What a Card: Gault

Being a look back at cards from the Star Trek CCG, and what I thought of them back when they were fresh and new... in EPISODE order. Looks like they looked to Heart of Glory for more than one 2-player game mission...

EXPANSION: 2-Player Game

PICTURE: Gault has a cool iciness to it that I would associate with Mother Russia from which Worf's parents are originally from. And it's a surefire bet in Star Trek that colonists like to pick an environment that's most like home. A nice extrapolation gives this card a 4. (And for people who like oddities, this mission has no copyright notice. Weird.)

LORE: They try to hide it, but this mission is about checking into Worf's childhood. Fun. On the other hand, the title is terrible. "Gault"? Just the name of the planet? That's a little uninspired (and unlike the vast majority of cards). How about Secret Inquiry from the lore itself? Or Fact-Finding Mission? Anything is better than this. Drops to 3.1.

TREK SENSE: That the Klingons would be interested in this comes as no surprise, since Worf is an influential member of Klingon society. The points are about right for a sideline mission, while the Span is a little short for one that sits (as far as the Klingons go) in another "Empire". The requirements are off, though. Honor? One the one hand, maybe it's "good" Klingons who are checking things on their brother (say making this Kurn's mission). On the other, would honorable Klingons open a SECRET investigation. What are they checking out here exactly? What's the information going to give them? An Officer might be required for giving orders. In other words, the Empire only trusted an Officer with the real reasons for the mission. That's okay. The Exobiology... again, I'm a little lost. Anthropology, sure. Exobiology? If they are taking DNA samples Worf left behind, that's straight Biology to them. And why would they need biological materials from the human colonists? And on missions like these, there really should be a provision for the Federation building an Outpost close by. Attemptable by one, but belongs to another. You can guess it won't go well: a 2.1.

SEEDABILITY: Built for the two-player game, it can be solved with just commons. In a straight game, you can Assign Mission Specialists to bring the total up to 40 points, with a couple of Honor OFFICIERs. Too bad the Klingons don't have an Exobiology specialist, or a personnel that could solve this one alone. Other than that, it accommodates armada decks thanks to its low span (the K'Vort's aren't all that fast), and it's a fairly easy, unstealable 30 points. A 3.

TOTAL: 12.2 (61%) Makes it over the bar despite its limited design. 

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