#457098
I've been thinking about this for a while now and I'm curious as to what everyone else thinks. What single 1e card best captures the 1e aesthetic and why?
For me, it's Hero of the Empire. I don't know of any other game where you can travel back in time and change the history of the universe to have an in-game, mechanical effect. It really captures 1e's "Treksense first" sensibility and demonstrates that 1e isn't just a card game, but almost a roleplaying game in a universe with history and story.
While Stop First Contact did the whole change history bit first, Hero does it best. SFC is only available to the Borg, but any affiliation with a handful of tribbles can blow up Kirk. SFC requires a copy of the glossary to know what actually happens after history changes (admittedly, a very 1e move), but HotE has everything neatly packaged on one card. Is there anything more 1e than shoehorning a new bit of tech into the game only to revisit and/or fix it two or three expansions later?
Also, HotE encourages you to use tribbles, which brings up another 1e staple, side decks of immense flavor and debatable utility. I love the tribbles side deck, I just wish it worked better.
I guess what I'm getting at is, for me, 1e is a card game that feels like a roleplaying game, which takes its source material very seriously, and also, historically, has a habit of adding on superfluous bells and whistles that have to be fixed later, all of which enables the game to do things that no other card game dares to try. Hero of the Empire, in my opinion, hits all those beats.
For me, it's Hero of the Empire. I don't know of any other game where you can travel back in time and change the history of the universe to have an in-game, mechanical effect. It really captures 1e's "Treksense first" sensibility and demonstrates that 1e isn't just a card game, but almost a roleplaying game in a universe with history and story.
While Stop First Contact did the whole change history bit first, Hero does it best. SFC is only available to the Borg, but any affiliation with a handful of tribbles can blow up Kirk. SFC requires a copy of the glossary to know what actually happens after history changes (admittedly, a very 1e move), but HotE has everything neatly packaged on one card. Is there anything more 1e than shoehorning a new bit of tech into the game only to revisit and/or fix it two or three expansions later?
Also, HotE encourages you to use tribbles, which brings up another 1e staple, side decks of immense flavor and debatable utility. I love the tribbles side deck, I just wish it worked better.
I guess what I'm getting at is, for me, 1e is a card game that feels like a roleplaying game, which takes its source material very seriously, and also, historically, has a habit of adding on superfluous bells and whistles that have to be fixed later, all of which enables the game to do things that no other card game dares to try. Hero of the Empire, in my opinion, hits all those beats.