STRATEGY GUIDE: How to Build Decks in Star Trek CCG!

Sdílet
Vložit
  • čas přidán 28. 07. 2024
  • Big shoutout to Derek for chatting Star Trek CCG deck building! In this video, we go over ideas for the seed phase and draw phase. For more information and deck idea, check out the Star Trek Continuing Community Website!
    www.trekcc.org/
  • Zábava

Komentáře • 8

  • @barrywade3774
    @barrywade3774 Před měsícem +3

    To really appreciate these older games, when possible like this game it is always best to try it in release order when you can. Build you first couple of decks from a box or two of Premier, then start to add in Alternate Universe, maybe a little Q Continuum and move on from there with what you can get.
    Trouble with Tribbles and Mirror Mirror (with the Pre-constructed decks from Tribbles) can be a great mini format as well. (Maybe just add a Romulan Outpost and the Bajoran Wormhole from DS9 to make some elements more playable.)
    Above all, ignore the later house rules the players comity came up with, at least at first until you understand how the game was designed to work. (Cards like Balancing Act and Mirror Image are there for a reason.)

    • @XerrolAvengerII
      @XerrolAvengerII Před měsícem +2

      I find the warp speed rules are great for setting aside a lot of aspects of the games that can be confusing for new players (like regions of space and moving ships between quadrants) and opens up straightforward deckbuilding in a game format that doesn't take that long to play. Obviously it's way more vulnerable to making unintended combos, but being able to play 2 cards every turn and drawing until you have 7 at the end of the turn means that a lot of the really wild draw engine cards can be set aside and your deck building can be more focused.

    • @barrywade3774
      @barrywade3774 Před měsícem +2

      @@XerrolAvengerII No need to worry about quadrants or regions in Premier and the slower pace can be great for learning the game and strategies. If looking for a quicker game we would simply randomize our dilemmas for space/planet and deal them out quick for a faster game, but again that is a house rule for time constraints. Balancing engine cards is helpful to learn early in most games.
      Filling your hand each turn would sure make interrupts a lot stronger.

  • @tk2166
    @tk2166 Před měsícem +1

    I always had my delema deck labeled so I would just put stacks under missions.

  • @scottkthompson
    @scottkthompson Před měsícem +1

    Now do second edition!!

    • @boardmatt
      @boardmatt  Před měsícem +1

      I am actively looking for folks that know 2E! Feel free to reach out if you know someone!

    • @scottkthompson
      @scottkthompson Před měsícem

      @@boardmatt I wish I did. I got a collection and am looking to build! It’s all just guess work for me though!

  • @jayman105
    @jayman105 Před měsícem +1

    1) 3/3 is definitely the proper ratio for planet/space missions. Too many of one type creates chaos for a player.
    2) Utilizing other quadrants can be more of a hinderance than help. A deck built on more than one quadrant really
    needs to be thought out and filled with appropriate cards.
    3) Turn one victories aren't as easy or common as you let on.
    4) 18 Dilemmas seems kind of low. Four Dilemmas under a mission is the gold standard, and keeps your opponent
    from achieving points too easily.
    5) Red-shirting is unfortunately part of the game, and is utilized by a lot of players.
    6) Events and Interrupts are a must in a draw deck. Relying only on personnel is a sure way to lose a game, and fast.
    7) Your videos on the ST:CCG are great, but the constant Trek CC plugs are getting stale.