Containment Field | openCards

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Containment Field

    Containment Field

    Incident Incident
    Special icons: Hidden Agenda Referee

    Seeds or plays on table. (Not duplicatable.) Each player who uses a Special Download icon, Hidden Fighter, or Going To The Top must first stack a card from hand face up here. Before each player's turn begins, they reclaim up to two of those cards; if they still have any here, they must skip that turn. Also, nullifies each Destroy Radioactive Garbage Scow (its owner loses its points), Static Warp Bubble, and Telepathic Alien Kidnappers.

    Rule hint for this card

    This card has an clarification:

    If this incident is discarded or placed beneath the draw deck using Q the Referee, any cards stacked on it are likewise discarded or placed beneath their owners’ draw decks. See Devidian Door.

    Activating this incident will nullify a Destroy Radioactive Garbage Scow that is already in play on a mission. The mission’s point value is restored (even if it has already been solved) and the owner of the Destroy Radioactive Garbage Scow places the interrupt in his bonus point area to score – 10 points.

    Taken form Glossary - Version 1.9.5.

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

    Containment Field

    This Card-Review article was written by Kim and Allen Gould and was published first on "Decipher's Website (decipher.com)" at May 3rd, 2001.

    Keep your opponent's downloads contained using this multi-purpose counter, which also has an interesting cycling engine hidden inside.

    First, the basics - every time a player uses a special download, Hidden Fighterimage, or Going To The Topimage, they first have to place a card from hand face up under Containment Field. If they don't have any cards in hand, no downloads for them. If they do it again, another card goes under. This keeps the number of downloads in one turn limited to the number of cards in hand. They'll get up to two of those cards back before their next turn, but there's a catch - if there're any cards left underneath (because they used three or more naughty downloads in one turn), they skip that turn!

    Second, while your opponent tries to space their downloads over multiple turns, the Field also takes care of some other business. Your opponent trying to deplete your hand using Static Warp Bubbleimage or Telepathic Alien Kidnappersimage? This'll nullify them outright. And if they're silly enough to try using Destroy Radioactive Garbage Scowimage to reduce the point value on your missions? Surprise! They lose the points instead, leaving your mission and away team intact.

    And now, the fun part. Have a hand full of cards you'd rather get rid of, except for one you really need? Use a special download, place the card you want to keep under Containment Field, and then use the Obelisk of Masakaimage to download Masaka Transformationsimage. Get a new hand of cards, and before your next turn, reclaim the card you wanted to keep. Also, Containment Field is a Referee card, allowing it to be downloaded, and more importantly, cycled, using Q the Refereeimage. If your opponent puts an important card under the Field (and they're face up, remember, so you'll see it), cycle using Q the Referee to mess with your opponent's strategy. If you put the Containment Field under your deck, his cards will go under his deck. If the Field discards, so do the opponent's cards.

    One caveat, though: Containment Field is not duplicatable, so only one can be on table at any time, period. It may be worthwhile seeding the Field, just to guarantee that yours is revealed first.

    Combos:

    • Q the Refereeimage + Containment Field: A simple "magic bullet" gains whole new card-cycling powers.
    • Containment Field + War Councilimage: Every time your opponent plays Going To The Top, they have to place a card underneath the Containment Field, and you get to download a personnel. Not bad...