- Page 1: 0.0 INTRODUCTION
- Page 2: 1.0 DOCTOR WHO RESOURCES
- Page 3: 2.0 CARD DISTRIBUTION AND RARITY
- Page 4: 3.0 GENERAL RULES
- Page 5: 4.0 SPECIFIC CARD
- Page 6: 5.0 STRATEGY
- Page 7: 6.0 CRITICISMS
- Page 8: 7.0 THANKS
5.1 Many of my combats end up being stalemated. It’s always 2/2 versus another 2/2 or what have you. How can I get the upper hand?
A: Flash cards, Resources, innate abilities, special abilities, and Support can all raise Energy and Substance values and assist combat.
5.2 My opponent has 3 Creatures in the Future Time Zone and I don’t have any. If I put a Creature there now, they will be cannon fodder. But if I don’t, I’ll keep getting Hit. How can I make a strong play and defend the Future?
A: If you are outnumbered in a given Time Zone, put down a useful Resource before placing another Creature. This lays the groundwork for a more robust attack or defence, and it’s less likely that the Resource will be destroyed before it can be used.
Also, it’s a good strategy to save a Flash card or two for such situations. It’s tempting to always use them for attacks, but an unexpectedly strong defence can also destroy your opponent’s Creature. Temporal Grace will prevent one Hit against you; this may buy you enough time (so to speak). The Keeper of Traken allows an additional card play and can be pivotal in allowing you to come from behind in a weak Zone.
5.3 I’ve only just bought some cards and need basic advice on putting together an effective deck. Can you help?
A: Doctor Who is not a game which emphasizes deck design. It’s usually sufficient to put all your most powerful cards together without too much concern for how they interact. That said, there are some basic guidelines which may help.
To start with, try the following deck proportions: 10 each of Past, Present, Future, and Timeless Creatures; 10 Resources; 20 Flash cards; 4 Episodes with total solve numbers of 25.
Choose the Creatures with the highest possible values, noting especially Support. Don’t include any Creatures with 0 Support, unless they have superior abilities. Be aware of Creatures with low values that have cumulative effects: Mongols, Romans, Greek Hoplites, and so on. If you take one of these Creatures, be sure you take the maximum 4 copies. You want to ensure you’ll get multiple copies in play.
Watch that you don’t include too many Unique cards, as these may be kept from play if your opponent also has them.
Your Timeless Creatures should include 4 Doctors, as these are among the best cards. Take those companions which give your Doctors bonuses. The combination of Doctors and companions are great not only for combat, but also for quickly solving Episodes.
The Resources you put in your deck should give you extra abilities (e.g. TARDIS), increased defense (e.g. Underground Bunker, Trench), and additional offensive options (e.g. Demat Gun, DN6).
Many games can be won or lost on Flash cards. Instant destruction is always useful (e.g. Exterminate!, Neurotrope X, Cyber Bomb), but so are cards which increase Creature values, especially support (e.g. Brain Transformer, Star Base). Q Capsule can allow a Creature to act twice on one turn — great for the Doctor!
Of course your opponent is going to have cool cards as well, so you’d better take Time Stop, Fusion Booster, and other Flash cards which counter plays. But don’t include cards which counter only specific cards unless you know your opponent is in the habit of playing them.
5.4 I’ve got a couple of cards prevent damage. How many of these should I put in my deck?
A: The following cards can prevent damage: Chameleon Circuit, Duranium Shield, Eye of Orion, H.A.D.S., Harry Sullivan, Sanctum.
This card affects damaged cards: Happiness Patrol.
But only two cards cause damage: Fenric’s Flask and Meteorites.
Conclusion? Don’t bother with damage prevention cards in your deck, unless of course they have some other ability you’re interested in.