runabout wrote:1. Are common/uncommon personnel of later sets more powerful, in terms of skills? Or do you really need the rare cards for that, of any set?
Common/uncommon personnel consistently became stronger throughout the Decipher Era. This culminated in the uber-powerful Delta Quadrant personnel.
2. If we were to get cards from other sets that have characters with a higher number of skills, what set would you recommend?
My
strong recommendation is to obtain copies of the virtual sets
The Next Generation and
Engage. Those two sets were
specifically designed to "level up" Premiere/AU/Q-Cont cards and make them play quickly and smoothly. You get a good printer, a paper cutter, and a few copies of the high-res file... and you're golden.
You can both seed
Attention All Hands
and
Continuing Mission (which downloads either
Finest Crew in the Fleet or
Always A Chess Game), and BOOM. You're drawing two cards per turn and playing three. Sprinkle liberally with
Kivas Fajo - Collector or
Let's See What's Out There, and suddenly Premiere cards are just as good as Voyager cards.
Here, I even have sample decks for you!
Here's a Fed deck that's mostly cards you already have. Here's a
Klingon deck that's easy to play but has performed very well at various events. A
Romulan one. A
Non-Aligned one, if you want to go that way.
Virtual cards are THE BEST friend for PAQ-era cards.
...all that said, some people don't like virtual cards for whatever reason. If virtual cards just aren't something you'll play with, then your best bet for decent Feddies and Klingons and Romulans that have... you know, more than one skill... is going to be probably The Trouble with Tribbles or The Motion Pictures. TMP is incredibly expensive, but TwT is still pretty fair-priced.
3. When was Downloading introduced? From what set onwards was this included? Also, are the cards that can be Downloaded generally part of the same set?
First Contact, in 1997. Shortly after Q-Continuum. Cards that can be downloaded are USUALLY part of the same set, although that's become a little less true now that all cards are printable.
4. frakkingoff, you mentioned "Q-Continuum" wasn't very popular. Would you recommend getting some of those cards anyway to address the issues I've mentioned, since they are cheap? I noticed that Q's Tent is very popular and included in a lot of decks listed here. Is that the only/main card worth having from that set?
I hate to have somebody spend eight bucks on a box just to open up a zillion cards JUST to get Q's Tent... especially when we have a
high-res printable version of the Tent. But... yeah, you should probably learn about Tents eventually.
5. What other mechanisms that were later introduced would you recommend for us to try (and what sets would be good for that, if we wanted to use those in combination with the Premiere cards we already have)?
First Contact really changed the game in some breathtaking ways, even WITHOUT considering the Borg. Take a look at
this rules update from 1997, and it is a pretty big shift from the Premiere rulebook.
Beyond that, the game has changed a lot, and it's added a lot of odds and ends, but it
hasn't made any fundamental changes to how the game is structured since the sweeping changes of 1997. The one thing I'd recommend looking into beyond downloading is "characteristics" -- cards that make use of text in a card's lore (or title). The STCCG has always had this, ever since
Matriarchal Society and
Engage Shuttle Operations made us look in the lore to find out which cards are female and which ones are shuttles, but it got more interesting in later years. Take
Executive Authorization, for example. Nowadays, it's simply routine, as on
Out Of Time or
Taking Charge.
The sets The Dominion and Rules of Acquisition did quite a bit of this, as I recall.
I'd also recommend learning about Tactics, but those were all in Blaze of Glory, which sold out and is very difficult to obtain today. They were reprinted in the virtual set BaH!, though.
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