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. More Q-cards? Yes, more Q-cards...
EXPANSION: Q-ContinuumPICTURE: Even more eerie for its far away shot, this has just the kind of surreal look most Q-cards should have. The "brother" is well represented by the monk's outfit. A solid and well-framed 4.1.
LORE: The quote (fun that the Q-cards have Q-uotes as lore, eh?) goes to the game text which doesn't make sense without it. It's not one of Q's wittier moments, but the title does a lot of heavy lifting. A 3.6.
TREK SENSE: Sparse. Q's gifts (actually Q-Riker's in the episode) had nothing to do with point values. Anytime you score points in the game (Trek sense-wise), it should be because you accomplished some goal (at least a mini-mission). Here, there's no sense to it. It follows the lore to game mechanic land, plain and simple. A 0.3.
STOCKABILITY: Well, it doesn't cost much to try, but the real reason to stock this in your Q-Continuum is to try to get Gift of the Tormentor for yourself. Fat chance of that happening (while your discard pile is low) unless it was your whole Q-strategy. It's not limited to that ploy though (like Gift is. as we'll see next time), you could always be lucky enough to score from some dilemma or Klingon Yell in the discard pile. Another way to maximize on points gained from a Gift strategy is to destroy a few of you opponent's missions through Supernova or Black Hole. It's all very hard to take advantage of... a 2.2.
TOTAL: 10.2 (51%) None too good... too specific a card to use at all times, with uneven qualities.
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