Welcome to another (randomly) regular series here on Bearers of the Word. In 'Gone But Not Forgotten' I'll be talking about 'collectable' games like CCGs and CMGs that I've played in the past. Usually, these are games that have been discontinued and you can't find anymore. So, let's get started!
To boldly go...
To boldly go...
No School Like Old School |
In 1993, Magic: The Gathering exploded
on to the hobby scene. Kids and adults alike were spending hundreds
of dollars on a card game that had an original background. Soon,
companies that owned 'nerd' licenses took note and started selling
the rights to others to get a slice of this new expanding market. One
of the first was Star Trek.
The first edition of the Star Trek: The
Next Generation Customizable Card Game was released in 1994. Now, 20
years later, the game has aged... Poorly. But, I love it all the
same.
Gotta love cosplay... |
Affiliations:
When the game was first released, there
were three Affiliations: Federation, Romulan, and Klingon. There were
also Non-Aligned, who could work with any Affiliation. Most people
built decks around one Affiliation but there were treaty cards, so
you could mix and match if you wanted. The first Affiliation to be
added was the Borg, in the First Contact expansion. The Borg played
completely differently that any other affiliation before or since,
assimilating planets, ships, and people to win. The next major
expansion was Deep Space Nine, which added the Cardasian and Bajoran
affiliations. Of course, they followed this up with the Dominion in a
self-named expansion. The Dominion were the first affiliation to be
set up in a completely different quadrant. If you didn't get the
Bajoran Wormhole, you were stuck in the Gamma Quadrant. Later
expansions added the Ferengi, as well as cards from the Original
Series and the Mirror Universe. When they released the Voyager
expansions, they had to add the Hirogen, Viidian, and Kazon factions.
They even did a minor Enterprise expansion and an expansion for the
Original films. By the time the game died, there were 13 affiliations
and two Mirror Universe 'groups', spread across four quadrants
(Alpha, Gamma, Delta, and Mirror) and across all of the TV series and
films. Needless to say, the game had grown too big to be any sort of
manageable endeavor. And, many of the affiliations and groups
couldn't really function or score enough points to win out of the
box.
Who cares about Kirk or Picard? It's all about Sulu! |
How the game works:
The set up for this game was unique and
interesting. Instead of summoning up monsters and artifacts, the
creators of the game looked at the source material. You included six
'mission' cards in your deck. These missions (really planetary
systems) had a list of requirements you needed to complete them and a
number of points you would score if you did so. They also had a
number at the bottom which showed how much range your ships would
need to use to get past the card. Because nothing goes as planned,
you and your opponent would slide (or 'seed' as the game called it)
Dilemma cards under the missions. When you attempted the mission, you
would run in to the Dilemma and have to deal with it. You could
include up to 30 Dilemmas in your seed deck, so you could put down
Dilemmas that helped you score bonus points and put some down to
screw the other guy. Of course, he'd be doing the same to you... In
addition to Dilemmas, you could also place Artifacts under a mission,
but this was risky as your opponent could use them if they completed
the mission.
Once you got done seeding missions, you
would place your 'outpost' which was your starting point. Any ships,
personnel, and equipment you played would come in to play at your
outpost, so you wanted to place it somewhere useful. The ships had
'staffing requirements' that you had to meet with personnel, which
was kind of a pain in the ass if you drew people that didn't have the
right stuff to staff the ship. Once you got a ship staffed up, which
could take awhile, what with your massive play decks and being able
to play ONE card a turn, you flew the ship around and completed
enough mission to score 100 points. In the most basic terms, that's
the game. Of course, it gets way more complicated when you use later
expansions.
Because it was one of the first
post-Magic games, it doesn't have the balance or slickness of later
games. You know, things like cost and resource management. You drew
one card and played one card each turn. That's it. So, the game
developed draw engines and play engines. Some of the most powerful
cards in the first release have been banned because they provided too
many draws or too many plays per turn. In order to balance the game
in later editions, they created cards to specifically counter
another, so you'd want to include those counter-cards in your deck.
This in turn lead to 'deck bloat' as I call it. It wasn't uncommon to
see play decks over a hundred cards. Decks between a hundred and
fifty cards and two hundred cards seem to be the norm.
One of the best episodes, Yesterday's Enterprise |
For all of its flaws, the game is fun
to play. You can have the oddest crews in the history of Star Trek
running around (Captains Kirk and Picard commanding the USS Defiant
in the Delta Quadrant battling the Ferengi? It's possible) as well as
some humorous combinations of factors (facing a Borg raid on your
outpost in the Gamma Quadrant while infected with alien parasites).
Completing missions was the goal of the game, not combat. Of course,
combat became a way of denying your opponent points, by destroying
his ship, it took time to build up a fleet capable of attacking, much
less destroying, a single enemy ship. The game tried to keep the
flavor of the setting, using your wits and skill to overcome
obstacles rather than using your fists and phasers. Even with all
those Affiliations, each one had a different way of playing. The
Federation, for example, couldn't start a fight, but they had the
largest number of personnel and powerful ships. Federation players
developed a tactic known as 'redshirting' where they would beam down
one personnel that had no real use to attempt the mission. Maybe they
overcome some Dilemmas, maybe they don't. You just keep beaming down
some more disposable crew down until all the Dilemmas are finished,
then beam down your people who can complete the mission and score
your points. Of course, the creators of the game came up with
counters to this tactic, but it still exists today.
In contrast, there's the Ferengi. They
use the only resource in the game: gold-pressed latinum. They use
this to get equipment out, score points, and complete missions. They
have an interesting mix of ships and a surprisingly good selection of
personnel, so they don't need to fight to win or prevent someone from
winning.
Even though the game is long
unsupported, a group got together in 2007 and have tried to keep the
game alive. This group, the Continuing Committee, has done a lot to
modernize the game and even added their own expansions. If you're
interested in starting up this game, or just want to see what was,
head over to the 'Links' page and click on their name.
Yes, there is a Tribbles game as well |
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