Wesley's STCCG card of the day #159


Hi, folks,

here's a card that will sooner or later draw another review, just because it has so many loose ends that will someday been tied up:

RESCUE CAPTIVES

Interrupt, uncommon.
All your personnel currently held captive are returned to your outpost(s), nullifying Interrogation, Brainwash and Torture, if any or all are in progress.
"Away teams led by Security chiefs like Tasha Yar have at times been sent to rescue captured personnel, as in this occasion at Mordan IV in 2364."
Hmm. A card that is useless unless your opponent has made some captives. Let's see how she could achieve this...

Events:
None. But one that makes use of a captive.

Interrupts: Seize Wesley. Requires a certain Dilemma (Ktarian game) to strike successfully (assured, if encountered).
Romulan Ambush. Needs her playing Romulan, you using a ship with shields<6 and her chasing you.
Thine Own Self. Anti-Redshirting Interrupt.

Dilemmas:
Cardassian trap. Will hit quite often, unless you're Fed.

All other card types: Zip.

So four cards can currently make captives. And there's just one that makes them anything else than just killed crew. Not a very-well fleshed out concept. But, assuming your opponent is going to use it (which might be a good idea if you're a notorious user of genetronic Replicators or Res-Q's) you might as well counter it. You'll get them back all at once. Good thing, mucho better thing if your opponent is doing something nasty to them.

So this will probably someday be one of the best cards in the game, unless they do not expand the captives concept any further in which case it will stay what it currently is: way too limited. Though maybe a sideboard card if you wnat to be prepared for a captives strategy.

BTW: Here's a rules suggestion concerning captives (Are you listening, Decipher ?): "When you first declare an away team attack you can state you attack to capture instead of killing. If you win the battle, you make a captive (random selection). As long as the battle continues, players who have captives from the battle will have to guard each captive with one crew from his/her own away team, who can no longer participate in the battle. If captives are beamed to a ship, guarding is no longer necessary, but you need an unstopped personnel to accompany the beaming attempt."


Favorite combo(s):
Ratings for : RESCUE CAPTIVES

Wesley's rating:                2.5
Cole's rating:                  7.0
Hal's rating:                   7.9
Heather's rating:               6.0
John's rating:                  6.5
Lore's rating:                  ---
Jack's rating:                  5.9
Matt's rating:                  4.0
Mike's rating:                  5.7
Movar's rating:                 9.0
Serge's rating:                 4.0
Tony's rating:                  4.0
Owen's rating:                  4.5
Ian's rating:                   6.0
----------------------
AVERAGE RATING:                 5.6

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LLAP,

Wesley Crusher, the new STCCG Lord

"A couple of lightyears can't keep good friends apart"