What a Card: Portal Guard

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. Here's an old-time dilemma...

EXPANSION: Premiere

PICTURE: Another purple-pink picture from Premiere, and I do so love that color combination... NOT! Otherwise, it's not that bad, with the swirling mists giving the bodiless head a kind of neckline, a bit as if the hills were its shoulders. The structure at the bottom provides distraction, but overall, just an ok 3.2.

LORE: The dilemma is explained in dilemma terms, which is fine, and the information on the Tkon Empire is likewise ok, but I do take issue with the lore explicitly stating that Portal 63 is the last of its kind. Gonna cause Trek Sense problems, I can feel it. A 3.

TREK SENSE: Since the dilemma can be encountered again and again, we're just gonna have to imagine that #63 wasn't the last of its kind after all. Furthermore, we'll have to imagine him as a little more generic than described, because as a specific Tkon protector, he would be out of place on Earth, for example, or indeed, most planets we presume never to have been part of that ancient empire. Or do legends of Atlantis stem from it? The challenge probes for some kind of worthiness on the part of the challenged party, which can be proven by high moral fiber, i.e. Honor, or intellectually with high Cunning. Seems like a limited view. Why not high Integrity or Diplomacy? It's ok, but not stellar. Now, once you've proven your intentions or outwitted the Guard, you can stay and complete your mission. If you haven't, the Portal gives you an ultimatum: Beam up immediately or die. Don't test him, he can do it! Has some interesting features, though its lack of universality and weak requirements are a problem. Still, I think I can manage a good 3.4 here.

SEEDABILITY: Portal Guard's effects are interesting to say the least. If you don't come up with the requirements, the mission attempt is effectively over (the dilemma remains as a wall). Either everyone beams up to the ship, or, if there is no ship (or beaming is impaired), the Away Team is killed. Good place to put Distortion Fields and the like, eh? But here's the thing: Those requirements are much too easy. A single Honor personnel will overcome it, and barring that, any personnel with CUNNING of at least 8. Though a combo could weed out these personnel in CERTAIN decks (some will be too loaded with the requirements to be vulnerable), there's no way to make sure it will. Most of the time, it won't work. You might make sure to get rid of androids, for example, but Worf spoils it for you. That kind of thing. Maybe in sealed deck format, and effective against redshirts, but usually? Not potent enough. A 2.5 for effort.

TOTAL: 12.1 (60.5%) I'm surprised at the affection I sort of have for this concept.

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