#575273
The rulebook does cover most of it, but I'll answer the key points here (and just lean more to the strategy/tactical side)
Otherwise...
You can move them around - 1s and 10s can be picked up by any personnel (kinda like equipment). The abilities still work, though, so they'll want to put them down, and dropping a tribble stops the personnel carrying it. (Free stop!)
100s and up are too much to carry, but they can be beamed by a Transporter Skill (one at a time)... and beaming them stops the personnel. (Which is even better, since sometimes you can get two stops if they're desperate enough)
Which sums up my thesis of "why Tribbles are awesome" - regardless of how the opponent deals with them, it costs them time. Extra personnel in each attempt, or just a bunch of extra stops as they waste time moving the fuzzies around. And you can build dilemmas to try and capitalize on them, or just use them as a general bonus.
Now, the downsides:
1. They are fiddly, part 1: you have to remember to do it every turn. Trust me: ain't no opponent in the world nice enough to let you back-up to add tribbles.
2. They are fiddly, part 2: because you have to play them in order, you can't rely on having specific tribbles in play on specific turns. Even with my small deck, it's only 55% or so odds of me having a 10 on turn 1 - and then the next turn I'm hoping for the 100, etc etc. I think the flexibility of getting to play mini-dilemmas "run time" is worth that trade, but if you're big on predictability they may not be for you.
3. Opponent hate: Oh boy howdy, will you run into players who hate Tribbles with a deep and fiery passion. I've run Tribbles in Borg assimilation decks and opponent's would rather I keep the assimilation and lose the Tribbles
stressedoutatumc wrote: ↑Thu Apr 14, 2022 11:52 am So these are just essentially free plays? This wouldn't be my card play for the turn, correct?Not "free" in the "free play" sense, but they don't take your card play (and you have to do it as an order). Put it in the same bucket as Bajoran Shrine - it's a thing you can do on your turn.
My understanding is that they are designed just to muddle things for the opposing player?My approach is that in exchange for that one seed card, you're getting a bunch of incremental stops and mini-dilemmas. Most of them aren't deal-breakers, but it's one more thing the opponent has to pay attention to. And as you pile them up a lot of the abilities combo nicely. So if the opponent ignores them you get a lot of incremental bonus as they have to work around them.
Otherwise...
How does one get rid of tribbles? Can they be beamed off ship, carried?Tribbles can't be attacked or killed or deliberately removed. The best you can do is put them on a ship and blow *that* up... at which point everything goes back under your side deck and you start playing them again. It's a temporary reprieve at best (but I have had opponents do it!)
You can move them around - 1s and 10s can be picked up by any personnel (kinda like equipment). The abilities still work, though, so they'll want to put them down, and dropping a tribble stops the personnel carrying it. (Free stop!)
100s and up are too much to carry, but they can be beamed by a Transporter Skill (one at a time)... and beaming them stops the personnel. (Which is even better, since sometimes you can get two stops if they're desperate enough)
Which sums up my thesis of "why Tribbles are awesome" - regardless of how the opponent deals with them, it costs them time. Extra personnel in each attempt, or just a bunch of extra stops as they waste time moving the fuzzies around. And you can build dilemmas to try and capitalize on them, or just use them as a general bonus.
Now, the downsides:
1. They are fiddly, part 1: you have to remember to do it every turn. Trust me: ain't no opponent in the world nice enough to let you back-up to add tribbles.
2. They are fiddly, part 2: because you have to play them in order, you can't rely on having specific tribbles in play on specific turns. Even with my small deck, it's only 55% or so odds of me having a 10 on turn 1 - and then the next turn I'm hoping for the 100, etc etc. I think the flexibility of getting to play mini-dilemmas "run time" is worth that trade, but if you're big on predictability they may not be for you.
3. Opponent hate: Oh boy howdy, will you run into players who hate Tribbles with a deep and fiery passion. I've run Tribbles in Borg assimilation decks and opponent's would rather I keep the assimilation and lose the Tribbles
What deck should you play next?
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