Wednesday, February 16, 2011

Non-Magic CCG of the day!

Hayden here, and this is the first of what I hope will be many pieces on some of the other CCGs out there.

Now let me note, not only have I played most of the CCGs I will be talking about in the coming days, I not only have played, I own many cards from. So when I talk of gameplay, I'm talking from experience.

Game of the Day: Star Trek CCG

The game was created and published by Decipher Inc (and was their big hit before the Star Wars CCG). The Wikipedia article on the game is informative:

"The Star Trek Customizable Card Game is a collectible card game based on the Star Trek universe. The name is commonly abbreviated as STCCG or ST:CCG. It was first introduced in 1994 by Decipher, Inc., under the name Star Trek: The Next Generation Customizable Card Game. The game now has two distinct editions, though both forms of the game have many common elements."

This two editions things is what is most interesting about the game, Wikipedia explains it as follows:

"Some of Decipher's concerns included the complexity and bloat that the game had built over seven years; there was no balanced 'cost' system for cards, causing stopgap and complex systems to be added to the game over time. As well, the game had embraced many different and not fully compatible ideas over time; this made for long, corrective rules documents and a steep learning curve for beginners. In addition, the number of cards types went from nine to over seventeen in just a couple of years, which made the game much more difficult to learn."

"At first, the game designers sought to introduce an entire new game based on Star Trek; it would be simpler and be targeted to beginners, while the original game still produced expansions, but on a slower schedule. This concept was abandoned when the sales figures showed that the original game could not continue on its own merits."

"The solution was to reinvent the original game along the basic lines, still allowing a depth of gameplay but avoiding complex rules and concepts. The standard card types and gameplay would remain, allowing some new cards to be used with the original cards, known as backward-compatible cards, or First Edition Compatible (abbreviated as 1EC) and attempting to satisfy longstanding fans of the original game. These cards are able to be used in First Edition gameplay, though some key words need to be changed to fit the First Edition's old rules and setup. Further information on how to use Second Edition cards in First Edition gameplay are listed in the First Edition Conversion Rules. Many cards central to the new form of the game can only conform to the new rules and setup. Second Edition, commonly abbreviated "2E", was launched in 2002, and came to a close with its final expansion in December, 2007."

"Because the game was essentially starting from scratch with the hindsight of seven years' work, the initial Second Edition set was able to progress quickly."

While I don't own any Star Trek cards, I have played, had friends who played, and am quite familiar with the game. Note: this game was printed at the beginning of the CCG boom, shortly after the sccess of Magic. Its a good game and a great CCG. It had one of the longest runs among CCGs. Though this is more likely a result of the popularity of the subject matter, in opposition to Magic, which had nothing really underlying the game to carry it.

Star Trek CCG is worth playing, and its long printing run even makes it worth buying, but the overall grade for the game is a B. In terms of Card Variety, A-, game play B-, and general enjoyability, B+.

Cheers.

PS: The First Edition of the game had 14 true expansions, and even more special releases. The Second Edition had 11 sets, and less special releases, but this testifies to the depth of the subject matter and viability of the games concept.

No comments:

Post a Comment