Star Trek CCG Contests
The Swiss Army Knife Away Team
These days, Star Trek CCG dilemmas require you to have
a wide variety of skills on hand, but on the other hand,
some dilemmas will penalize you for throwing too many
personnel at a mission at once. For this week's contest,
you'll assemble the most compact, versatile, all-purpose
Away Team possible, with minimum redundancy. Here's
how it works:
- All personnel must be compatible without any additional
cards you're limited to Non-Aligned plus one
other affiliation. (Select an affiliation for dual-affiliation
personnel.) A "does not work with" restriction
means incompatible.
- Ignore [AU] icons, quadrants, and [Holo] icons.
- You may have only one version of each persona in
your Away Team.
- The Away Team must have at least one of each
of the seven personnel types listed below, as either
a classification or a skill. Multiples are acceptable.
- The Away Team must have exactly one personnel
with each of the 24 skills listed below. It's OK for
one personnel to have a double or triple of the skill,
but only one personnel can have each skill. Example:
you could use Pardek (Diplomacy x2 + Treachery), but
not Alidar Jarok (Navigation + Leadership) with Tomalak
(Diplomacy + Leadership),
- Assume no other personnel in play. If you want Ves
Alkar to have Diplomacy x2, you'll need a female Empath
in the Away Team.
- No skills may be added, subtracted, or altered by non-personnel cards.
Any "selectable" skills must be self-contained. For example,
your Soong-type Android could select CIVILIAN (or any other) classification,
but your Lal cannot have skills selected from outside the Away Team.
The Away Team with the smallest number of personnel
(not cards) will be the winner. In the event of a tie
for number of personnel, the most unusual or original
Away Team among the tied entries will be the winner.
(For example, a non-Federation Away Team, or one that
also included additional unlisted skills, such as Guramba,
would get the edge.) In the event of a lack of originality,
one winner will be selected randomly from the tied entries.
Contest judge's decision is final.
Skill checklist (all the skills that are possessed
by only one affiliation, or by a single personnel, have
been excluded):
At least one of each personnel type:
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Exactly one personnel must have each of these
skills:
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CIVILIAN
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Anthropology
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Empathy
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Music
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ENGINEER
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Acquisition
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Exobiology
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Navigation
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MEDICAL
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Archaeology
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Geology
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Physics
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OFFICER
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Astrophysics
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Greed
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Smuggling
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SCIENCE
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Biology
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Honor
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Stellar Cartography
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SECURITY
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Computer Skill
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Law
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Transporter Skill
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V.I.P.
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Cybernetics
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Leadership
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Treachery
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Diplomacy
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Mindmeld
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Youth
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To be valid, your entry must be received by Friday,
February 8, 2002 at 5:00 PM Eastern time. The winner
will receive five assorted STCCG booster packs.
February 6, 2002
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BASIC RULES FOR ALL DECIPHER ONLINE CONTESTS
You must be at least 13 years of age at time
of entry.
No purchase necessary.
Sorry, Decipher employees are ineligible.
Card prizes are delivered after the product release
date unless stated otherwise.
One entry per person or email address unless
stated otherwise.
Entries must include correct, complete prize
delivery information.
Failure to follow contest directions will invalidate
an entry.
Entries become property of Decipher; entry in
a contest is your agreement and consent.
Contest administrator's award decision is final.
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