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Life From Lifelessness

    (5) • James T. Kirk, Original Thinker

    Federation Federation icon Personnel Personnel of Human species.
    Icons: Command The Original Series related card Past Earth related card
    Red Dot Diplomacy   Red Dot 2 Honor   Red Dot Leadership  
    Red Dot Officer  
    Admiral. Commander: U.S.S. Enterprise. When a dilemma is about to be revealed, if this personnel is attempting a mission, you may remove him from the game to prevent and overcome that dilemma.
    INTEGRITY: 7   CUNNING: 6   STRENGTH: 6

    "I don't belive in the no-win scenario ... I don't like to lose."

    Characteristics: prevent and overcome, Federation affiliation, Earth Earth related card related, The Original Series The Original Series related card related, remove cards from the game (this card), Past Past related, Admiral, Commander, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, personnel who has a cost of 5 or more, James T. Kirk, Human species.

    Rule hint for this card

    This card has an erratum: No longer returns to hand but gets removed from the game.

    Taken form Current Errata 2015-04-06.

    Card logging info: Last edited by eberlems at Feb 10th, 2010. One quality log by Telak at Nov 29th, 2011. Please support openCards and validate game text of this card a second time!
     

    James T. Kirk, Original ThinkerJames T. Kirk, Original Thinker (first version)

    Further game play infos

    James T. Kirk, Original Thinker counts as "matching commander" for the following ship cards:

    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

    The Star Trek CCG has a rich history of ground-breaking expansions; First Contact radically altered First Edition forever, Voyager made Warp Speed play a reality, and Necessary Evil gave us the first real look at the depth of which Second Edition was capable. Continuing that proud heritage is Decipher's latest offering for First and Second Edition players, the twenty-seven cards that make up the collection called Genesis.

    Genesis began as a project within the Decipher design team to create a new Second Edition boutique product that would be fully backwards-compatible. Genesis' theme was twofold: to showcase cards taken from Star Trek II & III, and to explore the beginnings of each of the newer franchises. For Deep Space Nine, this meant new versions of rivals Kira and Jasad from "Emissary", and for Voyager, Maquis-icon versions of Tom Paris and Tuvok from "Caretaker". A few first-season Next Generation cards were part of the original design, but did not make the cut as Genesis progressed through its development.

    The Federation personnel from Genesis were meant to be ready-to-play as soon as they were released, hence their common ability to report to either Earth, Cradle of the Federation or Earth, Home of Starfleet Command. Their Original Series icon was included as well to allow them to report to the upcoming Original Series headquarters releasing in the next expansion set, These Are the Voyages. Let's take a look at these new additions to the Federation's already diverse arsenal.

    "I reprogrammed the simulation so that it was possible to rescue the ship."

    At a hefty 5-cost, Admiral Kirk is the perfect choice when an opponent unsuspectingly uses Secret Identity on a Federation personnel. As an Admiral, he has no problem dealing with Dignitaries and Witnesses. And don't forget Assist Rescue Operation on the off chance it works to bring the good Admiral and his ship out together.

    Of course, the most noteworthy aspect of this card is James T. Kirk's new ability, which embodies his prerogative to bend the rules. While the Living Legend can see which dilemma he is preventing, the Original Thinker reprograms the dilemma pile to allow your crew to blaze past obstacles his old persona couldn't, like Skeleton Crew, Urgency, and Tragic Turn.

    Admiral Kirk's ability puts the burden on players to correctly guess where their opponent has placed the key to any given dilemma combo. Savvy players may begin including extra over-costed dilemmas to lull Kirk players into saving him until the last dilemma; expect to see the Admiral make an early departure from any mission attempt in which he participates.

    "Sir, may I quote General Order 12: ‘When communications with an approaching vessel have not been established...'"

    The first question that many players blurt out after seeing Saavik, Protégée is "Why is she not a Cadet?" The brief explanation is that throughout her appearances, Saavik is always seen in an officer's uniform with the rank insignia of a lieutenant (the two triangles on the jacket strap over her right shoulder). This suggests that Saavik had already graduated from the Academy by the time we see her in The Wrath of Khan, and that perhaps she was enrolled in a graduate program designed to train command-branch candidates before they transfer from other departments.

    Saavik has the unusual skill of Law, demonstrating her preoccupation to perform her duties "by the book". Her other skills are fairly commonplace, and her attributes are yet another welcome addition to the Cunning 7+ Club, including the Jack Pack and other above-average achievers from the Blue Marble. Her download is predicated on the presence of the aforementioned Admiral Kirk, as a guide to her growth as a command officer.