What a Card: Microbiotic Colony

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. The dilemma from the episode...

EXPANSION: Premiere

PICTURE: Though a plain enough model shot, there's a nice contrast between the red of the "rust", and the green hull of the bird-of-prey. As we can see, though, there's similarly colored tarnish all over that hull. Other colonies about the crop up, or the usual Klingon-red highlights? Seems to depend on the patch. A serviceable 3.2.

LORE:
"Subatomic"? Those are mighty small microbes! That tidbit of technobabble is from the show, so we can't hold Decipher accountable for it, yet they could have omitted the word. In any case, there was room for more than the encyclopedia entry. A 2.5.

TREK SENSE:
This thing damages a ship, that's clear. The requirements include Science (to identify and study the Colony), Engineer (to repair the damage done by the time the Colony is discovered), and an Officer... Officer? On the show, Mendon started things off without Picard's help, and aboard the bird-of-prey, Kargan didn't order any real studies (jumping to conclusions instead). Is the Officer Riker, or do we accept Picard's view that everything must flow through an Officer, i.e., that normally he would have ordered the study? Possibly. It seems so harmless at first that you would need an Officer's judgment to devote resources and time to it. The broad classifications are less satisfying than Exobiology or Biology would have been, but there you go. An okay 3.

SEEDABILITY:
Classifications are more common than skills (everybody has one), but they are easier to weed out with dilemmas. SCIENCE can be targeted by Unscientific Method, for example, and yet, you're always playing a numbers game. There are usually too many of each classification in a crew to effectively filter all out. The Borg ARE at risk from this dilemma, though, since they have few natural OFFICERs, even if the Queen can approximate the "skill". The possibility of damaging a Cube is always inviting. Of course, even if you're not initiating battles, a Battle Bridge side-deck will help apply more interesting damage than the regular damage rules allow. The sheer commonality of the requirements keep this one just below average at 2.9.

TOTAL: 11.6 (58%) Any germs on this card score 1 point more every turn ;-).

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