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Reflections can refer to the following CCG expansions:

  • Reflections , an expansion for Star Trek CCG 1st Edition .
  • Reflections 2.0 , an expansion for Star Trek CCG 2nd Edition .
  • Reflections II: Expanding the Galaxy
  • Reflections III: A Collector's Bounty
  • Reflections Gold , a cancelled expansion.

Star Trek CCG 1st Edition [ ]

The Terran Empire , V, #5 The Continuing Committee, 2016

Star Trek CCG 2nd Edition [ ]

In a Mirror, Darkly, C, #17 Decipher, 2007

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Reflections: the first five-year mission.

Reflections: The First Five Year Mission is well-named. Each Reflections pack gives you 17 randomly assorted cards from Premiere through The Dominion sets plus an 18th card, a foil version of a classic Star Trek CCG rare. Reflections introduces "topper" cards. Four of these premium foil cards will randomly appear, one per display, on top of the packs inside the 30-pack display box. They are normal-sized, playable foil cards... four of the best-looking and most desirable cards we have ever made! There are 4 ultra-rare foils, 50 super rare foils, and 46 very rare foils, resulting in a 100-card set size.

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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 reflections

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

Tags: Star Trek Customizable Card Game , Star Trek Customizable Card Game deck building , Star Trek Customizable Card Game how to play , Star Trek Customizable Card Game how to win , Star Trek Customizable Card Game instructions , Star Trek Customizable Card Game rules , Star Trek Customizable Card Game strategy

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

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Each Reflections pack had 17 randomly assorted cards from Premiere through The Dominion sets plus an 18th card; a foil version of a classic Star Trek CCG rare card. Reflections introduced "topper" cards. Four of these premium foil cards were randomly inserted, one per display box, on top of the packs inside each 30-pack display box. A case topper of Seven of Nine was also inserted in each case of six boxes. Three levels of foil rarity were inserted; VRF = Very Rare Foil (46 cards 1:1.75), SRF = Super-Rare Foil (50 cards 1:2.42) and URF = Ultra-Rare Foil (4 cards 1:60.5). The other 17 cards are random and can be a mix of common, uncommon and rare cards from the Premiere set through to The Dominion, including White Border Preview cards and Enhanced First Contact premiums. Copyright Line - TM & © 2000 PAR. PIC.  TM & © 2000 DECIPHER INC.

ARTIFACTS (7)

Artifact

DILEMMAS (10)

Planet Dilemma

DOOORWAYS (1)

Doorway

FACILITIES (6)

star trek ccg reflections

INTERRUPTS (2)

Interrupt

MISSIONS (6)

star trek ccg reflections

OBJECTIVES (2)

Objective

PERSONNEL - BAJORAN (3)

Q

PERSONNEL - BORG (3)

Delta Quadrant

PERSONNEL - CARDASSIAN (3)

star trek ccg reflections

PERSONNEL - CARDASSIAN / NON-ALIGNED (1)

star trek ccg reflections

PERSONNEL - DOMINION (4)

star trek ccg reflections

PERSONNEL - FEDERATION (13)

star trek ccg reflections

PERSONNEL - KLINGON (7)

star trek ccg reflections

PERSONNEL - NON-ALIGNED (5)

star trek ccg reflections

PERSONNEL - ROMULAN (4)

star trek ccg reflections

PERSONNEL - ROMULAN / FEDERATION (1)

star trek ccg reflections

SHIPS - BORG (1)

star trek ccg reflections

SHIPS - CARDASSIAN (2)

star trek ccg reflections

SHIPS - FEDERATION (4)

star trek ccg reflections

SHIPS - KLINGON (4)

star trek ccg reflections

SHIPS - NON-ALIGNED (1)

star trek ccg reflections

SHIPS - ROMULAN (3)

star trek ccg reflections

SHIPS - ROMULAN / KLINGON (1)

star trek ccg reflections

TIME LOCATION (1)

Romulan

TRIBBLES (1)

Tribble

star trek ccg reflections

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STAR TREK CCG 1E REFLECTIONS COMPLETE SET of 105 FOILS includes URs BTs and CT

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Product details

  • Date First Available ‏ : ‎ May 16, 2014
  • Manufacturer ‏ : ‎ Decipher
  • ASIN ‏ : ‎ B00KDOB46C

Product information

Technical details, additional information, product description.

ST CCG set in the Title Includes all 4 Ultra Rares Includes all 4 Box Toppers Includes the 1 Case Topper NM/MINT Condition

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Reflections - Booster Pack

By: Decipher

Type: Collectible Card Game (Pack)

Product Line: Star Trek CCG (1st Edition) - Booster Packs & Boxes

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  5. STAR TREK CCG REFLECTIONS COMPLETE SET WITHOUT URs

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COMMENTS

  1. Reflections (Star Trek CCG)

    Reflections: The First Five Year Mission is the 23rd expansion of Star Trek CCG 1st Edition. It is published by Decipher on 18 October 2000. The set consists of 105 foiled cards. There are 4 ultra-rare foils, 50 super rare foils, 46 very rare foils, and 5 topper foil cards resulting in a 105-card set size. Reflections: The First Five Year Mission introduces 5 "topper" cards. Four of these ...

  2. First Edition

    Reflections: The First Five Year Mission is well-named. Each Reflections pack gives you 17 randomly assorted cards from Premiere through The Dominion sets plus an 18th card, a foil version of a classic Star Trek CCG rare. Reflections introduces "topper" cards. Four of these premium foil cards will randomly appear, one per display, on top of the ...

  3. First Edition

    The online resource for the First Edition of the Star Trek Customizable Card Game. Learn the rules, view card lists, and find tournaments and events. ... a foil version of a classic Star Trek CCG rare. Reflections introduces "topper" cards. Four of these premium foil cards will randomly appear, one per display, on top of the packs inside the 30 ...

  4. Reflections

    Reflections can refer to the following CCG expansions: Reflections, an expansion for Star Trek CCG 1st Edition. Reflections 2.0, an expansion for Star Trek CCG 2nd Edition. Several Star Wars CCG expansions: Reflections Reflections II: Expanding the Galaxy Reflections III: A Collector's Bounty Reflections Gold, a cancelled expansion.

  5. Reflections 2.0

    Star Trek CCG Second Edition / Reflections 2.0. R. Reflections 2.0. Reflections 2.0 includes 61 brand-new cards created in diffraction foil treatment plus foil versions of 60 rare cards from previous sets. Each 18-card booster pack contains two foils (generally one new card and one reprint), plus a mix of non-foil cards from Second Edition ...

  6. Star Trek Customizable Card Game

    The Star Trek Customizable Card Game is an out-of-print collectible card game based on the Star Trek universe. ... pre-constructed game could be expanded by collecting the tribbles cards from The Troubles with Tribbles expansion of the Star Trek CCG. Reflections: The First Five Year Mission (release: November, 2000) This set consisted of 18 ...

  7. Reflections

    Reflections - Booster Box. By: Decipher. Type: Collectible Card Game (Box) Product Line: Star Trek CCG (1st Edition) - Booster Packs & Boxes. 30 packs, 18 cards per pack. Last Stocked on 11/7/2023.

  8. Star Trek CCG Reflections 1.0

    Star Trek CCG Reflections 1.0. Star Trek CCG - Reflections 1.0 (1st Edition) Decipher - 2000. Notes: This expansion included foil versions of cards from First Edition expansions from. Premiere through The Dominion. Boxes contained 30 packs of 18 cards each, including one. special foil card (as shown below) plus 17 cards randomly selected from ...

  9. The 12 Days of Trek-Mas

    Kicking off my 12 days of Trek-Mas by opening a pack of Reflections from the Star Trek CCG, 1st edition.Check out my blog here: https://agooddaytorolldie.wor...

  10. Reflections I Booster box still worth it?

    Is the rarity distribution in Reflections worth the cost of buying a box these days? By comparison, the SWCCG Reflections box comes with an overloaded amount of cards from the later two sets, which don't really make it cost effective. ... printable, virtual sets and organizes tournaments for three Star Trek-themed customizable card games that ...

  11. Reflections: The First Five-Year Mission

    Reflections: The First Five-Year Mission. Reflections: The First Five Year Mission is well-named. Each Reflections pack gives you 17 randomly assorted cards from Premiere through The Dominion sets plus an 18th card, a foil version of a classic Star Trek CCG rare. Reflections introduces "topper" cards.

  12. Star Trek Customizable Card Game

    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.

  13. Wixiban

    Each Reflections pack had 17 randomly assorted cards from Premiere through The Dominion sets plus an 18th card; a foil version of a classic Star Trek CCG rare card. Reflections introduced "topper" cards. Four of these premium foil cards were randomly inserted, one per display box, on top of the packs inside each 30-pack display box.

  14. Star Trek CCG: Reflections I Booster Box

    Star Trek CCG: Reflections I Booster Box . Brand: Collector's Cache. 5.0 5.0 out of 5 stars 6 ratings | Search this page . Brand: Collector's Cache: Included Components: Cards: Package Information: Box: Item Package Quantity: 1: Item Weight: 2.4 Pounds: About this item . Star Trek card game

  15. Star Trek CCG 2E Master Checklist

    Hope this is useful! Star Trek CCG 2E Complete Card List. 2E Premiere Set (415 cards) - 52 cards are fount exclusively in starter decks. Energize (184 cards) - 4 cards are reprints. Call to Arms (232 cards) - 14 Cards are reprints found in the starter decks. - 28 cards (of those that are not reprints) are found only in starter decks.

  16. STAR TREK CCG 1E REFLECTIONS COMPLETE SET of 105 FOILS includes URs BTs

    Top Shelf to Go has a truly great collection of 1st edition Star Trek ccg. Just be vigilant about "near complete" sets. I have all 1E cards except the tournament foils. This set is all the Reflections foils minus an important 2. Both foils missing expect to pay more than $50 for. I paid that for the Picard but was lucky enough to get 3 (!)

  17. Second Edition

    Star Trek CCG - Summer 2004: 0 P 24 : In the Pah-wraith's Wake: Event: Decipher Rewards Store: 0 P 25 • Deanna Troi, Major Rakal: Personnel: Romulan: Star Trek CCG - Reflections Release: 0 P 26 • Leonard H. McCoy, Remarkable Man: Personnel: Federation: Strange New Worlds - May 2005: 0 P 27 • Borg Queen, Bringer of Order: Personnel: Borg ...

  18. 2000 Decipher Star Trek Ccg Reflections

    As a result, some of the population data may not reflect accurate numbers since there may have been significant amounts of cards graded before PSA began noting the variety on the PSA label and in the PSA database. As more and more hobbyists re-holder their previously-graded cards to reflect the new information, the more accurate the data will ...

  19. Reflections

    This Reflections pack contains a selection of randomly assorted white- and black-border playing cards drawn from the following sets in the Star Trek Customizable Card Game universe: Premiere; Alternate Universe; Q-Continuum; First Contact; Deep Space Nine; The Dominion

  20. The Continuing Committee

    The World Championships head to Starfleet Command in San Francisco! Apply to host a Regional Championship today! Star Trek Customizable Card Game lives on under the Continuing Committee. We create virtual 1E, 2E and Tribble cards. Join for local and online games.