| |
DECIPHER.com > Star Trek >
Design Log
Design Log: Stardate 08.18.2003
Throw'em In the Brig!
To an inveterate Romulan like myself, one of the most interesting "verb"
keywords has always been Capture, with Punishment (of captives) a close
second. Anything that can let me take captives or do something interesting
with them appeals to me more than the cards that just let me kill
personnel. After all, if I kill your personnel, you can just play another
copy (or retrieve the dead one and replay him). If I put your unique personnel
in my brig, on the other hand, you're stuck not being able to play another
one. And sure enough, Call to Arms has its quota of Capture or captive-related
cards.
The
only one that actually has the Capture keyword is also a Maneuver card,
The Enterprise
Incident. Allowing your [Rom] ship to begin an engagement with
any of your other ships at the same mission with [Rom] Intelligence aboard
(c'mon, we know that's just a euphemism for the Tal Shiar!) allowed to join
the party it rewards a win by letting you throw an opponent's Leadership
personnel involved into your brig. While you'll have to make sure there's
actually a Leadership personnel aboard the ship you attack (otherwise it
fizzles), few adequately crewed ships are going to be without at least one.
The
3-cost Restricted
Area doesn't have the keyword because it's a dilemma (the designers
chose not to saddle dilemmas with keywords, partly because the bold-faced
keywords could be confused with requirements of some kind), but it's nonetheless
everything a capture card should be. A close relative to Pinned Down and
Pursuit Just Behind, instead of stopping or killing personnel Restricted
Area instead... throws them in the brig, of course. Try your mission (either
planet or space) with 12 or more personnel, and you may end up with three
of them in the brig, wishing they had succumbed to Explosive Decompression
instead.
Finally,
we have Psychological
Pressure, a Punishment card that makes good use of those captives you
just acquired when you can match the dilemmas you choose with the captives'
skills. Say I have two of your personnel, one with Physics and one with
Medical, in my brig. On your next mission attempt, I select An Old Debt
as one of my dilemmas. No matter which set of requirements you want to use
to overcome the dilemma, you need to use one of those two skills, and Psychological
Pressure requires you to discard a card from hand to use that skill.
Starting battles, taking captives singly or in multiples, punishing them...
what more could a Tal Shiar agent want?
Kathy McCracken
Major Rakal
Star Trek Intelligence Officer
August 18, 2003
|
|