Skip to main content

Posts

[A1-5] 'audet IX to Abandoned

Back in the late 90s, when I was deep into the Star Trek Collectible Card Game world, one of the projects I was doing on Decipher's Bulletin Boards was a massive set of dream cards under the banner "AtoZ" (with respect to Mr. Atoz of "All Our Yesterdays"). Essentially, I took the Star Trek Encyclopedia and attempted to create an ST CCG dream card for every entry, unless the character or concept already had a card, and I think at the time, Decipher didn't have access to TOS and the movies, so those seem to be excluded as well. I got to the middle of the M's, which accounts for thousands of cards. But the thing, see, is that none of those cards had graphics. They were all just text-based. Recently, I reconnected with the ST CCG community, some of them working with the Continuing Committee, which is still making new cards. They hooked me up with excellent templates from which to bring dream cards to life. And so I've gone back to my notes a...
Recent posts

[A156-165] Anchilles to Andorian

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. A couple of Program cards, incoming... THE ENTRIES: [156] Anchilles fever [157] Ancient Philosophies [158] Ancient West [159] Andarian glass bead [160] Andevian II  How Decipher handled it, for comparison: NOTES:  [156] Probing on a dilemma doesn't leave you much space to work with, does it? Source: While first mentioned in TNG's "Code of Honor", the virus was pictured in Enterprise's "Cold Station 12". [157] Something to seed yourself? I say "first artifact encountered" because there may be more than one under such missions as Orb Negotiations, and both opponents may have seeded one under the same mission. Source: "The Host" [158] None of the named characters were in the game when I made this card (which is naturally a Program under my scheme). Holodeck Adventures would make it an Incid...

[A147-155] Amphibian to Ancestral Spirits

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. Hey, our first persona... THE ENTRIES: [147] amphibian [148] AMU [149] analeptic [150] anapestic tetrameter NOTES:  [147] She is a persona of Deanna Troi. Source: "Genesis" [148] Why if Range greater than 6? First, it encourages slower ships who need to see the outside of a binder. Second, because those ships have the bigger warp core, which leaks worse stuff. Source: "Threshold" [149] Of course, your personnel may still be mortally wounded. Hypospray's other uses cannot be used during the battle while the Event is in play - treat event's text as another "OR" clause on the equipment. Source: "Rise" [150] One function per foot in a line ;-) . Source: "Schisms" And now: Ooh, I get to skip everyone's favorite Gothic romance ghost! THE ENTRIES: [151] anaphasic life-form (no card requ...

[A137-146] Amarie to Amniotic

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. A short one to begin with... THE ENTRIES: [137] Amarie (no card required) [138] Amaros (no card required) [139] Amat'igan (no card required) [140] Amazing Detective Stories [141] Ambassador-class starship  Decipher's for comparison's sake: NOTES:  [137] Amarie is already in the Basic Set. [138] Amaros already appears in the Deep Space Nine expansion. [139] Amat'igan can be found in The Dominion expansion. [140] Holodeck Adventures would later give us the Holoprogram: The Office of Dixon Hill incident. My version works within the bounds of my Program cards instead. Source: "The Big Goodbye" [141] Note that you could seed at your opponent's Federation, Neutral or Non-Aligned Outpost (compatible)... but to what ends, I'll leave that to the strategy experts. Source: The first Ambassador-class ship ever seen was ...

[A126-136] Altonian to Amargosa

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. When in doubt, say something is "Alvanian"... THE ENTRIES: [126] Altonian brain teaser (no card required) [127] Altovar (no card required) [128] Alture VII relaxation program [129] Alvanian beehive [130] Alvanian brandy [131] Alvanian cave sloth  NOTES:  [126] The card already exists as a dilemma from the Deep Space Nine expansion. [127] The personnel already exists, also from the Deep Space Nine expansion. [128] In effect, nullifies Mot's Advice, Reflection Therapy, Lore's Fingernail, Frame of Mind, etc. It also suspends the effects of any attribute modifiers (like Interphasic Plasma Creatures and The Emissary) or skill suppressors (like Bendii Syndrome). Plus: Resets Thomas Paris's Honor back to Treachery. Source: "Birthright, Part I" [129] A double-edged blade. Prevents red-shirting drones, but also prevent...

[A111-125] Alpha Search Pattern to Altine

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. Slowly, but surely, getting out from under the word "alpha"... THE ENTRIES: [111] alpha search pattern [112] alpha-currant nectar [113] alpha-wave inducer [114] Alrik, Chancellor [115] Alsaurian resistance movement  NOTES: [111] A redshirting wet dream. This destroys any combos, but you stand to lose a number of personnel in doing so. When an Away Team encounters an Artifact or other non-dilemma card, it is safe and may proceed to the mission attempt. Source: "Basics, Part I" [112] Its Gamma Quadrant icon necessitated a way to bring it to the Alpha Quadrant. Source: "Move Along Home" [113] A balanced way to counter Nightmare, I think. The rub is: you have to have cards already under Nightmare to play the counter, and once the counter is played, those cards likely won't come out unless you drain your hand s...

[A101-110] Alliance to Alpha 47 Authorization

Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. Heading into a load of missions... THE ENTRIES: [101] Alliance [102] "Alliances" [103] Almatha Sector [104] Alpha 441 [105] Alpha Cygnus IX Decipher's take, for comparison:  NOTES:  [101] This is the other, non-Mirror, Alliance from the episode "Legacy". You can decide to pay the ransom for any or all of the captives. [102] When I designed this, I was imagining the Kazon would have their own rules, but be Non-Aligned. Different sects would not be able to work together normally, and they could not be usually able to work with other affiliations. There would be seven sects to choose from, incidentally. The trick of this Objective is that once the points are scored, your Kazon may no longer mix, requiring you to place some under house arrest. Obviously, Decipher went another way in the Voyager expansion. [103] Source:...