Star Fleet Battles was released by Task Force Games in 1979 (I think), got several player-generated expansion packs ("Why aren't there any Kzinti ships? I think they should look like this..." etc.) until eventually they consolidated it all into a supposedly "ultimate" edition called the Commander's Rules, in around 1984 in two volumes (Basic and Advanced rules) plus some extra books of charts and ship designs, around 400 pages of material in all.
Then they added supplements.
Which required so much ret-conning of the existing rules, you wouldn't believe. (Photon torpedoes are comprehensively described over several pages of the basic rules. But if you want to use the Fighter supplement, you need to know these six extra additional things about photons, and of course that modifies these 12 points in the basic rules... oh you're using photons in your Orion option mounts too? You'll need to change these rules too. Oh wait, we've just thought up "Shock" rules, which requires you to re-write these three photon torpedo sub-clauses as follows...)
We started to think they were taking the piss when they issued the "Consolidated Addenda", a 100+ page book of corrections to the (by then) 600 pages of existing rules.
Did I mention the supplements? Oh, sorry, your Consolidated Addenda is now out of date, but don't worry, we're working on a "Doomsday Edition" which will contain everything you ever need and we'll stop there.
Sometime in the 90s (I stopped keeping track of dates, not to mention the will to live) they produced the definitive, consolidated, final, this-is-all you need "Captain's Rules".
Note they didn't call it "Doomsday Edition". We should have realised then.
Ten years later, the supplements and addenda to the Captain's Rules were getting unwieldy, so they started talking about a... dern dern dern ... untilmate set of rules that would be the.... ah, you know what, we're not going to publish a new edition, we're going to have a constantly-updated versionless version that you can get print-on-demand from our web site and we guarantee that what you print on that day will be complete and definitive and have all the errata and addenda. On that day. (Apart from the stuff we haven't had time to typeset yet, we'll just give you that in an extra text file for you to write in yourself.)
But none of this matters when you've got a D7 bearing down on your weakened shield and he's one hex off overload range and he's calculated your energy plot and knows you can't counter his, but you've plotted a mid-turn speed change so you've got spare energy he hasn't counted on, so you dump reserve warp power from your batteries into a high-energy turn, get your plasma launchers in arc, drop your fire control to give you that extra point of power and give him two enveloped Type-S plasma torpedoes under Active Terminal Guidance at just the precise moment when he can't possibly satisfy his turn mode in time to turn away at his current speed.
That's why this is the best game ever.