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Card Extra

Trouble in the Transporters from Evan Lorentz (07/24/2000)

See picture of Trouble in the Transporters.

 

What's better than Tribbles? "Sticky" Tribbles!

You shouldn't expect many opponents to sit back quietly and let you swarm them with Tribbles; you have to prepare for their efforts to get rid of them. In some cases, an opponent will simply try to leave them behind by transferring from an overrun outpost to a docked ship, or from an infested ship to a clear one.

That's where Trouble in the Transporters comes in, allowing your Tribbles to follow your opponent's personnel to their new destination. Only up to 10 can tag along, but that's enough to get the job done - you can take either a 1 Tribble card (or cards) to "stop" the personnel trying to escape the Tribbles, or a 10 Tribbles card for better breeding.

Combos:

  • Trouble in the Transporters + Distortion Field: The Trouble card says the only way to really get rid of tribbles is to leave them behind on a planet. The Event card makes beaming down to a planet difficult. Put them together and what do you get? An opponent wishing for a ship that can land.
  • Trouble in the Tranporters + Tribble Bomb: This Trouble card also works on the Tribble Bomb, making it harder for an opponent to move his personnel out of harm's way.

TroubleSee prev ce about card typ Trouble in alphabetical orderSee next ce about card typ Trouble in alphabetical orderThe Trouble with TribblesSee prev. card extra from The Trouble with Tribbles in alphabetical orderSee next card extra from The Trouble with Tribbles in alphabetical order