welcome to another installment in this more and more inaccurately named strategy series on STCCG ;-)
The second use involves playing Madred not as a personnel but as an Event. You just put him at your outpost and let him sit there. Then you get a captive from somewhere and play Interrogation. Oh, and while you're at it, you also do something to prevent your opponent from just giving you the 10. Like scoring 90 points before you do this entire thing. Great use? Yes. Exactly. The usual benefit you'll gain from this is to provide an incentive for your opponent to give you the 10 from the Interrogation. As if his crewmember were not incentive enough.
Let's forget the second use here. Madred is a solid double SECURITY for a space deck and can in a tight situation even lead a battle. He might just be a good tent card for decks relying on Q's planet (to get around that Security Precautions). Otherwise, not too remarkable. Just your average cruel, brute and uncivilized Cardassian ;-)
Wesley's rating: 6.0 Allen's rating: 8.3 Cole's rating: 6.5 Cpt. Stasis' rating: 5.0 Cpt. Targ's rating: 6.5 Data's rating: 6.8 Drew's rating: 8.2 EHCCGPP's rating: 6.7 Hal's rating: 6.7 Jack's rating: 6.9 Locutus' rating: 6.0 Mot's rating: 7.5 Nanite's rating: 6.0 Nog's rating: 7.0 Picarde's rating: --- Ranger's rating: 8.0 Rothspar's rating: 6.0 Tebok's rating: 7.0 Tony's rating: 6.9 ---------------------- AVERAGE RATING: 6.8
Interesting that 3 raters thought I had already done this card. I searched the archive twice, but only found Zon ;-)
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