What's New Dashboard Articles Forums Achievements Tournaments Player Map 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

All Our Yesterday's Treasures

by Ross Fertel, Yesterday's Writer

4th September 2020

With every set, there’s a story for every card.  You’ve been reading articles with some of the longer ones, but here are some shorter but still interesting ones.  They are some of the hidden treasures of All Our Yesterdays.  Special thanks to Richard New for his insight.  We’ll go through them card by card.


1930 Earth


Alternate 1944 Earth – Design wanted to make sure that the gametext on the reverse side was enough to get your opponent to come over.  There was a fine line between something that a player could work with and something that would warrant attention.  One designer suggested the text you see on this card.  The paraphrased response was “I would head over there immediately to take care of that!”


Oh, and Art is awesome!


Bar Brawl


Bar Brawl – This card went through a lot of iterations to get the wording just right.  An early version didn’t;’ have combat at all; it just compared cost totals and gave a prize to the greater value. This proved an issue since it didn’t stop  anyone, essentially giving the Klingon player a free ten points a game. Or Twenty.  Or Thirty.


A late version would just let your opponent not suffer the point loss, but Bar Brawl proved too good in getting around that, specifically with cards like Call to Arms and others that triggered off a combat win.  Preventing the battle altogether proved to solve the pertinent issues with the card.


Igralin Kor

Igralin Kor – This personnel has a limit of three.  But there are only two Temporal Missions in existence.  That may be true now, but who knows what the future will bring, especially considering personnel going into other types of decks.  Three is two short of the theoretical maximum of five, but who knows what the future will bring.



Jhamel – Initially there was another personnel from this story in this set.  The other one in the pair eventually got cut, but when they were both in, Creative toyed with the idea that they could have an Inside Iron Man’s helmet shot.  It wouldn’t read as well with only one, so you have a much more standard, but still appropriate to the card, image.

KomalKrase Wotlin 

Komal, Krase and Wotlin – These personnel really are amazing.  Usually when Klingons play for a lower cost, you kind of have to just sit there and take it.  No longer because now, you can force them to be played at full cost.  There is a price to do so, but your opponent might have to wait an extra turn after drawing them so as not to go over their allotted counters.



Shras – Had this card come out two sets ago, it would still be cool.  He has a dial-a-skill ability, but it keys off your opponents’ missions worth forty or more points.  That was already a deck type, but with The Omega Directive making fifty-point missions more of a thing, the skill availability rises ever so much.  The old Vulcans play off your missions while this old Andorian plays of your opponents.


All Our Yesterdays is legal today.  This set would not be possible without Art, Proofreading, Rules, Creative and Playtesting  Whether you will complete your Temporal Missions to mess with the timeline,  strategically place your Harbinger dilemmas or simply use your Klingons to force your way through missions, the path is yours.

Discuss this article in this thread.

Back to Archive index