Wesley's STCCG card of the day #170

Hi, folks,

one of these cards that just could have been cool cause the episode was, but then turned out to be too weak to really be played for anything but laughs:


Event, rare AU.
Plays on one personnel you've captured. Each turn, ask opponent "How many lights do you see?". If reply is "Five", return captive to outpost, score 10 points. Otherwise score 1 point, retain captive.

"In violation of the Seldonis IV convention, Gul Madred interrogated Jean-Luc Picard, seeking Starfleet startegic secrets. He kept asking 'How many lights do you see?'"

Well, I think I already told you about the difficulties with cards concerning captured personnel (See the COTD about Rescue Captives). But let's for the moment assume you captured some personnel. And let's for the sake of your health assume you did not do that by Seize Wesley :-)

So you get some points for free. Almost free that is. You still need to sacrifice one turn's worth of card play for it. But in this particular case this is not as bad as it often sounds. As Interrogation takes its best effect near the end of the game when you are near 100 points (or near to catching up when you stalled your opponent with a small lead) you can quite often afford to lose an otherwise possible personnel or ship play.

Which gets us to the best use of Interrogation: You need at least 90 points and if somehow possible even a few more (96 or so will make for best effect) Start Interrogating and be sure to ask your question with a really broad grin on your face. Your opponent will squirm around and say "4". (Well, what choice does he have). Score one point to put yet some more pressure on the unfortunate person on the other side of that table. The one that will realize time is running out. You get the picture: The one that will just make a really stupid move in a desperate attempt to score points. Psyched out of the game. Four turns seem so short and yet you can do so much in them...

Of course, next game you bluff the other way around: This time your opponent fares a little better. You only managed some 85 or 89 points (or something in between). So, thinking of that last game, this time he's smarter and gives in before it's too late. But you know where you seeded that Sarjenka, don't you ? :-)

Hmmm... STCCG really lacked a good psycho card. Too bad it has such a nasty prerequisite of needing a captive (HEY Decipher, what happened about my "attack to capture" rules suggestion ? Did ya forget that ?). It is really sad: So cool a concept, so much fun to play, such a good emulation of the episode and you can almost never get it out 'cause you need a captive first :-(

Favorite combo(s):

Wesley's rating:                4.0
Cole's rating:                  5.0
Conner's rating:                5.0
Heather's rating:               8.5
Jason's rating:                 ---
Matt's rating:                  8.5
Movar's rating:                 9.5
Serge's rating:                 8.0
Tony's rating:                  9.0
John's rating:                  6.0
Hal's rating:                   4.5
Lore's rating:                  9.0
Ray's rating:                   6.0
AVERAGE RATING:                 6.9
(Seems we obviously have two factions here - one that rates cards for "serious" playability and one that rates cards for coolness. Heck, both views are valid!)
Please direct all email concerning card of the day to: crusher@kiss.de

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Wesley Crusher, the new STCCG Lord

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