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1995-11-09
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TF01
3,Alternate Universe Designers Notes
4,by Tom Braunlich
Star Trek: Customizable Card Game
-----------------------------------
Alternate Universe
--------------------
Designer's Notes
------------------
INFORMATION ABOUT THE UPCOMING EXPANSION SET
(A FEW SPOILERS BELOW)
by Tom Braunlich
Hi everyone it's Tom Braunlich here one of the designers of ST:CCG
with some notes of interest about what's coming up next with the Star
Trek:TNG: Customizable Card Game including some details about the
Alternate Universe expansion.
We know everyone is very anxious to see more cards. I am too! The
Warp Pack cards which you should by now have in your possession help
a bit but are just the tip of the iceberg and really are nothing
compared to the new stuff that is coming!
We are trying very hard to get the next set out as soon as possible.
But it is going to be late. Our original goal was to have the first
expansion set out this month but as you can obviously see we missed
that deadline. Also the printer Carta Mundi takes off the entire
month of July which delays us somewhat further. The bottom line is
that the cards will be about two months late.
But there's lots of good news to go with that bad news!
First of all in August and September a whole cargo bay load of ST:CCG
stuff will hit the market including not only the Alternate Universe
set but also the Introductory Two-Player Game (the pre-customized
120-card set which has 20 new cards in it including Spock) the
Collector's Tin Set (which is absolutely beautiful) and the Players
Guide Strategy Book for ST:CCG (by Brady Publishing) which I think
most of you will find interesting and which contains our first
premium card called Data Laughing.
*** ALTERNATE UNIVERSE: GENERAL COMMENTS ***
Our email right now contains many messages every day from people
curious about what is going to be in Alternate Universe and when it
will be out. Since it is late I wanted to write this document to let
people know about it and about some of the cool things that are
coming. I won't ruin the surprise by being too specific with spoilers
but I do discuss a lot of the overall details below.
First why is it so late?
The main reason for the delays has been our desire to do the highest-
quality follow-up we can. We have done everything we can to speed up
the process -- Rollie Tesh and I even moved permanently from Seattle
to Norfolk to be nearer to Decipher (the move itself causing some
delays).
But although the desire to make Alternate Universe as good as
possible did require us to take some steps that ended up delaying
things for now these steps should make future sets more timely as
well as better-integrated and more accurate in the long run.
Two major new steps we took in the design involved (1) long-term
planning for ST:CCG and (2) careful response to player feedback.
Long-Term Planning -- When we completed the initial 363-card set of
ST:CCG we of course had in mind the expansions sets and designed the
game from that point of view. We did such things as introduce in a
small way certain card types like holographic characters Borg
characters Soong-type androids etc. all of which we knew we would
develop much more fully in future expansion sets. But at the time
what those expansion sets would be and how they would work was still
somewhat unclear especially since a lot depended upon what kind of
feedback we received.
During the development of Alternate Universe therefore we had to
first plan out the entire series of expansion sets for ST:CCG what
they would contain and when they would come what their themes would
be and as many details as we could on their new elements. We
announced the first three and also have been working out the others.
This planning allowed us to from the beginning put card concepts in
with the expansion set they are best suited for. I have currently a
database of over 1300 card concepts I've developed (and really there
is much more than that possible within the TNG series which is so
rich in concepts). Drawing on this we were able to design Alternate
Universe as well as get a head start on the next expansion sets as
well. Thus many cards we worked on during Alternate Universe
development were set aside for the Q-Continuum or Holodeck Adventures
sets or one of the other sets (which haven't been officially
announced yet). Hopefully this will mean that with this head start
future sets will be more timely as well as effective in terms of
their thematic strength. I believe the time spent doing this long-
term planning has been very helpful to the overall quality of what
will eventually become the ST:CCG series.
Integrating Player Feedback -- The second cause for delay is also a
positive one. We really tried very hard to respond in the Alternate
Universe set to the comments criticisms and suggestions we received
from players and collectors. This process was something we planned to
do from the beginning but it also took longer than I thought due to
the sheer volume of response we received from people as well as the
way these responses seemed to flow or evolve over time as people
delved deeper into the game's secrets.
For all of you who sent in suggestions or criticisms (positive or
negative) thank you very much for this feedback. We compiled these
comments which helped us see where people thought the game could be
improved. And then we responded by integrating into the Alternate
Universe set a myriad of cards aimed at improving the game along
those general lines. Keep the suggestions coming!
Of course not every single suggestion was used. Not everything could
be crammed into one set (although I do think that the set responds to
90% of the suggestions for improvement we received including all the
major ones). And sometimes criticism of the game was contradictory.
For example some said the Federation was too strong while others said
the advantages of the Klingons and Romulans in battle was
unbalanced. I believe you will see that the Alternate Universe set
finds ways to balance such elements while still maintaining a
dynamic equilibrium of these forces allowing players the ability to
find ways to strengthen any one such element depending on how they
stack their decks.
In general we spent a lot of time fine-tuning Alternate Universe to
respond to player feedback.
Note by the way that our philosophy on this is a little different
than that of other similar games such as for example Magic: The
Gathering. My belief is that ST:CCG is like a living ecosystem that
evolves as new cards are added. (I discuss this at length in the
upcoming Strategy Book). Whenever certain cards are found to be too
strong or lead to possibilities for tactics which aren't in the
spirit of the game or are not well liked for some reason; our
intention is to create new cards in expansion sets which remedy the
imbalance in a natural way (instead of totally rewriting those
cards or simply dropping them out of existence during the next
printing as Magic has often done).
The idea here is to remedy the problem by taking advantage of it and
turning the problem into an opportunity to grow the game. The new
card that comes out will hopefully fix the problem without going too
far by simply making the initial problem card obsolete or impotent.
The goal is to rebalance the situation so that the initial problem
card still has its uses but also now has its balancing drawbacks. (So
far we have only rewritten one card the Emergency Transporter
Armbands as discussed in a previous FAQ on the beta set changes.)
The card COUNTERMANDA in the Warp Packs is an example of this. It is
aimed at the problem of abusing the ability to RES-Q or PALOR TOFF
artifacts from the discard pile and reuse them. Ways were found to do
this which were too powerful. So instead of simply making a rule that
You can't do that anymore we made a card that mitigates the
situation. Now if a player has a deck strategy based on doing lots of
RES-Q or PALOR TOFF play this strategy will be vulnerable to failure
if the opponent has taken the precaution of stocking some
COUNTERMANDAS. But the point is that COUNTERMANDA doesn't just
totally stop the RES-Q strategy it just makes such a strategy risky.
Just the threat that your opponent might have some COUNTERMANDAS
makes it harder to stock an effective deck using that strategy.
Actually although COUNTERMANDA is an example of this type of remedy
card I don t think it is a particularly good example. I expect that
there might be clever ways to get around COUNTERMANDA. But never
fear as there are additional cards coming out which affect these
interactions and the use of Artifacts in the game.
I think you will also see that the cards in Alternate Universe which
respond to player feedback are not just pure remedy cards. They have
a remedy effect but they also have there own positive uses so that a
player using them is not just playing defensively but offensively as
well.
*** ALTERNATE UNIVERSE: SPECIFIC DETAILS ***
So how about some specifics?
Okay here are some details on some of the main features of the
Alternate Universe set. The purpose of telling you this at this time
is so that people curious and concerned about the set will see how
cool it is! -- how it is both responsive to player feedback as well
aseven more importantly evolutionary for the game itself. There are
many new elements introduced in this set.
The main theme of the set of course is Alternate Universe. All ST:CCG
expansion sets will have a theme like this (the next two are Q-
Continuum and Holodeck Adventures) and each set will contain a large
portion (say about one-third or so) of cards aimed at developing that
theme. The other cards in the set are aimed at deepening existing
elements in the game or perhaps remedying an existing element which
feedback says needs improvement. (And the new theme introduced in the
set will also be developed further in succeeding sets -- they are not
limited to one set). This is so for Alternate Universe.
Over one third of the set deals with Alternate Universe things which
appeared in Star Trek: The Next Generation. There are numerous
alternate universe personnel ships and artifacts; as well as
alternate universe events, interrupts, dilemmas and even missions.
Alternate Universe cards are identified by an icon on the card. What
makes something alternate universe essentially is that it refers to
people or things which traveled through time come from alternate
timelines or alternate universes parallel universes different
subspace domains different phases of existence, etc. It also is
defined to include people and things which are illusionary unreal
surreal or visionary.
Such things of course tend to be cool; which is why we picked this
theme to kick off the expansion sets. They are fun and allow you to
mix into play combinations of personnel that lead to great
storylines!
Using Alternate Universe cards is also very easy. (Q-Continuum and
Holodeck Adventures will be somewhat more elaborate). To get
Alternate Universe cards in play simply requires opening the door to
alternate universes so that people and things from those universes
can come in and intermix with people here in the real Star Trek
universe just as they do in episodes in the show which involve time
travel etc.
To achieve this effect there is a card called Alternate Universe Door
which has this use. It symbolizes the myriad of ways we've seen in
Star Trek for people and things to come to this universe. When you
have the card in play the door is open and you can bring into play
Alternate Universe cards.
Now... don't panic. I know what you are thinking! We are well aware
that if you had to stock Alternate Universe Doors in your deck and
wait for them to come up in play that it would be very difficult to
effectively use Alternate Universe cards...
What we did was design a new category of cards called Doorways which
serve as this type of linking card. The Doorway card in this case
plays during the SEED phase of the game. So you are assured of
getting it out into play from the very beginning. It does count as a
card in your deck so there is a cost to using it but this cost is
minimal and is amortized across the entire amount of alternate
universe cards in your deck so it is practically nothing. By the way
the Alternate Universe Door card also has other uses and can be used
in multiple in a deck so even though it is a common card it will have
many uses for you.
Now Doorway cards will have as their main function in ST:CCG this
kind of linking between expansions sets. There will be one for Q-
Continuum and Holodeck Adventures for example though they will work
slightly differently. Each Doorway will have its own specific quirks
as written on the card. But in developing the game we liked the
Doorway concept so much that we added another Doorway card in the
game. It is a Doorway linking now (in the game) with the future!
Wait till you see it it's cool!
Of course I can't give you any specific Alternate Universe card
names. But I bet you could guess a lot of them if you thought about
the time-travel or parallel universe episodes. I really like the
images used on these cards also by the way. They have that
surrealistic quality to them. And when combined with normal cards in
play the effects are interesting!
The expansion set also introduces many other new concepts.
First of all several new game terms are defined. These include stasis
captured personnel and various kinds of new skills for personnel and
special skills for personnel (things they can do such as the skill
the Exocomps have. There are several new personnel with those kinds
of special skills as many players requested).
These definitions are provided on an INSERT SHEET that comes in each
box of card packs. It is not in the pack itself (since you only need
one) but in the box; so it has the room to not only give some new
definitions but to also discuss a few of the more complex cards or
give some other info. There will be several sheets in each box so
that you can get a copy from your retailer... as well as from other
sources like Decipher's internet site or fax-back systems etc.
Also defined is the term unique personnel -- which are the
personnel who do not have a universal icon. We simply got tired of
calling them non-universal personnel which was taking up too much
room on the cards. As you can surmise by this we have several cards
in the game which affect the balance between universal and unique
(non-universal) personnel -- something else from our feedback. There
are cards which enhance universals and which at times can detract
from unique personnel. From now on if you have an all bridge crew
deck you will be vulnerable to certain effects brought into play via
the cards. Again this is an example of subtle changes to such
balances. The unique personnel will still prove to be stronger than
universal personnel in general but overdoing it with them can lead
you into trouble at times and involves a risk.
Another thing the Alternate Universe set does is introduce the
concept of Side Games to ST:CCG (which will be developed further in
future expansions). Unlike previous side games in other games which
tended to be too long or too slow; the use of side games here in
ST:CCG is done in such a way that it is simple and very FAST as well
as fun. It also makes good sense relative to the theme. (I will be
interested in player feedback on this as we have many ideas for
enhancing Side Games in the future).
The Alternate Universe set will also feature unusual kinds of new
Mission cards. These are cards which have strange features including
such things as variable numbers and highly unusual skill
requirements. Many of the Dilemma cards are unusual in this way also.
The Event and Interrupt cards in the set perform lots of functions
but many of them have been aimed at adding more player interaction
and more battle elements to the game. This was one of the main
criticisms of the game that sometimes the players go off and
concentrate on their own missions without interacting with the
opponent except in a roundabout way by throwing obstacles in their
path. Several cards are aimed at making this interaction more direct
including many cards that encourage battle. There are also cards
which make battle more unpredictable, another feedback request.
So for those who want to utilize battle more in the play there is a
lot here for that -- although there are also ways for defenders to
make the results of such battles unclear. The balance is maintained
but the possibilities are deeper.
Red Shirting -- Another controversial feature of the basic game was
the possibility of red shirting (beaming down just one personnel to
test the dilemmas at a location). There is now no need to argue about
whether or not such a strategy should be allowed. There are now going
to be several cards that make such a strategy very risky and not
advisable (although still allow it if you want to take the chance).
Conversely there are also some cards which work against the opposite
strategy that of overcrowded ships which attempt to bully their way
through every dilemma with mega-sized away teams. Such tactics will
now also involved some risk.
There are many other cool things in the Alternate Universe set; Dual
Affiliation cards, unusual ships, shuttle operations (carrying aboard
ships) capturing and interrogating captives, ways to seed artifacts
in space... just to name a few.
I could go on... but I feel I've already let out too much info! I
just wanted everyone to know that the set is coming that it is well
thought out and that it evolves the game in fun and interesting ways.
I hope you like it and again look forward to your feedback.
Tom Braunlich
(See also some soon upcoming rules FAQs and a new President's
Letter).
The information in this document is copyrighted by Decipher Inc. 1995
however it can be freely disseminated online or by traditional
publishing means as long as it is not altered and this copyright
notice is attached.
TM Copyright & Registered 1995 Paramount Pictures. All Rights
Reserved.
STAR TREK: THE NEXT GENERATION is a registered trademark of and all
characters and related marks are trademarks of Paramount Pictures.
Decipher Inc. Authorized User.