#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?
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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