What's New Dashboard Articles Forums Achievements Tournaments Player Map Trademanager The Promenade Volunteers About Us Site Index
Article Archives
First EditionSecond EditionTribblesAll

All Categories Continuing CommitteeOrganized PlayRules CommitteeDeck DesignsVirtual Expansions
Card ExtrasSpecial EventsTournament ReportsEverything ElseSpotlight SeriesContests
Strategy Articles


So, You're New to Relativity?

by Maggie Geppert, Vice Chairman

25th October 2018

When you sit with a nice girl for two hours you think it's only a minute, but when you sit on a hot stove for a minute you think it's two hours. That's relativity.

                                                                                    - Attributed to Albert Einstein

Relativity decks are a variant on the no-headquarters deck.  Today’s deck is from Justin Ford (Resistance-is-futile).

Missions

U.S.S. Relativity, Federation Timeship

The essential mission for this deck is Prevent Historical Disruption.  This mission allows you to get a Temporal ship like the U.S.S. Relativity, Federation Timeship, which is your play engine.  I like how the mission has you spend 4 counters to get the ship, but then the ship itself costs 0.  You can now play [Fut] Fed personnel and equipment to the ship on the first turn.  I think this is a better mechanic for the no-HQ deck than the more cumbersome Voyager/Caretaker’s Array method.  Sometimes with Voyager, you’re stuck if you didn’t have it in your opening hand.  It also gives your ship a place to go if you get hit with Where No One Has Gone Before or other cards that may say to move your card back to a headquarters.  The Relativity does have a drawback, which is it puts non-[Fut] personnel in your discard pile at the beginning of each turn (more on this later).

I don’t recall seeing people attempt Prevent Historical Disruption very often, as the Cunning > 36 requirement is pretty steep for a 35 point mission.  In this deck, I suspect that it is completed as the first mission, just by looking at the skill matrix of the personnel in the deck.  Avert Danger is usually one of the first missions done, because Data, Lucasian Chair has all the skills for it, including double Science to get the 5 point bonus.  I would probably go for Metron Arena, Resolve Standing Conflict for the third mission.  It also has the double bonus of protecting the personnel in your discard pile from Duket Pah-Wraith Puppet (AKA Greasy Dukat).  I would think that Deliver Evidence would be a risky choice, since there is no Intelligence and only 3 Archaeology available to you.  Finally, I don’t see the Relativity trying to Destroy Transwarp Hub, but there are good reasons for it to be in the deck (see dilemmas below).

Temporal Transporters

Draw Deck

The most important event in any Relativity deck is Temporal Transporters.  This card allows you to place [Fed] personnel from your discard pile onto your unique Temporal ship.  With this card you suddenly have access to all of the Federation, not just a particular faction.  You’ll often see personnel like James T. Kirk, Original Thinker, B’Elanna Torres, Straightforward Engineer or Geordi LaForge, Chief Engineer to the deck.  In fact, if you decide to use the Replicate text on the card, you can discard two personnel you may want to use and then grab them with the Temporal Transporter.  There is a limit to the usefulness of these non-[Fut] personnel, because they go back to your discard pile at the beginning of your next turn.  This slim build then functions as a very fast mission-solver.

Dilemma Pile

This is a fairly standard attrition pile.  There is one important dilemmas tailored for a Relativity deck (or any non-HQ deck, more generally) in Well-Prepared Defenses.  This dilemma is a benefit because you will likely have more missions worth points that your opponent does, unless they are also playing a no-HQ deck, so it’s likely you’ll get a choice kill for a cost of 2. 

Final Thoughts

I really love the Trek sense of Relativity.  You recruit people from the past (the discard pile) with Temperal Transporters to help you solve a problem in the future.  Then they go back to past once they solve the problem. Neat!


Discuss this article in this thread.



Tournament Record:

This deck is currently eligible for the following family or families of achievements:

Decklist

Print DecklistPrint ChecklistCopy DeckDownload Into DeckPADD



Missions
Planet
2U97•Avert Danger
30V29•Metron Arena, Resolve Standing Conflict
Space
9R7•Deliver Evidence
3U87•Destroy Transwarp Hub
28V22•Prevent Historical Disruption


Draw Deck (42)
Equipment
1C722x Tricorder
Event
24V133x Christening
25V162x Tacking Into the Wind
28V123x Temporal Transporters
Interrupt
12R372x Grav-Plating Trap
Personnel
Federation
28V261x •Anthony Braxton, Forward-thinking Recruiter
14C761x •Beverly Crusher, Captain Picard
14R782x •Data, Lucasian Chair
1R2631x •Geordi La Forge, Chief Engineer
34V301x •Harry Kim, Remorseful Survivor
28V281x •Icheb, Second Officer
11P173x •James T. Kirk, Original Thinker
28V301x •Juel Ducane, Above Reproach
30V471x •Julian Bashir, Nostalgic Doctor
17V621x •Kathryn Janeway, Regretful Leader
28V313x Marris
18V271x •Naomi Wildman, Astrometrics Officer
28V321x •Nog, Defiant Captain
13U723x •Revised Chakotay, Imposturous First Officer
13U731x •Revised Doctor, Mass Murderer
28V361x •Seven of Nine, Undercover Operative
28V373x Simmons
6P531x •William T. Riker, Wistful Admiral
Ship
Federation
28V533x •U.S.S. Relativity, Federation Timeship
Dilemma Pile (35)
Dual
29V12x Adopted Authority
10R22x An Issue of Trust
29V21x Artificial Ability
14R11x Back to Basics
14U41x Chula: The Chandra
6P21x Dignitaries and Witnesses
21V31x In Development
26V41x Intimidation
14C73x Moral Choice
17V91x Occupational Hazards
18V51x Polywater Intoxication
14U132x Shocking Betrayal
2C252x Timescape
17V173x Well-Prepared Defenses
Planet
10C121x Necessary Execution
3U253x Rogue Borg Ambush
15V91x We'll Never Know
Space
15V11x Breaking the Ice
12R41x Distress Call
3R123x Gomtuu Shock Wave
8R131x Outclassed
1R422x Personal Duty


Back to Archive index