Friday, February 25, 2011

Good Card, Bad Card #27


We're back bloggin' after letting the cooler heads prevail. My last blog touched some nerves and things got heated. I hope everyone has taken a deep breath and put things in perspective. It's tough sometimes, people have real life trouble going on and then take the 'dork stuff' too serious. I've seen it happen in the past. We had a player, Steve Fitchett, seemingly lose his mind one day, make wild threats then quit the game. Steve and I became good friends, I helped him start a neighborhood poker game, I watched the Eagles SuperBowl at his place. Then, in a blink of an eye, he changed and became this angry little man. Steve had health problems and didn't work, he played lots of different games to fill the time. I guess when games become your life things can get confusing. Being a poker player I had to learn the ability to always keep a personal inventory of my emotions and personal problems and to make sure they weren't affecting my decision making process. If you bring your problems to the poker table you probably end up broke. The same can be said for the Trek table. One mistake can set you back in Trek. Two usually will cost you the game.



Good Card: Unexpected Difficulties

Why: This is probably the ultimate "good card". It cost 0 and should go in just about every deck. It's simple, this card can buy you an extra turn. Extra turns are what wins you games. People are shocked sometimes when I blow up "UD" when there other events on the table. Even when I'm attempted a mission clean. Then they catch a "bad beat" and I solve the mission. Well, that UD probably would've stopped me that turn, and maybe even on my next attempt. That's 2 turns I just gained on my opponent. It's tough to catch up 2 turns.




Bad Card: Gomtuu Shock Wave

Why: One set of requirements has integrity. The other side has... integrity. WTF!? I never understood that at all. This dilemma is almost as bad as 'An Issue of Trust' for the fact it absolutely nerfs certain affiliations. Terok Nor, Cardassia (pre-central command), Dominon. Hell, any non-integrity deck has issues passing it. This is the reason we see all sorts of dumb cards that add other attributes to integrity. The new resistance rifle, Korinas, etc. All this because of one terrible space dilemma that was made.
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Today's Pic: Our first game of HeroQuest. I was the evil sorcerer (of course) and Brandy and the kids were the Heroes. Connor the Barbarian killed the vile Gargoyle and found the treasure. But sadly, the dwarf didn't survive. He died bravely while the two other injured heroes were falling back. He dies with honor.

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