Star Trek Customizable Card Game
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Star Trek Customizable Card Game (1st Edition) | |
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Players | 2 |
Age range | 8 and up |
Setup time | 15 minutes |
Playing time | 1 hour |
Random chance | Low |
Skills required | Deck optimization, Planning, Strategy |
Star Trek Customizable Card Game (2nd Edition) | |
---|---|
Players | 2+ |
Age range | 8 and up |
Setup time | < 1 minute |
Playing time | 1 hour |
Random chance | Low |
Skills required | Deck optimization, Planning, Strategy |
Star Trek |
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TV series |
Original Series · 80 episodes |
Animated Series · 22 episodes |
Next Generation · 178 episodes |
Deep Space Nine · 176 episodes |
Voyager · 172 episodes |
Enterprise · 98 episodes |
Films |
The Motion Picture · II: Wrath of Khan |
III: Search for Spock |
IV: Voyage Home · V: Final Frontier |
VI: Undiscovered Country |
Generations · First Contact |
Insurrection · Nemesis · Star Trek |
Major nations & races |
UFP · Human · Vulcan · Romulan · Q |
Klingon · Cardassian · Bajoran · Borg |
Ferengi · Dominion · Mirror Universe |
Spin-off fiction |
Phase II · Novels · Comics · SFU · CCG |
Games · Fan productions · Experience |
Further reading |
Canon · Characters · Starfleet · Wars |
Chronology ·Timeline · Ships by class |
Planets classification · Physics · Law |
Cultural influence |
Society · Trekkies · Trekdom · Motto |
Star Trek Portal |
The Star Trek Customizable Card Game is a collectible card game based on the Star Trek universe. The name is commonly abbreviated as STCCG. It was first introduced in 1994 by Decipher, Inc., under the name Star Trek: The Next Generation Customizable Card Game. The game now has two distinct editions, though both forms of the game have many common elements.
[edit] Standard elements
The standard central goal for a player of STCCG is to obtain 100 points, primarily by completing missions or objectives. This is done by bringing personnel, ships and equipment into play, then moving an attempting team to a mission. Once a mission attempt starts, the personnel will create away teams to encounter dilemmas which will challenge them in some way. Often if the personnel have the required skills or attributes they can overcome certain dilemmas' effects. Once the required dilemmas are passed, the personnel still active in the attempt must have the skills and/or attribute totals required by the mission to solve it. If the mission is solved, the player earns the printed points.
Other aspects of the game increase player interactions: ships and personnel can battle, or otherwise affect each other; cards like events and interrupts can alter the environment for one or more players; and points can be scored using methods other than mission solving.
One of the most attractive themes of the game is the differences between affiliations. These are groupings of ships and personnel based on the major interstellar powers of the Star Trek universe, and most decks will be based around one, or perhaps two, of these groups though first edition in particular allows the use of many powers.
[edit] First Edition
What is now known as First Edition (commonly abbreviated "1E") among players is the original conception of the game, through various designers and iterations. As mentioned above, it was first licensed only to cover Star Trek: The Next Generation, and the first three card sets were limited to that show's universe. As such, the only affiliations created were the Federation, Klingons, and Romulans, plus a placeholder for other groups called Non-Aligned. This narrow scope caused little attraction for players, and it was felt that only five more sets could be released before running the full course of available material.
In 1997, Decipher announced that a wider scope had now been licensed for the game: DS9, Voyager and the TNG movies would soon be depicted in new cards, thus the game's name was shortened to the existing title. The First Contact set arrived late that year, based on the film Star Trek: First Contact; that set introduced the Borg affiliation, among other new concepts.
This was soon followed by several sets based on situations in DS9; these introduced affiliations for the Bajorans, Cardassians, Dominion, and Ferengi, along with enhanced systems for battling and capturing. The era of these expansions is considered by many players to be the 'golden age' of First Edition.
Two more sets featuring Original Series cards came next (when that property was added to the license), followed by sets drawing heavily on Voyager which introduced new, but smaller, affiliations. It was after this that the game began a serious decline in popularity and sales.
Sales faltered during the release of the last two sets, based on the films and on holodeck scenarios. This dip in sales resulted in Decipher taking a serious look at the game's future.
[edit] First Edition's problems
Some of Decipher's concerns included the complexity and bloat that the game had built over seven years; there was no balanced 'cost' system for cards, causing stopgap and complex systems to be added to the game over time. As well, the game had embraced many different and not fully compatible ideas over time; this made for long, corrective rules documents and a steep learning curve for beginners. In addition, the number of cards types went from nine, to over 17 in just a couple years, which made the game that much more difficult. These problems led to a questioning of the game's future.
[edit] Initial ideas
At first, the game designers sought to introduce an entire new game based on Star Trek; it would be simpler and be targeted to beginners, while the original game still produced expansions, but on a slower schedule. This concept was abandoned when the sales figures showed that the original game could not continue on its own merits.
[edit] Fan Sites
Numerous fan sites existed, the majority of which contained tournament reports and strategy articles for the first edition of the game. The most popular of these was named WNOHGB (magazine) and featured the popular Ruling Britannia series of articles. There are also some sites, which developed interactive tools like card search or trade engines like Decipher-Games ST-CCG.info
[edit] Second Edition
The solution was to reinvent the original game along the basic lines, still allowing 'complex' gameplay but avoiding complex rules and concepts. The standard card types and gameplay would remain, allowing some new cards to be used with the original cards, known as backward-compatible cards, or First Edition Compatible (abbreviated as 1EC). These cards are able to be used in First Edition gameplay, though some key words need to be changed to fit the First Edition's old rules and setup. Further information on how to use Second Edition cards in First Edition gameplay are listed in the Second Edition rule book. Many cards central to the new form of the game can only conform to the new rules and setup. Second Edition, commonly abbreviated "2E", was launched in 2002.
Because the game was essentially starting from scratch with the hindsight of seven years' work, the initial Second Edition set was able to progress quickly. As a result, five affiliations debuted in that set compared to three for the original. It could be argued that the number was really six, because of a unique new system that divided the Federation affiliation into groupings based on the shows' casts. The focus of the Second Edition sets has been on characters and situations in The Next Generation and DS9, though 'supporting' cards have images and concepts drawn from every part of the canon Star Trek universe.
[edit] Cost/Resources
One major difference in Second Edition was the addition of a cost system to personnel, events, equipment, and ships. A card's cost is listed in the top left-hand corner of a card, directly preceding the card's title as a single digit number. A player receives seven 'counters' at the beginning of each turn; to play a card, the player must expend a number of counters equal to the cost of the card. Interrupts do not have a cost; when a game effect target's an interrupt's cost, it is treated as zero.
[edit] Dilemma pile
Another major change in the gameplay of Second Edition was the new method of handling dilemmas. Instead of using First Edition's lengthy procedure of a 'seed phase', which could last upwards of 15 minutes, Second Edition employs an 'on-the-fly' method for constructing dilemma combinations. Whereas a First Edition player was constrained to using the same dilemmas in each game of a tournament, the Second Edition player has a side deck, or 'dilemma pile' from which to draw a random selection of dilemmas based on the number of personnel the opponent uses in a given mission attempt. This concept is similar to First Edition's Q-Flash side deck, and also to a rules variant of First Edition introduced by a group of players from the San Francisco area called 'Trek 1.5'. This more dynamic method of selecting dilemmas is dependent on a player's ability to remember which personnel his/her opponent has played, and their ability to satisfy a dilemma's requirements.
[edit] Gameplay considerations
While First Edition attempted to sometimes literally represent instances from the Star Trek universe in the game, Second Edition has focused more on a consistency of gameplay as a priority over design consideration with regard to remaining faithful to the source material. Effects on cards sometimes lack the "Trek sense" that First Edition cards contained, but are generally much more equitable when compared with other similarly costed effects.
[edit] Reporting icons
One aspect of affiliation uniqueness that Second Edition has continued is specialized reporting icons. While not a new idea (First Edition's Mirror, Mirror set first featured Empire and Alliance icons for affiliated personnel and ships), Second Edition's widespread utilization of the icon as a cultural identifier has allowed designers to introduce support cards that better represent the various Trek shows' themes. This is the primary tool to divide the Federation affiliation into separate groups (The Original Series, The Next Generation, Deep Space Nine, and Voyager each have an icon representing their personnel and ships.) Other likeminded groups can have these icons as well; the Maquis incorporate members of three different affiliations into their arsenal, while the Terok Nor personnel and ships represent the brief period of Cardassian/Dominion command of Deep Space Nine.
[edit] Set history
[edit] First Edition
[edit] Premiere
363 cards basic set. Introduced the game as such. Was plagued by a lack of good Dilemma cards that could be used for any mission and a slow play mechanism. This led to extremely limited play styles. Only the Federation was truly competitive. Card types were: Personnel, Ship, Outpost, Event, Interrupt, Equipment, Artifact, Dilemma, Mission. Most (in)famous card: Horga'hn (let you take double turns after obtaining the artifact).
Premiere was first released with a Black Border (BB) in 1994, followed with a 1994 (alpha) White Border Printing. Then in 1995 an en masse 1995 (beta) White Border set was printed, and the collector's tin of a Silver Border edition.
[edit] Warp Pack
To compensate for the problem that Starter Decks of the game were often unplayable, this product was given away free. It was a 12 card pack with mostly missions. Most of its cards were from Premiere or later reprinted in Alternate Universe, one only appeared in the 2 Player game.
[edit] Alternate Universe
This 122 card set addressed the Dilemmas problem, adding a substantial number of those that could be used anywhere. It added the Doorway card type and introduced the first Ultra Rare card in the game, the Future Enterprise. A suitably large grouping of personnel could still pretty much overcome any Dilemma. The set's focus was centered around the Star Trek episodes that dealt with different timelines or time travel.
[edit] Two-Player Game
Released in two versions, this was an introductory way of playing the game containing two different premade decks each. Many players criticized the set for having only planet missions, very few Dilemmas. Was sold in two variants, Federation and Klingon, differing only in three bonus cards. The other 125 cards were identical. 21 new cards.
[edit] Q-Continuum
Based around the mischief of Q, this set included the concept of Side Decks, extra stacks of cards from which you could draw under certain circumstances. This became a predecessor to downloading and was the first time you could exercise any control over what you would draw. Made the Romulans very competitive. 121 cards. New card types: Q-Event, Q-Interrupt and Q-Dilemma (all only played from a side deck).
[edit] First Anthology
This was a boxed set of 2 Starter Decks, 6 booster packs and 6 preview cards to appear in later sets. These preview cards were the first cards not based on The Next Generation series. Also included was a coupon for $10 off the purchase of the soon to be released Fajo Collection. This coupon, called The Doorway To The Fajo Collection and printed on paper to look like a card, is still sought after by collectors of the game even though it is not an actual card.
[edit] First Contact
This 130-card set introduced the Borg as an affiliation. As a collective, they did not solve missions but Objectives (a new card type). They also had the power to assimilate Earth in the past. A mechanism called downloading allowed easy access to specific cards in your deck.
[edit] The Fajo Collection
Highest price per card for any product, this set of 18 special cards in a binder was available only through direct order from the manufacturer. It was limited to 40,000, each set included a certificate of authenticity and other items to enhance its collectibility. Most cards had a serious graphical twist.
[edit] Official Tournament Sealed Deck
To enhance Sealed Deck tournaments, this box included 5 booster packs (4 Premiere, 1 Alternate Universe) and 20 fixed premium cards. In contrast to the Fajo Collection's highest price-per-card, this product offered the best value-per-card. Among those premium cards were 6 missions, 6 dilemmas and a few others. It was completely playable out of the box and the best starter product in the game. The most popular card from the set 'Spacedoor' solved an age old gripe about the difficulty of obtaining a ship, while 'Space-Time Portal' proved an adequate defence to the Anti-time Anomaly card. There were six different boxes, but all boxes contained the same product. These collectors' boxes were affiliation-themed: Federation, Bajoran, Borg, Cardassian, Klingon and Romulan.
[edit] Deep Space Nine
Moving away from The Next Generation crew, this set focused on the DS9 series-specific Federation, Bajoran and Cardassian affiliations. It introduced new rules for Nors, Sites and Headquarters and added a lot of complexity to the game. It also provided counterstrategies to two of the dominant concepts at that time, but not to all of them. Cardassians had a way to do massive card-drawing and recycling. Included in this set was a white border "preview" card (The U.S.S Defiant). The card would eventually be reprinted in "The Dominion". 276 cards.
[edit] The Dominion
Introducing its namesake affiliation, this set fleshed out the Deep Space Nine strategies and generally achieved good play balance except for a few issues. This set approximately marks the turning point in the history of the game as from now on, sets would nearly always introduce more problems than they fixed. Included in this set were four white border "preview" cards (Captain Kirk, Seven of Nine, Admiral Riker, and Worf, Son of Mogh). These cards eventually showed up in separate expansions. The rarity of pulling one of these cards is about one per box.
[edit] Blaze of Glory
The one set to sell out the most quickly, this expansion completely revamped ship and facility battle system. It also added the new card type: tactics. This was used to enhance space battle strategies more effective and realistic. Consequently, Klingons became extremely viable by playing strategically for combat to kill off the opponent and before solving any missions. 130 cards. The only set to have had 18 of its cards subjected to a foil treatment - these metallic versions were exceedingly rare.
[edit] Starter Deck 2
This was a basic premiere starter deck with 8 cards added: 6 missions, 1 outpost and 1 event to make all affiliations become one. Allowed out of the box play, but did not add much strategy to the game.
[edit] Rules of Acquisition
The Ferengi expansion added this affiliation as well as several small strategies, but it was the one set with the least contribution to the overall game. This pack greatly increased the Ferengi participation in the CCG saga. This set also started a trend that would continue through the end of the first edition run: R+ (Rare Plus) cards. These cards were slightly harder to obtain. 130 cards.
[edit] Second Anthology
Like the First Anthology, this was a collection of decks (here, a pair of the aforementioned Starter Deck IIs) and packs with 6 cards added, however the 6 new cards here were premium and would not become available anywhere else.
[edit] The Trouble with Tribbles
Introducing the Original Series characters, this set also added Tribble and Trouble cards and brought back the ultra-rare rarity. From this point, every set would have one ultra-rare card. Gameplay ideas introduced in this set mostly became viable only with the next set, but the Federation was strategically strengthened because of the lack of alien races in the Star Trek timeline. Klingons also gained some ground. 131 cards.
[edit] Enhanced First Contact
These were small boxes with 4 First Contact packs and 3 premium cards each. Brought the Borg back to tournament level quality. There was a die-cut window in the packaging, allowing players to shop for any specific premium card.
[edit] Reflections
Sold in normal packs, this set added no new cards whatsoever. Instead, it contained random cards, including Ultra Rares and white border preview cards, from Premiere, the 2-Player Game, Alternate Universe, Q-Continuum, First Contact, Deep Space 9, Dominion, and Enhanced First Contact as well as one of 100 foil-treated metallic cards in each pack. These foils represented the best 100 cards released in full sets from Premiere to Dominion. 5 more foils of preview cards were also in the set but were not found in packs but instead found in the boxes of booster packs and the cases of booster boxes.
[edit] Mirror, Mirror
Drawing both from the original series episode and its Deep Space Nine cousins, this expansion added flavor and strategy to the Original Series, making decks based on using the mirror universe extremely strong. 131 cards with mostly personnel (the most personnel heavy set in the game) were added.
[edit] Voyager
First of the Delta Quadrant sets, this one introduced all the main cast from Voyager. It also brought in two new affiliations, the Kazon and the Vidiians. From this set to the very last, dual-affiliated cards would be printed in both of its affiation versions, making the collection of an entire set more difficult. This set was designed with 3 things in mind: introduction of an optional faster-paced gameplay system called Warp Speed, viability for the cards to stand on their own within a Voyager-only play environment (i.e. using only cards with the Voyager logo), and overall compatibility with the existing game environment. One card in particular, the Delta Quadrant Spatial Scission, was considered by many to have been the point at which the game had finally "jumped the shark." 201 cards.
[edit] Enhanced Premiere
Just like the earlier enhanced product, this combined surplus packs with some premium cards and sold them as a new product. The premiums introduced the Next Generation crew in various forms as dual-personnel (two personnel on one card) and the Combo Dilemma concept, which took fairly useless dilemmas from the Premier set and made two-in-one combinations to try and increase their effectiveness. This concept was only marginally successful in implementation. 21 premium cards.
[edit] The Borg
This set re-introduced the Borg affiliation to be both Voyager-only viable as well as compatible and balanced with the overall game environment. It also introduced the Hirogen as an all-new affiliation. With the release of this expansion the Borg affiliation enjoyed a revision of gameplay features that had limited their gameplay viability (e.g. previous complications in assimilating personnel). The inflation of ship stats continued with the incredible weapons (28) and shields (28) of the Borg Tactical Cube. This overcame the increased ease of obtaining the magic figure of shields 12 sufficient to save a ship from an initial Borg assault. Consequently a Borg player was able to devastate an opponent in a style to which there was limited defence. 131 cards.
[edit] Holodeck Adventures
Originally planned to be the 4th set, this one got pushed back to #13 in the release order. It added lots of non-aligned support to all decks, including the new versions of the Next Generation Bridge crew based upon their Holodeck personas. However more impact was generated by the extremely versatile deck manipulation strategy provided by several cards. These cards allowed players to draw more cards than normal and stack cards from their discard pile on top of their draw decks. As a result, fewer turns were needed to complete a game. In some cases one- or two-turn games were common. The set included a range of cards which aided abusive strategies and exaggerated a tendency seen in the game for many years. 131 cards.
[edit] The Motion Pictures
The last full expansion added scenes and characters from the 8 as of yet not covered movies to the game (Nemesis was not out at that time). It did relatively little to alter gameplay. The Baku were not in this set, but the Son'a were (as non-aligned, just like the Baku would be in All Good Things).
[edit] All Good Things
Released about a year after the last full set, this boxed set had a Starter Deck II, 10 Reflections boosters and 41 new premium cards, all of which filled holes in the game as there had been cards referenced on other cards but not actually made. With the long time since the last release, All Good Things did an extremely good job fixing abusive strategies, resulting in a mostly balanced ultimate play environment. All Good Things was sold out before release through preorders and boxes are nearly impossible and expensive to buy. While including some much sought after cards, the set was seen by many players as a 'scraping the barrel' exercise with cards of dubious gameplay or collectors value, players were also disappointed that the set did not include cards which had long been sought after eg. the Rogue Borg vessel
[edit] The Enterprise Collection
Originally scheduled to be released in November of 2005, this 18 foil card set available only from Decipher's online store introduced the Starfleet affiliation to First Edition. This affiliation is made up of characters and starships from the television series Star Trek: Enterprise. The headquarters facility, Seat of Starfleet allows Starfleet affiliation characters to attempt Federation affiliation missions. This set came as something of a surprise to First Edition fans after Decipher's statements that there would be no further First Edition sets after All Good Things.
Certain cards in the set have printing or typographical errors of some sort. These cards (with their errors) include:
•T'Pol/Soong Maneuver - two dashes are found surround the equals sign after "Hit" in the game text as well as a dash after the equals sign after "Direct Hit".
•Starfleet Phaser Pistol - The card was foiled to have a two line lore box and a four line text box when the card is actually a three line lore and three line text.
There are also noticeable errors on a majority of the cards including most of the collector's information on each card being shifted towards the bottom of the card and the expansion icon (as well as the AU icon) being shifted out of their proper place on the card.
An interesting note: although Decipher's website stated the set would ship July 7, 2006, some people on Decipher's message boards received their sets one to two days before July 7th. Others have complained that their orders had been canceled by Decipher.
[edit] Second Edition
[edit] Second Edition Base Set
This set reintroduced the Star Trek Customizable Card Game, and set up a base for play with five distinct affiliations: Federation (With both Next Generation, Deep Space Nine and a mixture of Earth-based cards), Bajoran, Cardassian, Romulan, and Klingon (Non-Aligned continued as well).
[edit] Energize
This served as a companion set to the base set, and introduced a new group of cards the Maquis, while not an entirely new affiliation, they did report to a different Headquarters than other cards. It also created cards to counter certain stratergies that had popped up after Second Editions base set released.
[edit] Call to Arms
This set introduced the Dominion and Borg affiliations, adding new keywords including Interlink, and also added many strong dilemma cards to the game.
[edit] Necessary Evil
This set was notorious for being hard to find, as Decipher did not produce enough to come close to meeting demand, the online orders were sold out within hours of its release, and many suppliers did not receive their full order. This set introduced many 'odd affiliation' cards, including a Klingon Riker, a Cardassian Odo, and a number of cards capable of avoiding being stopped by dilemmas. It created several new dilemmas that made decks with many events to be competitive. It also saw many cards that worked well with bonus point stategies and new, better ways to get bonus points, making bonus point strategies competitive for the first time in second edition. This set saw the biggest change in gameplay since the second edition came out despite the small print run.
[edit] Tenth Anniversary
This 18-card set comprised of 9 famous ships and their corresponding captains. It was used as a retail sales incentive and not sold in booster packs as normal.
[edit] Fractured Time
This small set was released in six different collector's boxes similar to those in the Official Tournament Sealed Deck product from First Edition. The affiliations represented on the boxes were Federation, Bajoran, Cardassian, Romulan, Klingon and Dominion. Each box contained the same 40 fixed cards in addition to packs of the first three sets and a random starter box. This product surpassed the OTSD in total price value per card. Several of these premium cards had a major impact on gameplay.
[edit] Reflections 2.0
This set included 61 new cards, and a foil treatment of 60 cards from the previous expansions, even a few Necessary Evil cards. Each pack contains one card unique to the set, and one foiled card previously released, as well as 13 randomly sorted cards from the previous 4 sets.
[edit] Strange New Worlds
This set introduced the Ferengi affiliation, holograms and more androids. It also created large increase in cards that provide more counters to spend, although most are Ferengi cards.
[edit] Adversaries Anthology
The Adversaries Anthology was released in September 2005 and is seen as a great entry level product for newer players. The product contains 2 starters and 6 boosters from previous sets (Premiere, Energize and Call to Arms), 18 foiled versions of highly sought-after cards and parts 3 and 4 of the extended art preview set (Borg Queen and Shinzon). The set comes in a box which can hold 600 game cards.
[edit] To Boldly Go
This set was released August 2006 and introduced the Starfleet (Enterprise era) affiliation as well as new cadets. While some affiliations received very little in the way of personnel, this set introduced affiliation-specific and other very powerful dilemmas. This set was the first to feature the Replicate mechanic, a way of paying an additional cost for a card in order to be able to bring the card back to your hand instead of discarding it once it has taken effect.
[edit] Dangerous Missions
A set of 19 foil cards revolving around some of the most popular missions in Star Trek history. Portions of the set were offered in three different fixed boxes. Each box featured three personnel cards from either the Bajoran, Federation, or Starfleet affiliations, all hailing from a single episode, as well as a new ship for each. The first box offered the Bajoran affiliation and centered on the DS9 episode, "The Siege". The second box included Federation affiliation cards from Star Trek: Generations. Cards from the Starfleet box were drawn from the Enterprise episode, "The Forge". Each box also contained 4 booster packs: drawn from the following sets: Premier, Energize, Call to Arms, Reflections 2.0 and To Boldly Go. Most boxes contained at least one booster pack of To Boldly Go to ensure that the Starfleet player could draft Starfleet affiliation cards. The set introduced draft play to the second edition environment.
[edit] Captain's Log
This set was released in November of 2006, and introduces the Federation Voyager culture and a number of ships with matching commanders. There is also a focus on the Pursuit keyword, introduced in the Premiere Second Edition set but not really developed since.
[edit] Genesis
A 27-card boutique product drawing heavily from the events of Star Trek II: The Wrath of Khan and Star Trek III: The Search for Spock, but with cards from some of the television series and Star Trek: First Contact as well. The two ships featured in the set were printed on new "sideways" templates showcasing a wider image. All the cards in the set are first edition compatible, including some which may only be used once per game in 1E play.
[edit] These Are The Voyages
These are The Voyages was released in March 2007 and introduced the crew of the original Star Trek series (TOS) into the game. One of the common features of the TOS personnel and ships is the ability to play the cards at an extra cost in order to activate a special ability, as stated on the card. The expansion also contains an 18-card Archive Portrait foil set and 2 new Extended Art promotional cards.
[edit] In A Mirror, Darkly (coming soon)
This set will introduce alternate universe characters. The name of this set was chosen via a fan poll.
[edit] Tournaments
[edit] World Champions
[edit] First Edition
1997: World Champion: David Bowling (Runner-up: Todd Soper)
1998: World Champion: Bill Chien (Runner-up: Todd Soper)
1999: World Champion: Mike Harrington (Runner-up: David Bell)
2000: World Champion: Eric Johnfauno (Runner-up: Brian Sykes)
2001: No World Championships (Cancelled after 9/11)
2002: World Champion: Franklin Kenter (Runner-up: John Corbett)
2003 - 2004: No World Championiships for First Edition held
2005: World Champion: David Bowling
2006: World Champion: Jordan Leung
[edit] Second Edition
2003: World Champion: Matt Frid (Runner-up: Hayes Hunter)
2004: World Champion: Andrew Ehret (Runner-up: Raymond Linton)
2005: World Champion: Christian Pulsfort (Runner-up: Caleb Grace)
2006: World Champion: Caleb Grace (Runner-up: John Corbett)