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ST1E - Latest Strategy-Notes on openCards

Welcome to the overview of the latest ST1E Strategy-Notes

You will find the latest 15 Strategy-Notes here (order desc by publishing date).

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This Strategy-Note was written by Jason Drake and was published first on "The Continuing Committee (trekcc.org)" at Mar 21st, 2016.

Plots involving assumed identities have long been a staple of Star Trek, going back at least to the original series episode Mirror, Mirror upon which this expansion is based. The drama reached its peak in Deep Space Nine with the machinations of the shape-shifting Founders, and provided some of the most memorable episodes in the franchise.

Infiltration became a part of the Star Trek card game when Decipher released The Dominion in 1999. The mechanic they introduced involved one player's infiltration-capable personnel becoming part of his opponent's crew or away team, and the game's likeness to what had occurred on screen was absolutely perfect. As the cards played out on the table, it really looked like an Infiltration plot.


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This Strategy-Note was written by openCards user Dukat and was published first on "The Continuing Committee (trekcc.org)" at May 27th, 2012.

This article is the second in a series of five to introduce the basics of how to play as the Dominion. The first article was a general introduction - beginning with this one, it will become more concrete.

Introduction

Every affiliation needs some kind of play and draw engine. Play engines are mostly Headquarters (or Time Locations) or other cards that allow personnel to report for free. Even though the Dominion also has Headquarters, their system of reporting - beside using Headquarters - works a bit differently.


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This Strategy-Note was written by openCards user Dukat and was published first on "The Continuing Committee (trekcc.org)" at Jan 18th, 2012.

This article represents the first in a series of 8 to make all my knowledge and experience accessible to anyone so they can have as much fun as I have playing the Dominion over the past few years – one of the most complex but interesting affiliations. Each article will cover a specific topic.

The first 5 articles (which include this one) are to be considered basic introductions to elementary aspects unique to the Dominion, like draw engines, play engines and mission solving. The others will cover topics that I consider advanced.

Everyone who has a question may contact me via private message over the forums. I will gladly answer any question.


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This Strategy-Note was written by openCards user Dukat and was published first on "The Continuing Committee (trekcc.org)" at Mar 28th, 2013.

This article will deal with typical Dominion decks as well as some of the more sophisticated and challenging ones.

Victory is LifeIntroduction


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This Strategy-Note was written by openCards user Dukat.

Der 7. November 2011 markiert einen bedeutsamen Tag in der Geschichte der First Edition. Die aktuellen Erratas bedeuten einen gigantischen Sprung hin zu mehr Ausgeglichenheit.

 

Die 4 wichtigsten Errats sollen im Folgenden vorgestellt werden.

 

Zunächst zum "aktuelleren" Problem. In letzter Zeit gab es massive Probleme mit der neuen Karte maH nLv in Verbindung mit Bload Oath.

Die Design Abteilungen haben dem deutlich die Luft rausgenommen.

MaH nLv kann nun nur noch Classic Klingonen und 22nd century Klingonen austauschen und - ab sofort - direkt ersetzen (kein Dilemma Escape mehr).

 


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This Strategy-Note was written by Ross Fertel and was published first on "The Continuing Committee (trekcc.org)" at May 5th, 2001.

What is the Battle Bridge Side Deck?

Conceptually, the Battle Bridge Side Deck is the set of strategic maneuvers that your ship can use to survive or augment an attack. With the simple seeding of a Battle Bridge Door, you’ll use specific techniques (Tactic cards) to give you an edge in ship battle. They can also be used to target a specific section of a ship or a particular attribute. Each card is tailored with its own strengths and weaknesses.

How does it work?


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This Strategy-Note was written by openCards user LuthySloan.

Final Unity - Spiele mit Battle Hintergrund.

 

Heute (7.8.2010) waren die ersten Spiele im Final Unity Format in Aschaffenburg.

 

Erstes Spiel:
Föderation/Bajoraner gegen Romulaner

Beide Decks waren sehr kampfstark ausgelegt. In der ersten Runde flog ein unbekümmerter Romulanisches Science Vessel am feindlichen Außenposten vorbei. Der 3-Skiller und damit in Final Unity free spielbare Rinak Pire begann einen Kampf als Matching Commander eines Bajoranischen Scout Vessels, dass dank Battle bridge Side Deck den Gegner Schwer beschädigte.


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This Strategy-Note was written by openCards user LuthySloan.


Dilemmas


Dilemmas töten Personnel und verhindert das Lösen von Missionen. Mit rund 400 Dilemmas im STCCG First Edition ist es wichtig, die zu kennen die gut sind. Außerdem geht es in diesem Artikel um geschickte Reihenfolgen und Dilemma-Kombinationen.

Was bewirken Dilemmas?
Sie töten wahllos (random selction), teils mehrere
Sie töten gezielt, auch wenn meist nur einzeln (opponent´s Choice)
Sie töten das gesamte Außenteam (… entire Crew or Away Team)
Sie beschädigen oder zerstören das Schiff (damage, destroy)
Sie fordert Attribute (Cunning/Strenght/Integrity) zum weiterkommen. (To get past, Unless Cunning >30)
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This Strategy-Note was written by openCards user KlimDokachin.

 Personnel:


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This Strategy-Note was written by openCards user LuthySloan.

Borg  Die Borg... Borg

 

der schlimmste Feind der Föderation... spielt sich vollkommen anderst als alle andere Affiliations.

 

Borg erfüllen keine Missionen... in First Edition wird man vergebens ein Missions Icon für Borg suchen... auch Mission den von "any away team" erfüllt werden können, können nicht von Borg erfüllt werden.

 

Borg haben ihre eigenen Ziele (engl. Objektive).


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This Strategy-Note was written by openCards user KlimDokachin.

 

Here are some common used short cuts of 1E cards often used in e.g. tournament articles.  I read in the forum, that there is a need for some kind of this.

If you have more than that, feel free to add them or write me, I try to update this list regulary.

 


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This Strategy-Note was written by openCards user LuthySloan.

Deckbau im Revised Format

 

Gegen Ende der First Edition (Einführung 2nd Edition, Niedergang von Decipher Inc.) wucherte das Spiel aus. Es war interessant und komplex. Aber auch sehr schwer in das 10 Jahre bestehende Spiel einzusteigen. Um der Lage Herr zu werden gab es viele Formate. X-List, Balance of Power uvm. 1e Revised ist ein solches Format. Es gilt als offizielles Turnierformat vom Trekcc.org

 

Die Regeländerungen sind kurz und prägnant:

http://web.me.com/cardstrategy/1ELives/Rules_&_Resources_files/RevisedFormat0809.pdf

 

Die wesentlichen Änderungen sind eine Begrenzung auf 4 Karten. Außerdem darf jede Karte maximal 2x geseeded werden. Referee Karten dürfen als Seitenstapel gelegt werden.


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This Strategy-Note was written by openCards user LuthySloan.

 

Das Ziel des Spiels sind 100 Punkte...

 

Dafür erfüllt man Missionen, i.d.R. mindestens 1 Weltraummission und eine Planetenmission.

 

Beispiel:

 


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This Strategy-Note was written by openCards user LuthySloan.

Es war einmal... in einer Zeit des STCCGs in der das Spiel noch am Reifen war. Warum unter des Gegners Mission Dilemmas legen wo man doch selbst diese Missionen lösen kann?

 

Karten wie Fair Play erblickten das Angesicht der Welt. Jeder möge seine eigenen Missionen lösen und die Dielmmas dem Gegner unterschieben. Immer mehr solche Karten wurde entwickelt. Gemeinsam hatten sie das Referee-Icon . Übermächtige Strategien erhielten solche Gegenkarten.

 

Schließlich kam mit Trouble with Tribble die ultimative Refereekarte:

 


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This Strategy-Note was written by openCards user LuthySloan.

 

                                                                        Balance of Power 2010

ist eine Regelmodifikation durch die das Spiel wesentlich ausgeglichener wird. Die strategische Vielfalt von First Edition bleibt dabei erhalten.

Vor 2 Jahren entwickelt, wird sie auf dem neuesten Stand gehalten. (Aktuelle Version: 21.12.2009)

Es basiert nach wie vor darauf, dass jeder gleichviel zieht, so dass im Spielfeld selbst, ausgeglichene Spannung herrscht.

Übersicht


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