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Second Edition Errata An Explanation
by Evan Lorentz
Game Designer
If you've checked out the new February installment of the Current
Rulings for Star Trek CCG Second Edition, you've undoubtedly
noticed that three missions have received errata. (How could you not notice?
The entire document is less than one page!) Each of the three missions has
received a very small change, increasing the amount of Cunning required
to complete them.
First of all, let me reassure everyone that this is not "the beginning
of the end" for Second Edition. We take very seriously our responsibility
to keep this new incarnation of Star Trek CCG easy-to-learn, and that means
letting the cards play "as written" as much as possible. This does not mark
the beginning of monthly errata for cards, or anything even close to that
it is simply a much-needed fix for three Premiere cards. Three out
of 415 is not bad, especially compared to the almost 30 errata issued for
just the 363 cards of First Edition Premiere.
So with that said, why these three cards and why such minor changes? The
answer is unfortunate, but simple we made some typos. Second Edition
missions have some pretty strict formulas used to determine how high an
attribute requirement should be (in relation to points and skill requirements).
All three of these missions had typos, and the errata being issued raises
the attribute requirements to where they should have been in the first place.
We've actually been aware of these mistakes since right around the initial
release of the product, but decided on a "wait and see" approach to find
out just how big a problem these mistakes posed. We'd hoped these mistakes
would not become too big an issue, and that we could just let people play
with the missions as printed, typos and all. After two months of watching
the sanctioned tournament scene, it had become apparent that wasn't going
to work out.
Our research showed that roughly 75% of all tournament-winning decks were
using at least one of these three missions. Many were using two or more.
A significant number of non-winning decks were in on the "fun" too, with
roughly half of the decks at any given tournament sporting at least one
of our unfortunate mistakes.
It's been stated in Design Logs for Second Edition that one of our goals
for the game was to make attibutes "matter" more than they did in First
Edition. Well, it looks like our mission has been accomplished (pun very
much intended). The numbers of Explore Black Cluster, Feldomite Rush, and
Investigate Massacre were off by just 10, 6, and 4, respectively, yet the
majority of players (you clever little devils, you) instantly caught on
to the advantage offered.
With the Championship qualifying season about to begin, and the data very
clearly speaking for itself, we decided to do what we probably should have
done on release day and issue errata for these three cards. We hope this
will free competitive players up to consider the over 50 other missions
in Premiere (and the new missions coming up in Energize which have
been checked very thoroughly, rest assured). Game on!
Related link:
Star Trek
CCG Current Rulings
February 24, 2003
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