another card for those of you who prefer a slow game:
Now the card in itself: It is of course one of those cards that affect both players, so be very careful not to hurt yourself more than your opponent. A location to play it on is your own outpost as you will often stop there anyway.
Its effect is not too great, but might sometimes gain you one turn if it is strategically placed. If playing it (not very probable) I'd rather re- serve it for a situation in which I can count the movement of my opponent and can guess (or know) her destination. Helps in cases where there are effects like incoming messages or Cytherians (preferably with Birth of Junior) in play. The extra turn lost here can (rarely but possibly) lose a game (or destroy a ship in the Cytherians/BoJ combo).
Or (I didn't think of this, but two raters did - THX) use two of them. If played in conjunction with an Incoming Message or a Cytherians: BOOM! (She can't decide how far to move and thus can't stop, but you need a few low-span missions in a row to fire the second one)
Normally an endgame card when you need it to gain just one turn to win.
Wesley's rating: 4.0 Conner's rating: 5.0 Phil's rating: 7.0 Michael's rating: 6.8 Owen's rating: 6.9 Ian's rating: 5.8 Cole's rating: 6.0 Jack's rating: 6.7 Jason's rating: 6.5 Jeff's rating: 7.0 ---------------------- AVERAGE RATING: 6.17
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Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"