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Seeing Double: Star
Trek CCG Enhanced Premiere in Constructed Decks
The Enhanced Premiere premium cards, while uniquely
designed to enhance Warp Speed sealed-deck play
with their two-in-one capabilities, are just
as worthwhile in a constructed deck.
Dynamic Duos
The strong main characters appearing on
the six dual-personnel cards can enhance any
non-Borg constructed deck. One card draw and
one card play gets you two personnel worth of
attributes and staffing icons, two classifications,
and six skills.
What's more, each of the personnel is a new
version of an existing persona, so you can exchange
them with the corresponding "single" personnel
from your hand (or vice versa) for more or different
skills.
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21 premium cards - each "two
cards in one"
6 combo dilemmas
6 dual personnel
9 mission IIs
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Some skills are selected from previous versions
of the persona; other skills are new to the
persona, such as the Romulan Picard's Anthropology
and several special downloads. Just remember
that you can't do half an exchange: you must
have single versions of both personnel to exchange
with the dual card.
Double Trouble
When it comes down to those 30 seed slots,
dilemmas are always in hot competition with
doorways, artifacts, hidden agendas, etc. Combo
dilemmas ease the pinch by combining two separate
dilemmas into one space/planet Dilemma card.
A mission with two cards under it looks deceptively
easy, until your opponent discovers they represent
three or four dilemmas. The combos also shake
up expectations about where you can encounter
certain dilemmas, with Love Interests and Alien
Parasites turning up in space and Radioactive
Garbage Scows and Tarellian Plague Ships orbiting
your planets. You may need to rethink your crew
and Away Team requirements when suddenly you
need ENGINEERs to tow a garbage scow away from
a planet.
When creating dilemma combinations that include
combo dilemmas, keep in mind that if your opponent
fails to meet the conditions (if any) of the
first dilemma on the card, he will be "stopped"
and won't have to immediately face the second
dilemma, but now knows what to be prepared for.
So choose a follow-up dilemma or Q-Flash that
takes advantage of that fact. For example, if
he fails Ancient Computer, he knows that he
not only needs to meet one of its requirements
but also must have MEDICAL and SECURITY to pass
Microvirus. Those three to five personnel are
an adequate pool for a Q-Flash or dilemma that
targets two or more personnel, such as Hunter
Gangs; or simply follow with a dilemma that
targets MEDICAL or ENGINEER.
It's possible to affect one of the dilemmas
on a combo without affecting the other. For
example, if you replace the first half of a
combo with a Q-Flash, it replaces only that
dilemma, not the entire card. Think of a combo
dilemma as if it were two separate cards, unless
the card affecting it specifies that it affects
a card and not a dilemma (for example, Ajur
discards all but three seed cards, not all but
three dilemmas).
Despite some small wording changes, the halves
of each combo are equivalent to the original
dilemmas they are based on as far as seeding
rules go. If you seed Ancient Computer &
Hyper-Aging and Ancient Computer at the same
location, the second Ancient Computer encountered
will be a mis-seed and placed out-of-play. Combo
dilemmas follow normal rules for meeting conditions,
being "stopped," and discarding, with the addition
of one new term. If the first part of the dilemma
says "not repeatable," you conceptually discard
that part of the combo after you encounter it,
and don't face it again. The second dilemma
still remains to be faced, so the dilemma is
replaced under the mission.
Double Duty
Each "Mission II" performs double duty
by adding the features of another card to a
Mission card. The six space missions each have
a built-in outpost for one of the affiliations
that can attempt that mission -- two each for
Federation, Romulan, and Klingon. Each built-in
outpost is the functional equivalent of the
affiliation's standard outpost (its SHIELD are
the same, you can seed a Spacedoor on it or
download mission specialists to it, etc.), with
two advantages: first, the outpost seeds for
free along with the mission, freeing a seed
slot; second, if the outpost is destroyed, you
can rebuild it without having to retrieve it
from the discard pile.
Because built-in outposts don't have the same
card title or "seed one" text of normal outposts,
in constructed-deck play you can use both versions
(Warp Speed format allows only one seeded outpost).
So your Romulan deck could use Explore Typhon
Expanse II for its only outpost, backing up
dual headquarters, or could add Investigate
Sighting II and a Romulan Outpost, starting
the game with three Romulan-affiliation outposts.
You'll never be far from the safety of an outpost,
and it costs you only one seed slot.
The three planet missions each have a built-in
wormhole. In constructed-deck play it can be
a substitute for discarding a Space-Time Portal
(although without the same flexibility because
one end of the wormhole is fixed). With two
or more of the missions in play, you can move
between them without any played Wormholes. Using
the wormhole text "closes" the wormhole, but
you can re-open it for re-use by playing Long-Range
Scan there.
While all Mission IIs are based on existing
Premiere missions (and represent the same location
as the original, so you stack your Excavation
II on top of your opponent's Excavation), the
planet missions have one extra twist: each has
an additional affiliation icon, one each for
Cardassian, Bajoran, and Ferengi. Both planet
and space Mission IIs are worth 5 points less
than the originals, to compensate for the card
advantage of the outpost or wormhole. In many
cases you can make up the 5 points with a mission
specialist or, in the case of Test Mission II,
by using Timicin to help solve it for his 10-point
bonus.
Kathy McCracken
Major Rakal (MajorRakal@decipher.com)
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