Unofficial FAQ v1.06

[nextpage title=”0.0 INTRODUCTION”]

This list of Frequently Asked Questions is designed for players of the Doctor Who CCG who wish to get the most out of their games. It is not a FAQ for the Doctor Who television programme itself. Please note that this FAQ is not supported in any way by the BBC or MMG Limited.

This FAQ should be regarded as a work in progress. If you have additions, corrections, or other comments, please send them to robin at:

This FAQ is posted regularly to the newsgroups rec.arts.drwho and, and is available at:

In addition, it is posted to the Doctor Who CCG mailing list.

Changes from the last version include: 1.0, 3.2, 3.3, 3.5 (new), 3.14, 3.18-3.25 (new), 4.10 (new), 4.11 (new), 4.14-4.20 (new), 5.4 (new), 6 (new)

[nextpage title=”1.0 DOCTOR WHO RESOURCES”]

The BBC television programme Doctor Who, which holds the record for the longest-running SF serial (1963-1989), concerned the intergalactic adventures of a renegade Time Lord known only as The Doctor. Together with his companions, The Doctor travelled time and space in the TARDIS, an acronym for Time and Relative Dimensions in Space. Though an alien from the planet Gallifrey, The Doctor was visibly human, possessing two special traits: dual hearts and the ability to regenerate to avoid death. After regeneration The Doctor would have a new appearance and altered personality.

Doctor Who has spawned numerous novelisations, record albums, radio programmes, reference books, toys, and other novelties. More recently trading cards and a collectable card game (the subject of this FAQ) have been released.

There are many on-line resources for Doctor Who fans which provide episode listings, timelines, interviews with actors, graphics, and much more. A good place to start your search is The Zero Room:

Siobahn (Shabang) Morgan maintains the general FAQ (not this one) and has her own page:

Chuck Foster’s Doctor Who web site also has lots of other SF info:

The Doctor Who FTP Archives may be found at:

Those interested in the card game should subscribe to the Doctor Who CCG mailing list by sending e-mail to:

With a message body of: subscribe whoccg-l name@machine

Where name@machine is your e-mail address.

Once subscribed, you should send messages to the list at this address:

[nextpage title=”2.0 CARD DISTRIBUTION AND RARITY”]

2.1 What are the different Doctor Who card rarities?

A: The Doctor Who CCG consists of 302 cards in five rarities: Common, Uncommon, Rare, Ultra-Rare, Promo. These are abbreviated C, U, R, X, and P respectively. Time and Watcher cards are called Special (S), because although they have a rarity, they are not found in the same distribution as the other cards.

2.2 How can I tell which cards in my starter deck are rare?

A: Starter decks contain 60 cards plus a rules booklet and a separate pack of 9 Specials (Time and Watcher cards). Cards in the main pack are arranged as follows, if held face up: 11U, 5S, 3R, rules, 41C. It is not known whether the Rares include potential Ultra-Rares.

2.3 What about the booster packs?

A: Booster packs contain 12 cards in a fixed rarity order. Viewed face up, this is: 2U, 1R, 9C. It is not known how often an Ultra-Rare shows up in a booster.

2.4 What are all the different types of cards?

A: Cards come in several types: Creature, Resource, Flash, Episode, and Time. The Watcher is a special type of Creature. For convenience in listings, the first letter of each type is used as an abbreviation. Creatures and Time cards are coloured to indicate their Time Zone: Past (P), Present (R), Future (F), Timeless (T).

2.5 How can I get a complete card listing?

A: A complete card list with rarities has been completed and should be available where you found this FAQ.

2.6 Are you sure the rarity distributions for starters and boosters are correct? It looks like starters are the best deal.

A: Other CCGs share this surprising characteristic: it’s cheaper to buy starters than boosters. In the case of Doctor Who 3 boosters (US $2.95 each) contain 3R, 6U, and 27C. For about the same price a starter (US $9.95) also contains 3R, but has 11U, 41C, 14S, rules, and the box itself.

Of course, it could very well be that ultra-rare cards are only found in boosters. In that case, those who plan on buying a lot of cards would be advised to look for good deals on booster boxes.

2.7 How rare are the ultra-rare cards?

A: No-one knows for sure, but some players have opened 2 booster boxes without finding one.

2.8 What is the Exterminate! card and where can I get one?

A: Exterminate! is a “promo” card that was included with Scrye #15. Unless you can locate a copy of this magazine (which becomes more difficult as time goes on) you’ll have to trade for it.

2.9 I’ve got a Future Time card which says “ME” instead of “TIME”. Is this a rare misprint?

A: Well, it is a misprint, but doesn’t seem all that rare. It may occur as much as half the time. The card in question is Future Time 3 according to the Unofficial Card List.

[nextpage title=”3.0 GENERAL RULES”]

3.1 Most Creatures have bulleted terms after their name. Are all of these Races?

A: According to page 6, the following are Races: Aliens, Assistants, Humans, Robots, and Time Lords. The trait “Unique” is simply called the “Unique rating” (page 2). Further traits are not described by the rule booklet. These include labels like “Doctor III”, “Bomb”, and “Weapon”.

3.2 The Deck Formation rules (page 12) say that I can have no more than 4 identical cards in my deck. What does “identical” mean?

A: This is a matter of some debate because of the existence of The Doctor cards, which have the same name but different characteristics. There are essentially two ways to interpret this rule.

1. All of the Doctors are the same person, and are thus identical. Only four Doctor cards are allowed in a deck, with one in play at a time.

2. All of the Doctors are distinct; one of each may be in play at a time.

A compromise solution which maintains play balance is to allow each player to have a Doctor in play, as long as they are different Doctors. Only four Doctor cards are allowed in a deck.

3.3 What does Unique mean then?

A: If a card has the trait Unique only one such card can be in play (page 16), even if they are in different Time Zones. Thus, if Jo Grant exists in the Present, she cannot exist in the Future! Talk about time paradoxes!

3.4 The Deck Formation rules say that I must have *at least* 3 Watcher cards. Three Watchers are placed in their respective Time Zones at the start of the game. Does this mean that I can have other Watchers in my deck and play them during the course of the game?

A: Yes, Watchers are just like any other Creatures and can be stocked in your deck.

3.5 Why would I want to put Watchers in my deck when they are so wimpy?

A: Watchers are Creatures like any other. They can be attacked, attack, and give Support (if you play a Star Base or some other card to increase their Support value). Watchers are different in that:

1. They have no race and hence cannot be targeted by race-specific Flashes and effects. 2. They don’t count as Creatures when determining if Episodes can be played. Thus you can avoid having Episodes played on you if you keep at least one Zone free of Creatures other than Watchers.

3.6 What happens when one of my Watchers is destroyed? Does that Time Zone cease to exist? Can I still play cards into that Zone?

A: Watchers can be destroyed like any other Creature. When this happens the Time Zone remains, though it may be empty. The Watchers have no special significance other than the fact you get to start the game with three of them. Also, they do not count as Creatures when determining if you can play an Episode card.

3.7 When I take a Hit the top card from my Time card stack is discarded and the next one turned over. The rules state (page 18) that if the new Time card is the same colour as the one I just lost, I take another Hit. Isn’t this totally a matter of luck?

A: Yes, but note that the text says “the attacker *may* immediately make another Hit” (our emphasis). If you wish, make it a house rule that you never take multiple Hits. Then the distribution of cards in your Time card stack will have a lesser effect on who wins the game.

3.8 I’m confused by the Prepare For Combat phase. What is the exact sequence of events leading up to combat?

A: The rules make this unnecessarily complicated; this may help:

1. Player declares an attack, choosing one of their Creatures as the main combatant. They may either target one of the defender’s Creatures as the main defending combatant, or let the defender make the choice.

2. If the attacker did not declare a defending combatant, the defender has two choices. Either they choose one of their own Creatures as the main defending combatant, or they take a Hit.

3. The defender may now play or Side cards as appropriate.

4. The attacker may also play or Side any cards they need to assist their attack.

5. Repeat steps 3 and 4 until both parties are satisfied that they have done their best to win the combat.

6. Combat is resolved.

Remember that only Standing Creatures who were put into play on a previous turn may be main combatants.

3.9 Okay, that makes sense, but I’m a bit hazy on step 6. What does the table on page 19 mean and how is combat resolved?

A: Every Creature has Energy and Substance values. If a Creature is attacked by another with greater Energy *and* Substance (compare each separately), that Creature is destroyed. Attackers may be destroyed in the same manner as defenders.

Thus, if a 2 Energy 3 Substance attacker is up against a 1/4 defender, both will survive. If the attacker adds 2 more Substance, they will reign victorious, but if the defender comes up with 2 more Energy the attacker will be vanquished.

3.10 Can you tell me exactly what you can and can’t do in a chosen Time Zone?

A: The rules are quite explicit about this matter (page 14). Concisely: each turn, you choose a Time Zone, which we’ll refer to as the Chosen Time Zone (CTZ). For the remainder of your turn, the only place that you may play Creatures and Resources, attack, or use Special abilities is in your CTZ.

You may play Episodes and Flash cards anywhere. Furthermore, you may Side creatures in any Zone to solve an Episode.

On your opponent’s turn, you can only Side cards in the CTZ your opponent chose.

3.11 How do defensive cards, those which specify “until end of turn” or “this turn” work? If I Side such a Resource on my turn, surely its effect is gone by my opponent’s turn.

A: Side these cards on your opponent’s turn and their effect lasts until the end of *their* turn. Nothing in the rules states that Creatures and Resources cannot Side on your opponent’s turn, as long as they are in the CTZ chosen by your opponent.

3.12 Do I have to pre-empt my opponent’s actions by Siding a defensive card (on their turn) before they announce a combat?

A: Let’s look at an example. Say you have a Trionic Lock (which can Side to prevent an opponent’s Resource from Siding) in play. Your opponent starts their turn, and immediately Sides one of their Resources. One interpretation would be that it’s now too late to use the Trionic Lock on it, since the Lock only *prevents* the Resource from Siding. Now that it *has* Sided, it’s too late.

A second interpretation would be that as long as you Side the Trionic Lock immediately, your opponent’s Resource is effectively locked. Unless you enjoy speed play (“I Sided it first! No! I Sided it first!”), we recommend this option.

3.13 This isn’t technical enough for me. Do you have any formal timing rules we can use?

A: We can adopt timing rules similar to those used in other games. Assume a card can be played as a reaction to an event as long as it directly affects that event. Then, another card can be played as a reaction to the first, and so on. When players have finished playing their cards, the result is an effect chain.

Let’s look at an example. Player A Sides Ace to destroy Player B’s TARDIS. The Siding of Ace is an event to which other cards can react. Player B plays HADS, which “prevents any damage or effect against a TARDIS until end of turn”. This is a valid response since it directly affects the event in question. Player A then throws down Time Stop, which “prevents the playing of any one Flash card which must then be discarded”. Player B responds with Barbed Wire, which holds “one Creature until end of turn. Creature may not Side, attack, or defend”.

In what order should effects in a chain be resolved? Games like Shadowfist and M:TG resolve effects in the opposite order to how they were played. In other words, the last effect played resolves first. However, these games have very specific card text which has been designed for this method of resolution. Doctor Who does not, and it is our opinion that resolving effects this way would require dozens of rulings on individual cards.

If we resolve events sequentially as they occur in the chain fewer interpretation difficulties arise. In our example, Ace Sides, then HADS prevents the TARDIS from being destroyed. Next, Time Stop cancels out the playing of HADS; at this point the TARDIS is again in jeopardy. Finally, Barbed Wire holds Ace so she cannot Side. The TARDIS is safe.

Choose a method of resolution which suits you and your play group. Just be sure and let everyone know before you begin playing!

3.14 Okay, say my opponent Sides Ace to destroy one of my Resources. Does the previous answer mean that I can immediately Side the Resource to get one last use out of it?

A: It depends on how you choose to resolve effects.

If you use the method outlined above, then the answer is “no” since your use of the Resource is not a reaction to Ace Siding in the required sense. Your Resource does not specify Ace, unlike the Trionic Lock in the previous example which does specify the card it’s reacting to (“target Resource”).

If you are a fan of M:TG, then the answer is “yes” since Magic always allows you to get one last use out of a card before it is affected by the effect in question.

3.15 The rules talk about “damage” but only say that this is “the act of inflicting an effect which would weaken an opponent.” I’ve got a couple of cards (The Eye of Orion, Sanctum) which prevent damage, but I don’t know when to use them.

A: First, note that damage has nothing to do with combat. This is attested to by the rather cryptic sentence on page 19: “The values of Energy and Substance in combat are not used to damage, but as degrees of strength, with the stronger main combatant the winner.” Damage is only affected by cards which explicitly mention “damage”.

3.16 Well, how does damage work then?

A: Let’s take Meteorites as an example. This Flash card says “Choose a Zone. Inflict 3 Energy / 3 Substance damage on all your opponent’s Creatures, which have more than 1 Energy / 1 Substance.” Hence each target Creature has both its Energy and Substance reduced by 3. If both values become 0, the Creature is destroyed. Otherwise, it is still at full strength as far as combat is concerned, but is vulnerable to further damage or cards like The Happiness Patrol, which can destroy a damaged Creature.

3.17 Can you summarise for me how Siding works?

A: During the first phase of your turn you Stand all your Creatures and Resources to indicate that they are active and ready to be used. Cards are Sided when used for one of the following purposes: give Support, use Special ability, solve Episode, or engage in attack as main combatant.

In the last case the rules say to Side the card *after* combat (page 21) even though the main combatant cannot Side for any other purpose. If you find it easier, Side when announcing combat.

Once Sided, cards may not perform any of the above listed actions. Sided cards may not be main combatants; thus Sided cards do not block and cannot be defenders. Only Standing cards may Side. Cards may be Sided or Stood through effects. On the turn in which they are first played, cards may only Side to Support. The use of passive abilities (those without the oo infinity sign) does not require Siding.

Note that some cards state that others must Side for them to have an effect. An example is the Demat Gun which states, in part: “You must Side a Time Lord to use.” The Siding of the Time Lord obeys all of the above rules, though it does not count as a Special ability use of the Time Lord.

3.18 In which phases can a card Side to use any special abilities?

A: The rules do not answer this question, though it is fundamental to game play. There are basically three interpretations:

1. Side any time. 2. Side only during phase 3 (combat). Main combatants may not side once they are chosen. 3. Side any time except during maintenance phases. These would be 1abc, 2a, 4, and 5.

Take your pick.

3.19 Some cards specify that they affect all “Daleks” or “Cybermen” or some other type of Creature. Do these just affect the generic card (eg: Dalek) or do they also affect cards such as White Dalek?

A: Creatures should be taken to have designators based on the card name. If other effects target a designator then all cards with that text are affected. Hence, the White Dalek is indeed a “Dalek” and will be affected by cards that target Daleks.

This still leaves some grey areas. Is a Cybermat a Cyberman? Probably not.

3.20 Some cards (eg: Romana, Cybermat) have abilities which increase the Support value of other cards. How does this work?

A: Let’s take a specific example, that of the Chumblies. Their Special ability is “oo +1 Support to any Alien.” This means that they increase the Alien’s innate Support value. Thus a Prapilus with Support 1 would now have Support 2.

3.21 Why do some Flash cards have the infinity symbol? Can these be Sided?

A: This typo occurs on Time Barrier and Time Controller. Ignore the symbol.

3.22 Can Flash cards like Cyber Bomb target other Flash cards?

A: Cyber Bomb states “Destroys any one card in play.” So the question becomes, are Flash cards in play? On page 8 the rules state that Flashes “can be played at any time and in any Time Zone.” Thus, a strict reading would imply that the Cyber Bomb can target other Flash cards.

3.23 I’m confused by what is meant by “in play”. Can you explain?

A: A card that is in play is in a Time Zone (page 27). This distinguishes it from cards that are in the draw deck, your hand, the discard pile, or the Time card stack.

If a card “leaves play”, it goes to the discard pile. The following cards use the phrase in this way: Robot, Death Ray, Ring of Rasilon, Space Freighter, Trench, Underground Bunker, X-Ray Laser Cannon.

3.24 What about cards that are removed from the game?

A: There is one card which introduces a sixth area of play. 76 Totters Lane says, “oo Take a resource or robot card from any discard pile and remove it from the game. This card cannot be brought back into play in any way.” It is quite straightforward and does not conflict with the above interpretation. It merely adds another area, a pile for “removed” cards.

3.25 I’m still confused. On page 30 “out of play” is defined as meaning that the card stays in the Time Zone but for all purposes does not exist. How can this be reconciled with the above?

A: Simple, “in play” is NOT the opposite of “out of play”! Out of play is a special effect (kind of like suspended animation) generated by Ark in Space, Alliance, and Cryogenics. The effect of these cards is quite obvious from their text, though the choice of the phrase “out of play” is unfortunate.

[nextpage title=”4.0 SPECIFIC CARD”]

4.1 The Time Eddy Flash returns to the players’ hands their last played cards. How far back does this effect work? Do the cards have to have been played on the current turn?

A: The effect has no turn limit. If the card in question is a Creature or Resource it could be that that card has been Sided since it was played. Any effects generated by the card are unchanged, even though it now returns to your hand.

4.2 Tegan Jovanka gives +1 Substance to Doctor Who V if in the same Zone. Does this mean that my Tegan gives my opponent’s Doctor V a bonus?

A: Yes. A Time Zone includes both players’ cards.

4.3 Giant Robot states “Must attack each turn. Failing to do so makes Siding compulsory.” Does this mean that my Robot can attack even if it’s not in the Chosen Time Zone (CTZ)?

A: No! The CTZ rule should be interpreted as overriding all card text unless explicitly stated otherwise. The Giant Robot *is* ambiguous in this respect, but for play balance interpret it as follows: “Must attack each turn if in the CTZ. If it does not or cannot attack, Side the card.”

4.4 What about cards which don’t specify Time Zones? For example, Trionic Lock states: “oo Locks a target Resource preventing it from Siding or Standing this turn”? Can the target be in a different Time Zone?

A: No. This card does not explicitly state where the target Resource must be, so by default it can only affect targets in the same Time Zone.

4.5 But doesn’t this contradict the Demat Gun which states: “oo Destroy any one card in play. You must Side a Time Lord to use.”?

A: This is not a contradiction, because the Demat Gun is explicit in stating its exception to the rule. It *can* destroy a card in a different Time Zone.

However, it *does not* explicitly state where the Time Lord must be. Hence, the Time Lord has to be in the CTZ along with the Demat Gun. Unfortunately, the rules are unclear on this point, since Siding the Time Lord is not a Special ability of the Time Lord card, and hence is not explicitly restricted by the CTZ rule.

4.6 Can the TARDIS Resource move to another Time Zone without taking any cards with it?

A: Good question. The card says, “Move this TARDIS and either one of your Creatures or Resources, from this Zone to another Zone.” This is oddly worded; the word “either” is extraneous.

A literal interpretation would be that the TARDIS cannot move alone. A more liberal reading, given the odd wording, is that the TARDIS is able to move itself. After all, if it can move a Zarbi, and operate without a Time Lord, it can do just about anything!

4.7 The Chameleon Circuit Resource can Side to prevent damage to the TARDIS. Does it have to be in the same Time Zone as the TARDIS?

A: Apparently so, since the card does not explicitly state that the TARDIS can be in any Time Zone. Since the Chameleon Circuit must be in the CTZ to Side, then the TARDIS must be in the CTZ as well.

4.8 Why do the Romans and The Brothers of Demnos have different wordings though their effects are the same?

A: Their effects are not quite identical. Romans says “+1 to each Roman, for every other Roman in play on your side, in any one Zone.” Thus, if you have 2 Romans, each will have a Support value of 2. Any Romans your opponent has in play do not affect your cards.

In contrast, The Brothers of Demnos has “+1 Support for each additional Brother of Demnos in play.” Note that if your opponent has one Brother and you have another, both have their Support raised to 2.

4.9 What about Greek Hoplites? Does the first such card increase the values?

A: Greek Hoplites has the Innate ability “+1 Energy / +1 Substance for every Greek Hoplite in play on your side.” The card starts with values 1/1. This effect can be interpreted in one of two ways.

If read literally, the *first* copy of the card would start as 2/2 since it *is* a Greek Hoplite in play! Thus, if you had 2 Greek Hoplites in play, each would be 3/3 Creatures.

The second interpretation is that the card text should say “every *other* Greek Hoplite” to conform to how the Romans and Brothers (and Zarbi and others) work. This interpretation is supported by the fact that even the Romans and Brothers don’t use consistent wording to achieve a similar effect. Also, this interpretation prevents the Hoplites from becoming over-powerful Creatures.

4.10 Does a horde of Mongols have increased Support value?

A: No. One Mongol is a 1/1/1 Creature. Three Mongols act as a single 3/3/1 Mongol horde.

4.11 Does a Mongol horde gain a bonus from Kublai Khan before or after they band together as a horde?

A: Since the Mongols are now essentially a single Creature, their glorious leader only gives them the bonus once. They are now a 4/4/1 Creature.

4.12 One of my Watchers has different values from the rest. What gives?

A: The Past Watcher 3 has values 1/0/0 instead of 1/1/0. Assume it is a misprint.

4.13 I’ve just noticed that my Daemons has different text than the cards shown on page 3 of the rules. What’s up?

A: It appears that some cards were changed very close to the final release of the game. Some early print advertisements also showed alternative versions of cards.

4.14 DN6 states that “All Creatures with Energy of 3 or greater are destroyed.” Does this mean original Energy or final Energy taking into account any boosting effects?

A: Final Energy. Trick your opponent into boosting their Creature, destroy them with DN6, and then laugh evilly.

4.15 Kontron Crystals can be traded for one card from your discard pile. Can this be a Time card?

A: No! (Whack!) When Time cards are removed, they don’t go to the same discard pile. What good would a Time card sitting in a Time Zone do anyway?

4.16 Tartarus destroys a spaceship. What cards are spaceships?

A: The spaceship resources are: Master’s Spaceship, Space Freighter, Space Pod, Spar 7.40, and V-Ship.

4.17 UNIT Soldier states that it gets “+1 Substance if in Trench resource.” What does being in a resource mean?

A: This card is badly worded, but take it to mean that the Trench Resource has been Sided to help the UNIT Soldier.

4.18 Does Adric have to be in the Past Zone for his special ability to work?

A: No, but he does have to be in your CTZ.

4.19 Q Capsule is a Flash which Stands a Sided card. Does this cancel the action that card took?

A: The card text doesn’t say anything about cancelling actions so it doesn’t. However, this card may be used to:

1. Stand one of your cards so it can use its support or special ability again. 2. Stand one of your cards so it can defend. 3. Stand an opponent’s card so it can be attacked.

4.20 Kinda Jhana’s Box gives “+1 Support to any Creature using a weapon.” What does this mean?

A: This is truly a silly card. There aren’t that many cards with the “race” Weapon (yes, these traits are all races according to the rules), and it’s unclear what it means to “use” such a card. Perhaps if a Creature is being modified by a weapon, Kinda Jhana’s Box can be used to assist them further.

[nextpage title=”5.0 STRATEGY”]

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.

[nextpage title=”6.0 CRITICISMS”]

Not all is rosy in the world of Doctor Who game-playing. There were many initial comments online criticising the game, and even its staunchest supporters are not that pleased with MMG’s handling of issues like support and faithfulness to the TV show.

This section of the FAQ is designed to highlight these issues to demonstrate that Doctor Who fans are not suckers ready to buy any piece of inferior product which comes their way. We know what the problems with the game are, but like it anyway.

Hopefully these comments will get back to MMG (and the BBC) and help make the next Doctor Who game a better product.

The following are the deficiencies of the game in relation to superior collectable card games such as On the Edge, Shadowfist, Middle Earth, Vampire, Illuminati, and so on.

6.01 No colour text. This decreases the atmosphere and texture of the game.

6.02 Bad image printing. What the heck have they done with all of the photos to make them so dark? Most of the Doctors look like they’re suffering some type of time hangover.

6.03 Unreadable typeface. It is difficult to distinguish important numbers from one another without comparing several of them.

6.04 Fake graphics. What’s with all these blobby and swirly things? Looks like someone just discovered PhotoShop. Whooee!

6.05 Silly card rules text. Most of the cards have nothing to do with their TV counterparts.

6.06 Sloppy rulebook. This is not uncommon in the CCG world, but is still a detriment.

6.07 No game support. Inexcusable when all you need is an e-mail account, phone number, and web page.

6.08 Punitive card rarities. Collectors like to collect, that’s why CCGs have differing card rarities. However, there is no justification (except greed) for ultra-rare cards. Especially when the most popular card in the set (Tom Baker) is an Ultra-Rare.

6.09 Redundant cards. Starbase and Brain Transformer are identical in terms of game play. So are many creatures.

6.10 Useless cards. Why have a Bendalypse Gas (which destroys all Humans) when there’s Viral Destruction (which lets you choose between Humans and other groups)? Why have a Dalekenium Bomb (which destroys one resource) when there’s a Cyber Bomb (which can destroy resources or characters)? And then look at all the useless creatures (again).

6.11 Little card interaction. A few cards have traits and a few others refer to them. But there’s very little true card interaction that would lead to interesting strategies, card combos, and all the intrigue that makes a game fun.

6.12 No card costs or requirements. This is an immediate giveaway that MMG don’t know what they’re doing designing a game. Why should a 4/2/0 creature be as easy to play as a 1/1/0 creature? If there was a greater cost associated with the former, the cards would be balanced.

6.13 It’s a power game. Because there are no costs, little card interaction, and limited game mechanics, the bigger the numbers, the better the card. Boring.

6.14 It’s a money game. Because better cards tend to be rare, the more you spend, the better your deck.

6.15 Game mechanics don’t reflect source material. Imagine if all the cards had pictures from Time Tunnel (an ancient bad SF show for those who were lucky enough to have missed it) and relevant text, but the rules were left EXACTLY THE SAME. Would the game be any different? No. That’s because the game mechanics have little to do with Doctor Who.

In some ways this is the game’s biggest flaw, so let me expand upon the point. MMG HAVE attempted to recreate the time travel aspect of Doctor Who. Unfortunately that’s about all they’ve done.

Compare this with Star Trek: TNG, in which characters assigned to ships attempt to solve missions. Sounds a lot like the show doesn’t it? Or Mythos in which your investigator visits locations, picks up allies, discovers horrific Things Man Was Not Meant to Know, and tries not to go mad in the process. Sounds a lot like a Lovecraft story, doesn’t it?

In Doctor Who, The Doctor adventures through time with his trusty Dalek sidekick stomping enemy UNIT personnel with Cyber Bombs and rescuing his friend The Giant Robot from the evil Curse of Fenric. Sounds a lot like Doctor Who, doesn’t it? <big grin>

It would have been easy to have the structure of the game mirror the show. ME:TW provides one possible template. On Player A’s turn their fellowship, composed of good-guy characters, attempts to fight the forces of Sauron, played by Player B. On Player B’s turn, the roles are reversed. Both players get to be the good guys and the bad guys in the same game. This really works and is lots of fun!

[nextpage title=”7.0 THANKS”]

Thanks to the following contributors: Timothy Buege, Stephen Crow, Jamas Enright, Peter Gregg, Karl Mac McKinnon, James Petry, Russ Smith, Ian Wells, and all the members of the Doctor Who CCG mailing list.