Background: Bridge Crew Format is intended to be a faster way to play 2e that emphasises some of the game's best features and de-emphasise some lacklustre aspects. Full rules here: https://docs.google.com/document/d/1ZeP ... 7Eu_k/edit
Goals for the decks:
- Ideally, some story mode adversarial relationship between the two decks. Bajorans vs Cardassians, ES9 vs Terok Nor, etc.
- Emphasise the orders phase over the play phase. That means more (interrupts, order abilities, when/while attempting a mission or facing a dilemma), and fewer (events/"when you play" abilities).
- Bridge crew must be good to go from turn 1 rather than needing a supply turn to set things up.
- Assume that supply turns are there to shore things up if stuff goes wrong for our heroes, and not an integral part of the strategy
- Avoid combos, this must be punch and counterpunch
- Hall of Fame legal. This is just my instinct, but I think we are better off without the obvious easy missions, download heroes, and The Central Command.
The first thing to ask is: what affiliations should I consider? Which pair of adversaries makes best use of interrupts and orders phase abilities, in your opinion?
Early contenders with strong interrupts and orders phase abilities: