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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:
Seed Deck:
Q's Tent:
Q Flash:
Draw Deck:
Classifications Balance:
Skills Balance:
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