- Embrace giving rulings for more cards on how they interact and list the rulings on the card pages. Similar to how we accept that dilemmas have a dilemma resolution guide, it's not unreasonable for cards to have it as well. First stop to finding out how a card works should be the page of the card, not searching in the glossary. New cards should come with “release notes”, explaining the intent and guidelines for rulings.
- Don't be afraid of *more* minor clarifying errata, even if the cards don't get a new image. For example, the IKS / IKC klingon ship names are fine.
- More mechanics that tie together cards in a set. I like the
icon in the recent sets. What I don't like is the waste of space on each card saying they work together. If5-10 cards in a year/block have the exact same text/special skill, that where most other games would use an icon/loaded keyword. And to avoid the issue of needing the rulebook to understan each icon/keyword, take a page from Magic and on cards where there is room, have reminder text.
(For example, instead of Spock having a
saying he's compatible with
, as long as 1-3
cards have a reminder text saying that
means they can all work together.)
- This can also be used for things like Mission Specialist and Support Personnel. Instead of AMS/ASP being needed to define what the terms are, let the terms be rules-based with reminder text on those cards. That opens lots of design space for other cards like dilemmas to refer to Mission Specialists and Support Personnel.
- More Double Faced Cards. Decipher was one of the first games I remember that used both sides of the card, and with self-printing, it's not like there's a budget concern for the printers having to handle it. More missions that flip to show rewards, Objectives that flip instead of downloading the next step, etc.
- More cards that use
as effects, outside of battle. Encourage the use of the BBSD for more then just battle. Also more Defensive tactics.
- As good as I think the design paradigm of
has been overall, I think there's also a place for more encouragement to break them, and do more "what if?"
- Speaking of "What If?" when we return to th DQ, I really hope we get to explore what if a Romulan Warbird was grabbed instead of VOY, etc. Let the AQ affiliaitions take the place of the Federation in the story and see what happens.
One of my managers told me his motto is "Always be making new mistakes."
There's two halves to that:
- Avoid old mistakes so you don't keep repeating them.
- If you aren't making new mistakes, you are playing it too safe.
Especially in card games, some of the most fondly remembered cards are mistakes that "shouldn't" have been made, but were, and found a role in someone's heart.