Killer Bee's
Chrystaline Entity #17
COMMON DECKS!
Table Of Contents
Introduction
Rules/regs
Deck Designs
Strategy Articles
Introduction:
Have you ever noticed that the game was unfair when you played it? Have you ever gotten bored of playing the bridge crew and smashing every dilemma? Are you bored of the cards? Do you hate Kivas Fajo and Coutner Wars? Then this is the game for you.
This game encourages fast, fun, and wierd gameplay. Attacking is very common and has happened in everygame so far.
This is a game where Microbiotic Colonies destroy ships, and Conundrums kill entire crews! The dilemmas are so popwerful that one has trouble making a super crew.
A critical point in this game is to remember that dilemmas that don't get passed by the away team stop them. The basic strategy is to have many red shirts and take on the dilemmas one by one.
The Common Deck brings a whole new aspect into the game. It makes strategy totally different. The best races are the Romulans and Klingons, but they both have their weaknesses. A treaty deck is reccommended to actually have an efficient deck.
Rules/Regs
The commons lack certain skills; most noticably Diplomacy. Q-Net is a very powerful card that limits the movement of anyone. This card, though it can be passed through once per doorway played, would be too much of a slowdown, and limit the players too much. Therefore the Q-net should be totally Banned. The same is the case with the Static Warp Bubble. It makes a common deck discard critical cards that it may not have doubles of or may need. The Static Warp Bubble is uncounterable at the common level, therefore it should also be banned from the play.
The Soong Type Androids are the most powerful common in the game. They have any skill, and COMPUTER SKILL. They are limited to two in normal game play so that dilemmas are still hard to pass. The Soongs have high skill levels and are generally almost impossible to kill. Therefore, they are restricted to 2.
Also, you must attempt a mission from a starship or awayteam. Outposts cannot be used as starships for attempting space missions because almost all common dilemmas require that a starship becomes damaged. This would not happen at an outpost, and it encourages less risk in space. That is why outposts are not considered to be able to attempt missions.
Here are the Common Deck Designs:
Strategies To Use in Common Games
Attacking
Attacking can be a powerful weapon in common games. 95% of the players use at least 1 Klingon or Romulan Affiliation, and that produces a high level of tention and attacking! The Klingons and Romulans can easily be stopped AND damaged by dilemmas like Microbiotic Colony and also the infamous Conundrum (watch out Rommies). They will be forced into a position of slowness or else into a position of attacking against their will.
The federation have high shields, which discourages attacking. The Romulans and Klingons can pound on each other and cause severe damage. This is a very good reason to stock a bunch of plasmandyne relays in your deck. It makes the shields higher so you can pound your opponent's ship apart, but leave your ship intact!
Another powerful common card to use is the infamous Spacedock. Attack your opponent at your outpost, and he/she would need at LEAST 47 weapons to blow you up! It won't happen!
Another strategy is to stock a Neutral Outpost in your deck for those emergencies when you need protection but have nowhere to run!
.Escape Pod can also be a very powerful tool. At the common level it cannot be countered and it provides safe escape for your crew. True, you have to get another ship over there, but it is a lot nicer than having your ship blown apart like if you didn't have that 'pod.
Always watch out for strange common cards that you have never seen used before in actual decks. Cards like Phaser Burns and Conundrum will be used to succesfully hamper your success. Be strong, but remember, in a common deck, one lost ship isn't a lost game.
Red-Shirting
In A Common game, ALWAYS redshirt. Chances are you will not be able to overcome the dilemmas placed there.
Redshirting is when you send a single, disposable crew member down to a planet to attempt a mission and most likely die trying. Because this crew member is disposable, he will make way for the important ones to actually pass the mission.
The Key to redshirting is using the minimum number of persons to overcome the stopper dilemma that will no doubtibly be placed before the killer dilemma. First try with a redshirt, and if he/she can't pass it, then you know what the first dilemma is.
In most common decks, red shirting is rampant, so all players must not wait for a supercrew to form because they need the advantage of winning quickely. A good common deck will have doubles or even tripples of the cards they need, so a few aeaths will not change the course of the game. Try not to sacrifice too many K'chi Q's or Soong-Types because they may be critical in the phase of the game where space missions are attempted.
Planet missions are much easier to redshirt than space missions that
require a ship to attempt.
Paramount and Decipher own all rights to this so I will not take credit for any of this. This is for entertainment only and no $$$ is being made off of this so neither of the companies has to worry for their own rights. If you can read this disclaimer you don't need glasses.