Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Monday, March 25, 2024

Star Trek Away Missions: Is it a board game with miniatures or a miniatures game with a board?

First, let’s talk about the miniatures

When the game was first announced, Star Trek: Away Missions came under a bit of criticism over the cartoony style of the miniatures, and I must admit that I initially decided to pass on the game for that reason. Miniatures gamers tend to obsess over scale, with a weird need for all of the miniatures in our collections to be interchangeable or at least consistent – it’s a fairly unreasonable demand that I suspect comes from the same part of the brain that compels some people to collect Funko Pops or Lego minifigures.

However, I was given a chance to take a closer look at the game, first via an OnTableTop.com Let’s Play and later from an open box that the owner of my local game cafe kindly let me paw through. I determined that the game play looked pretty interesting, and the figures were growing on me. The fact that the game definitely plays much more like a board game than a tactical miniatures game (although it has plenty of elements of both, which we’ll get to shortly) helped me to stop comparing the figures to “proper” miniatures, and as it turns out, they have been an absolute joy to paint – you can see some of my efforts on my OnTableTop project blog.

Now let’s talk about the game

There is an emerging category of game that draws heavily on the elements of both miniatures and board games to produce something that is (hopefully) more tactical than your typical board game, but less complicated and labor-intensive than your typical miniatures game. The idea is nothing new, going back at least as far as HeroQuest and Aliens (both published in 1989). Games of this type tend to occupy a sliding scale with “board game with miniatures as playing pieces” at one end and “miniatures with a pre-printed board” at the other, with notable examples including Monolith’s Conan and Mythic Battles, Gale Force Nine’s Firefly Adventures and Aliens: Another Glorious Day in the Corps, and Osprey’s Wildlands and Judge Dredd: Helter Skelter. Star Trek: Away Missions definitely leans towards the board game side of this spectrum, but it does have some tactical elements to it.

The game takes place immediately after the Battle of Wolf 359, the Borg attack on the Federation seen in the Star Trek: the Next Generation fourth season episode “The Best of Both Worlds, Part 2.” The premise of the game is that the players are directing crews to investigate and salvage damaged Federation and Borg vessels in the aftermath of the battle. The board is made up of tiles depicting the interior of a Federation ship on one side and a Borg ship on the other – they are functionally the same but it does allow for some variety between games, as certain goals will be in different places depending on which side players decide to use.

Once the board is set up, the players each begin the game with a crew of four or five characters, and two separate decks of cards, one for missions and one for support cards. The mission cards describe requirements that usually involve moving a character with a particular skill to a specific area of the board and then passing a test by rolling dice. Combat may occasionally break out (also resolved using dice), but for the most part it is a mission solving game, which is in keeping with Star Trek’s themes and ideas of non-violent solutions to problems – the best Star Trek stories are about the heroes cleverly avoiding war and combat, and it’s nice to see that reflected in the game.

The game is played over three rounds, during which players move their characters around the board in an attempt to fulfill the requirements of their mission cards. Support cards can be played to help things along, make it an interesting mix of tactical movement and “right place, right time” card play. Three rounds doesn’t seem like a lot, but in practice it’s plenty of time for a satisfying game, and makes for a nice time limit to keep the game from dragging on for too long.

The characters in the base game, as well as those in the six expansion packs that have been released so far, are all organized into pre-made teams with only a very minor amount of customization available. The game attempts to make up for this by making the mission and support card decks customizable. The idea is that after you play a few games you can pick and choose which missions you want to try to attempt with each crew, and which support cards you think will be of the most use. It’s a concept that should be very familiar to players of trading card games such as Magic: the Gathering, but I think it’s one of this game’s few weak links. It requires players to spend time choosing cards before the game even starts – something that is expected in customizable games but seems a little out of place in what is being presented as more of a traditional board game.

All in all, Star Trek: Away Missions is a nice mix of board game and tactical miniatures game, leaning into the strengths of each type of game. And you will end up finding those goofy looking miniatures charming, I promise...

Rating: 4 (out of 5) With its emphasis on mission solving elements rather than combat, this really does seem like the best choice for a Star Trek miniatures game.

Thursday, January 18, 2024

Starship Captains: reporting for duty

For the most part, the point of publishing a game based on a licensed property such as a book or television series is to take advantage of brand recognition and a pre-existing fan base. They present fully realized characters and worlds that game designers can assume the audience is already familiar with, and thus don't need to be explained the way they would if the game took place in a new setting. Star Trek presents an interesting case: its tropes are so well known and ingrained in our culture that it's possible (even fairly easy) to do Star Trek without doing Star Trek. It's what makes it possible for Seth MacFarlane to do his own spin on Trek, or for the jokes in Galaxy Quest to be easily understood, even by an audience of non-Trekkies.

All of which brings us to Starship Captains. This is easily my favorite new game of 2023 (although it came out at the end of 2022), and possibly my favorite Star Trek board game of all time. Of course it's not an official Star Trek game, but it's close enough in terms of the world it describes and even in terms of the gameplay structure. In particular it very strongly evokes the tone and story structure of the brilliant Star Trek: Lower Decks animated series -- it's a game about assigning cadets and ensigns to do menial tasks aboard the ship, and occasionally sending them on missions where they're sure to be out of their depth.

Each player takes on the role of the captain of a starship which starts out in a state of disrepair. You start with a small crew of ensigns and cadets who need to be assigned tasks, ranging from repairing and upgrading the ship, to moving the ship to new locations in order to solve missions. Solving missions (and fighting pirates) awards medals and other benefits, which allow you to train your crew so that they are better and more efficient at their tasks. Whoever scores the most points after four rounds wins.

One of the things I really like about the game is the lack of randomness. Tasks are performed by assigning crew of the appropriate color to them, who then go into a queue that determines which crew will be available on the following round. Each round players get a new cadet, who starts out grey but can be upgraded. Additionally, crew can be promoted, which allows them to do two tasks in a turn, or pull another crew out of the queue so they're available for use sooner.

The range of tasks in the game covers the Star Trek gamut, from fighting (or maybe just outsmarting) pirates using diplomacy to get in good with other cultures, another way to score points and other bonuses that will make future turns more effective. The rules are deceptively simple but there are a lot of interesting decisions to be made, and a little but of forward planning is needed, as the order in which you assign your crew determines which ones will be available later.

The components are as good as they need to be, and the cartoony artwork keeps the tone of the game friendly and fun. If I have any complaints, it's that games tend to end a little abruptly -- I often feel like I'm just getting started when the final round is over.

Rating: 5 (out of 5) A well designed, well presented game that evokes the feel of a certain beloved franchise in a way that many "official" games don't always seem to manage.


Monday, November 21, 2016

This may seem familiar: a trio of licensed re-skins

Folding licensed properties into games has been standard practice for about as long as there has been a modern gaming industry, and it generally comes in two types: games created with the licensed property in mind, and games where the property is "painted on" to a pre-existing design. Both types can be wildly inconsistent in terms of quality, from the exceptional (Firefly: the Game) to the surprising (The Lone Ranger Shuffle the Deck Card Game), to the downright appalling (Doctor Who: the Game of Time and Space).

In many cases, a re-skin of a game using a familiar license can make me try a game that I may not have been particularly interested in otherwise, such as with Jarl: the Vikings Tile-Laying Game, a re-skin of The Duke which I only noticed because I'm a fan of the Vikings TV show.


Star Trek Panic falls squarely into this category. I had played Castle Panic once or twice, and while I enjoyed the game play, the cartoon-fantasy theme didn't really interest me so I never bothered picking up a copy of the game. A Star Trek version certainly caught my attention, and the idea of defending the Enterprise from Klingons and Romulans is a lot more interesting to me than defending a castle from orcs and goblins.

To be honest, I don't recall too many details of Castle Panic's game play, so I'm not entirely certain if there have been any major changes or additions for the Star Trek version. I can say that Star Trek Panic is a fun and relatively simple cooperative game. Each player has a hand of cards representing various tactical moves the ship can make, and they must work together to solve a series of missions, each with a specific in-game requirement such as reaching a starbase or evading a giant space amoeba. All the while, pesky Klingon and Romulan ships appear in random spaces on the board and gradually wear down the ship's shields and hull.

The cardboard components are a bit on the cheap side, but are nevertheless well-designed and very effective. The model of the Enterprise at the center of the board trails fire and smoke as it gets progressively more damaged, which does a great job of building tension and is, perhaps ironically, more dramatic than most of the model effects on the  original television show.

Rating: 4 (out of 5) Quite a bit lighter, both in tone and complexity, than most of the other Star Trek games in our collection, which makes for a nice change of pace.


Archer: Once You Go Blackmail brings the world of irreverent super-spy Sterling Archer to Love Letter, a game that certainly hasn't been shy about re-skinning itself. This version adds a "hidden identity" card to the mix, and changes several of the traditional Love Letter card effects so that they interact with the hidden identity card in various ways.

 I'm not sure than any version of Love Letter is really better than any other, but it's great that there are so many to choose from. You should be able to find the Love Letter that's right for you.

Rating: 4 (out of 5) It's still a dirt-simple game, which is part of its charm and makes it ideal for groups of non-gamers, or situations where it might be too loud or distracting to play a more complicated game.

Legendary: Big Trouble in Little China follows the structure of the Marvel Legendary game rather than the more complex scenario-based Encounters series. Players choose a plot and a villain from among those featured in the film, add a few groups of minor villains and henchmen and a selection of the film's well-meaning if barely competent heroes, and try to work together to foil the villain's dastardly plot.
Upper Deck's Legendary series has proven to be a pretty robust game system, with the Aliens and Predator franchises being just as at home in it as the core Marvel property. Legendary: Big Trouble in Little China is no exception; the somewhat ridiculous adventures of Jack Burton and the Pork Chop Express fit right in.

In an effort to reflect the bumbling nature of the Big Trouble heroes, the cards in this version of the game often interact in surprising and not always helpful ways, making the game more random and silly, and quite a bit lighter in tone than the other games in the Legendary series. Originally I was excited about this release because of the possibilities of mixing it up the other Legendary games (Jack Burton vs Predator seemed like a shoo-in), but on playing I find that it holds together so well on its own that I'm reluctant to try add anything to it.

Rating: 5 (out of 5) another great addition to this series that stands so firmly on its own that, if you're familiar with the other Legendary games, you may want to think of this one as a new game that you already know how to play.

Tuesday, May 12, 2015

Another look at Star Trek: Fleet Captains


I really wish Star Trek: Fleet Captains was a better game than it actually is. It has an incredible amount of potential to be a truly epic game, but is hampered by some clunky, overly complicated game play. A lot of this could be solved by a tiny bit of rules streamlining, but really the game just needs a reference card that clearly summarizes the rules and mechanics, so that players won't be forced to constantly refer to the overwritten and poorly organized rule book.

One of the core mechanics of the game is each player's assembly of a Command Deck of cards. For each faction (Federation, Klingons, Romulans and Dominion) there are 10 mini-decks of 10 cards each, grouped around themes such as "Way of the Warrior" or "Sensor Upgrades," or around particular characters like Captain Kirk or Worf. Each player chooses four of these to shuffle together, giving them a deck of 40 cards that they can use during the game. It's a neat idea in theory, and it adds a bit of CCG-style strategy to the game, but in practice I too often find myself with uninteresting cards that I can't use clogging up my hand. This could be solved by allowing players to further customize their decks by removing cards they don't think they'll use during the game.

An unfortunately under-utilized element of the game is the Encounter Deck, consisting of cards that represent things a starship might encounter while exploring space, such as Abandoned Outposts or Independent traders. Again, this is a wonderful idea that fails a bit in practice, since each unexplored location a ship moves into will only sometimes give up an encounter, and even then, only once per location. We've tried a few different house rules to make encounters happen more often, such as always having an encounter in a newly discovered location, and then checking for additional encounters each time the location is moved into again.

There are also a few superficial issues with the components, such as the unpainted ship miniatures, the poor font choice on the clix dials making them very hard to read, or the flimsiness of the cards and especially the location tiles, but these are easily fixed or ignored. The point is that there are just a few things stopping Fleet Captains from being a magnificent game, and I don't think any of them are insurmountable.

Most of the time I shy away from creating "house rules" or other improvements to commercial board games, my argument being that there are so many games out there that work fine without me needing to change them, so why should I spend my time picking up the game designers' slack? But in this case, the game is so tantalizingly close to being great, and there really isn't another Star Trek game like it...

Read the original review.
Original rating: 3 (out of 5)
New rating (pass or fail): PASS

Another look at Star Trek: Expeditions

With its generic game board and easily replaceable plot cards, Star Trek: Expeditions was clearly designed to be expandable with new missions and challenges for the Enterprise crew. But so far, the only expansion for the game has been a little box containing three new crew member miniatures and their corresponding character cards -- no new mission cards, which is what the game really needs. My suspicion is that the game failed to sell particularly well, and the double-whammy of the license for the Star Trek reboot film and game designer Reiner Knizia's no doubt higher-than-average royalties have made the game's continuation too expensive for the publisher to consider.

We dug the game out recently for a replay, and we enjoyed our game quite a bit, perhaps even more than we were expecting to given the noncommittal rating we originally gave it. We enjoyed everything you are supposed to enjoy about a cooperative game: working together to make decisions, dividing up the game's resources and challenges based on whose characters were best suited, and the feeling that we were struggling against difficult (but not impossible) story-driven game mechanics.

I can still see that my original assessment of this game holds true, in that the thing that will get old after repeated plays is the repetitiveness of the plot cards. While there are incidental side-plots that are randomized for each game, the core plot cards that move the game forward (and determine the players' score at the end) are always the same. Other co-op games like Arkham Horror or A Touch of Evil give players a variety of different enemies to fight, in order to add variety and increase replay value.

However, I honestly don't think the repetitive game play is too much of a problem for us since we only seem to play it every seven months or so, and we always have a good time when we do.

Read the original review.
Original rating: 3 (out of 5)
New rating (pass or fail): PASS

Wednesday, November 26, 2014

Starship Duel: shooting in the dark


With a few exceptions, space combat as depicted in the various Star Trek television series and films has never been what I would describe as "action-packed." That isn't to say that it isn't dramatic: in my opinion, the original series episode "Balance of Terror" is one of the best space battles ever put on film, and the battle in the Mutara Nebula between Kirk and Khan in Star Trek II is a very close second.

Those battles take their cues from World War II submarine movies, slowly building tension rather than going for fast movement and explosions. While this makes for excellent drama, it may not necessarily translate into interesting gaming.

Starship Duel, designed by Heroclix mastermind Jordan Weisman and published by FASA in 1984, attempts to recreate the dramatic tension seen in the space battles from Star Trek II and III. To its credit, the game tries to do something different, foregoing the traditional board with miniatures or counters representing the ships in favor of a wheel that shows the other ship's position and heading relative to yours, with no accounting for distance.

Game play involves trying to anticipate the direction your opponent is going to move. Your ship has a limited amount of power, so you have to decide which side of your ship to charge the weapons and shields on, hoping that your opponent's ship will end up in the right position, and ideally that you'll catch him from a side that he hasn't charged his shields on.

On paper, it sounds very much like space combat the way it was depicted in Star Trek at the time, with ships floundering in the dark and never seeming to have enough power to fight effectively. In practice, however, it can be frustrating. It is often difficult to visualize the position of the ships, and in the end it's mainly a guessing game, as you try to put power into the weapons and shields that you hope will be facing your opponent.

It was an interesting idea that just didn't translate into a playable game, and FASA quickly abandoned it in favor of the more traditional Starship Tactical Combat Simulator.

Rating: 1 (out of 5) While we applaud the effort to try something different, we found this game to be frustrating and difficult to play.


Date played: October 26, 2014

Wednesday, October 15, 2014

To boldly clix, part 3 -- Star Trek Heroclix: Tactics


The release of Star Trek Heroclix: Tactics came as a bit of a surprise to me. Wizkids Games had already released Fleet Captains, so I wasn't expecting another Star Trek game from them, let alone one that appeared to use the same ship models. I was even more surprised when it turned out that Tactics used the regular Heroclix rules word-for-word, with no changes made to accommodate the fact that it's starships rather than superheroes. Powers and abilities were renamed on individual ship cards, but the rule book and reference card refer to ships having incongruous powers like Super Strength or Psychic Blast.

In all honesty I found the whole thing more than a little bit silly, and as the game did appear to use all the same ship models that had been included in Fleet Captains (although in Tactics they are fully painted, at least), I decided to give the whole thing a miss.

That is, until the first expansion came out. Tactics II introduced Romulan, Cardassian, and even Vulcan ships to the game, but the ship model that sold me on the game after all was the bright orange Ferengi ship, proving that human beings do indeed respond emotionally to bright colors.

We bought a bunch of ships and played a few games. I suppose it was nice that we didn't need to learn a new rules set, but it still seemed a little silly when the odd superhero term would come up during a game.

In spite of that, the Heroclix rules do lend themselves fairly well to the way space combat is depicted on Star Trek. Game pieces in Heroclix don't move fluidly so much as hop around the board from square to square, and they have to stop moving before making an attack, which is more or less what happens on Star Trek, with its ponderous starships slowly moving into position and then firing until the other ship is destroyed or surrenders.

While Heroclix is a tried and true game system, at the end of the day it reduces Star Trek to a simple fight, with none of the drama or intrigue offered by the various television shows, or even by the other two Star Trek clix games.

I still thought it was odd that Wizkids had two competing Star Trek starship games on the market, so imagine my surprise when the announced Star Trek: Attack Wing, yet another ship combat game that would use the same models from Tactics and Fleet Captains, but with the rules system licensed from from Fantasy Flight's Star Wars: X-Wing. I'm definitely not touching that one...

Rating: 2 (out of 5) While Heroclix with space ships works surprisingly well, Star Trek Tactics suffers in comparison to the more interesting Fleet Captains.
Date played: September 14, 2014

Tuesday, October 7, 2014

To boldly clix, part 2 -- Star Trek: Fleet Captains


The second Star Trek game from Wizkids Games, Star Trek: Fleet Captains has all the makings of an epic. Rather than go the route of a straight-up combat game, Wizkids delivered a surprisingly deep game about exploration and mission solving, with combat playing only a small part. Players draft fleets of ships and explore a cosmos made up of randomly sorted tiles. The ships you choose determine what types of missions you are given, anything from colonizing planets to scanning stars to conducting hit-and-run attacks into your opponent's territory.

As a player, you can tailor your tactics with the use of a semi-customized deck of Command cards, composed of characters, actions, and combat maneuvers. There are 10 mini-decks of 10 cards organized around themes such as engineering, warfare, or subterfuge; at the start of the game, each player chooses four of these to shuffle together, forming a 40 card deck.

Play centers around solving missions to score points, with bonus points available from random encounters as well as by doing things like building starbases. Play proceeds until one player reaches a number of points (10 in a normal game) determined by the size of the players' starting fleets.

The Star Trek universe is certainly well-represented. Each faction plays differently, with the Federation focused on science and exploration, the Klingons on battle, the Romulans on subterfuge, and the Dominion on brute force conquest. Ships and characters from the original series, The Next Generaition, Deep Space Nine and Voyager are all present, and there's even a Klingon ship from an episode of the animated series.

While it is very successful in terms of theme, the game itself is often bogged down by complicated game play. The game tries to be open-ended, but unfortunately that has resulted in a lot of rules that aren't always intuitive and are often difficult to remember. We have found that we have to refer to the rules very frequently, even after playing several times.

The Command deck is an interesting idea, especially with the ability to customize the deck a bit without spending time hand-picking all the cards. However, each of the mini-decks has too many cards that are only useful in very specific situations. You often find yourself with a hand of cards you can't use, which means you get in the habit of just ignoring them all together.

As with Star Trek Expeditions, the patented clix dial seems a bit out of place and tacked-on. Ostensibly it is used to track power adjustments to each ship, so more power to the shields means less power to the sensors, but the numbers on the dials are in a poorly chosen font that is very hard to read, and in any case all the numbers are also printed on each ship's card, making the dials pretty unnecessary.

Rating: 3 (out of 5) The incredible use of theme goes some way towards making up for some clunky game play, but not enough to make Fleet Captains a great game.


Date played: September 1, 2014

UPDATE May 12, 2015: Another look at Star Trek: Fleet Captains

Friday, September 26, 2014

To boldly clix, part 1 -- Star Trek: Expeditions


After years of using their patented clix dial system almost exclusively for tactical combat games, Wizkids Games finally decided to try it out on some board games. For their first, they paired what should have been a winning combination: the venerable Star Trek license, and renowned game designer Reiner Knizia.

Star Trek: Expeditions is theoretically based on the 2009 film that rebooted the franchise, but it clearly has its roots in the structure and tropes of the original series, to such an extent that one wonders if Dr. Knizia has even seen any Star Trek material made after 1969. It's fine if he hasn't, because it allowed him to get down to the essence of a classic Star Trek story, without getting distracted by the world building and technobabble of the later television shows, or the empty Hollywood action of the more recent films.

It's a cooperative game in which each player takes on the role of one of the Enterprise crew, represented by a nicely detailed miniature with a patented clix base. The majority of the board is split up into areas, each containing a face-down plot card, and the idea is for the characters to beam down to the planet and uncover the cards that will move the plot forward and gain the group the most points in the process. Along the way, players will face tests using the standard clix system of rolling dice and adding whatever ability is appropriate (in this case: command, science or support) in an attempt to beat a target number. Failed tests can cause the character to click down their dial, reducing their abilities and making future tests more difficult.

There is also a track along the top of the board where miniatures of the Enterprise and a Klingon ship do battle, with each failure pushing the Enterprise backwards along the track and losing the players points from their final score.

The clix dials seem a bit shoehorned in, but that's probably to be expected, especially with a designer like Reiner Knizia who is perfectly capable of creating a game without a weird plastic gimmick. In spite of that, it's a pretty neat game. I really like the way it gets all the classic Star Trek elements in: characters get involved with the unfolding plot on the planet, with their choices leading to greater or lesser degrees of success, while at the same time there are things to do on the ship in orbit, fighting the Klingons to a standstill but also performing various support tasks such as repairing the ship and scanning the surface. It's very difficult to win, but that's to be expected for a cooperative game.

Where the game fails is in the repetitiveness of the plot cards. They are semi-random: the same basic cards that move the game forward are combined with a selection of random "side-missions" that can give the players advantages upon success, but have no real bearing on the main story. It's a problem that could be solved with expansions introducing  new storylines, but that's really just a band-aid for a structural flaw in an otherwise terrific Star Trek game.

Rating: 3 (out of 5) The Star Trek theme is spot-on, but unnecessary clix dials and somewhat repetitive game play stop this from being a truly great game.


Date played: August 17, 2014

UPDATE May 12, 2015: Another look at Star Trek: Expeditions

Monday, September 22, 2014

The perfect Star Trek game: Decipher's classic Star Trek Customizable Card Game


The designers of the Star Trek Customizable Card Game made a few missteps when it was originally released on the heels of Magic: the Gathering in 1994. They went a little too crazy with the random sorting of the starter decks; it's a game that relies heavily on having the right combination of cards, and frequently a starter deck wouldn't have all the cards one player needed to play. Additionally, they made all the television show's main characters rare cards that were difficult to come by, so you almost never saw Captain Picard or Commander Data unless you were willing to buy a lot of booster packs or pay high prices for single cards (my first games featured Doctor Crusher and Ensign Ro in starring roles).

Even though it was poorly distributed, the game was very well designed, and in spite of their mistakes the designers got two very important things absolutely right. First of all, in a massive wave of imitations, the Star Trek CCG was not really anything like Magic, other than that it was played with trading cards and sold in random booster packs. Second, and most importantly, the game's structure reflected the tone of the source material extremely well. Although there is an element of direct combat, it's not a fighting game. It's a game about assembling crews, flying starships to planets, and undertaking missions beset by plot complications.

Each player (the game is designed for two but can accommodate more with a little tweaking) constructs a deck composed of personnel, ships, equipment, and missions, as well as event and interrupt cards. At the start of the game, a spaceline is created composed of six mission cards from each player, laid out by each player one by one in a line. Missions require personnel to be present with specific combinations of skills (such as Engineering or Leadership), attributes (such as Cunning or Strength), and sometimes other requirements such as particular characters or equipment. Each mission is worth a certain number of points (generally from 20-50), and the first player to reach 100 points wins the game.


Of course, there is a lot more to it than that. Before the game begins, each player gets to place Dilemma cards underneath his opponent's missions in order to make the mission more difficult. Some dilemmas require certain skills to get past, and others will kill or incapacitate members of the crew. They represent unforeseen complications that players must try to be ready for when they send their personnel to attempt a mission.

Initially, the game was based on Star Trek: the Next Generation and offered players the chance to play as the Federation, the Klingons or the Romulans, with a sprinkling of "non-aligned" characters and ships representing the various other races encountered on the show. Later, the license grew to include the original series, Deep Space Nine, and Voyager, with expansions adding the Cardassians, Dominion, and even the Borg as playable factions.


The game was very successful and there were a lot of expansions, each one adding more and more complexity. The First Contact expansion added the concept of time travel, which was later expanded upon with a set of cards that allowed players to travel back to 1984 San Francisco and "save the whales" ala Star Trek IV. Just about anything that happened on Star Trek in any of its versions could be re-created in the game. But the real fun was in casting your own Star Trek adventures: suppose Dr. Bashir and Garak were given command of the USS Defiant, or Chakotay's Maquis ship and crew survived to explore the Delta Quadrant on their own? What if the Borg succeeded in assimilating Earth? How about Captains Kirk, Picard and Sisko leading an espionage mission to Romulus? The Star Trek universe is so rich, and so well-represented by the game, that anything seems possible.

As compelling as all this was, unfortunately all these added elements eventually caused the game to became virtually impossible to get new players interested in, despite several repackaged starter products that attempted to make it more accessible. After eight years the publisher chose to "re-set" the game with a Second Edition, offering re-designed cards and streamlined game play, but it never really caught on the way the original game did.

It is a testament to how compelling the Star Trek CCG is that a group of fans have continued to create new "virtual" cards long after the end of the game's official life. However, I think it's an even better testament to how well the game reflects its source material that every time I watch the show I want to play the game, and every time I play the game I want to watch the show.

Rating: 5 (out of 5) Despite being on the verge of collapsing under the weight of its own complexity, this is the gold standard for Star Trek games.


Date played: August 17, 2014

Thursday, September 18, 2014

Gaming in the final frontier

Star Trek in most of its forms is an optimistic story about the intrigue and adventure that go along with exploring space. More often than not it is a a character drama, with the vast majority of stories from the various television series concerning the interpersonal problems the characters encounter when they visit new planets. Even the shipbound episodes tend to be concerned with the characters solving problems and interacting with one another, with notable examples from the original series being The Doomsday Machine and Balance of Terror.

Nevertheless, Star Trek presents its characters as part of a decidedly military organization. That military flavor is a fundamental part of the series, so it's really no surprise that the majority of Star Trek games tend to be about combat between starships, taking their cues from naval war games. The most successful and long-lived of these is Star Fleet Battles, a game that is legendary for being hopelessly complicated, yet has a devoted following.

It also has an unusual (and likely relatively inexpensive) licensing deal that allows the publishers to use the starship designs, organizations, and setting from the original Star Trek series, but none of the specific characters. So the game includes Klingons, Romulans and even Tholians, but can make no mention of Captain Kirk or Mr. Spock.


I've always been somewhat interested in Star Fleet Battles, but its reputation for being overly complicated has kept me from ever playing it. This most likely makes me part of the market targeted by Star Fleet Battle Force, a card game based on the same concepts and set in the same universe. It's a game that tries really hard to be simple and accessible, but it occasionally stumbles over what I suspect are various attempts to make it mirror Star Fleet Battles.

Players are dealt a number of ship cards which begin the game in play, either on the front line or in reserve. They are also dealt a hand of action cards from which they mainly play attacks and defenses. The attack cards must be matched up with an attacking ship's weapons, so you can only play a phaser attack if your ship has phaser cannons, a plasma attack if your ship has plasma weapons, and so on.

This core game mechanic is straightforward enough, but for me it causes the game's main thematic flaw. Since all players are drawing from a common deck, you will often have a hand of attack cards that require a wide variety of weapons in order to use. But if your ships are all from the same faction (Federation, Klingon, etc.) they tend to have the same types of weapons, so a lot of the cards you draw aren't going to be usable.

The game compensates for this by having each player's starting ships dealt out randomly, so that all players will most likely have a mix of different ships with different weapons. This is great for game play, but bad for the theme as each player will have a mixed fleet of ships from different factions, which seriously disrupts the theme of galaxy-spanning empires going to war with one another.

Star Fleet Battle Force used to be our laundromat game, since it takes up relatively little table space and doesn't take too long to play, but it suffers when compared to less random and more thematically solid games like Star Trek Fleet Captains or the Star Trek Customizable Card Game.

Rating 2 (out of 5) The core game mechanic isn't bad, but everything about the game is too random to be immersive or strategically interesting.
Date played: August 3, 2014

Star Trek: the Adventure Game is another game from before The Next Generation, Deep Space Nine and Voyager expanded the Star Trek universe into the vast place it is today. But what it lacks in scope it makes up for in theme, as it is a game about traveling to different planets and having adventures, where each decision is crucial to the welfare of the quadrant (or at least, the score of the player).

While it's great that this game is about exploration and story rather than just being another ship combat game, what it amounts to is a two-player Choose Your Own Adventure. As a player reaches a new planet, their opponent reads from a book that describes the situation for the encounter on that particular planet, and offers several decision points that are influenced by the abilities of the crew tokens present, eventually arriving at an outcome that will move the score tracker in one direction or another.

One thing we noticed with this game was that once a player had a few bad encounters it was really difficult for them to recover, so that by halfway through the game it was pretty clear who the winner was going to be, to the point that it barely seemed worth playing to the finish.

Rating: 2 (out of 5) We enjoyed the novelty of this game when we first tried it a few years ago, but it seems dry and superficial when compared to similar games like Sherlock Holmes Consulting Detective or Star Trek Expeditions. The relatively poor quality of the components doesn't help mattters any.

Date played: August 16, 2014

Star Trek: the Card Game is something of an anomaly for a licensed collectible card game. It was published during an unusual "break" in the licensing agreement for Decipher, Inc.'s Star Trek Customizable Card Game. While Decipher was renegotiating their Star Trek license, which at the time only covered The Next Generation, another publisher managed to grab the rights to make a CCG based on the original series.

Whether by design or by accident, Star Trek: the Card Game is as different from Decipher's game as possible, opting for a much more abstract approach to game play. Players compete to construct stories from Mission, Plot and Discovery cards. Crew cards are used to overcome Challenges played by your opponent, and in an unusual twist for a collectible game, the three main characters are common cards played to the center of the table and usable by both players.

It has some interesting ideas, and I like the idea of playing cards to construct episodes of the television show. Unfortunately, the game is seriously bogged down by a nearly incomprehensible scoring and payment system involving placing and removing counters. It also suffers from some poor design choices that make many of the cards difficult to read.

Decipher eventually renegotiated their license for their Star Trek Customizable Card Game, and even expanded it to include material from the original series, so this game was largely forgotten.

Rating: 1 (out of 5) Even without comparing it to many much better Star Trek games, and even with a few unusual ideas, this game is mostly an unplayable mess.

Date played: August 16, 2014

I reviewed the Doctor Who version earlier in the list, and I really don't have much more to say about Star Trek SceneIt. It's an enjoyable trivia game, with some fun visual puzzles in addition to the usual tests of knowledge. The Star Trek edition definitely has a lot more source material to work with (Doctor Who SceneIt only covers the first three seasons of the new series), but that can be a down side too, as it has a fair amount of material from Enterprise, which we haven't seen a lot of (we'll debate the relative merits of the different Star Trek series at another time and place).

Rating: 3 (out of 5) Probably the best Star Trek video trivia game out there, limited only by the fact that in the end, it is just a video trivia game.

Date played: September 1, 2014