#528957
I wasn't sure how this community feels about necrobumping vs new topics, so I erred on new topics. Apologies if I guessed wrong!
My 10 year old is starting to really get into star trek this week (his lego armada is something to behold, he took offense that everything on bricklink are the Enterprises).
I realized I still had my premier cards from when I played back in the 90s and busted them out to play with my son. I couldn't find my rulebook from my initial starter deck, and a quick google lead me here.... I never had a lot, just some premier, and a few alt universe and q cards. My brother and I would make decks from my collection (later to be called a cube, thanks MTG). We never played in shops, cons, or tournies. We were the casual players. I has this, MTG 4th edition era, some Star Wars CGG, and Babylon 5 CCG (which is probably my favorite CCG). I eventually quit because things got to complicated -- too many new types and keywords. Magic added phasing in Mirage, and that was too much for my keen teen mind. The Q expansion just piled it on. The companies needed to find some way to con us into buying more cards -- and the golden age of CCGs finally collapsed under its own weight.
20 years later I helped my son build a rough learning deck, I pre coached that he never played before so, win or lose it is just about experiencing what the game is like. He lost and loved it!
My observations, being 36 instead of 12, and embarrassing amount of board games in my collection, and returned to MTG for Return to Ravnica -- 2018...
I have not played 2e but read the 20 page rules. Like the description says, 2e seems like a star trek themed card game while 1e seems like an open adventure with cards constructing and guiding the narrative. I like this. Sometimes the lack of a stricter turn structure bothers me (how often can I beam someone? When? Did I not read the new rules enough?) Wizards printing what the expansion-unique name effects do on the card itself blew my mind when I started MtG again.
I have not even looked ad the plathora of official and CC exapsnions. There have been 20 years of advancement in gaming. Catan, Dominon, Pandemic, Legacy games, Living Card Games (netrunner). Even just playing with most of the basic rules I could feel how dated some things were (it is getting late here and the post is getting long, i'll explain more later). The game also tries to do A LOT. Space missions, away teams, deploying crew, space combat, ground combat, infrastructure development. The shows had it all, but this is an honest question from me because I don't know -- in current play how often do all of these things happen? If my mostly uneducated guess is correct -- I can see why 2e really narrowed the scope.
Part of my personal magic with CCG is constructing a deck from my personal collection. Getting that booster pack for Christmas was just amazing. Even simple commons opened up the possibilities. After my Son and my game I printed the federation starter deck 2.0. It had all the cards I would of killed for. In my collection of cards Worf and Wesley Crusher are the only main-cast crew I have.
The armchair game designer in me wonders what directions I could go for my house rules for a "3e" -- a more open expansive game than 2e, able to use my printed cards, but using more modern assumptions for how a game could work. Or even variants -- what would a cooperative game look like? What would a legacy style game do? What if I take inspiration from ST: LD and figure out a way for "second contact" missions on location cards [double sided cards you flip over when the primary mission is done, I'd need to think some more]
Thanks for entertaining my rant!
My 10 year old is starting to really get into star trek this week (his lego armada is something to behold, he took offense that everything on bricklink are the Enterprises).
I realized I still had my premier cards from when I played back in the 90s and busted them out to play with my son. I couldn't find my rulebook from my initial starter deck, and a quick google lead me here.... I never had a lot, just some premier, and a few alt universe and q cards. My brother and I would make decks from my collection (later to be called a cube, thanks MTG). We never played in shops, cons, or tournies. We were the casual players. I has this, MTG 4th edition era, some Star Wars CGG, and Babylon 5 CCG (which is probably my favorite CCG). I eventually quit because things got to complicated -- too many new types and keywords. Magic added phasing in Mirage, and that was too much for my keen teen mind. The Q expansion just piled it on. The companies needed to find some way to con us into buying more cards -- and the golden age of CCGs finally collapsed under its own weight.
20 years later I helped my son build a rough learning deck, I pre coached that he never played before so, win or lose it is just about experiencing what the game is like. He lost and loved it!
My observations, being 36 instead of 12, and embarrassing amount of board games in my collection, and returned to MTG for Return to Ravnica -- 2018...
I have not played 2e but read the 20 page rules. Like the description says, 2e seems like a star trek themed card game while 1e seems like an open adventure with cards constructing and guiding the narrative. I like this. Sometimes the lack of a stricter turn structure bothers me (how often can I beam someone? When? Did I not read the new rules enough?) Wizards printing what the expansion-unique name effects do on the card itself blew my mind when I started MtG again.
I have not even looked ad the plathora of official and CC exapsnions. There have been 20 years of advancement in gaming. Catan, Dominon, Pandemic, Legacy games, Living Card Games (netrunner). Even just playing with most of the basic rules I could feel how dated some things were (it is getting late here and the post is getting long, i'll explain more later). The game also tries to do A LOT. Space missions, away teams, deploying crew, space combat, ground combat, infrastructure development. The shows had it all, but this is an honest question from me because I don't know -- in current play how often do all of these things happen? If my mostly uneducated guess is correct -- I can see why 2e really narrowed the scope.
Part of my personal magic with CCG is constructing a deck from my personal collection. Getting that booster pack for Christmas was just amazing. Even simple commons opened up the possibilities. After my Son and my game I printed the federation starter deck 2.0. It had all the cards I would of killed for. In my collection of cards Worf and Wesley Crusher are the only main-cast crew I have.
The armchair game designer in me wonders what directions I could go for my house rules for a "3e" -- a more open expansive game than 2e, able to use my printed cards, but using more modern assumptions for how a game could work. Or even variants -- what would a cooperative game look like? What would a legacy style game do? What if I take inspiration from ST: LD and figure out a way for "second contact" missions on location cards [double sided cards you flip over when the primary mission is done, I'd need to think some more]
Thanks for entertaining my rant!