100 Tribbles (Bonus) | openCards

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100 Tribbles (Bonus)

    100 Tribbles (Bonus)

    Tribble Tribble
    Breeds from 10 tribbles. Where present, mission attempts require 2 Leadership. If on a planet, prevents scoring of Colony points there.

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

    100 Tribbles (Bonus)

    This Card-Review article was written by Kim and Allen Gould and was published first on "Decipher's Website (decipher.com)" at Jul 27th, 2000.

    A lot of people are talking about the "jump start" decks that are possible with the cards in The Trouble With Tribbles, using Assign Mission Specialistsimage, Homefrontimage, and other cards that let you "seed" personnel to build a mission-solving team early in the game. What do we do about these decks?

    Tribble 'em.

    Breeding from 10 Tribbles (which can report anywhere), this denomination will require your opponent to bring along 2 Leadership for any mission attempts - something they may not have considered when grabbing personnel. The extra turns it takes to draw and play those Leadership personnel will give your deck time to catch up.

    In the later stages of the game, these tribbles are still useful - just drop them off at your opponent's Colonyimage (or yours, if they've taken it over) to prevent points scored in it.

    Combos:

    • 10 Tribbles + 100 Tribbles: In a pinch, you can skip the 1 Tribble (Bonus)image able to stall mission attempts after your second turn.
    • 100 Tribbles + Trouble in the Transporters: If your opponent tries to run to a different ship, send 10 Tribbles with him, and breed a new 100.
    • 100 Tribbles + Trouble on the Bridge: Turns out your opponent is playing armada instead? Stop those nasty matching commander bonuses (they didn't need the extra WEAPONS from that Captain's Logimage anyway).