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For me, one of the most fun things about the B5 CCG is seeing how different cards can
work together in potential game strategies.
One caution, droping an agenda into play as an endgame move to let you win when you have about 15
(or even less) influence - especially if you haven't played many conflicts - is often frowned on.
This is because it can make the game more like group solitaire rather than an interactive
multi-player game. Multi-player, conflict-driven play is generally the more enjoyable, and
is the strategy more likely to get the other players to play with you again.
The Strategies
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[This strategy suggested by Chris Hayes on the b5ccg mailing list.]
Starting Hand
- Jeffrey Sinclair
- Talia Winters
- Telepathic Scan
- Affirm Alliance
On the first turn, declare your conflict.
Pick a player to target (whoever in your play group wins the most...).
Then use Affirm Alliance to bring out Talia.
Use Talia to support your conflict (basically a guaranteed win for you).
The conflict can remove a vital card from your opponent's hand -
seriously interfering with their game strategy.
Since some, or all, of their crucial cards will usually be too expensive to play on
the first turn, they won't be able to get them out before you get at their hand.
Defences
- Level the Playing Field - but not for the Centauri because Londo's highest
skill is just 4.
- Self Doubt - prevent Talia from supporting the conflict.
- Not Meant To Be - cancel the Affirm Alliance event to prevent talia
from being sponsored on the first turn (so she can't support the conflict).
Starting Hand
- Ambassador
- Ambassador's Assistant
- Consolidated Position - Diplomacy Conflict
"Only members of your race may participate in this conflict.
If the conflict is uncontested and support exceeds at least your unrest times 5, this card becomes an aftermath targeting your ambassador.
While in effect, no other player may play aftermath cards targeting your ambassador."
- Diplomatic Advantage - Won Diplomacy Aftermath
"Play on your ambassador. You must have won the conflict by 10 or more strength.
You may draw 2 free cards instead of 1 during the draw round."
You have to hold on to the aftermath and conflict until you have enough cards to be able to
win by the required 10 power (unless some evil player has bumped your unrest above 2, in which
case you're probably going to have a notably harder time doing this).
Be sure to include lots of characters of your race that have good diplomacy. Also various
diplomacy boosting events.
You may want to substitute an "Aide" character of your race in place of your assistant to get
a little more diplomacy from the start
(unless you're Centauri since the Centauri Aide isn't any better than the assistant).
The biggest weakness with this strategy is that you're putting 2 cards in your starting hand
that you can't use for possibly quite a while. However, if it pays off, your hand will grow
quite rapidly, hopefully making it that much easier for you to build your power and hinder the
other players.
(That is, until someone plays a "Reverse Advances" on you - which they can because RA targets
you and not your ambassador).
I played this strategy successfully with a Minbari deck (about 180 cards - I like big decks!).
My starting hand: Delenn (6 dip), Minbari Aide (3 dip), Consolidated Position and
Diplomatic Advantage. I managed to pull a "Popular Support" event around the 7th turn (I think)
which gave me 3 extra diplomacy for Delenn allowing me to successfully play Consolidated Position
and Diplomatic Advantage.
I then lucked out by getting "The Great Machine" - a difficult conflict which I actually won
because I had played a fleet before
anyone else did and managed to also play one of my 6 diplomacy characters. So, I had the most
strength for both the military and diplomacy conflicts of "The Great Machine" resulting in a
3 influence boost! I got my Homeworld after that. Played "Affirmation of Power" for a 2 influence
boost. Then a Trade Pact for 2 influence, followed by Trade Windfall, Carpe Diem, Trade Windfall
again and a second Trade Windfall from my now very sizable hand (thanks to Diplomatic Advantage)
put me to the 20 influence mark - winning the game.
Useful Cards
- Power Politics - Agenda
Diplomacy boost.
- The Hope of Peace - Agenda
Diplomacy boost.
- Fleets on the Border - Event
Use Military to support. (combine this with "Emergency Military Aid")
- Intrigues Mature - Event
Use Intrigue to support.
- Level the Playing Field - Event
Bring in other abilities to support your conflict.
- Popular Support - Event
Diplomacy boost.
- Diplomatic Corps - Group
Diplomacy boost.
Combine the Agenda "Defense in Depth" (get an influence for every location you bring into play)
and the Neutral Character "Catherine Sakai" (rotate and use 5 influence to pull a location from
your deck) in your starting hand.
With these, you can quickly build influence while putting locations into play (don't use this until
you've built up your initial 10 influence).
You can't have more than one character, not including the ambassador, in your starting hand,
so you'll probably want to have extra ambassador's assitant cards in your deck
to increase your chance of getting one sooner.
The Minbari can't take much advantage from this strategy (they have the fewest locations to use).
The Humans can get the most from it - 4 locations (5, if you use "Sleeping Z'ha'dum"),
which could mean they get up to 15 influence fairly quickly (providing somebody doesn't target
Sakai right away...). I've effectivly done this in actual gameplay - it makes it a lot easier
to make further progress.
You may want to promote Sakai to the inner circle to protect against, or reduce the impact of,
the "Extreme Sanction", "Attacking Pawns", "Hate Crime", "Kidnapping", "Na'Ka'Leen Feeder",
and "Temptations" conflicts.
Useful Cards
- Enhancement: Latent Telepath
Help protect against "Psi Attack", which your opponenet may try to use to
put Sakai out of commission.
- Enhancement: Planetary Defences
Since you'll spend a good part of the early game pulling in planets,
you may want to pull this in to provide military defense. Make sure you
get a fleet played so you can activate this card.
- Event: Level the Playing Field
Useful to help protect Sakai.
This is centered around the Agenda "Support of the Mighty" which gives you an extra Power for
each ready character you have with an ability of 6 or more. It also reduces the cost of
characters with an ability of 6 or more by 2 influence.
Include characters from other races who have abilities of 6 or more.
These are quite expensive (usually too expensive), but there are cards
which will reduce the cost.
If you focus on one race (the Narn and Minbari are probably the best for this), be sure to
get a "Disaffected..." card for that race (such as "Disaffected Minbari"). If you get that
card into your inner circle, you can bring out any character of that race (that's not already
in play, or allows multiple) for their listed cost, instead of the normal double cost for
playing a card from a different race.
Useful cards:
- Aftermath: Cultural Connections
Reduce cost of sponsoring characters from a specific race by 2 influence.
- Conflict: Black Market
reduces cost of bringing out any card by 1 influence per Inner Circle character you rotate for the card.
- Conflict: Campaign For Support
Gives extra influence, on next turn, for sponsoring a character.
- Conflict: Compatible Goals
Reduce the cost of sponsoring characters, of races that are not in play, by 2 influence.
- Conflict: Court the Rebellious
reduces the cost of characters of other races by that race's unrest.
(combine this with cards that can change the other's unrest)
- Enhancement: Working Relationship
Lets you reduce the cost of characters from another race by 2 influence.
- Event: Affirm Alliance
Reduce the cost (sponsor or promote) of any character by half your ambassador's
diplomacy.
- Event: Conflicting Loyalties
Gives you a chance to play a limited character that is already in play.
- Event: Merchandising B5
Reduces the cost of the next card you play by 2 influence.
- Group: War College
Reduces the cost of characters with leadership by 2 influence.
- Centauri Character: Urza Jaddo
In addition to his 6 diplomacy, he reduces the Centauri player's power by 1 for
every 3 shadow marks the Centauri faction has.
- Centauri Location: Ragesh III
Reduce the cost of a sponsored card by 1 influence.
- Human Agenda: Leading the Races
Reduces costs to sponsor characters by 1 influence for each destiny mark
your ambassador has. (good to match with the "Destiny's Influence" strategy below.
Also adds one power for each non-human character in your inner circle.
- Human Location: Proxima III
Reduce the cost to promote a character to the inner circle by 2 influence.
- Minbari Character: Delenn Transformed
Reduce the cost of characters from other races by 2 influence.
- Minbari Character: Hedronn
Can cause another Minbari character to rotate without effect.
- Minbari Group: Wind Swords
Reduces cost of sponsoring characters with Leadership by 1 influence.
- Narn Character: Du'Rog
Cause 4 points of damage to a Narn character when you discard Du'Rog.
- Narn Character: Kha'Mak
Reduce the cost of Narn characters by 2 influence.
Also, gain one influence while Kha'Mak is in play.
One 'extra' with this strategy is that you might be able to reduce the benefits of another player
playing the "Rally the People" and "Consolidated Postion" Diplomacy Conflicts
(which are restricted to the player's race).
Build influence and abilities based on destiny marks.
Needless to say, any card that gives destiny marks is useful to this strategy.
Useful cards:
- Aftermath: Harvest Souls
Use a Soul Hunter to get the destiny marks of any characters neutralized during
a conflict.
- Aftermath: Martyr
Converts all your doom marks to destiny marks.
- Aftermath: Rise to Power
Exchange one or two destiny marks for influence. Get a doom mark.
- Agenda: As It Was Meant To Be
Extra destiny marks from winning conflicts, also prevent discards (of neutralized
cards) by exchanging destiny marks to keep them.
- Agenda: Higher Calling
Each destiny mark gives you 1 power.
Also increase your ambassador's abilities for conflicts which give destiny marks.
- Event: Destiny Fulfilled
Increase your ambassador's abilities by the number of destiny marks you have.
- Event: For My People
Gain a destiny mark by neutralizing your ambassador.
- Event: For the good of all
Each destiny mark you have gives you a temporary +2 influence gain
for the next turn.
- Event: Popular Support
Gain diplomacy based on destiny marks.
- Event: Short Term Goals
Trade a destiny mark for 1 influence.
- Event: Victory In My Grasp
Increase all fleets' military by 1 for each of your ambassador's destiny marks.
- Event: You Know My Reputation
Gain diplomacy based on destiny (and shadow or vorlon) marks.
- Human Agenda: Leading the Races
Reduces costs to sponsor characters by 1 influence for each destiny mark
your ambassador has.
Also adds one power for each non-human character in your inner circle.
- Human Character: John Sheridan
Doubles any mark he receives.
Include "Meditation" in your starting hand to help build your hand more quickly.
Play it as your first action.
This website is cardware - if you find it useful, you are encouraged to send me
a non-common booster card(s) from the game.
(email Grant Neufeld for current address)
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Copyright ©1998-1999 Grant Neufeld. All rights reserved.
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