What a Card: Punishment Zone

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. Moving on to Justice's dilemmas...

EXPANSION: Alternate Universe

PICTURE: While the composition isn't all bad, the purplish pink colors are a kind of ugly. Especially against a sickly green background. The trees in the back make for a different decor than most cards, but their tops being cut by the frame, THAT'S bad composition. A slightly less than average effort at 2.9.

LORE: The story as it happened, but the term "mediators" isn't exactly placed in context. Syntax is a little unimaginative too. I dunno. The double effect on the Feds is explained, so that's cool. Pretty average, really. A 3.2.

TREK SENSE: Follows the events of the episode pretty well, at least, on the surface. One personnel makes a (fatal) mistake in the Punishment Zone and is put to death. Random selection? Yep, the whole justice system on Rubicon III looked pretty random to me. Of course, you then have a dilemma. If you beam up the personnel (there's really nothing the natives can do), you break the Prime Directive, so you ethically deserve the -10 points. Wait, isn't it just -5? Well, no. The Prime Directive only applies to the Feds, so the -5 penalty for non-Federation personnel is a problem. Romulans wouldn't think twice about rescuing their personnel (then probably training their ship's weapons on the planet), so the penalty is nonsense. For non-Feds, something suggesting the Edo Vessel's attack on their ship would have been better. After all, beaming requires a ship or facility to beam to. Damage that, and you have some measure of Trek Sense. As is, the dilemma only makes sense for one of the affiliations. A 3.5.

SEEDABILITY: A random death or point loss, but a sure hit. Either your opponent loses a personnel, or filters out that personnel and takes the -5 point loss. The Feds, with all their juicy personnel, might take a -10! Are you sure you want to save Captain Kirk? It'll cost ya! Use this at enough missions, and your opponent could incur a significant point loss. Lead in with Armus or some other sure-thing killer, and your opponent might get sweaty about letting another personnel die out there. The only thing keeping this dilemma from being a real powerhouse is that, with Genetronic Replicator in play, a well-prepared Away Team can get around the penalty. Choose a personnel to die, then save its life. What Prime Directive? Still, fairly efficient at 3.8.

TOTAL: 13.4 (67%) As a blogger, I know something about daily punishment zones.

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