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Star Trek Customizable Card Game (second Edition) box art

Star Trek Customizable Card Game (second Edition)

Players

2

Time

?-?

Age

?+

Weight

3.2

Rating

6.73

Fit

Teach 2.8

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Star Trek Customizable Card Game (Second Edition) has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies. However, the game does not emphasize cooperation as much as other aspects. Overall, it offers a balanced and engaging player interaction experience.

Replay value

The Star Trek Customizable Card Game (Second Edition) has a high replayability score due to its strong variability in gameplay, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions adding new content and gameplay elements. Players have room to improve their strategy over time, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Star Trek Customizable Card Game (Second Edition) has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Star Trek CCG 2nd edition is a reinvention of the original star trek customizable card game. One major difference in Second Edition was the addition of a cost system to equipment, events, personnel, and ships. A card's cost is listed in the top left-hand corner of a card, directly preceding the card's title as a single digit number (currently anywhere from 0 to 9). A player receives seven 'counters' at the beginning of each turn; to play a card, the player must spend a number of counters equal to the cost of the card. Only interrupts (of the card types in a player's deck) do not have a cost and are treated as 0-cost.Another major change in the gameplay of Second Edition was the new method of handling dilemmas. Instead of using First Edition's lengthy procedure of a 'seed phase', which could last upwards of 15 minutes, Second Edition employs an 'on-the-fly' method for constructing dilemma combinations. While First Edition attempted to sometimes literally represent instances from the Star Trek universe in the game, Second Edition has focused more on a consistency of gameplay as a priority over design consideration with regard to remaining faithful to the source material. Effects on cards sometimes lack the "Trek sense" that First Edition cards contained and can be purely conceptual, but are generally much more equitable when compared with other similarly costed effects.

Editions

Edition Year Language Publisher / Region
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Files

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Commerce

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Credits

Designers

2
Brad Defruiter Evan Lorentz

Publishers

1
Decipher

Linked items

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