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Mot's Useless Card Review #84: John Doe

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Make amnesia work for you.

John Doe is the space-based counterpart for the planet-based Genetronic Replicator, with the added bonus that he's not vulnerable to Kevin Uxbridge like the Replicator. There are now a wide variety of ways single personnel can be killed off in the attempt of a space mission. Some of the more popular include Theta-Radiation Poisoning, Dal’Rok, Unscientific Method and Garak Has Some Issues - with still many others popping up from time to time, like Skullduggery, Common Thief, or Misguided Activist. You can protect any of the personnel selected to die by these and other dilemmas, or at the very least force the selection of John Doe as victim, protecting your other vital skills and personnel.

Once he has saved a life (which shouldn't be that difficult to arrange), you can also play Transfiguration on John Doe, turning him in to a sort of roving Kevin Uxbridge: Convergence. True, he is limited to destroying cards he can actually be present with, but there are more of those coming all the time too, and it's costing you no addition card plays to do it. Knock out the Automated Security System aboard the station you're trying to commandeer, take out the Calamarain before they can damage you, or get rid of your opponent's System 5 Disruptors, among others.

You can even use John Doe's life-saving ability to help you out against intruders traveling to your ship by Open Diplomatic Relations or Dropping In (or on your own behalf when you're trying those strategies on your opponent). The only catch there is keeping John Doe from being stunned; he won't be able to use his skill then. His STRENGTH of 4 is definitely going to need a boost from phasers or disruptors, or perhaps a Smoke Bomb to allow John Doe to hide from that battle.

For a personnel who doesn't even have MEDICAL, John Doe makes a pretty effective doctor.