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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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