Not long after the Premiere set, another great set Alternate Universe expanded the game into a whole new world. Focusing on some other never before seen elements of the Star Trek universe, players had a whole new world opened to them. This set also saw the first ultra rare star trek ccg Card, Future Enterprise. The Official Tournament Sealed Deck came out not long after that, providing players an opportunity to take six random packs, plus a preset deck of cards, and try their luck at winning with a blind set of cards!
The sets just keep coming out after this - some special Anthology sets were released, an Enhanced Premiere and Enhanced First Contact! Reflections added a whole new world to the game, with special foil versions of many of the popular early cards in the game, including four ultra rare foils to collect such as Future Enterprise and Borg Queen!
The last set of the first edition, All Good Things, came out as a special edition, and is extremely are and hard to find! Look for all your favorite characters, starships, aliens and dilemmas on our site!
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Active 3 years, 5 months ago. Viewed 28k times. Improve this question. Thunderforge 8, 7 7 gold badges 39 39 silver badges 82 82 bronze badges. Craig Craig 2 2 gold badges 2 2 silver badges 6 6 bronze badges. Add a comment. Active Oldest Votes. In addition, a case of display boxes was topped with a final Seven of Nine foil. Each contained four packs of white bordered Premiere and five new premium cards.
There were a total of twenty-one new premium cards: twelve were fixed and nine were randomized. Nine were the second versions of missions that had originally appeared in the Premiere set. The cards were upgraded with new gameplay and either images of space stations found in Activision 's video game Star Trek: Armada as another cross-promotional tie or wormholes to help make the "Wormhole" card easier to use in the sealed environment.
This set also introduced the Warp Speed format for quicker games and drafting capabilities. As with Enhanced First Contact, the product boxes had a cutout on the back so buyers knew which set of fixed cards they had selected. It was sold in card expansion packs. Voyager release: May 23, This card set introduced the Delta Quadrant faction of Voyager and her crew as well as the Kazon and Vidiian affiliations.
The expansion was sold in card starter decks some of which were drawn from a set of 20 starter-only cards and card expansion packs. This set also introduced the Voyager -only environment for sanctioned gameplay. Starting with this expansion, dual-affiliation cards were printed with both color borders with equal rarity.
The Borg release: September 19, The Borg continued the introduction of the Delta Quadrant with cards that introduced the Borg again and added the Hirogen affiliation. The expansion's ultra-rare was a Voyager -era Reginald Barclay. The expansion was sold in card expansion packs.
Holodeck Adventures release: December 21, Holodeck Adventures was a card set that expanded on the holographic characters that had been available since the Premiere set. The name of the set was originally going to be given to the fourth full set before the original license was expanded, and the set was designed with that nostalgia in mind, as it had links to Q Continuum.
Each card was available for two months. There were also seven additional foils provided as prizes for special tournaments, as incentives for retailer promotions, or given to attendees of DecipherCon in October The expansion's ultra-rare was a 24th-century James T. This was also the last set released before the announcement of the end of the game and the move to 2E. All Good Things release: July 9, All Good Things featured 41 new cards that provided new gameplay and mended the so-called "broken links" in the first edition — cards that were referenced directly or indirectly on other cards but had not yet been released.
Jupiter premium card, and a comprehensive card list. The name of the set comes from the last episode of The Next Generation and had been the proposed name for the fifth and final expansion before the license was expanded. Enterprise Collection release: July 7, With the inclusion of Star Trek: Enterprise in 2E, it was felt that 1E players should be able to have the tools necessary to play as the Enterprise -era "Starfleet" affiliation as well.
This set of 18 foiled cards and a supply of First Edition compatible cards from 2E was intended to make that possible. The cards were sold exclusively from Decipher's website. Genesis release: November 13, Genesis was a card expansion that has the distinction of being the only completely First Edition compatible set in 2E.
Each card was designed to work in both versions of the game, with varying degrees of success. Some of Decipher's concerns included the complexity and bloat that the game had built over seven years; there was no balanced 'cost' system for cards, causing stopgap and complex systems to be added to the game over time. As well, the game had embraced many different and not fully compatible ideas over time; this made for long, corrective rules documents and a steep learning curve for beginners.
In addition, the number of cards types went from nine to over seventeen in just a couple of years, which made the game much more difficult to learn. At first, the game designers sought to introduce an entire new game based on Star Trek; it would be simpler and be targeted to beginners, while the original game still produced expansions, but on a slower schedule. This concept was abandoned when the sales figures showed that the original game could not continue on its own merits.
The solution was to reinvent the original game along the basic lines, still allowing a depth of gameplay but avoiding complex rules and concepts.
The standard card types and gameplay would remain, allowing some new cards to be used with the original cards, known as backward-compatible cards , or First Edition Compatible abbreviated as 1EC and attempting to satisfy longstanding fans of the original game.
These cards are able to be used in First Edition gameplay, though some key words need to be changed to fit the First Edition's old rules and setup. Many cards central to the new form of the game can only conform to the new rules and setup. Second Edition, commonly abbreviated "2E", was launched in , and came to a close with its final expansion in December, Because the game was essentially starting from scratch with the hindsight of seven years' work, the initial Second Edition set was able to progress quickly.
As a result, six affiliations debuted in that set compared to three for the original. It could be argued that the number was really seven, because of a unique new system that divided the Federation affiliation into groupings based on the shows' casts. The focus of the Second Edition sets has been on characters and situations in The Next Generation and Deep Space Nine , though 'supporting' cards have images and concepts drawn from every part of the canon Star Trek universe.
Furthermore, the scope of each card type could be realized in the early planning and a permanent seven card types were created: dilemmas , equipment , events , interrupts , missions , personnel , and ships. Decks would consist of five missions, at least twenty dilemmas in a dilemma pile see below and at least thirty-five cards made up of the other five card types.
One major difference in Second Edition was the addition of a cost system to equipment, events, personnel, and ships. A card's cost is listed in the top left-hand corner of a card, directly preceding the card's title as a single digit number currently anywhere from 0 to 9.
A player receives seven 'counters' at the beginning of each turn; to play a card, the player must spend a number of counters equal to the cost of the card. Only interrupts of the card types in a player's deck do not have a cost and are treated as 0-cost. Another major change in the gameplay of Second Edition was the new method of handling dilemmas. Instead of using First Edition's lengthy procedure of a 'seed phase', which could last upwards of 15 minutes, Second Edition employs an 'on-the-fly' method for constructing dilemma combinations.
Whereas a First Edition player was constrained to using the same dilemmas in each game of a tournament, the Second Edition player has a side deck, or 'dilemma pile' from which to draw a random selection of dilemmas based on the number of personnel the opponent uses in a given mission attempt. This concept is similar to First Edition's Q-Flash side deck, and also to a rules variant of First Edition introduced by a group of players from the San Francisco area called 'Trek 1.
While First Edition attempted to sometimes literally represent instances from the Star Trek universe in the game, Second Edition has focused more on a consistency of gameplay as a priority over design consideration with regard to remaining faithful to the source material.
Effects on cards sometimes lack the "Trek sense" that First Edition cards contained and can be purely conceptual, but are generally much more equitable when compared with other similarly costed effects.
The affiliations found in Second Edition all follow rules that give them focus and distinguish them from one another, unlike most of the affiliations in First Edition.
Playing an affiliation in Second Edition feels more like that affiliation than First Edition, given the themes. Resistance Is Futile. The Next Generation: Supplemental. Emissary: Supplemental. Crossover: Supplemental. Through the Looking Glass. Star Trek First Edition. The Terran Empire. Live Long and Prosper. Warp Pack: Holiday Enterprise Collection Remastered.
The Neutral Zone. A Private Little War. Official Tournament Sealed Deck Remastered.
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