What a Card: Kelvan Show of Force

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. A card By Any Other Name (get it?!)...

EXPANSION: Mirror, Mirror

PICTURE: A scary and dramatic concept painfully expressed here. This captured my imagination as a kid and remains a powerful moment. The focus is squarely on the victims, with the unusual peach color of the Andromedan uniform acting as background. Has enough power to score a 3.5.

LORE: Just the facts, really. We know what we're looking at at any rate. I'm not sure about the word "container" though. The crew was converted into those blocky foam forms, I didn't think those were containers with the dry dust of a personnel inside. Won't know until we reach Andromeda, of course, so a 3 in the meantime.

TREK SENSE: Your Kelvan chooses two personnel present, removes all their water, converting them into foam blocks, and then crushes one. In the show too, Rojan picked two redshirts specifically to make his demonstration, and crushed one randomly. Because androids and holograms have no water in them, they wouldn't be affected by this weapon. The only trouble spot is that Rojan (or whoever) MUST make a demonstration for you to continue. If there are no personnel to be targeted, the mission can't go on. I see no reason for this, just as it's strange that the Kelvans don't do anything after making their Show of Force when it DOES succeed. A small piece of what should be a larger whole, it's still very well done until we hit these crucial points. Gonna spring for a 3.3.

SEEDABILITY: Choose two personnel you want out of the way, one of them dies at random. No matter what. If your opponent only sends down holograms or androids, or less than 2 personnel, they're stopped and can't go on. They won't go on until your thirst for killing has been satisfied. This is a powerful effect! And with which it is fairly easy to control who meets what next. Androids and holograms are immune to the kill, but that's your only real restriction. Missions (or following dilemmas) that require a large amount of a certain skill encourage you to choose the two best sources of that skill. When one of them is gone, does the crew or Away Team still have enough of it to succeed? Any card that boosts the skills required by a dilemma or mission are excellent support here. I'm thinking of DNA Clues and Access Denied, for example. A wall and a sure-shot, basically your choice, killer? That's a 4.4.

TOTAL: 14.2 (71%) Crushing the competition.

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