Back to the Future, Part II
It is one of those sequels that can't exist without the original and yet surpasses it. Yes the hoverboard is great, but its success owes itself to the unique mechanic that time travel allows for the story - instead of merely happening after the events of the first movie, the best parts of Back to the Future II occur
concurrently with the events of the original. The question of whether Marty from the second movie will do something to disrupt the crucial events that Marty from the original is in the middle of (creating a paradox that would surely destroy the universe, or at least result in someone passing out) is great fun.
The only thing that would have improved it is if somehow they could have arranged the trilogy's events differently so that the trilogy ends where it began (with the wild west adventure in the middle).
What concept for this game deserves a sequel?
How about the introductory 2-player game? I know that Showdown: Four Lights came with decks that are supposed to work this way (and had the similar draw of seeing familiar faces that fans would love) so maybe we had the sequel already. But I would love to see an update on the concept of an introductory game that helps players pick up the complexities over several games.
The idea would be to play a couple games using the PAQ play 1, draw 1 (maybe you play a deck then switch with your opponent). Then, once you do that you "unlock" cards that raise the complexity/rate of play that go into each of the two decks in a way where the decks keeps pace with each other.
At first, that might mean each player gets a copy of Continuing Mission that downloads "Attention all hands." (But not a more specific
![Warp Core [WC]](https://www.trekcc.org/forum/images/smilies/icon_warpcore.jpg)
card).
After playing another game or two, you "unlock" a group of cards that contain a Q's tent, personnel that have
![Special Download [DL]](https://www.trekcc.org/forum/images/smilies/icon_download.png)
and the cards that they download.
At the next stage
![Alternate Universe [1E-AU]](https://www.trekcc.org/forum/images/smilies/icon_1e_au.jpg)
cards are introduced. One deck gets a headquarters, the other a time location with free reporting. (If we are sticking with the two affiliations from the original TNG set, this would most likely mean giving the Federation deck Camp Khitomer and a Temproal Conduit, and the Klingon deck The Great Hall.)
After that, other quadrants and sites could be added, with the Klingons getting A New Earth and the Federation being given
Mirror Terok Nor (A TNG deck cannot complete the mission it seeds at but they could use it for processing Ore. This would be an interesting opportunity to create a persona version for Mirror Bajor. Perhaps a mission that specifically contemplates non-M personnel completing it? Maybe based around the idea of retrieving a person from the mirror universe? Maybe a mission that is easier if you have
![Terran Empire [TE]](https://www.trekcc.org/forum/images/smilies/icon_empire.png)
or
![Klingon/Cardassian Alliance [KCA]](https://www.trekcc.org/forum/images/smilies/icon_alliance.png)
infiltration icons but still do-able without them?
This is how you teach anything - repetition adding new layers of complexity each time..... And I'm also realizing its a bit like my Back to the Future II example with each new iteration on top of the prior deck, rather than as a substitute.