Discuss all of your questions, concerns, comments and ideas about Second Edition.
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#460454
What are the dirty tricks of slipstream? Why are they bad, how do you play around them?

Wolf 359
Why is it too good: mission is as easy as a 35 pointer and the game is over when the drawback kicks in
How to play around it:
If your opponent brings this and plans to solve it, their deck is built around it. Keep them away from it, or do bad stuff if they go there:
- Send your interaction there
- Biogenic weapon
- The Clown: Go Away

Chula
Why is it too good: most opponents will try to do only one mission, you can stack Chula: The Game there
How to play around it:
Fake out attempts (bring Wolf 359, make one attempt there to try get them to stack a Game there, then go attempt something else)
Self-Replicating Roadblock
Krim

Self-Replicating Roadblock
Why is it too good: a lot of dilemma piles rely on a key dilemma, e.g. Chula: the Game, Legacy, etc.
How to play around it:
Event prevention
Varied dilemma piles

Big stop prevention interrupts (Central Command, BoT, Ruling Council etc)
Why is it too good: lots of opponents are probably going for a dilemma pile that can lock you out of one mission for a long time, e.g. Chula
How to play around it:
Interrupt prevention
Bouncing attrition piles
Kill piles

Causal Recursion / Pivotal Destiny
Why is it too good: 60 points for a deck designed to get to 50 is worse than 110 for a deck that aimed for 100
How to play around it:
Not so bad to play around Causal, Pivotal is much worse so go space
Have a plan for extra points

Dilemma choke
Why is it too good: you only have to get your trick (Mot + Field Studies + Rats etc) right for one mission
How to play around it:
Event/Interrupt prevention
Anything that can target a specific personnel, e.g. Holding Cell, Evek, Weyoun

Admirals McCoy and Dougherty abilities
why is it too good: these massive attribute gain abilities are normally temporary and too costly to do more than once. In slipstream you only need to have them active for one mission. Add choke and your opponent gets to draw only one or two dilemmas at wolf 359.
How to play around it:
Take out the admirals (what assassin cards can target them?)
Blow up the Dougherty target first? (But it probably never needs to leave the headquarters)
Uninvited + polywater?
Turn off their abilities somehow

Kressari Rendezvous
why is it too good: 45 points for 31 attributes ... compared to some others this might not be broken
How to play around it:
Equipment Malfunction and give them the 30, force them to do another mission ... or stop them and add a Dreamer

Biogenic Weapon
why is it too good: Shut your opponent's plan down after they've stacked a bunch of dilemmas under their main route to victory.
How to play around it:
Be able to solve all of your missions (yikes!)
Event destruction

Stripped Down
why is it too good: You don't get anything out of having 2 dilemmas moved somewhere else.
How to play around it:
Solve several small missions? Play 3 HQ?
Last edited by Fritzinger on Thu Apr 25, 2019 1:32 pm, edited 3 times in total.
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By jadziadax8 (Maggie Geppert)
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2E North American Continental Semi-Finalist 2023
ibbles  Trek Masters Tribbles Champion 2023
2E Deep Space 9 Regional Champion 2023
#460460
Would Slipstream be better if the IDIC Draft win conditions were applied? One space, one planet and 70 points?

Or would that pooch your desire for a shorter game, Fritz?


Sent through Subspace from the Starship Enterprise
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By T-Ricks (Rick Kinney)
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#460461
Pivotal Destiny
Place this dilemma in your core. You need an additional 10 points to win the game. When you command three completed missions, remove this dilemma from the game.
28 V 4

This one is a pain if you are going for a one mission win or great if you are trying to stop a one mission win.
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#460463
T-Ricks wrote:Pivotal Destiny
Place this dilemma in your core. You need an additional 10 points to win the game. When you command three completed missions, remove this dilemma from the game.
28 V 4

This one is a pain if you are going for a one mission win or great if you are trying to stop a one mission win.
YES :D !
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By bosskamiura (Thomas Kamiura)
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#460473
KillerB wrote:
Johannes Mette wrote::shifty: Good start! I have to think about it. But the problem is in the rules.
Threshold Format (21 counters turn 1, 30 minute time limit, 30 second 'shot clock') worked great at TCM2.

You never really want to muck around with win conditions.
Didn't you quit?

TK
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#460551
People who haven't experienced the broken cards (i don't bring them, others are too new or too nice to find them) really seem to find this format quite compelling. All of the clever mission/dilemma/location mechanics that are unique and awesome, only 1/3 of the slog of waiting for someone to choose dilemmas.
Johannes Mette wrote::shifty: Good start! I have to think about it. But the problem is in the rules.
What is the problem with rules that cannot be fixed by controlling a small number of cards?
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#460553
Naetor wrote:I think if it was 1 or 2 copies max of a card it would go a long way. And remove a few specific cards that fail in this format: Wolf 359, etc.
interesting point, destiny does 2 copies in a 30 card deck. There's a lot of draw in the rules and it's normal to finish your deck in a game so this limit is about how many times you can USE a card.
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#460554
KillerB wrote:
Johannes Mette wrote::shifty: Good start! I have to think about it. But the problem is in the rules.
Threshold Format (21 counters turn 1, 30 minute time limit, 30 second 'shot clock') worked great at TCM2.

You never really want to muck around with win conditions.
did you find that the 21 counters made a difference? That seems like the same as the normal first three turns. For me the time killer is choosing dilemmas and crews from the big pile.
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