@DataBase strategy.guide @(c) Copyright 1996 by Ralf Schwate @$VER: strategy.guide 3.4 (10/05/98) @Author Ralf Schwate @Index "STCCG:stccg.guide/INDEX" @Tab 8 @Node Main "Strategy.guide" @font startrek.font 8 @TOC "STCCG:STCCG.guide/CONTENT" @{b}STCCG Strategies@{ub} In this document, some tips for strategies are collected. Currently available: @{" Q's Card Combos " link CARDCOMBOS} The card combos as suggested by Q from Decipher @{" Q's Tent Strategy " link QTENTSTRAT} How to use Q's Tent in your deck by Q @{" Starbase 1 " link STARBASE1} The Fundamentals of building a game deck by Q, Part I @{" Starbase 2 " link STARBASE2} The Fundamentals of building a game deck, Part II @{" Starbase 1 - Fine-Tuning Your Decks " link STARBASEFINETUNE} @{" A Sample Game " link SAMPLEGAME} Written by Wesley (known for his @{"COTD" link STCCG:cotd.guide/COTD} series) @{" Use of Artifacts " link ARTITOUR} How @{"Artifacts" link "STCCG:artifacts.guide/ARTI"} are used in @{"Tournament" link "STCCG:tourney.guide/MAIN"} Play @{" The World Championships " link CHAMPS} Overview over the Official Championships by Decipher @{" 1997 Championships " link CHAMPS1997} The 1997 decision @{" Yuta Numbers " link YUTA} Numbers for the @{"Yuta" link "STCCG:dilemma.guide/YUTA"} dilemma @{" Main " link "STCCG:stccg.guide/CONTENT"} Back to the Main Document @endnode @Node CHAMPS "STCCG.guide/Strategy/The World Championships" Just now only once played:-) @{" 1997 decision " link CHAMPS1997} @Endnode @Node CHAMPS1997 "STCCG.guide/Strategy/The World Championships/1997" The World Championships 1997 were won 2-0 by David Bowling over Tod Soper in Las Vegas. @{b}The World Championship Winning Deck@{ub} David Bowling November 1997 About the deck: It won the World Championship against the toughest players in the world. Perhaps David Bowling will share more than that when he comes down from his high! Seed Cards(30) Draw Deck Cards(30) DOORWAYS(2) PERSONNEL(13) Alternate Universe Governor Worf Door K'chiQ Q's Tent Nu'Daq Kitrick MISSIONS(6) Divok Wormhole Negotiations Kurak Koroth Warped Space Kurn Survey Mission Dathon Seek Life Forms Jo'Bril Pegasus Search Evek Investigate Alien Dr. Reyga Probe Evaluate Roga Danar Terraforming EVENTS(5) DILEMMAS(15) Kivas Fajo - Collector x4 Empathic Echo x2 The Traveler: Shaka, When The Walls Transcendence Fell x5 Outpost Raid x2 SHIPS(1) Barclay's IKC T'Ong Protomorphosis Disease x2 INTERRUPTS(7) Edo Probe Kevin Uxbridge x5 Yuta Palor Toff - Alien Trader Cardassian Trap x2 Radioactive Garbage Scow DOORWAYS(4) Q's Tent x3 OUTPOSTS(2) Devidian Door Klingon Neutral Q's TENT(13) Dathon OTHER(5) IKC Qu'Vat Cryosatellite Scan Betazoid Gift Box IKC T'Ong Lakanta Mogh Garak The Devil Samuel Clemens K'chiQ Kevin Uxbridge Arbiter of Succession Goddess of Empathy Alternate Universe Door Zaldan Shaka, When The Walls Fall @{b} Todd Soper's World Finals "Innerspace Romulator" Deck@{ub} Todd Soper November 1997 About the deck: Todd Soper's Romulan deck design won the semi-final round at the Star Trek CCG World Championship, and challenged winner David Bowling for top honors. Seed Cards(30) Draw Deck Cards(30) MISSIONS(6) PERSONNEL(14) Study Lonka Pulsar Takket x2 Investigate Telak "Shattered Space" Dr. Telek R'Mor Explore Typhone Palteth Expanse Major Rakal Secret Salvage Toreth Pegasus Search Sirol Quash Conspiracy Tebok Nick Locarno DILEMMAS(18) Roga Danar Shaka, When The Walls Galen Fell x3 Dathon Empathic Echo x2 Samuel Clemens Cardassian Trap x2 Frame Of Mind x2 INTERRUPTS(6) Yuta Kevin Uxbridge x3 Alien Parasites Amanda Rogers x3 Q Sheliak DOORWAYS(7) Barclay's Q's Tent x5 Protomorphosis Devidian Door Disease Alternate Universe Door Borg Ship Outpost Raid Cosmic String SHIPS(3) Fragment Decius Radioactive Garbage Devoras Scow Terix DOORWAYS(2) Q's TENT(13) Alternate Universe Dathon Door Sirol Q's Tent Dr. Telek R'Mor Samuel Clemens ARTIFACTS(2) Lakanta Cryosatellite Kova Tholl Interphase Generator Major Rakal Khazara OUTPOSTS(2) Romulan Outpost Romulan Alternate Universe Door Neutral Devidian Door Plexing Alien Parasites @{b} De Fruiter's Folly: from the World Championship Tournament@{ub} Brad deFruiter November 1997 About the deck: On a dare, Brad deFruiter played a Colony deck in Sunday's semifinals competition. Although it didn't fare that well, it certainly was the most innovative deck in the torunament, and led to a most memorable 94-94 tie with Kathy "Major Rakal" McCracken. I still wonder how it did that well... Q Seed Cards(30) Draw Deck Cards(30) MISSIONS(6) Space x12 L'Kor (only count as 1/2 Q's Tent x5 card each) Kivas Fajo - The Collector x4 Amanda Rogers x5 Brain Drain x5 DILEMMAS(21) Kevin Uxbridge x6 Edo Probe x6 Palor Toff- Alien Trader x4 Q x6 The Higher... The Q's Tent: (13) Fewer x6 Q's Planet Yuta x2 Empathic Echo Ancient Computer Shaka, When The Walls Fell Matriarchal Society OTHER(3): Treaty: Romulan/Klingon Alternate Universe Tokath Doorway Gi'ral Q's Tent Pi Neutral Colony Colony Ba'el Koral Mickey D Soong-Type Android @Endnode @Node CARDCOMBOS "Strategy/Card Combos" @{b}ST:TNG CCG Card Combinations@{ub} These card combinations have been documented by Q from Decipher Edo Probe + Cytherians Seed the Cytherians first, so that the Edo Probe is revealed first. When the Edo Probe comes up, ask your opponent (in your best Jim Carrey voice) "Do you feel lucky? Huh?" If he does elect to continue, he'll hit the Cytherians and be forced to take off for the deepest reaches of space, which will trigger the Edo Probe and make him lose 10 points. Granted, he'll gain 15 when he completes the Cytherians, but the overall net gain is only 5 points. That's probably worth taking out one of your opponent's ships for several turns. For added fun, throw in a Q-Net to delay him indefinitely. Jean-Luc Picard + Cloaked Mission As if you needed anything else to do with Picard! And here's a mission that requires Diplomacy + Honor + Navigation. Picard has all three of these skills, and anytime you can do a mission with one personnel, that's a Good Thing. Granted, Cloaked Mission is a Klingon mission, so this could cause some difficulty. But if you're playing a dual Klingon/Fed deck or have some Espionage cards, this is too good to pass up. Pardek + Wormhole Negotiations One of the strengths of the Romulans (no, really, they have them!) is a strong mix of both Diplomacy and Treachery. A dilemma like Wormhole Negotiations is a natural, since it requires large amounts of either skill. And Pardek with Diplomacy x2 and Treachery is the ideal man for the job. Trivia note: "Unification" is not the only Star Trek two-parter Malachi Throne (Pardek) has appeared in. He also played Commodore Mendez, who presided over Spock's court-martial in original Trek's "The Menagerie." Iconian Gateway + Outpost A combo featuring an outpost? Is he mad? Not quite. The Iconian Gateway can be a nice way to get around, but it's a one-way trip. Once you've sent your people through to another planet, they're stuck there, just like one big Love Interest (which isn't a suitable topic for a family game). So, if you were wise enough to stock an extra outpost in your deck, you can build it on the turn after using the Gateway and your crew will be safe. Love Interest + Qualor II Rendezvous A bit of a no-brainer, but fun anyway. Love Interests are good enough cards as it is, but if you can arrange to have Qualor II at the end of the spaceline, they're even better. If your opponent's affiliated personnel hit your Love Interest, they'll run off to Qualor II where they'll be placed in stasis until the mission can be completed. What more can I say? Energy Vortex + Temporal Rift (+ AU Door) If you liked playing with Temporal Rifts, you're no doubt distressed over the power Alternate Universe Doorways now have over them (FAQ-ly note: Doorways can only be played on your turn). Even worse, not even Q2 or Amanda Rogers can counter them! So, what's the solution? If you really need to get that Rift on his ship during his turn, just make sure to have an Energy Vortex in your hand. When he tries to nullify your Rift with his doorway, just show him the Energy Vortex and wave your forefinger in his face like your mother did when she caught you stealing from the cookie jar. That'll teach him to mess with other dimensions! And finally... Find the combo! Risa Shore Leave + ?? + ?? With the cards currently available, there is only one way for the Risa Shore Leave mission to be completed with only two personnel. Can you figure out which two it is? For those of you who don't have the card, Risa Shore Leave is a Federation mission with the requirements of Music + Youth + CIVILIAN x2 + Female + Male. A warning: If you thought Targs and Parallel Romances were icky, wait until you see who the lucky vacationers to Risa are! Want to see the answer? @{"click here" link ANSWERCOMBO} @endnode @node ANSWERCOMBO "Strategy/Card Combos/Combo Answer" The answer is of course Amarie and Alexander Rhozenko @endnode @Node QTENTSTRAT "Strategy/Q's Tent Strategies" @{b}ST:TNG CCG Q's Tent Strategies@{ub} "What do you have in there?" Strategies and uses for Q's Tent by Jason Winter (Q@decipher.com) Q's Tent Doorway Place one atop Q's Tent side deck (up to 13 different cards) during the seed phase. Q's Tent is now open and in play. OR Stock in deck and use as follows: Once per turn, play to take a card from tent into your hand, either your choice (discard doorway) or random selection (place doorway on top of your draw deck). Must show card to opponent. Draw no cards this turn. Q doesn't have a bag of tricks. He's got a whole tent. With Q's Tent, you can get any card, any time, when you need it. Anyone's who's ever said "If I only had this one card!" during a game (and we all have) will appreciate the immediate use of the Tent. Stock several in your deck and stock the right cards in your Q's Tent and you'll be able to get that vital card when you need it. Essentially, each Q's Tent you draw allows you to select the card in your Tent that will be most useful to you at that time. It's as if the Q's Tent could "morph" like Odo into any one of 13 cards -- your choice! But what are "the right cards"? There are two main approaches to take: 1) Stock "specialized" cards. Cards like Interrogation and Brainwash will do you no good in your hands if you don't capture any characters. Now you can wait until you can capture someone before expending resources to get and use these cards. Add Madred for extra fun. Cards that are only useful dependent on your opponent's cards are also good choices. Klingon Civil War, Incoming Messages, Espionage, and Off Switch are good choices here. 2) Stock "must-have" cards. If you want to be sure you get a certain card early in the game, you can stock several Q's Tents in your deck and retrieve them from the Tent as soon as you get just one Tent in your hand. There are many obvious choices here: Red Alert, The Traveler, Genetronic Replicators, Static Warp Bubble, and Treaties are just a few. One or two slots in your tent should also be saved for "emergency" cards. Putting one ship there will make sure you don't sit at your outpost all game. A spare outpost itself is a good idea. If you're worried about Cardassian Traps, keep an Empath or two in the Tent. Kevin Uxbridge is also an easy choice. By using "random mode," you can (theoretically) go through every card in your Tent, given enough time. If you stock only "must have" cards, you can get all your powerful cards out, and leave your opponent gawking. Other uses for Q's Tent: If you're playing with Q's Planet, set up a three-dilemma combo and put it in your Tent, ready to seed if the Planet comes out. Yuta, Armus, and Hunter Gangs can really smash an Away Team (and you do have a Thine Own Self to follow up with, right?). Parallel Romance, Male's Love Interest, and Female's Love Interest is also effective, allowing you to remove up to four personnel from the Away Team. Of course, your opponent can also put dilemmas there as well, so this planet could have up to six dilemmas(!) underneath it. Keep one half of "compatible personnel pairs" in your Tent, if you don't really need one of them. For instance, K'mtar is generally more useful than Alexander. Put K'mtar in your deck, and if you want to "pump him up," go get Alexander. Other examples include Lakanta and Wesley Crusher, Keiko and Miles O'Brien (when we make him), Ira Graves and Kareen Brianon, and Paul and Jenice Manheim. Stock a Devidian Doorway in your Tent. If you have a Tent card in your hand and are absolutely desperate, make a Devidian Door play and get the Door from your Tent on your next turn! Just watch out for Energy Vortex and Wrong Door! Finally, are you tired of getting your outpost destroyed every game? Stock the IKC T'Ong and an outpost in your Tent. As long as you can get an engineer in your hand, you can use the T'Ong to get that engineer into play, and then he can build you an outpost! If the outpost is non-aligned, you can use this combo in any deck! May the Great Bird of the Galaxy bless you and may your Q's Tent never be closed! @endnode @Node STARBASE1 @{b}Star Base One@{ub} Square One: The Fundamentals of Building a Game Deck From Jason Winter, aka Q: Q@decipher.com February 1997 Hello, and welcome to Starbase One, a new series of articles for Star Trek: Customizable Card Game for the beginning player. The world of Star Trek can be intimidating with all its FAQs, doorways, and dilemmas. In this series, I'll try to write with the beginner in mind and try to present information in a clear, concise manner. So, where do we start? Chances are, if you're reading this, you have some cards. If you don't, go get some! Got 'em? Good. Now that you've done that, take a look at what you have. If you have the Introductory Two-Player Game, you have everything you need to play right off the start. But what if you don't have the Two-Player Game? Then you just have a bunch of cards with a lot of pretty pictures. However, do try to read through the starter deck rulebook. While you don't need to completely understand every concept and complexity, I won't be able to explain every little thing in this article and will refer you back to that rulebook at times. With just two starter decks, one can generally put together a playable deck. Granted, some substitutions might have to be made (see below), and what you have won't win any tournaments, but you can at least start playing with it (assuming your friend has also bought two starter decks and has this article). The first thing you should do is separate your cards. Separate the personnel, ships, and outposts by color. Put all Federation cards in one pile, Klingons in another, Romulans in another, and non-aligneds in another. Then separate the rest of your cards by card type -- event, interrupt, dilemma, mission, and equipment. If you have any doorways, just set them aside for now. Examine your mission cards. These will be the driving force behind your first deck. As you develop other strategies, you will choose to base your decks around other themes, and missions might not be the first things you select. But for now, you should start with your missions. Sort the different missions. You will need at least six missions that can be attempted with just one affiliation (affiliation symbols on missions are explained on page 9 of the starter deck rulebook). See if you have that. If you don't, you'll need to make a Treaty deck -- that's Trek "lingo" for a deck with more than one affiliation in it. If that's the case, select two of your affiliations based on the number of missions you can do with them, the overlap of their symbols on the missions, and the number of cards you have available from that affiliation. Time out! That's a lot to think about! This is your first balancing act, but it's not the last one you'll do. Playing this game is like making a great meal. You have to get all the proper ingredients together and then you have to make sure you don't burn your roast while you're stirring your soup. So, back to your missions. Let's assume you have your six missions, and based on that, you've decided which affiliation(s) you're going to play. If you don't have six decent missions, see "Substitutions," below. Now you need the right personnel. All your missions require skills and your personnel have them. Select personnel who match the skills and affiliations of your missions. Don't forget to include your non-aligned personnel! If you have plenty of cards, you'll probably want at least two of each skill that you need in your deck. If a mission requires multiples of a skill, such as Treachery x3, you'll want about double that (five or six Treachery). At this early stage, you might not have those kind of resources, though, so make the best of it. In addition to the number of personnel required to complete missions, you'll want to make sure to have at least one or two of every classification (OFFICER, SECURITY, etc.). Classifications are usually used to overcome dilemmas. Take a moment to look at your dilemmas and you'll see that most of them mention classifications. Many pieces of equipment also add classifications. If you find that you have a lot of OFFICER's, for example, throw in a Medical Kit to help all those OFFICER's out. If you have a lot of SCIENCE personnel, throw in an Engineering Padd to give them all ENGINEER, and so on. When it's all said and done, you should have about 20 personnel. Combine that with your six missions, two outposts (let's assume you're playing two affiliations), and two equipment cards, and that totals 30 cards. You're halfway to a deck of 60 cards! Add about five ships, of whatever affiliations you have. While bigger usually is better, you might want one or two of your ships to have minimal staffing requirements, such as one staff icon or no icons at all, in case you need a quick, easy ride. Staffing is described on page 17 of the starter deck rulebook. Now it's time to select events and interrupts. This is mostly a trial-and-error experience. For now, just briefly read the card text and put in whatever cards seem helpful. As you play with your deck, you'll find that some cards work well and some cards don't, so you'll be constantly tuning and modifying your deck to get the optimum card mix. You'll want about 10-15 total events and interrupts in your deck. Good common events include: Red Alert!, Q-Net, Static Warp Bubble, and Res-Q. Also, you'll need to throw in whatever treaty is right for your deck. Good interrupts include: Palor Toff, Countermanda, and Loss of Orbital Stability. Although they are uncommons, some of the strongest interrupts are Scan, Full Planet Scan, Kevin Uxbridge, Amanda Rogers, and Q2. If you have them, put them in your deck. Finally, we come to dilemmas. If you have fewer than 15, throw 'em all in! At this early stage, you're better off just going with everything and experimenting to see what works. As common cards go, some of the best dilemmas are Love Interests, Impassable Door, and Microbiotic Colony. Uncommon and rare dilemmas are almost always stronger, so definitely throw those in, if you have any. And that should just about do it! Just add or subtract a few cards to get you to exactly 60, and you're ready to roll! Now all you have to do is get your friend to buy two decks and then you can show him this article. Substitutions It's possible that you won't have everything you need to make your initial deck. You may be lacking a vital card such as a treaty or an outpost. If a Warp Pack is available, you should be able to make do with a non-aligned outpost. Warp Packs are a premium pack containing cards that are not found in any regular expansion pack, including seven common missions. Build a little flexibility and power in your decks, right from the start. Just contact Decipher to get a Warp Pack. You'll find the information you need right here on the web site. If you lack a Warp Pack, or a non-aligned outpost, substitute another outpost for the kind you need. Just make it clear with your playing partner what you are doing. Similarly, if you lack the proper treaty, just "pretend" that the treaty you have is the one you need. Again, you might want to clear this with your playing partner. Conclusion So, you think you're done with your deck? Not by a long shot. As you play, you'll find new combos and old ideas that you just can't seem to work in your deck. Even greater than the game itself is the meta-game of continually adjusting and modifying your deck. Your deck will constantly evolve and mutate into a new monster as you add and remove cards between matches. These guidelines will give you a place to start, and serve as your first step into the greater world of Trek. @Endnode @Node STARBASE2 @{b}Star Base One The Fundamentals of Building a Game Deck@{ub} Square One: Part II, The Fundamentals of Building a Game Deck From Jason Winter, aka Q: Q@decipher.com February 1997 David has just bought his first two decks of Star Trek: Customizable Card Game. He sorts them by card type and comes up with the following numbers: 7 unique missons 2 duplicate missions Federation: Klingon: 5 ships 4 ships 11 personnel 20 personnel Romulan: 2 outposts Non-aligned: 3 ships 1 ship 13 personnel 2 personnel 10 equipment 15 events 14 interrupts 11 dilemmas The first thing David does is look over his missions. Here are the affiliations on his missions: F/K/R F/K/R K/R K K R R He only has two Federation missions. However, each mission could be done by either Klingons or Romulans, so it looks like David will make a Klingon/Romulan deck. Fortunately, David has more Klingon and Romulan cards than he does Federation. So, of the seven missions, which one should he take out? He examines the skill requirements on each mission. One of the Klingon missions require Diplomacy, and David has no Klingons with Diplomacy (he does have one Romulan, though, and while he could use the Romulan on that mission with a treaty, it's a risky venture at best). So "Krios Suppression" bites it and David has his six missions. They are: Expose Cover Supply (R, Treachery x3 + Navigation) Covert Rescue (R, Diplomacy + Leadership + Navigation) Fever Emergency (K, MEDICAL x3 OR Biology + OFFICER) Relief Mission (K/R, Geology OR Physics) Investigate Anomaly (F/K/R, Exobiology + STRENGTH > 35) Study Plasma Streamer (F/K/R, Astrophysics + Youth) Now, David looks at his personnel and takes all his Klingons and Romulans who match one of the skills on his missions. He has a total of 22 personnel: 10 Klingons, 10 Romulans, and 2 non-aligneds. Remember, though, that classifications are important in addition to skills. Let's look at what classifications we've got: Klingon: 3 Officers 4 Science 2 Medical 1 V.I.P. Romulan: 2 Officer 2 Medical 3 Security 2 V.I.P. Non-aligned: 2 Medical 1 Science (One personnel has two classifications) No Klingon Security, no Romulan Science, and absolutely no Engineers! David looks over his personnel and sees that he has plenty of Romulan Treachery, so he elects to dump one of his V.I.P.'s with Treachery in favor of an Engineer. Unfortunately, he's got no Romulan Science in his decks, so he'll have to make do! On the Klingon side, one V.I.P. contributes only Youth, and an Officer has just the skill of Honor. Both can be removed and replaced with 2 Security. Also, one of the non-aligned Medical only lists Greed as his one skill. We'll just take him out. That gives us 21 personnel. See all the Science (and no Engineers)? David decides to add an Engineering PADD to give his Science personnel the skill of Engineer. David chooses a mix of large and small for his ships, and picks out a Klingon K'Vort and Vor'Cha, a Romulan Scout Vessel and Science Vessel, and a non-aligned Combat Vessel. David only has two outposts, both Romulan. With his friend's permission, he'll pretend that one of them is Klingon. That brings him up to 35 cards. Now, David looks over his events. He picks out generically useful ones, like Static Warp Bubble, Q-Net, Res-Q, and Red Alert. He also picks out his one treaty, which is Klingon/Federation, but his partner will let him use it as a Klingon/Romulan treaty. David has two Gaps in Normal Space, so he decides to add one. He also has an Espionage: Romulan on Klingon. Not only will this help his Romulans to do an opponent's mission, but, in a pinch, he can also use it to do his own! David doesn't quite have the same easy choices for interrupts. He selects Scan and Loss of Orbital Stability first, and then looks over his other cards. He has Tachyon Detection Grid (which requires 4 ships) and Particle Fountain (which requires 2 Engineers). Both cards require resources that will be difficult to get out. David just decides to throw in his other 7 interrupts, bringing his deck size up to 51. Adding 11 dilemmas to his deck gives David 62. Oops! He'll have to shave out two cards. Since the interrupts were handled rather haphazardly, David will examine them in more detail. He has two Incoming Message cards, one Romulan and one Klingon. If his opponent isn't playing both those affiliations, one will be wasted, so David decides to take them out. Here is the final deck: MISSIONS Fever Emergency Covert Rescue Expose Covert Supply Relief Mission Study Plasma Streamer Investigate Anomaly DILEMMAS Alien Parasites Anaphasic Organism Chalnoth Hologram Ruse Iconian Computer Weapon Menthar Booby Trap (x2) Microbiotic Colony Nitrium Metal Parasites Null Space Rebel Encounter OUTPOSTS Klingon (actually Romulan) Romulan PERSONNEL Klingon: Batrell Divok (x2) Gorath (x2) J'Ddan Korris Kurak Torin (x2) Romulan: Galathon Jaron (x2) Palteth Pardek Selok Takket (x2) Taul Toreth Non-aligned: Vekor EQUIPMENT Engineering PADD SHIPS Klingon: I.K.C. K'Vort I.K.C. Vor'Cha Romulan: Science Vessel Scout Vessel Non-aligned: Combat Vessel EVENTS Espionage: Romulan on Klingon Gaps in Normal Space Q-Net Red Alert! Res-Q Static Warp Bubble Treaty: Romulan/Klingon (actually Federation/Klingon) INTERRUPTS Auto-Destruct Sequence Escape Pod Klingon Right of Vengeance Loss of Orbital Stability Scan Ship Seizure Subspace Interference Remember, this is only the beginning. This deck could still use some work. But that's next time... @Endnode @Node STARBASEFINETUNE @{b}Star Base One Fine-tuning Your Decks@{ub} From Forrest P. Halfstar August 1997 I see you're back. Well, by now you've played your deck a few times, and you've probably noticed some things that didn't work as well as you wanted. So, what do you do now? Make changes! Of course the type of changes, as well as how you make the changes, will depend on a few things... What other cards do you have? If you don't have anything else to put in your deck, you're going to have a hard time changing things. There are a number of ways to acquire new cards. Some players buy a few packs at a time, and then trade things in and out of their deck as they can. Other players, normally those with more money, will buy a box of cards (either starter or expansion packs). This gives them a much larger selection of cards to choose from, as well as many more options, and strategies, to try out. Decipher's Collectors Tin is a complete set of the Star Trek Customizable Card Game: The Next Generation Premiere edition cards. This is a great educational tool. With every card at your disposal, you can quickly learn the positive and negative effects of each card. (Note: While the silver border cards of the Collectors Tin have recently been okayed for use in sanctioned tournament play, Decipher has stated the ruling is provisional. The cards were not originally intended for this use, and Decipher reserves the right to re-evaluate the ruling at a later time). You can also trade some of the cards you have, for some of the cards you want, or even buy individual cards. Many card shops buy, sell, or trade individual cards, referred to as singles. And, theoretically, if you've been playing, then you should know at least one other person you can trade with! Of course, you don't have to part with your valued cards or money, just to see if you want to keep the card. On the Decipher web site, in the Star Trek Product Library area, Decipher has a picture of every Star Trek card they've made and printed. You can look through all of them, and see what you can use to help your deck. If you find a card you like, then you can test it in your deck using a "proxy." A "proxy" is a card you have right now, that is temporarily acting as a stand-in for another card. After playing with the "proxy" of a card, if you like what it did, go get the card and throw it in. What you'd like to fix, or how you want to modify your deck: One thing to keep in mind is that you don't only fix a deck that doesn't work anymore. Seriously, just because you've been winning games, doesn't mean your deck is perfect. Maybe there are some things you just can't get to work right, or maybe you just saw your opponent do something cool that you want to add. Here are some way to go about find what you need to change and how to change them . . . I barely score any points before my opponent wins the game: This can be solved in a couple of ways. The first way is to add more personnel who can contribute skills to the solution of your missions. Another way is to even, or overcome, the speed gap between the decks. If your deck is playing really slow, Red Alert!, The Traveler: Transcendence, and Fajo can all help speed you up. If you're playing along at a decent speed, but your opponent is going much faster than you, Yellow Alert, Klim Doakchim (AU), Static Warp Bubble, Q-Net, and even Telepathic Alien Kidnappers are cards that will slow them down. I can't keep my personnel alive long enough to solve the mission: There are a few reasons this could be happening. One is the Dilemmas. One solution is to take a look at what the dilemma does (e.g. its requirements, how it kills people, what exactly it does). If you can add personnel that can help you overcome the dilemmas, that could help (of course, this is assuming your opponent doesn't change his deck!). Another way to fix the problem is to "red-shirt" the missions. "Red-shirting" is when you have one or two people attempt a mission, in order to clear the way for the rest of the personnel to finish it off. Basic strategies like this will be covered more in-depth in the next article. My opponent keeps playing annoying cards, and I can't stop him: Most of the non-dilemma, annoying cards can be prevented, or even destroyed, but only by a few cards. The Traveler: Transcendence will nullify Static Warp Bubble. Intruder Force Field will cause your opponent's Telepathic Alien Kidnappers to affect themselves. Most annoying Event card can be nullified with Kevin Uxbridge or possible Kevin Uxbridge: Convergence (AU). You can even nullify most of those annoying Interrupt cards using Amanda Rogers. Of course, there are even more fun cards that will really annoy your opponents back, you just have to look for them. As for those mean things your opponents have done to you, that you want to use against them... Just thinks about what they did, and what they used to do it, and throw them into the deck. Your opponent plays a "patterned deck": If you've started to notice a pattern in the type of cards in your opponents' decks, you could be pretty annoying by throwing in cards that would have some fun effects on them. For example, all your opponents have been playing Klingon decks that rely heavily on Red Alert! and The Traveler: Transcendence. You have a few options. You could throw in Yellow Alert to cancel their Red Alert! and there's a dilemma that works against The Traveler: Transcendence called Thought Fire. Of course, you could always throw in however many Klingon Incoming Messages as you have, and for real fun, play a Klingon deck of your own and use Klingon Civil War! Ooops! One slight problem... You should only have 60 cards in your deck. How many do you have? 73? 89? Well, it looks like we're going to have to weed out a few of those extra cards. When taking out cards, you have to watch what you take out, and make sure your deck is still well balanced. That doesn't mean that it has to have a specific number of each type of card, but you don't want a deck with 6 mission, 1 outpost, and 53 personnel. Generally, you'll want as many personnel as you'll need to complete the missions (That includes people to overcome dilemmas). You don't want too many events. If you have loads of events, your deck will slow down by bunches. So generally take it kinda light on those. You'll want enough ships to be able to normally get one within the first 5 or 6 turns, so you'll want to do a little bit of math. Pretty much, you'll want one ship for every 10 cards in your deck (Takes into consideration the whole uncertainty thing) You might want to add another outpost, as there are some ways of losing your first one. Interrupts are handy additions, especially because the don't count to your one card per turn limit. Of course, there are some cards that change all this around, but we'll talk about those in a later article. One thing for you to keep in mind is that you can't solve missions without people, and it's really hard to score 100 points before your opponent without missions. Finally, since you've been playing for a while (right?) throw out any cards you couldn't use in your last few games. If you've been stuck with a specific interrupt in your hand for the last three games, waiting for your opponent to cloak just so you could play it, and he hasn't, that says something about the value of that card in your deck. Conclusion: As you become more comfortable with the cards, and the game, you'll develop an understanding of what the cards can do, and how you can use them to your advantage. For now, just try new things out. After a while, decks will get old, and you'll want to change them anyway. Think of it this way. When you try things out, who knows what you can think of, and how many ways you can earn the respect, and hatred of your opponents. Until next time! Next time at Starbase One... Hmmmm... You've got the cards, you've got a deck, and it plays pretty well. What can you start thinking about now to improve your play of the game? How about strategies! @Endnode @Node SAMPLEGAME @{b}Sample Game for Star Trek[TM]: Customizable Card Game[TM]@{ub} written by Helge Blohmer aka Wesley Crusher May 1997 Note: This sample game has been created with two nearly equal power decks consisting of only common and uncommon cards to allow the beginning player a good chance at having most of the cards used. It utilizes cards from all expansions up to Q-Continuum, but no side decks. During the write-up the game has actually been laid out (and played as "solitaire") with the Dilemmas being actual secrets so the tactical decisions of the players are as close to real as possible. Only a few tweaks have been made from the randomly determined flow of the game when the limited card selection threatened to make the game uninteresting. The rule set used is the complete set of core rules with none of the options being active. The Players are Adrian, using a Federation deck with mostly space missions and Beth, playing a Romulan all-planet deck. Adrian goes first. Preparation: Both players customize 60 card decks and sort them into five stacks: Missions, Doorways, Dilemma/Artifact cards, starting Outposts and the Draw Deck. The mission deck and the draw deck are then shuffled. @{b}Seed Phase I@{ub} : Missions Adrian draws "Study Hole in Space" from his mission deck and seeds it in the middle of the table with the name facing himself. Beth draws "Covert Rescue" and seeds it to her left of Adrian's mission, with the mission name facing her. This later serves to find out which player seeded which mission. A: draws "Test Mission" and places it next to Study Hole in space. B: draws "Covert Installation" and seeds it next to Test Mission. A: draws "Restore Errant Moon", seeded next to Covert Rescue. B: draws "Relief Mission", seeds it next to Covert Installation. A: draws "Study Stellar Collision", seeds it beside Restore Errant Moon. B: draws "Expose Covert Supply", seeded next to Study Stellar Collision. A: draws "Diplomacy Mission", seeds it next to Relief Mission. B: draws "Extraction", seeds it next to Diplomacy Mission. A: draws "Repair Mission" which goes next to Expose Covert Supply B: draws "Strategic Diversion", seeds it next to Repair Mission. Now the spaceline is complete and seeding proceeds to the next phase. Beth made the last seed during the previous phase, so she gets the first play now. @{b}Seed Phase II@{ub}: Doorways Beth seeds an Alternate Universe Door. Adrian also has that card and seeds it. Both players decline to play more Doorways, so we proceed to the next phase. Adrian goes first. @{b}Seed Phase III@{ub}: Dilemmas and Artifacts Now the players seed their Dilemmas. As these cards represent obstacles and plot twists, in this sample game we will preserve the uncertainty by not telling what the seeded cards are. Players alternate seeding one card each until both pass. A common beginners' mistake here is to shuffle the Dilemmas. This is not required. Rather, players may select what Dilemma to place at which position and also in which order. This allows for the creation of strategic combos. Adrian selects his first Dilemma, seeds it face down under Covert Rescue. Beth selects one Dilemma, seeds it face down under Test Mission. Adrian selects the next Dilemma and seeds this one under Covert Rescue, too. The Dilemma goes under the first one and will be encountered before the other one when the mission is attempted later. (Both players continue, alternating the seeding of their Dilemmas. As this is pretty straightforward, we will skip this back and forth procedure and jump forward to the point where both players have seeded 17 Dilemmas) Adrian seeds his last Dilemma under Covert Rescue and declares he's done with Dilemmas and Artifacts Beth seeds her last under Restore Errant Moon and also declares she is done with the phase. The spaceline now looks like this when viewed from Adrian's side (left to right): Extraction - 3 seed cards Diplomacy Mission - 4 seed cards Relief Mission - 2 seed cards Covert Installation - 3 seed cards Test Mission - 3 seed cards Study Hole in Space - 2 seed cards Covert Rescue - 4 seed cards Restore Errant Moon - 4 seed cards Study Stellar Collision - 2 seed cards Expose Covert supply - 3 seed cards Repair Mission - 3 seed cards Strategic Diversion - 3 seed cards. As Beth went last during the phase, she will start the actual game, but first the players need to establish their outposts. @{b}Seed Phase IV@{ub}: Outposts Beth seeds a Romulan outpost at Relief Mission, Adrian his Federation Outpost at Study Stellar Collision. Both players shuffle their draw decks and draw seven cards. @{b}The Main Game@{ub} Turn 1 (Beth) Beth reports Mirok to her outpost. She then draws a card to end her turn. Turn 1 (Adrian) Adrian plays Red Alert! on table, allowing him to play any number of equipment, ships or personnel during a turn instead of just one. He then draws a card to end his turn. Turn 2 (Beth) Beth reports Dr. Farek and draws a card. Turn 2 (Adrian) Adrian plays Static Warp Bubble, forcing Beth to discard one card before ending each of her turns and draws a card. (He also held several personnel, but he can only play either the cards from Red Alert! or an Event and he chose the Event card.) Turn 3 (Beth) Beth reports Taul to her outpost. She discards Metaphasic Shields and then draws a card Turn 3 (Adrian) Adrian reports Nikolai Rozhenko, Bok and a Federation PADD. Then he draws a card. Turn 4 (Beth) Beth reports Pardek. She beams Pardek down to the planet and attempts the mission. The Mission stack is now turned over and Pardek faces the first Dilemma, Female Love Interest. He is unaffected by this (male). The Dilemma is discarded, Pardek must continue his attempt. Next is El-Adrel Creature, a Dilemma which attacks the two strongest people in the away team. As Pardek is alone, Beth has no choice as to have him face the creature. He needs a STRENGTH > 16 to pass and cannot match this with only 6. Pardek is killed and the Dilemma is discarded. (This strategy is commonly referred to as Redshirting. Pardek managed to eliminate two Dilemmas before dying and cleared the way for Beth's important characters.) Beth now beams down Mirok and he attempts the mission. He has the required Physics and scores the mission. Beth now leads 20-0 in points. Mirok beams back up to the outpost. Beth discards Q2 (for the Warp Bubble) and draws a card. Turn 4 (Adrian) Adrian reports McKnight and draws a card. (he has a lousy hand, so what shall he do :-( ) Turn 5 (Beth) Beth reports Tebok, discards Espionage: Romulan on Federation and draws a card, hoping for a ship... Turn 5 (Adrian) Adrian reports the U.S.S: Galaxy. Then, he attempts Study Stellar Collision from his outpost even though he does not have the required skills yet, hoping to clear at least a few Dilemmas...Turning over the first Dilemma card, he encounters Empathic Echo, a card that kills a random Empath unless there is a SECURITY and a MEDICAL present. He does not have any Empaths, so nobody is killed, however he was unable to overcome the conditions, so the Dilemma remains in place and his crew is stopped. With nothing left to do, he draws a card. Turn 6 (Beth) Beth reports N'Vek, discards a Medical Kit and draws a card, still in dire need for a ship. Turn 6 (Adrian) Adrian plays Klim Dokachim, an Event that denies his opponent his card draw when he plays a unique personnel. Then he draws a card. Turn 7 (Beth) Beth reports Tarus (who is universal and does not trigger Klim Dokachim), discards Movar and draws one card (mentally rejoicing because she has just drawn a ship) Turn 7 (Adrian) Adrian plays Kivas Fajo - Collector, an Event allowing him to draw 3 cards. He draws those 3 plus one more to end his turn. Turn 8 (Beth) Beth reports a Scout Vessel and boards it with her entire crew. Quickly checking all her skills, she finds she can solve Covert Installation, so she flies over, beams down and attempts. The first Dilemma is Worshiper. She could pass it and score 5 points had she more Greed than Honor. Unfortunately she has one of each, so she does not fulfill that clause. She could now pass without scoring (but continue her attempt) had she Anthropology or an Edo Vessel. Unfortunately she just discarded her only Anthropologist so she is stopped, but the Worshiper is discarded. Betty's away team remains vulnerable on the planet. She discards Palor Toff - Alien Trader (her last card) and draws a new card. Turn 8 (Adrian) Adrian has drawn well with his Kivas last turn and now reports Taitt, Jenna D'Sora, Simon Tarses and a Runabout. He gathers all his crew and re-attempts the mission. As he already knows, the first Dilemma is Empathic Echo, which he can now pass using Tarses and D'Sora. Next is Interphasic Plasma Creatures. He has only one SCIENCE, so the Dilemma goes on the table, lowering all his personnel's STRENGTH by 2. Unable to overcome the Dilemma, Adrian's crew is stopped and he draws a card. Turn 9 (Beth) Beth plays The Traveler: Transcendence. This nullifies (destroys) Adrian's Static Warp Bubble and allows her to draw two cards at the end of each turn. She then reattempts Covert Installation with her crew. The next Dilemma is Hunter Gangs, which selects two of her crewmembers and kills any of them whose CUNNING is an odd number. The selection targets Tebok (CUNNING 7) and Dr. Farek (CUNNING 8). Tebok is killed by the gangs. The Dilemma does not stop her as it had no conditions to be overcome, only a certain class of targets that get affected (Odd CUNNING). She continues with her decimated crew. The last Dilemma here is Parallel Romance which requires a male/female couple to be present to have any effect. However, Beth's team is males only and the Romance is discarded. But alas, the death of Tebok was bad news. Without the Leadership skill Tebok provided, Beth cannot solve the mission, so she beams back up and returns to her outpost aboard the Scout Vessel. She then draws two cards and ends her turn. Turn 9 (Adrian) Adrian reports the U.S.S. Nebula and reattempts his mission. With no more Dilemmas in his way, Taitt can solve the requirements and Adrian scores 25 points. Checking through his skills, he finds no other mission he could solve right now, so he draws a card and ends his turn. Turn 10 (Beth) Beth plays Yellow Alert, an Event that nullifies Adrian's Red Alert and gives her crew CUNNING +1. Rechecking her skill complement, Beth finds she can still solve Extraction, so she flies over, beams down and attempts. The first Dilemma is Royale Casino: Craps. She would have to show a personnel card from her hand for Adrian to match, but she has none and so the 7 points go to Adrian, bringing the score to 32-20. Beth is now faced with Security Precautions, a Dilemma she could overcome with a disruptor. As she has none, she is stopped and having nothing else to do, she draws two cards and ends her turn. Turn 10 (Adrian) Adrian reports Fleet Admiral Shanthi, giving him both needed Diplomacy and Leadership. He distributes his crew over the two capital ships in the hopes of later establishing a daisy-chain of ships and moves both ships to Covert Rescue. He draws one card and ends his turn. Turn 11 (Beth) Beth reports a Romulan Disruptor and beams her away team back to the Scout Vessel. Using 5 RANGE, she returns to the outpost, picks up her disruptor and flies back to Diplomacy Mission. Arriving there, she plays Near-Warp Transport to get her crew back to Extraction, leaving Tarus aboard to bring the ship next turn. Faced with Security Precautions again, she passes using her disruptor. The last Dilemma is Rebel Encounter. As Beth has a STRENGTH of only 34, she cannot pass this way, and not wanting to lose a key personnel, she sacrifices her Disruptor and passes. Taul, N'Vek and Dr. Farek solve the mission bringing the score to 55-32. Beth draws two cards to end her turn. Turn 11 (Adrian) Adrian reports Norah Satie. She boards the Runabout and flies to Covert Rescue. From there, everybody boards the Galaxy and moves over to Study "Hole in Space". Adrian attempts the mission. The first Dilemma is Edo Probe, forcing him to choose to solve a different mission first or risk ten points in case he cannot solve the mission this turn. Faced with a 21-point lead by Beth he chooses to go for the risk. The second Dilemma is Conundrum, he passes because he has a total INTEGRITY of 49. With no more Dilemmas remaining, Adrian can score the mission and wipes his forehead. The score goes to 67-55 in his favor.He moves to Test Mission and plays Distortion of Space/Time Continuum, restoring his ship's RANGE. He now moves all the way to Diplomacy mission, beams down and attempts. The first Dilemma is Zaldan, requiring Treachery x2, which Nikolai Rozhenko and Bok can overcome. Second is Matriarchal Society, an easy pass for his two female Admirals. The third Dilemma, Ferengi Attack, is again solved by Bok (Greed), though he could also have done it using the attribute scores - his CUNNING alone is 68 (with the PADD), so the STRENGTH drain from Interphasic Plasma creatures does not hurt him here. The last Dilemma is Hologram Ruse, requiring CUNNING and INTEGRITY to be over 30, an easy requirement for Adrian's large crew (also a bad choice on Beth's side as the mission requirements are nearly identical to the Dilemma requirements). Adrian solves the mission and is now only 3 points away from winning! (97-55) He also holds a Particle Fountain which he would like to play for 5 points, but unfortunately he lacks a second ENGINEER, so he has to draw a card and end his turn. Turn 12 (Beth) Beth reports Sirol to provide the vital Leadership. She then plays Transwarp Conduit allowing her Science Vessel to move double RANGE. Tarus moves it to Extraction and she picks up her crew (15 RANGE remaining). Moving back to her Outpost (RANGE remaining: 10), she picks up Sirol and moves to Covert Installation (7 RANGE remaining). The crew beams down, solves the mission (no Dilemmas remaining) and back up. The last 7 RANGE get her to Study Hole in Space. She now plays Kevin Uxbridge to get rid of Adrian's Klim Dokachim so she can draw cards despite reporting Sirol. She draws her two cards and ends her turn. Turn 12 (Adrian) Adrian uses Palor Toff - Alien Trader to get back his Distortion of Space/Time Continuum. He moves his USS Galaxy to Test Mission and attempts despite not having the Physics skill in the hope of hitting a Dilemma with a point value or at least cleaning out a few for a later attempt. The first seed is Microbiotic Colony, but Adrian has SCIENCE, OFFICER and ENGINEER so nothing happens. Next is Rascals, turning Shanthi, D'Sora, Bok and Rozhenko into kids, also nullifying a few valuable skills in the process. The Dilemma does not stop him, but it severely weakened him. Last is indeed a point-scoring Dilemma but it is not in Adrian's favor: The Higher... the Fewer makes him pay bitterly for his 9-person crew, putting Beth back into the lead at 90-88. Being out of RANGE, Adrian plays Distortion of Space/Time Continuum and moves two more places to Covert Rescue. (He would have liked to shoot that puny Scout to stardust, but being Federation he is denied that pleasure.) He draws a card and ends his turn. Turn 13 (Beth) Beth moves her Scout to Covert Rescue. She beams down her crew and attempts the mission.The first seed is Royale Casino: Blackjack. She has Jaron in her hand, thus a total of 7, while Adrian holds no personnel and will have to pay 5 to Beth. The new score is 95-83 in Beth's favor. Next is Q's Vicious Animal Things, Beth passes with a STRENGTH of 40. Alien Abduction is next. As most of her crew have a CUNNING of 8, Beth can choose Tarus, the most expendable crewmember to be abducted. She is not stopped either, so she runs into the last Dilemma: Chalnoth! She does not have the STRENGTH or SECURITY to overcome this and Adrian grinningly chooses Sirol to die. Beth is stopped and draws 2 cards to end her turn. Turn 13 (Adrian) Adrian reports Dr. Reyga. The U.S.S. Galaxy flies to Restore Errant Moon. Norah Satie takes the Runabout to pick up Dr. Reyga at the outpost and fly back. All others beam down and attempt the mission. First is an Impassable Door, solved by Bok's Computer Skill. Second seed is Firestorm, killing all crew whose INTEGRITY is less than 5, so Bok and Nikolai Rozhenko die. The third Dilemma is Archer. Taitt and D'Sora pass this. The last Dilemma is Alien Parasites. Adrian counts his INTEGRITY and finds he has 33, just barely enough to pass by one measly point. At this point the planetbound crew cannot continue, lacking the required skills for the mission. Adrian brings in his two remaining personnel from the Runabout. Beth tries a last stand and uses Brain Drain on Dr. Reyga, trying to remove all his skills for this turn, but Adrian is prepared and plays Amanda Rogers to nullify the Brain Drain before it can take effect. Norah Satie, luckily unaffected by the Rascals, provides the needed Leadership and Dr. Reyga has the ENGINEER and Astrophysics skills so Adrian can solve Restore Errant Moon. Adrian scores 30 points, finally winning 115-83. @endnode @Node ARTITOUR @{b}Artifacts in Tournament Play@{ub} From Sean O'Reilly June 1997 Recently, someone on the Star Trek:CCG Discussion Bulletin Boards asked how artifacts work in a tournament setting. Well, it's simple and complex. In tournaments you may only seed one artifact per planet mission. The only exception to this is the Cryosatellite which is seeded at a space mission (an additional artifact may be seeded within the Cryosatellite). When you solve a mission where an artifact has been seeded you may use it as specified on the card's game text. Some artifacts are used immediately and discarded, others stay in you Away Team as Equipment and then other artifacts go into your hand and are played later as Events or Interrupts. What happens to the artifact when it is used or destroyed? In tournament play,the rules are slightly different: The following five artifacts go immediately into your Away Team as Equipment when they are recovered. They can be destroyed by any card (including dilemmas) that normally targets Equipment cards. When destroyed, they go into your discard pile and may be retrieved: 1. Orb of Prophecy and Change 2. Data's Head (when not attached to Data's Body) 3. Mona Lisa 4. Interphase Generator 5. Varon-T Disruptor The following two artifacts are played on the table immediately and may destroyed by certain cards. They are not Events and therefore may not be destroyed by Kevin Uxbridge. Once destroyed, they go to your discard pile and may be retrieved: 1. Horga'hn (may be destroyed by The Devil or Jamaharron) 2. Ressikan Flute (may be destroyed by The Devil) The following four artifacts may be played as Interrupts from your hand after being recovered. They may be nullified by Amanda Rogers or any card that targets them. If nullified, they go to your discard pile and may be retrieved. If they are used (not nullified by your opponent) they instead are put out-of-play because interrupts are normally discarded once their effect has ended and all artifacts that are normally discarded after use are instead put out-of-play: 1. Time Travel Pod 2. Thought Maker 3. Samuel Clemens' Pocketwatch 4. Ophidian Cane The following two artifacts are played as Events cards from your hand. They may be destroyed by Kevin Uxbridge (or Kevin Uxbridge: Convergence). Once destroyed they go to your discard pile and may be retrieved: 1. Iconian Gateway 2. Kurlan Naiskos The following three artifacts are played as Event cards. They, too, may be destroyed by Kevin Uxbridge (or other cards as stated below). However, because their game text says that they are discarded when their effect has ended, a different outcome happens during tournament play. Put these cards out-of-play when their effect has ended: 1. Tox Uthat (may be destroyed by KU; put out-of-play when a Supernova has successfully destroyed all cards at one mission). 2. Receptacle Stone (may be destroyed by KU:C or KU; put out-of-play on the same turn the card has been played when your turn has ended since the effect on your opponent's ship lasts only this turn). 3. Vulcan Stone of Gol (may be destroyed by KU:C or KU; once everyone in the Away Team that the card has been played on has lived or died the card is put out-of-play). The following four artifacts are played immediately after recovery, but there is no way currently to destroy or nullify their effects. After their effect has ended they are put out-of-play: 1. Betazoid Gift Box (once three cards have been retrieved from your draw deck put the card out-of-play). 2. Canar (once the female personnel who has had the card played upon her meets up with the selected male personnel the two personnel are discarded and the artifact is put out-of-play). 3. Blade of Tkon (Once the planet mission has been relocated elsewhere on the spaceline the artifact is put out-of-play). 4. Cryosatellite (this artifact allows you to seed three AU personnel and one extra artifact at a space mission. Once the mission has been completed, the personnel go aboard your ship or outpost and the artifact is played normally (whether it's an Equipment, Event, etc...) but then the Cryosatellite is put out-of-play since it's effect is immediate (you recover cards seeded 'inside' of it). Hope this helps! @endnode @Node YUTA Yuta Numbers Of course this is not the first list of Yuta numbers but it might be the first "correct" one. Federation Personnel: Klingon Personnel: Non-Alligned Personnel: Sarek:16 K'mpec:10 Dr Soong:17 Leah Brahms:14 Lakanta:17 Sirna Kolrami:14 Kahlest:9 Paul Manheim:14 Admiral McCoy:13 Ba'el:8 Norah Satie:13 Kahless:8 Ira Graves:13 T'Pan:13 K'mtar:8 (13 with Alexander Amarie:12 Alynna Nechayev:12 Rozhenko) Kova Tholl:12 Beverly Crusher [FC]:12 Koroth:8 Dathon:11 (4 with EMH Program) Govenor Worf:7 Kareen Brianon:11 Beverly Picard:12 Kitrik:7 Madam Guinan:11 Guinan:12 Kurak:7 Maques:11 Hannah Bates:12 Quark Son of Keldar:7 T'Shonra:11 Kareel Odan:12 Torin:7 Timicin:11 Lwaxanna Troi:12 Montgomery Scott:12 Gowron:6 Dr. Reyga:10 Richard Galen:12 K'Nera:6 Jenice Manheim:10 Spock:12 Korris:6 John Doe:10 Kurn:6 Kathleen Tonell:10 Ben Maxwell:11 K'Vada:6 Beverly Crusher:11 L'Kor:6 Devinoni Ral:9 Deanna Troi:11 Vagh:6 Garak:9 Deanna Troi:11 [FC] Samuel Clemens:9 Fleet Admiral Konmel:5 Solkar:9 Shanthi:11 Mogh:5 Tarmin:9 Jean-Luc Picard:11 Nu'Daq:5 Jean-Luc Picard [FC]:11 Toq:5 Nick Locarno:8 Keiko O'Brien:11 Toral:5 Ocett:8 (13 with Miles O'Brien) Vekma:5 Neela Daren:11 Dr. Farek:7 Rachel Garrett:11 B'iJik:4 Galen:7 Riva:11 Divok:4 Lily Sloane:7 T'Shanik:11 Dukath:4 Zefram Cochrane:7 Gi'Ral:4 Admiral Picard:10 Klag:4 Ajur:6 Alyssa Ogawa [FC]:10 Gorta:6 Commander Troi:10 Batrell:3 Kivas Fajo:6 Dr. LaForge:10 B'Etor:3 Sevek:6 Geordi LaForge:10 Gorath:3 Ian Andrew Troi:10 Kargan:3 Baran:5 Katherine Pulaski:10 K'chiQ:3 Evek:5 Mendon:10 Kell:3 Mordock:10 Kle'eg:3 Berlingoff Rasmussen:4 Reginald Barclay Kromm:3 Jo'Bril:4 [FC]:10 Morag:3 Thomas Paris:4 Satelk:10 Ves Alkar:4 Sonya Gomez:10 Duras:2 J'Dan:2 Madred:3 Admiral Hayes:9 Lursa:2 Narik:3 Alyssa Ogawa:9 Torak:2 Vekor:3 Calloway:9 Dr Royse:9 Targ:0 Ishara Yar:2 Geordi LaForge [FC] Roga Danar:2 Giusti:9 Ja'Rod:-1 Jack Crusher:9 (4 if with Toral) Mortal Q:0 Miratsa Yale:9 Reginald Barclay:9 Koral:-3 Boratus:-1 Richard Wilkins:9 ------------------------- Robin Lefler:9 Mickey D.:-2 Saakath:9 Romulan Personnel: Shelby:9 Zon:-5 Soren:9 Taitt:9 D'Tan:10 ------------------------- Tam Elbrun:9 Borg Personnel: Thomas Riker:9 Bochra:8 Toby Russel:9 Major Rakal:8 Wesley Crusher:9 (11 as Federation) Borg Queen:12 (11 with Robin Sirol:8 Lefler,13 with Stefan DeSeve:8 Eighteen of Nineteen:7 Lakanta,15 if with (7 as Federation) Eleven of Nineteen:7 both) Fifteen of Seventeen:7 William T Riker [FC]:9 Neral:7 Five of Eleven:7 Sela:7 Nine of Eleven:7 Alexander Rozhenko:8 Selok:7 One of Eleven:7 Dr. Selar:8 Taris:7 Three of Eleven:7 Jenna D'Sora:8 Tokath:7 Sixteen of Seventeen:7 K'Ehleyr:8 Ten of Nineteen:7 Linda Larson:8 Dr Telek R'Mor:7 Two of Eleven:7 Lt. (j.g.)Picard:8 N'Vek:6 Two of Seventeen:7 McKnight:8 Pardek:6 Obarakeh:8 Toreth:6 Eight of Nineteen:3 Richard Castillo:8 Varel:6 Four of Eleven:3 Sito Jaxa:8 Nine of Seventeen:3 William T. Riker:8 Movar:5 Six of Seventeen:3 Commander Tomalak:5 Thirteen of Nineteen:3 Christopher Hobson:7 Sisters of Duras:5 Three of Ninteen:3 Ensign Tuvok:7 Tarus:5 Neutral Personnel: Gibson:7 Inge Eigher:7 Mirok:4 Joshepf Travis:7 Takket:4 Spot:6 Lighter:7 Tomalak:4 Lisa Azar:7 Miles O'Brien:7 Parem:3 Morgan Bateson:7 Tallera:3 Paul Porter:7 Tallus:3 Rager:7 Taul:3 Tasha Yar:7 Tebok:3 Vash:7 Alidar Jarok:2 Darrian Wallace:6 Taibak:2 Eric Pressman:6 Telak:2 Hawk:6 Thei:2 Ro Laren:6 Simon Tarses:6 Galathon:1 Taurik:6 Mot the Barber:5 Tasha Yar-Alternate:5 Thomas McClure:5 Worf [FC]:5 Commander Data:4 (Not a Soong-Type Android) Worf:4 Mr. Homm:3 Remember Holograms, Androids and Exocomps are imune to Yuta so they are not on this list. @endnode