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DECIPHER.com > star trek ccg > strategy articles


Kathy McCracken's Capturing
08/99 - Kathy McCracken, Major Rakal

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Way back in the Alternate Universe expansion, Star Trek Customizable Card Game introduced the concept of taking captives. The mechanism was rudimentary and not very realistic - only four cards took captives; a captive was placed in a separate "captive area" off the spaceline; and the only thing you could do with a captive was to "Interrogate" him to earn a few points. You could play Rescue Captives to retrieve your captured personnel, but most players didn't bother to stock the card; the chances were slim that an opponent's Cardassian Trap (the only capture card that was reasonably useful and reliable at the time) would capture a personnel so crucial that they couldn't do without him.

Since then, almost every set has included one or more cards that take captives or give you more ways to use them. The Blaze of Glory expansion not only supplies as many new capture-related cards as all the previous sets together, but also turns capturing into a more realistic scenario with new rules on "escorting" captives and brigs to hold them in. While you aren't likely to win a game with capture alone, it's more devious than straight dilemmas and more subtle than all-out battle for draining your opponent's crew of good personnel. What's more, you can score a few points, drain your opponent's score a bit and use his own personnel against him in a variety of ways.

How Do I Capture Thee? Let Me Count the Ways
How do you like your captives - from dilemmas, interrupts, incidents or objectives? Take your pick of well over a dozen ways to fill your brig to overflowing.

The most reliable of the dilemmas is still Cardassian Trap. Take out your opponent's Empathy with Brain Drain, Yuta, or Empathic Echo and, if he has any unique non-Cardassians in the Away Team, one is taken captive. Mandarin Bailiff (a Q-icon dilemma that can either be used in a Q-Continuum side deck or seeded as a normal dilemma using Beware of Q) isn't a sure-fire way of getting a captive - your opponent can "post bail" instead by transferring points to you for the red "skill dots" on the captive's card - but either way you benefit from the dilemma, and as with Cardassian Trap, you don't need any personnel at the location to get the captive (or the points). Frame of Mind, another dilemma with no conditions and a difficult cure, can also produce a captive if you follow it up with Reflection Therapy, with the bonus of allowing a later download of Interrogation or Brainwash. Just remember to give the personnel more useful skills than the typical Barbering or Cantankerousness if you intend to Brainwash him later for your own use (or cure him with your own 3 Empathy if his native skills are useful to you).

To take a captive with Extradition, you must have Law or Treachery at the location, as well as a ship or facility from which your SECURITY personnel can beam aboard the opponent's ship. For that reason, Scout Encounter makes a good setup; just download two universal SECURITY, with at least one having Treachery, aboard the scout ship. A couple of dilemmas don't require you to have anyone present when the opponent encounters them, but they aren't "trap cards." For Kidnappers, you must bring your SECURITY to the planet by the end of your next turn, or you lose your chance for a captive. (Precede Kidnappers with Matriarchal Society to ensure females in the Away Team.) For Abandon Ship!, you can capture the abandoned crew, but only if you get your ship there before your opponent can rescue them with another ship. This dilemma has the added complication that the opponent's ship must be damaged or have its RANGE reduced to trigger the dilemma. Because of this, "Pup" and Scout Encounter are a good setup.

His Honor, The High Sheriff of Nottingham doesn't take a captive on its own; you have to take a captive some other way first, so that when your opponent hits this dilemma and returns a captive to his Away Team's location, you can show SECURITY from your hand and take two captives.

Several Interrupt cards also provide ways to take captives. While a couple are quite specialized and dependent on your opponent's affiliation or strategy (Seize Wesley works only with Ktarian Game and can capture only Wesley Crusher, and Caught Red-Handed exposes and captures an infiltrator present with your shape-shifter), four are well worth a second look.

Blaze of Glory's Outgunned, which provides the long-awaited capability of commandeering a ship, has a side benefit of taking the entire crew captive. It must be the opponent's only ship at a location (and undocked), and you need WEAPONS power present of three times the target's SHIELDS. Against an opponent who relies on a mega-crew aboard a single ship, this can be devastating. You'll want plenty of Q2's on hand to counter the Amandas this card will attract.

Thine Own Self "loses" an opponent's one- or two-person Away Team under a planet mission until the mission is completed. If you are the one to complete the mission, you capture that Away Team. Try this on a red-shirting, mission-stealing opponent to make him think twice about his strategy.

Dixon Hill's Business Card is often overlooked because its "gangster-ese" game text is a little obscure. Buried in the interrupt text is the phrase "Put da bag on 'im." In Federation standard, that means "That personnel is captured." If one of your opponent's personnel dies with no one present, play Dix's Card as an interrupt to select any other personnel he controls, anywhere in play, and you get a captive - probably one whose owner will be happy to "pay" you 10 points to retrieve when you Interrogate him.

The last of the capturing interrupts is Romulan Ambush. You need a D'deridex-class warbird and an opponent's ship with SHIELDS of less than 6. That last is not so easy to come by, you say? It is now, with the new Battle Bridge side deck which allows you to fine-tune the damage you inflict to suit your needs. Many Tactic cards, when applied as damage, reduce the target's SHIELDS; by deliberately limiting the hull damage, you can easily cut almost any ship's SHIELDS below the magic 6 without destroying it first - and after you play your Ambush and take a captive, you get to destroy the ship anyway. The Tactic card Target Shields was made to order for a Romulan Ambush deck. Not only does it have respectable ATTACK and DEFENSE modifiers of 2 each, as a damage marker it reduces SHIELDS by 2 and takes any SHIELD enhancements off line for that ship, and inflicts no hull damage at all. Finally, while dealing two damage cards if you "hit" the target, it still "drains shields - deals one damage - even if you don't "hit"! And if you're planning to use Romulan Ambush, make sure one of your warbirds is the new Goraxus, which has a special download for the interrupt.

Two Blaze of Glory incidents, both seedable hidden agendas, will add to your captive pool. One of the most powerful capturing cards yet is Captured. For its first function, all you need to do is bring your personnel together with your opponent's (on a planet, ship or facility), and have more SECURITY or hand weapons there than he does, and you take away one captive. And if you've ever envied the Borg the Talon Drone's ability to assimilate a personnel stunned in battle, you'll especially like the second function, which lets your SECURITY take a captive under similar circumstances. You get one use before discard, so seed a couple and Palor them back to replay. Intruder Alert contains several important functions, including the ability to capture a one- or two-person Away Team in your Ops. Be sure to seed one if you want to prevent first-turn commandeering of your Nor by a CIVILIAN or V.I.P. Computer Skill played to Promenade Shops or Guest Quarters.

Blaze of Glory even gives us a personnel card that can take a captive: Ilon Tandro, a Federation/Cardassian personnel, has the ability to capture one personnel present. He can only do it once per game, but nevertheless a nice addition to a capture deck.

To wrap up capturing methods, consider two more that require some "cooperation" on your opponent's part. If you complete your homeworld mission with HQ: Secure Homeworld, and at that time, your opponent has any personnel on the planet that don't match your affiliation, you capture them. In addition, any time you earn seeded personnel that belong to your opponent, they become your captives. That includes Mirasta Yale, personnel in a Cryosatellite, or those seeded under Dozaria (Search for Survivors) or Cardassia IV (Rescue prsioners). Attempting to steal your opponent's mission to get captives can be dangerous with Fair Play, but Cryosatellites often end up under a high-point mission such as Wormhole Negotiations, and you might consider including Dozaria or Cardassia IV in your own deck; if your opponent was planning to seed it, he will undoubtedly seed his personnel anyway, and the mission will be immune to Fair Play.

Escort the Prisoner to his Cell
No longer is a captive magically "transported" to a nebulous holding area near your discard pile, even when your personnel are present to make the capture. Instead, your crew or Away Team takes the captive into custody if they're present when the capture is made (for example, with the dilemma Extradition or when earning your opponent's Cryosatellite). A few cards (for example, Cardassian Trap or Dixon Hill's Business Card) don't require you to have anyone present; the card itself then acts as a "trap," staying in play to mark the captive until you send someone to take them into custody. The captive is held on the planet surface or "in space" at the capture location, so you have to take an Away Team down to a planet or beam him onto your ship at a space location.

Once you take custody of a captive, you may keep him with your personnel ("escort" him) or hold him in a "brig," which has several advantages in addition to allowing you to dispense with an escort. If you're using a Nor, a Security Holding Cell site will let you download Brainwash, Interrogation or Torture each turn; for any other facility, or a ship, you'll need a Holding Cell Door to supply the brig, plus another to play when you want to download one of the capture-related events.

As long as he is held by a trap card or in a brig, or escorted by your personnel, your opponent will have to play a card, such as Rescue Captives or the new Prisoner Exchange, to rescue his personnel - or commandeer the facility or ship where you're holding him. Don't leave him unattended (unless he's Brainwashed and working for you) unless you want your opponent's Away Team to "untie" the prisoner and let him walk away. (Note that a captive that is "held" by a trap card is not unattended, even though no opponent's personnel are with him; "held" and "unattended" are mutually exclusive.) To limit the all-encompassing effects of Rescue Captives, split your captives up and hold them at different locations, and seed Prepare the Prisoner; your opponent will have to bring his ship or Away Team to each location and play a separate copy of Rescue Prisoners for each group. If you're playing Romulan, keep Tharket with your most important prisoner group, so he can nullify Rescue Captives (once per game).

As before, a captive cannot use any of his skills or other features, with this restriction now represented by the captive being "disabled."

Decisions, Decisions: Brainwash, Torture or Interrogation?
Now that you've loaded up your brigs with prisoners, what are you going to do with them? To start with, you'll want to play Prisoner Escort on each one before you take him to the brig - it costs your opponent 5 points when he gets there. Keep needling him for points with Torture: he'll lose 7 points for each prisoner who dies under Torture. Even better, let Madred perform the torture to increase the loss to as much as 10 points. If you'd rather score points yourself than take them away from your opponent, use Interrogation instead. You score 1 point each turn your opponent "resists" the interrogation (2 points each turn if Madred interrogates him); if you snared one of his more vital personnel, he may well be willing to "give in" (you score 10 points, 11 with Madred there) in return for getting his man back. Torture can even be special downloaded with Gul Madred, but you need the Non-Aligned Madred to get the extra points for these cards, so use persona replacement as your needs change.

If you prefer a more active approach, you can Brainwash the captive and use him yourself. Brainwashed captives make good redshirts or, if you happened to get someone with skills you can actually use, solve a mission. Then again, turning him against his owner might be more to your taste. With E-Band Emissions, not only is the Brainwash protected from Kevin Uxbridge, but the Brainwashed captive gets an infiltration icon and can infiltrate his former crew. There he can foil a mission attempt by draining skills from his Away Team with Counterintelligence, or attack and kill a crewmate with Dial Martok for Murder.

Maybe the random captive you took isn't really good for much; he's not valuable enough for your opponent to want to rescue from Interrogation, you can't use his skills and infiltration is too much trouble. If your opponent has a few of your personnel sitting in his brig, you can use Prisoner Exchange to release one captive to him, in exchange for all of yours he's holding at that location - not a bad tradeoff. If he doesn't have any of your personnel, just download someone instead. Either way, you get at least one of your own personnel to use in exchange for an otherwise useless (to you) captive.

Drawing What You Need
With all the capturing-related cards that you'll want to use in your deck, you may be concerned about drawing your personnel and ships in time to solve missions. Two Blaze of Glory cards will give the capture-oriented deck a hand with extra card draws.

Fajo's Gallery, like Kivas Fajo - Collector, is an event that provides you with extra card draws. But instead of a one-time "draw three" effect, Fajo's Gallery stays on the table and gives you two card draws each time you capture a unique personnel, one draw if you bring a {Fajo} card into play. If your deck is loaded with capturing cards, chances are you'll hit on a unique captive at least a few times during a game. Focus on Cardassian Trap (which takes only unique captives) and Dixon Hill's Business Card (which lets you choose the victim) and you're sure to get a high proportion of captives that will trigger the Gallery's effects. And Dix's Card will even get you three extra draws, because it's also a {Fajo} card.

Perhaps the cards in your hand just aren't the ones you need at the moment; you're holding a handful of Tortures and Brainwashes in the early game when what you really need are some personnel to go take captives into custody; or your opponent is playing Borg without any counterpart, making your Dixon Hill's Business Cards useless. Prepare the Prisoner provides an efficient way to burrow down through your deck a little faster, eliminating any capture cards that you know will not be useful while not discarding permanently the cards you will need later when you actually have some captives to Torture. During each of your turns, select from your hand a capture-related card that you won't be needing right away (or at all) and put it under your draw deck or discard pile, then draw a card to replace it. Your temporarily unneeded capture cards will accumulate under your deck, where you can get them back with Remodulation when you need them.

So Many Captives...So Little Time
Yes, capturing has come a long way from its limited initial implementation. The wide variety of capturing methods and captive uses means a universe of card combos to explore - dilemma combos that create one-man Away Teams to die alone or lose to Thine Own Self, non-battle ways to damage ships with SHIELD-reducing damage markers, or devious ways to use infiltrators. So start setting your favorite traps, and prepare the torture chamber and brainwashing booth. It's time to start rounding up the prisoners!

Jolan tru!

     

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