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Rules, instructions & winning strategies, star trek customizable card game, a guide to the star trek customizable card game – rules, cards & playing instructions, introduction.

The Star Trek Customizable Card Game is a CCG with elements of strategy, knowledge, and a bit of luck. It’s based on the Star Trek universe, and it’s pretty cool if you ask me. The game was first released back in 1994 by Decipher, Inc. It’s not just about battles but also about missions, diplomacy, and exploration, just like in the Star Trek shows and movies.

star trek ccg game

Players get to build their own decks with characters, ships, and events from the Star Trek universe and then go head-to-head to outsmart each other. The game has a bunch of expansions that add new cards and strategies. But here’s the thing, the game isn’t in print anymore. Decipher lost the license in 2007, so no new official cards have been made since then. However, there’s a dedicated community that keeps the game alive with virtual expansions and organized play events.

  • Quick Tip for Star Trek Customizable Card Game

Always keep an eye on your opponent’s missions. Sometimes, the best defense is a good offense, and disrupting their plans can be as valuable as advancing your own!

  • Rules for playing Star Trek Customizable Card Game

Alright, let’s get into the rules. The game is played with two players, each with their own deck. The goal is to score 100 points first, and you do this by completing missions with your personnel and ships. Each player has an outpost where they play their cards from. You’ve got to manage your resources, like energy and crew members, to play cards and use abilities.

During your turn, you can do a bunch of things like playing cards, attempting missions, engaging in combat, and more. Missions are the core of the game. They have requirements you need to meet with your personnel, like having certain skills or attributes. If you complete a mission, you get points. But watch out, your opponent can mess with your missions using dilemmas, which are like traps or challenges you have to overcome.

There’s also combat. You can battle your opponent’s ships to stop them from completing missions or to defend your own space. The game has a lot of depth, with different strategies and card interactions to explore. It’s a good idea to read the full rulebook to get all the details.

  • Card Types for Star Trek Customizable Card Game

Now, let’s talk about card types. There are several kinds of cards in the game:

  • Personnel: These are your crew members and characters from the Star Trek universe.
  • Ships: These are used to travel to missions and engage in combat.
  • Events: Special one-time effects that can change the game.
  • Interrupts: Cards that can be played at almost any time to surprise your opponent.
  • Equipment: Items that can help your personnel.
  • Dilemmas: Challenges that are placed on missions to stop your opponent.
  • Missions: The objectives you’re trying to complete to win the game.
  • Outposts: Your base of operations where you play your cards from.

When you’re starting out, you might want to get a starter set. These come with a pre-made deck and everything you need to learn the game.

  • How to Play Star Trek Customizable Card Game and Game Mechanics

When setting up for the Star Trek CCG, arrange your five mission cards face up in any order in front of you. Put your shuffled dilemma pile to the left and your shuffled deck to the right.

To decide who goes first, use a random method like a coin toss or another fair method. The player determined to go first draws seven cards from their deck to create their starting hand.

Remember the player who takes the first turn, as this order might have significance during the game.

Playing the game involves a few key steps:

  • Play and Draw Cards: At the start of your turn, you have the chance to play cards from your hand and draw from your deck. You’re provided with seven counters to spend – these can be used for playing cards, drawing new ones, or a mix of both. However, it’s crucial to use all seven counters each turn unless your deck is empty. This segment sets up your strategy by building your resources or enacting immediate actions.
  • Execute Orders: In this phase, you use cards already in play to execute various orders. These orders include beaming personnel, moving ships, or attempting missions. You can perform multiple orders in any sequence, allowing for flexible strategy planning and execution. However, you can only execute one order at a time, and if an interrupt specifies an “Order,” it can’t be played while executing another order. Stopped cards due to game text or rules cannot perform orders.
  • Discard Excess Cards: Towards the end of your turn, you must manage your hand size. If you’re holding more than seven cards, you need to discard until you’re left with just seven. This ensures you maintain a strategic hand without excess or unnecessary cards, preparing you for the next turn.

At the conclusion of your turn, previously stopped cards become active again, and the Range of ships is fully restored. Victory in the game is achieved by reaching 100 points or more while commanding at least one completed planet and space mission. The game ends when these conditions align for a player or if all players deplete their decks. In case of a tie, the winner is determined based on mission completions and score, possibly leading to shared victories among multiple players.

  • How to Win at Star Trek Customizable Card Game

Winning the game is all about strategy. Beginners should focus on understanding how different cards work together and how to complete missions efficiently. As you get better, you’ll start to see more advanced strategies, like using dilemmas to mess with your opponent or setting up powerful combos with your cards.

Intermediate players should pay attention to their opponent’s moves and adapt their strategy accordingly. It’s also important to balance your resources and not overextend yourself.

Advanced players will be all about predicting their opponent’s strategy and disrupting it while optimizing their own deck to execute their game plan flawlessly.

  • Best Strategies for playing Star Trek Customizable Card Game

To excel at STCCG, players should focus on several key strategies. First and foremost, deck building is crucial; players should construct their decks to have a solid balance of mission-solving personnel, ships, and events, tailored to their chosen affiliation’s strengths. It’s important to have a clear win condition in mind, whether that’s through completing missions efficiently or interfering with your opponent’s plans. Players should also adapt to the meta-game, understanding popular strategies and building their deck to counter them.

During gameplay, resource management is essential, as is positioning; players need to deploy their ships and personnel effectively to both advance their own objectives and thwart their opponents. A deep understanding of the game’s rules and card interactions is a significant advantage, as is the ability to anticipate an opponent’s moves.

Lastly, remaining adaptable and making tactical in-game decisions based on the state of play can turn the tide of a match. By combining these strategies with a dose of creativity and a strong knowledge of the Star Trek universe, players can boldly go where no one has gone before, achieving victory in the Star Trek Customizable Card Game.

Some of the best strategies involve:

  • Deck synergy: Making sure your cards work well together.
  • Resource management: Not running out of energy or crew members.
  • Adaptability: Being able to change your plan based on what your opponent does.
  • Knowledge: Knowing what cards are in your deck and what your opponent might be playing.

And don’t forget about sneaky tactics like bluffing or using decoys to throw your opponent off.

Deck Building and Best Cards in Star Trek Customizable Card Game

Building a good deck is key. You want a mix of personnel with different skills, some strong ships, and a variety of other cards to handle different situations.

When constructing a deck each player needs a minimum of 60 cards:

  • Missions: At least 5 different missions, including a minimum of 2 non-headquarters missions. These missions form the objectives for players to accomplish during the game.
  • Dilemma Pile: A collection of at least 20 dilemmas. Dilemmas present challenges or obstacles to opposing players attempting missions, adding strategic depth to gameplay.
  • Deck: A deck containing a minimum of 35 cards. This deck comprises the various personnel, ships, equipment, and events you’ll use to navigate missions and overcome dilemmas.

A key rule is the limitation on card copies: You’re allowed a maximum of three copies of each card title, excluding subtitles. For instance, you can have three copies of “Jean-Luc Picard, Explorer” or a combination like two copies of “Jean-Luc Picard, Explorer” and one copy of “Jean-Luc Picard, Argo Pilot.” However, you can’t have three copies of both cards since they share the same title.

This deck-building restriction encourages players to strategize and diversify their decks while allowing room for customization and personalization within the game’s parameters.

In the Star Trek Customizable Card Game, the uniqueness of certain cards, particularly personnel and ships, is denoted by a dot (•) before their title. Here’s how uniqueness works:

  • Unique Cards: Marked with a dot (•) before the card title. You can command only one card with that title at any given time. For example, •Jean-Luc Picard allows only one of that specific card to be under your command. Other players can also have their own •Jean-Luc Picard in play, but each player is limited to one.
  • Subtitles: Even if two cards have different subtitles but the same card title, they’re considered identical and are subject to uniqueness rules. You can’t replace a card in play with another one that shares the same card title or represents the same thing.
  • Taking Command: If you already command a unique card, you can’t take command of an opponent’s identical unique card. Uniqueness prevents duplication or ownership of the same unique card by a single player.
  • Non-Unique Cards: Cards without the dot (•) before their title are non-unique. This means players can have multiple copies of these cards in play simultaneously. Events usually fall into this category, and their effects can stack or accumulate when multiple copies are in play.
  • Best Cards in Star Trek Customizable Card Game

Some of the best cards include powerful characters like Captain Picard or ships like the U.S.S. Enterprise. Events like “Q’s Tent” can be game-changers, and dilemmas like “The Clown: Bitter Medicine” can really mess with your opponent.

In terms of card rarity, mostly the cards from the 1st Edition are considered ‘Ultra-rares’ in the Star Trek CCG. Here’s a list of them:

Common scenarios include being stuck with a hand full of dilemmas when you need personnel or facing a powerful ship without enough firepower to defend yourself. In these cases, it’s important to stay calm and use what you have to slowly turn the situation around.

  • Frequently Asked Questions about playing Star Trek Customizable Card Game

Here are some common questions:

Q: How many cards can I have in my hand? A: You can have up to seven cards in your hand at the end of your turn.

Q: Can I play more than one ship? A: Yes, you can have multiple ships in play.

Q: What happens if I run out of cards in my deck? A: You reshuffle your discard pile to form a new deck.

Q: Can I change my deck between games? A: Yes, as long as it follows the deck building rules.

Q: How do I stop my opponent’s strategy? A: Use dilemmas, battles, and interrupts to disrupt their plans.

  • Additional Tips

Here are some extra tips:

  • Practice makes perfect. Play as much as you can to get better.
  • Join online communities to learn from other players and find virtual expansions.
  • Keep your deck updated with new strategies and cards you discover.
  • External Links

For more info, check out these links:

  • Continuing Committee (Fan-run organization)
  • 2nd Edition Rulebook [PDF]

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A digital native around since the early days of online gaming communities around 2001. An early contributor to the cult gaming site ClanTemplates, Adam has spent years giving free gaming resources to the community. With BoardCards, Adam is most experienced and commonly writing the articles on Strategy multi-player games like Settlers of Catan and Avalon. His first introduction to board games was via Mancala, an Egyptian-origin stone game and one of the oldest known games still played worldwide. Contact me via email

A guide to Star Trek: The Card Game rules, instructions & strategy tips

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Star Trek Customizable Card Game

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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.

  • 1 Standard elements
  • 2.1 Releases
  • 2.2 First Edition's problems
  • 2.3 Initial ideas
  • 3.1 Cost/Resources
  • 3.2 Dilemma pile
  • 3.3 Gameplay considerations
  • 3.4 Affiliation uniqueness
  • 3.5 Reporting icons
  • 3.6 Releases
  • 4 References
  • 5 External links

Standard elements [ ]

The standard central goal for a player of STCCG is to obtain 100 points, primarily by completing missions or objectives . This is done by bringing personnel , ships and equipment into play, then moving an attempting team to a mission. Once a mission attempt starts, the personnel will create away teams to encounter dilemmas which will challenge them in some way. Often if the personnel have the required skills or attributes they can overcome certain dilemmas' effects. Once the required dilemmas are passed, the personnel still active in the attempt must have the skills and/or attribute totals required by the mission to solve it. If the mission is solved, the player earns the printed points.

Other aspects of the game increase player interactions: ships and personnel can battle, or otherwise affect each other; cards like events and interrupts can alter the environment for one or more players; and points can be scored using methods other than mission solving.

One of the most attractive themes of the game is affiliations . These are groupings of ships and personnel based on the major interstellar powers of the Star Trek universe, and decks will be based around one, or perhaps more, of these groups.

First Edition [ ]

What is now known as First Edition (commonly abbreviated "1E" among players) is the original conception of the game, through various designers and iterations. It was first licensed only to cover Star Trek: The Next Generation , and the first three card sets were limited to that show's universe. As such, the only affiliations created were the Federation , Klingons , and Romulans , plus a group for other cards that didn't fit into the three main affiliations called Non-Aligned . This narrow scope caused little attraction for players, and it was felt that only five more sets could be released before running the full course of available material.

In 1997, Decipher announced that a wider scope had now been licensed for the game: Deep Space 9 , Voyager and The Next Generation movies would soon be depicted in new cards, thus the game's name was shortened to the existing title. The First Contact set arrived late that year, based on the film Star Trek: First Contact ; that set introduced the Borg affiliation, among other new concepts.

This was soon followed by several sets based on situations in Deep Space 9 ; these introduced affiliations for the Bajorans , Cardassians , Dominion , and Ferengi , along with enhanced systems for battling and capturing. The era of these expansions is considered by many players to be the 'golden age' of First Edition.

Two more sets featuring Original Series cards came next (when that property was added to the license), followed by sets drawing heavily on Voyager which introduced the new, but smaller Kazon , Vidiian , and Hirogen affiliations. It was after this that the game began a serious decline in popularity and sales.

Sales faltered during the release of the last two sets, based on the films and on holodeck scenarios. This dip in sales resulted in Decipher taking a serious look at the game's future.

Releases [ ]

Full expansions are listed in regular type, boutique/special cards in italics

1E Premiere (release: November, 1994) The first edition premiere set contained 363 cards and introduced the affiliations of the Federation, the Klingons, and the Romulans, along with Non-Aligned cards. It was available in randomized 60-card starter boxes (generally not playable right out of the box) and 15-card expansion packs. The initial print run had a black border and the following runs (December 1994 and 1995) had a white border, making the black-bordered cards rarer, even though that color would become the staple of all later sets. In fact, all printings after the first were planned to be white-bordered, but no more printings were made.

Data Laughing (release: 1995) A promotional card that had ties to the first three sets. It was originally available as a mail-in redemption included in the Official Player's Guide published by Brady Games . The card was later included in the Introductory 2-Player Game.

Warp Pack (release: August, 1995) The Warp Pack was a selection of 12 white-bordered common cards to help make decks playable out of the box. Two of the cards that had not been seen before would be released in the next set, Alternate Universe. The packs were available for free from the Decipher website.

Alternate Universe (release: November, 1995) Alternate Universe was a collection of 122 cards that focused on cards from the past, future, and alternate timelines. It also contained the first ultra-rare card, the Future Enterprise . It sold in 15-card expansion packs.

Collector's Tin (release: November, 1995) This collector's item had a limited run of 30000 units and contained one of each of the premiere set's 363 cards with a silver border.

Q Continuum (release: October, 1996) The next expansion, Q Continuum was another standard set of 121 cards and introduced the Q Continuum and the "Q-Flash" side deck to the game. An important mechanic introduced in this expansion was the "Q's Tent" sideboard.

Introductory 2-Player Game (release: January, 1997) This set contained two separate pre-constructed 60-card decks, one Federation and one Klingon, both of which are white bordered. Each edition included the same three premium cards (a black-bordered Admiral McCoy and Data Laughing and a white-bordered Spock) and 11 new white-bordered mission cards. Edition #1 (in a blue box) contained a set of three new black-bordered premium Federation cards and Edition #2 (in a red box) contained a set of three new black-bordered premium Klingon cards.

First Anthology (release: June, 1997) The First Anthology (a concept that would return twice more) included six premium cards that would all later be featured in upcoming sets and was the first to feature cards that were not exclusive to The Next Generation . The box also contained two white bordered Premiere 60-card starter sets, two 15-card packs of white-bordered Premiere, two 15-card packs each of Alternate Universe and Q Continuum, and the Warp Pack.

The Fajo Collection (release: December, 1997) This special collection contained 18 super-rare cards. Each set contains a presentation binder, a signed Certificate of Authenticity, a Fajo Collection rules document, a collectible art poster showcasing the entire Star Trek CCG universe at that time, a business card featured on one of the cards, and a stick of gum associated with another. The cards were available from a Decipher subsidiary, the Eccentric Order, and were promised not to be reprinted in order to retain their value. The collection introduced the concept of an "set icon" printed on every card in that set that would continue until the end of 1E. Because of the low print runs, Decipher was able to include some special features on the cards, including metallic ink, UV -light sensitive ink, better color saturation, artwork bleeding onto the card border, and even a card (Qapla'!) printed entirely in Klingon (the design for which is markedly different from every other card in the game).

First Contact (release: December, 1997) This set of 130 cards focused entirely on the movie Star Trek: First Contact , greatly changed gameplay and added the first new affiliation in the Borg. It was available in 9-card expansion packs, greatly reducing the number of repeat common cards.

Away Team Pack (release: May, 1998) This pack contains two cards featuring The Traveler (from the episode " Where No One Has Gone Before " and The Emissary ( Benjamin Sisko 's role in the Bajoran religion). The cards were designed to honor Decipher's Star Trek CCG product managers Marcus Certa (The Emissary) and Kyle Heuer (The Traveler), who functioned as traveling game evangelists using those pseudonyms. The packs were made available as an insert in an issue of Scrye magazine and were also handed out by the traveling evangelists themselves.

Official Tournament Sealed Deck (OTSD) (release: May, 1998) The Official Tournament Sealed Decks contain the same fixed deck of twenty new cards, designed to allow any other cards to be able to work together in a sealed format. Also included in each set were four white-bordered Premiere expansion packs and one Alternate Universe expansion pack. There were six different box designs (each representing an affiliation: Bajoran, Borg, Cardassian, Federation, Klingon, and Romulan).

Deep Space Nine (release: July, 1998) This set of 276 cards introduced the characters, aliens, and more from Deep Space Nine as well as two new affiliations: the Bajorans and the Cardassians. The U.S.S. Defiant was a special "twice as rare" white-bordered preview card. The set was available in 60-card starter decks and 9-card expansion packs.

Starter Deck II (release: December, 1998) This set attempted to solve again the problems of playing the game straight from the box by including a 60-card Premiere starter deck along with eight new cards designed to allow the cards in the starter to work together. A collaboration with Activision included a giveaway of a Starter Deck II with the pre-order of Star Trek: Hidden Evil .

Enhanced First Contact (release: January, 1999) The Enhanced First Contact boxes consisted of four packs of the First Contact expansion packaged with three new cards and one transparent Borg assimilation overlay. There were four different assortments of the new cards, and each group of three would always occur together in the same package, along with the same transparent Borg overlay. A cutout on the back of the box allowed buyers to know which new cards they were buying.

The Dominion (release: January, 1999) This set of 130 cards introduced the Dominion affiliation. It also included four special white-bordered preview cards that would all be reprinted in subsequent expansions. It was sold in 9-card expansion packs.

Blaze of Glory (release: August, 1999) Blaze of Glory was a 130-card expansion that enhanced the battling mechanic that had remained unchanged since the beginning of the game. It also featured an 18-card foil subset - the first in any Star Trek CCG expansion. It was sold in 9-card expansion packs. Many players point to this expansion as the high point of the game.

Rules of Acquisition (release: December, 1999) This 130-card set introduced the Ferengi and their rules. It was sold in 9-card expansion packs.

U.S.S. Jupiter (release: 2000) This card was inserted into the PC game Star Trek: Armada by Activision as a promotional tie-in.

Second Anthology (release: March, 2000) The Second Anthology included six premium cards that would not be featured in upcoming sets. The box also contained two Starter Deck IIs, two First Contact expansion packs, two Deep Space Nine expansion packs, and two Dominion expansion packs.

The Trouble with Tribbles (release: July, 2000) This 141-card set introduces the Original Series and the " tribbles " side deck. The Original Series became a property of Decipher when SkyBox International lost its license and was premiered in this set. Special features include preconstructed starter decks with premium cards in each and the return of ultra-rare cards inserted into packs (there would be an ultra-rare in each expansion from that point forward). This expansion featured Dr. McCoy as its ultra-rare as a tribute to DeForest Kelley, who had died the previous year. Cards also began to list collector's information (card number and rarity) in the lower right corner. The expansion was sold in two preconstructed 60-card starter decks (one Federation, one Klingon) and 11-card expansion packs.

Tribbles CCG (release: October, 2000) While not playable in the Star Trek CCG , this pre-constructed game could be expanded by collecting the new tribbles cards in The Troubles with Tribbles expansion.

Reflections: The First Five Year Mission (release: November, 2000) This set consisted of 18-card packs that contained 17 random cards (from Premiere, Alternative Universe, Q Continuum, First Contact, The Dominion, and Deep Space Nine) and a special foil card. 105 of the best rare cards available were reproduced as foil versions; 100 were presented in the packs. Reflections also introduced "topper" cards. Four of these premium foil cards appeared randomly, one per display, on top of the packs inside the 30-pack display box. In addition, a case of display boxes was topped with a final Seven of Nine foil.

Enhanced Premiere (release: November, 2000) Six different Enhanced Premiere packages were available. Each contained four packs of white bordered Premiere and five new premium cards. There were a total of twenty-one new premium cards: twelve were fixed and nine were randomized. Nine were the second versions of missions that had originally appeared in the Premiere set. The cards were upgraded with new gameplay and either images of space stations found in Activision 's video game Star Trek: Armada (as another cross-promotional tie) or wormholes (to help make the "Wormhole" card easier to use in the sealed environment). This set also introduced the Warp Speed format for quicker games and drafting capabilities. As with Enhanced First Contact, the product boxes had a cutout on the back so buyers knew which set of fixed cards they had selected.

Mirror, Mirror (release: December, 2000) This 131-card set introduced the Mirror Universe. This expansion's ultra-rare was Mirror Universe First Officer Spock . It was sold in 11-card expansion packs.

Voyager (release: May 23, 2001) This 201-card set introduced the Delta Quadrant faction of Voyager and her crew as well as the Kazon and Vidiian affiliations. This expansion's ultra-rare was The Pendari Champion (a character played by Dwayne "The Rock" Johnson in a WWF Smackdown! (now WWE Smackdown! ) cross-promotion). The expansion was sold in 40-card starter decks (some of which were drawn from a set of 20 starter-only cards) and 11-card expansion packs. This set also introduced the Voyager -only environment for sanctioned gameplay. Starting with this expansion, dual-affiliation cards were printed with both color borders (with equal rarity).

The Borg (release: September 19, 2001) The Borg continued the introduction of the Delta Quadrant with 131 cards that introduced the Borg again and added the Hirogen affiliation. The expansion's ultra-rare was a Voyager -era Reginald Barclay . The expansion was sold in 11-card expansion packs.

Holodeck Adventures (release: December 21, 2001) Holodeck Adventures was a 131-card set that expanded on the holographic characters that had been available since the Premiere set. The expansion's ultra-rare was Jean-Luc Picard as Dixon Hill . The expansion was sold in 11-card expansion packs. The name of the set was originally going to be given to the fourth full set before the original license was expanded, and the set was designed with that nostalgia in mind, as it had links to Q Continuum.

Tournament / Redemption Foils (release: January 2001 – August 2002) A set of 18 foils of popular common and uncommon cards were provided by Decipher as prizes for sanctioned tournaments. Each card was available for two months. There were also seven additional foils provided as prizes for special tournaments, as incentives for retailer promotions, or given to attendees of DecipherCon in October 2000.

The Motion Pictures (release: April 17, 2001) The 131 cards in The Motion Pictures featured all nine of the Star Trek movies available at the time and the Voyager episode " Flashback ", which ties in to Star Trek VI: the Undiscovered Country . The expansion's ultra-rare was a 24th-century James T. Kirk . The expansion was sold in 11-card expansion packs. This was also the last set released before the announcement of the end of the game and the move to 2E.

All Good Things (release: July 9, 2003) All Good Things featured 41 new cards that provided new gameplay and mended the so-called "broken links" in the first edition – cards that were referenced directly or indirectly on other cards but had not yet been released. The "anthology-style" collector's box included ten Reflections expansion packs, a Starter Deck II, the U.S.S. Jupiter premium card, and a comprehensive card list. The name of the set comes from the last episode of The Next Generation and had been the proposed name for the fifth and final expansion before the license was expanded.

Enterprise Collection (release: July 7, 2006) With the inclusion of Star Trek: Enterprise in 2E, it was felt that 1E players should be able to have the tools necessary to play as the Enterprise -era "Starfleet" affiliation as well. This set of 18 foiled cards (and a supply of First Edition compatible cards from 2E) was intended to make that possible. The cards were sold exclusively from Decipher's website.

Genesis (release: November 13, 2006) Genesis was a 27-card expansion that has the distinction of being the only completely First Edition compatible set in 2E. Each card was designed to work in both versions of the game, with varying degrees of success. The cards were sold exclusively from Decipher's website.

First Edition's problems [ ]

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.

Initial ideas [ ]

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.

Second Edition [ ]

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. [1]

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. As a result, six affiliations debuted in that set compared to three for the original. It could be argued that the number was really seven, because of a unique new system that divided the Federation affiliation into groupings based on the shows' casts. The focus of the Second Edition sets has been on characters and situations in The Next Generation and Deep Space Nine , though 'supporting' cards have images and concepts drawn from every part of the canon Star Trek universe. Furthermore, the scope of each card type could be realized in the early planning and a permanent seven card types were created: dilemmas , equipment , events , interrupts , missions , personnel , and ships . Decks would consist of five missions, at least twenty dilemmas in a dilemma pile (see below) and at least thirty-five cards made up of the other five card types.

Cost/Resources [ ]

One major difference in Second Edition was the addition of a cost system to equipment, events, personnel, and ships. A card's cost is listed in the top left-hand corner of a card, directly preceding the card's title as a single digit number (currently anywhere from 0 to 9). A player receives seven 'counters' at the beginning of each turn; to play a card, the player must spend a number of counters equal to the cost of the card. Only interrupts (of the card types in a player's deck) do not have a cost and are treated as 0-cost.

Dilemma pile [ ]

Another major change in the gameplay of Second Edition was the new method of handling dilemmas. Instead of using First Edition's lengthy procedure of a 'seed phase', which could last upwards of 15 minutes, Second Edition employs an 'on-the-fly' method for constructing dilemma combinations. Whereas a First Edition player was constrained to using the same dilemmas in each game of a tournament, the Second Edition player has a side deck, or 'dilemma pile' from which to draw a random selection of dilemmas based on the number of personnel the opponent uses in a given mission attempt. This concept is similar to First Edition's Q-Flash side deck, and also to a rules variant of First Edition introduced by a group of players from the San Francisco area called 'Trek 1.5'. This more dynamic method of selecting dilemmas is dependent on a player's ability to remember which personnel his/her opponent has played and their ability to satisfy a dilemma's requirements.

Gameplay considerations [ ]

While First Edition attempted to sometimes literally represent instances from the Star Trek universe in the game, Second Edition has focused more on a consistency of gameplay as a priority over design consideration with regard to remaining faithful to the source material. Effects on cards sometimes lack the "Trek sense" that First Edition cards contained and can be purely conceptual, but are generally much more equitable when compared with other similarly costed effects.

Affiliation uniqueness [ ]

The affiliations found in Second Edition all follow rules that give them focus and distinguish them from one another, unlike most of the affiliations in First Edition. Playing an affiliation in Second Edition feels more like that affiliation than First Edition, given the themes.

Bajorans are religious and think about how the past affects their lives. [2] This gives them strengths in one of the game's three attributes: Integrity. They can also manipulate the discard pile (conceptually, what has passed on). [3]

Borg are half-mechanical lifeforms that use their superior numbers to overcome resistance and even make an enemy into one of their mindless number. [4] This is represented by a number of abilities that manipulate decks and ignore or otherwise force through dilemmas. They also are very effective in taking over another player's resources, including their personnel. They do not work with any other affiliation. [5]

Cardassians are wasteful in their pursuits of resources and can make great use of political prisoners. [6] This is shown in a variety of drawing mechanisms, which allow players to find cards they want faster at a cost of discarding others. Also, they are the best at holding an opponent's personnel for gain. [7]

The Dominion are a hierarchal society that, as the name implies, dominates other societies. [8] They are conceived in the game as a kind of anti-Federation (see below) and often hurt all players to further their goals. Their personnel are usually Jem'Hadar , who act as shock-troopers and are treated as disposable, Vorta , who act as commanders and diplomats, and Changelings , who are the overall leaders of the Dominion, are protected at all costs, and often use their shape-shifting abilities to infiltrate an opponent's personnel, often meddling with their progress.

The Federation focuses on cooperation and mutual advancement and work to better themselves. In gameplay, their effects often help all players, but planning for this allows a player to take a larger advantage than his or her opponent who does not have advanced warning. Their personnel are often the best individuals in the game, but most effects cost a little more to achieve. Each reporting icon (see below) has other themes unique to their show.

The Ferengi are the greedy capitalist of the future, but are mostly weak in each of the attributes. [9] This is achieved in the game by giving them bonuses in almost all areas simply by having more of some resource than an opponent. Also, they will horde their resources by stacking cards beneath their headquarters mission, using those resources to great effect later.

Non-Aligned personnel are a catch-all affiliation for personnel that do not fit in one of the other affiliations.

Klingons are brutal, but honorable warriors. [10] They can achieve their goals by fighting an opponent either ship to ship or personnel to personnel. The average Klingon has a high Strength, which is one of the three attributes used by the game.

Romulans prefer espionage and sneaky tactics as opposed to direct confrontation. [11] This is realized in the game by manipulating another player's deck, hand, and other resources. Rarely do they affect cards already in play, but they can mess with an opponent's ongoing attempts to score points.

Starfleet is based on the pre-Federation days as depicted in Star Trek: Enterprise . The humans in this era are eager to get out into space and get bonuses for completing a space mission first. As a result, they can be slow to start, but then can easily make up time.

Reporting icons [ ]

One aspect of affiliation uniqueness that Second Edition has continued is specialized reporting icons. While not a new idea (First Edition's Mirror, Mirror set first featured Empire and Alliance icons for affiliated personnel and ships), Second Edition's widespread utilization of the icon as a cultural identifier has allowed designers to introduce support cards that better represent the various Trek shows' themes. This is the primary tool to divide the Federation affiliation into separate groups ( The Original Series , The Next Generation , [12] Deep Space 9 , [13] and Voyager [14] each have an icon representing their personnel and ships). Other likeminded groups can have these icons as well; the Maquis [15] incorporate members of four different affiliations into their arsenal, while the Terok Nor personnel and ships represent the brief period of Cardassian/Dominion command of Deep Space 9.

1. Second Edition (release: December 12, 2002) The 2E premier was a 415-card introduction into the new mechanics of the restarted game. It introduced the affiliations of the Bajorans, Cardassians, Federation (with Deep Space 9 , The Next Generation , and Earth factions), Klingons, Non-Aligned, and Romulan. The cards were sold in Deep Space 9 , Klingon, Romulan, and The Next Generation starter decks, which were pre-constructed to allow a player to have a playable deck right away, and in 11-card expansion packs.

2. Energize (release: May 21, 2003) Energize consisted of 180 cards intended to jumpstart the game from the premier. It introduced the Federation faction of the Maquis and expanded the core play of the game. The cards were sold in 11-card expansion packs.

3. Call to Arms (release: September 10, 2003) Call to Arms was a double-sized set at 208 cards. It introduced the affiliations of the Borg, Dominion, and the Ferengi (although the Ferengi consisted only of two cards that played with the Terok Nor faction of both the Cardassians and the Dominion; the full Ferengi affiliation would be released two years later in Strange New Worlds). The cards were sold in Borg and Dominion starter decks, which were pre-constructed to allow a player to have a playable deck right away, and in 11-card expansion packs.

4. Necessary Evil (release: March 17, 2004) Necessary Evil finally established the standard expansion size as 120 cards. Gameplay included personnel crossing affiliation lines and paying larger costs (including losing points and hurting future chances at stopping an opponent with dilemmas with a new keyword (Consume)) for bigger effects. This set also began a tradition of foiling a select eighteen rares and inserting them into one of every seven packs. The foil cards were further made important as 2004 was the 10th anniversary of Star Trek CCG , so a special Tenth Anniversary icon was added to the corner of these foils. The cards were sold in 11-card expansion packs. The set unfortunately suffered from a small print run and became a rare commodity. Efforts were made in Reflections 2.0 to offset this problem of unavailability.

0. Tenth Anniversary Collection (release: May 3, 2004) This set was a foiled promotional collection of eighteen unique ships and commanders. It was labeled with a set number of 0, which is otherwise associated with reprints of various cards with alternate images, as foils, and/or labeled with the promotion in place of the cards' otherwise descriptive, but non-gameplay related lore. The cards themselves were numbered 6 through 23, as five promotional cards had already been printed, and continued the declaration that all foils printed in 2004 would carry the Tenth Anniversary logo. This set, however, does include the last of the cards with that icon, even though Reflections 2.0 also had foil cards in 2004. The collection itself was later reprinted without the Tenth Anniversary logo and numbered 54 through 71. The cards were originally given away with a recommended $3.00 purchase of other Star Trek CCG products, one pair at a time, over a period of nine weeks. The reprints were available for purchase on the Decipher website.

5. Fractured Time (release: October 13, 2004) Fractured Time was a 40-card boutique product that introduced events that had an effect over time by use of a new keyword (Decay) and concepts involving alternate timelines, which the Star Trek universe has often called upon, including the first cards from the Mirror Universe that would eventually be revisited in three years with In a Mirror, Darkly. The cards were sold as a complete set in boxes, complete with the icons of six different affiliations, designed to carry decks. The boxes also included a starter deck and some expansion packs from previous releases with the expectation that the game could be played right out of the box in a sealed tournament format.

6. Reflections 2.0 (release: December 8, 2004) Reflections 2.0 introduced 61 new foil cards to the game and 60 foil reprinted cards from 2E Premier, Energize, Call to Arms, and most importantly, Necessary Evil. The set featured cards that attempted to entice affiliations to try different missions, as mission selection among top decks had become fairly static. The cards were sold in 20-card expansion packs, which included two of the foiled cards and eighteen random cards from past expansions, including Necessary Evil.

7. Strange New Worlds (release: May 13, 2005) Strange New Worlds continued the standard expansion size of 120 cards. It introduced the full affiliation of the Ferengi. Gameplay included a personnel for each affiliation that further took advantage of alternate mission selection, like the personnel in Reflections 2.0. This set's eighteen-card foiled subset was the first to be called an archive foil subset and was numbered separately. In addition, two archive portrait cards were put in one out of every eighteen packs, featuring a larger picture area and restricted gameplay for upcoming cards. The archive foils in this expansion featured two female characters that male fans had historically liked: Seven of Nine (previewing the upcoming Voyager faction of the Federation) and T'Pol (previewing the upcoming Starfleet affiliation). The cards were sold in 11-card expansion packs. The set unfortunately suffered a stalled release date.

' Adversaries Anthology' (release: ??, 2005) The Adversaries Anthology was a collection of eighteen of the most popular Star Trek problems, enemies, and their ships in the game reprinted as foils. The archive foils in this set featured two movie villains: the Borg Queen and Shinzon . The cards were sold in a large card storage box.

8. To Boldly Go (release: August 18, 2006) To Boldly Go was another full 120-card expansion. It introduced the affiliation of Starfleet, the pre-Federation crew from Enterprise as the last full affiliation to be introduced in the game. Gameplay included affiliation-specific dilemmas and reusable events utilizing a new keyword (Replicate). The archive foils in this set featured two show captains: James T. Kirk (previewing the upcoming Original Series faction of the Federation) and Kathryn Janeway (previewing the upcoming Voyager faction of the Federation) . The cards were sold in 11-card expansion packs.

9. Dangerous Missions (release: September 1, 2006) Dangerous Missions was another attempt at making the Star Trek CCG draftable. In other words, players could make decks within a small pool of sealed cards and play. New rules were developed to make the game slightly smaller in scope to adjust for limited resources, including the allowance of a secondary affiliation that would supplement the one sponsored by the product. This draft method remains a sanctioned format. The set consists of nineteen cards broken up into three different boxes, each focusing on an episode or movie for featured personnel, ships, and missions. They also included one unique dilemma and one shared by all three boxes. The boxes also contained Reflections 2.0 packs and three packs from expansions.

10. Captain's Log (release: October 27, 2006) Captain's Log was another full 120-card expansion. It introduced the Federation faction of Voyager , which began with a unique ability to have an all-space deck. Gameplay included strategies based on having the right commander aboard his or her ship and following the opponent around. The archive foils in this set harkened back to the original archive foils and featured two beautiful women: Charvanek (previewing the upcoming Original Series Romulans) and Hoshi Sato (previewing more content from the Mirror Universe from the popular Enterprise Mirror Universe episode In a Mirror, Darkly ). The cards were sold in 11-card expansion packs.

11. Genesis (release: November 13, 2006) Genesis was a 27-card expansion that has the distinction of being the only completely First Edition compatible set in 2E. Each card was designed to work in both versions of the game, with varying degrees of success and introduced the first Original Series personnel and the ability to have an all-planet deck. The cards were sold exclusively from Decipher's website.

12. These Are The Voyages (release: March 13, 2007) These Are the Voyages was another full 120-card expansion. It introduced the Federation faction of The Original Series . Gameplay included the new faction's ability to upgrade by paying more for enhanced abilities, dilemmas based entirely on The Original Series (specifically the slide show images at the end of the classic episodes), and new strategies with The Original Series' main enemies: the Klingons and the Romulans. The archive foils in this set featured two more beautiful women: Persis and T'Pol (previewing more content from the Mirror Universe from the popular Enterprise Mirror Universe episode In a Mirror, Darkly ). The cards were sold in 11-card expansion packs.

13. In A Mirror, Darkly (release: June 25, 2007) In a Mirror, Darkly was another full 120-card expansion. Gameplay included cards named after each of the previous releases, more Mirror Universe content, and alternate versions of other personnel who had not been featured in the Mirror Universe, including a battleship version of The Next Generation crew from Yesterday's Enterprise and a historically inaccurate Voyager crew from Living Witness . The archive foils in this set featured two more beautiful women: Hoshi Sato on a dilemma called Stripped Down and Neras, an Orion slave girl . The cards were sold in 11-card expansion packs.

14. What You Leave Behind (release: December 14, 2007) What You Leave Behind was the last full 120-card expansion. Gameplay included finishing some incomplete themes in the game so far, bonuses for attempting harder missions, and multiple versions of ships telling the story of those ships being commandeered. The cards were sold in 11-card expansion packs. The name of the set itself comes from the last episode of Deep Space 9. This set was sold exclusively through Hill's Wholesale Gaming.

References [ ]

  • ↑ Star Trek CCG Ends Long Run (2007-12-07). Archived from the original on 2008-03-05. Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-13). Spotlight On: Bajorans . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-16). Anatomy of a Bajoran Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-20). Spotlight On: Borg . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-23). We Are the Borg: Anatomy of a Borg Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-04-27). Spotlight On: Cardassian . Retrieved on 2008-06-17.
  • ↑ DeFruiter, Brad (2008-04-30). For Cardassia: Anatomy of a Cardassian Card . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-11). Spotlight On: Dominion . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-25). Spotlight On: Ferengi . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-22). Spotlight On: Klingon . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-29). Spotlight On: Romulan . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-18). Spotlight On: Next Generation . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-05-04). Spotlight On: Deep Space Nine . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-08). Spotlight On: Voyager . Retrieved on 2008-06-17.
  • ↑ Plaine, Charlie (2008-06-01). Spotlight On: Maquis . Retrieved on 2008-06-17.

External links [ ]

  • European Organized Play
  • Garak's Star Trek CCG Database
  • 1 Munchkin (card game)
  • Current Games

Star Trek CCG 1st Edition

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  • View history

Star Trek CCG 1st Edition is a Collectible Card Game based on the TV series Star Trek . It is published by Decipher from 1994 - 2003. It is designed by Tom Braunlich, Evan Lorentz, Bill Martinson, Jason Robinette and Roland L. Tesh.

At first, Decipher acquired only the license for Star Trek: The Next Generation , but later on acquired the licenses for other Star Trek series and movies.

  • 1 Card Types
  • 3 Expansions
  • 4 Virtual Expansions
  • 6 External Links

Card Types [ ]

  • Combo Dilemma
  • Damage Marker
  • Facility (originally called Outpost )
  • Q Interrupt
  • Time Location

Rarities [ ]

  • Rare+ (also called Triple-Rares)
  • Starter Common
  • Virtual Promo

Expansions [ ]

Virtual expansions [ ].

On 5 December 2007, Decipher announced that it would no longer be releasing new sets or officially supporting the game. Decipher have also since removed all Star Trek related content from their website. A group of players came together and began work on The Continuing Committee (TCC). The name itself comes from the Romulan Continuing Committee, introduced in Deep Space 9, as the name was appropriate for the non-profit work being proposed. Since then, most of the game's faithful community has moved its activities to the new site and work has gone into producing "virtual sets" of cards to provide continuous new blood to the game.

The Continuing Committee has grouped virtual expansions into sets for block play. The block sets are: CORE BLOCK, LIFE FROM LIFELESSNESS BLOCK, THE NEXT GENERATION BLOCK, DEEP SPACE NINE BLOCK, MIRROR UNIVERSE BLOCK, ENTERPRISE BLOCK, and THE ORIGINAL SERIES BLOCK.

The current active block sets are ENTERPRISE BLOCK and THE ORIGINAL SERIES BLOCK.

  • The following Decipher issued sets had no expansion icon until The Continuing Committee produced errata cards: Premiere Limited , Premiere Unlimited '94 , Premiere Unlimited '95 , Collector's Tin , Warp Pack , Alternate Universe , Q-Continuum , Introductory Two-Player Game , First Anthology and Reflections .

Promo

External Links [ ]

  • Star Trek CCG 1st Edition at CCGTrader

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  • Star Trek CCG 1st Edition at The Continuing Committee
  • Star Trek Customizable Card Game Encyclopedia of Collecting at The Continuing Committee
  • Star Trek CCG 1st Edition at Boardgamegeek.com
  • 2 DC Comics Deck-Building Game
  • 3 Marvel Champions: The Card Game

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Star Trek CCG 1E

Newest from star trek ccg 1e.

Star Trek 1E 20 Card Grab Bag RePack - 3 total Rare, Foil, or Premium included

Star Trek 1E 20 Card Grab Bag RePack - 3 total Rare, Foil, or Premium included

  • 1E Boxes / Packs / Starters

Star Trek 1E Grab Bag RePack - 25 Total Rares, Foils, or Premiums

Star Trek 1E Grab Bag RePack - 25 Total Rares, Foils, or Premiums

First Anthology Sales Sheet

First Anthology Sales Sheet

  • 1E Misc. Items

Two-Player Game Sales Sheet

Two-Player Game Sales Sheet

Window Cling Premiere Sold Here!

Window Cling Premiere Sold Here!

All star trek ccg 1e.

  • 1E Tournament Foils
  • All Good Things
  • Alternate Universe
  • Blaze of Glory
  • Deep Space Nine
  • Enhanced First Contact
  • Enhanced Premiere ST
  • Enterprise Collection
  • First Anthology
  • First Contact
  • Holodeck Adventures
  • Intro 2-Player Game & Warp Pack
  • Mirror, Mirror
  • Official Tournament Sealed Deck
  • Premiere 1E Limited BB
  • Premiere 1E '94 Unlimited WB Alpha
  • Premiere 1E '95 Unlimited WB Beta
  • Premiere 1E Silver Border
  • Q Continuum
  • Reflections - ST 1E
  • Rules of Acquisition
  • Second Anthology
  • Starter Deck II
  • The Fajo Collection
  • The Dominion
  • The Motion Picture
  • The Trouble with Tribbles
  • Tribbles CCG
  • Tribbles Reprints
  • Sell Sheet ST
  • Rules Supplements & Card Lists ST

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Star trek ccg first edition.

Star Trek CCG First Edition

Description

The Star Trek Customizable Card Game is an out-of-print 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.

The standard central goal for a player of STCCG is to obtain 100 points, primarily by completing missions or objectives. This is done by bringing personnel, ships and equipment into play, then moving an attempting team to a mission. Once a mission attempt starts, the personnel will create away teams to encounter dilemmas which will challenge them in some way. Often if the personnel have the required skills or attributes they can overcome certain dilemmas' effects. Once the required dilemmas are passed, the personnel still active in the attempt must have the skills and/or attribute totals required by the mission to solve it. If the mission is solved, the player earns the printed points.

Other aspects of the game increase player interactions: ships and personnel can battle, or otherwise affect each other; cards like events and interrupts can alter the environment for one or more players; and points can be scored using methods other than mission solving.

One of the most attractive themes of the game is affiliations. These are groupings of ships and personnel based on the major interstellar powers of the Star Trek universe, and decks will be based around one, or perhaps more, of these groups.

Following a wish to streamline gameplay, Decipher ended production of First Edition in December 2007 and launched Star Trek CCG Second Editon .

The Continuing Committee

Following Decipher's ceasing production of Star Trek CCG, a group of players formed "The Continuing Committee" to continue to release fan expansions and to oversee tournaments. To date, they have released more content for the game than Decipher did! They support both First and Second editions of the Star Trek CCG. Their expansions add great variety, depth and balance, while still holding true to the spirit of the original games.

The official website of "The Continuing Committee" for Star Trek First Edition is www.trekcc.org/1e .

If you like what they do, consider supporting their work here .

Star Trek CCG First Edition Database

Below is a complete database of the Star Trek CCG First Edition. Click on one of the sets below to view the cards in that set. Click on a card to add it for sale, trade or a wishlist / collection. If you find any errors in the database, please contact us using the feedback form at the bottom of the page.

Star Trek CCG 1E: Limited Edition

November 1994

December 1995

October 1996

January 1999

August 1999

December 1999

August 2000

December 2000

September 2001

December 2001

Star Trek CCG 1E: Unlimited Edition

December 1994

Star Trek CCG 1E: Starters & Anthologies

January 1997

December 1998

November 2000

CCG: Introductory Two-Player Game

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The Introductory Two-Player Game was released in January 1997. It was released in two customized sixty-card decks; one for the Federation and one for the Klingons. They integrated cards from previous sets as well as introducing new ones. These sets were introduced for new players to the game. Cards in this expansion pack have either a white or a black border. This is indicated after the card name.

  • 2 Interrupts
  • 4.1 Federation
  • 4.2 Klingon
  • 5.1 Klingon

Dilemmas [ ]

  • Alien Labyrinth – white
  • Ferengi Attack – white
  • Hidden Entrance – white
  • Hunter Gangs – white
  • Malfunctioning Door – white
  • The Gatherers – white

Interrupts [ ]

  • Data Laughing – black
  • Kevin Uxbridge : Convergence – white

Missions [ ]

  • A Good Place to Die – white
  • Avert Danger – white
  • Cargo Rendezvous – white
  • Distress Mission – white
  • Gault – white
  • Gravesworld – white
  • Homeward – white
  • Hostage Situation – white
  • Reopen Dig – white
  • Reported Activity – white
  • Sensitive Search – white
  • Survey Instability – white

Personnel [ ]

Federation [ ].

  • Admiral McCoy – black
  • Admiral Picard – black
  • Commander Data – black
  • Commander Troi – black
  • Spock – white

Klingon [ ]

  • Gi'ral – black
  • Ja'rod – black
  • Mogh – black
  • IKS K'Ratak – white
  • 2 ISS Enterprise (NCC-1701)

Screen Rant

10 biggest changes in starfield’s new update (may 2024).

Starfield’s latest update is its most significant since launch, and it includes many big fixes and new features to keep players interested.

  • Starfield's latest patch, version 1.11.33, is the biggest update since launch, addressing player frustrations and hinting at the upcoming DLC.
  • The update brings new graphics options, better merchant UI, alternative scanning methods, customizable ship interiors, and improved NPC AI.
  • Players can now customize ship interiors, adjust combat difficulty separately, carry more weight, and experience improved surface maps and quest fixes.

Starfield 's latest and greatest patch, version 1.11.33, represents the biggest update to the game since launch. Containing several pages worth of changes, bug fixes, and new features, it addresses many Starfield players' greatest frustrations . It also provides big hints about the upcoming Shattered Space DLC .

But there's plenty of new content to explore while players wait for the DLC, and that's mainly thanks to this massive update. These are some of the biggest changes made to Starfield in the most recent patch, whether they're game-changing quality-of-life improvements or entirely new features.

Starfield Confirms It’s Finally Adding One Highly-Requested Feature

10 starfield's latest update includes new display settings, visual mode & performance mode for xbox players.

Starfield may not have the prettiest graphics ever, but standing on one of its vast, alien planets, looking out at the millions of stars beyond, it's hard not to be wowed from time to time. That said, it can be pretty demanding to run, especially on lower-end hardware like the Xbox Series S' slightly weaker specs. Most games, Starfield included, give PC players the tools to fix this: an extensive suite of graphical options that can be reconfigured for the best performance. Console players, however, are usually out of luck.

Thankfully, Starfield 's most recent update adds two new graphics options for Xbox players: visual mode and performance mode . Visual mode provides better graphics at the cost of performance, and performance mode provides better performance at the cost of graphics. Every player has their preference between the two, but having the option should help Xbox Series S players run the game more smoothly.

9 Starfield Now Has Improved Inventory & Merchant UI

Tabs make sorting/selling sources clear.

Starfield 's merchant UI has always left a little to desire. While it's pretty easy to navigate between broad categories, like weapons, armor, and crafting materials, it can sometimes fall short when it comes to clear labeling. In previous versions of Starfield , it wasn't always clear whether the player was buying something from the merchant, selling it to them from their inventory, or selling it to them from their ship's cargo hold.

Thankfully, the latest Starfield update addresses this by adding clearly labeled tabs at the top of the merchant menu screen to explain what action is being taken : buying, selling, or selling from a ship. Similar tabs make it clear whether the player is taking items out of a container, or putting them in. There's also a button icon displayed alongside the tabs, so players can swap between them quickly. Hopefully, that means no more accidentally spending thousands of hard-earned credits on a high-value resource material the player wanted to sell.

8 Players Can Now Get Scanning XP From Killing Animals & Harvesting Plants

A new roleplay detail.

Scanning flora and fauna can lead to a goldmine of credits in Starfield , since planetary scan data can be traded in with Vladimir for cold, hard cash. Unfortunately, the scanner isn't the most exciting gameplay mechanic in Starfield . It simply requires pointing the camera at a variety of different species, then looking around for the next one before finally returning to The Eye. Meticulously scanning every unique species in the galaxy doesn't mesh well with every character type, either; some thrill-seeking players may prefer an alternative route.

Starfield 's newest update provides that alternative route by allowing players to collect scanner data by killing aliens or harvesting plants - not just pointing the scanner at them. This adds a little more variety to the experience, and can make for an interesting roleplaying detail. It also prevents any frustration caused by accidentally harvesting a plant before scanning it, or alerting a hostile enemy before gathering its data.

7 Starfield Includes New Combat Difficulty Options

Space combat, gun combat, & extreme mode.

Starfield has always come with the Bethesda-standard gamut of difficulty settings, ranging from Very Easy to Very Hard. These mostly impact combat, as hacking difficulty is usually determined by how good the loot inside is. However, there are uniquely two types of combat in Starfield : dogfighting in space, and gunfighting on the surface. But there's only one difficulty section in the options menu. Players would have to readjust their settings constantly if they wanted more variable challenges.

Starfield patch 1.11.33 lets players set the difficulty of space combat and gun combat separately , so players who find one too difficult and the other too easy can adjust them at will. It also adds a new, even harder difficulty mode, Extreme. This one's not for the faint of heart, as it's significantly tougher than Very Hard. Difficulty settings can be adjusted from the in-game menu at any time, though, so there's not too much risk.

6 Starfield Now Lets Players Carry More Weight

Improved inventory capacity.

Carrying capacity has been an issue in Starfield since launch. Part of the problem is that important resources, especially metals, take up a lot of weight. There's some storage provided by the base ship, but it's not a lot, so the cargo hold fills up pretty quickly. That can be mitigated by purchasing some of Starfiel d 's best ship parts , like extra-large cargo holds. However, in the early game, before players can afford these expensive components (or even know where to buy them), storage and carrying capacity are ever-present problems.

The Starfield update addresses this issue by allowing players to increase their carrying capacity via gameplay options. Players can also increase the maximum distance from which it's possible to send resources back to their ships automatically. This should ease those early-game frustrations with carrying capacity. And if a player wants more of a challenge once they're comfortable with it, these settings can always be turned back down.

5 Starfield's Update Contains Many Quest Fixes

"one small step," "into the unknown," & "legacy's end" among the most impacted.

The patch notes for Starfield version 1.11.33 include a long list of quest fixes , many of which address long-standing issues with uncompletable objectives or dialogue scenes that sometimes wouldn't trigger. Some of the most impacted quests are also among the biggest story moments in the game, so players who have installed the update won't have to worry about their climactic scenes being ruined by bugs.

The introductory quest " One Small Step " has received a pair of fixes: miners will no longer attack the player character on their first day on the job, and players will still be able to fast travel to the Frontier once they unlock it. " Into the Unknown " has also been adjusted so that Vladimir will help the player find Temples when prompted. The pivotal Starfield quest " Legacy's End " has also been fixed, but no spoilers here - it's the final step in the United Colonies-versus-Crimson Fleet saga.

4 Starfield's NPCs Have Better AI Since The Update

Improved pathfinding, better fleeing, tougher security.

Starfield 's NPCs aren't always the most intelligent. They're easily fooled by simple thievery tricks, prone to getting lost in caves, and sometimes a little bit cowardly. Thankfully, all of the above NPC issues have been addressed in patch 1.11.3 . Security guards will chase the player a little further before giving up, NPCs across the board will be better at pathfinding, and not every single person will flee at the drop of a hat.

There are also many more specific NPC fixes in the patch notes, including the inability to talk to enemies when they're stunned. Lip sync has been improved for NPC dialogue, and enemies will no longer be thrown across the map when they're killed. Additionally, players can now toggle off the focused dialogue camera for a more immersive experience when talking to NPCs. There's been no word on making them look a little less dead around the eyes, though.

3 Starfield Characters Can Respec & Redesign Their Characters In NG+

A new look for new game plus.

There's been a lot of talk about Starfield 's NG+, and whether it's worth rushing to or putting off. Whatever the case, it's always had one major flaw: players were mostly stuck with their original stats, even when restarting the game for a second time. They could always change them through perks, but that was a somewhat limited system. If someone wanted to try a new playstyle on their second time around, it was either console commands or tough luck.

The new patch addresses this by allowing Starfield players to change their stats in NG+ , each time they start the game from the beginning. This is a one-time only thing in each playthrough, however; don't expect to be able to adjust a character's build between every single mission. NG+ also lets players redesign their characters, a privilege normally reserved for those willing to pay a high fee at one of the galaxy's Enhance locations.

2 Starfield Now Has Greatly Improved Surface Maps

Landmarks, terrain, & scanner ui.

In what may be the most-requested update of all time, Starfield 's latest patch includes sweeping improvements to city and surface maps . Player complaints focused on the impossibility of navigating around cities: maps really only showed the player's position on a blank dot matrix. If they wanted to get to a specific landmark, they had to remember where it was and which roads led to it. Starfield addresses this issue with satellite-style maps, providing an aerial view of every planet's surface. These maps include more accurate pins to denote different landmarks.

In addition, players can now see all a city's major landmarks in their scanners . This makes it much easier to find a specific location. Each displays an icon and a distance by default, and rolling over one can provide more information about it. This can make the HUD a little more crowded, but it's undeniably useful almost every time the player visits a city.

1 Starfield Now Lets Players Customize Their Ship Interiors

Interior design gone portable.

Customization is a huge part of the Starfield experience. Be it designing incredible Starfield ships straight out of Star Wars , or putting together the futuristic home of the player's dreams, Starfield has sparked many a player's creative inspiration, and the results are often impressive. However, customization can be expensive. Ship modules cost a lot, and even buying a home is out of most players' reach in the early game - not to mention buying all the furniture to fill it.

Starfield 's most recent update makes interior decor more accessible by allowing players to customize the insides of their ships , which are available to everyone from the moment they finish the tutorial. This works much the same as the home customization mechanic: players use the same menus and items to adorn their ships as they would their houses on the surface. This way, players can make their ships feel more like home - to be honest, they probably spend more time there anyway.

Starfield 's update may not add everything players have ever hoped and dreamed for, but it does include quite a lot. This kind of massive update, late as it is, demonstrates a willingness to listen to player feedback, and could be a good sign for the upcoming Shattered Space DLC . These changes should give veteran players an incentive to return, and possibly even get some new spacefarers interested in Starfield .

Bethesda Game Studios presents Starfield - the first original IP from the studio in twenty-five-plus years. Set in the year 2310, the United Colonies and Freestar Collective are observing a shaky truce after a war set 20 years prior. The player will customize their character as a member of a space exploration team called Constellation while navigating The Settled Systems and the conflicts between the warring factions. According to Bethesda, players can explore over 100 systems and 1000 planets to find resources and build their ships, living out their own sci-fi journeys.

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  1. The Continuing Committee

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  13. PDF STAR TREK CUSTOMIZABLE CARD GAME RULEBOOK

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  21. CCG: Introductory Two-Player Game

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  23. 10 Biggest Changes In Starfield's New Update (May 2024)

    Starfield's latest and greatest patch, version 1.11.33, represents the biggest update to the game since launch.Containing several pages worth of changes, bug fixes, and new features, it addresses many Starfield players' greatest frustrations.It also provides big hints about the upcoming Shattered Space DLC.. But there's plenty of new content to explore while players wait for the DLC, and that ...

  24. PDF Star Trek Customizable Card Game Rulebook Version 1.7

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