(2) • Kruge, Instinctive CommanderKlingon Personnel of Klingon species. "I give to minutes for you and your gallant crew." Characteristics: event related card, take command (of opponent cards), affiliation, Capture, Past related, Commander, Klingon species, ship related card. Rule hint for this cardThis card has an erratum: Typo in "Commander: I.K.S. Qel'Poh.". Errata'd on 2014-11-24: Kruge's ability has been toned down, now it requires two people or less, rather than four. Taken form Current Errata 2015-04-06.Card logging info: First edited by Telak at Dec 17th, 2014. Please support openCards and validate game text of this card! | |
Further game play infosKruge, Instinctive Commander counts as "matching commander" for the following ship cards: - I.K.S. Qel'Poh, Clandestine Vessel (14 R 117) from What You Leave Behind - I.K.S. Qel'Poh, H.M.S. Bounty (14 R 112) from What You Leave Behind |
This Card-Review article was written by openCards user CaptMDKirk and was published first on "Decipher's Website (decipher.com)".
First published on decipher.com
Torg put it best after viewing the data tapes on the Federation's "doomsday weapon". Genesis is the ultimate tool for planetary conquest, and clearly the treacherous Federation plans to use it for nothing less than the total annihilation of the Klingon Empire. But if you commandeer one of their pitiful vessels, you can steal Genesis from their own memory banks!
Enter Kruge. Another valuable Commander for the Klingon Empire (though his ship seems to be stuck in the future...), Kruge is value-priced, costing only two counters for four skills including Intelligence, a rarity for the red-bordered warriors. He's also got Treachery, making him a natural choice for the No Peace in Our Time and Sole Leader of the Empire deck archetypes, and his Integrity 3 will get you past Back Room Dealings without using a skill. He's smart (for a Klingon) with Cunning 6, and has the requisite Klingon Strength of 7.
What makes Kruge truly outstanding is his special ability. While First Edition fans are familiar with the concept, this is the first instance of any sort of commandeering mechanic in Second Edition. The potential for this ability is boundless. Tired of Next Generation weenie decks attempting Investigate Maquis Activity with nine personnel by the time you've barely staffed your ship? Now, for the bargain price of a two-cost Maneuver event, you can cruise over while they are down on the planet and take command of their empty ship. The right combination of dilemmas and damage markers can make your opponent think twice about attempting that space mission with a small crew, and First Edition players will be looking to take maximum advantage of Kruge's ability in conjunction with Abandon Ship. Great Scott!
Of course, if you'd rather not wait for your opponent, you can load Kruge onto the I.K.S. Ning'tao, drop All-Out War with Ferocity, and head over for an engagement. As long as they don't have more than eight personnel aboard, you can kill half their crew, capture the rest, and steal their ship all for the low, low price of only 10 points! Certainly worthwhile to buy you a few turns of mission attempts while they rebuild, and an easy price to recover with A Chance for Glory, BaH!, or We Will Not Surrender. Weapons officer, set disruptors for 1.21 jigawatts!