Star trek ccg

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Star trek ccg

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star trek ccg

Posts about buying, selling, or appraising cards are not appropriate here. Fans do not own the rights or have any kind of official permission to make dream cards, so respect the copyright holders and do not sell dream cards or dream card designs on or off Facebook. Constructive criticism is useful in making designs even better. However, no "Ad Hominem" attacks or pejorative terms are appropriate, for example: "you suck," or "that card design sucks. This is a grey area. Other topics should be avoided.

See Rule Please refrain from posting dream card designs or other posts containing spoilers from the most recent Star Trek episode or future episodes for one week after the release of the episode in question.

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This is not a forum to petition group members affiliated with the Continuing Committee to have yours or someone else's dream card design adopted.

Stating you wish a design was official is fine. Views expressed by members of this group are those of the individuals making them. The Continuing Committee CC uses trekcc. If a CC volunteer expresses his or her opinion here, it is not in an official capacity. Forgotten account?Beam me up, Scotty! Arguably the best sci-fi series on TV since, well, ever, Star Trek is a genre that resonates with players and collectors worldwide! One of the first games Decipher Inc. With a massive universe, multiple factions, powerful starships, dilemmas and missions, playing this game was like making our own TV episode of the show every time!

As always, Decipher delivered an amazing product with this game, so amazing that it warranted an entire second edition of the game after this one! Kicking off the game was just the basic Premiere Set. The game works by selecting a faction to play, such as Klingon, Romulan, Federation, etc.

Build up your deck with starships, weapons and crew members, and venture out into the universe. Opponents use dilemas, events, and other problems to throw at you, and attempt to steer you off course, or destroy your efforts, all while you try to complete missions and win the game!

Not long after the Premiere set, another great set Alternate Universe expanded the game into a whole new world. Focusing on some other never before seen elements of the Star Trek universe, players had a whole new world opened to them. This set also saw the first ultra rare star trek ccg Card, Future Enterprise. The Official Tournament Sealed Deck came out not long after that, providing players an opportunity to take six random packs, plus a preset deck of cards, and try their luck at winning with a blind set of cards!

The sets just keep coming out after this - some special Anthology sets were released, an Enhanced Premiere and Enhanced First Contact! Reflections added a whole new world to the game, with special foil versions of many of the popular early cards in the game, including four ultra rare foils to collect such as Future Enterprise and Borg Queen!

The last set of the first edition, All Good Things, came out as a special edition, and is extremely are and hard to find! Look for all your favorite characters, starships, aliens and dilemmas on our site! Home Star Trek 1E.

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Fajo Collection View. First Contact View. Official Tournament Sealed Deck View. Deep Space 9 View. Enhanced First Contact View. The Dominion View. Blaze of Glory View. Rules of Acquisition View. Second Anthology View. The Trouble with Tribbles View. Reflections 1 View. Enhanced Premiere View.

Star Trek CCG 1st Edition

Mirror, Mirror View. Voyager View. The Borg View. Holodeck Adventures View. The Motion Pictures View. All Good Things View.It was first introduced in by Decipher, Inc. The game now has two distinct editions, though both forms of the game have many common elements.

The standard central goal for a player of STCCG is to obtain points, primarily by completing missions or objectives. This is done by bringing personnelships 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. 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.

What is now known as First Edition commonly abbreviated "1E" among players is the original conception of the game, through various designers and iterations.

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It was first licensed only to cover Star Trek: The Next Generationand the first three card sets were limited to that show's universe. As such, the only affiliations created were the FederationKlingonsand Romulansplus 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.

InDecipher announced that a wider scope had now been licensed for the game: Deep Space 9Voyager 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 BajoransCardassiansDominionand Ferengialong 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 licensefollowed by sets drawing heavily on Voyager which introduced the new, but smaller KazonVidiianand 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. It was available in randomized card starter boxes generally not playable right out of the box and card expansion packs. The initial print run had a black border and the following runs December and had a white border, making the black-bordered cards rarer, even though that color would become the staple of all later sets.Each card represents an element of the Star Trek universe, such as a starship, a character, a planet or space mission, or an event.

Winning involves strategy both during a game session and before playing, through the preparation of an effective play deck, chosen from a player's entire collection of cards. Players compete by attempting to complete missions to score points according to a complex set of rules. The Star Trek: Customizable Card Game system includes several thousand cards, making each game session unique.

Star Trek CCG - The Borg Booster Box Opening

Expansion sets were soon added, including "Alternate Universe" and "Q Continuum" card sets. The game was updated and re-released in as the Second Edition. It quickly added more expansion sets and continued to be printed until December 5th,when the last set was sold to Hill's Wholesale Gaming.

A combination of the game's popularity and comments by players stating that the game held a great bias towards the Federation affiliation led to the release of several expansion sets that included material from the motion pictures, Star Trek: Deep Space NineStar Trek: VoyagerStar Trek: The Original Seriesand eventually Star Trek: Enterprise. While production of full expansions for the First Edition stopped with the development of the Second Edition, special boutique expansion sets were made, such as the Enterprise Collection.

The Second Edition cards greatly expanded the range of game play, allowing players to score points not just from completing missions and overcoming dilemmas, but also by defeating opponents in battle. In addition, many cards released in the Second Edition are backwards compatible — that is, they may be used in First Edition games. However, cards from the First Edition are not allowed in Second Edition games. With a run of over thirteen years across two editions, the Star Trek Customizable Card Game proved to be both very popular and profitable for Decipher.

As the game grew in popularity, Decipher gained licenses for the rest of the franchise. Because of this, the game grew over time. Original rules combined with new concepts caused loopholes in the game. Additional rules and cards were created to try to stem this problem. In the game's last years, it had grown too complex for new players to understand. To fix this problem, the Second Edition was created.

The Second Edition was more streamlined, and had rules that were easier to understand. Another difference was the card design. The First Edition cards were very limited in what was printed on them due to the template that was used.

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This also caused new rules and new cards to be produced to add instruction and clarity. Second Edition cards are more expansive in their use of the card. The full rules for both editions of this game can be found on The Continuing Committee webpage see External links below.

A comprehensive list of the rules and all updates on expansions made by Decipher can be found at stccg. In this CCG 2nd editionthe cards are arranged into different groups, depending on their function in the game. Personnel and Ships were further divided into specific affiliations. Equipment cards represent tools, weapons, and other items that personnel might use to assist them in completing missions or interacting with an opponent's personnel.

Mission cards are divided into three types: headquarters missions, where cards of a particular affiliation may be played; planet missions, and space missions.

The latter two types have requirements for earning their point values. Requirements typically include having several particular skills and a minimum total of an attribute from the personnel attempting to complete the mission.

Dilemma cards come in three types: planet-only, space-only, and dual. They are used in a separate deck to provide obstacles to the opponent's personnel attempting a mission. Some dilemmas have requirements which must be met or else a consequence is faced by the personnel. Other dilemmas simply have a consequence. Event and Interrupt cards provide additional gameplay functions.

Events typically have a longer-lasting effect on gameplay, while interrupts typically are used once for temporary effects. Many events and interrupts are affiliation-specific or have other requirements for playing them or using their effects. Personnel, Ships, Equipment and Events all have cost in counters to play them during the "Play and Draw Cards" phase of a player's turn.Expansion To Boldly Goreleased in It has gone through two separate editions, completely changing the gameplay, and necessitating re-releases of many first edition cards in second edition format.

The cards, especially those representing characters and ships, are frequently a source of information not available through other canon or non-canon sources. Following Decipher's loss of their license to publish the Star Trek Customizable Card Game inthe Star Trek CCG Continuing Committee, an organization of players devoted to supporting both versions of the card game with printable "vitual expansion sets", began releasing new sets of cards on the internet.

Expansions are sets of cards, ranging in size from towhich incorporated many new elements into the playing atmosphere of the game.

Cards from these sets were sold in expansion packs a fixed number from per pack and occassionally starter sets sets of 60 cards, meant to be playable from the box. Several promotional sets were released; unlike the expansions, these cards were sold in mostly un-randomized sets. Some cards with this icon later appeared in expansions as well, as "previews" of cards to be released in a later expansion. Sign In Don't have an account? Start a Wiki.

Categories :. Cancel Save. This article is marked as lacking essential detail, and needs attention. Information regarding expansion requirements may be found on the article's talk page. Feel free to edit this page to assist with this expansion.DecipherThe Continuing Committee.

It is published by Decipher from - It is designed by Brad Defruiter and Evan Lorentz. One major difference is 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.

star trek ccg

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. Another major change in the gameplay of Second Edition is 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.

While First Edition attempts to sometimes literally represent instances from the Star Trek universe in the game, Second Edition focuses 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 contain and can be purely conceptual, but are generally much more equitable when compared with other similarly costed effects. All other 19 cards in this release appear in other card listings. On 5 DecemberDecipher announced that it would no longer be releasing new sets or officially supporting the game.

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 continues the number sequence for its virtual expansion sets. Although included in the total card count, the two cards from Living Witness are not playable as they were released as an April Fool's joke.

The Inheritance expansion set is an unnumbered set issued with the numbering sequence as part of the Virtual Promos set, thus it has no set number assigned. The card total for Virtual Promos does not include the card total for Inheritance.

Sign In Don't have an account? Start a Wiki. Contents [ show ]. Categories :. Cancel Save. Card Back. Physical Errata Cards.The Star Trek fictional universe contains a variety of weaponsranging from missiles the classic photon torpedo to melee primarily used by the Klingonsa race of aliens in the Star Trek universe. The Star Trek franchise consists primarily of several multi-season television shows and a dozen movies, as well as various video games and inspired merchandise.

Many aspects of the fictional universe impact modern popular culture, especially the lingo and the idea of a spacecraft launching space torpedoes and firing lasers, and have had a wide influence in the late 20th to early 21st century.

The franchise depicts various weapons which fit the motif of the raygunthe most prominent of these being the "phaser".

These directed-energy weapons emit energy in an aimed direction without the means of a projectile. The intended effects may be non-lethal or lethal. For example, in Star Treka hand phaser can be set to "stun" or "kill".

Phasers are common and versatile phased array pulsed energy projectile weapons, first seen in the original Star Trek series and later seen or referenced in almost all subsequent films and television spin-offs.

Phasers come in a wide range of sizes, ranging from small arms to starship -mounted weaponry. There are several specific types of phasers used by the United Federation of Planets' Starfleet.

Though they seem to discharge in a continuous "beam", close observation reveals that phasers actually discharge a stream of pulsed energy projectiles into the target. This versatility means they can also be used as welding torches or cutting tools, and can create heat sources by firing at a large, solid object like a rock. The stream can be adjusted to strike multiple targets at once, strike a single target with precision, or even destroy large amounts of material.

star trek ccg

Phasers can be set to overload, whereby they build up a force-chamber explosion by continuously generating energy without releasing it; the resulting blast can destroy most natural objects within a meter radius. The overload process is marked by a distinctive sound that increases in volume and frequency until it is deactivated or it detonates. Ship-mounted phasers have a similar range of functions on a larger scale: The phasers on the USS Enterprise could be used as an "anti-missile" defense to destroy incoming projectiles, [6] [7] stun entire city blocks full of people, [8] destroy cities, [9] and even destroy entire asteroids up to a given size.

The ship's phaser system was also said to be capable of destroying continents. According to later series, phasers release a beam of fictional subatomic particles called "rapid nadion", which are then refracted "rectified" through superconducting crystals.

The phasers that appeared in the reboot Star Trek appear similar in shape to the classic phasers, but fire singular energy projectiles instead of a sustained stream of them, in a fashion similar to semi-automatic weapons. The barrel of the weapon is two-sided, one being colored red and the other blue to indicate the current setting: the user must manually rotate to the other output to use the other setting. A similar change was seen in the starship-mounted phaser banks, which also fire single projectiles instead of continuous streams.

Star Trek Customizable Card Game

In Star Trek Beyondthe barrel sides of the sidearm phasers are flat and both barrels shoot blue bolts that deal no physical damage, while the barrel tips are still colored blue and red. Lasers are a sidearm in the original Star Trek pilot " The Cage ", and laser pistols appear in several Original Series episodes, although later episodes in The Next Generation seemed to indicate that the laser's use as a weapon was outdated.

In one instance, the ship-mounted lasers of two spacecraft were incapable of overcoming even the navigational shields of the USS Enterprise -D[15] though on at least two other occasions it was threatened with destruction by laser-armed spacecraft. At lower power levels, it is capable of making 'surgical' incisions into a ship's hull.

According to The Making of Star TrekGene Roddenberry claimed that production staff realized that using laser technology would cause problems in the future as people came to understand what lasers could and could not do; this resulted in the move to phasers on-screen, while letting lasers be known as a more primitive weapon style. The So'jan military command and the Romulan defector Commander Telek L'mar developed a weapon that created a highly charged disruptor-style beam, which they called a pulse cannon.

They later became obsolete. When the laser had reached its upper limits of power, a new weapon was invented at Jupiter Station for the newly designed NX-class. This new weapon could fire much greater energies at longer range but the drawback was that continuous fire would cause damage to the emitter. To solve this problem, Starfleet scientists devised a way to fire the weapon in short pulsed burst streams to help regulate the temperatures of the emitters in a state of constant fire.

The pulse cannon is a rather simple particle beam weapon and Starfleet Command ultimately decided on using the more powerful plasma cannon on the NX-class Enterprise.


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