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Kevin Jaeger (Hoss-Drone)
Tournament Report - 2E - Andoria Regional
2016-05-21 - 10:00 AM
BajoranReunification Cube Draft Bajoran HQ w/ Klingon treaty
Introduction

So this tournament was a brand new format that Kris and I brainstormed taking the best elements of DM draft, rainbow draft, elements of a Magic the gathering cube draft, and added a couple of brand new rules we invented to create what, at the end of the day was a super fun format that kept all the best aspects of other drafts we've done while adding a new twist and nearly eliminating all the bad aspects of trek drafting. The biggest problem with trek drafting is the sheer number of possible factions you can play. Worse yet is that if you follow the dm treaty rule you can just draft feds of all kinds and since there are feds of all kinds throughout many sets they tend to be disproportionally represented.

The biggest goal we had was to make the drafting of affiliations balanced. Our next big goal was to make the ratio of potentially dead cards drafted drop to as close to zero as possible. At the end of the tournament I polled and took testimonials from the players and the overwhelming opinion was that it was the best sealed/draft trek 2e format they had played. Most of the players really loved that under the new rules there were very few "dead cards" to draft and more than that, many cards were given a real fun enhancement that in a sealed format was not broken but just strong and fun.

Submitted for your approval - the rules for our draft format that we came to call "Reunification Cube Draft".

Guideline: All normal rules for Star Trek CCG Second Edition are in effect except there are the following enumerations below.

1. All cards are “play it as you read it”. There are no errata in effect unless it happens to already be printed onto the card being played OR its part of these rules.

2. “Treaty rule”: During your draw and play phase you may suspend play to place a personnel or ship from hand beneath your HQ then draw a card. Your HQ now allows all personnel and ships of that affiliation to report to your HQ.

3. The only playable affiliations in this format are: Bajoran , Cardassian , Dominion , Federation , Klingon , Romulan and Non-Aligned . (Those are the only affiliations that will be found in draft packs.) Each affiliation will have their respective HQ found in their respective starter pack.

4. All the packs that will be drafted from have been specially handled to exclude any non-playable affiliations and any support cards that require them. They have also been specially randomized so that the different card types have been spread somewhat uniformly across all the packs.

5. Reunification Rule: There are no factions. Read any card as if the faction icon was deleted from the card entirely. For Example: Finding our way requires you to download a Voyager ship. Instead you read the card as allowing you to download a ship. The faction icons are [DS9] [Maq] [TN] [TNG] [TOS] and [Voy] .

6. A Unified Earth: The Federation affiliation HQ is Earth: Cradle of the Federation. Earth: Cradle of the Federation loses all gametext and instead has the following errata text: You may play all [Fed] affiliation, [NA] affilation and equipment cards here.

7. At the start of a game, a player may search his/her deck for a personnel or ship and set it aside, then shuffle their deck. That player then draws a hand of 6 cards and adds the set aside card to form their 7 card starting hand.

8. Whenever a mission is completed, all dual dilemmas that were overcome beneath that mission are returned to their owners dilemma piles.

9. Deck size minimum is 25 cards, dilemma pile has no minimum

10. Victory Conditions: A player wins the game once either of the following are true:

a. They have completed one space and one planet mission and have 75 points. b. Both players have exhausted their draw deck and they have the highest point total.

Other FYI’s:

- Players will randomly select their starter pack. The starter pack consists of 1 HQ, 2 ships, 2 random (non-rare) dilemmas and 2 random missions attemptable by that affiliation(one space, one planet)

- Each drafted pack will contain cards across all sets, printed and virtual.

- Each player will start with 10 packs to draft.

- The rare slot within in pack will be occupied by a card that has a R, P or V rarity.

- Virtual set cards can only occupy the rare slot of a pack.

- The overall composition of the cube is: personnel 42%, Dilemmas 30%, Events and Interrupts 15%, SHips 8%, Missions 5%.

- Each affiliation will have the same number of personnel within the cube composition at large. Furthermore, the number of C and UC personnel for each non-NA affiliation will be the same. That is to say, each of the 6 affiliated affiliations will have X common rarity personnel and Y UC rarity personnel. No more, no less.


Round 1RomulanTNGAaron ArnoldFW (+65)
Superman was playing...Romulans with a Fed "treaty". He dropped aspirer data along with his crew which came in cheaper via Disadvantage into Advantage and headed to space where he promptly died on his Final Adventure. Got enough stops behind it to stop the attempt. I went out and micro-team solved IMA on a second attempt and moved onto Transport delegations where aaron was unable to stop enough to keep me from solving again. Stopped aaron on his turn but now had 5 under. I put 3 under my space mission. Aaron tried to solve with his 5 he needed but forgot I had machinations in the core so I searched out Crew advancement (which somehow got left off the decklist when I entered it) and stopped him. my turn I double teamed for the win.

Round 2TNGRobert PetersenFW (+40)
Hobie was playing....Feds with a *mostly* cardassian backup. Apparently he also had a play voyager to drop in 2 dominion peeps with it for additional help but I guess I cut his voyager down to his last card in his deck. We know this because after repeated scalpel kills of his navigation he had no one to solve his space mission and we both knew it. So Rob drew out his deck and showed me what he was looking for....Which was voyager so he could drop it and a jemmie with navigation. On my turn though I just drew out my deck and won with 70 points to his 30.

Round 3BajoranKris SonstebyFW (+35)View opponent's Report
The Old Pro was playing...Bajorans with a lot, and I mean a lot of NA weenies so that he could reliably solve Risa for 40 points then run to space for the 35. I tracked his anthro and was able to kelvin the first guy, stop the second attempt and then on the third attempt draw Nec Ex to kill both in play which forced Kris to lose a turn just playing more, grabbing them and flying back to solve instead of being able to solve then move to space. That was what bought me the time I needed to squeak the win out. Kris still got to space first and put three under, then I did the same. Kris then had to macro team attempt. I stopped him but the mission was buried. So it all came down to whether I could solve my space on my turn. After some careful thought, I attempted with 10 and hoped Kris did not draw the 2 dilemmas he knew would stop me. He failed to find the Gorgon and Dressing down so I got my skills and attributes through to get the close win.

Closing Thoughts
I highly recommend giving this format a try. We had a great time and as you will/can see from the report(s) - people came up with some interesting combos and lines of play when they were able to ignore faction icons. I personally enjoyed using Five Year Mission to play anything for a reduction. I really enjoyed Robert telling me about how in his other games he was dropping Voyager with Dominion Savior Odo and a 4 cost jemmie. Fun stuff.