Infiltrate your opponent's small crew
to force them to attempt a planet mission and die before
they see any dilemmas.
Villagers With Torches
by Joeri Hoste (joerihoste@hotmail.com)
Ooooh! That puts an end to redshirting
real quick. That's gotta sting! Beef up all those nasty
dilemma combos of yours with a card that doesn't
necessarily require one of those precious seed slots.
As long as you have Q The Referee
revealed on table, you can just go ahead and download
Villagers With Torches, revealing it as a valid response
to your opponent sending fewer than three personnel down
to the surface for reconnaissance. Beware of Kevin
Uxbridge or Quinn who might foil your plans.
Now that Villagers With Torches
requires basic numbers you might want to go for
skill-based walls instead of the attribute-based wall
dilemmas you've been using to keep your opponents at
bay. Focus on a particular field of expertise while your
Battle Bridge Side Deck supported armada swarms out to
hunt down those very same experts. Use dilemmas such as
Spatial Rift and Berserk Changeling that kill and
function as a wall at once. Just watch your opponent
squirm.
Opponent's planet missions may very
well require fewer dilemmas to counter their strategy
effectively, which will only make it harder on them to
reach the minimum of four cards for their Ajur/Boratus
Shuffle and will leave you more room in your seed deck
to protect the Senior Staff Meeting-susceptible space
missions. Back that up with The Big Picture and you're
set.
Combos:
Villagers With Torches + Thine Own
Self: Should I kill'em or just make them go AWOL?
Villagers With Torches +
Implication + Odo's Cousin: Just one of many, give
it your best shot and oh, don't look now but there's my
Kazon Warship!
Villagers With Torches +
Atmospheric Ionization + your walls: Up for a long
wait?
|
TM & © 1996-2000 Decipher Inc. All Rights Reserved.
|