Mirror, Mirror Scenario Tournaments At the start of 2001, Decipher created a new scenario tournament system for the Star Trek CCG, based on the new themes presented in the Mirror, Mirror expansion. This format requires a skillful balance of operating in two quadrants, moving back and forth, as your mirror universe personnel invade the standard Star Trek universe! This will be a part of the scenario rating as a sanctioned tournament, separate from the open constructed deck rating. Here are the revised rules for this format: Tournament Format – The Mirror Universe tournament is run as a constructed-deck tournament. Each player brings one deck and can be paired up against any other player. While the main theme of the decks is attached to the Mirror Universe, a player may use any card from any set that follows these rules. Scenario Deck Rules – Players must follow these rules when constructing a deck for this tournament. • Delta and Gamma Quadrant missions are not allowed. • You must include one (or both) Mirror Quadrant Emblem cards (Emblem of the Empire or Emblem of the Alliance). • All personnel and ships have to be from these categories: universal and Non-Aligned related to your Emblem card(s), by either having the appropriate icon or being listed on the Emblem card(s) by name. • You must include at least one Mirror Quadrant mission among your 6 mission slots. • You must include at least one Mirror Quadrant facility in your seed deck. May 8, 2002 The Dominion War Scenario This format seems to be very heavy on battle (both personnel and ships) but still has a lot of mission-solving, thanks to a large number of multi-skilled personnel. There is a lot of balanced card drawing available. Like Voyager-only, there are a number of ways to combine affiliations, and a number of free personnel for each affiliation. In theory, any Dominion War deck could compete in an Open tournament. The only difference here is, like Voyager, you know the opponent will be in your quadrant. Some interesting stuff will be dug out of the binder, and you will need to think differently, now that there are no ways to report AU personnel and no Q's Tent! Tournament Format – The Dominion War tournament is run as a constructed-deck tournament. Each player brings one deck and can be paired up against any other player. Scenario Deck Rules – Players must follow these rules when constructing a deck for this tournament format. Available Cards: You may use any card with a Deep Space Nine, First Contact, or Insurrection property logo. You may also use any missions in the Alpha and Gamma quadrants, and any Sites, Tactics, and the Battle Bridge Door. All other cards are not allowed. Specific exceptions to these rules are time locations, the Bajoran Wormhole Mirror Universe, and Visit Cochrane Memorial, which are all excluded from this scenario. Additional deck construction rules: • You may include one (universal) Ship in your seed deck to seed at your matching Outpost. • All missions, including (universal) ones, are not duplicatable. (You may only have one copy of each in your seed deck; if both players seed a copy they stack on top of each other.) Special gameplay rules: • The Borg use the outpost rules from the First Contact expansion. (Their Outpost seeds at an unknown Delta Quadrant location; the opponent cannot affect it or anything there.) The Klingon Warlords Scenario Some additions and clarifications to the Klingon Warlords scenario have been made. Here is the revised edition of this new scenario. Check it out! In another parallel universe, during the 22nd century, the Klingon Empire began a conquest of the Alpha Quadrant. Instead of creating a federation of planets, the Terrans, Vulcans, and other races and cultures became absorbed into the Empire, one by one. But even as it expanded to fill its share of the galaxy, greed and corruption worked to bring down the discipline that allowed such an unprecedented growth. Not only wealth, but honor and glory were taxed as the capitol of Kronos made every invention, every adventure, every victory a credit to the Empire. By the 24th century, factions and regional pride began to sow the seeds of discontent, as warlords began to defy a government divided by bickering and continual re-positioning. The Klingon High Council had to find a way to stop its divisive politics so that it could maintain control over its vast territories. Only by bringing enough glory to a unified ruling body could the warlords be stopped. To do this (and win the game), you must score enough points to help both the High Council and yourself, while bringing enough council members under your banner of control. This format can be very heavy on battle (both personnel and ships), but also requires a lot of political maneuvering (and the occasional assassination) thanks to the win-condition of needed High Council members. Some interesting stuff will be dug out of the binder as you prepare for a no-holds-barred war, and you will need to think differently now that your honor (and that of the Klingon Empire) is at stake. Tournament Format – The Klingon Warlords tournament is run as a constructed-deck tournament. Each player brings one deck and can be paired up against any other player. Scenario Deck Rules – Players must follow these rules when constructing a deck for this tournament format: Available Cards: You may not use any card that is native to (or that seeds, reports, or plays on/to) the Delta, Gamma, or Mirror Quadrants. You may not use any time location. All other cards are legal. Special Win Conditions (for this scenario only): • A personnel is considered a Klingon Warlord for victory conditions if any of the following conditions are met. 1) He can report to The Great Hall for free. 2) He is a Chancellor, Emperor, Senator, Proconsul, President, Admiral, Legate, Prefect, Gul, Minister, Vedek, Kai, or Nagus. 3) He has printed Honor x2, Diplomacy x2, or Treachery x2. • A player may not keep points for himself. The Klingon Empire acts as a third player, accumulating points in the game by claiming all points awarded to any player for the glory of the empire. All cards affecting points or win conditions (i.e. The Big Picture) affect the Empire's points. • When the 'glories of the empire' (the combined scores of each player) add up to 150 points, whoever controls the Klingon High Council wins the game. A player controls the Council when he has more Klingon Warlords in play than his opponent. • Differential is determined by the individual player's point contributions to the Klingon Empire, and is still capped at the 100 point mark as for a standard constructed deck tournament. In the case where the winner would receive a negative differential, award +1. • A timed win is determined by whichever player has more Klingon Warlords in play when time is called, not on points. Special gameplay rules (for this scenario only): • All missions gain a Klingon icon, if they do not already have one. • All non-Klingon affiliations are considered as regional factions (or sub-affiliations) within the Klingon Empire. All personnel and ships are considered Klingon affiliated, even if they do not already possess a Klingon affiliation icon. This is different then a regular dual-affiliated personnel, in that they retain their previous affiliation and species for other effects that would target it or require matching affiliation (for example, staffing ships, using hand weapons, downloading with Ops.) • There are no affiliation attack restrictions. June 13, 2002 The Highlander Format There can be only one copy of any title in your deck. You will need to think differently now that your Rogue Borg Mercenaries and Soong-type Androids can only make one appearance. How are the Borg going to assimilate the Alpha Quadrant? Expect more diversity than ever before in this challenging format! Tournament Format – The Highlander tournament is run as a constructed-deck tournament. Each player brings one deck and can be paired up against any other player. Scenario Deck Rules – Players must follow these rules when constructing a deck for this tournament format: Available Cards: You may not use Raise The Stakes. All other cards are legal. Deck Construction Limit: You may not use more than one copy of any card in your deck. This includes seed, side, and draw decks in their totality. Example: If a card is in your draw deck, you may not have another copy in your Q's Tent. All other rules are as per normal play. November 12, 2002