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Mot's Useless Card Review #63: Ship Seizure

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In an environment of Q bypassing, mega-Away Teams, and ever more difficult dilemmas, players seem inclined to send down their entire shipful of personnel when attempting planet missions. Ship Seizure is just the card to make them regret this. All you have to do is have a ship present at the location of the mission when they send down their crew. Ship Seizure is an Interrupt, so as soon as they step off the ship, you can jump in to tow it out of orbit and discard it.

Of course, you may not be so lucky to have a ship present. So you need to find a way to keep it empty until your turn, when you can move in to tow the ship away. Wall dilemmas will fill in fine. Alien Labyrinth, Wind Dancer, Dead End, Shaka When the Walls Fell, and Primitive Culture are all good ones. Also consider dilemmas with difficult conditions - failure to meet those conditions will also stop the crew.

And, of course, consider Mission Debriefing. A Hidden Agenda card, and one that may be seeded, it can sit there waiting until just the right moment when your opponent commits everyone to a planet mission. Reveal the Debriefing, stopping the crew, then swoop in on your turn and tow their ride away. Borg players can do this with their Cubes, "eliminating" ships without ever having to actually switch out objectives.

Sometimes, you just can't trust "Ensign Bob" to handle things on his own. ;-)