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Open Trading Warp Speed
by William "Spock" Springer
Ever since Voyager released, Warp Speed sealed has
been one of the most popular Star Trek formats; its popularity only increased
once The Borg came out and players were allowed to trade during tournaments.
Generally each player recieves one Voyager starter and two or three Voyager
or Borg boosters; an alternate format is six boosters plus some commons.
Either way, the Open Trading format allows more focused decks than is usual
for sealed deck tournaments.
Although all non-Borg affiliations may freely mix
in Warp Speed, the best decks tend to be built around the Vidiians or the
Hirogen, as they have the easiest free reporting. Obviously, for
either one, you'll want the corresponding incident (Vidiian Sodality or
Hirogen Hunt); preferably you'll also have the outpost to download it so
it doesn't take up a seed space.
Vidiians tend to have the most free plays, as there are a number of
common medical-classification Vidiians, not to mention the Vidiian Harvester.
However, they suffer from generally low attributes, so are very vulnerable
to some popular Voy/Borg dilemmas, such as Spatial Rift. For this
reason, Lower Decks is a must-have; it won't help with dilemmas that look
at printed attributes, such as The Weak Will Perish, but it'll save you
from Spatial Rift, Sabotaged Negotiations, and Flash Plasma Storm, among
others.
The Hirogen are in an interesting position: any
Alpha can report for free with Hirogen Hunt, but all of the Alphas are
rare. The solution is to get one Alpha (trading as needed) and seed
him at your outpost; then include as many personnel who name him as possible
so you can report them for free with the Hunt. You'll want to stock
lots of ships as well, as you can download one free each turn. Remember
that you can download from your hand, so there's no reason to let them
clutter up your hand if you happen to draw them!
Whichever affiliations you use, you'll want to have
a few weapons handy. Few things are more annoying than losing a game
because you can't get past The Clown: Beneath the Mask! I find that
the best weapons are the Vidiian Harvester (which gives you lots of Medical
as well as adding strength) and the Hirogen Disruptor Rifle, which enhances
both strength and cunning. Just remember that those two affect your
Vidiians and Hirogen only!
No matter what you play, you should make sure you
have exactly 10 seed cards, plus your three missions. If you can't
trade for enough dilemmas, misseed; you can't steal missions anyway, so
there's no point in letting your opponent know which ones will be easy
to solve! Seeding a hidden agenda isn't a bad idea either; Villagers
with Torches will keep your opponent from sending down one or two people
to mess up your dilemma combos, and any hidden agenda may make him nervous.
While I wouldn't take out a dilemma for it, The Next Emanation can be annoying
as well, preventing your opponent from recycling his best people.
Finally, try to have at least three females and two law; Matriarchal Society
and Implication can otherwise stop you dead in your tracks!
If at all possible, you should seed four dilemmas
under your opponent's most important mission (his planet mission if he
has only one planet, his space mission otherwise). Remember, if he
can't solve that mission, he can't get a full win! Seeding your outpost
at your most important mission is often a good idea, so you can go after
it right away. Once play starts, throw your people at your missions
as soon as possible; speed is essential in this format, and if someone
dies you'll get him back once you exhaust your draw deck. Warp Speed,
as the name implies, was created to be a fast format; once you try it,
you'll discover that it's also a lot of fun!
Comments? Post on the New WNOHGB BBS!
This article originally appeared in issue 49 of Scrye.
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