STCCG (1E) Tutorial Open Format Introduction & Overview v1.3 (6/25/2009)

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Presentation transcript:

STCCG (1E) Tutorial Open Format Introduction & Overview v1.3 (6/25/2009)

Introduction This presentation series is designed to teach you the basic procedures for playing Star Trek CCG, 1 st Edition, Open Format (hereby referred to as 1E ). This presentation series assumes that you’ve at least skimmed the STCCG Rulebook (v1.7), and are familiar with the basic concept of Customizable Card Games (CCGs) in general. This presentation series should be viewed in sequence. The tutorial will make little sense if viewed out-of-order. There is from Infinite Diversity, Infinite Combinations. 1E is fifteen years young, and can be complex, especially for new players. Give yourself a little time to learn the rules. Most of all, have fun!

Introduction In 1E, you use the cards in your deck, to score points, to win the game. – Points are (usually) scored by solving Missions, like: Averting a geological disaster Investigating a spatial anomaly Researching a massacre Curing a deadly virus Convening a diplomatic conference Meeting attractive alien ladies… And so forth and so on… – In order to solve Missions, you’ll need to employ a variety of cards: Personnel, like Captain Kirk, Jean-Luc Picard, and Quark Ships, like Weyoun’s Warship, Brunt’s Shuttle, and of course, the U.S.S. Enterprise Equipment, like the Starfleet Type III Phaser Rifle, Borg Nanoprobes, and the Classic Communicator And other card types, like Events, Interrupts, Incidents, Objectives, and Doorways

Introduction On the road to solving Missions, there are various actions you might have to take: – Fight Klingons in a personnel battle – Destroy Locutus’ Borg Cube in ship combat –Commandeer the station Deep Space Nine –Assimilate Earth – Travel to the Delta Quadrant spaceline –Travel through time to Deep Space Station K-7 (to find some Tribbles ) – Use the Artifact The Genesis Device – Overcome Dilemmas, like The (screeching) Whale Probe, Barclay’s (really disgusting) Protomorphosis Disease, or a group of (surly) Nausicaans – Insert a Black Hole into the Alpha Quadrant spaceline –Capture, and interrogate, an opponent’s Personnel for valuable intelligence (“How many lights do you see?”)

Introduction Hopefully, the previous slides have whetted your appetite for mixing it up and throwin’ down in the 1E Universe. Let’s now go over some of the basic gameplay concepts.

Affiliations There are 13 full-blown Affiliations in 1E. They are: Bajoran Borg Cardassian Dominion Federation Ferengi Hirogen Kazon Klingon Non-Aligned Romulan Starfleet Vidiian There are also several cards in the Neutral Affiliation Affiliated cards each have a unique border color, and a unique affiliation symbol identifier, as seen on the left.

Affiliations Normally, cards of different affiliations cannot work together (they are not compatible ). Keep this in mind when building decks. – For example: your Federation personnel cannot board your Bajoran ship. Makes sense, right? – There are two exceptions: Non-Aligned and Neutral cards can work with any affiliation, except Borg. – Special cards, like Treaties, however, can allow two or more affiliations to work together. – We’ll discuss this in further detail later.

Affiliations The Borg play radically differently from the traditional affiliations. For example: – The Borg are not compatible with any other affiliations. EVER. – The Borg do not solve Missions. – The Borg may only have one active Borg Objective at a time. It is highly recommended that you learn to play a traditional affiliation first, and learn to play Borg later. Don’t even think about playing Borg first…Resistance is futile…

Building your deck There are several components to your game deck. – The Seed deck (mandatory) – The Draw deck (mandatory) – One or more optional Side decks A card that contains the “Borg-use only” icon may only be used by players playing the Borg affiliation. There are other restrictions for Borg players. We’ll get to those later.

Building your deck The Seed deck is used to setup, or “seed” the game, before the Play phase begins. – It’s like placing your ships in Battleship, before you start firing

Building your deck The Seed deck is used to setup, or “seed” the game, before the Play phase begins. – It’s like placing your ships in Battleship, before you start firing The Draw deck is used during the Play phase. – Again, to use a Battleship analogy, the Play phase is when you start shooting the 12-inch guns Side decks are optional decks. – They normally provide a specific “helper” function to your decks. – They’re like butlers, if you will.

Building your deck The Seed deck – The Seed deck, at a minimum, must contain: 6 (and exactly 6) Mission cards – There are a few exceptions, but don’t worry about them for now. – Here’s an example of a Mission:

Building your deck Here’s the Planet icon. Here are the Mission requirements. Here is the Mission lore. Here is special game text for this Mission. Here are the Mission’s affiliation icons. Here’s the Mission title. Here’s the Mission Point Box. Here’s the expansion icon. Here’s all the pertinent info for the Mission, from the opponent’s perspective. Here’s the Mission Span.

Building your deck Most Missions, like our previous example, Observe Ritual, are unique, meaning that you can only have one copy of that mission in your Seed deck Some Missions, however, are universal, meaning that you can have as many copies of that mission as you want (while still observing the 6-mission limit) Here’s an example of a universal Mission:

Building your deck This is the universal symbol

Building your deck See the difference?

Building your deck So, we need to find six Missions – Here’s an example of a mission package

Building your deck The Seed deck – In addition to Missions (which we’ve just selected), your Seed deck may include up to six Site cards – Here’s an example of a Site:

Building your deck The Seed deck – In addition to Missions (which we’ve just selected), your Seed deck may include up to six Site cards – Here’s an example of a Site: – Sites are normally used in conjunction with another card type, Stations (which are a kind of Facility) – Sites are normally used in more advanced situations, so we’ll ignore them for the time being

Building your deck So far, we have six Missions, and zero Sites in our Seed deck The Seed deck may also contain several other card types: – Dilemmas

Building your deck So far, we have six Missions, and zero Sites in our Seed deck The Seed deck may also contain several other card types: – Dilemmas

Building your deck So far, we have six Missions, and zero Sites in our Seed deck The Seed deck may also contain several other card types: – Dilemmas – Artifacts

Building your deck So far, we have six Missions, and zero Sites in our Seed deck The Seed deck may also contain several other card types: – Dilemmas – Artifacts – Other cards whose game text allows them to be seeded (e.g., certain Facilities, Doorways, Objectives, Incidents, and Events).

Building your deck

So far, we have six Missions, and zero Sites in our Seed deck The Seed deck may also contain several other card types: – Dilemmas – Artifacts – Other cards whose game text allows them to be seeded (e.g., certain Facilities, Doorways, Objectives, Incidents, and Events). Your Seed deck cannot be larger than 30 cards (not counting Missions and Sites).

Building your deck To recap: – A Seed deck is used to setup, or “seed,” the game – You must have a Seed deck It must have 6, and exactly 6, Mission cards (with a few exceptions) It may have up to 6 Site cards It may have other cards whose game text allows those cards to be seeded (e.g., Facilities, Events, Objectives) It cannot be larger than 30 cards (not counting Missions and Sites)

Building your deck The Draw deck – Is used during the Play phase – Must contain at least 30 cards There is no upper limit. Your draw deck can be 2,000 cards, if you want. Good luck shuffling it. – You may put any card type in your draw deck (except Tactic, Tribble, Trouble, and Q-Icon cards) In practice, you’ll want to avoid cards that must be seeded (like Dilemmas or Missions), since there is normally no way to use them in your Draw deck.

Building your deck Unlike other games (like Magic: The Gathering), there is no “Rule- of-4” – There are no upper limits on the number of copies of a card you can stock in your draw deck – If you want to play with 30 copies of Captain Kirk, feel free.

Building your deck As mentioned before, some of the most common card types found in the Draw deck include: – Personnel Unique Affiliation icon identifier (Federation) Unique Affiliation border color

Building your deck Some of the most common card types found in the Draw deck include: – Personnel – Ships Unique Affiliation icon identifier (Romulan) Unique Affiliation border color

Building your deck Some of the most common card types found in the Draw deck include: – Personnel – Ships – Events

Building your deck Some of the most common card types found in the Draw deck include: – Personnel – Ships – Events – Interrupts

Building your deck Some of the most common card types found in the Draw deck include: – Personnel – Ships – Events – Interrupts – Equipment

Building your deck To recap: – The Draw deck is used during the Play phase – You must have a Draw deck It must be at least 30 cards There is no upper limit on its size There is no limit to the number of copies a particular card you can stock (no “Rule-of-4”) You may put any card type in your draw deck (except Tactic, Tribble, Trouble, and Q-Icon cards)

Building your deck Side decks – These are optional decks Remember the butler? – They normally perform specific “helper” functions to your Draw deck – They are typically activated by a special card type, a Doorway, that you seed during the Seed phase

Building your deck Side decks – These are optional decks – They normally perform specific “helper” functions to your Draw deck – They are typically activated by a special card type, a Doorway, that you seed during the Seed phase This Doorway, the Q’s Tent, activates the Q’s Tent Side Deck. It plays during the Seed phase (which we’ll discuss in a minute), so it counts as one of your 30 seed cards.

Building your deck Side decks – These are optional decks – They normally perform specific “helper” functions to your Draw deck – They are typically activated by a special card type, a Doorway, that you seed during the Seed phase Once activated, you can stock copies of this Doorway in your Draw deck. It allows you to grab specific cards from your Q’s Tent Side Deck, which is very helpful, n’est-ce pas?

Building your deck The four types of Side decks are the: – Q’s Tent (which we’ve just seen) – Q-Continuum

Building your deck The four types of Side decks are the: – Q’s Tent (which we’ve just seen) – Q-Continuum – Battle Bridge

Building your deck The four types of Side decks are the: – Q’s Tent (which we’ve just seen) – Q-Continuum – Battle Bridge – Tribbles Blasted Tribbles…

Building your deck The four types of Side decks are the: – Q’s Tent (which we’ve just seen) – Q-Continuum – Battle Bridge – Tribbles You may use any, or all, of these side decks in the same game if you like, but you may only have one side deck of each type in play.

Building your deck To recap: – There are 4 optional Side decks you can use Q’s Tent Q-Continuum Battle Bridge Tribbles – Side decks are normally activated by Doorways during the Seed phase These Doorways count as Seed cards

Building your deck To recap: – Thus, your deck consists of: A Seed deck (maximum 30 cards) A Draw deck (minimum 30 cards) One or more optional Side decks

Winning the game So what’s the point of having these decks? – Remember, the goal of the game is to score 100 points Again, this is primarily accomplished by solving Missions (or, if playing Borg, by completing Objectives) We’ll discuss exactly how one goes about doing that in the upcoming slides