What a Card: Alien Labyrinth

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. I can't believe they made as many as 4 cards from Too Short a Season - and none of them are personnel - but here we go...

EXPANSION: Alternate Universe

PICTURE: It's one of those images you can't remember ever seeing in any episode (Too Short a Season really IS forgettable). Doesn't look like much of a maze. Nicely balanced composition though... a 2.

LORE: I like it. It expresses pretty well how such a thing can be a dilemma in many cases while mentioning the specific source of the picture. A 3.7.

TREK SENSE: I believe this was the first dilemma to carry a required Equipment card... very interesting and it's how Star Trek always gets out of labyrinths. Two engineers can also overcome it probably thanks to visual cues. The problem is, while it makes sense that civil engineers might have this skill, Star Trek engineers are usually SHIP engineers and couldn't find their way out of a paper bag. Oh, it's possible, just unlikely. A 2.8, mostly thanks to the flavorful game text (instead of boring old "stopped unless"), even if it's not good rule-writing.

SEEDABLILITY: What do you expect from a common? If it only asked for a Tricorder, it could be a fair wall dilemma, but 2 ENGINEERS is way too easy to get, and most Away Teams will have them. In Sealed Deck format, sure. Otherwise... a 2.

TOTAL: 10.5 (52.5%) Its lore kinda saves it from being a total waste.

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