Hints:-
Deploy your Unique people and ships as early as
possible. If an item is marked as Unique, only one of
them can be in play at any one time. If you both you and
your opponent have Ambassador Sarek in your groups, but
your opponent deploys him first, you won't be able to
deploy your own Sarek unless your opponent's is
removed from play.
Be careful when bidding on Unique pieces. If a unique
piece comes up for auction, be careful to make sure
another copy of the piece isn't already in play before
you start bidding. If it is, you won't be able to use
the auction piece even if you win it!
Wait to deploy items until just before you need them.
Your opponent may have a way to remove items from ships
(e.g. High Capacity Shield Grid) or people
(e.g., Communicator). To reduce the chance of losing an
item to a wily opponent, don't deploy it until you
absolutely need it.
Don't forget, you can put any type of piece in your
Auction Group. Most people put only Events in their
Auction Groups, but you can put anything in there
(except a Q, of course). Experiment with Auction Groups
that contain ships, people, and items.
Romulan Warbird: a pivotal ship. Since it can Cloak, and
avoid combat, you must come up with a way to deal with
it that does not involve the Attack step. Certain events
that remove a piece from the game (like Phased By Q)
contain one solution. You could also use Destructive Q's
ability to Smite, and do 6 damage to all ships in play.
Warbirds only have 6 Shields...
You don't need to have people on a planet to control the
planet. You control planets by having people with
Influence on that planet. If two players have people on
a planet, the player whose people have the highest
combined Influence will get control of the planet.
However, once you control a planet, it will remain under
your control until the opposing player takes it away.
So, for example, if Planet Delta in the Neutral Zone has
no people on it, you can beam Ambassador Spock down to
take control. The next turn you can beam Spock back up
to his ship, and Planet Delta will remain under your
control (even though it has no people on it) until your
opponent beams down another person with an Influence
value greater than zero.
Always check the special effects of the planets in the
Neutral Zone. Whenever you beam a person down to a
Neutral Zone planet, you learn about whatever
special effects that planet has. You can see those
effects by clicking on the planet and reading the
information in the piece viewer on the left side of the
screen. Some planets provide Influence boosts to your
people, others cause damage each turn, and so on. An
especially important effect is Victory Planet. If your Q
is on a Victory Planet you get a Q Point each turn!
Get into the Neutral Zone early. If you let your
opponent control the Neutral Zone, they'll end up having
more Control Points, which means they'll be able to
deploy more people and ships than you, plus they'll be
able to win every auction. Don't concede the Neutral
Zone or you'll be in big trouble!
A ship with two actions can beam and move in the same
Move Phase, but not move and then beam. Using Isolinear
Chip to give your ship two Actions will allow you
to beam people up from a planet and move your ship to a
new region in one Move Phase. This can be important in
getting to the Neutral Zone more quickly or
getting important people out of danger!
Remember that all ships in an attack group must have
Attack Priority to gain the benefits of attacking first.
Having ships with Attack Priority can give you a
crucial edge in combat; it allows your ships to attack
first regardless of who has the most Control But be sure
that all your ships in an Attack Group have the Attack
Priority benefit. If even one ship in the group doesn't
have the Attack Priority benefit, NONE of the ships in
the group will be allowed to use Attack Priority.
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