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Mark Muston (mark_mustonjr)
Tournament Report - 1E - American National
2019-08-02 - 10:00 AM
FederationThats just even lazier writing
Introduction
Simple to run TNG 2 mission win using mission specialists. Each mission can be solved for at least 50 points. The cage introduced 4 missions that slid into this deck very well. Access Archives can be solved for 75 points (animal is the only classification it does not run). Clandestine Search - has duplicated mission skills in Diplomacy and Computer Skill and since Darian Wallace is a must download during seed phase for the duck blind card draw. Examine Quasar - third space mission that can be solved with 3 specialists making it difficult for opponents to seed since Explore Dyson Sphere and Repair Mission are extremely popular and often seeded with the better space combos. Resolve Local Tensions allows you to then solve any other mission since it is a dual mission. The core build for the deck has 10 seed cards allowing for either 20 dilemmas or your standard 18 with 2 seed cards to make the dilemmas better. With this tournament I went with the new Let Me Help and gender dilemmas to slow down my opponent. The other seed slot went to Examine Singularity in case of Black hole which can be a problem if Space comes out late. For mission seeding you try and get your space missions to pair up (planet and Space) and drop both outpost next to each other. If you expect battle then you place the outposts apart. As far as playing the game you play as may personal as possible discarding Assign mission specialists to just replay it when another is drawn the turn before. For solving missions you hold back the mission specialists needed for your missions and use the bridge crew dilemma bust and sacrifice.

Round 1Andrew BowlingFW (+15)
Access Archives allowed me to overcome a higher the fewer (for loss of 12( and dead end combo to two mission win. Vash the only n/a personnel came in big as I could not find another copy Assign Mission Specialists and was able to dig the seeded copy back to hand after discarding from play. Learned to hold back defend homeworld until needed. Used it early to grab Tasha Yar Alternate when it would have been better used to grab Ro Laren (fed with treachery)

Round 2Herman ChanFW (+55)
This game played out like the deck was designed for. Quickly drop personal and run head long into dilemmas until they are cleared out or at least know what is needed to pass the final one while building up the specialist to solve.

Round 3FederationCharlie PlaineFW (+60)
This game could have been much closer if Charlie had not over thought one of my combos and losing a ship full of personal. We ended up both seeding Repair Mission and Explore Dyson Sphere. Resolve Local Tensions allowed me to then try my other planet missions.

Closing Thoughts
Buried Alive won me by final game causing my opponent to overthink what was coming next but almost lost me the first game as it allowed my opponent to skip his space missions as I gave him a duel mission.