|
DECIPHER.com > Star Trek > Expansions
> Fractured Time
Calling You Out
by Evan Lorentz
Game Designer
Call to Arms introduced the Interlink keyword to the Second Edition, the
first keyword to have built-in rules associated with it (albeit rules which
were explained in italics text on every card to use the term). It came about
as we looked at 10 Borg personnel who all had the same text with only a
word or two changed, that change all but buried in the third line of the
game text. Our hope was that by building a keyword to "call out" the notable
difference, players would quickly learn what this recurring bit of text
meant without having to put on hip-waders and slog through the text all
the time. They could use the "call-out keyword" to get right to the point
of an often-explored vein of design.
We really had our fingers crossed as Call to Arms released to the public,
because even in the short time we'd been using Interlink, we'd come to realize
how handy it would be to create other call-out keywords in future sets.
Fortunately for us, the idea went over well with players, and paved the
way for us to introduce two more such keywords in Necessary Evil, Consume
and Artifact. Consume in particular proved to be one of the most-liked aspects
of any set yet released for Second Edition, which we took as the "all clear"
to make call-out keywords a complete, full-fledged part of the game. (Wow,
there sure were a lot of hyphens in that sentence. Anyway....)
That is how, as design on Fractured Time began, we decided to create the
new call-out keyword Decay. When it appears on a card, it looks like this:
Decay: [number]. (When there are [that number] cards on this
event, destroy it.)
Every Decay card is an event that plays in your core and has in its game
text a way to accumulate cards on top of it. We felt this would be a good
tie-in for the Fractured Time set, a card vulnerable to the passage of time.
Originally, we even thought we'd make sure to use a "time-themed" image
and story to illustrate each one of the cards. A noble plan, perhaps, but
it fell by the wayside quickly as we came to feel it was more important
to be sure every affiliation had access to at least one Decay card
and for some affiliations, the pickings in "time-travel plots" are thin
(or non-existent).
Here's
how one particular Decay card turned out. Unyielding
is a potent event for Borg to help them deal with some of the dilemmas they
sometimes have difficulty with on skills alone, things like Alluring Spy,
Formal Hearing, or Picking Up the Pieces. It flat out prevents a Borg personnel
from being stopped. Decay provides the costs to bring this power into balance
(costs besides the 2 counters it takes to play it). First, you're only able
to use the power three times before the event destroys itself. Second, it
costs you a card from your hand (which will ultimately be discarded) each
time you use it.
Look for more cards in Fractured Time to use Decay to add costs and limitations
to strong effects. But also expect a small twist or two on things. Not all
things that Decay are lost forever, nor are they always paid for from your
hand. Cards can sometimes Decay under your opponent's control rather than
yours, and still other times move inexorably toward destruction with almost
nothing anyone can do to stop it. Almost.
August 10, 2004
|