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Tips & Strategies (5)
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Among the white “No Department” roles in TCID is the unassuming Ensign. The Ensign does not appear very useful, having no inherent skill discounts and a maximum hand size of 4. Once the ship is under attack and the systems are going down, however, this role really shows its value.
The Ensign can transfer skill cards to or from other crew members as a free action. If Communications are down, he is an important means of moving critical skills from one crew member to another — thus his wildly reduced hand size. It is best not to have the Ensign use the Cargo Bay or the Computer to dig for more skills unless you are truly desperate; it is easier to use him as a go-between.
Additionally, he can spend one action to move up to four squares, double the normal movement range of the crew. It is important to note that this movement is unaffected by anomalies, so even Increased Gravity won’t slow the Ensign down. If the Transporter is down, the Ensign’s job becomes that much more critical.
Don’t underestimate the value of a good Ensign — after all, even Wesley was able to save the Enterprise.
The External Sensors are much more important than they would seem at first blush. The ability to see what alerts are coming up allows the crew to plan out it’s upcoming turns, deciding whether it is worth using Command cards to belay the alert, or to fire off a torpedo to stall the bad stuff from happening. You can tactically allow the sensors to go offline if an Alert will damage them, and let the upcoming Alerts drop into the discard pile, but it is worth spending the action to keep the sensors repaired as a general rule.
…or in this case, the Cargo Hold. The Cargo Hold contains five Tools cards at the start of the game, and one discarded Skill card for each player, added at the start of the game.
The Tools are two-shot useful bonuses, and can be passed between crew members in the same room. Not all are equally useful — there are two weapons cards available which help in taking down multiple invaders, but those may be redundant if the Soldier is among your crew.
The Skills stored in the Cargo Bay may not have seemed useful when the game began, but may be more necessary as the game goes on. The Internal Sensors and the Cargo Bay are the only sources of known Skills available in every game; make sure to take advantage of that if possible.
One of the most annoying system outages in TCID is when the Computers go offline. Not having access to Skill Cards can be devastating in the long run, as you absolutely need more to keep crucial systems repaired, stop nasty alerts, and work on the Jump Core.
If you have the Counselor among your crew, however, you have a trick up your sleeve. With a hand size of 8, the Counselor is one of the better roles for holding “useless” cards until later — if you find yourself with spare actions, you can always give some spare skills to the Counselor. Once the Computer systems are offline, the Counselor is at full potential — for an action, she can trade a Skill card in hand with one in the discard pile. Swapping skills around is not always the most efficient use of actions, but if there is a particular skill the crew is going to need right now, the Counselor has the means to raid the discard and find it.
This can also be useful in an endgame situation, where it will take too long to cycle through the Skills deck repeatedly. Fishing the Engineering cards back out to more rapidly repair the Jump Core could be the difference between winning and losing.
After playing several times, the alert deck can seem repetitive. The same alerts come each time. Here’s what we have tried:
Mod 1 –
When setting up the game, shuffle the yellow, orange and red alerts separately, as per the rules. Before you stack them together, randomly remove 2 (or 3) alerts from each stack and place them back in the box. Now, you don’t know for sure which alerts are coming at you. Be sure to reduce the difficulty level of the Jump Core accordingly as you now have 6-9 less turns to repair it.
Mod 2 –
During setup, pull two random red alert cards. Place one red alert card in the yellow section, and one in the orange section. This intensifies things quickly and shows you alert cards you rarely see. Be sure to reduce the difficulty level of the Jump Core as needed.