#478502
Looking at the 4 TNG starters - both from the Next Generation (2012) and Coming of Age (2018) versions...
The Draw decks are almost exclusively personnel! Then 3 ships and only about 4 other cards (Incidents or an event). Barely an Interrupt or Equipment in any of them
if you compare these with the decks in the Introductory 2 Player game boxes 9 (from 1996 ish) they have around 15 Events/Interrupts then 4 Equipment..
My question is simple:
In the modern game, is it all personnel and hardly anything else?
Or have these starters been designed just to give that 'solving Mission' feel and nothing else?
It does seem that they are missing out on a lot of the basic card types.
advice and opinions welcome
The Draw decks are almost exclusively personnel! Then 3 ships and only about 4 other cards (Incidents or an event). Barely an Interrupt or Equipment in any of them
if you compare these with the decks in the Introductory 2 Player game boxes 9 (from 1996 ish) they have around 15 Events/Interrupts then 4 Equipment..
My question is simple:
In the modern game, is it all personnel and hardly anything else?
Or have these starters been designed just to give that 'solving Mission' feel and nothing else?
It does seem that they are missing out on a lot of the basic card types.
advice and opinions welcome