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This is a very small portion of the rules and the game. This is by no means an official rules document. After reading this, if you still have an interest in the game, please visit Decipher.com , the makers of the game. On that site is all the official rules, all of the card images, a message board system and much more. Below is a small over view.

1. A brief Explanation of the Game
2. The Phases
3. Building a good deck.
4. Dilemmas


A brief Explanation of the Game.

The ST:CCG is a complex card game based on the hit TV show "Star Trek". There are cards from all 4 Star Trek series' and from some of the movies, as well as a few cards from computer games! The game consists of thousands of different cards. There are many different card types, affiliations and much more. Decipher has created a great game that takes a little patience to learn. There are different formats in this game. A good step to get into the game is in a sealed format. There are a few different formats, among them are Official Tournament Sealed Deck (OTSD), Starter Deck II, and a few other less popular formats. If you are interested, you can find tournaments, and look for local Ambassadors and Tournament Directors on Decipher's Website. They are very helpful to get you started in the game. After you know how to play, the most popular Format is standard constructed. In this format, you can build a deck using ANY cards that exist. This is the most fun version of playing.

The Phases of the Game.

There are two main phases in the game, the seed phase and the play phase. The seed phase consists of a Doorway Phase, a Mission phase, a dilemma phase, and a facility phase. The play phase consists of making actions, moving people, playing cards, attempting missions, etc. This may seem complex, but simply watching one game of reading the rules, you will easily understand these.

Building a Good Deck

This is an area that is not set in stone. Everyone has a different opinion on what makes a good deck. Some people will insist on having a very small and fast deck, and others will argue having a larger and slower deck is better, because it can have more counters, and better versatility, etc. This is a commonly agreed on procedure for making a good deck. First you want to choose your 6 missions. Now most people agree that your missions should share some requirements, so you need less people. After selecting your 6 missions, you want to select your personnel. Most people agree that you should have all the skills to solve each of your missions 2-3 times. This is a wise strategy, so incase your person with the skills you need dies, if you have more people, you can still solve the mission. After this you will want to decide what else you want to add to your deck. Now, some people think that you should have a lot of differnt cards in your deck that you might need. Other will say that cut down on cards that you might not need, and have a slim, fast deck. After you decide what you want, you will play test your deck and get people to review it. This is half of building a good deck. The second part depends on your dilemmas.

Building Dilemma Combos

Dilemmas are what makes the difference between your opponent winning or you winning. There is no guaranteed wat to stop your opponent, but there is a good strategy to follow. Start with a killer or a filter, then a wall, and then another killer.WNOHGB.com has a variety of great articles that can help you build the combos.

OK, you just got a crash course in the game. As I said above, this is not an official document. Everything expressed above is the opinion of Jean-Luc of Borg.



ST:CCG, Star Trek and all related elements are property of Decipher and paramount. This site is not endorsed by Decipher of paramount.