NIX VIC TRIX
(a.k.a. Stopping Vic Fontaine)
Please note that this article assumes that you are
relatively familiar with Star Trek CCG gameplay, terminology, and abbreviations/symbols
such as those used in the Glossary and Current Rulings. While beginners
can benefit from this article, it is really more of a toolbox
for intermediate and advanced players.
Vic Fontaine is one smooth singer, daddy-o. What a fantastic
special skill: May download a card if a dilemma just stopped
your personnel here (once per game per dilemma). In fact, its
so good that many players quickly began basing entire deck strategies
on preprogrammed Vic-driven downloads as soon as the Holodeck Adventures
set released (if youre intrigued by such possibilities, read Slik
Vic Trix). Some players have reacted so negatively to Vic that anti-Vic
sentiment, and ruminations about how to defend against an aggressive Vic
strategy, dominated the Decipher
STCCG gameplay message board in late January 2002.
Please note that none of these strategies are perfect.
None are foolproof. Most depend on getting certain cards in your opening
draw. I am not claiming to give you here the final solution to all your
problems with your opponents Vic Fontaine usage. I am just trying
to give you some suggestions about how you might even things out a bit.
Understanding Vic Jumpstarts
Before you try to defend yourself against Vic-based jumpstarts,
you need to understand how Vic-based jumpstarts work. For the sake of
reliability, all Vic-based jumpstarts must depend on preprogrammed first-turn
stops with Vic at the same location.
Some versions use multiple preprogrammed stopper
dilemmas. For example, one of my Vic Trix decks self-seeds Altonian Brain
Teaser + Ooby Dooby. I attempt a space mission where those are seeded
with Vic Fontaine, four Federation Youth personnel, and Dr. Telek RMor.
Altonian Brain Teaser stops Vic Fontaine, Ooby Dooby stops the Youth personnel
(and I get four card draws), and Dr. Telek RMor cannot continue
because the mission has no [Rom] icon (I make sure of this in my mission
selections). Thus I get four card draws and two Vic downloads from two
self-seeded dilemmas.
Other versions use one preprogrammed stopper
dilemma, and use Vics skill to download Qs Planet, under which
the player then seeds three more preprogrammed stopper dilemmas.
See my Lounge Lizards deck for
an example of this type of Vic-at-Qs-Planet (V@QP) jumpstart.
A Basic Principle: Outseed Your Opponent
Vic Fontaine jumpstarts are just the latest (and, some
would argue, greatest) in a line of deck types that depend heavily on
self-seeded dilemmas that are encountered before the opponents dilemmas.
Knowing how to outseed your opponent that is, how to make
sure your dilemmas are placed last is thus an important skill in
the Star Trek CCG generally as well as in defending yourself against Vic-happy
opponents.
Part of your success in outseeding your opponent will
depend on your deckbuilding as such. To maximize your likelihood of outseeding
your opponent at missions where they wish to self-seed dilemmas, you should
minimize the number of your seed cards that must seed in the doorway
and facility phases. You must also be sure that you are fully cognizant
of the game text on your cards, so that you know which ones must
seed during each of the seed phases, and which ones may seed during
any seed phase.
Many players attempt to outseed their opponents in the
dilemma phase by seeding all their non-dilemma cards hidden agendas,
for example in that phase first, then seeding their dilemma cards.
This is not always the best technique, however. Seeding all your hidden
agendas and non-dilemma seeds (like Assign Support Personnel and Make
It So) early in the dilemma phase is easily matched by your opponent,
and detracts from your own passing flexibility later in the dilemma phase.
There is no one right way to handle the dilemma phase so that
it guarantees that you will outseed your opponent. You might, however,
choose to try this: use your first six to twelve dilemma-phase seeds to
seed dilemmas under your opponents missions. Make sure that these
are powerful dilemmas that will stave off your opponent for at least a
turn or two in most cases. Next, seed any non-dilemma cards that must
seed in the dilemma phase. Now you have the opportunity to sit back and
pass if need be. Your opponent who is depending on Vic Fontaine self-seeds
is unlikely to double-pass before sliding in some of those self-seeds,
at which time you can respond by seeding beneath those cards.
It helps even more, of course, if you can guess where
your opponent will put their outpost. Some of this just depends on your
knowledge of the opponent; you might know that Joe prefers to have his
outpost close to the middle of the spaceline for easy access to both halves,
while Sue prefers to have hers near the end of the spaceline. But what
if you dont know your opponents proclivities, or your opponent
is tricky enough to change things around on you once in a while? Here
are some things to look for: (1) Mission IIs. A number of players use
the Mission II built-in outposts as a way to minimize the number of seed
cards they bring out in the facility phase. This might clue you in as
to where self-seeds will be; they will often be at the outpost location
or at an adjacent planet. (2) Anomalous [NA] or [Fer] icons. If you see
only one [NA] or only one [Fer] icon on an Alpha Quadrant spaceline, your
opponent might be planning to put a Husnock Outpost or Ferengi Trading
Post there. Husnock Outposts and Ferengi Trading Posts are popular in
strong Vic decks because they allow you to seed ships there (and often
Holodeck Doors will be seeded on those ships, to provide quick access
to the Holodeck Doors via Space-Time Portals function of returning
a ship to hand). (3) Liberation. On a Delta Quadrant spaceline, Liberation
or an adjacent mission is likely to be the location of choice for self-seeded
dilemmas for Vic to exploit, because of the Caretakers Array and
its handy report with crew function.
Seeding at Qs Planet
If your opponent is using Qs Planet to try to exploit
dilemmas there for Vic downloads, you will almost never be able to outseed
them at Qs Planet. They will almost always seed three cards, and
even if you seed three cards, you must seed first when they play Qs
Planet. Therefore, their third card will be encountered before your first
one. Plan on your opponent getting at least one Vic download from a Qs
Planet dilemma if they manage to get out Qs Planet on their first
turn.
This does not mean that all is lost. If you stock your
Qs Tent well, you can minimize (I am not saying neutralize)
the impact of your opponents Vic-oriented strategy. As you plan
out your Qs Planet seeds against a Vic deck, you must think
different (as they say in Cupertino). Your anti-Vic Qs Planet
setup needs to try to end your opponents mission attempt without
stopping your opponents personnel. In most other situations,
your dilemmas are designed to prevent your opponent from solving the mission
theyre attempting. With Qs Planet in a Vic-based strategy,
you dont have any objection to your opponents Away Team solving
the mission; you just want to minimize how many of them get stopped along
the way.
A typical V@QP jumpstart will have up to six personnel
attempting Qs Planet: two mission specialists, one support personnel,
one SECURITY personnel (from Defend Homeworld), Dr. Telek RMor (from
Temporal Micro-Wormhole), and one other personnel (from a regular card
play, though many Vic jumpstarts need that card play for a ship). Its
very unlikely that fewer than three personnel will be in the Away Team.
A well-designed Vic jumpstart will selectively stop these
personnel one by one; you need to try to minimize the stopping. The following
dilemmas might prove helpful at Qs Planet (none can shut your opponent
out completely).
Alien Parasites. Turn the tables for a while and
use your opponents Vic as your own. As of the Holodeck Adventures
expansion, the average (mode) INTEGRITY in the game was 7. (Curiously,
the same was true for CUNNING and STRENGTH.) Your opponent will most likely
be attempting Qs Planet (in a first-turn Vic scenario) with three
to six personnel. If your opponent attempts with six personnel, their
third-seeded (hence first-encountered) dilemma will stop one or more of
them (thats the whole point, to enable the Vic download). Your third-seeded,
first-encountered dilemma should be a filter that removes one or more
personnel without stopping anyone. Your opponents second-seeded,
second-encountered dilemma will probably stop one or more of their own
personnel. Now the Away Team is down to three personnel or fewer, and
odds are good that their INTEGRITY is within one or two points of 21.
If your next-encountered dilemma is Alien Parasites, you can take control
of the Away Team and their ship (which has to be in orbit for Vic to be
any use). Now you can run the Away Team into opponents final card
(and your own final card) and get one or two Vic downloads yourself from
opponents Vic, perhaps killing some of opponents personnel
in the process.
Common Thief. Depriving a V@QP Qs Planet
mission attempt of one personnel can potentially deprive that mission
attempt of a personnel stoppage, and therefore of a Vic download. Common
Thief can remove one personnel from the mission attempt without stopping
anyone. Other single- or multiple-personnel killers that dont stop
anyone include DalRok, Denevan Neural Parasites, Firestorm (not
very reliable), Flash Plasma Storm (not very reliable), Horta, Trauma
(Trauma doesnt immediately kill, but it does disable), and Yuta
(if you call the right number).
Edo Probe. While this wont work against
all V@QP strategies, it works very well against those where your opponent
seeds a big wall (like Dead End) as their first or second seed (thus to
be encountered middle or last). If your opponent knows they cant
get through their own dilemmas without stopping all their unique personnel
and remember, your Vic-happy opponent wants to stop their
own personnel they will need to abandon the mission or lose 10
points. Be aware, though, that your opponent will probably accept the
point loss if they believe they can otherwise earn +60 points that turn.
Females Love Interest & Garbage Scow.
In combination with Mission Debriefing, this provides a potentially powerful
brace against a V@QP jumpstart. If there are any females present, it at
least has a shot of putting a crimp in the plan to the extent of denying
one stop by a self-seeded dilemma. Most ships will have plenty
of RANGE to tow away the scow and return, and most ships with holodecks
also have tractor beams. You can hope, however, that the Love Interest
part of the combo dilemma deprived your opponent of a needed staffing
icon, or an ENGINEER, or both (even better, you can swap the Females
Love Interest half with a Q-Flash using Beware of Q to increase your chances
of quashing your opponents ability to tow away the scow on the same
turn).
Males Love Interest & Plague Ship. Here
again is a simple filter dilemma, which you hope will cut down on the
number of Away Team members enough to keep one or more of them from being
stopped by your opponents Qs Planet seeds.
Punishment Zone. This rarely-seen dilemma is weak
for a normal mission attempt, but against a V@QP setup it could deny your
opponent one Vic download (and maybe 5 points to boot, if your opponent
decides to save the targeted personnels life).
The Higher ... the Fewer. This dilemma wont
end the mission attempt, and wont remove any personnel from it,
and therefore wont deny your opponent any Vic-powered downloads.
It will, however, charge them a few points for using the V@QP strategy.
Be aware, however, that an Altonian Brain Teaser seeded by your opponent
will neutralize any such point loss.
Vic Denial
Capturing Vic
No matter what the particulars, one of the ways to slow
down a Vic-based deck is to deny it access to Vics special skill.
One way to achieve this is with the dilemma combo Scout Encounter + Extradition.
At an ordinary mission, you will have to work hard to outseed your opponent;
at Qs Planet, they will probably get away with two Vic downloads
during the process. Nevertheless, if both of these dilemmas go off during
a mission attempt where your opponent is using Vic to power downloads,
you can almost certainly capture your opponents Vic Fontaine.
Prior to the release of the Holodeck Adventures expansion,
captured holograms deactivated and returned to their associated
ship if their capturers tried to move them away. The language of associated
ships has passed out of use, and as of the Holodeck Adventures expansion,
certain rules have changed. The rule that relates to capturing holograms
now states, If a dilemma (or other card, such as Escape Pod) requires
a hologram to leave a ship or facility without immediately boarding
another one, they instead deactivate (unless they are wearing a Mobile
Holo-Emitter) (Current Rulings, 12-05-01, emphasis added). The same
expansion introduced a card Children of Light that explicitly
provides for capturing holograms.
The same rules that allow Children of Lights capturing
mechanic to work enable Scout Encounter + Extradition to work for capturing
holograms (including, of course, Vic). Since your personnel who beam off
opponents ship using Extradition immediately take him to another
ship, they can in effect keep him captive without him bouncing
back to the ship from which he was taken. Capturing Vic is the most effective
way of shutting down a Vic Fontaine deck even more effective than
blowing up Vics ship because you keep your opponent from
re-reporting or using Vic at all.
Killing Vic Permanently
This technique is a bit hard to pull off, and it will
only work for you if you go first (or at least get your Vic out first).
It works on the same principle as Vic jumpstarts with self-seeds, with
a twist. Get your own Vic into play and a Klingon Painstik into your hand.
Kill your own Vic with a self-seeded dilemma, and Painstik him. Your Vic
will reactivate, but your opponent cannot report their own Vic.
Single-Card Strategies
There are a variety of individual cards that can play
a role in helping you slow down an opponents Vic Fontaine jumpstart.
None of these are sure-fire Vic stoppers. Each can help in some way if
used well. Note that several of the suggestions below involve playing
interrupts. Of course, if youre going to combat a Vic jumpstart
with an interrupt, you must have that interrupt in your opening hand.
Youll also need to be prepared to defend those interrupts against
Amanda Rogers. (Nobody ever promised that stopping a dedicated Vic Fontaine
jumpstart deck would be easy.) Since several of these cards can be helpful
against variety of decks types (whether or not they use Vic), you might
consider using a cocktail of these strategies no matter what
you expect from your opponents.
Brain Drain and/or Small Oversight. Either of
these interrupts can remove Vics special skill for a turn, buying
you extra time to get your own game plan going.
Computer Crash. If your opponent is not seeding
Quarks Isolinear Rods, you can slow their Vic jumpstart by a turn
using this event. Of course, your opponent knows this possibility very
well, and it is pretty unlikely that you will be able to catch your opponent
unawares with Computer Crash.
Containment Field. A number of Vic Fontaine jumpstart
strategies depend on multiple special downloads. Using Containment Field
can help combat those particular strategies by forcing your opponent to
choose between fewer downloads or lost turns.
Docking Procedures. If your opponent is depending
on a ships holodeck to activate Vic Fontaine, you may be able to
prevent that ship from leaving its outpost using Docking Procedures. The
ship and its crew including those personnel your opponent intended
to use to hit self-seeded dilemmas will be stopped and unable to
participate in mission attempts. This will not stop Vic from using his
download if opponents personnel get stopped at that location, but
opponent will need to find another way to encounter the self-seeds.
Energy Vortex. To get Vic Fontaine into play first
turn, your opponent will need to play a Holodeck Door from hand to download
Vic, or will need to play Vic from hand. In either case, you can send
that card back to their hand with Energy Vortex, and buy yourself a Vic-free
turn.
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