Wesley's STCCG card of the day #73
Hi, folks,
I've done reviews with one card, two cards and even three cards. So let's
try something really different: HALF A CARD. Huh? Easy:
WORMHOLE
Interrupt, common.
Requires two wormholes. Play one on any ship as it begins to move. Play
the other where the ship immediately emerges. Discard wormholes.
"An unstable tunnel through subspace that links to locations in normal
space / time."
Half a card. You may not even play it alone for no effect. It sits on your
hand until you can get another. Then you can relocate a single ship. If you
could at least use a single one to teleport a ship to a random location
(roll a twelve-sided die...) this were OK, but like this I really wonder what
to do with this card. You have a 75% chance that at least one of the two
needed is in the bottom half of the deck and still a 7 in 16 chance that you
get one of the two in the last quarter of your cards. If you use more than
two, they really start to clutter things up, so not much of an alternative
here, even more so as your opponent can destroy these two cards with a
single Amanda Rogers :-(
If you need speed, use Transwarp conduits instead. Two of these played on
a U.S.S. Enterprise give it a range of 36, enough to cover at least 75% of the
spaceline, even if she is stuck at the very end, and they can be used alone
for an 18 span move.
The only place where Wormholes might be effective are large multiplayer
games, but in the standard two-player version: DOH.
Favorite combo(s):
- Wormhole + Wormhole. Nice combo, eh?
Ratings for : WORMHOLE
Wesley's rating: 1.5
Conner's rating: 6.0
Phil's rating: 3.0
Mike's rating: 6.8
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AVERAGE RATING: 4.3
Please direct all email concerning card of the day to:
blohmer@pips11.informatik.uni-mannheim.de
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With all back issues from #1 up to today ! Even the long-lost #13 is there!
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"