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.
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