Star Trek Fleet Captains

June 19, 2013 - Comment

Star Trek: Fleet Captains, designed for two or four players, is set in the “Prime Universe” of STAR TREK (as seen in the various TV series and movies up to Star Trek: Nemesis) and is more adversarial in nature when compared to Star Trek: Expeditions. Each player begins play with a fleet of ships and

Star Trek: Fleet Captains, designed for two or four players, is set in the “Prime Universe” of STAR TREK (as seen in the various TV series and movies up to Star Trek: Nemesis) and is more adversarial in nature when compared to Star Trek: Expeditions. Each player begins play with a fleet of ships and starts at opposite ends of an unexplored sector of space. This sector of space is represented by hexegonal cards (which are shuffled before play and placed face-down in a pre-determined pattern). As each ship progresses through the sector, you turn the tiles face up, revealing what is in that part of the sector (a Class-M planet, a Class-J Nebula, empty space, etc…). Hopefully you will discover and acquire resources while simultaneously denying them to your opponent(s). When conflict inevitably breaks out, you and your opponent(s) will battle it out for sector supremacy. Last fleet standing wins the sector for their respective faction. Each ship will be on a base with a dial and accompanied by a “Ship Card”. The Card denotes three different statuses for each ship; normal operating, Yellow Alert, and Red Alert. Each status affects how your dial plays as well as how the game and your opponents interact with you. There is also a deck of cards involved that each player brings with their fleet, and these are used during gameplay to affect the outcome of battles, player interactions, etc… This game is also marketed as a non-collectible, non-blind product but will also be built upon the expandable board game model.

Product Features

  • Game focuses on the eclectic Star Trek ships
  • For 2-4 players
  • Standalone game

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Comments

George M says:

Amazing game but the components fall short. This game was keenly anticipated among my friends and I. Many are real trek fans, and we all play board games and strategy tabletop games. The design and rules of this game do not fail to deliver. After 4 games, I have to say I cannot wait to play again. It has come to dominate my weekly game night and I dont see any new games dethroning it for a while. The flavor is excellent, the cards and ship abilities are very flavorful. There are many ways to win the game, and the overall balance seems very good. All the games i have played have been close and exciting, and evenly split between both sides.The problem is in the components. The cards and tiles feel thin and fairly flimsy. I am seriously considered about wear and tear already. But worse yet are the ship miniatures. Their connection to their base is extraodinarily fragile and will snap off very easily (happened 3 times already) and the ‘clix’ portion of the base has stoped being able to be moved on 3 ships,…

YetAnotherNickname? says:

Crippled by quality and execution problems Star Trek Fleet Captains pits two players (or two teams of two players) against each other as the long-time traditional rivals of the Star Trek universe: the Federation and the Klingons. It tosses in some serious fan-service in the form of miniature ship models and flavor text on a huge number of game cards. This title has all the makings of a serious hit, but unfortunately, the game is crippled by quality and execution problems.To begin with, the quality of the included pieces is horrible. The map and game cards are thin paper stock and bend easily. Five of the twenty starship models that are so important to the game arrived broken (in ways that would indicate a manufacturing rather than shipping problem) in the box, and two other ships broke off of their bases during normal handling during play.The “Clix” bases that the game makes such a big deal out of are difficult to manipulate and seem to freeze up and become impossible to rotate. This became such an…

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