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Q-Continuum Expansion

This expansion must have been fun to put together. It certainly was a joy to collect! With the addition of Q cards, there are an amazying number of ways to annoy your opponent; with the numberous cards dealing with androids, every deck can utilize their strengths; and other unique cards bring the set a wonderful flavor.
Personally, I was a little disappointed with the second expansion to the Star Trek Customizable Card Game. I had wanted a super-rare card as int he previous set, and the variety of Q-Cards for flashed were many times too specific. However, the contributions are a compliment to the game and make it even more suspenseful.

~Additions~

Q Flash
--This is the new way of floundering your opponent's attempts to complete missions. Under each space location, one Q Flash can be seeded. When an away team encounters it, they must face the number of Q Cards in the opponents Q Continuum side deck equal to how many people are in the away team. This is a good way to make opponents more cautious with huge away teams, just as there are a number of risks involved in single-man teams.
Because of the large number of Q Cards available, this is a great way to put multiple dilemmas against your opponent. And they are not too strong, so careful planning and preparation CAN lead you through a flash unscathed. And Q can be merciful now and then, too, giving you a drink of lemon aid.

Q's Tent--This card can be an assett to any deck. It allows you to have access to up to 13 different cards of any type, at the cost of your draw that turn. This is especially useful if you need that big, powerful ship. The only thing is, you need to have many copies of this card in your deck for it to be likely to be in your hand early. The good thing is that you can save the discard by randomly drawing from the tent; and you can also bring back a discarded tent with Res-Q or Palor Toff. Always have these two in every deck!

~Deck Themes~

Expansion Theme--Although I have not experimented much with the idea, I know it can be fun. The basis is that you use a majority of planet mission, not of difficult requirements. Start off your outpost on one so that you can probably get it rather soon. For this, I pack my deck with personnel of those specific abilites. (Diplomacy or Leadership, for example.)
>Then, once you've accomplished the mission, protect the planet. Don't let anything intimidate you, especially a Supernova. (I HATE those things--it is a nasty poison for this theme.) Once you know your outpost is secure, you can go onto the next planet. By then, you should have some of the requirements for one, so begin to wear down any dilemmas.
>With the second mission complete, you will most likely have a variety of personnel out. A Red Alert will quicken that, if you can keep it out. Now the fun part: build a Colony. Have many of these available, as the goal is to have more than one up at a time. But the first one is crucial. Find all of your civilians and drag along security guards, in case the other guy wants to fight. (Security tends to have high strength.) Plant a Drought Tree for some more points, though that doesn't cumulate. The cululation is what makes this theme work.
>Split the defenses of your outpost to cover your colony. This should be just as important, as it's giving points to win the game. Be on the look-out for a gang of ships out to bomb your precious Colony. The Sheliak is the worst example. If it's likely you'll lose it, pack up and save the people for the next attempt! The points aren't lost, after all.
>A defense for the Colony is the Plasmadyne Relay, which adds up fast. It also boosts ship shields stationed there. Another help is Mr. Homn, who can have empaths report directly to the colony, some of which are civilians. Similarily, the Iconian Gateway, when placed at your outpost, can instantly transport newly reported personnel directly to your Colony. Remember, the faster you get them there, the more points you get!
>As your defenses gain strength, continue to expand your colonies. Points will be rolling in if you don't face a huge obstacle or disaster. In no time at all you'll have the points you need to win!! =)

New Q Cards! -- With recent expansions have come an increase in cards with on them. The Fajo Collection was the first expansion to add to the list of Q cards, including Picard's Artificial Heart, a Q Artifact, in the set. Deep Space Nine followed the example with even more cards, including Fightin' Words, I Tried to Warn You, Rhetorical Question, and Risky Business. They mainly deal with balancing game mechanics, but cause serious trouble for your opponent. The common objective Beware of Q in the set makes all Q cards more powerful, allowing them to be seeded as normal dilemmas. This means that Q cards and normal dilemmas can make up combos, which can mean nasty ways to staul your opponent while you continue your strategy.
_Will we see more Q cards in the future? It is unknown at this point, since there will only be a few more cards made just for First Edition. A "Broken Links" set of a dozen or so cards will be made, but I'm not sure any Q cards are considered to be "broken links." We will just have to wait and see!

Last Updated: 11-23-02

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