“Tell me something...when you’ve gone, will this world still exist?”
- McNary, ‘The Big Goodbye’
In my latest article for STCCG First Edition, I’m discussing everything hologram as I dive into using Holodecks, Holo-Programs and Holo-Personnel for the solo version in ways that may differ from usual game.
This expansion was originally scheduled for release in 1997 with exciting promo-mentions as far back as 1995 although players had to wait until 2001 until it was eventually released. I’m a huge fan of Holodeck episodes and although the trope of it breaking down was over-used in the early days of TNG, it did produce fantastic shows like ‘The Big Goodbye’
and ‘Our Man Bashir’
, and allowed the regular cast and costume/set design to do something a little different and have some fun. I certainly remember not being able to wait for this expansion and designed loads of Dream cards back in the day that related to Programs (my new card-type I likened to Equipment) and using the Holodeck – sometimes getting very close to what was actually in the official expansion. Of course, the original
1997 expansion was going to just contain TNG cards – I’d love to know what Decipher had planned for it if anyone knows?
The Holodeck Door
plays exactly like it does normally (in my 2018 project, I had a side-deck called the ‘Holodeck’...) although note the Continuing Committee limit of 1 per Ship. There have been 8 Holoprograms released but with the exception of Cafe des Artistes
(more about that card in a later article), however, they are extremely narrow and do not see much play. To make them more useful, I have added these rules:
- Holoprograms may not be seeded. Only 1 Holoprogram may be in play per Ship or facility with a Holodeck.
- You may discard any of your Holoprogram cards at the end of your turn.
- If a Holoprogram is in play you may download and swap a matching Persona once per turn – so Worf may be swapped for Sheriff Worf if present with Holoprogram: Deadwood. Matching Persona can only be played, and remain in play, if you have the corresponding Holoprogam in play at the same Mission, Ship or Facility.
- If you stop a matching Persona inside the corresponding Holoprogram, such as Sheriff Worf inside Holoprogram: Deadwood, you gain 1 point (limit 3 points per Persona per Holoprogram).
Another solo tweak I use is to allow the Opponent’s matching Holo-personnel to report (but not download) directly to your Holoprograms, so Felix Leech
, Frank Hollander
can all leave the binder and see play and cause some strife, especially if Disengage Safety Protocols
is on the table. This is a real advantage of solo play where you construct the Opponent deck so this could happen, as opposed to the very slim chance in a normal game. It makes running Holoprograms more interesting, mirrors the episodes on TV and balances the tweaks above. The Holo-Personnel function within the Holoprogram and can ‘attack’ any Personnel in there, as well as use any special abilities or downloads. There is a lot of scope to have a bit of fun in solo games with these rules – just like the episodes!
I created some simple Holoprogram cards years ago (so I can get around my no ‘Dream cards rule’ as these are ancient...) all around similar Affiliation-based recreation:
Holoprogram: National Park (Incident)
Plays on your Ship with Holodeck. Stop up to 3 Human Personnel this turn. For each Personnel stopped either gain 2 points or draw a card. Discard Holoprogram.
Holoprogram: Valley of Chula (Incident)
Plays on your Ship with Holodeck. Stop up to 3 Romulan Personnel without Youth this turn. For each Personnel stopped either gain 2 points or those Personnel each gain +2 INTEGRITY for your next turn. Discard Holoprogram.
Holoprogram: Halls of Boreth (Incident)
Plays on your Ship with Holodeck. Stop up to 3 Klingon Personnel with Honor this turn. For each Personnel stopped either gain 2 points or those Personnel each gain +2 STRENGTH for your next turn. Discard Holoprogram.
Holoprogram: Pleasure Dome (Incident)
Plays on your Ship with Holodeck. Stop up to 3 Ferengi Personnel with INTEGRITY <5 this turn. For each Personnel stopped either gain 2 points or those Personnel each gain +2 CUNNING for your next turn. Discard Holoprogram.
Next time I’m discussing a new concept to introduce more Non-Aligned Personnel to the solo game, as well as ‘self-controlling’ Enemy Personnel... Follow me on Twitter too where I’m watching loads of various Trek episodes and Tweeting my views - @DWSSG01
“Make it so...”