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


Prepare for Warp Speed Transfer

by Austin Chandler, Staff Writer

14th April 2011

Warp Speed Transfer. Many of us know this card already since it’s a version of a backwards-compatible Second Edition card. Let’s look at the differences.

The original Second Edition card is an Interrupt. The card is labeled as a Pursuit card and that keyword has some usable functions with other 2EBC cards. The card allowed you to move any of your ships, from anywhere, to a ship that was facing a dilemma. Once the ship was moved you could transfer one personnel aboard the ship to join the crew during the mission attempt.

The idea has merit and can be a rather cool idea to bring in a ship. However, the Second Edition card doesn’t address the finer points of the First Edition game. Multiple spacelines, use of Range, facing a dilemma vs mission attempt. All of these things can become factors during a 1E game.

Keeping those concepts in mind, we can look at the newly-revised Warp Speed Transfer.

  1. It’s now an Incident, plays on the table, and is unique.
  2. The ship that can move to the ship attempting a space mission has to be on the same spaceline and within the ship’s range x2.
  3. Doing this action suspends play. No fancy use of a Wormhole to cause this ship to go to a different quadrant.
  4. The wording has been changed from "facing a dilemma" to "attempting a mission."
  5. The Range on both vessels are fully used when the actions are done.
  6. The card is placed out-of-play when used.

There are a lot of changes on this card. In fact, it truly makes this card practically new except for the fact that both cards cause the same thing: the addition of a critical personnel to your crew during a mission attempt. That very action can win or lose the game.

Players need to see the differences between the two cards. The original Second Edition card could be used during every single dilemma, without any limit, and bring a ship from anywhere to the location of the ship facing the dilemma. The revised card showcased in Shades of Gray is unique, has to be played upon the table before it can be used, and doesn’t allow a ship from the Mirror Universe to suddenly appear in the Delta Quadrant.

Despite the journey this card has taken to get here, it's a welcome addition to many decks. It will give many of us that one last-ditch effort we need to try to win the round.


Back to Archive index