Agony Booth | openCards

You are here

Agony Booth

    Agony Booth

    Incident Incident

    Plays on your Mirror Quadrant ship. Once every turn, if ship, its crew, or one of its Away Teams solves a mission or wins a battle against opponent's cards, you may draw up to three cards. But whenever they fail a mission attempt or fail to win such a battle, one of your personnel involved (random selection) must do nothing but return to ship (if not already aboard), then is "stopped."

    Characteristics: additional card draws.

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

    Agony Booth

    This Card-Review article was written by Chris Heard and was published first on "Decipher's Website (decipher.com)" at Dec 21st, 2000.

    Getting access to the cards in your deck is one of the keys to successful Star Trek CCG play. Agony Booth provides aggressive Klingon/Cardassian Alliance and (perhaps to a lesser degree) Terran Empire decks with an easy-activation, high-yield, low-risk card drawing engine.

    Consider first the ease of activating Agony Booth. All you need to do is use your Mirror Quadrant ship and its associated personnel to solve a mission or win a battle against your opponent's cards. With the superb skill sets of most Mirror Quadrant personnel, solving missions shouldn't be too tough. Winning battles is perhaps even easier, especially if you fight ship-to-ship using the powerful Klingon/Cardassian Alliance vessels.

    Drawing three cards for winning a battle is nothing at which to scoff. But perhaps even better is the fact that Agony Booth's card yield is variable. You may draw up to three cards, which implies that you may draw two, one, or even none if you so choose. If your hand size has already reached double digits, you can opt for a smaller card yield and protect yourself against Scorched Handimage. Moreover, since Agony Booth works over and over again off just one card play, it's infinitely more desirable than Kivas Fajo - Collectorimage.

    Finally, Agony Booth is truly low-risk. The worst that can happen is that one of your personnel involved in the mission attempt or battle returns to your ship, "stopped." If the relevant mission or battle took place in space, this costs you precisely nothing. If the relevant mission or battle took place on a planet, you may find your Away Team shorthanded against an aggressive opponent in personnel battle - or you may find one Away Team member protected against whatever nastiness awaits the remaining Away Team during your opponent's turn.

    Combos: