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DECIPHER.com > Star Trek >
Expansions > Call
to Arms
Why Are You Changing My Game?
by Brad DeFruiter
Decipher GameDesigner
When a new set comes out, more often than not, players look at the new
cards and figure out how those cards will fit into their existing decks
or how those cards will help a certain deck type. It is an exciting time
for everyone.
But then there are some cards in a new set that change things. A dilemma
or an event or ... say a whole new mechanic that just gently (or not so
gently) pushes players into playing the game differently. When this happens,
generally two responses come out:
1) That is cool! Now, I can do blah with my blah blah!
OR
B) Why are you changing my game?? It works fine! Why mess with it??
Trading card games can be great fun because you can use different strategies
depending on what you want to do. In fact, multiple players can be trying
to do the same thing with their deck and describe their deck the exact same
way but in the end have very different decks. There are a large variety
of strategies to try out and play in Star Trek Second Edition.
But then there are some players who get a deck working and only want to
play that deck. New cards come out and they don't really want to play with
them or they just add some new cards to their one deck and make it
better. They don't want to try something new because their existing deck
works so well. Now, there is nothing wrong with this at all except
that it is boring and can stagnate a game.
To keep the game fresh and exciting the designers have to stir up the
pot a bit. Offer something different and appealing and help gently
push players into trying new things. This when a game becomes truly fun.
Are we changing the game? No, the game play and rules will remain
the same. Necessary Evil will just try to gently push players to change
up how they are playing or at least get them to look at the game a bit differently.
We want the game to continue to be exciting as it grows and Necessary
Evil sure is a growth spurt for the game.

Whether it's seeing one of your favorite characters working for a rival
affiliation
or stocking multiples of eight cost dilemmas
or trying to get more of a card type into play than an opponent
or the value of a corresponding commander
or the skill matrix of your Bajoran Resistance deck
or figuring out why the Maquis hate events and interrupts
or using Infiltrators more than Jem'Hadar
or how personnel with no skills are so good
or using a card that cannot even be played until the mid-game
or why exactly is your opponent so interested in the tribbles in your core
or ... well, I'm sure you will look at the game differently once you embrace
Necessary Evil.
January 9, 2004
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