Where No One Has Gone Before: The Online Magazine



Search this Site
Look for:
Case:

Submit an Article
Submit an Article

Read and Sign the Guestbook
Read and Sign

Bulletin Board
Bulletin Board

WNOHGB Dictionary
Terms and Acronyms

What's News
News and Updates
Dance Dance Revolution
by Olav "Pendari Champion" Rokne

Here's the new generation of Ooby-Dooby deck: the Dance Dance Revolution Deck.

I'm not sure how many of you have played the game Dance Dance Revolution; it's a video game with a little stage and sensors on it. The player (I.E. Me) stands on the stage, and is presented with inane music which they have to dance to.

The sensors register the movement of the player and gives him a score based on how well he is dancing. (I know it's pathetic)

At any rate, one afternoon, Alex Roth and I were playing Dance Dance Revolution, and I was losing badly (as I am wont to do-- I can't after all dance) I made the wisecrack that I would defeat him at Star Trek the Collectible Card Game with a deck based on that video game.

The basic concept is that with Tabor on the table (after DH) and with the variety of other youth personnel that I can get out first turn, I can anticipate an average yield of 6 cards on the first ooby dooby (senior staff meeting past the last seed if necessary)

At that point, it is almost inevitable that the deck will have drawn either Rudolph Ransom or two Revolving Doors and a DQSSable pair of people.

If one draws Rudy Ransom, it is possible to d-door him out and unstop the ship using Make it so, playing as many cards from your hand as possible so that you can ooby dooby again (always keeping your hand below 13 cards) after which, you can (with I think about a 98% chance) DQSS and play 2 revolving doors.

In either of these scenarios, one can expect to shut down 2 AU reporting mechanisms. Target AU doors and STPs first, as TMW can not be used to allow an AU icon doorway to enter play.

If you have succeeded in shutting down their AU icon doorway card reporting >mechanism, you may then distortion your ship and Devidian Dooby oldschool.

If you are wondering how this has anything to do with the video game, "ooby-dooby = Dance Dance" and "Revolving Door = Revolution." Clever? Eh?

What raises this above most other Devidian Dooby decks is the skills balance of the deck. I've annotated this decklist with skills totals. Please note that I have only counted two copies of any DQSS personnel as you may not have more of them in play than that. I am, however, including the extra skills conferred by equipment.

When looking over the skills balance you will notice that the skills that are usually required for space dilemmas (such as Navigation and Anthropology) have been prioritized whereas those for planets (such as Geology and Exobiology) have been deprioritized-- this is because the deck tends to do two space missions for 35 points apiece, and then finish the game with liberation for 30 points, keeping Rudy Ransom and Tabor on the ship until the dilemmas have been passed by the rest of my team.

Missions:
1) Answer Distress Signal
2) Reinitialize Warp Reaction
3) Expose Plot
4) Inversion Mystery
5) Heal Life Form
6) Liberation

Seed Deck:
1) Q-Flash
2) Q's Tent
3) AU Door
4) STP
5) STP
6) Temporal Micro Wormhole
7) Female's Love Interest and Garbage Scow
8) Female's Love Interest and Garbage Scow
9) Female's Love Interest and Garbage Scow
10) Female's Love Interest and Garbage Scow
11) Female's Love Interest and Garbage Scow
12) Female's Love Interest and Garbage Scow
13) Ooby-Dooby
14) Ooby-Dooby
15) Ooby-Dooby
16) Ooby-Dooby
17) Rascals
18) Caretaker's Array
19) The Kazon Collective
20) Beware of Q
21) Delta Quadrant Spacial Scission
22) Assign Support Personnel
23) Make It So
24) Mission Debriefing
25) Q The Referee
26) Q The Referee
27) Defend Homeworld
28) Assign Mission Specialists
29) USS Equinox
30) Kazon Outpost

Q's Tent:
1) Kazon Bomb
2) Ready Room Door
3) Intruder Force Field
4) Alternate Universe Door
5) Oof!
6) Q-Flash
7) Dr. Telek R'Mor
8) Sito Jaxa
9) Salia
10) Classic Type 2 Phaser
11) Classic Tricorder
12) Federation PADD
13) Tricorder

Q Flash:
3 x Fighting Words
3 x Penalty Box
2 x I Tried to Warn you
2 x Hide and Seek
3 x Mandarin Bailiff

Draw Deck:
Data and Picard
2 x USS Equinox
First Officer Spock
Anya
3 x Tom Paris
3 x Rudy Ransom
4 x Tabor
Marlena Moreau
Linda Larson
Calloway
Dr. McCoy
Beverly and Will
Paul Porter
Tierna
10 x Devidian Door
6 x Revolving Door
6 x Distortion of Space/Time Continuum
I'm a Doctor not a bricklayer
3 x the Power
3 x Mutation
3 x Asteroid Sanctuary
3 x Palor Toff - Alien Trader
3 x Senior Staff Meeting
2 x Metaphasic Shields
Mirror Image
Intruder Alert
Operate Wormhole Relays
Temporal Vortex
Fair Play

Classifications Balance:
5 Civilians
8 Engineers
7 Medical
5 Officers
7 Science
6 Security
1 VIP

Skills Balance:
4 Anthropology
1 Archaeology
5 Astrophysics
5 Biology
3 Computer Skill
7 Diplomacy
5 Exobiology
2 Geology
6 Honour (this should always be spelled with a U. I'm Canadian, we're funny
that way)
3 Leadership
1 Mindmeld
9 Navigation
3 Physics
2 Resistance
4 Stellar Cartography
3 Transporter Skill
3 Treachery
6 Youth

Email Olav "Pendari Champion" Rokne



Comments?
Post on the New WNOHGB BBS!

Info | Decks | Strategy | Features | Beginners | Viewpoints | Database | Registry | Interact | Back Issues | Links

Where No One Has Gone Before is in no way associated with Decipher, Inc. Star Trek: Customizable Card Game™ and Lord of the Rings Trading Card Game™ are Decipher registered trademarks.