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Tuesday, November 15, 2005

Escape Pod

One of the most annoying tactics you can encounter in Star Trek CCG at the moment is the ship-destroyer deck. It’s become quite popular in our group.

It usually takes five or six turns to get out a ship and a large enough crew to attempt Missions. But as soon as you leave your Homeworld, your opponent sidles up to you with his Klingon or Jem’Hadar battle armada and nails you with three consecutive successful attacks… ship destroyed, crew lost.

He’s then got another five or six turns to go around quickly attempting Missions while you get out another ship and build up another crew… which is often enough time to finish a game.

It’s a risky strategy on his part, since I use pretty powerful ships myself. If I happen to have the right attribute modifier Interrupts in my hand, his attacks will fail and he’ll have wasted a turn. But since I don’t always have a copy of Power to the Shields handy, it does work from time to time. And it annoys the crap out of me.

That’s why I’m very glad to see this new Event in To Boldy Go:

Escape Pod





In First Edition, Escape Pod was an Interrupt and a mainstay in every deck. It saved me many times. Now in it’s new incarnation as an Event, it’s even better.

Not only can it save an entire crew from being wiped out when their ship gets destroyed, but it can also save individual Personnel from being killed by Dilemmas at Space Missions. Then when I’m getting ready to make my endgame move to complete my big Planet Mission I can instantly crew the second ship I always need.

I think the advent of this card will put a stop to the annoying habit of destroying ships, at least until people work up the guts to start using Crystalline Entity in their decks.