What's New Dashboard Articles Forums Chat Room Achievements Tournaments Player Map 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

The Maquis: For the Cause

by Charlie Plaine, Chairman

6th June 2014

"Out there in the demilitarized zone, all the problems haven't been solved yet. Out there, there are no saints - just people. Angry, scared, determined people who are going to do whatever it takes to survive, whether it meets with Federation approval or not!" - Benjamin Sisko

The Continuing Committee is proud to announce The Maquis, the second expansion of the Deep Space Nine block. This fifty-four (54) card expansion will release for free on Friday, June 27, 2014 and will be legal in all constructed formats one week later. With its release, this expansion will introduce the Maquis as playable factions to First Edition; after all, they gave it it's name!

They Call Themselves the Maquis

Meet the Team
Before we get started looking at what The Maquis has to offer, let's take a look at the people who helped design it:

Dan Hamman [SirDan], Lead Designer
Designer Profile: Dan Hamman
The Maquis is Dan's fourth time as the lead of a First Edition expansion, and his ninth overall. Dan has a steady and wise hand as a designer, and I'm sure we will see more of his positive influence on the game as we move forward.

Allen Gould [AllenGould], Assistant Designer
Designer Profile: Allen Gould
This is Allen's first time out as a member of a design team; his previous design work was as the lead (and a subsequent) member of the Rules Team. However, since he decided to step over to the design side of the fence, he has brought a lot of positive energy and good ideas to the team, and I'm confident we'll see more of him in the future.

Warren C. [arcadian], Assistant Designer
Designer Profile: Warren C.
The Maquis is Warren's second design credit. Although some personal issues kept him from contributing as much on this expansion as he did on The Sky's the Limit, he did a significant amount of work here that we are all grateful for.

For the Cause
The Maquis, as the name implies, is the expansion that serves as the First Edition introduction of the Maquis as a playable faction. The Maquis icon itself ( [Maq] ) has been on 1E cards since 1998's Deep Space Nine, appearing on characters like Amaros and Kalita, and then later on many of the crew in Voyager. But even with eighteen (18) personnel and one (1) ship with the [Maq] icon, there was no way to play "a Maquis" deck in First Edition. As soon as we knew we were going to base a block on the early years of Deep Space 9, we knew that we had to take the opportunity to introduce the Maquis to the game properly.

Playing a Maquis deck all starts with They Call Themselves the Maquis, a new "emblem" card for the faction. (In fact, I believe one of the early playtest names for this card was "Emblem of the Maquis," and it even has similar artwork to the existing emblem cards.) There is a lot going on on this card, so let's break it down line by line:

Seeds or plays on table; you may download The Art of Diplomacy. Much like the emblems, this card seeds (to let you kick off your deck) and it gives you access to either some extra Diplomacy or a hand weapon with The Art of Diplomacy. Since the [Maq] icon actually appears on The Art of Diplomacy, it's a good choice.

Your [Maq] cards may mix and, if ever attacked, have no affiliation attack restrictions. The Maquis, as a faction, span at least three (3) different affiliations (four if you have M'vil in the mix), and the ability to mix allows all of the [Maq] personnel to work together. Even though many of the [Maq] cards are [NA], this is a nice ability to have, especially for limited play. The ability to remove attack restrictions helps the faction deal with some of their cards being [Fed], although it does have a drawback: you have to be attacked first. This plays into one of the Maquis themes of "wanting to be left alone," which runs through many of their cards.

Not so Demilitarized

Your [Maq] ships are immune to Navigate Plasma StormsA mechanical necessity; you never want to have a deck that can be shut down completely by a single card.

Your equipment, [Maq] personnel, and [Maq] ships may report to your Liberty or to a Badlands or Demilitarized Zone Region [P] missions; once each turn, one such unique personnel may report for free. And this is where the card really diverges from the emblems - it gives you a play engine! You have the ability to report a unique [Maq] personnel once each turn, for free. In addition, all of your [Maq] cards can report to any [P] mission inside the Maquis' sphere of influence (or even to the [DQ] if you have the Liberty out and about).

They Call Themselves the Maquis gives Maquis decks a solid foundation: compatibility, mobile reporting (somewhat), a thematic way to lift attack restrictions, and a free play. And don't forget, you can stack this engine with any other restricted ones, so while you won't see a Maquis/Enterprise-E deck, you might see Trek's terrorists paired up with Bajorans or Androids. But what if you want to do more with the Maquis? Well, there's plenty of options available to you.

Series Options
The design team wanted to enable a generic "Maquis" deck, and did so with They Call Themselves the Maquis. This incident allows your Maquis from TNG, DS9, and Voyager to all mix, work together, and fight the good fight in a single deck. But the past two years (blocks) have been about splitting things up (notably the [Fed]) by series, and that work continues here in The Maquis as well. If you want to play the "kitchen sink" Maquis, you can; if you're willing to limit yourself a little bit more, you get a little bit more. For example, if you're willing to just play Star Trek: Deep Space Nine Maquis, you can take advantage of Not So Demilitarized.

Not So Demilitarized is the [RC] card for the Maquis; as such, it can be downloaded with Reshape the Quadrant. It, in turn, can download They Call Themselves the Maquis. Three seed cards for the price of one? A good deal! In exchange for limiting yourself to just [DS9] [Maq] (and only [Maq] facilities), you get an additional free report each turn - one from They Call Themselves the Maquis (any unique [Maq] personnel) and one from Not So Demilitarized (any [DS9] [Maq]). That's pretty good for one seed slot! Of course, there are other advantages (what do you think For the Cause does?) and disadvantages (no Espionage cards takes away the draw engine of Bajoran Resistance Cell).

And if you're not a Deep Space Nine fan, don't fear: there is a [TNG] option (a [WC] card) as well, with a similar benefit and tradeoff. There's even a few fun cards for a [DQ] based [Maq] deck, if you want to see what might have happened had things gone differently at the end of "Caretaker." It may seem odd to some to have so much non- [DS9] material in an expansion in the DS9 block, but where else but an expansion named The Maquis would such cards be introduced? This expansion is a bit different from previous block expansions, as its focused on a faction instead of a series, so it is somewhat experimental. Your feedback will help us decide if this is something that works, or doesn't, so make sure to share your thoughts with us. But at the end of the day, there is a lot of DS9 content here, so it's not like this expansion is completely incompatible with the block (so don't worry!)

Cal Hudson

There are a lot of backwards compatible cards that relate to the Maquis, and The Maquis converts a total of nineteen (19) cards, although not all of them are Maquis related. In addition, there are a number of characters that have previous only appeared in Second Edition that are now making their First Edition debut, such as Cal Hudson. One of the more interesting things to happen in the conversion process for many of these cards is that they've changed affiliation. In Second Edition, the majority of the Maquis are [Fed] personnel and that is not true in First Edition; most are [NA]. So you'll see quite a few characters change colors from their 2E counterparts in order to be more consistent with the Maquis' appearance in 1E.

Defend Your Home
The Maquis
will bring a host of popular characters, ships, and stories to First Edition and enable playable Maquis decks both in Block and Complete play. The team has worked hard to give the Maquis an identity (leave us be, or we'll make you leave us be) and it is reflected in the fun cards Maquis players will have at their fingertips when this expansion releases.

The Maquis in Star Trek gave the writers an opportunity to "tarnish" the perfect universe depicted in TOS and TNG, and proved to be a thought provoking storyline across three series. We're excited to see how they play when they arrive on scene in The Maquis, releasing Friday, June 27. And don't forget to requisition a release kit if you want to have a chance to earn an amazing foil Stolen Defiant! Stay tuned over the next few weeks for more spoilers from The Maquis!

Discuss this article in this thread.

Back to Archive index