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I Don't Get It III: Q's Tent
by Craig Thomson

A source of constant amusement in my life (I don't get out much) is the number of jokes inserted onto Star Trek: CCG cards by the designers, either into images or in the lore or game text.  Decipher's official 'Easter Egg' policy ended with Q-Continuum, but those cunning PD folks have still managed to slip a number of sly jokes in since then.  To misappropriate that popular Pokemon catchphrase, "You gotta 'get' them all..."  Or not.

The joke can be in the card image or design, or in the wording of the card title, lore or gametext.  Answer at the bottom of this review...

COLLECTORS:  Uggh, that horrible pistachio green certainly makes Q's Tent distinctive, but not in a good way.  I haven't seen the foil version I seem to recall hearing was produced as a tournament prize, but I'm not sure what the refraction process would do to enhance the charm of this card.  And it's a common, although many players aren't so sure about that... it often feels that Decipher plays cruel tricks with cards such as this (see also: Bajoran Wormhle).

PLAYERS:  The main question to ask yourself is this: is there any reason *not* to use a Q's Tent?  With the exception of archetypes reliant on the 3-way treaty, almost every top-class deck you will encounter includes a Tent.  For the expense of one seed slot, you free 13 cards that (potentially) would have clogged your deck, leading to greater efficiency and card advantage.  The uses of this humble card are many and varied, and it  ndoubtedly has had a larger and more lasting effect on the way the game is played than almost any other.

Everybody knows how a Tent works, and the card is pure mechanics: the first function requires you to seed a copy of the doorway to 'open' Q's tent for your benefit (although 13 cards seems a little arbitrary, and not in keeping with Decipher's general numbering policy - maybe just chosen for creepyness effect?).  That's fair enough.  Then, you may also stock it in your deck as a means of gaining access to this horde of goodies the omnipotent Q has laid aside for your use, either by discarding the doorway to take a card of your choice, or placing the Tent back atop your draw deck to gain a random card - and I personally have never used, or seen used, that second option.  You must show the card to your opponent, which removes some element of surprise, although the nastiest Tent staples - things like Oof! and Wake of the Borg, pre-QtR - can play immediately to your opponent's detriment.  Even personnel, events, objectives, ships etc aren't likely to hang around in your hand for too long, so it isn't really a major hassle.  You can no longer draw cards this turn, which is a bit of a pain if you forget the sequence of your card plays - using your Tent before playing that Kivas Fajo or Remodulation, for instance... I've certainly done that before! ;-)

So, what kind of cards would you put in a Q's Tent?  The Borg can make use of it to store vital cards (read: the Queen) for easy access early in the game, although many dismiss it as a poor probe - a valid point.  Special downloads can be stocked in here with impunity, though - that Intruder Alert! or Transwarp Conduit might fit better in the Tent instead of mucking up those probe results themselves.  And if you're looking to streamline your deck for a fast swarm, contingency drones could easily be Awaken-ed from the Tent too.

Getting crucial cards early in the game is a strategy that unassimilated players likewise make use of, to grab Return Orb to Bajor, for instance, or Deyos before The Trouble With Tribbles (and Defend Homeworld) released.  I was never fond of a strategy that absolutely relied on drawing a particular card in the early stages - I generally prefer compact decks that can download a few important cards, and then work with what the fickle hand of fate deals to you.  But to each their own... you could always make the request (using Protection Racket) of 'let me download one card'... ;-)  Similarly, special downloads and contingency cards are the order of the day.

TREKKERS:  A very abstract card that is purely mechanics... not much to say, Q's Tent bears very little relevance to the actual sequence of events in the show it was taken from.

COMBOS:  How specific can I be?  Everything and anything can go in the Tent, here are a few suggestions:

I'm A Doctor, Not A Bricklayer (in draw deck) + Geology personnel in Tent - there's little point having Paul Porter taking up room in your deck if you're downloading him anyway.

Selok - the opportunity may only occasionally arise to steal Earth from your opponent, but the faux-Vulcan ambassador can be grabbed before play starts via Assign Mission Specialists if it does.

Weenie armadas - using Launch Portal to download shuttlecraft and scout vessels?  Pare down your deck by putting Pi, Cha'joh, Flaxian Scout Vessel et al in here.

Alternate Universe Door - Revolving Door could through a severe spanner in your works, but that's why you never, ever put AU Door in the Tent!  It's no good discarding Space/Time Portal to grab it when you can't get in!

OVERALL:  That wraps up my examination of Q's Tent.  There isn't really all that much to say, other than try to get the best out of it, and don't put daft things in there.  But I'm sure most folk are fully versed in its peculiar intricacies in any case.
 

Craig
 

Answer:  officially, the word 'Dechiffrer' is written on the flaps of Q's Tent (being, of course, the French word for Decipher).  However, when I first posted this on the Gameplay BBS, it was pointed out that there is a smiley face on the grey rock, bottom left of the picture.  Whenever I look at the card now, that's all I see...



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