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DECIPHER.com > Star Trek > Expansions
> Reflections 2.0
"Nice to see you in action one more time... "
by Matt "Captain" Kirk
Final
Adventure. The name says it all... someone isn't coming back from this mission.
One of the nastier dilemmas from Reflections 2.0, Final Adventure sticks
it to those players dependent upon notoriously low- or high-cost personnel.
The multiple-headquarters dilemma hate continues with this bomb, killing
one personnel quasi-randomly for every HQ a player uses. This caliber of
dilemma would not be appropriately priced at three without an additional
requirement, hence its Consume: 2. However, most players will agree that
two overcome dilemmas are quite a bargain in exchange for a guaranteed dead
Lore. And, it returns to the dilemma pile after being used! This will force
players using high-cost personnel to stock multiple copies of Escape, Emergency
Transport Unit, Sickbay, and/or Personal Forcefield. Or of course, they
could always diversify their personnel selection...
Some Final Adventure dilemma combos to consider:
- Secret Identity make sure your Final Adventure target is present.
- Tragic Turn probably not worth the total Consume: 4 unless your
opponent is playing two HQs.
- Sorting Things Out common enough after the "guaranteed" kill.
- Dressing Down/Training Accident/Casualties of War eliminate a
high-cost personnel before the random selection looking for the cheap
ones.
- The Demands of Duty followed by Final Adventure, this leaves
either all personnel stopped with two overcome dilemmas, or two personnel
killed with three overcome dilemmas.
- Any skill-based dilemma Final Adventure is a new weapon to players
tracking an opponent's personnel. With a chance to more accurately eliminate
typically higher-cost skill-laden personnel, most skill dilemmas become
even harder to pass in the right hands.
Many popular deck archetypes will have to be altered to avoid this unwelcome
surprise. Bajoran Integrity decks will need to find ways to protect Opaka,
Bareil, and Sisko; Borg players face the chaos of functioning without the
Queen and/or Locutus; and players everywhere will no longer smile quite
as broadly when investing six counters in Lore. Federation decks have a
bit of an advantage against this dilemma, with personnel like Beverly Crusher,
Alyssa Ogawa, and Julian Bashir keeping the Starfleet crews healthy (not
to mention Fractured Time's Medical Teams). Typically, crews of one- and
two-cost personnel shouldn't have to worry about seeing this dilemma. But
of course, they will find themselves In Training more often than most. Remember:
in Star Trek, no matter how climactic the story, no matter how fantastic
the death, no matter how glorious the sacrifice, no adventure is ever
final.
November 22, 2004
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