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Warp Speed Hints
by Chris “Rom” Brennan

In no particular order, which makes sense for a wild and crazy fomat like Warp Speed, here are some tips and tricks.

Like any sealed deck game, keep your deck as small as possible to get what you need.  Take advantage of the ability to seed a ship/personnel/equipment.  Seed something you have little of, even if it’s not terribly important.  For example, say you have missions that need Exobiology, you’ll have a lot of Exo in the deck, probably, so there’s no need to seed Mendak.  But what if your deck only has 2 Science in it?  It’s a good idea to seed Mendon so you’ll have that skill when you need it.  If you only have a few ships, definitely seed one.

Redshirt.  Redshirt like mad.  You get a free regenerate, so until you’ve used it, you’re free to throw whatever you want at missions with no worry.  Remember, there’s a very limited amount of dilemmas in Premier.  Attempting with Med, Science and Security will prevent most planet dilemmas from killing someone.  Having 2 of each will protect your away team if a Love Interest or Armus is encountered first.  Once you have those 3 skills, find the nearest planet and start attempting.  Since the opponent can’t solve your missions, you don’t need to worry about clearing dilemmas and having them jump in to steal the points.

Q Net is one of the most powerful cards against a limited supply of personnel.  If you get Diplomacy from your packs, I suggest you use it.

A good way around Q-Net is Where No One Has Gone Before.  WNOHGB also lets you attempt your farthest mission more easily than flying down the spaceline.  Often, the opponent will put more dilemmas under your closer missions, with only 2 seeds at the farthest.  Just watch out for an unexpected battle, since there’re no restrictions and you’re close to their outpost.

Static Warp Bubble, unlike in other sealed environments, is not worth playing here.  You use a card play and a draw to get this out.  What’s the effect on your opponent?  They get to cycle one useless card out of their hand and draw a different one.  In this fast format, giving your opponent deck manipulation is a bad idea.  Also, with the free regenerate, if they discard personnel, ships or equipment the first few turns, that all gets regenerated back to the deck.  By the time the SWB does permanent damage, it will be late in the game.

If you get an outpost, you don’t have to use the fixed space mission from the pack.  That means you can choose 3 missions, instead of just 2.  That’s a fair trade off for one less dilemma, since you can always find one useless premier dilemma.  It also lets you seed your outpost at a planet mission, where you can attempt before you play a ship.  Seed a Science, play a Medical and Security 1st turn, and attempt.

Your opponent needs one planet and one space mission to win, but can only seed 3 missions.  That means there will be one mission the opponent HAS to solve.  You may want to seed more dilemmas than usual under that one mission.  The drawback of this strategy is that they will get the other 2 missions more easily, perhaps solving both of them to get the differential.

At 2 card plays a turn, this game goes FAST.  Consider if you throw a Temporal Rift on the opponent’s ship, you get 4 card plays before than ship emerges, twice as effective as in a normal game.  Rogue Borg, Loss of Orbital Stability, even Incoming Message can buy you lots of time.  If you get one, Time Travel Pod will pretty much end the game.  If you play an interrupt, you get an extra card draw when you even-up, so RBM or Rift not only slow the opponent, but increase the speed that you can go thru your draw deck.



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