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Star Trek: Frontiers
60m - 240m
1 - 4 Players
Ages 14+
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Movies / TV / Radio theme
79.00
€
30 day low:
Out of stock
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ajewo
Star Trek: Frontiers is a very complex spin-off of Mage Knight by Vlaada Chvátil (Dungeon Petz, Space Alert) in the Star Trek universe with some minor streamlining. Among others, the main mechanic is deck building with multi-used cards. Players try to level up by recruiting characters and improve their deck to eventually confront the Borg. [b]What makes it special?[/b] * Deck building with multi-used cards and space exploration and combat * Deep, complex Euro game with a lot of thematic special rules * Great solo game [b]Pros:[/b] + Theme Overall good integration with some inconsistencies, e.g., Federation can be played quite destructive and some characters can be only acquired from unexpected places - maybe they have been captured?. The game covers and mixes a lot of characters of Star Trek shows (TNG, DS9, Voyager). Encounters and special abilities based on moments of different Star Trek episodes. However, it is overall more about the mechanics than telling a coherent story. + Components Hexagon tiles, 5 detailed ship minis, a lot of cards, custom dice, good quality. + Variable game modes Different scenarios and game modes with different end game conditions plus a lot of variants. + A lot of depth, choices, and options / Multi-used cards Card driven deck building game. Each card has multiple uses. Cards can be discard to increase the effect of a played card (decision-making, which cards to play and to discard?). Dice can additionally be used to boost played cards (matching symbols). Damage cards clogs up your deck and may be repaired to get rid of them. The game encourages perfect planning, micromanaging, and resource management (analysis paralysis). + Modular map Different space terrains restrict movement. + Exploration Unknown tiles (hexagons or vessels) are revealed and creates some randomness and uncertainty. + Away Missions Various encounters with planets, enemy vessels, and outposts. Offers the use of diplomacy instead of combat. + Narrative Players can recruit characters to specialize their deck. + Achievements Grant additional victory points for certain actions (e.g., set-collection). + Player initiative Players choose a initiative card that determines the player order and grant a special ability for that round. + Variable player powers 4 different ships with special starting decks cards. Upgrade, modify, and improve your ship. Each ship has a unique flavor (replayability, variability). Captains and bonus tiles help to create different experiences each play. + Deterministic combat Based on cards, no luck. [b]Neutrals:[/b] # Artwork is good Uses pictures from the TV show. Quite clear layout and iconography. Overall, a bit dark. # Language dependent Some text on cards (especially abilities). # Different game modes Solo, cooperative, and competitive mode. Very good solo mode. # Some hidden information (new hex tiles and cards) # Luck of the draw Re-shuffling due to deck building, random draw of reward cards. # Luck of the roll Data dice are rolled each round and determine what data is available (public pool). # Very low player interaction # Potential downtime / analysis paralysis / Puzzly game # Limited number of scenarios # Expansion available: Adds more content and new ships. # Solo mode # Table presence is ok but looks a little bland # Open world kind of game [b]Cons:[/b] - Steep learning curve Comes with two rules books (one walkthrough and one with all rules). Takes time to learn and a lot of rules that may be quickly overlooked / forgotten. Information is scattered and makes it difficult to reference. The rules book comes with a lot of text and a small font. - Complex rules Plenty of special rules for similar things. Makes it hard to get into the game. - Long playing time Depending on player count. Blitz variant available. - Card quality is only fair [b]Similar games:[/b] * Mage Knight (similar gameplay, fantasy theme, harder difficulty, movement is more difficult) * Star Trek: Fleet Captains (light weight 4X game all about exploration and skill checks, covers a lot of Star Trek characters and episodes, some narrative moments, very random, competitive game, players control more than one ship) * Runebound (fantasy adventure game, deck building, long playing time, best with 2 players, low player interaction) * The City of Kings (cooperative Euro-style RPG adventure game with high variability) * Dungeon Alliance (coop deck building dungeon crawler, best for solo, less complex, quicker playing time)
chris 34
ειναι σπασμενη-κολλημένη η βαση ενος απο τους borg κυβους.
bradofbrad
Bought this after already owning and selling Mage Knight thinking the space theme might help but it just doesn't work for me. Feel like its jack of all trades, master of none