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Unjustly Banned (RedDwarf)
Tournament Report - 2E - Online Event
2013-02-01 - 12:00 AM
TNGSealed - Feb 2013 Online
Introduction
I was pleased to receive the TNG starter for this sealed deck tournament. It was just a shame that my six boosters didn't seem to help much. They gave me loads of Romulan cards, and just one additional mission. Fortunately, it was one I could use, and I replaced the starter deck's Strength mission with Encounter at Farpoint. I was slightly hampered by the skills it required though as only three personnel, Regana Tosh and 2xDaniel Kwan, in my deck had them. In the dilemma pile, Bleeding to Death and Maglock were my stand-out performers. I thought Captain's Holiday would be too, but my opponents always seemed to have plenty of the skills to overcome it. Two Cadets and Dathon helped my draw deck a little.

Round 1TNGJohannes KlarhauserFL (-35)View opponent's Report
Johannes had also received a TNG starter. In his initial email regarding scheduling the game he said that building his deck was easy as he hardly got any decent cards in his packs. I remembered that when he revealed his missions. He had replaced the insanely-hard-to-complete Surgery Under Fire with the (much easier) Eliminate Harvesters - a mission Martin could complete by himself. Oh, and he revealed later he had received a fourth copy of Martin in his packs. Other decent cards he received were a second copy of Pran Tainer (who completes Geological Survey by himself), the U.S.S. Excelsior and Leyton (who downloads the Excelsior). The only dilemma of note I saw was Dangerous Liaisons.

I had performed roughly 50 practice draws after I built my deck. Each time, I had a ship and eight or so personnel by turn four. Naturally, in this game that didn't happen. It took me six turns to draw a ship. Fortunately, Johannes was ship-deprived too, although he did play his ship one turn earlier. That one turn probably cost me the game.

Johannes left Earth on turn five with eleven personnel. He attempted Eliminate Harvesters with one (getting them stopped for use with Mission Briefing) before making a real attempt with ten personnel. I had what can only be described as a bad dilemma draw, and reluctantly had to play In-Training to stop the attempt. I had hoped to save that dilemma for a second or third attempt, where the two consumes wouldn't hurt me so much. As it was I lost Equipment Malfunction and - my only good space dilemma - Maglock.

I started the sixth turn with a U.S.S. Nebula. I then took my twelve personnel to Geological Survey and copied Johannes' strategy (I had always intended to do this, I swear!) I attempted with two, to get them stopped for use with Mission Briefing, and then made my main attempt with ten personnel. They were stopped by Pinned Down, Echo Papa Stasis Field and then Dangerous Liaisons (which returned.) Johannes played three weenies on his turn, and then double attempted Eliminate Harvesters. I stopped the first five personnel attempt with Kolaran Raiders, but couldn't stop the second five personnel attempt. After completing the mission, Johannes flew home for the three new personnel and then moved to Geological Survey with nine personnel. I stopped them with Authenticate Artifacts (stopping an Anthropology personnel), Antedean Assassins (stopping a Telepathy personnel, as he had no Anthropology personnel remaining), and then Primitive Culture (which required Anthropology and Leadership for its easiest requirements.)

Turn seven started with me playing three more weenies. I then formed a crew of eight personnel to attempt Geological Survey. On Foreign Ground would have killed Lopez, but I discarded my hand (including a second Nebula, both of my copies of Mission Briefing, and Worf) to prevent that. Renegade Ambush killed Van Orten, then Trabe Grenade succeeded in killing Lopez, before Triage killed Acost Jared to end the attempt. That left seven overcome dilemmas though, so I flew home for my recently played reinforcements, and returned with seven to complete the mission.

Johannes played another three weenies on his turn. He then attempted Geological Survey with eight personnel. I played Kolaran Raiders to stop Lopez, Triage to stop Martin, and then Bleeding to Death. Johannes didn't have the skills to overcome the final dilemma, but used Mission Briefing to gain Honor from the stopped Lopez to beat it. He couldn't complete the mission, but he had gained an extra overcome dilemma. That meant I got to draw one against his team of six personnel. It was Chula: Echoes, so I threw it and hoped I didn't pick Pran Tainer (with his seven cunning). Sadly, I did, and the dilemma didn't stop any personnel.

That left me one mission behind and with five fewer personnel than Johannes had. I had to re-draw my hand on turn eight though, and could only play Elizabeth Shelby, so I was still playing catch-up. I attempted Encounter at Farpoint with nine personnel. They were stopped by Kolaran Raiders, Antedean Assassins and Ornaran Threat. Fortunately, I forgot to take any Anthropology or Telepathy personnel with me, so everyone was stopped by the second dilemma. I then micro-attempted with four personnel, and Johannes couldn't play either of the two dilemmas he drew; so Jean-Luc Picard, Dathon, Martin and Daniel Kwan completed the mission.

Johannes played a second ship on his turn and used the personnel at Earth to fly it straight to Intercept Renegade. He then flew all his other personnel to the same missions and made two teams; one of eleven personnel, the other of six personnel. I stopped the big attempt with Limited Welcome (stopping two), Command Decisions (stopping Rixx), Misguided Activist (not stopping anyone, as there were no command icons remaining) and Antedean Assassins (stopping Seth Mendoza). I then used Systems Diagnostic to stop the second, smaller, team. Unfortunately, that left four overcome dilemmas, and me needing to complete a mission on the next turn to win the game.

Turn nine saw me play a second ship and two more weenies. Unfortunately, I couldn't get both ships to my space mission, so I had to fly home, and build my best team of nine personnel for my final mission attempt - also at Intercept Renegade. Command Decisions, Systems Diagnostic, and Wavefront all stopped one personnel each. That left me with six personnel to face Dangerous Liaisons. While, I had kept two Security personnel unstopped, I had only taken one Science personnel with me and the dilemma stopped me.

Johannes played two more personnel on his turn, even though he couldn't fly home to pick them up. I stopped his first six personnel attempt with Magnetic Field Disruptions, but couldn't top deck a dilemma for his second six personnel attempt. They completed the mission for the win.

FL: 65-100

Round 2Neal LawsonFW (+70)
Neal was also playing TNG. I didn't see any additional personnel he may have drawn in his boosters, but I did see two copies of Center of Attention. In most games, they would have hurt me but, through sheer luck, I had 3 Security (to overcome them) in play when I first left my headquarters.

In contrast to the game with Johannes, we both had ships out on turn three. I made the first attempt of the game with eight personnel at Geological Survey. They faced Triage (stopping Lopez), Chula: Pick One to Save Two (stopping Karen Farris, Will Riker and Davies) and Center of Attention (stopping everyone, but not killing anyone.)

Neal also had eight personnel in play, and he flew to join me at Geological Survey for his first attempt. Kolaran Raiders stopped Worf, Authenticate Artifacts stopped Barron, and then Misguided Activist fizzled because Neal had already stopped his only command icon (Worf) to an earlier dilemma. That meant he still had six unstopped personnel and was able to complete the mission for 30 points. Fortunately, he did not have the extra Geology for the crucial extra 5 points.

On turn four, I had to refill my near empty hand and could only play one personnel and one piece of equipment. I left them at Earth, and just attempted Geological Survey again with all eight personnel that were still at the mission. Neal gave me two dilemmas, Authenticate Artifacts and Recurring Injury, but I could still complete the mission after I overcame them. Davies had the mission skills and Elizabeth Shelby gave me the extra 5 points that meant I could attempt a second planet mission (for 30 points) rather than an extra space mission (for 35 points). Having flown home for reinforcements, I flew to Encounter at Farpoint where my seven personnel were stopped by Authenticate Artifacts and Kolaran Raiders.

Neal played the first non-weenie of the game on his turn (Jean-Luc Picard), and Robin Lefler. He then attempted with all ten of his personnel at Uncover DNA Clues. Aiming for a kill or two, I played five dilemmas. Limited Welcome stopped one and was placed on the mission, Bynars' Password stopped Geordi, Chula: Echoes stopped three, Triage stopped Van Orton, and then Bleeding to Death killed Barron and was placed in Neal's core. Net result: only three dilemmas overcome.

I began turn five with two more weenies and another piece of equipment. Encounter at Farpoint is much easier to complete when I have my three 8 Integrity personnel in play. As it was, I had none of them and would need five personnel to complete it. Neal hadn't played any copies of Pinned Down by this point, so I only attempted with nine personnel. They faced Bynars' Password (stopping Daniel Kwan) and then Center of Attention. I had the security to overcome the second dilemma, but needed Kwan’s Telepathy for the mission and was stopped anyway.

Neal drew up his hand on his turn, and only played Riker. Wary of the Limited Welcome on the mission, he attempted with nine. I played Pinned Down and Triage before Antedean Assassins to stop his attempt cold.

Turn six saw me using D'Arsay Archive to cycle my hand of six cards, before playing my own copy of Jean-Luc Picard. I then gave Neal one dilemma to draw at Encounter at Farpoint, but he couldn't play it. I completed the mission, flew home, formed a team of ten personnel, and flew off to Intercept Renegade. You've got to love the 9 range on the U.S.S. Sovereign! Wavefront stopped Riker, A Pleasant Surprise stopped Picard (my only Diplomacy), Temptation stopped Acost Jared and Elizabeth Shelby (but didn't stop Lopez), and then I overcame Alien Abduction. That left me with six personnel, and I completed the mission to take the game.

FW: 100-30

Round 3RomulanWilliam HoskinFL (-35)
This was a good news/bad news situation. The bad news was that I got paired against my brother. The good news was that he wasn't playing TNG. I don't remember him having any standout personnel, added to his starter deck.

Even though I took the first turn, Will was the first to leave his headquarters in this game. I had been spending my counters on a couple of high cost personnel, Picard and Dathon. Oh, and I hadn't drawn into a ship early on (that was probably the main reason why I hadn't leave Earth.) By turn four, Will had ten personnel in play and a ship. I stopped his first attempt, with nine personnel, at Investigate Coup with Bynars' Password, Kolaran Raiders, and Misguided Activist. I was fortunate in that the final dilemma randomly stopped Cretak (one of four command icons he had remaining), and she had the second Security Will would have used to prevent the death, so she died.

I finally played my own ship at the start of turn five. I too had ten personnel in play, and I too decided to make my first attempt with nine personnel. Recurring Injury stopped Van Orton; Authenticate Artifacts stopped Acost Jared; and Ornaran Threat should have only stopped one. However, Will picked one of my two Security personnel to be stopped so it was due to stop everyone and bounce. Fortunately, I had Mission Briefing in hand, so I used it to gain the second Security I needed to overcome it. That left me with six personnel, and I could still complete the mission, Geological Survey, for 35 points. Leaving my three stopped personnel behind, I flew to Encounter at Farpoint and attempted with seven. Will played Pinned Down and Kolaran Raiders to stop one each, and then Back Room Dealings killed Daniel Kwan. That made me sad, because he was one of only three personnel in my deck with one or more particular skills I needed to complete that mission.

Will played a couple of personnel on his turn, and then used Deep Hatred to remove the second copy of Mission Briefing from my deck. That meant no more skill cheating for me. He then attempted his mission with eight personnel, and I could only play Antedean Assassins. It stopped Vash, but that wasn't enough to prevent Will from taking the mission for 35 points. He then moved to Supervise Dilithium Mine and attempted with nine personnel. I played Tense Negotiations and Will used Shady Resources to double up a skill and not have anyone stopped by it. Triage then stopped Shinzon; and Ornaran Threat killed Dralvak, stopped everyone, and bounced.

I began turn six with two more weenies and my second piece of equipment. One of those two weenies was Regana Tosh, who was one of the aforementioned three personnel I needed to complete Encounter at Farpoint. After picking him up, that let me re-attempt it with eight personnel. I faced Triage and Recurring Injury, but that didn't stop me from completing the mission. Unfortunately, I didn't have any Range remaining on my ship so I couldn't do anything else.

Will drew six cards and played one weenie on his turn. He then re-attempted Supervise Dilithium Mine with eight personnel, but I stopped them with Triage and Authenticate Artifacts.

On turn seven, I also drew up my hand and only played a weenie. I then flew my lone ship directly to Intercept Renegade, but was stopped by Short Circuit (which then bounced back to his pile.) Apparently, Will had been tracking my Engineer personnel. He'd even been lucky enough to kill one of my few Engineers earlier in the game.

On his turn, Will dropped the Reman Mines and two more weenies. He then flew home and returned to Supervise Dilithium Mine for 2 Range. He attempted with seven personnel, but I couldn't play either of the two dilemmas I drew and he completed it. He then flew to Investigate Rogue Comet with nine personnel. I played three dilemmas: Magnetic Field Disruptions (stopping Jorvas), Command Decisions (stopping Berild), and Wavefront (stopping a second Jorvas). I thought that would be enough to end the attempt, but what screwed me was that Jorvas only has 4 Cunning. If I had been able to stop two other personnel instead of Jorvas, Will wouldn't have completed the mission. As it was, he still could and he took the game.

FL: 65-105

Round 4LawSmithFW (+30)
Addison and I ran into several problems during this game. First, Addison's microphone wasn't working, so we had to communicate via text chat. Then Lackey was telling us our plugins weren't up-to-date, despite us both checking it was before the game. To top it off, we were booted off the Lackey server mid-game. Despite these issues, we eventually completed the game. Addison was playing the Dominion starter. He (I'm assuming Addison is a "he". Please accept my apologies if you aren't Addison) had three Strength missions, but Peaceful Contact required Intelligence (which I never saw played). His other mission - Clash at Chin'toka - required Cunning>36, and to me that meant eight 5 Cunning personnel.

Addison took the first turn, and was out attempting Destroy Iconian Gateway on turn three with six personnel. They were stopped by Pinned Down and Triage though. I too played a ship on turn three, and took my eight personnel to Encounter at Farpoint. They were stopped by Inside Collaborators (stopping Regana Tosh, who I needed to complete the mission); and then A Devil Scorned, which bounced.

Turn four saw Addison play two more Jem'Hadar (taking him to five Jemmies in total.) Having picked them up, he then re-attempted his mission with eight personnel. Recurring Injury stopped Imat'Korex and then Bleeding to Death killed another Imat'Korex. He could still complete the mission though.

I played three more weenies on my turn, picked them up, and then attempted with nine personnel at Encounter at Farpoint. So Many Enemies whiffed after missing my one and only Treachery personnel, but Murder Investigation stopped three. I had played a Daniel Kwan by that point, so could complete the Integrity requirements despite those three stops.

On turn five, Addison played two more weenies, and attempted his second mission - Rescue Prisoners of War - with nine personnel. I stopped them with four dilemmas: Tense Negotiations, Pinned Down, Command Decisions and then Maglock (which bounced.)

I played Picard and another weenie on my turn. I then picked them up and attempted Geological Survey with nine personnel. The first dilemma was Forsaken (awesome in this format), and it forced me to put Picard and Lopez under my deck. I then hit Dressing Down. With six of my seven remaining personnel costing one, it hit and stopped me.

Addison played two more Jem'Hadar (total jemmies: six) on turn six, and used A Second Chance at Life to retrieve a discarded Imat'Korex (presumably for his Programming to overcome Maglock.) He then attempted with eleven personnel at Rescue Prisoners of War. I played Microbrain, Chula: Echoes (which failed), and Antedean Assassins; but two stops weren't enough to stop him from completing the mission.

On my turn, I drew up my hand and played more equipment and a weenie. I remained at Geological Survey and attempted with nine personnel. Addison drew seven dilemmas, and chose to play Formal Hearing by itself at full cost. It stopped three as I had no Intelligence or Law, but I could still complete the mission for 35 points. I then flew home for reinforcements and, thanks to the 9 Range on the U.S.S. Sovereign, attempted Intercept Renegade with nine personnel. Wavefront, DNA Analysis and Inside Collaborators were enough to stop me (especially given that I only had 2 Leadership personnel in my team, and the mission required 2 Leadership.)

Turn seven saw Addison play two more Jem'Hadar and a weenie. Only having one ship, he decided to fly straight to Clash at Chin'toka in the Alpha Quadrant and attempt with eleven personnel. I finally drew into my Limited Welcome (which stopped two), and followed it with Command Decisions (stopping one) and Antedean Assassins (which stopped everyone and bounced.)

I had to play a second ship on my turn, because the three personnel I had left at Geological Survey had lots of mission skills (i.e. Leadership and Officer) that I needed for my space mission. I flew to pick them up, moved on to Earth and then switched ships so that I could return to Intercept Renegade. I attempted with nine, and faced four dilemmas: Psycho-Kinetic Attack (which I overcame with Lopez and Daniel Kwan), Command Decisions (which stopped Karen Farris), Sheer Lunacy (which stopped Davies) and Don't Let It End This Way (which killed Karen Farris). My seven remaining personnel could still complete the mission though, and I took the win.

FW: 100-70