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Relativity HOF

by Oliver Thust

Tournament Record:

This deck is currently eligible for the following family or families of achievements:

Decklist

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Missions
Planet
30V29•Metron Arena, Resolve Standing Conflict
43V12•Q's Planet, Enticing Diversion
Space
21V14•Alpha 5 Approach, Transport Crash Survivor
28V22•Prevent Historical Disruption
33V30•Stakoron Strait, Patrol Shipping Lane


Draw Deck (53)
Equipment
1C702x Science PADD
1C721x Tricorder
Event
24V132x Christening
16V222x •Hindrance
46V92x •Lethal Wound
2R492x Machinations
30V171x Self-Replicating Roadblock
0VP871x •Surprise Party
25V163x Tacking Into the Wind
28V123x Temporal Transporters
Interrupt
7U392x Cluttering Irrelevancies
28V131x Curious Companion
26V152x Infinite Combinations
Personnel
Federation
28V261x •Anthony Braxton, Forward-thinking Recruiter
10U611x •B'Elanna Torres, Straightforward Engineer
14C761x •Beverly Crusher, Captain Picard
14R782x •Data, Lucasian Chair
34V301x •Harry Kim, Remorseful Survivor
28V281x •Icheb, Second Officer
2R1221x •Jake Sisko, Temporal Anchor
28V302x •Juel Ducane, Above Reproach
30V471x •Julian Bashir, Nostalgic Doctor
17V621x •Kathryn Janeway, Regretful Leader
28V313x Marris
48V121x •Miral Paris, Daughter of B'Elanna
18V271x •Naomi Wildman, Astrometrics Officer
0VP2361x •Reginald Barclay, Exceeding Limits
13U731x •Revised Doctor, Mass Murderer
13U761x •Revised Neelix, Hedgehog Ops Officer
28V361x •Seven of Nine, Undercover Operative
28V373x Simmons
6P531x •William T. Riker, Wistful Admiral
Ship
Federation
28V533x •U.S.S. Relativity, Federation Timeship
28V541x U.S.S. Wells
Dilemma Pile (35)
Dual
8R11x Agonizing Encounter
36V33x Brave Words
40V12x Bread and Circuses
23V31x Coolant Leak
4R112x Counterinsurgency Program
38V53x Historical Pursuit
24V61x Insurrection
26V41x Intimidation
3U263x Secret Identity
2C251x Timescape
Planet
1C132x Captain's Holiday
28V42x Pivotal Destiny
38V102x Surface Defense
38V113x Underlying Influence
Space
24V21x Breached
23V92x One Step Ahead
38V83x Pattern Loss
31V102x Pest Control

Draw Deck Strategy

Missions

- Prevent Historical Disruption: This mission is the substitute headquarters for the Relativity faction. It’s where you play your ship (which then lets you play your personnel) and can be used to download the ship if you don’t draw it in the opening hand. Although you can, don’t attempt this mission, you should do any 3 of the other 4 missions to get your points.

- Evaluate Soliton Wave: This mission is worth 40 points in this deck since the U.S.S. Relativity has printed weapons of 9. It’s fairly easy for a 40 point mission, only 36 cunning and there are 8 personnel in the deck with Leadership, 9 with Engineer and 9 with Navigation. It also makes both Data and Janeway cheaper once completed, it's a good first mission if you don't have the Officer for Stakoron Strait.

- Stakoron Strait: The other space mission option, it has a nice bonus of making Dual dilemmas cost 1 extra. This mission has the some cunning requirements but is worth 5 less points than ESW, it’s a good mission if you get the Officer for it early.

- Avert Danger: Great last mission. Data has all of the skills, including enough for the bonus 5 points and it can be solved with as little as 4 personnel, with Data 10, Revised Doctor/Bashir 8s and any 7 Cunning personnel.

- Metron Arena: An easy mission with the bonus of preventing Dukat, Pah-Wraith Puppet from wrecking your deck.

Equipment

- Science PADD: There's only 3 Archaeology (all Simmons) in the deck and Underlying Influence is really annoying, this helps solves that problem. Kathryn Janeway can also download it.

Events

- Christening: In the deck to help get the U.S.S. Relativity in hand without having to use the costly effect on your pseudo HQ.

- Security Drills: In the deck for the same reason as Science PADD, to counter Pattern Loss/Underlying Influence dilemma piles. There's only 2 Exobiology personnel in the deck, watch out for Pest Control.

- Self-Replicating Roadblock: Name a dilemma you hate getting hit by all the time. Gomtuu Shockwave or Where No One Has Gone Before (for early attempts) are good options for space and Rogue Borg Ambush for planets. In Development is a good fall back because there are a lot of 2 or less cost personnel in the deck. The deck isn't good against Tsiolkovsky Infection either, so if your opponent is playing lots of events that's a good call.

- Surprise Party: More counters means more people.

- Tacking Into The Wind: Great event and can be used for any of the three options in this deck. Download the U.S.S. Relativity if you didn’t draw it or a Christening in the opening hand or first three counters. Recycle your people late in the game if necessary or destroy events.

- Temporal Transporters or (TT): The main trick of this faction. Only two personnel in the deck can't be played to the U.S.S. Relativity and have to be fetched with this (B’Elanna and Kirk), other than those two don't use it to play any personnel who cost less than 4. You want to always replicate this event (until late in the game), which essentially makes it cost 4, 2 to play it and 2 to draw cards you're discarding. You can discard the personnel you eventually target with Temporal Transporters as half of the replicate cost, which makes it effectively cost 3, hence why you only play 4 or more cost personnel OR dead personnel you need back with it.

Interrupts

Curious Companion: Get Temporal Transporters back ASAP if you discarded it by not replicating or if your opponent prevented it.

Personnel

- Anthony Braxton: Average attributes and three mission skills for only two cost but who also downloads any [Fed], so you can get Data/Juel Ducane/Kirk/Icheb/Seven of Nine/8 Cunning personnel, all depending on what you want and when.

- B’Elanna Torres: The only way to remove damage markers from your ship in this deck is with this personnel which is really the only reason to use her unless you want Treachery.

- Data: The workhorse, amazing skills and attributes for just 2 counters with TT or only 1 if you’ve completed Evaluate Soliton Wave or Metron Arena.

- Harry Kim: 7 cunning with some good skills. He costs 1 more than most people in the deck because of his ability which can be worth a draw. There are 6 Temporal cards (3 Relativity, 3 Temporal Transporters) and one interrupt that can trigger the free ‘draw’. So try and pay attention to how many are left in the deck when you play him and activate it only if you have a good chance to hit one of them otherwise you could just be putting 4 good cards on the bottom.

- Icheb: Yet another 2 coster for 2 mission skills, 7 cunning and a free TT. He can be used for a really big turn of getting 4-5 personnel in play early or late game and hopefully starting a steam roll to victory.

- Jake Sisko: He’s expensive but he’s got a lot of skills and 7 cunning but no staffing icon. If you need the skills or cunning, play him OR if you have no one else, play him. You won’t use his ability in this deck.

- James T. Kirk, Living Legend (or LL Kirk): This is the second string Kirk, meaning that you should prioritize using the other Kirk. Living Legend can be very useful all the way through the game though because he can get dilemmas under the mission that usually wouldn’t go there, like Gomtuu Shockwave or Occupational Hazards while preventing the effects and maybe getting a mission solve. Most likely the opponent will just change how he plays dilemmas but that’s almost always of benefit as well.

- James T. Kirk, Original Thinker (or OT Kirk): The front line Kirk, guaranteed dilemma under the mission and maybe more. Just having this guy in play makes you better off, the opponent will play dilemmas completely different, probably play extra ones so that even if you don’t use him you get more dilemmas under. Often I won’t use him on the first dilemma because it’s usually a Secret Identity that will target him so you can TT him back next turn and don’t really lose anything out of the current attempt. However using him at pretty much any time is beneficial, so mix it up.

- Juel Ducane: You can think of this guy as similar to Icheb but without needing a TT in hand, plus he has more skills but one less attribute.

- Julian Bashir: High cost, high cunning. That’s what he’s in the deck for, he has skills that are rare for this deck but it’s mostly the cunning. You’ll very rarely be in a position to be able to use his ability though it’s handy when you do get the opportunity.

- Kathryn Janeway: Lots of skills and can download TT. She’s even free if you’ve completed Evaluate Soliton Wave, which is when I’ll usually wait to play here unless you need a TT earlier.

- Marris: 1 cost non-unique with a lot of useful skills. His ability is a bit annoying, essentially just adds 1 counter to his cost but you’ve got a fair few things to discard any way, extra Christening’s/Relativity’s/non-future personnel.

- Naomi Wildman: 3 mission skills for 2 cost and Honor isn't always bad to have, her ability is unusable in this deck with no Temporal Events that play in the core.

- Revised Doctor: High cost, high cunning. Yep this is Julian Bashir without a staffing icon basically.

- Seven of Nine: Good skills and 7 cunning for only 2 cost. Her ability is basically the same as Janeway’s in this deck.

- Simmons: Non-unique with Astrometrics, Engineer and Science, very cool. His ability is good to get through the deck quickly and like with Marris there are quite a few spare cards to throw away.

- William T. Riker: The silver fox has three mission skills and at a space mission 7 cunning as well as Diplomacy (perfect for Gomtuu) and just 2 cost.


Ships

- U.S.S. Relativity: This is your moving HQ, play all of your people here from hand or from the discard pile with Temporal Transporters. Remember that you have to discard Kirk/B’Elanna the turn after you play them so make sure you use them when they are in play, unless you’re just messing with your opponent with OT Kirk.

VS. Matchups

Overall Strategy

There are 9/40 cards in the deck that can get you the Relativity in play first turn so you shouldn’t have to use Prevent Historical Disruption to download it and you really don’t want to. Generally just play everyone and attempt missions as fast as you can, use TT mainly on Kirk, an early Data or if your ship is damaged get B’Elanna.

Pattern Loss and Underlying Influence can be annoying because the decks skills are stacked fairly narrow but you do have pretty almost every skill available so with Security Drills you can beat the dilemmas, you can't protect it though so if you think you will face these piles maybe add more. Just be weary of actually having Exobiology, Transporters, Archaeology/Geology, Medical and Security in play.

2 personnel, Jake Sisko and Revised Doctor, don’t have a staffing icon so you don’t want to play them as one of your first 6 personnel because you need 6 to staff the ship and fly to Evaluate Soliton Wave (if you've got the Engineer) or Stakoron Strait (if you've got the Officer) to start attempting. As long as one of the 6 personnel has more than 6 cunning you’ll most likely be able to complete either mission. Kirk is the main trick/s in the deck, you should try and have him in play as often as you can, while still being able to complete the missions you attempt. After Kirk Data is the most important personnel, 10 cunning is just crazy and his skills are excellent for the missions. Avert Danger is a good last mission because by the end of the game you can often complete it with 2 or 3 different teams of personnel.

As mentioned earlier always replicate Temporal Transporters, discarding personnel isn’t that big a deal because you can get them back with Juel Ducane, TT itself or Tacking into the Wind. Without TT you’re vulnerable to being blown up because you can’t get B’Elanna in play and you can’t use Kirk so your mission solving will slow down. So yeah, protect TT at all costs.

 

Dilemma Deck
Total Dilemmas35
Space8 (23%)
Cost 02
Cost 13
Cost 22
Cost 31
Planet9 (26%)
Cost 13
Cost 22
Cost 34
Dual18 (51%)
Cost 05
Cost 13
Cost 25
Cost 44
Cost 51
Total Dilemma Deck cost63

Draw Deck
Total Draw Deck53
Equipment3 (6%)
Cost 13
Event16 (30%)
Cost 12
Cost 29
Cost 32
Cost 43
Interrupt5 (9%)
Personnel25 (47%)
Cost 13
Cost 29
Cost 32
Cost 48
Cost 52
Cost 61
Ship4 (8%)
Cost 04
Total Draw Deck cost116
Skills Count
Skill# Missions# Personnel
1x2x3xTotal
Acquisition00
Anthropology255
Archaeology033
Astrometrics17310
Biology088
Diplomacy044
Engineer09211
Exobiology044
Geology033
Honor033
Intelligence00
Law022
Leadership366
Medical0213
Navigation19110
Officer377
Physics010111
Programming0819
Science212214
Security144
Telepathy00
Transporters055
Treachery1224
Icons Count
Icon# Personnel% Personnel
Staffing Icons
Command Star936.00 %
Staff Star1352.00 %
Faction Icons
Deep Space Nine14.00 %
Earth28.00 %
Next Generation520.00 %
Voyager832.00 %
Temporal Icons
Future2392.00 %
Keyword Count
Keyword# Cards
Admiral2
Commander: U.S.S. Enterprise-D2
Commander: U.S.S. Pasteur1
Commander: U.S.S. Relativity3
Consume: 13
Genetically Enhanced1
Infiltrator1
Region: Stakoron System1
Replicate: Discard two cards from hand3
Temporal11
Thief1