It also contained the first ultra-rare card, the Future Enterprise. Showing all the cards in the starter set. Free Shipping, Cash on Delivery Available. Purchase more than one lot from Intergalactic and get a quantity discount as well as save on combined S&H fees. Operation and oversight of the game was then taken over … 8. This more dynamic method of selecting dilemmas is dependent on a player's ability to remember which personnel his/her opponent has played and their ability to satisfy a dilemma's requirements. Second Edition, commonly abbreviated "2E", was launched in 2002, and came to a close with its final expansion in December, 2007.[14]. Data Laughing (release: 1995) A promotional card that had ties to the first three sets. However, cards from the First Edition are not allowed in Second Edition games. Their personnel are often the best individuals in the game, but most effects cost a little more to achieve. Event and Interrupt cards provide additional gameplay functions. Gameplay included personnel crossing affiliation lines and paying larger costs (including losing points and hurting future chances at stopping an opponent with dilemmas with a new keyword (Consume)) for bigger effects. To Boldly Go (release: August 18, 2006) To Boldly Go was another full 120-card expansion. ), and the last number corresponds to the card number within that set. Initially released in 1994, the First Edition of the Star Trek Customizable Card Game was the first commercial offering from Decipher. Two more sets featuring Original Series cards came next (when that property was added to the license), followed by sets drawing heavily on Voyager which introduced the new, but smaller Kazon, Vidiian, and Hirogen affiliations. Starfleet is based on the pre-Federation days as depicted in Star Trek: Enterprise. The expansion was sold in 11-card expansion packs. 4. The cards were upgraded with new gameplay and either images of space stations found in Activision's video game Star Trek: Armada (as another cross-promotional tie) or wormholes (to help make the "Wormhole" card easier to use in the sealed environment). Customizable with expansion booster packs. Events typically have a longer-lasting effect on gameplay, while interrupts typically are used once for temporary effects. The game utilized material from all five live-action series, each Star Trek motion picture, at least one video game, Activision's Star Trek: Armada, and a board game, Decipher's Star Trek: The Next Generation - A Klingon Challenge. What You Leave Behind (release: December 14, 2007) What You Leave Behind was the last full 120-card expansion. This is the primary tool to divide the Federation affiliation into separate groups (The Original Series, The Next Generation,[25] Deep Space 9,[26] and Voyager[27] each have an icon representing their personnel and ships). Rarely do they affect cards already in play, but they can mess with an opponent's ongoing attempts to score points. The expansion's ultra-rare was a 24th-century James T. Kirk. Dangerous Missions (release: September 1, 2006) Dangerous Missions was another attempt at making the Star Trek CCG draftable. The standard card types and gameplay would remain, allowing some new cards to be used with the original cards, known as backward-compatible cards, or First Edition Compatible (abbreviated as 1EC) and attempting to satisfy longstanding fans of the original game. The "anthology-style" collector's box included ten Reflections expansion packs, a Starter Deck II, the USS Jupiter premium card, and a comprehensive card list. Tribbles CCG (release: October, 2000) While not playable in the Star Trek CCG, this pre-constructed game could be expanded by collecting the new tribbles cards in The Troubles with Tribbles expansion. These Are The Voyages (release: March 13, 2007) These Are the Voyages was another full 120-card expansion. This set also introduced the Voyager-only environment for sanctioned gameplay. The archive foils in this set featured two show captains: James T. Kirk (previewing the upcoming Original Series faction of the Federation) and Kathryn Janeway (previewing the upcoming Voyager faction of the Federation) . All Good Things (release: July 9, 2003) All Good Things featured 41 new cards that provided new gameplay and mended the so-called "broken links" in the first edition – cards that were referenced directly or indirectly on other cards but had not yet been released. The Second Edition was more streamlined, and had rules that were easier to understand. The cards are printed with a distinctive silver border on the finest playing card stock available. $4.84. The focus of the Second Edition sets has been on characters and situations in The Next Generation and Deep Space Nine, though 'supporting' cards have images and concepts drawn from every part of the canon Star Trek universe. Furthermore, the scope of each card type could be realized in the early planning and a permanent seven card types were created: "dilemmas", "equipment", "events", "interrupts", "missions", "personnel", and "ships". Requirements typically include having several particular skills and a minimum total of an attribute from the personnel attempting to complete the mission. Expansion sets were soon added, including \"Alternate Universe\" and \"Q Continuum\" card sets. The boxes also included a starter deck and some expansion packs from previous releases with the expectation that the game could be played right out of the box in a sealed tournament format. By far the best game that Decipher Inc ever held the license to produce, Star Wars Customizable card game will forever live in the land of legend when it comes to trading card games. It introduced the affiliation of Starfleet, the pre-Federation crew from Enterprise as the last full affiliation to be introduced in the game. (now WWE Smackdown!) The first number corresponds to the set, while the middle letter corresponds to the card's rarity (Common, Uncommon, Rare, Promo, Archive, etc. Second Edition cards are more expansive in their use of the card. Jupiter (release: 2000) This card was inserted into the PC game Star Trek: Armada by Activision as a promotional tie-in. Once a mission attempt starts, the personnel will create away teams to encounter dilemmas which will challenge them in some way. Contains 60 cards game rules to get you started. As a result, six affiliations debuted in that set compared to three for the original. 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