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Card Extra Containment Field from Chris Heard (05/03/2001) |
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Aboard a starship, a containment field keeps dangerous things (of various descriptions) from getting out of hand. In the Star Trek CCG, the Containment Field incident "contains" certain strategies that might otherwise get out of hand . . . and it does so, in part, precisely by getting things out of hand. Containment Field's first function moderates the use of special downloads, Hidden Fighter, and Going to the Top by attaching a higher cost to these downloading techniques. This limits the use of such downloads in two ways. First, of course, is the limit imposed by the number of cards in one's hand. You can't complete the download at all if you can't pay the cost. Second, overuse of these downloading techniques (more than two per turn, in any combination) results in a complete loss of a turn (or more), as players must skip their turns if they have any cards left on Containment Field after reclaiming up to two just before their turn begins. The second function is a powerful denial of a handful of techniques that your opponent can use to really ruin your day without much effort. A seedable, [Ref] icon hidden agenda that nullifies Static Warp Bubble, Alien Kidnappers, and Destroy Radioactive Garbage Scow (punishing those who play this interrupt with the point loss they had intended to inflict on their opponents) - what's not to love? Combo:
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