Another round of dream cards for the Star Trek Collectible Card Game,
resurrected from the late 90s and given graphics for the first time.
Computer, arch! (Decipher's version, from Holodeck Adventures, also
included for comparison's sake.)
THE ENTRIES:
[246] arbiter
[247] arboretum
[248] arch
[249] archaeology
[250] Archanis IV (no card required)
[246] Sorry about the name (it WAS the 90s). He didn't have one in the show. He was referenced in "Little Green Men" and "Crossfire". The picture is of a nameless minister in "Rapture".
[247] You cannot report amphibious or aquatic ANIMALs here. "Bad date" for command personnel seemed very appropriate given our heroes' luck with such matters. In my original notes, I usually named specific ship classes, which is too long for the card templates, so in many cases (like this one), I've simply given it as a blanket [Fed] Starship, which means Fed ships with staffing requirements (not shuttles and runabouts). Source: "Dark Page"
[248] Since Program cards in AtoZ are deactivated (and discarded) when you play another one on the same Holodeck, the Arch will let you keep and shuffle between them. Destroyed holos are discarded, however, but deactivated ones (those that "die" through dilemmas and personnel battles) are sent back to the Arch, ready for reuse, even on another ship if needed. When you use your card play to recall all your holo cards, you may report them to your hologrids on that same turn. Source: The holodeck arch technically first appears in "Elementary, Dear Data", but we have had holodeck doors since "Encounter at Farpoint"
[249] I loved that line from DS9, but it's still weird that I chose to use it this concept. I can't ask my 90s self, now. Source: "Reflections"
[250] Exists as Archanis Dispute, a mission in The Dominion expansion.
And now: Been a while since a fiver was dominated by missions.
THE ENTRIES:
[251] Archanis
[252] Archer IV (alternate)
[253] Archer IV
[254] archon
[255] Arcos, U.S.S. NOTES:
[251] Only one of the ships actually attempts the mission and faces dilemmas. All three ships must have moved to adjacent (or farther) location before points can be scored. You insert it next to Archanis Dispute even if it comes to table later, relocating Withdraw Forces appropriately (ignore text if that mission is not a spaceline). Source: DS9's "Broken Link"
[252] In the spirit of DS9/Terek Nor, I've listed this flip card as two different cards. Flips over to become Archer IV (card A253). You cannot play one side when your opponent has already seeded the other. Wartime Conditions must be on table, not played from hand during mission. Source: TNG's "Yesterday's Enterprise"
[253] Flips over to become Study Significant Defeat (card A252). You cannot play one side when your opponent has already seeded the other. When flipped over, points no longer figure face up on table and no longer count for solving player. I used the same image, but less zoomed in because we're no longer "studying" it. Source: TNG's "Yesterday's Enterprise"
[254] Source: "Tribunal"
[255] A "captured crewmember" is a personnel that is captured while aboard the ship or as part of its Away team. The points remain even if it is released. Source: "Legacy"
Next up: The Devil's back!
Cards: Arbiter Ito, Arboretum, Arch, It's a FAKE!!!, Withdraw Forces, Study Significant Defeat, Archer IV, Archon's Verdict, USS Arcos
Comments
Post a Comment