Wesley's STCCG card of the day #341
Hi, folks,
now that we've seen a number of good ideas (from the players),
let's look at a not-so-good idea (from Decipher) for a change.
DR. Q, MEDICINE ENTITY
Q-Interrupt, common QC.
Diagnosis: One of your Event cards on the spaceline (opponent's
choice) is the problem.
Treatment: Opponent must move the "problem card" to a different
appropriate spaceline location.
"'Well, well, well. What seems to be the problem?'"
Okay, at first glance this is really neat. You get to take a
card played by your opponent and use it as if it were your
own. But first let's look at what this card cannot do.
- Steal a Kurlan Naiskos. You betcha. Getting a Naiskos from
your opponent would have been a reason to actually use this.
Unfortunately the new FAQ makes a clear distinction between Events
and Artifacts played as Events :-(
- Move a Supernova. Well, actually, you can do it. But it won't
do anything. The effect of Supernova takes place at the time it
goes off and after this there's nothing to change that (except
for Temporal Causality Loop, but you'd be hard pressed to ever
see that in a game). So you move the card without effect. Great
deal.
- Steal the kewl stuff opponents tend to play on ships.
Plasma Fire might qualify. Unfortunately this card states
you must move the Event "to an appropriate spaceline location". A
ship is not a spaceline location in game terms, so you'll be unable
to move the Plasma Fire to any place.
- Score five points by moving Mot's Advice and declaring it to be
cool. Again, the card does not play on a location.
Now what can you do ? There are a few Events you can move.
Distortion Field. Tetryon Field. Q-Net. Espionages.
Atmospheric Ionization. Drought Tree.
Well, the last one won't help you as you'll have to move it to
another mission your opponent has completed and the points will
stay where they are. The only remote chance that this might
become useful are that you'd have a nullifier there (away team
or John Doe with Transfiguration). The others ? Moving an Espionage
can slow your opponent. If he plays with any of them, that is.
The Beaming preventers and Tetryon Field: Never seen one on play.
Leaves us with Q-Net. Best option. But that means you have a
one-shot Drag Net. GRRREAT. Um, not quite.
BTW: The game text has some flavor, but it was quite confusing to
me when I read it for the first time.
Favorite combo(s):
- Not even a witty way to say "none".
Ratings for : DR. Q, MEDICINE ENTITY
Wesley's rating: 1.3
Allen's rating: 7.5
Cole's rating: 7.0
Data's rating: 7.9
Drew's rating: 4.1
Gowron's rating: 6.1
Hal's rating: 4.9
Jack's rating: 5.6
Mot's rating: 4.5
Nanite's rating: 7.0
Nog's rating: 3.0
Nouwa's rating: 6.0
Picarde's rating: 5.0
Q's rating: 6.0
Ranger's rating: 7.8
Rothspar's rating: ---
Tania's rating: 5.0
Tebok's rating: 6.5
Tony's rating: 9.0
----------------------
AVERAGE RATING: (*)
(*) I don't average these ratings. Many of them arrived before people
had seen the new FAQ and include the possibility of moving a Naiskos.
As this is no longer valid, the ratings are also partially void.
So, no average this time.
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crusher@kiss.de
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LLAP,
Wesley Crusher
Ambassador of the STCCGlordly kind
"A couple of lightyears can't keep good friends apart"