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Tips from Ten Forward

Tips From Ten Forward


Article #1--Less is More

Although this saying is an all to well known cliche, bear with me and read on. When I say less, I mean less cards, when I say more, I mean more victories. I recently played against a friend whom I had not seen in a while and discovered that we had both become players of the game. He had been an avid collector, with a little over 500 cards to pull from.

That fact is not bad. As a matter of fact, it's very good because it allows my friend to create thousands of new strategies and decks that can give him the edge over everyone else. The drawback is, and I'm not lying or exaggerating when I write this, he put more than 100 cards in one deck.

You may be confused as to why this is bad and I will explain why. Using the 30/30 rule my friend had decided to include all his favorite one punch interrupts, events, and powerful dilemmas in one deck along with a lot of superfluous equipment and ships. Most of the personnel in his deck were there for no particular reason and his missions were not there for any particular strategy either. The deck I used to counter this was one of the first ones I customized. It was affiliated Romulan and contained 62 cards. Sitting next to a stack almost triple it's height it seemed an easily defeatable combatant but the game would tell.

We began to play and I got a Romulan Science Vessel off and staffed with Vekor and Taurik. I knocked of both of my opponent's Patrol Neutral Zone mission cards right at the beginning. Then I moved on to score with the Investigate Anomaly, and Relief Mission. I had seeded these simple missions with equally simple dilemmas. My opponent by this time had scored nothing and was still trying to get and play an outpost to which he could deploy his Klingon personnel, he had started the game by deploying a Federation outpost.

When I completed one of my opponent's missions and collected his only artifact he concede defeat and forfeit. He had not yet deployed any personnel, only a Ship and a Tricorder. With that giant deck of cards at his fingertips he was unable to get what he needed to play a game. My deck, built of Ships and Personnel and far less interrupts and events, solved missions within the first three hands.

The moral of the story is to make a small deck filled customized to solve missions surpass dilemmas that you are going to deploy. In World War II Hitler invented the Blitzkrieg, or lightning war, a fast strike against the enemy that caught them off guard and killed their resistance before it could be deployed. Use a small fine-tuned deck and make some lightning wars of your own.


Live Long and Prosper.


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Article #2--Cool Combos

With DS9 release I would like to share with you some of my favorite dilemma combos. This expansion is full of killer dilemmas (literally!). This article will be quick and to the point. The first one is popular and you probably know it already but what the heck.

Dal'Rok + None Shall Pass. Dal'Rok reads: "Now and at the start of each turn kills one personnel present with lowest total attribute scores at this location. Nullified by strength+cunning+integrity > 150 at this location." None shall pass is your basic wall dilemma, so the typical away team of say three people can be eliminated. One is killed right away. Then they are all stopped by None Shall Pass, next it's your turn so another person dies, then it's your opponent's, so the last one bites the dust.

Vendetta + Common Thief + Flaxian Assasin (or any other killer dilemma). Vendetta plays on one of your opponent's personel and if they die you pick up five points. Place this on top of any pile used to kill of your opponents personnel. As a matter of fact, it does pretty well over the previously mentioned combination.

Kidnappers placed under the mission where you put your outpost works very well. That way your personnel are usually right there to capture anyone.

Arms Deal is an effective stopper. Played close to your outpost this can leave an away team stuck on a planet as sitting ducks for anything you can come up with. Garanian Bolites does this too but works better in the next combo.

Garanian Bolites + Misguided Activist. Small away teams with two SECURITY, one MEDICAL, and a SCIENCE to meet the requirements are easy to pick off with this. Garanian Bolites will stop one of the security (hopefully). Leaving the heavy medical commander to be picked off. Even better, put this under a mission that requires V.I.P.

That's all for now. Have fun, keep gaming.


Live Long and Prosper.


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Article #3--Gamma Quadrant Terrors

Here they come!!! The evil Dominion is in the Alpha Quadrant, oh what do we do now. Relax people, it’s not the end of domination for the Klingons, or the Romulans for that matter. Before you decide to try and build a Borg deck to counter the changeling threat, (how do you assimilate a shape shifter anyway?) you should consider a few ideas I had after getting through a short period of panic.

First off, white deprivation is bad for the Dominion player, that is, the Dominion player’s Jem’Hadar. It causes a battle frenzy among other things that ends in a unit self-destructing as it’s members turn on itself. (See what drugs can do to you, kids?) Eliminate the white and you eliminate the problem. Try Dilemmas like Common Thief or The Gatherers that eliminate equipment. Seed them under Dominion attemptable missions and watch as your opponent keeps losing white and Vorta and Jem’Hadar.

Also, if you ever get the chance, kill a changeling. This equals another loss of troops for your opponent because his Jem’Hadar will commit suicide. If a random selection lets you kill a changeling, do it. However, don’t go chasing after those changelings to kill them off. Their probably protected by lots of white-addicted who will sacrifice for Founders lost to random selections. (i.e. a Jem’Hadar Sacrifice card)

Lastly, you’ll want to beware of those infiltrators. No, I’m not suggesting you start performing blood tests on your cards. Instead, use as many of those rare personnel as you can. Tomalok, Martok, Lovok, all those big guys who could expose a shape shifter.

In the meantime, keep those blood tests and phaser sweeps going.


Live Long and Prosper.


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UPDATE COMING SOON!

Star Wars: CCG-Star Trek: CCG Crossover!

A break-through in CCG Gaming! My friend and I have put together a way to make the two great Customizable Card Games--Star Wars and Star Trek--compatible, combining these great games and galaxies.

Version 2.0 Rules Booklet includes the full rules through the Dominion expansion in Star Trek and the Special Edition expansion in Star Wars. Supplement #2-Battle Changes and More is on its way! This truly...

"Goes where no one has gone before!"


Check out the rules and Crossover! The rules are both browsable and downloadable!

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"Let's make sure that history never forgets...the name...Enterprise."

Captain Picard put it perfectly and to make sure that history never does forget, I am collecting useful information to include here, in this quickly expanding Star Trek: CCG Galaxy. If you have any comments, compliments, or suggestions don't hesitate to send me them to me via Subspace(email) to my Hotmail address

Sends mail to TrekWars@startrekmail.comTrekWars@startrekmail.com

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Constantly being Updated Last updated on Stardate 200104.12 (Old Earth Date April 12, 2001)


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TM & © 2001 Pamamount Pictures. All Rights Reserved. Star Trek and related marks are trademarks of Paramount Pictures. TM & © 2001 Decipher Inc. Decipher, Customizable Card Game, Alternate Universe, Expand Your Power in the Universe, and The Art of Great Games are trademarks of Decipher, Inc.

TM & © 2001 Lucasfilm Ltd. All Rights Reserved. Star Wars and related marks are trademarks of Lucasfilm Ltd. TM & © 2001 Decipher Inc. Decipher, Customizable Card Game, The Art of Great Games and associated marks and intellectual property are exclusively owned by Decipher Inc. All Rights Reserved.

THIS WEBPAGE IS NOT PRODUCED OR ENDORSED BY DECIPHER, INC., PARAMOUNT PICTURES, OR LUCASFILM LTD.