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#6 Captain Panaka, Protector of the Queen
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Entry: 27 June 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, June 1999.

Thoughts? You like this? You hate this? Email me!

The Unofficial Jedi's Guide to the YJCCG Galaxy is THE card strategy reference for Decipher's Young Jedi CCG. Starting with the first expansion, 'The Menace of Darth Maul', each individual card will be discussed until it can be discussed no further. Nevertheless, if I have missed something, email me at jinnandtonic@angelfire.com, and I will update it accordingly.



jinnandtonic's Grades:

Economy: A-
- Just ask the Queen: Panaka is the kind of guy you want around in a tight squeeze. Deploying for 3 with Power 4 and a handy +2 location bonus at Tatooine/Desert Landing Site, he is great value. The resulting problem is that Panaka has a destiny ? of only 2 and a Damage rating of 3. So you'll have to be a *little* careful with how you use him.

Decipher: B-
- Although the card is generally cool, I have a couple of gripes with it. Firstly, they surely could have found a better image. Slightly side on is no good. Second, I am not too sure about the location bonuses. Perhaps my memory is a little fuzzy, but I dont recall Panaka trading blows with Darth Maul at the Desert Landing Site in Episode I.

Overall Usefulness: A-
- I think the phrase I will use to describe the card is 'mobile strike force'. You know Austin Powers 2: The Spy Who Shagged Me? Well if Qui-Gon Jinn is Dr. Evil, then Captain Panaka is Mini-Me. There are not a lot of cards in the game with less deploy than power, and Panaka is certainly a handy guy to have around in any Light deck.

FLAVOR TEXT: "Captain Panaka heads the Royal Security Forces."

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CARD FACTS:
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RARE, BLUE-DOT, STACKABLE

Deploy: 3

Power: 4

Destiny: 2

Damage: 3

Power Bonuses:

Tatooine/Mos Espa: +0
Tatooine/Desert Landing Site: +2
Tatooine/Podrace Arena: +0

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SPECIFIC INTERACTING CARDS:
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Captain Panaka's Blaster
(#37, Menace of Darth Maul, Common, Orange-Dot)
- This card is a handy card. Why? Well if used with Panaka in battle, it yields Power +2 and a Destiny ? draw. Otherwise, it offers a Destiny ? draw to any other character. All this and a Destiny of 4. Which is pretty good. A higher destiny than the standard Blaster, by the way.

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IN BRIEF:
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I really like this card, and I am not sure why. While at present there is only one specific interacting card for Panaka, this is bound to change in the coming expansions. There is something strategically attractive about being able to deploy a Power 4 character and still have enough Truguts left for a Gungan or a Royal Guard as well. In terms of flexibility, Panaka is a better card than Qui-Gon Jinn, which says a lot. Further, there are a number of cool themes you can try out with Panaka, themes that should be fairly effective.

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GENERAL PLAY TIPS:
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The major criticism of Panaka is that he has a destiny of only 2. Usually, when you are building a deck, you will slip in *at least* 2-4 low destiny 'mega-cards' such as Qui-Gon, Obi-Wan, Maul or Sidious. I am suggesting that you instead try putting Panaka in. While he aint as strong as some of the 'big-boys' I have mentioned, he more than makes up for it with his mobility.

* It's time now for another fun comparison with a card from another game. And I will put to you now, with a completely straight face, that Captain Panaka is the Goblin King of YJCCG. Some people won't know what in the world I am talking about, but lets just say that Panaka is the perfect leader for your typical 'breakthrough' style deck. Strong enough to off Battle Droids or Destroyer Droids, and cheap too boot, he is just the man to lead your hordes of Royal Guards or Jawas on a bloody rampage through the streets of Tatooine.

* Now some fun deck themes. First, the obvious theme involves Panaka and his Royal Guards/Naboo Guards. Mix in some Security Volunteers, Captain Panaka's Blasters, Naboo Blasters and The Federation Has Gone Too Far and you have a cool and effective theme. Second, you could stick to royalty. Lots of Queen Amidalas (both varieties), Panakas and Royal Guards. Third, and this one is a bit silly, but I suggest a Panaka-lead Jawa army would be quite effective. Jawa Thief x10, Jawa Bargainer x10 and as many Panakas as you have along with the appropriate weapons, should 'go down a treat'.

* Style tips:

- With the odds against you and Panaka on the table, the obvious thing to say is "I do not think this is a battle that we can win." And then you have to win, of course.

- Panaka and Jar Jar? Possible comedy team? Future relationship, Pocahontas style between the Gungans of Otoh Gunga and the land dwellers? Did I just type that? Disturbing thought.

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ADDITIONS:
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Up to you. Think of anything else cool about his card, or combos that you have used to great effect? What about a particular game in which this card made you win? Send anything like that to jinnandtonic@angelfire.com and I'll add it here. I don't want to see *ANY* Panaka/Jar Jar decks. Not even one.


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