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Playing In A Star Trek
CCG Warp Speed Tournament
It's your first Warp Speed tournament and you're
sitting there with your Enhanced Premiere in
front of you. The tournament director says,
"You may now open your packs. You have 30 minutes
to assemble your deck". Well, watcha gonna do?
The first thing I'd suggest is take all your
preconceptions about Star Trek CCG Sealed Deck
play, fold them up into a nice little bundle,
and put them neatly away in your bag for later
- you won't be needing them!
Warp Speed is a totally new tournament experience,
so we'll take a look at how to build your Warp
Speed deck, as well as some of the strategies
that you'll have to think about as you plot
and weave your way to victory.
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21 premium cards - each "two
cards in one"
6 combo dilemmas
6 dual personnel
9 mission IIs
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I
t's always a good start when you sort out your
cards into piles by type and reject the obvious
no-hopers. There aren't quite so many definite
'no' cards in Warp Speed - holograms are useable
and the ability for personnel to mix freely
doesn't mean instant ejection of minority affiliations.
But you should flick through your Event pile,
roundly curse Lady Luck if you have one or more
Raise the Stakes and toss them out. Some other
cards that you won't be needing for sure are
Treaties and Espionage cards... when everybody's
chummy and can mix freely, these don't do you
much good.
Now turn to your missions . I assume that you'll
play three of them to dilute your opponent's
dilemmas and that you'll mix planet and space
to make sure you can get a full win (you do
want to win, don't you?). Reject missions that
you can't solve (duh!) and try and select those
that you have some redundancy of skills and
affiliation to solve. If they're easy to solve,
all the better - you don't have to worry about
having them stolen in this format. Then make
sure you've got a compatible outpost - the built-in
outpost on some of the Warp Speed missions is
very handy (saves you a seed slot for a start).
Personnel are next. You've got a pretty good
idea of your core mission solvers and have got
a good degree of redundancy among them. For
both the Enhanced Premiere and regular Premiere
dilemmas, there are certain extra key skills
that you'll be looking for: SCIENCE and MEDICAL
for a number of dilemmas, ENGINEER (even Tomek!!)
for Garbage Scow, Computer Skill for Ancient
Computer and Impassable Door, and Diplomacy
for Shaka and Nagilum. This last skill is usually
in desperately short supply but it appears on
several of the new EP dual-personnel cards.
Don't ignore the possibility of gaining skills
through equipment - here OFFICERS can come in
very handy as they can often benefit this way.
Make sure that you have a good collection of
these skills in the fewest people possible (you
want your deck to be lean and mean and it's
difficult to move at Warp Speed when you're
carrying excess baggage). Pick two or three
ships that you can staff easily - if you've
got a Husnock Ship then make sure you use it.
A short spaceline means that the ship's mediocre
speed won't hurt you too much, and it's the
only vessel that will survive a Borg Ship attack.
Events and Interrupts will make up the rest
of your draw deck unless you want to feel belligerent
and pack a lot of weapons (but that would be
diluting your deck...). Before you cackle sadistically
and reach for the old Sealed Deck power events
- Static Warp Bubble, Telepathic Alien Kidnappers,
The Traveller - stop and think.
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I've waited hours for
my ship to come in - seed a ship so that you
can move as soon as possible.
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You didn't fold up all those preconceptions
like I suggested, did you? "Evening up"
in Warp Speed knocks the power Events for a
loop, reducing them from game-breakers to minor
irritants. Include them if you will, but they
won't give you the boost of old. Another card
to ponder is Red Alert: it'll certainly move
your game into Warp as you deploy freely and
even up each turn, but do you want to give your
opponent the same chance? Up to you. Q-Net could
still work quite nicely, but Diplomacy is easier
to come by in Enhanced Premiere, so it may not
always work for you. One card that deserves
a second look in this format is Masaka Transformations.
Your draw deck should be small, so if you aren't
seeing the card that you need, there's a good
chance Masaka will find it for you.
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The value of most Interrupts hasn't changed
much with the new format. Temporal Rift and
Rogue Borg Mercenaries are cool for delaying
your opponent, and Distortion of Space Time
Continuum may give you the zip that you need
at the right time. If you're ENGINEER-rich,
then Particle Fountain is a good card to include
in your deck. As you aren't playing to 100 points
in this format, differentials are likely to
be smaller and those extra points can make a
lot of difference in your placing at the end
of the day.
So you should have your draw deck. Close to
20 cards? I hope so.
Your seed deck can be up to 10 cards and this
includes a possible seeded personnel, ship or
equipment. If you are poor in dilemmas then
you'll undoubtedly choose one of these latter
options. I've waited hours for my ship to come
in - seed a ship so that you can move as soon
as possible. If you have a lot of good dilemmas
then you might use them all to hold your opponent
at bay. Self-seeding point dilemmas is a tempting
prospect, but remember, in Warp Speed you'll
have to get through your opponent's dilemmas
before you reap that benefit. As for Artifacts
- unless you've been unlucky enough to draw
a Thoughtmaker, use the best of them. When you're
at warp, speed is of the essence - a Horga'hn
can supercharge you while a Time Travel Pod
can quickly kick your opponent back to impulse.
Now you're set with your highly tuned 20-card
draw deck and awe-inspiring 10-card seed deck.
Let play commence. Personally I'd go for the
2-mission win as much as possible, but if your
opponent is stalled out and is obviously not
going anywhere, then those 3rd mission points
are an attractive prospect to enhance your differential.
Don't be afraid to change your deck between
rounds to remove things that aren't working
for you or add a skill that you suddenly realize
is missing. And when the tournament is done
and dusted just remember -
if you placed well it's testament to
your superior playing skills
if you placed badly you got bad cards
(that's the excuse I always use!).
if you placed well or badly is less
important than having a good time. That's
in your hands.
Now you can unpack and unfold those neatly
laundered preconceptions. Thank you for your
attention.
Neil Kirby
Veridian III Ambassador
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