Witam,
mam do sprzedania orginalnie zapakowany Box Fractured Time z drugiej edycji stccg.
Jest w nim jeden z szesciu Starterow (Romulan, Federacja, DS9, Klingon, Dominion lub Borg), 3 boostery (Basic, Energize i Call to Arms) oraz 40 kart ktore mozna znalesc tylko w FT ( miedzy innymi: James T. Kirk, Living Legend, Future Enterprise...)
Box jest prawdopodobnie z emblem Dominion.
Szczegoly i lista kart tutaj
Co cale za 150 zl + ewentualne koszty przesylki.
Moze sie ktos skusi bo kumpel odmowil i teraz siedze na Boxie.
Witam, :bye:
jestem nowy na tym forum i chcialem tez dodac cos to dyskusji.
Niezgadzam sie za bardzo z tym ze pierwsza edycja ma byc lepsza od drugiej. Graliscie kiedys w ogole w druga edycje i to moze wiecej niz raz jedna godzine ❓ Gralem i w pierwsza i w druga edycje kupe lat i moge z czystym sumieniem powiedziec ze druga jest lepsza :). Ktos niedawno to fajnie podsumowal na dwulecie drugiej edycji: sami przeczytajcie:
About this time 2 years ago, Decipher brought out the Premiere set for Second Edition. At the time there was quite a bit of comparison between the new game and first edition, but now that 2e has proved its staying power with several expansions.. the gameplay philosophy of 2e was not to end up with tons of rules, and i must commend Decipher for sticking to this -- there's lots of variety, but without lots of rules baggage.
let's look at some of the changes from 1e:
1. Cost mechanic (instead of play one and at end of turn draw one) - less powerful cards can now hold their own due to lower costs.. multiple card plays in one turn. i like it!
2. No spaceline - space isn't linear and finally the gameboard reflects that. brilliant!
3. dilemma pile - no more seeding (which to me seemed like setting up time and not play time) but now you have to keep track of your opponent's peeps a bit more.. more of a challenge.. good stuff!
4. fewer card types - no artifact, doorway, objective, incident... when interrupts, events and equipment will do the same load.
5. no classification on personnel - sometimes classification seemed a bit odd, like some Admirals being VIPs and others OFFICER.. while i miss the nuances for cards that function only off of classification (and not skill of same name), i think the simplicity is better..
6. alphabetized skills - easier to remember, but miss the fun of having a 'first listed skill' to show what they are best at - mixed.
7. reduction in skills to those common for every affiliation.. no youth, greed, music, mindmeld, barbering, orion syndicate... and two word skills were renamed.. good stuff.
8. sub-affiliations split apart by icons and HQs- yay for making TNG and DS9 separate Fed affiliations, DS9, TN and Maquis good mixed affiliations. hooray!
9. no mission stealing (one-sided missions) - i kind of miss the ability to steal my opponent's mission, but perhaps it could be done through keeping two separate stacks of overcome dilemmas..
10. missions have attribute requirements - no more single-person missions.. i always felt some disparity between 1e missions that were only skills and those that also needed bodies...
11. ships need more staffing and no shuttlecraft - i miss the shuttles, but i like the fact that there's less of the 'ensign bob' running the ship.
12. battles require enabling cards - adds more flavor, less dangerous, but now you can score points. cool!
13. affiliations - when making the 2e versions of similarly named 1e missions in the DQ, no DQ affiliations were introduced.. while there might not be that many Hirogen, Kazon or Vidiian, it would be nice to see them again.. perhaps as one big DQ affiliation.
14. lack of quadrant icons for reporting - this was a nuance that i liked in 1e, and wished we could have in 2e.. right now any non-aligned can show up in either the AQ or GQ... and if they do DQ the same way, they could show up there... they could still get around this by making the DQ non-aligned a separate color scheme from the AQ/GQ ones but then have an HQ text that allows for compatibility with cards requiring NAs.
15. added win conditions - 1 planet & 1 space mission. makes you face your opponent's dilemmas.
16. breaking up AU/Pa/Fut - good idea.. but why not a special Mirror icon though
17. keywords - easy to find, and if they do something, we are told what they do. better than having to squeeze it into lore.
18. new card templates - bigger picture area, each affiliation gets their own style... gorgeous. generally more room for lore and more use of quotes. however sometimes quotes won't always work for when you are trying to recall the episode that the character/event comes from.
