#575362
Hello everyone, and welcome to another edition of the Friday Question. I've really enjoyed the discussions, both here and on Facebook, about the role of battle in First Edition. I am sure that this will be something we keep talking about as we move forward. But today, I'd like to change gears a little bit and talk about movement.
Specifically, movement between quadrants. The rules in 1E are very clear on this: "It is not legal to move between quadrants unless permitted or required by a card." This means that you can move as much as you'd like between missions in one quadrant, but you can't cross to another without a card allowing you to do so.
There are few ways to do this, most of which are specific to moving from a specific quadrant to another. For example, Bajoran Wormhole lets you move between the Alpha and Gamma quadrants, but you need Bajoran Wormhole: Mirror Universe to move to the Mirror quadrant. Barzan Wormhole lets you move from the Alpha to Delta quadrants, but technically it can get you to the Gamma quadrant too. And of course, you can get to pretty much anywhere with a pair of Wormhole interrupts.
My question for you today is: how difficult should it be to move between quadrants?
Right now, it's basically impossible to move between two different quadrants unless you brought a card that allows you to do it. If I'm playing Vidiian in the Delta quadrant and didn't bring Barzan Wormhole, I'm probably safe from rampaging Klingons in the Alpha quadrant (unless they brought a wormhole). This is especially tough on decks that want or need to be interactive.
Do you think the game should provide a default way to move between quadrants? Even if it's woefully inefficient, should it be allowed for any deck to get to any other deck? Or should it always stay restricted to a few specific cards? Is the onus on the player that wants to interact to include ways to get to all the other quadrants? Or should it be on the player that wants to play outside the Alpha quadrant?
Sound off and let us know. I'm eager to hear what you think.
Those of you celebrating Passover today, I hope it's good. And anyone celebrating Easter this weekend, have fun and don't eat too much chocolate!
-crp
Specifically, movement between quadrants. The rules in 1E are very clear on this: "It is not legal to move between quadrants unless permitted or required by a card." This means that you can move as much as you'd like between missions in one quadrant, but you can't cross to another without a card allowing you to do so.
There are few ways to do this, most of which are specific to moving from a specific quadrant to another. For example, Bajoran Wormhole lets you move between the Alpha and Gamma quadrants, but you need Bajoran Wormhole: Mirror Universe to move to the Mirror quadrant. Barzan Wormhole lets you move from the Alpha to Delta quadrants, but technically it can get you to the Gamma quadrant too. And of course, you can get to pretty much anywhere with a pair of Wormhole interrupts.
My question for you today is: how difficult should it be to move between quadrants?
Right now, it's basically impossible to move between two different quadrants unless you brought a card that allows you to do it. If I'm playing Vidiian in the Delta quadrant and didn't bring Barzan Wormhole, I'm probably safe from rampaging Klingons in the Alpha quadrant (unless they brought a wormhole). This is especially tough on decks that want or need to be interactive.
Do you think the game should provide a default way to move between quadrants? Even if it's woefully inefficient, should it be allowed for any deck to get to any other deck? Or should it always stay restricted to a few specific cards? Is the onus on the player that wants to interact to include ways to get to all the other quadrants? Or should it be on the player that wants to play outside the Alpha quadrant?
Sound off and let us know. I'm eager to hear what you think.
Those of you celebrating Passover today, I hope it's good. And anyone celebrating Easter this weekend, have fun and don't eat too much chocolate!
-crp
Director of First Edition, 2019 - now
"Infinite Diversity in Infinite Combinations. Symbolizing the elements that create truth and beauty."
Klingons say TRANS RIGHTS.
"Infinite Diversity in Infinite Combinations. Symbolizing the elements that create truth and beauty."
Klingons say TRANS RIGHTS.