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20 Favorite Cards: A Designer's Perspective

by Evan Lorentz
Decipher Game Designer

For the recent survey of favorite Star Trek CCG cards, I wanted to vote just like all the other fans out there. It took me a lot of effort to get down to just 20 cards. My initial pass through all the cards we've ever made netted 99 I thought were worth considering for my list – five times too many. Eventually, I pared down that long list until I was left with 20 that each had for me a special memory or story that went with them. I'd like to share with you that final list, and the reasons behind my choices.

Abduction (Call to Arms) – Lots of things I like about this card. It demonstrates the approach Second Edition took to assimilation, that great Borg flavor could be captured without the complicated rules of First Edition. Of the assimilation cards in Call to Arms, this was arguably the most devastating, since it can be used in addition to a battle-related assimilation card to get multiple personnel in a single turn. On top of all that, the card also shows a great image from a pivotal moment of The Next Generation.

Arachnia (Holodeck Adventures) – Well ahead of the time where we actually worked on this set, we'd planned to do the "Captain Proton" related cards in all black-and-white. It was great to finally see that realized. Arachnia is my favorite among them because she has the most over-the-top, melodramatic pose of the bunch. She also has a fairly useful ability that captures the episode story well, something that was very hard to do in the limited text space available on First Edition personnel templates. Plus the lore uses the quality word "impetuous," and the phrase "uncorking her pheromones."

Assign Mission Specialists (First Contact) – This was the first Star Trek CCG card I ever designed. I had recently been invited to playtest, and I was daydreaming at work about ways to try to make several old, existing cards useful with a minimum of new card designs. I came up with the idea of singling out one-skilled personnel as a group, and came up with what I thought would be an acceptable, if not final, nickname of "mission specialists" for them. The designers embraced the idea and the card became a reality. They even put a Bolian in the picture, though I'm not sure if that was coincidence, or acknowledgment of my online handle of "Mot the Barber." For the record, the "5 points for using the skill" idea was mine, while the designers of that time can claim credit (and blame?) for the downloading and "Captain's Log" parts.

At What Cost? (Necessary Evil) – While working on Call to Arms, we started to wonder: was there any way we could make a player choose to give up points they'd fought to score? To take a step backward after they'd just struggled to take a step forward? That notion expanded into the theme for an entire expansion. Most players will probably agree this card lies at the top of the heap of "losing points to gain a big effect." (At the least, it is open for any affiliation to use, and thus more likely to show up than any other.) Plus the title, while completely in keeping with the dialogue from the scene, is definitely a tip of the hat to the whole point-loss gameplay concept: "you want me to pay what?!"

Barclay's Protomorphosis Disease (First Edition Premiere) – This card is just too monumental not to list, and there's no way I could pick just one story to tell about it. Outrageously flexible, since you can use it to nail an opponent or net extra points for yourself. One of those few dilemmas every player has to account for when designing a deck, and again when attempting a mission.

Blood Screening (Mirror, Mirror) – At the time we made this card, there were three "broken link" references in the game that seemed relate to infiltrators: Blood Screening, Changeling Sweep, and Shape-Shift Inhibitor. Nothing specific had been envisioned for any of those cards, but it seemed as though all would do something to expose changelings. The trouble was, changeling infiltrators weren't all that strong a strategy in the game, and they really couldn't weather having three "magic bullets" against them. Pondering this conundrum, I got the idea that maybe Blood Screening could be a good thing for changelings, if we focused on the story that Blood Screenings happen when people don't trust each other. Granted, it didn't result in a hugely powerful card, but it was a memorable moment for me in terms of approaching a problem from a new angle.

Borg Queen (First Contact) – The centerpiece of any good Borg deck. The core of the affiliation that in turn was the core of my online persona for many years. Obviously, I had to have at least one Borg card in my top 20, and who better? Not to mention the card has a very evocative picture, and spectacular lore – one of the few times a quotation was used in the First Edition. It also showed off the radically different Borg affiliation template, which while not much compared to what would later come for all the affiliations in Second Edition, was an amazing departure from the norm at that time.

Computer Crash (Deep Space Nine) – This card qualified me for the 1998 World Championships, and got me to day two of that event. Locking your opponent out of the Q's Tent he'd counted on using is just huge, and stopping all that pesky downloading is even better. This card was so good that from then on, the phrase "ignoring Computer Crash" became an expected norm. There was also a fun trivia question asked about this card at the Championships: "You've all seen Computer Crash plenty of times this weekend, so tell us what the computer screen says in the image. Is it A) Database Services Not Available; or B) Database Systems Offline?" (The answer is A.)

Destroy Transwarp Hub (Call to Arms) – I'm very proud of the modal missions in Call to Arms (missions with game text describing an alternate set of requirements for another affiliation). I'm glad we were able to acknowledge story without adding much complexity to the game. This is my favorite modal mission because of the image, and how very different the two goals are in theme.

Dixon Hill (Holodeck Adventures) – I love the film noir style captured by the image. And while I think the text is one of the game's most interesting-while-not-overpowered ultra-rares, it's actually the lore that I like best. I enjoy trying to explain away inconsistencies introduced by the series writers, and I felt there was one involving Dixon Hill. The Next Generation episodes established that Dixon Hill was written hundreds of years earlier in the "golden age" of film noir mystery writing, but Voyager established that a modern-day publisher was responsible for the adventures of the private detective. I tried to craft the lore to reconcile this minor contradiction.

Dukat, Liberator and Protector (Call to Arms) – This image of Dukat, with this lore, was something I'd wanted to do since the very beginning of Second Edition. Unfortunately, we had to wait until the arrival of the Terok Nor icon in Call to Arms to bring out this version of the man everyone loves to hate. I also feel that we really came up with an interesting and effective bit of gameplay worthy of the great image and quote.

Harsh Conditions (Necessary Evil) – We went to great lengths in this set to add a little risk to the "multiple headquarters" approach of playing Second Edition and bring things more in line with how we'd always wanted them. I think this card is perhaps the most effective in this purpose, and it combos well with all sorts of other dilemmas. On top of all that, it has a nice, grisly image to boot. (I'm a fan of evocative images.)

In Training (Necessary Evil) – I hope players love the Consume mechanic as much as I do. This is my favorite card to use that keyword. It's one of the strongest, for certain. And it reins in low-cost personnel strategies a bit (another aspect of the game that didn't start out of the gate exactly how we wanted it).

Leonardo da Vinci (Holodeck Adventures) – I loved doing the research of all the many fields in which the real Leonardo da Vinci worked. The list you see in the lore of this card (and the related skills in the game text) are really just the tip of the iceberg for this epitome of a Renaissance man. And though it took me several days, I finally figured out a way to get a Lord of the Rings reference in honor of John Rhys-Davies onto the card.

Male's Love Interest (Voyager) – Yes, this lore is an incredibly juvenile joke. But it made us laugh. Hard. High-brow, low-brow – I'll take any kind of humor that stays firmly within the "fourth wall." And this card does. You can even see the waterplums at the bottom of the image. In the left corner, you dog.

Mouth of the Wormhole, Deep Space 9 (Second Edition Premiere) – The day we came up with the idea for headquarters missions was huge for the design of the Second Edition. I had to pick one HQ mission to acknowledge what an important aspect of the design that proved to be. I chose this one for its image and highly useful span of 1.

Overwhelmed (Call to Arms) – Brad came up with this dilemma idea that I immediately loved for its combo potential. My contribution was to find a picture somewhere that would support the text. Brad suggested "something that shows someone stressed out and holding a PADD, maybe?" I had just watched Statisical Probabilities the day before, pulling images for the "Jack Pack" personnel in the set, and instantly replied, "Brad, have I got the image for you!"

Party Atmosphere (Necessary Evil) – Steering players toward events was another major goal of this set, and this card hits that point squarely. Plus, it finally made use of an image I'd identified way back while working on The Borg expansion as one I wanted to use on a card someday. The image was tried and cut from several sets along the way, but finally made an appearance on this card I'm sure will see play.

The Demands of Duty (Call to Arms) – It had bothered me for quite some time that the so-called "dilemma" cards never actually presented a player with a true dilemma, a tough choice to make between two undesirable options. We had made some other attempts in the past to come up with dilemmas that literally posed dilemmas to a player, but I think this was the occasion where we really got a good, effective one working right.

To Be Or Not To Be (The Motion Pictures) – I had fun tracking down a copy of Hamlet in the "original Klingon," and then lining up the right passage from that version with the English text to get the lore I wanted. The picture appeals to me, showing one of the last big triumphs of the original series crew.

So there you have it, my favorite 20 Star Trek CCG cards. Most of them probably didn't line up with your picks, and I don't expect many to be showing up on that top 100 poster. Still, thinking back on them helped remind me of all the great memories I have of this game that literally changed my life.

Thanks for playing, and keep on Trekkin'!

March 18, 2004

 

 
 

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