Captain's Blog: Where No One Has Gone Before
Posted September 28th 2019 by dragoncymru1
"It seems that in this place, the world of the physical universe and the world of ideas, are somehow intermixed. What we think also becomes a reality." – Jean-Luc Picard, 'Where No One Has Gone Before'

This article is an important one as I introduce the first Doorway in the solo game and discuss how we can venture into parallel realities, experience time travel and venture into alternate universes...

Alternate Universe was, of course, the first expansion for the CCG and was released way back, at the end of 1995. It was hotly anticipated and fans, including myself, were desperate for new cards, after playing the Premiere set to death. I think it’s fair to say that the 122 card set really does push the boundaries of the game, contains some really great cards and opens some enormous cans of rule-worms that the CC would take years to nail down (just check out the errata). It also introduces a new card-type – the Doorway.

The Doorway was a clever idea of getting new cards into the game and a mechanic that was developed in several different and interesting ways through the evolution of the CCG by Decipher and then the CC. In the solo game, Doorways are again going to have different functions, depending on the specific card. The basic Alternate Universe Door can’t function as it normally does because many AU cards are Dilemmas and in the solo game Dilemmas are seeded randomly rather than by players, so we will create an AU side-deck instead.

AU Side Deck: Cards that have an AU Icon () are not placed in a draw deck but instead in the AU side-deck and can only enter play when an AU Doorway is open. At the start of the game, choose up to 20 AU cards – some cards that are advantageous for you and an equal number that either hinder you, such as Dilemmas, or are good for your opponent. Shuffle them together and put an Alternate Universe Door on top of the pile. Cards from the AU side-deck that leave play are placed face-up at the bottom of the AU deck. When the first face-up card is revealed, reshuffle all the cards to form a new AU deck.

AU Doorways: I’m starting with 4 different Doorways involving AU cards – 2 that are shuffled with the Planet/Space Dilemmas and seeded at the start of the game and 2 that are placed inside the AU side-deck. Since the Alternate Universe Door is the ‘basic’ Doorway, I seed 2-3 of these in a game.

Alternate Universe Door (Seeded)
A crew or Away Team must experience X-1 cards from the Alternate Universe side-deck, where X = original number of seeded cards here. All non-Interrupt or Dilemma AU cards encountered in this way are considered to have a Countdown (3) Icon.

Space-Time Portal (Seeded)
A crew or Away Team must experience X-1 cards from the Alternate Universe side-deck, where X = original number of seeded cards here. AU cards encountered in this way only affect cards, and can only exist, at this Mission. If an AU Ship is revealed, search the Alternate Universe deck for any Personnel that have that Ship named in its lore to staff the Ship.

Devidian Door (Alternate Universe Deck)
Plays on this Mission. Examine the top 10 cards of your draw deck. Select a Personnel or Equipment card to be put into play then shuffle your draw deck. At the end of your next turn, shuffle the played card back into your draw deck.

Manheim’s Dimensional Door (Alternate Universe Deck)
Plays as card text but at this Mission (Planet or Space).

AU Cards: If a card drawn from the AU deck cannot be played (like an AU Planet Dilemma at a Space Mission) discard the card for no effect, but it counts towards number of cards drawn. AU Interrupt cards do not count towards the number of AU cards drawn. Events/Objectives and Incidents that are not played on the table (such as Drought Tree or Inner Light) can be taken into your hand or played on the specific target – such as Personnel, a Facility or Mission. AU Personnel drawn from the Alternate Universe side-deck can either join you or attack you, depending on your and the Personnel’s Affiliation and Attack Restrictions. The same is true with AU Ships, although they do not have to be staffed to attack you. Consider the Edo Vessel a self controlling Ship that is placed in the AU deck.

Premiere AU Cards: These are considered to have an AU icon - The Traveller: Transcendence, Temporal Rift, Where No One Has Gone Before, Subspace Schism and Distortion of Space/Time Continuum.

Next time I’ll detail ways to add more cards, such as Artefacts, to the solo game environment, an alternative way to generate Missions and a few tweaks to existing cards. Follow me on Twitter too - @DWSSG01.

“Make it so...”