The Return to Talos IV (RTT4) rolls on, and it's time to preview next month's event!
Starting in July, we will be playing Enhanced Premiere Pack (EPP) Warp Speed.
Premiere-ing (*rimshot*) at DecipherCon 2000, the EPP Warp Speed format was Decipher's first attempt to make a more streamlined game (and, let's be honest, move some overstocked product). Decks were smaller, spacelines were smaller and more organized, and there was a 30 minute time limit, which means for this event we will have 45 Minute Rounds.
With only 3 missions, and only needing to solve a space and planet mission, the Warp Speed format was meant to be played quickly. The EPP Packs are ideally suited to facilitate quick play.
Each player will receive 4 packs of Premiere, and 1 EPP "Pack" Featuring a Built in Outpost/Dual Character Combination:
The Trois/Investigate Sighting II
Data and Picard/Explore Typhon Expanse II
Sons of Mogh/Secret Salvage II
Beverly and Will/Explore Black Cluster II
Data and Geordi/Test Mission II
Jean-Luc and Beverly/Investigate Anomaly II
Additionally, as part of the EPP Pack, each player will receive an Enhanced Premiere "Wormhole" planet mission and two random Enhanced Premiere Combo Dilemmas. Mad props to our local Lackey computer nerd Markus Eberlein (Eberlems) for configuring the EPP Packs to work correctly in Lackey.
For the warp speed format, the following rules apply:
Decks are limited to a maximum of 10 seed cards and a minimum of 20 draw deck cards.
One seed card may be a personnel, ship, or equipment card, and seeds at the player's outpost.
To build the space line, the player going first seeds their outpost mission. The opponent then seeds on mission next to that mission. The first player seeds their second mission on the open side of their opponent's first mission. The second player seeds their second mission on the open side of their opponent's second mission. The first player seeds their third mission on the open side of their opponent's second mission. The second player then seeds their outpost mission on the open end of their opponent's third mission. At the end of the mission phase, the outposts should be on opposite ends from each other. While the outpost missions are fixed, the other missions seed in choice order - no random selections!
Dilemmas are seeded batch style under opponent's missions. All self seeds are seeded so that they are encountered after all opponent's dilemmas have been cleared.
If you choose to seed a second outpost, You must still have a matching icon on your side of the mission where you seed said outpost.
Each player receives two normal card plays on their turn.
At the end of each player's turn, they draw sufficient cards "even up" to 7 cards in hand.
Once per game, when a player's draw deck is empty, they may shuffle their discard pile into their draw deck.
Players may only attempt their own missions - never opponent's missions - regardless of card effects (i.e., pulling an espionage card won't let you go mission stealing).
All of a given player's cards are compatible with each other, and may report to their outpost, but other affiliation-based rules (e.g., staffing ships, initiating battle) still apply
And finally, the most important rule: Have Fun!
I know ther's a lot here, but really it's a very straightforward, fun to play format. If you've never tried it before I would highly encourage it.
The show kicks off on July 3rd. Get pre-registered today!
bhosp wrote:Haha Neil's the Hillary Clinton of Star Trek. He won the popular vote even though no one really likes him, but he still loses.