What's New Dashboard Articles Forums Achievements Tournaments Player Map Trademanager The Promenade Volunteers About Us Site Index
Article Archives
First EditionSecond EditionTribblesAll

All Categories Continuing CommitteeOrganized PlayRules CommitteeDeck DesignsVirtual Expansions
Card ExtrasSpecial EventsTournament ReportsEverything ElseSpotlight SeriesContests
Strategy Articles


Coming of Age: Evolution

by Paddy Tye, First Edition Creative Manager

25th August 2018

Coming of Age has been out for a few weeks now – hopefully you’ve all had a chance to print and sleeve the Federation, Klingon, Romulan and Ferengi starter decks and introduce a few new players to the game! But what are the next steps? How do they venture further into the game?

Well, my suggestion is to go from Starter Deck matches to “TNG Block” – this is a limited cardpool environment which allows players to modify and play around with their decks, without needing to understand the whole universe of 1E cards out there.

Remind me… What sets are in TNG Block?

Homefront, Homefront II, Homefront III, Homefront IV, Homefront V, Homefront VI

The Next Generation, The Next Generation: Supplemental, Engage, The Sky’s The Limit, Warp Pack: Emissary, Coming of Age

Where to begin?

Well, to tempt some of my own local players to graduate from starter deck matches to TNG Block, I arranged a tournament using modified versions of the TNG starter decks. I’ve attached the Ferengi one below, and there are links here to the Federation, Klingon, and Romulan ones.

These modified variants of the Coming of Age starters bring the decks up to a full 30 seed cards, have the potential to play 3 personnel per turn and the potential to draw extra cards too! The simplicity levels are maintained too – still no Alternate Universe cards, side decks, other quadrants, time locations, Nors, etc!

So what have you changed?

In total, 17 new cards have been added to each deck. This is split between additional seed deck cards, and extra draw deck cards.

Firstly, there are now 25 dilemmas per deck. That’s roughly 4 dilemmas per mission – plus a Dead End each for good luck! Players can just add one or two dilemmas to the existing combos or can build their own. I took 8 dilemmas that are currently unique to each of the 4 TNG starters (2 from each deck) and added the ones not already included in that deck (ie 6 new dilemmas) plus the additional Dead End to take the 18 dilemmas up to 25 dilemmas. The idea is that with more dilemmas to overcome, this should make for more challenging games!

The other seed deck change is the addition of HQ: Defensive Measures – to help protect players from any pesky mission stealing attempts!

One more addition that happens during the seed phase is the addition of a Warp Core card – one for each deck! This helps you play more personnel for free each turn. It gets downloaded by the text on Continuing Mission during the seed phase (previously there wasn’t a target for this download in the deck, other than the Attention All Hands card which was already seeded). This can allow up to 2 free plays each turn then - one from Attention All Hands, one from your deck-specific Warp Core card.

Finest Crew in the Fleet

Legitimate Leader of the Empire

Always a Chess Game

Ferengi Military Operations

Let's See What's Out There

Gowron

In the draw deck, there are a couple of additional unique personnel – from familiar faces like Wesley Crusher to crucial personnel like Gowron (needed for the Klingon Warp Core card) and an extra ship each. Should you lose a few key personnel to those extra dilemmas, a Regenerate is also added to help retrieve personnel from the discard pile (alternatively, you could use A Second Chance at Life instead).

The last addition to each deck is 4 copies of Let’s See What’s Out There. This event card can net you up to 4 card draws if you started the turn at a mission your opponent seeded (and you didn’t just put your outpost there). If not, it can still get you 2 card draws! Those extra draws will help to fill your hand with potential free card plays, but players will need to think carefully about the setup of the space line – you’ll want at least one opponent’s mission within easy reach!

Feel free to use these suggested modifications to help your local players evolve to the next level of play using TNG Block. There are many more tricks players can try too. A seeded ship for the Ferengi perhaps? If playing Klingon, maybe add Officer Exchange Program to ensure you get that necessary skill from an I.K.S. Pagh related personnel? Maybe your deck would work well with hosting some Scientific Diplomacy? Would a second Romulan Warp Core card with free reports and bonus points be worth stocking in your deck? Lots of options still to explore within TNG Block!


Discuss this article in this thread.



Decklist

Print DecklistCopy Deck



This deck is legal in the following Card Pools:

This deck is legal in the following Rules Sets:

This deck is currently eligible for the following family or families of achievements:


Mission (6)
Mission
24 V1x Attend Mysterious Rendezvous
3 V1x Examine Battle Site
26 V1x Investigate Dead Planet
43 V1x Revenge Plot
17 V1x ❖ Search for Weapons
47 V1x The Last Outpost

Seed Deck (30)
Dilemma
2 V1x A Bad End
4 V1x Ancient Computer
3 V1x Captain's Holiday
2 V1x Chula: The Chandra
2 V1x Dangerous Climb
5 V1x Dead End
4 V1x Devastating Communique
4 V1x Dignitaries and Witnesses
5 V1x Do You Smell Something Burning?
5 V1x Ferengi Ambush
6 V1x Flim-Flam Artist
5 V1x Forsaken
7 V1x Friendly Fire
8 V1x Gomtuu Shock Wave
4 V1x Hunter Probe
5 V1x Irrational Commander
12 V1x Lack of Preparation
9 V1x Linguistic Legerdemain
9 V1x Maglock
13 V1x Malfunctioning Door
1 V1x Nagilum: Test Subjects
3 V1x Radioactive Garbage Scow
17 V1x Subspace Shock Wave
4 V1x The Arsenal: Divided
5 V1x The Arsenal: Separated
Facility
Ferengi
12 V1x Ferengi Trading Post
Incident
21 V1x Attention All Hands
22 V1x Continuing Mission
Objective
18 V1x Assign Mission Specialists
14 V1x HQ: Defensive Measures

Draw Deck (40)
Event
19 V4x Let's See What's Out There
8 V1x Regenerate
Incident
26 V1x Get It Done
Interrupt
34 V1x Business Gambit
Personnel
Ferengi
66 V1x ❖ Baht
67 V1x Captain Picard
68 V1x DaiMon Bok
69 V1x Dr. Arridor (The Next Generation)
34 V1x ❖ Dr. Farek (The Sky's the Limit)
26 V1x Dr. Reyga (Life From Lifelessness)
11 V1x ❖ Follis
70 V1x Gozar
71 V1x ❖ Kayron
72 V1x Kol (The Next Generation)
12 V1x ❖ Krunk
73 V1x ❖ Levin
35 V1x Lwaxana Troi (The Sky's the Limit)
74 V1x ❖ Mordoc (The Next Generation)
75 V1x ❖ Obol
76 V1x Quark (The Next Generation)
77 V2x ❖ Rata
13 V1x ❖ Taar
22 V1x Tog
Ferengi/Non-Aligned
10 V1x ❖ Aletia
Non-Aligned
20 V1x Alexana Devos
41 V1x Data (The Sky's the Limit)
35 V1x Sunad
47 V1x The One
94 V1x Vash (The Next Generation)
37 V1x ❖ Vekor
Non-Aligned/Federation
95 V1x Will Riker
Non-Aligned/Klingon
93 V1x Koral (The Next Generation)
Ship
Ferengi
96 V2x ❖ Ferengi Scout Vessel
27 V1x Kreechta
97 V1x Kurdon

"Outside the Game" and/or Seed-Phase Downloads (1)
Incident
24 V1x Ferengi Military Operations



Back to Archive index