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Chairman - Charlie Plaine (MidnightLich)

The Chairman is responsible for the group's agenda. He or she will cast the tie-breaking vote, as well as serve as an arbiter when a conflict cannot be resolved normally. Essentially, the Chairman will keep the departments coordinated, working together, and on the same page. He or she will also be responsible for any financial and legal issues.

Goals:
  1. To continue to improve every day
  2. To support the community
  3. To ensure the community continues to thrive and grow

Biography:

I started playing Trek in 2003 after the debut of 2nd Edition. When 1E was out, I'd collected the cards like mad but I'd never been able to play anyone, so I'd eventually stopped. With the debut of 2E, I was in college and in Columbus, and I was able to find a group of players. From there, I moved into running tournaments, becoming an Ambassador and then a dAgent, and finally a Level 4 Judge. I love this game and I am passionate about it's future.

Vice Chairman - Maggie Geppert (jadziadax8)

The Vice Chairman is responsible for providing logistical support to the entire Continuing Committee, including consulting, staffing assistance and financial planning. He or she will also act as the Chairman in the case of an emergency or other situation where the Chairman can not do so.

Goals:
  1. Be the point person for community concerns. Respond quickly to those concerns.
  2. Make communication between the Continuing Committee and the community more consistent.
  3. Spearhead efforts to recruit and retain our player base.
  4. Work on special projects as assigned by the Chairman.

Biography:

I began playing Trek in the spring of 1999. I was a freshman in college at the University of Illinois Urbana-Champaign and was hanging out a lot with my friend Denise, who I met in chemistry class. I asked her if she wanted to room with me the next year and she accepted. She told me that I would need to meet her current roommate since they were best friends, because we'd be spending a lot of time together. Denise, Cheryl and I went out for dinner at the specialty BBQ restaurant in the dorms, and soon found out that we all got along like peas and carrots. I was impressed they had read Anne McCaffrey and they learned I loved Star Trek. They introduced me to Star Trek CCG and I was hooked. We decided to get a triple room for the next year. Over the years, Denise and Cheryl have dropped out of playing, but I have carried on. After graduation from UIUC, I went to Boston University for graduate school. I became an ambassador, and along with Chris O'Connell (Brak_) gathered a good group of players from around the MA area to play regularly. After two years, I finished grad school, moved to Chicago, and became a regular here. I've played all three games, but concentrate on 2E and Tribbles these days.

So, what skills do I bring as a member of the CC? Well, first off, I am a physicist, which means I am comfortable doing all sorts of data analysis. We have a number of folks around here who are good at that sort of thing, so I feel I can simply add to their contributions in that area. I am also a teacher, so I feel I can be a real asset to figuring out ways to introduce and teach this game to new folks. As an academic, I am also well-versed in working in a bureaucracy. One skill I have acquired over the years is knowing who to go to in my school when I need to get something done. (And I do get things done at my school. Ask me some time about when I got $40,000 for my students to build a rocket.) I think this will translate well in the VC post, where I will work as the liaison between the players and the CC. I have also developed a reputation for being good at telling uncomfortable truths to the Administration at my school, and have somehow miraculously escaped unscathed. Jon alluded to that skill in his article, when he said I'd tell them all when they're being dumb. Finally, I am a very even-handed person. I like to try to see both arguments and try to work towards a compromise whenever there is a dispute.


Department of Organized Play
Director of Organized Play - Kenneth Tufts (Worf Son of Mogh)

The Director of Organized Play is responsible for coordinating organized play worldwide; including Regional Championships, National Championships, Continental Championships, and the World Championships. He or she also maintains the Organized Play Guide, Code of Conduct, and the sanctioned tournament formats.

Australian OP Coordinator - Vacant

Each continent has an Organized Play Coordinator that coordinates events on that continent.

European OP Coordinator - Julius Melhardt (Clerasil ToB)

Each continent has an Organized Play Coordinator that coordinates events on that continent.

North American OP Coordinator - Michael Van Breemen (The Ninja Scot)

Each continent has an Organized Play Coordinator that coordinates events on that continent.


Public Relations Department
Director of Public Relations - Vacant

The Director of Public Relations is responsible for managing the entire Department of Public Relations, ensuring their programs are supported and successful. He or she will oversee the department staffing, filling vacancies as needed, and serve as arbiter for all internal disputes. This position reports to the Chairman.

Social Media Manager - Daniel Matteson (OKCoyote)

The SMM is the contact for the CC via the most common social media platforms and is responsible for maintaining our social media presence. Some of the responsibilities will include cross posting news, events, and information to social media; Ensuring the quality of the social media profiles are maintained; and Answering messages via social media.



Goals:
  • Promote the Continuing Committee using our social media platforms as resources
  • Relay important information to our fans and players
  • Encourage social interaction
  • Spotlight our content creators

Biography:

I played Star Trek CCG from the very beginning in 1994, when my dad (who owned a trading card store in Rhode Island at the time) showed me this Star Trek card game he was selling that seemed quite popular, and bought me my first starter deck. (He also introduced me to Magic: the Gathering, but that's another story.) I played casually over the course of First Edition's history, never participating in any tournaments but considering myself more of a collector. I stopped playing on the announcement of Second Edition and switched fully to Magic, sort of forgetting the game existed for a long time. Then in late 2011, I stumbled upon the Continuing Committee while looking at Star Trek role playing game materials, and was instantly hooked again, buying up cards to collect, setting up local tournaments, teaching all my friends to play, and even branching into Second Edition. It's been a wonderful experience and I love playing and supporting this game.

Writing Team Manager - J (The Mad Vulcan)

The Editor in Chief is "the voice" of The Continuing Committee. This person is in charge of the writing team, making sure we have fresh and regular content for the site, and providing proofreading and editing of everything that gets posted on the website, to ensure a consistent image.

Goals:
  1. Ensure that all released front page content is at a level of excellence reflecting well upon the Continuing Committee.
  2. Recruit and manage the writing teams.
  3. Maintain regular, interesting, and high quality content (articles) for the front page.
  4. Promote new expansions and sets.
  5. Increase interest and knowledge of the games through article series.

Biography:

I first encountered the Star Trek: The Next Generation: Customizable Card Game in April of 1995, not long after the game was released. Two of my friends brought me to a card shop where we agreed to get into the game. I never played against either of them as the first pulled a U.S.S. Enterprise (then worth $40) from his initially starter and opted to quit while he was ahead and the other bought up Black Border Premiere but refused to play with them due to perceived value.

Instead, I went about teaching other people to play (anyone who showed interest). This produced an interesting 'home brew' play environment where any rules that I had wrong were completely accepted by everyone else.

I avoided tournaments because I was afraid of losing all of my best cards to Raise the Stakes, as I had no delusions about my skill at the game. I wasn't to find out about that card's permanent ban until early 1998, when I first visited the Decipher website and it wasn't until the release event for The Dominion that I actually played in a tournament.

Still, I have always considered myself a casual, low skill level player. I was always a collector more than a competitive player as I preferred to own complete sets rather than acquire multiples of power cards. I continued to collect and play quite casually until All Good Things released, at which point I decided that my wallet could use a break (I was attending the University of Washington by that time).

I did stay active on the Decipher website, most often maligning the Second Edition or antagonizing the Star Wars geeks. I purchased both the Fractured Time and Adversaries Anthology sets for their boxes (though, the box for the latter was not as advertised) and this was my major mistake.

After finding out about the Continuing Committee from Wikipedia, I attended a local 2E tournament and the players managed to rope me in (finally) to that game. This was more because of the great players and overall camaraderie.

But I was impressed with what the CC had done for the Second Edition and eager to see what Virtual First Edition cards would bring -> and boy have I not been disappointed.

In terms of volunteering, I started out offering my services as a 1E lore writer. That position was merged with 1E art and then 2E art and lore. As a result, I actually worked more on 2E sets than 1E expansions but managed to contribute more to 2E art and Lore.

But ultimately, I think my place is with writing as I am quite long winded and nobody enjoyed my dissertations on the aesthetics of ship screen shots.


First Edition Writing Team

Produce regular and high quality content on current First Edition gameplay and strategy as well as card analysis. The primary duty of First Edition staff writers is to create dialog on the current state of the game.

Group members currently include: Niall Matthew; Matthew Zinno; Lucas Thompson; Mark; Ross Fertel; Paddy Tye; James Monsebroten; Cristoffer Wiker;

Second Edition Writing Team

Produce regular and high quality content on current Second Edition gameplay and strategy as well as card analysis. The primary duty of Second Edition staff writers is to create dialog on the current state of the game.

Group members currently include: Torbjörn Lindquist; Lucas Thompson; Fritz Meissner; Ross Fertel; Nathan Miracle; Michael Shea;

Freelance Writers

Production of content for the website on an at whim regularity.

Group members currently include: Andreas Rheinländer; Derrick Marsh;
Chief Ambassador - Jeremy Benedict (flrazor)

The Chief Ambassador will be responsible for working with the various departments to provide a steady flow of information, both to and from the Ambassadors. The Chief Ambassador will ensure that Ambassadors are remaining active and will follow up on assigned tasks as needed. As needed, the Chief Ambassador will work with the Continental Coordinators to maintain necessary staffing levels.

Goals:
  1. Put in place Ambassadors who will actively promote and grow the games in their communities.
  2. Track and evaluate Ambassador activity to make sure player communities are actively represented.
  3. Maintain open communication lines between Ambassadors and all CC departments.
  4. Work with Ambassadors to create and develop recruitment and outreach programs.

Biography:

I started playing and collecting Trek in 1994 with white-border premiere and followed through all the way until the end of the Decipher era. I used to play for fun with friends and eventually started up a small play group in my hometown in high school. We played on and off for 6 years and would go play in regional tournaments together in the 1E days.

During college I only played on breaks which kept me out of major competitive play until the release of Call to Arms. I switched to playing primarily 2E at that time and started hanging out with the Twin Cities players and going to regular tournaments. Eventually I took over the tournament hosting duties from John Rigg and have run Regional and National events for the CC.

I was one of the first CC Ambassadors when the program started and volunteered to lead the team as Chief Ambassador in 2012. I'm proud to work with a diverse group of enthusiastic players and promoters of all Trek games.

Outside of Trek I run mailing and fulfillment operations for a commercial printer, along with doing pre-press, design, IT services, and online ordering catalog administration. I'm also a volunteer Merc with Fallout Shelter Arcade and work their BattleTech pods at local conventions.


Ambassador Corps

Ambassadors are the "field reps" of The Continuing Committee. They spread the word about TCC and it's activities, and answer player/recruit questions or point them to the proper resources. They are highly encouraged to travel around their regions and regularly attend tournaments, developing new player groups in their regions and spreadin information across their player groups in a variety of non-forum means (emails, phone, face-to-face.)

Group members currently include: Torbjörn Lindquist; Rick Kinney; Richard New; Andrew Mark Alcock; Arjan Hoek; Rich Joakimson; Thomas Solway; Ryan Sutton; Scott Baughman; Justin Kaufman; Michael Moskop; Lucas Thompson; Michael Shea; Matt Kirk; Paddy Tye; Kieren; Matthyas Kiraly; Justin Ford; Oleg Ryzhikov; Fritz Meissner; Benjamin Liebich;

Department of First Edition
First Edition Brand Manager - Vacant

Brand Managers will guide expansions through their workflow cycles, ensuring that deadlines are being met and that the resources required for the expansion's release are available at the right times. However, the primary work of the Brand Managers will be in managing information about the expansion leading to its release: developing spoiler schedules, coordinating with Marketing to advertise the expansion, etc.


First Edition Design Team

Members of the First Edition design team are responsible for collaborating to create cards that expand and adapt the play environment for the game. When working on an expansion, designers will meet weekly to discuss their work, review feedback, and make adjustments to cards. Otherwise, they do research on cards and concepts as well and participate in discussions about the game state.

For more information about our First Edition designers, please visit this page.

First Edition Playtesters

Playtesters are the most important volunteers in the whole card development process. Testers work in teams, and are responsible for building desks using cards in development, playing with the cards, and reporting on the results. Each team has a lead tester that collects and files the reports on a weekly (or biweekly) basis, but all the testers participate in testing the cards.

Group members remain unidentified, so that they are able to test without bias or interference.
First Edition Rules Master - Jon Carter (pfti)

The Rules Master is the chairman of the Rules Committee. He or she is the final authority for rules issues, errata issues, and the rulebook.

Goals:
  1. To effectively communicate rulings to the community
  2. To streamline the 1E rules without undermining the nuance and spirit of 1E.

Biography:
I fell in love with trek watching TNG, and later DS9, every weekend with my parents and their D&D play group (I come by my nerddom quite naturally). I started playing 1E in the PAQ era. A friend of mine had a bunch of cards (he was much more into trek. I started collecting with the purchase of a first anthology. I still have the box taped together holding part of my collection. During the late 90's we had a playgroup of about 8 at my high school and went to frequent tournaments in the Denver and Colorado Springs area. I learned to appreciate, and later love the rules, at a Colorado state tournament (which had over 40 players -- the good old days). I had stocked a Writ, but totally missed that I could use if for a self seeded Plan-net. After that I made it my mission to try to be aware of the rules interactions as possible. After moving to the Chicago area I played until 2E came out. I was frustrated by the prospect of starting over, and saddened by the simplicity of early 2E (it felt a bit to much like Young Jedi to me). In 2011 I decided to dig out my old cards and look for games, It was that time I found the CC and was excited by the state of the game. I have since dabbled in 2E and Tribbles, but 1E is still the Best. Hence, why I am excited to now work on the rules for 1E.

First Edition Rules Committee

The First Edition rules committee works to streamline and clarify the rules of 1E. They deliberate to support the Rules Master in the following ways: creating rulings for unclear situations, ensuring new cards and errata fit within the framework of the rules, and editing existing rules documents for clarity and simplicity.

Group members remain unidentified, so that they are able to issue impartial rulings without fear of coercion.
First Edition Creative Manager - Paddy Tye (KazonPADD)

The Creative Managers will jointly manage a single Creative Team, working on new First Edition or Second Edition expansions respectively. Members of the creative team will work on both editions, but the Creative Managers are asked to be experts in their edition (as each edition has different styles and traditions to respect). Creative Managers will work with both the Graphic Design teams and the Design & Development Teams to ensure the art, story, and game play meld into the perfect cards. In addition, they will be called upon to select story for alternate image promo cards and might be asked to provide options to Design early in the process.

Biography:
Paddy Tye (a chicken-soup-vending-machine repairman) was the sole survivor of a radiation leak on his mining space ship. He emerged from suspended animation 3,000,000 years later, where he then took on a series of jobs including the role of the Dread Pirate Roberts. After rescuing Princess Buttercup, he then formed a tag team with Andre the Giant and spent several years running a small cafe in France helping the French Resistance. He is good friends with George Lucas and was the inspiration for the character Boba Fett. In 1997 he helped orchestrate the New Labour election campaign, but abandoned them shortly afterwards after he observed their pitiful attempts to dance to D:Ream. He spent several years as a backing dancer for Geordie pop sensations PJ and Duncan, before his health got the better of him and in 2005 he retired into a role sitting in the middle of the TARDIS console making wheezy noises to replace the special effects department. Thoughout this time he has been an avid fan of the Star Trek Customizable Card Game, playing First Edition locally in his hometown of Beccles since 1994, before discovering TrekCC around 2010/2011 and playing around the UK (and beyond) ever since. He has been a member of the First Edition Creative Team since 2011, helping to add flavour to new STCCG cards. In 2016 he turned his hand to design and was lucky enough to be a part of the 50th anniversary set.

Creative Development Team

The Creative team crafts card titles and lore and selects appropriate image themes to bring maximum flavor and "Trek sense" to each card.

Group members currently include: David Runyon; Cristoffer Wiker; Triumph; Ross Fertel; Stephen; Michael Shea; admiralgary; Marcus Smith; Edwin Latrell;

Department of Second Edition
Second Edition Brand Manager - Ross Fertel (Faithful Reader)

Brand Managers will guide expansions through their workflow cycles, ensuring that deadlines are being met and that the resources required for the expansion's release are available at the right times. However, the primary work of the Brand Managers will be in managing information about the expansion leading to its release: developing spoiler schedules, coordinating with Marketing to advertise the expansion, etc.


Second Edition Design Team

Members of the Second Edition design team are responsible for collaborating to create cards that expand and adapt the play environment for the game. When working on an expansion, designers will meet weekly to discuss their work, review feedback, and make adjustments to cards. Otherwise, they do research on cards and concepts as well and participate in discussions about the game state.

For more information about our Second Edition designers, please visit this page.

Second Edition Playtesters

Playtesters are the most important volunteers in the whole card development process. Testers work in teams, and are responsible for building desks using cards in development, playing with the cards, and reporting on the results. Each team has a lead tester that collects and files the reports on a weekly (or biweekly) basis, but all the testers participate in testing the cards.

Group members remain unidentified, so that they are able to test without bias or interference.
Second Edition Rules Master - Amber Van Breemen (Marquetry)

The Rules Master is the chairman of the Rules Committee. He or she is the final authority for rules issues, errata issues, and the rulebook.


Second Edition Rules Committee

The Second Edition rules committee works to streamline and clarify the rules of 2E. They deliberate to support the Rules Master in the following ways: creating rulings for unclear situations, ensuring new cards and errata fit within the framework of the rules, and editing existing rules documents for clarity and simplicity.

Group members remain unidentified, so that they are able to issue impartial rulings without fear of coercion.
Second Edition Creative Manager - Matt Kirk (CaptMDKirk)

The Creative Managers will jointly manage a single Creative Team, working on new First Edition or Second Edition expansions respectively. Members of the creative team will work on both editions, but the Creative Managers are asked to be experts in their edition (as each edition has different styles and traditions to respect). Creative Managers will work with both the Graphic Design teams and the Design & Development Teams to ensure the art, story, and game play meld into the perfect cards. In addition, they will be called upon to select story for alternate image promo cards and might be asked to provide options to Design early in the process.

Goals:
  1. Production of a high-quality flavor for 2E, consistent with established standards
  2. Inclusion of as much different source material as possible
  3. Excellence in proofreading, grammar, and spelling
  4. Cooperation with other TCC departments to communicate intent through story

Biography:

A life-long Star Trek fan, Matt has been semi-professionally involved with STCCG 1E and 2E for twenty years. Based in San Diego, he has served the community in several capacities; as a tournament director, Ambassador, dAgent, volunteer, interviewer, writer, playtester, Level 4 Judge, and designer, Matt has striven for excellence in his efforts to promote the game we all love.

With a Bachelor's Degree in Music Education, Matt's commitment to thoroughness and elegance is now being put to use as the Second Edition Creative Manager. He was an original member of the Continuing Committee, and is pleased to be able to serve again in a different position.


Creative Development Team

The Creative team crafts card titles and lore and selects appropriate image themes to bring maximum flavor and "Trek sense" to each card.

Group members currently include: David Runyon; Cristoffer Wiker; Triumph; Ross Fertel; Stephen; Michael Shea; admiralgary; Marcus Smith; Edwin Latrell;

Operations Department
Shipping Manager - Dan Hamman (SirDan)

The Shipping Manager is responsible for all shipments of product and prize support.

Goals:
  1. Send out new requisitions twice a week.
  2. Ensure all event prizes arrive on time.
  3. Keep the Promenade from being a Continuing Committee money sink.

Biography:

I've been a member of the Trek community for quite a while (and still have my first white border '94 set). I've been an Amabssador, a dAgent, and a tournament director all over California: Irvine, Modesto, Turlock, Fresno, San Francisco, and now San Diego and Carlsbad.

I volunteered to take the Shipping position so Charlie can focus on other important things, and to get the level of trust back up so that players and tournament directors can order with confidence.

Chief Programmer - Chris Lobban (Maelwys)

The Chief Programmer is in charge of maintaining and updating all aspects of The Continuing Committee's web presence. In addition to maintaining the systems needed to keep things running smoothly, he or she should always be on the lookout for new tools or ideas that could benefit the community.

Goals:
  1. To make the site as inviting and user-friendly as possible.
  2. To provide as many tools as possible to the players that use the site.
  3. To automate the entire site to the point that the entire Committee will eventually be replaced by robots... err... ignore that last bit ;-)

Biography:

Well, I first discovered the ST:TNG CCG shortly after its release, back in December of 1994. A couple guys in my classes at school played, and as soon as I saw them playing and learned that the game existed, I was hooked. It was just the three of us at that time, and we played for the rest of our Grade 11 time and part of Grade 12 before they dropped it. So although I was really interested, I was forced to set it aside at that point, for lack of anybody to play with. A couple years later (Spring of 1997), I found a website called "STCCG Online Headquarters" being run by a "Wesley Crusher." It became a new place to hang out in the evenings and chat, make some great friends, and get back into the game. I also found the Decipher website, the BBSs, and the great people, articles and conversations that took place there. That all got me re-energized into the game. A few months later, in the fall of that year, I moved to university and starting chatting online at any time of the day, and it was great. I managed to apply this new energy to start to build a player community at my university, even to the point of getting sanctioned tournaments. I remember following the 1997 Worlds coverage (what there was of it, at least), and cheering for the few players that I knew (one from local, a few more from the "Online HQ" or the BBSs). The following spring (1998) I applied to become, and was accepted as, an Ambassador.

The next fall (1998), although I didn't return to the same university, I continued to make the one-and-a-half-hour drive once a month to run the tournaments there, and loved it. I also found a local player base nearer to where I lived, and started attending tournaments there as well. Then, in November of 1998, with the help of some other nearby Ambassadors (Kim Burns/Logie in Michigan and Sean O'Reilly in New York), I managed to organize and run my first BIG event. One week before the Worlds of that year, I held a 50-player tournament with the players there including World Champ Defender David Bowling, and six or seven other "contenders" who had played in the 1997 Worlds and qualified for the 1998 Worlds. These powers that be were preparing their decks for the next weekend. All in all, it was a huge success, and the pinnacle of my "Trek career" up to that point.

That Christmas, I made another big jump for the game, flying to Germany for a week over the new year to take part in a huge "week of Trek:CCG" being organized by the same "Wesley Crusher" of the Online HQ. It was a lot of fun, and I got to meet seven other players from Ireland, Germany, and the US. I managed to place 3rd, which was strange considering I didn't count myself as a "good player" at that point. Over the next year, I continued to become more involved in my local scene (running a year-long promotional raffle for our tournaments and organizing other big events), and even more so involved in the online scene (posting constantly on the Decipher BBS, taking on larger roles in the Online STCCG HQ which soon became "Kedanya").

The following summer (August 1999) I managed to get to my first big convention, GenCon. I was thoroughly blown away by the size and scope of it, and delighted to meet all the great Decipher folks that were there as well as all of the other players. That fall, I managed to get to my first DecipherCon, and again met tons of great people there too... some of whom I'd already known online, and some who became completely new friends. That winter (Dec 1999), I managed to top my previous "bright points". I organized an international event in the local area, known as "Kedanyathon Y2K", inviting 20 players from around the world with the common bond being that we all played Trek, and we all met online. The event ran for two weeks, saw 20 players from Germany, Sweden, England, Ontario, Michigan, New York, Oregon, Illinois... and possibly others I forget now (sorry anybody I forgot!). We all had great fun at it, and made a lot of new friends.

Over the next few years, the trend generally continued. Lots of trips to GenCon and DecipherCon, lots of meeting people, and lots of time spent chatting with fellow enthusiasts online. But the best memory of my entire time in Trek has to be in the summer of 2001. That was when a long-time friend and fellow Trek player became even more than that. We'd met through the Online HQ years before, stayed in close contact since then, and in the summer of 2002, we were married. We continued to travel to GenCon/DecipherCon every year, and in both 2003 and 2004 I was proud to have been asked to run the World Championships. In 2005, they decided they needed my talents elsewhere instead (running the Trek RPGs for the weekend), and then in 2006 my first son was born the weekend right before GenCon (which, obviously, made it a lot harder to travel that year). Unfortunately since then (and especially since his brother was born a couple years later) I've been unable to travel for Trek anymore. So instead I've reimmersed myself in the online Trek community, first as a message board moderator for Decipher, and later becoming a moderator (and eventually programmer) here for The Continuing Committee. I'm proud to keep serving the community in any way I can, and happy to continue doing so for as long as my free time allows me.


Programming Team

The Programming Team helps to develop and support the entire TrekCC.org web structure, maintaining current features and adding new features as required.

Group members currently include: Andrey Gusev; James Heaney;
Achievement Master - Rogue Shindler (SirRogue)

The Achievement Manager will be the primary point of contact for the community regarding achievements. He or she will work with our Web Development team to address any concerns regarding "bugs" or errors in the system, and will deal with comments from users. This individual will also monitor the system for inappropriate behavior and respond appropriately. Finally, the Achievement Manager will work with our Web Development team and our Graphic Design team to create new achievements and to ensure that existing achievements are properly balanced.

Goals:
  1. To enhance the play experience by introducing and maintaining new and interesting player goals within the game.
  2. To make Achievement requirements unambiguous and easy to understand.
  3. To make Achievements fun for everyone!

Biography:
Rogue has been playing Star Trek CCG since 1E WB Premiere, and has run tournaments up and down California. Rogue became a Decipher product champion upon the release of Star Wars, but returned to playing Trek as well after the release of First Contact, and has been playing ever since. Despite moving to Boston briefly while his wife finished school, Rogue continued to be active in the Trek scene by driving to tournaments in Hartford, CT, and later teaching friends to play when 2E was released. He has been an active member of the local Trek scene since moving to San Diego in 2003, and has been gathering intelligence for you on Star Trek CCG since 2008 as one half of the on-air team of the Section 31 podcast.
Art Director - Johnny Holeva (jjh)

The Art Director is responsible for creating and maintaining the visual design and identity of The Continuing Committee. The Art Director will work closely with the Chairman, Chief Programmer, and First and Second Edition Design and Development teams to fulfill the art requests of The Committee. The Art Director must have proficiency with Adobe Photoshop and Adobe InDesign.

Goals:
  1. Just one. To carry on Decipher's Art Department's industry-leading legacy of outstanding graphics and the best-looking cards possible for the STCCG Community. Simple.

Biography:

I've played 1E since White Border Premiere, 2E from day one. I entered the "Design the Continuing Committee Logo" Contest, won, and became the Art Director for The Continuing Committee. My dream (volunteer) job. Pretty cool.


Graphic Design Team

The Continuing Committee Graphic Design Team works with the Art Director to create visual solutions that enhance the First Edition, Second Edition, and Tribbles customizable card games. The primary assignments focus on Star Trek imagery and iconography.

Group members currently include: Tim Davidson; Andrea Heywood-Lobban; Martin Felber; galactichorizon; Michael Shea;
Tribbles Art Manager - Andrea Heywood-Lobban (Kamala)

The Tribbles Art Manager is responsible for all of the Art on the Tribbles cards.

Goals:
  1. To create new visually interesting Tribbles Cards.

Biography:

I am an artist, and a mother a three. I started playing 1E and 2E more than 16 years ago. Was an Ambassador with Decipher, Inc and help create several of the Star Trek RPG digital expansions. I took a break from the games (to have some kids) and re-entered the community in 2013. I am an avid Tribbles player and enjoy running Wednesday Night Online Tribbles every week. I take great pride in my work and put a lot of time and effort into every image. I hope it shows!