Tricks for Probe Rigging
by Andrew Wilson
Designing your deck to yield successful probes is one of the most
challenging tasks in Star Trek CCG. Yet for the Borg, it is one
aspect of
card management that is essential for success. This article will
examine a
variety of methods, how they work and the trade off that each one offers.
Introduction (skip if you are familiar with the basics)
Probe management is part of your overall card management. The
draw engines
that you are using will play a big part. The Borg set up a little more
than
other affiliations. You can rush into things just as fast as
other
affiliations but as Borg, since we have more control over acquiring
needed
cards, we tend to go for a little more preparation. Keep in mind, though,
that you are not going to be probing before the end of the first turn.
This
means that all the cards you will be downloading before then are excluded
from your consideration.
It would be an error to begin without addressing the Q’s Tent.
You have no
excuse for not using one even if just for downloading extra drones.
Even
putting one or two tent cards in your deck is not significant.
The issue of
concern is whether to put enough of them in your deck so that you can
reliably get a particular card for your first turn. The number you
need to
draw a card reliably is about 1 / 10th of your deck. This is
only an
approximate value based on how essential and what other card draw mechanisms
you are also using. If you have an 80-card deck so you will need
8 tents.
To me that is just too many bad probes in your deck, I will not do
it. I
would rather include 5 Queens to ensure I get one than waste 1/10th
of my
deck. With that said though, if you want to stop first contact
are you
really going to buy 5 copies of Locutus to do so? For some strategies
you may not
have much choice. If you must include a lot of Q’s tents then
it will make
your rigging more of a challenge.
The first part of probe rigging is choosing your objectives. After
all, this
is what you are trying to rig to. Assimilate counterpart is the
easiest to plan around as you have the choice of all three subcommands
to probe for. To avoid the Big Picture; most decks should include
at least one planet (planet or homeworld) and at least one space (Particle
010, Establish Gateway or Salvage Starship). You make it easier on
yourself if you choose objectives that have the same probe requirement.
That is, if you choose Assimilate Planet and Establish Gateway your
com icons
are good probes for both.
Other than that try to get as much of those icon cards in your deck.
Consider each card as saying “Is it worth one turn in the game if I
draw it
at the wrong time?” There are only a few cards with all three
icons so
there will be tradeoffs. Remember that any card that does not
have the icon
that meets both your objectives could be a bad probe. A big part
of this is
choosing which drones to include in your deck. Most drones only
have one
icon so can very easily be bad probes depending on your objective.
Keep the good probe where it is!
The first trick for probing is controlling your downloading.
When you have
a good probe at the top of your deck and an objective coming up, don’t
touch
your deck. You have plenty of opportunity to download instead
of draw or
play a card that prevents end of turn draw. Your downloading
can come from
your tent and the oft forgotten hand. People feel like they loose
a card
draw if they download from hand but if it keeps your probe in the right
spot
it’s a good trade off.
Also, if you know you have a bad probe on top and know you will be
probing do
something to change the card. Using a download is the easiest.
I always
like to save a Q the Ref card for this (discard to draw a card, but
convert
to download with a drone).
In comparing the options they are rated on ease of accessibility.
What this
means is how easy it is to get the cards needed into play. The
easiest is
if the cards seed. A common ability in the collective is downloading
a
drone. This can be done through the Queen, Awaken, Activate Subcommands,
We
Are The Borg and so forth. Because of the frequency with which
these cards are
included any card that can be obtained through a drones special skill
can be
considered easily accessible. Cards that must be drawn into hand
are
considered less accessible. That does not mean that they should
be
discounted. Other aspects of card management can be used to focus
on
drawing cards. Even so, cards that are not accessible and bad
probes should
be avoided in multiples.
The Meat
All the strategies can be compared in two main groups. Those
cards that
affect the top card and those cards that affect the bottom. Strategies
that
affect the bottom card work best once the draw deck has been cycled
though.
That way the bottom card becomes the top. They all share the
benefit of
being immune to the juggler, if you have removed all bad probes from
your
deck. They all share the disadvantage that it can take a while
to cycle
through your draw. The choice is whether to devote the resources
to your
early game or the overtime.
Heizenberg Compensators.
This one is nice and easy; you turn your deck over and always see the
probe
card. It is not easily accessible and is a bad probe. This
helps against
the most common interruption, the Juggler. Your opponent can
make you
shuffle but you could still end up with a good probe. Knowing
that you have
a good probe card on top is great so that you do not use another method
to
check. Other methods can be used to change it if needed.
47th rule of Acquisition
This card puts someone with more red skill dots (than target character)
on
top of your deck. It takes a little preparation because the Borg
do not yet
have acquisition. You set up with selecting the queen’s skill
as
acquisition (or more difficult brainwash) and interlinking. Pick
a drone
(or anyone if you want) with 2 skill dots and play the 47th rule on
him. It
is important here that you are free to change the queens’ skill.
Event
cards targeting characters only check for conditions at the time it
is
played, not each time the effect is used. This is one of the
best methods
for harnessing particle 010 because you can place your queen from play
to be
the next probe card (and she has all good probes too).
Handshake
This card is simple as you get to arrange the top five cards in your
deck.
As long as your deck is reasonably probe heavy you should be ok.
Again,
it’s a bad probe and not accessible easily. As an interrupt it
is a single
use so you will need one each time you wish to set up for probing.
New Drones (Two of Twelve: Xenology Drone. Nine of Twelve:
Network Drone)
Gives you a second shot at probing for the basic objectives.
Nothing to
sneeze at as it changes an 80% probability to 96%. Or viewed
the other way,
it means that you can risk having a few more bad probes in your deck.
These
drones are easily obtainable and usually good probes. The only
disadvantage
is that this bonus is only for two objectives (Assimilate Planet and
Establish Gateway).
Borg Data Node
The node is useful so that you can look at your top card before you
probe.
That way you know before you take the chance. Don’t forget this
is easily
available through Eleven of Twelve: Connectivity Drone (special download).
Masaka Transformations
This combination uses the Obelisk of Masaka and the card Masaka
Transformations. The Obelisk seeds and can download the Transformations.
It’s a card draw mechanism really but it relates to the problem of
getting
the right card in hand (such as the Heizenberg compensators).
If your
starting hand does not include the essential card desired discard it
to get
a new hand. If later on in the game you are waiting for a card
build up
your hand by not playing (and using 7’s draw instead of play) then
use the
transformation to cash in lots of cards. Draw them one at a time
until you
get the card desired and use downloads after that. It is important
to note
that you put the cards under your draw deck. This means that
you can
save good probes and recycle them when you don’t use them. So,
for example,
include 20 awaken (or activate subcommands) in your deck, use the few
you
need and send the others back to your deck. You can do this even
after you
have run out of card to put some on top.
Regenerate (& Long Live the Queen)
Well, if you have a small deck you could plan for regenerate and use
the
long live the queen to take out some of the bad cards. It only
takes one
card (seed the Long Live the Queen) and you do not need it for a while
so
it’s not too bad if it takes some time to come up. The regenerate
can be
cancelled though and that can mess up your plans. That part makes
me too
uncomfortable to rely on it. You can also use dilemmas that have
icons on them
so that they have some use when they come up as a probe (lack of preparation
is the best for this). You can seed (or include) more than one
Long Live
the Queen if you expect to need to discard more than 6 bad probes.
Reactor Overload
This one wins the prize for the most creative of all. Reactor
Overload is
special as it is a referee icon card that also has a com icon on it.
The
ref icon enables you to put this card to the bottom of your deck (through
Q
the Ref). If you planned this and have a small deck to begin
with the
bottom is the top (that is you are out of cards). Don’t forget
to save a
trick (like a download from tent or such) so that you do not immediately
draw this card. Lets not forget though that it is an incident card,
which
makes it a good probe for harness 010.
New Drones (Three of Nine: Tactician Drone, & Two of Nine: Translator
Drone)
These drones allow you to place a card from hand (or discard) on the
bottom
of your draw deck. This is similar to the other bottom deck strategies.
The drones are easily accessible and usually good probes.
With all of the options available, I do not suggest that you use all
together.
Hopefully though you will find ones that fit your strategy. As
a final note
if you just probed and have not shuffled, remember what’s there!
There is
no substitute for paying attention. Best of luck.
Email Andrew Wilson
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