Captain's Blog: Encounter at Farpoint
Posted August 31st 2019 by dragoncymru1
“Let’s see what’s out there...” – Jean-Luc Picard - ‘Encounter at Farpoint

Welcome to my second piece about creating a solo version of Star Trek 1E CCG. This time I’ll detail how to set up the game, how to win or lose, plus what cards I’m using as I start out exploring strange new worlds.

But before that, I want to say a massive ‘thank you’ to Decipher and to the Trek Continuing Committee for doing such a fantastic job for the last 25 years and producing such an amazing game and community.

Restating my new ‘law’ for the 2019 solo version (as opposed to 2018) is that all cards have their given text (including CC errata) unless absolutely necessary to be changed for solo play. I’m also trying very hard NOT to do any ‘dream’ cards as the card pool is already massive!

Card Pool: Whilst I am developing the rules, I’m really trying to restrict myself to Premiere cards as the backbone of the game. The several reasons for this are - this is where the game began all those years ago, my knowledge of that set is very good, and TNG is my favourite Trek series. It’s also a great ‘jumping on point’ for the game. I do concede though that Premiere didn’t produce the best game, especially looking back today, so I’m also including the CC ‘TNG’ Block and in particular the ‘Warp Core’ cards - a brilliant idea that pushed the game into a new era and helped develop more thematic differences between the Affiliations. Continuing Mission is the backbone of the Block to give enhanced card draw and I am considering as a Rule rather than a card (as all my decks so far are TNG anyway). I’m also a big fan of ‘starter’ type decks to get the solo version working as well as using Common cards that everyone has in their collection. I am NOT using Doorways of any kind, or any Side-decks at this time. I have also removed Premiere cards that relate to them – such as Q Net or Temporal Rift that should have respectively waited until Q or AU expansions.

Draw Decks: Construct two 40 cards with a strict 20 Personnel maximum limit on each. Currently I am restricting myself to choosing only Federation, Klingon or Romulan Affiliations. Choose one deck to be ‘your’ deck and the other to be the Opponent deck. My ‘starter’ decks that I’m testing are a hybrid of the CC TNG ‘Coming of Age’ decks and the ‘Introductory 2 Player Game’ decks with lots of universal personnel and 1 main character and their matching ship - Jean Luc Picard, Gowron, and Tomalak (Homefront III).

Missions: Choose 6 Missions for yourself and 6 for the Opponent. I am currently choosing from a restricted set of Missions – Commons from Premiere and Missions from the 2PG, OTSD and SD2. Just for fun I have also added 2 Space cards to make the Space-lane a little larger. When constructing it, I shuffle all the Missions randomly and include the Opponent Facility in the shuffle. When revealed, I place it at the closest (smallest Span number) adjacent and non-universal Mission with a matching Affiliation icon. I allow myself to place my Facility on any Mission which has a matching Affiliation icon.

Seed Cards: Place any seeded Objectives/Incidents on the table. I have included Attention All Hands and Assign Mission Specialists for both decks and then the matching Warp Core card for the Affiliation – Finest Crew in the Fleet, Legitimate Leader of the Empire, and Always a Chess Game.

Dilemmas: Sort all your Dilemma cards into 3 piles, depending on type. Then shuffle the Planet/Space Dilemmas with half shuffled into the Planet Dilemmas and half into the Space Dilemmas. Then add Dilemmas from the respective pile beneath each Mission, with the total equal to their points divided by 10, rounding down (so a 20 or 25 point Mission gets 2 Dilemmas, a 30 or 35 Mission gets 3 etc).

Winning: You must gain 100 points before the opponent deck does and before your Draw deck is depleted. You may add the 1 Planet/1 Space Mission rule if you wish.

And that’s how the game is set up – although this is the very basic version and you can add loads more theme and variety. Next time I’ll detail some of the main house rules I use in the solo game, the start of my TNG card-pool and ways I pimp up the CCG to make it look even more visually appealing.

I'm doing a re-watch of TNG and now completed Season 5. I Tweet my episode reviews on Twitter- so if you're interested in what I think about Season 6, Follow me - @DWSSG01.

“Make it so...”