What a Card: Ferengi Attack

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. From back when the Ferengi weren't a playable affiliation...

EXPANSION: Alternate Universe

PICTURE:
An early Ferengi attacking with the dread electric whip. A little blurry, with the Ferengi getting lost in that pink rock formation behind him. The pose is stiff. No more than a 2.8.

LORE: Odd syntax, especially the beginning. Something of their motives might have helped the card along. As is, it barely hits average at 2.9.

TREK SENSE: Since this is a physical attack, the killing effect is okay, though there's no real reason this one should be opponent's choice as an attack like this is more likely to kill any member rather than a specific target (it's a fight, not an assassination). The requirements to pass it help you avoid or survive the attack, and pass the Ferengi "front" (this is a wall). Greed is great here, as it'll probably mean most Ferengi Away Teams will be immune to this dilemma. If you can speak their language ($$$), you can find a, shall we say, "diplomatic" way around the attack. A combination of Strength and Cunning will also help you outwit or outfight them. I don't see why Strength alone couldn't have been enough here. The early TNG Ferengi have never actually been bright lights (a few brainy ones like Bok and the later Reyga aside), nor very courageous as a people. Strength and intimidation would work against them without the need for any kind of cunning ruse. A fair 3.2.

SEEDABILITY:
Always fun to see dilemmas that give you the choice of which opponent's personnel will be targeted. Unfortunately, these usually tend to be balanced so that they are easy to pass. Ferengi Attack falls within this definition, but it's not THAT easy to pass. Unless you have Greed, which isn't very prevalent except on Ferengi, Klingons and Non-Aligneds (generally 2 or 3 of each in other affiliations), you will need a full Away Team to pass it. C+S>68 (strange number, wink wink, nudge nudge) means you'll basically need somewhere around 5 or 6 personnel to pass it the other way. Redshirts will go down faster than a thermometer at night in Labrador. But then, you won't choose those to die if you can help it. Best bet: sandwich between a nice filter like Chula: The Chandra and a big wall/killer. Too few personnel get through the filter and they'll be hit by Ferengi. Choose well who you kill and the next dilemma can be a surefire hit. Limited in that it's only for planets, comes to 3.7.

TOTAL: 12.6 (61.5%) There is no difference between the black and white border (from the 2-Player Game rerelease) versions of the card. Just thought I'd mention it for completists.

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