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Design Log
Design Log: Stardate 12.16.2002
Can't We All Get Along? Compatibility in Second Edition
"There aren't any treaties in Second Edition! How can I get my
Feds and Bajorans to work together after I report them at Deep Space 9?"
"Why would I want to use two headquarters and lose a solvable
mission when I don't have any way to use Romulans and Cardassians
together?"
No, I'm not talking about compatibility with First Edition cards
rather, the kind of compatibility that plagued First Edition by confusion
with "matching affiliation" and all the rules baggage about house
arrest. In place of more than two-thirds of a full-size page of small type
(that's just for the glossary entries on compatible, matching affiliation,
house arrest, does not work with, mix, and treaties and there are
lots more topics that are related!), Second Edition sums up compatibility
(without even using the term) in one short sentence (easily overlooked by
by a veteran Star Trek CCG player accustomed to the First Edition
concept):
Once a personnel or ship is played, it may mix
freely with any other affiliation. (page 9)
Well, now, that certainly answers those typical questions you see above.
Deep Space 9 allows cards with a [DS9 icon and Non-aligned cards (as well
as equipment cards) to report there. No matter that those [DS9] cards include
both Bajorans and Federation once you have them in play, they can
mix freely. Simple and intuitive, because it reflects what we saw on Star
Trek: Deep Space Nine every week: Bajoran and Federation personnel working
together as a normal, routine circumstance. (It's telling that in First
Edition, one Frequently Asked Question was, "Surely you don't need
a treaty to use Federation on Deep Space 9... do you?" Happily, Second
Edition finally makes the answer to this, "Of course not.")
And in fact you do have a way to use your Romulans and Cardassians together
without a treaty, so if you want to take advantage of Romulan abilities
to examine your opponent's cards or prevent his use of skills, while also
utilizing Cardassian deck-manipulation abilities, have at it! All you need
to do is stock both Cardassia Prime and Romulus so you have someplace to
report the cards, then mix and match for best effect. In fact, if you can
make do with Cardassian ships, you don't even have to have Romulus to get
Romulan personnel into play; just play Alternate Identity to replace some
1-counter glinn with an expensive Romulan from your hand.
Couldn't such "deregulation" of mixing requirements be too powerful?
After all, in First Edition there were deliberately no Ferengi treaties
made, because the designers didn't want to give other affiliations unrestricted
access to the powerful Ferengi downloading abilities. But in reality, mixing
hasn't actually been deregulated it's simply been made self-regulating.
In most cases, to get full use of two affiliations, you need two headquarters
missions. Lots of Bajorans and Feds don't have the [DS9] icon, so
if in addition to Kira Nerys and Julian Bashir you wanted the particular
abilities of, say, Winn Adami or Worf, Security Detail Leader, you'd need
Bajor or Earth to get them. Likewise, if you wanted all the nifty Romulan
cloaking devices, you're pretty much stuck with playing Romulus.
Now, in First Edition, the ability to report different affiliations was,
to all intents and purposes, unregulated; all you needed was a seed slot
for an additional outpost card, which could be seeded at any mission with
the right affiliation icon, and in general it wasn't difficult to select
a number of missions that either of your factions could attempt. But in
Second Edition, that second headquarters knocks out a solvable mission,
leaving you with only three to solve and score points from. Given that you
must solve at least one planet and one space for a full win, you're
putting a lot of eggs in one basket with your single planet (or single space)
mission. So, you must weigh the value of the extended abilities to be had
from more than one affiliation against the potential for disaster if somehow
all your personnel with a vital skill for that single mission get killed.
And fully utilizing more than two affiliations, thereby reducing your solvable
missions to two, is pretty much out of the question. So the potential for
abuse of the apparent "free mixing" is very low.
And there is the essence of the complexity-reduction we find in Second
Edition: instead of writing rules that say different affiliations can't
mix, then lots of cards to let them mix after all, and other cards
that can destroy the mixing cards, followed by more rules to tell you what
"mixing" entails (report to the same places? mix? staff ships?
battle together? attempt missions?) and what to do if the card that let's
them mix gets destroyed (aka "house arrest"), followed by still
more rules that say you can't deliberately destroy such a card if
it would put your personnel under house arrest... well, I'll take that one
simple sentence you see up there (and the self-regulation inherent in the
headquarters missions) any day.
Kathy McCracken
Major Rakal
Star Trek Intelligence Officer
December 16, 2002
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