Star Trek CCG: The Borg - Card Strategies
Assimilate Species
by Chris Heard (UZO@StarTrekMail.com)
The Borg Queen betrayed no interest in
a male "counterpart" in the Voyager
television series, but don't think for a moment that
this makes your personnel -- male or otherwise -- safe
from assimilation in a Voyager-focused environment. The
Collective is still all about assimilation -- now in a
purer form, less polluted with creeping notions of
individuality.
A Borg deck well-stocked with defense
drones and copies of Assimilate Species has easy access
to personnel battle authorization -- and potentially a
whole host of new drones (formerly your opponent's key
personnel). Assimilate Species can be used aggressively,
as the engine driving a personnel assimilation deck;
this works especially well in a comprehensive
environment, where you can use Add Distinctiveness to
score points from assimilated personnel. It can also be
used defensively, held in reserve until needed to remove
a pesky biological infestation (your opponent's
intruders) from your ship.
You do need an Assimilation Table or
Borg Nanoprobes to actually assimilate personnel using
Assimilate Species, but neither card is terribly
difficult to come by. Using Activate Subcommands or (if
timed properly) Awaken, you can download the Procurement
Drone and/or the Antitoxin Drone, who in turn can
download the Assimilation Table or Borg Nanoprobes
(again, watch the timing carefully).
Combos:
Assimilate Species + Fifth:
Scuttle your current objective if an opportunity for
mass assimilation of opponent's personnel presents
itself.
Assimilate Species + Borg
Nanoprobes + one or more Talon Drones: Maximize your
potential for assimilation. Assimilate one opposing
personnel per Talon Drone, one more with the Nanoprobes
and any defense drone, and all the rest (if the target
species) with Assimilate Species.
Assimilate Species + Cranial
Transceiver Implant + Gowron of Borg + First + Fifth:
Never lack for personnel battle attack authorization
again.
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Borg Queen
by Evan Lorentz (mot@decipher.com)
Many Star Trek fans have debated
whether they prefer Alice Krige or Susanna Thompson in
the role of the Borg Queen. Now Star Trek CCG fans can
debate which actress got the better card.
As with the First Contact version,
this Queen has a selectable skill, which can save you an
Adapt: Negate Obstruction (and turn!) when facing
dilemmas. Typically, OFFICER, Diplomacy, Empathy, or
Treachery are the best choices here, as these skills
aren't easy to find on other Borg personnel – no drone
has them. (If you're playing in a Voyager-only format,
your two most likely considerations in choosing a skill
for the Queen are Hazardous Duty and Implication.)
From there, this incarnation of Her
Royal Borgness takes on a different tone. In place of a
normal card play, she may download any Borg Only event
or Borg Only interrupt. There are a few cards this won't
actually work with; this download is in the place of a
card play, so you can't use it, for example, to
put an Adapt card in your hand for later use. However,
there's so much it can get, that small shortcoming
hardly matters. Need to build up drones for a mission
attempt? Get Activate Subcommands. Want some extra
resource manipulation? Get Alas, Poor Drone. A Borg Ship
dilemma just came into play? Get Retask. And don't
overlook We Are The Borg.
In Constructed Warp Speed play, a Borg
player almost certainly wants the Borg Queen as their
one seeded personnel – everything else can cascade
from her. In other formats where seeding is not an
option, stocking extra copies of the Queen works too.
Since she has all three subcommand icons, she'll be a
successful probe for all the core Borg objectives. She
also has the enigma icon you're looking for on Harness
Particle 010. The extra speed of drawing her in your
opening hand and being able to use her from turn one
more than offsets the possibility of having a few extras
piled up in your hand by game's end – and there are
always things like Handshake or Mutation that you might
add in moderation for taking care of that situation.
Combos:
Borg Queen + Unicomplex:
Nothing beats playing the best card in your deck for
free.
Borg Queen (The Borg) + Borg Queen
(First Contact): Want the best of both worlds? (Pun
most definitely intended!) The new Queen is arguably
more efficient for preparing your group of scouts in the
early game, while the original is arguably more
efficient at replacing any drones you happen to lose
once you begin scouting. That's the perfect recipe for
persona replacement. Get what you need out of one Queen,
then switch to the other at the start of your turn when
the situation changes.
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Feedback Surge
by Michel Albert (sven7@nbnet.nb.ca)
The Borg expansion's Referee icon card
comes at a perfect time in the game's history.
First, there's the revitalization of
the Borg as an affiliation, which gives the Collective
incentives to Establish Gateway. Not only does
Resistance Is Futile still make the objective more
lucrative, but now Nine of Twelve makes probing for it
easier than ever. Okay, let them complete their
objective at your mission if it's so easy. What they
don't know is that your Hidden Agenda is Feedback Surge,
and that those points are now yours. You can still sweep
in and solve your mission, now dilemma-less, for its
actual points. A better counter than Access Denied in my
book!
Second, players have been screaming
for an Ajur'n'Boratus counter, the duo being responsible
for the shuffling of many a dilemma combo. Your opponent
might now think twice before trying to eliminate
multiple dilemmas from a mission. As long as you seed at
least 4 dilemmas under planet missions, the Vorgons will
cost your opponent at least 10 points when they do their
thing.
And as better and better dilemmas come
out, the temptation to use either Ajur and Boratus or
Senior Staff Meeting to get rid of them definitely
increases. What's worse? Losing lots of personnel to
Ankari "Spirits" or Replicator Accident? Or
taking a 10 point penalty for removing the dilemma? Of
course, it doesn't disappear into thin air - you get to
re-seed the killer card(s), even under the same mission!
At the same time, we get a new and
very powerful counter to Q-bypass strategies. Definitely
worth a surge of positive feedback ;-).
Combos:
Feedback Surge + opponent's Q +
your 5 dilemmas at same mission: -50 points and you
can re-seed the dilemmas right back under there.
Feedback Surge + opponent's
Establish Gateway + your Investigate Quantum
Singularity: 70 points for a mission with no
dilemmas.
Feedback Surge + Q the Referee:
Don't want to tip your hand with an obvious Hidden
Agenda on the table? Suspend play with Ref-Q to get the
Surge into play after your opponent is in too deep.
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One
by Kim and Allen Gould (society@connect.ab.ca)
When you're looking for non-Borg Borg
cards, here's one card you want. (That was the Mandatory
One pun.)
One doesn't have much for plain skills
- Youth comes in handy in odd places, and SCIENCE is
just a useful thing to have a spare of, but you'll be
adding him for his special skills.
We'll do the last skill first - he's a
one-way Interlink effect with all Borg (the species, not
the affiliation) at his location. While you don't get
the big skill love-in that the Borg (the affiliation,
not the species) gets, you can pull together skills from
both player's Borg (the species, not the affiliation),
whether they're "freed" or still part of the
collective. With the large number of "freed"
Borg to choose from, you'll have a great source of
duplicate skills.
One's other special skill gives you
something to do with all those new-found abilities - One
can beam through any SHIELDS. There's plenty of obscure
tricks you can play here - with Seven of Nine's Computer
Skill, you can beam him onto a Nor to allow your ships
to dock (or just send him to Ops to commandeer the
place, if you prefer.) With his STRENGTH of 10, he's not
the worst choice to send to your opponent's
under-staffed ship to kill the crew (and if Seven's
still around, you can Commandeer Ship).
On the icon side, he has all three
subcommands, which will let you sub for a Leadership
with Crisis or (if he's unselected) save another Away
Team member from Denevan Neural Parasites. He's also an
easy way past Invasive Procedures.
Combos:
One + Seven of Nine: Everyone
loves Seven's skill set - why not have two? Add the
Scission, you can have four!
One + Tribbles: Send One to
take your opponent's tribbles back to his own ship.
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Reginald Barclay
by Joeri Hoste (joerihoste@hotmail.com)
Dear ol' Reg makes a regular TV
appearance in the Delta Quadrant and although getting
him there might be a little tougher, his skills
definitely won't go to waste light years from home.
Providing many a key skill, Reginald
will offer excellent backup to your prime
dilemma-busting and mission-solving personnel, whichever
quadrant you're in. Helping out his marooned Delta pals
he goes a long way in solving many Delta Quadrant
missions from a variety of mission selections:
Aftermath, Inversion Mystery, Prevent Annihilation and
Return Life Form to name but a few. Alpha Quadrant crews
will find him equally useful in the plethora of missions
with two or three skill requirements.
Because Reg is so flexible in
contributing his regular skills to solving missions,
you'll benefit even more from his special skill. Plus 5
points, just for having Reg anywhere in play, each time
you're solving a DQ mission? Talk about a must have for
the Voyager Environment! His INTEGRITY>7 and Honor
combination preps him right up for an Ancestral Vision
to boot. Backing up your Delta cutting edge mechanics
with good ol' Alpha reliability suddenly seems like a
great idea.
Combos:
Reginald Barclay + Angelo Tassoni +
Alyssa Ogawa (Premiere) + Hannah Bates + Heal Life Form
+ Assign Mission Specialists: 55 points from a Fair
Play protected mission, anyone feel like adding
Barclay's Protomorphosis Disease?
Reginald Barclay + Reginald Barclay
(FC) + Visit Cochrane Memorial + Espionage + Federation
DQ missions: Switch Barclays to meet your moment to
moment needs.
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Unicomplex
by Sean O'Reilly (jono1701@prodigy.net)
It's the Borg Headquarters... well,
sort of.
The Unicomplex is categorized as an
outpost in the game for a number of reasons: (1) it's a
space-based facility and all other headquarters have
been planet-based; (2) an outpost gives 50% added
SHIELDs protection to docked ships, keeping those Borg
ships with point boxes safe from attack by the Hirogen
and Kazon; and (3) you can seed a Spacedoor on an
outpost to download a universal ship, something that
can't be done at a Headquarters.
Just like the Borg Outpost, the
Unicomplex seeds at any Delta-quadrant space mission
with no affiliation icons. Through the Borg expansion
there are seven such missions to choose from. By using
either the Interlink Drone (Nine of Eleven) or a Borg
Vinculum you'll be able to scout the mission while
skill-sharing even though the majority of your Borg are
safely aboard your facility - away from the nasty
Species 8472 dilemmas.
Let's get to the special game text on
this outpost:
Once each turn, Borg Queen OR
one unique drone OR one unique ship may report
for free here.
In the First Contact expansion, there
were two unique ships, the Queen's Borg Sphere and the
Queen's Borg Cube. The Blaze of Glory expansion added
Locutus' Borg Cube, while Trouble with Tribbles got us
our first black-bordered unique drone, Third of Five.
The Borg expansion literally bubbles over with unique
drones and unique ships. There's another ship for the
Queen to command. The five "Borg children"
appear as unique drones, while Seven of Nine makes her
official appearance in an expansion, along with former
unimatrix partners Two, Three, and Four of Nine.
You'll now be able to stack your deck
with a lot of unique ships and drones. And with the new
Borg Queen, you'll be able to use your normal card play
to get a [BO] Event or Interrupt and then still play a
unique Borg drone or ship to the Unicomplex. Pretty
nice, huh?
Finally, did I mention its SHIELDs of
74? Hey, attack decks, try and blow this thing up...
yeah, I didn't think so!
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