#421294
Hey, I just got about 400 2nd edition cards in a trade for some extra Firestorm stuff. It looks like the Federation and Klingon starters (missing a couple cards) plus some boosters from the first three sets.
Full list here: http://www.tradecardsonline.com/im/edit ... /game_id/4
So first of all, I can't believe there's actually a community for this game, and even a local tournament next month at FFG. Sort of a dream come true after trying to scrounge up players for other old CCGs. I'm wondering, when people refer to playing online, how are they organizing those games? If it's a random night and I want to play Star Trek, how do I find an opponent? I've never seen a listed game on Lackey.
My next question is, since proxies are the norm for this game now, should I even bother getting more real cards? How much of the original cardpool is useful in constructed decks still?
The starter decks were pretty dull, as in most games - basically just generic missions and dilemmas, bring a couple backup skills, etc. It seems that you need mission personnel to get more than one dilemma's worth of value each, but almost all of them were just generic piles of skills that traded evenly with most dilemmas. Where does the game become deep? How could we modify these decks for a "real" experience?
Full list here: http://www.tradecardsonline.com/im/edit ... /game_id/4
So first of all, I can't believe there's actually a community for this game, and even a local tournament next month at FFG. Sort of a dream come true after trying to scrounge up players for other old CCGs. I'm wondering, when people refer to playing online, how are they organizing those games? If it's a random night and I want to play Star Trek, how do I find an opponent? I've never seen a listed game on Lackey.
My next question is, since proxies are the norm for this game now, should I even bother getting more real cards? How much of the original cardpool is useful in constructed decks still?
The starter decks were pretty dull, as in most games - basically just generic missions and dilemmas, bring a couple backup skills, etc. It seems that you need mission personnel to get more than one dilemma's worth of value each, but almost all of them were just generic piles of skills that traded evenly with most dilemmas. Where does the game become deep? How could we modify these decks for a "real" experience?