Apples and Oranges #3 - Balancing Act
by Chris Lobban
Whoever said you couldn't compare Apples and Oranges? In this column, I'm going to
attempt to do exactly that. My mission here, which I've for some reason chosen to
accept, is to select cards from different card games, and compare and contrast them.
To at least give me some basis for comparison, I've decided to stick with only cards
that share the same name, since a lot of the time Decipher likes to reuse the same
verb names between games, as a sort of "in joke". For today's card, I'm looking at
cards from dead games, with a review of the Star Trek 1E and Austin Powers cards,
"Balancing Act".
Star Trek 1E - First Contact Set
Balancing Act
Space/Planet Dilemma
Deadly plasma coolant flooded main engineering through a rupture opened by Data.
Survival depended upon balance of skill and strength. Resistance was futile.
Each player whose missions with point boxes are mostly [Sp] or [Pl] (by a
difference of 3 or more) loses 50 points (even if playing Borg).
http://www.decipher.com/startrek/cardlists/firstcontact/large/balancingact.html
Star Trek 1E - Voyager Set
Balancing Act
Space/Planet Dilemma
Rarely had Tuvok been in a more precarious position than at a Nazi colony,
halfway between the ionosphere and the planet surface, dangling from the bottom of a
mag-lev carriage.
Each player whose missions with point boxes are mostly [Sp] or [Pl] (by a
difference of 3 or more) loses 50 points (even if playing Borg).
http://www.decipher.com/startrek/cardlists/voyager/large/balancingact.html
Austin Powers - The Spy Who Shagged Me Set
Balancing Act
Evil Happening
$5 Billion
Make an evil pinky smirk. Last player to do the same must discard their entire
hand and immediately draw six new cards.
http://shop.decipher.com/TCG/Card.aspx?gameID=4&cardID=1101
Now, to compare the cards in a number of different areas... Because ST1E has two
cards of the same name and same text from two different sets, I'll give it the added
benefit of using the best card for each category.
Image.
Well, they were definitely consistant here. All three pictures look almost the same.
It's three different people, but in very similar situations. The problem with the FC
one is that he's not so much balancing as trying to hold on for his life, against
somebody else pulling down on him. The lore tries to explain this away but I'm not
buying it. For that matter, Tuvok seems to be just clinging instead of balancing as
well on the Voyager version. Minime at least looks like an acrobat, giving more
emphasis to the "balance" instead of "strength" requirements in the picture. So I'm
going to award this point to Austin Powers.
Function.
Both of these cards are quite powerful for their games, but both also have downsides
attached to them to balance the power of the card (pun intended). Trek version first
(and I'll treat them as one card for the next couple categories, because they're
identical for these purposes). The effect of this card is great. You get to dock an
opponent 50 points for trying to weaken your dilemma deck with his mission
selection. Fabulous effect that can ruin a game for somebody if they aren't prepared
for it. What's the downside? It's easy enough to build a deck to not be affected by
this, so it could be a wasted card with no effect. But the simple existance of this
card changes the whole metagame, causing people to build "balanced" mission piles
just incase an opponent happens to stock this one card. Austin Powers, on the other
hand, is a comprably minor Happening. It can be a great card to use right before
making an Assassination or Shagging attempt, because most players will "stock up" on
their Frikin' Bones for several turns to be prepared to attack or defend, and this
will clean out their hand and make them start fresh (only drawing on average 2 new
Bones into the new hand) so it'll be an easy victory for you. However, the downside
of this one is that you don't get to pick who it'll affect. And if one player is
getting beat up and doesn't even have any agents in play when you use this, and then
he's targetted, it's rather useless for you because it doesn't even let you attack
right after. So although both cards are quite good, I think Trek wins this category,
for the huge metagame affect it had when it was released.
Cost.
First, lets look at the Trek versions of this card. It costs one seed slot (out of a
max of 30 seeds) to get it into the game, and then costs one dilemma encounter to
get it into play. However, because this is 1E, encountering a dilemma doesn't have
the same "cost" attached to it that 2E has, so really it's only seeding it that's
the issue. And one good way of circumventing the cost is by using it as a bluff
seed, at a mission that you intend to steal from the opponent (if you're into that),
or just being one of a large pile at a big mission of your opponents, to encourage
him not to attempt that one. Just make sure that it's the first one, so that if he
uses something like Senior Staff Meeting he'll be nullifying the useless dilemma
anyway, and so get no benefit from it (it will protect your other ones, in that
case). As to the cost of the AP card? Well, it counts as one of your 2 plays per
turn, so that's a built in play cost in the game. But you do get $5 Billion right
away, which is one of the few times you get an immediate return on your investment
(without relying on winning an Assassination/Shag attempt). And you always get to
drop somebodies hand, even if it's not who who'd like to. So for best return on
cost, I'll give this category to Austin Powers.
Timing.
Timing is a bit of a tricky subject for both of these cards... Trek you have to
either wait for your opponent to spring it, or go and spring it yourself to get any
affect... and even before that you probably want to be sure to time the seeding of
it properly against your opponent, so that if you're going to spring it yourself
it's the last dilemma seeded somewhere so that you can reach it easily. Austin
Powers on the other hand has no timing rules... the card is played on your turn,
either as your first action or your second. However, there is a very subtle timing
issue involved with this card... built into the action of the "pinky smirk". If
there's on particular player that you want to attack this turn, and you want to dump
their hand first, than you need VERY meticulous timing to make sure you make your
pinky smirk at the exact moment they're looking away from you, in the hopes that
everybody else will imitate before the target catches on. As many times as not this
is luck instead of timing, because even if they notice the motion out of the corner
of their eye, or see any other player make the smirk, a good player will immediately
respond. So although the timing can be tricky on both of these cards, I'll award the
category to Star Trek for having at least some degree of certainty in it's timing.
Lore.
Well, here I have a problem... Austin Powers cards don't come with any lore. So,
especially with two cards to choose between, I guess Trek wins this category,
because either of them is better than having no lore at all!
In summary...
With a final score of Trek 1E - 3, Austin Powers - 2, sorry Austin, you've been
out-shagged. *Evil pinky smirk* Next time... more dead games, this time focussing on the stars...
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