Captain Kirk and His True Love | openCards

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Captain Kirk and His True Love

    Captain KirkStarship Enterprise

    Captain Kirk

    Kirk relied heavily on his senior officers and closest friends in his command of the Starship Enterprise.

    Federation Federation icon  Personnel Personnel
    Gender: male.
    Command & Staffing abilitys: Command Alternate Universe The Original Series
    Classification: OFFICER
    Red Dot Leadership x2   Special Download Any Captain's Order card. Red Dot If with any Spock and any McCoy, all three are attributes all +1.
    INTEGRITY: 8  CUNNING: 8  STRENGTH: 8

    Characteristics: Affiliation Federation affiliation, Original Series The Original Series, Captain, any Kirk, matching commander.
    Requires: "Captain's Order"related cards, any McCoy, any Spock.

    Card logging info: Logged by openCards team at Jun 8th, 2010.
     

    Starship Enterprise

    Its five-year mission: to explode strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before.

    Federation Federation icon  Ship Ship  - Constitution Class
    Staffing requirements: The Original Series
    Further Icons: Alternate Universe The Original Series
    Ship Equipment: Tractor Beam
    Special skill(s): Special Download Where No Man Has Gone Before.
    RANGE: 6  WEAPONS: 5  SHIELDS: 6

    Characteristics: Affiliation Federation affiliation, any "Enterprise", Original Series The Original Series, Constitution Class, Tractor Beam, Federation ship.

    Card logging info: Logged by openCards team at May 1st, 2009.
     

    This Card-Review article was written by Austin Chandler, Staff Writer and was published first on "The Continuing Committee (trekcc.org)" at Oct 27th, 2009.

    What would Captain Kirk be without the Starship Enterprise? It's like peanut butter without the jelly, or cream cheese without bagels. So how could this article be complete without reviewing both of these new virtual cards?

    So, two new cards in one article. The Starship Enterprise and her Captain, James T. Kirk

    The Starship Enterprise: no other ship has inspired the awe that the graceful lines of this Constellation-class ship have. (And with no bloody A, B, C, D, E and, apparently, F, G, H, I, and J.)

    This vessel represents a major mystery to First Edition players. We were teased in the forums with the card 'Where No Man Has Gone Before' and now we see this Enterprise downloads the card. What will it do?

    Well, we still don't know. What we do know is that it's a great picture of Scotty's lass. Her stats are slight (RANGE 6, WEAPONS 5, AND SHIELDS 6) but with the right crew, you can take out Shinzon's ship (it's possible).

    So take hold of this new beauty and use her well. May we learn about her secrets soon.

    . . .

    We can, however, take a warm fuzzy tribble feeling to the fact that Captain Kirk is a lot easier to understand.

    Captain Kirk is the legend. He has broken more rules, caused more temporal incidents, and made first contact with more races than any captain in Federation history. The XV Chain of Command set is a perfect new starting point to bring in the Captain that made everything else possible.

    Visually, it's a great picture of Captain Kirk, looking a little pensive, which is an excellent match for what his card text actually says. The skills are superb for a Federation Captain. He is INTEGRITY 8, CUNNING 8, and STRENGTH 8.

    As for his skills, Kirk is an Officer first and foremost. He then has Leadership x2 which is useful for HQ: Defend Homeworld and a host of dilemmas and missions. The real reasons to use this version of Kirk are the next two items on the card.

    First, he can download any Captain's Order card--any of those wonderfully useful cards that bear the Captain's Order tag. This is perfect for when you might have already downloaded Captain's Log and just drew Kirk into your hand.

    Second, the ability to attack any non-Federation group disappears with this version of Captain Kirk and is replaced with the most intriguing ability of all: if with anySpock and any McCoy, all three are attributes all +1. The mindblowing concept of this skill is that it works with any version of Spock or McCoy, giving you the ability to mix and match to get the crew of your dreams.

    With this Kirk, you can't solve missions just by yourself. But Kirk was never meant to solve a mission all by himself. He needs his two cohorts by his side.

    The Best Kirk Combinations:

    • Captain Kirk (XV) + Mr. Spock (TwT) + Dr. McCoy (TwT) = You get a grand total of INTEGRITY 31, CUNNING 33, AND STRENGTH 29. That is a sweet set of stat numbers to have. Their abilities to get through dilemmas and solve missions are unequaled. Sadly, unless you have Red Alert or Devidian Door, it will take you at least two turns to bring them out.
    • This combination allows you a first-turn-possible mission-busting team. Captain Kirk (XV) + First Officer Spock (MM) + Dr. McCoy = INTEGRITY 27, CUNNING 29, and STRENGTH 24. First Officer Spock plays for free at Halkan Council, Dr. McCoy (or Captain Kirk) plays for free at Deep Space Station K-7, and Captain Kirk or Dr. McCoy (whoever you didn't play at K-7) is played normally. Many people prefer the First Officer Spock over other versions of Spock, and you can take advantage by boosting his stats while having a terrific away team.
    • Another early combination is Captain Kirk (XV) + Mr. Spock (TwT) + Admiral McCoy (2 Player) + Medical Kit = INTEGRITY 31, CUNNING 37, and STRENGTH 25. You can have Admiral McCoy play for free to Office of the President, Mr. Spock or Captain Kirk can play for free at Deep Space Station K-7, and the last of the three can be your regular card play. Next turn grab a Medical Kit and you are on your way. Also, this combination is the cheapest one to get as a First Edition player. Captain Kirk is printable, Mr. Spock is a rare from Trouble with Tribbles set, and Admiral McCoy is from the 2 Player Set - and both of the latter are still in plentiful supply with traders and sellers.

    -djl-