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Which Trek board game do you feel has the most authentic Star Trek flavor?

RookieBatman

Commodore
Commodore
I'm always interested when I hear about a new Star trek tabletop game, but a lot of the ones I've checked out leave me feeling dissatisfied, because it often seems like they either A) just took generic game concepts and applied a Star Trek skin (like Star Trek Catan or Star Trek Monopoly), or B) took specific and thematic elements from the show, but just kinda mashed them all together or throw them at the player all at once (like Star Trek Panic or that unofficial Dice Game).

For anyone reading this who is familiar with a variety of Star Trek tabletop games, which one do you feel captures the theme of Star Trek best? Which one feels most like actually being immersed in the world of Star Trek instead of just doing arbitrary board-game things? For the sake of this discussion, I'm gonna exclude RPGs where there's a game-master manually constructing the narrative.
 
Star Trek Frontiers, maybe. I'm not sure there's a board game that covers all of Trek in terms of space battles, exploration, sending away teams down to a planet, exploring the human condition. etc.
 
I always enjoyed the Motion Picture board game with its interchangeable star maps, mission cards and up to six players. It was pretty much a new game every time.

But what do you really do in it? Are the "missions" actually fun? Or are they just a shallow "roll a couple dice and that's it" kind of thing?
I set up an email alert for Star Trek tabletop games on eBay a little while ago, and I don't think I've seen that one show up at all, whereas the 1992 game has shown up repeatedly.
 
But what do you really do in it? Are the "missions" actually fun? Or are they just a shallow "roll a couple dice and that's it" kind of thing?
I was much younger, so I don’t recall specific details, but I do remember enjoying it and, IIRC, there was an element of strategy at getting to different locations before your opponents. YMMV. :shrug:
 
Second vote for Star Trek Frontiers. Yes, it's a reskin of Mage Knight, but the gameplay has been effectively retooled to reflect what goes on in Star Trek. It has it's own unique story--not a strong one--involving exploring space on the other side of a wormhole and defeating a Borg threat.
 
Second vote for Star Trek Frontiers.

It's a shame that this seems to be one of the most expensive Star Trek game around. Since I started this thread, I've grabbed like-new copies of The Original Series Deck-Building Game, Five-Year Mission, and Star Trek Panic (and even Star Trek Scene It) on eBay for $15 each, but I've never seen Frontiers even go as low as $30. Given that my experience with some of those games has been along the lines of, "it's nice and all, but it's just not what I'm looking for," I'm pretty hesitant to pay three times as much for a game, even if it does have two votes.
 
It's a shame that this seems to be one of the most expensive Star Trek game around. Since I started this thread, I've grabbed like-new copies of The Original Series Deck-Building Game, Five-Year Mission, and Star Trek Panic (and even Star Trek Scene It) on eBay for $15 each, but I've never seen Frontiers even go as low as $30. Given that my experience with some of those games has been along the lines of, "it's nice and all, but it's just not what I'm looking for," I'm pretty hesitant to pay three times as much for a game, even if it does have two votes.
ST Fontiers ($80 MSRP) is in line with a number of other Trek games. Star Trek Fleet Captains, the so-called season in a box, retailed for $80 when it was in print. Star Trek Ascendancy, which is more of a civilization building game, also retails for $80. The game that Frontiers is based on, Mage Knight, retailed for $100.

I think that a game of its weight and depth warrants the price tag. There is deep gameplay, a satisfying narrative as you build up abilities and crew, and very thinky combat. At 4.27, it has one of the highest game weights for a game of its type. It has one of the most beloved solitaire experiences. It plays solitaire, cooperatively, and competitively. There are different modes for each style of play. And after playing 14 times (2.5-4 hours each time), playing by myself, playing with my son, playing against my son, I still haven't seen everything the game can do. If there is a drawback, it's that the instructions are opaque.

Panic, the Deck-building Game, and the PnP Card Game are all very linear by comparison (nothing wrong with that). There are other games that try to provide comparable adventure experiences, like the new Lord of the Rings Journeys Into Middle Earth, retails for $100. And the current Twilight Imperium retails for $150.

Hopefull I'm not coming across as trying to belittle you. Frontiers is a heavier gaming experience, and I think the money warrants it. You may well not be interested in that kind of experience--it's hard to find people to share these types of games. You are the only person who can say that it's worth investing in something so expensive. All I would say is look at how it plays--watch some videos, like Rick Royale's playthrough--and decide if it is the kind of game you want to play as well as whether you think it holds value.
 
There is deep gameplay, a satisfying narrative as you build up abilities and crew, and very thinky combat.
I've seen a gameplay video of it (I don't think it was Ricky Royal's, although I have seen some of his other vids); I like how it's a board game that kinda folds in some deckbuilding-game elements, but one thing that always frustrates me about the deckbuilders I've played (mostly Marvel Legendary and the TOS deckbuilder) is that it seems like once you really get powered up, the game is pretty much over (because you can accomplish the victory so fast once you get to that stage of development). Does Frontiers have a good, meaty length that doesn't end shortly after you get your crew where you want it to be?

If there is a drawback, it's that the instructions are opaque.
That does kinda concern me, because I'm the type of person who realizes halfway through a game that there was some major rule I'd completely forgot about. It's worse when you're playing solitaire (which I would be) because there aren't any other people to point out an omission.
 
I've seen a gameplay video of it (I don't think it was Ricky Royal's, although I have seen some of his other vids); I like how it's a board game that kinda folds in some deckbuilding-game elements, but one thing that always frustrates me about the deckbuilders I've played (mostly Marvel Legendary and the TOS deckbuilder) is that it seems like once you really get powered up, the game is pretty much over (because you can accomplish the victory so fast once you get to that stage of development). Does Frontiers have a good, meaty length that doesn't end shortly after you get your crew where you want it to be?

I'm not familiar with Marvel Legendary, but I do play two of the Legendary Encounters games, which are quite punishing. Frontiers stays one step ahead of the players. Yes, you can build up abilities, either through cards, tokens, or crew. However, those opportunities can run out fast. The final tiles, where the Borg cubes live, have few easy opportunities for conquest, and fewer for repair. If your deck isn't strong enough to defeat the cubes, you may have to backtrack to a planet or base, perhaps discarding cards for lesser movement abilities. You can also gain abilities by leveling up, but each level becomes increasingly more difficult to reach. Crew are a big help because they don't go into your hand. However, they can only be used for one ability each turn, and you can only have as many crew as your current level allows.

It is never simple to defeat the Borg cubes, but if you do find it's too easy, their power can be literally dialed up so that they are more difficult. The damage you take can clog of your deck fast. Combat is deterministic, meaning you aren't going to just blow up (unless you play deliberately poorly). If you lose, it will be because you ran out of resources and time. Winning, on the other hand, feels like an intellectual accomplishment.

The game has a narrative curve where you have a lot of quick gains but in which successive accomplishments become more difficult. There are a limited number of enemy ships and bases to subdue: doing so gives you experience and special abilities cards. However, opportunities to defeat them run out. Away missions also provide opportunities, but you never know what the challenge will be until you commit crew to them (and it sucks if they all come back injured). Planets on Borg tiles are more difficult to encounter. Defeating the last cube often takes lots of planning, considering the cards you have left and what abilities you haven't already expended.

That does kinda concern me, because I'm the type of person who realizes halfway through a game that there was some major rule I'd completely forgot about. It's worse when you're playing solitaire (which I would be) because there aren't any other people to point out an omission.

The game is robust enough that some rules mistakes won't ruin the experience. The videos on Youtube should give you a sense of whether you will find it too difficult. Indeed, most people learn first from the videos THEN read the rulebook. And you should expect to have the rulebook always at your side.Learning the rules is doable, and this is by far not the worst rulebook. However, it has discouraged many from teaching the games to others--that's why it's often rated more as a solitaire game. There are actually two rulebooks. The first is a quick start guide which is fairly good. The problem is that the actual rulebook doesn't do enough to fill out the explanations from the quick start. The file section on BGG has a number of helpful fan-made supplements that can ease the experience.

Hope this helps.
 
Been playing Starfleet Battles since the 70s, We have seen games last 2 hours and 2 months before. Depends on how many suckers you get to play.
Just not on April First.
 
Been playing Starfleet Battles since the 70s, We have seen games last 2 hours and 2 months before. Depends on how many suckers you get to play.
Just not on April First.

Unfortunately, I don't have anybody to play against, and I wouldn't mind something that's more than just combat anyway.
 
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