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


Into the Final Frontier, Part 7 - Provisioning Your Draw Deck (2 of 2)

by Chris Heard; Updated by James Hoskin, Staff Writer

10th March 2009

< continued from page 1

We have two deck slots left to fill in our 35-card deck, so let's look for one event and one interrupt. While there are many generic events available, and several of these - especially those that either enhance your ability to draw and play dilemmas against your opponent, such as Unexpected Difficulties and Storage Compartment, or those that diminish your opponent's capacity to draw and play dilemmas against you, such as Running a Tight Ship - are extremely popular, let's focus our attention here on [SF] Starfleet-only events so that we can get a feel for the affiliation. We've already rejected Diplomatic Offer, because we don't really have enough Starfleet Diplomacy personnel to make it worth a precious slot in our deck. What we do have in abundance, though, are Engineer personnel, and Starfleet has a special event that plays to that strength. Preeminent Precision - the reference is to Trip Tucker's precise alignment of the dilithium matrix in the warp drive - allows us to stop a Starfleet Engineer personnel to make the ship that personnel is aboard Range +2 until the end of the turn. We could use the Range boost on our slow, early-model ships, so let's add one Preeminent Precision to our deck.

Finally, we turn to interrupts. The To Boldly Go expansion, which introduced the Starfleet affiliation to the game, included just three interrupts, but they could all work quite well for us. Two of these, Disinterested Visitant and Temporal Delineation, manipulate the "budget" that you or your opponent may spend on dilemmas. Since we won't really be discussing dilemma costing until Part 8 of this series, let's skip those interrupts for right now. That leaves us with He Speaks in Shale, which is quite useful in a Starfleet deck. (There are, of course, many other useful interrupts that aren't keyed to the Starfleet affiliation, but for purposes of illustration, we're limiting our focus.) When our Starfleet personnel face dilemmas, they will often have to meet an attribute requirement as well as skill requirements. For example, let's imagine that our crew, pictured below, encounter the popular space dilemma Gomtuu Shock Wave.

Emory Erickson

Integrity 4
Callaghan

Integrity 5
Travis Mayweather

Integrity 5
Garrid

Integrity 5
Maxwell Forrest

Integrity 6
Soval

Integrity 6

Gomtuu has two sets of requirements that can be used to overcome it, one of which is "2 Diplomacy and Integrity>32." Maxwell Forrest alone provides us with plenty of Diplomacy, but our crew's total Integrity is only 31, so we are two short. If we examine the abilities on each of the personnel in the crew, we discover that Emory Erickson increases the attributes of each other Engineer facing the dilemma with him by +1. Unfortunately, there is only one such Engineer (Callaghan), so our crew's total Integrity is exactly 32, and we need 33 or more.

That's where He Speaks in Shale comes in. This interrupt allows one of our Starfleet personnel to add the dilemma's cost to each of his or her attributes until the end of the dilemma. Since Gomtuu Shock Wave costs three, we can play He Speaks in Shale to make one of our Starfleet personnel - let's choose Garrid - attributes +3. That will give him a total of 8 Integrity for the duration of the dilemma, and will raise our crew's total Integrity to 35, which is enough to overcome the Shock Wave. Since we're going to encounter dilemmas in practically every mission attempt, let's make He Speaks in Shale the final addition to our deck.

Having chosen our ships, equipment, events, and interrupts, we now have a fully-functional draw deck on par with the starter decks you've been using up to this point. Our final deck list, incorporating the personnel and missions chosen in Part 6 of this series, is shown below.

Now we just need one more thing: a dilemma pile to interfere with our opponent's mission attempts. In the next installment of "Into the Final Frontier," Nathan Miracle will guide you through the creation of a straightforward but effective dilemma pile.

Have an opinion about this article? Post it here!

-djl-

Page 1 � Page 2
< Part 6 - Choosing Missions and Personnel � Into the Final Frontier Index � Part 8 - Dealing With Dilemmas >




Decklist

Print DecklistPrint ChecklistCopy DeckDownload Into DeckPADD



Missions
Headquarters
8U55•Earth, Humanity's Home
Planet
8U60•Retrieve Materiel
12U42•Secure Strategic Base
Space
8U53•Automated Repair Station
14U53•Sphere 41, Eliminate Sphere Network


Draw Deck (35)
Equipment
4C322x Emergency Transport Unit
1C651x Engineering PADD
Event
8U371x Preeminent Precision
Interrupt
8U501x He Speaks in Shale
Personnel
Non-Aligned
5P341x •Daniels, Temporal Enforcer
1R3321x •Kamala, The Perfect Mate
4R1611x •Lore, The One
5P352x •Miles O'Brien, "Smiley"
14U1021x •Soval, Vulcan Ambassador
Starfleet
17V801x •A. G. Robinson, Prototype Captain
8U942x Callaghan
8C951x •Charles Tucker III, "Trip"
8C971x Dallas
10C1051x •Daniel Leonard, Cautious Admiral
8C991x •Elizabeth Cutler, Eager Entomologist
8U1003x •Emory Erickson, Father of the Transporter
10U1041x •Erika Hernandez, Comparable Captain
8C1021x Garrid
8U1071x •Kelby, Arrogant Engineer
8R1081x •Malcolm Reed, Weapons Expert
16V441x •Masaro, Idealistic Saboteur
8R1091x •Maxwell Forrest, Starfleet Executive
8R1111x •Phlox, Alien Physiologist
12C1151x Sean Hawkins
13R1141x •T'Pol, Not a Slave
8R1132x •Travis Mayweather, Space Boomer
Ship
Starfleet
10R1201x •Columbia, The Second Warp Five Ship
8R1171x •Enterprise, Finally Ready to Swim
8C1181x •Sarajevo, Starfleet Vessel


Back to Archive index