The Bajoran Affiliation
With the Deep Space Nine expansion set, there are a lot of questions as to what the set contains,
what it's based on, and so forth. We hope this article will answer some of those questions by taking
a piece of the set to concentrate on: the Bajoran affiliation.
Why the Bajorans?
To some people, the Bajorans seem unexciting. One person on the bulletin
board even asked, "The Bajorans? Do they even have any ships?" Of
course they do! The Bajoran freighter, for example, is seen in every
episode in the credits. They have at least four other ship classes,
three of which are in this set.
Thematically, the Bajorans have a lot going for them. Their devout
nature gives them an advantage in using Orb artifacts and other symbolic
Event and Interrupt cards. Their experience gained during the Cardassian
occupation gives resistance fighters bonuses in battle. The concentration
of the show around the Bajorans gives them a lot of flexibility in
card selection (especially missions), and their proximity to the wormhole
grants easy access to the Gamma Quadrant.
Designing the Bajoran affiliation was a challenge, because they are so flexible. The end result is a
pleasant mixture with something for everyone; some cards tuned for battle, some cards with great
skill selection for attempting missions, and some cards for theme decks. Undoubtedly, some of the
themes will be powerful and popular, especially in tournaments. The best decks will include a
balanced mixture, able to adapt to any circumstance.
What's Cool
Deep Space 9 itself, the station which the show is centered around, is a Bajoran station. By using
the seedable Federation/Bajoran treaty, for example, the station can be made available to other
affiliations. The station provides ways of reporting cards, conducting forays to solve missions and
return to file reports and pick up other crew members, and to perform some interesting deck
resource management such as recycling cards. For all of these reasons, Bajoran decks will often
make use of Deep Space 9 as a base of operations.
During seeding, missions in the same region of space are inserted next to each other. This gives the
Bajoran affiliation an advantage because of the five new missions in the Bajor Region. Often, your
opponent will seed missions so that your missions are not adjacent, since increasing the distance
will often increase the time it takes for you to solve them. A Bajoran deck which uses three or more
Bajor Region missions will not be as susceptible to this strategy.
Bajorans have other mission selection advantages in the Gamma Quadrant.
Because most of these missions are solvable by the Bajorans, and because
of the proximity of the wormhole, it will be natural for Bajoran Gamma
Quadrant foray decks to develop. It can take a bit more time to travel
back and forth between quadrants, but using new objective cards in
this set grants a return on this investment by giving extra points
and card draws. (Also be sure to check out the Wormhole Navigation
Schematic interrupt which speeds up wormhole travel).
Finally, the Bajorans have some great new "mains." These characters are definitely personnel to
have!
Hot Cards
It's tough trying to be selective and not choose the entire set for
a "hot" list. Every single card, especially the rare cards, has its
appeal. For these reasons, making a list for the Deep Space Nine expansion
set is extremely subjective. Ask again tomorrow and you would probably
get a different list! Nevertheless, here are some of my favorite cards,
for you to look for in your own starter decks and expansion packs:
- Anara
- universal personnel with Transporter Skill.
- Bajoran Civil War
- downloads personnel to fight with, and also allows your Bajorans
to attack opposing Bajorans.
- Bajoran Interceptor
- a universal ship that is RANGE 9 within the Bajoran Region - and
it has built- in landing capability!
- Bajoran Wormhole
- most of the Gamma Quadrant missions are solvable by the Bajorans,
and this is the most efficient way to get there; it also happens
to be in the Bajorans' back yard.
- Bareil Antos
- excellent mix of skills.
- Deep Space 9
- need more be said?
- Duranja
- Bajoran spiritual flame that grants bonus points.
- HQ: Return Orb to Bajor
- objective that results in extra points, card draws and an Orb
artifact.
- Kai Opaka
- protects Orb artifacts from destruction (there are two in this
set, along with the Orb of Prophecyand Change found in the 1st Anthology,
with more to come in future sets).
- Kira Nerys
- flexible mix of skills and a keystone for the Bajorans.
- Mysterious Orb
- artifact that allows you to relocate your choice of your opponent's
personnel to the far side of the galaxy.
- Odo
- this changeling helps in a number of ways, and introduces a brand-new
skill to the Star Trek CCG!
- Orb Experience
- interrupt that allows you to look at literally any card in the
game.
- Renewal Scroll
- an event usable only by the Bajorans, allowing extra card draws.
- Rinnak Pire
- a universal matching commander for any universal Bajoran ship.
- Shakaar Edon
- this resistance fighter boosts the STRENGTH of all Bajorans.
- The Walls Have Ears
- allows you to report Odo without taking up your card play, and
directly to an opponent's ship.
By: Sandy Wible
Game Designer
Star Trek Customizable Card Game
date: 24 June, 1998