RR #37: Ready Room Door | openCards

RR #37: Ready Room Door

Ready Room Door

Doorway Doorway
Once per turn, plays to download to one of your ships its matching commander (draw no cards this turn) OR to download one Captain's Order. After any use, discard doorway; place it atop your draw deck; or place it atop one of your Captain's Order events to protect that event from nullification.

Requires: "Captain's Order"related cards, matching commander.

Rule hint for this card

This card has an erratum:

Clarification about "draw no card" instead of "draw no cards". Clarification about "After any use (...)" instead of "After use (...)". No longer a enumeration of (some) Captain Order cards as part of game text.

Game text before errata: "Once per turn, plays to download to one of your ships its matching commander (draw no card this turn) OR to download one Captain's Order (Captain's Log, Lower Decks, Yellow Alert, Senior Staff Meeting or any card so marked). After use, discard doorway; place it atop your draw deck; or place it atop one of your Captain's Order events to protect that event from nullification."

Taken form Current Rulings 2016-10-03.

This card has an clarification:

You may dispose of this doorway in any of the three ways listed, whether it was used to download a matching commander or a Captain’s Order. See protecting cards.

You may download another matching commander to a ship that already has one aboard (though the ship may not benefit from more than one, such as with Captain’s Log).

Taken form Glossary - Version 1.9.2.

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

Ready Room DoorReady Room Door (first version)

This Card-Review was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Dec 5th, 1997.

This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:

Aefvadh! First Contact Expansion is just full of interesting new concepts. This time, it's a doorway card that is literally just that, a doorway. The captain has something to say, so open up the...

READY ROOM DOOR

At last, we find out what that mysterious new term "Captain's Order" means, seen so far on the Assign Mission Specialists objective and the Mission Debriefing event. And a powerful concept it is. When the Captain wants something done, he walks out of his ready room, gives the order and, presto! It's carried out.

Too many times, I've tried to include Captain's Log in my decks, especially since the appearance of Sirol, Taris, and the Terix (EG) in QC provided the Romulans with five matching Captain's Log sets. But I don't remember ever getting it to work. I could get the ship, but not the captain, or vice versa. Or I couldn't turn up the Captain's Log itself. Even Q’s Tent wasn't much help, because I needed enough other contingency cards there that I couldn't afford to load it with CL and a couple of matching captain-ship sets (and CL isn't so attractive with only one ship to benefit). And then there was the dismal prospect of a Kevin Uxbridge zapping my hard-won Captain's Log before I could benefit from it.

Now...no problem. Put a couple of ships in your Tent where you can pull them early, and a couple more in your deck, plus all the matching commanders and a load of Ready Room Doors. Tent your ships, download the commanders, then download Captain's Log and protect it from nullification. Quick armada.

Or how about Lower Decks? Romulan decks tend to use quite a few universals, just because they have only one each unique MEDICAL and SECURITY, as well as the fact that you can base an Archaeology-Treachery deck around Taul and Galathon. These guys badly need the INTEGRITY +2, if nothing else. Now you can be pretty sure of getting Lower Decks in place and protected early enough to do some good. (BTW, the Klingons will be well served by this ploy to boost their dim-witted commons' CUNNING to reasonable levels, and the Feds will benefit most from the STRENGTH. Something for everyone here.)

Now, of course, a lot of universals have only one skill, making them semi-useless...wait a minute, making them Mission Specialists! So notonly can you boost their stats with a downloaded Lower Decks, you can download the Assign Mission Specialists objective, which in turn lets you download the mission specialists themselves. It won't work for Taul and Galathon, but Palteth, Selok, and Takket are all fair game. Choose your missions to fit their single skills, and reap 5-point bonuses every time they help solve a mission with those skills.

One problem shared by many Romulan personnel, including most of the universals, is odd CUNNING. Hunter Gangs has a better than average chance of decimating a Romulan Away Team. So download a Yellow Alert, to increase their CUNNING by 1 to an even number. It will prevent your opponent from using Red Alert! and while it does the same to you, with all those downloadable personnel you probably won't miss it.

Doing a space deck? Download a Senior Staff Meeting for each mission, to get rid of the first dilemma. This one's not an event so it can't be protected by the doorway, so you'll want to have Q2 handy.

Beware of Revolving Doors! While they don't affect the playing of the doorway from your hand (Wrong Doors are the hazard there), if you're protecting a Captain's Order event with a Ready Room Door, that door can be "closed" by a Revolving Door like any other doorway. When it's closed its game text is inactive, so the underlying event can be Kevined, discarding both the event and the Ready Room Door. Door-Net can do the same thing, but you choose where to put a Door-Net. It will probably be easier to get along with a closed AU Door or Q's Tent for a while than to leave your precious Captain's Order vulnerable.

Now, I'm just waiting to see what other Captain's Orders will surface.

The Major's Combos:

  • Ready Room Door x3 + Captain's Log + Taris + Haakona (Prem) + Sirol + Terix. What Romulan deck doesn't include Taris and Sirol anyway?
  • Ready Room Door + Assign Mission Specialists + Parem + Selok. Kick-start your Treachery deck.