Description from the publisher:
A contested region of space accessible through a known wormhole has drawn the attention of powerful forces throughout the galaxy. Both the Federation and the Klingon Empire, who share a delicate alliance at this time, have recently built outposts in the region — but now news of grave troubles brewing in the region has prompted both the Klingons and the Federation to investigate immediately.
Command your ship, recruit new crew members, earn experience points, and use your skills to confront the challenges of the Star Trek universe. Explore and face a variety of challenges on a randomly built space map using the venture tile system first introduced in the award-winning game Mage Knight.
Star Trek: Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover hidden mysteries. Players need to overcome obstacles to expand their knowledge and use their leadership as they adventure in order to be victorious in their exploration!
- More streamlined movement
- Armor and damage mechanics feel better implemented
- Better onboarding and pacing for solo play
- Not personally aligned with the speaker's fantasy preference
- Some players may still prefer Mage Knight's original feel
- Sci-fi exploration, tactical combat, and modular scenario progression
- Star Trek universe with frontier exploration and mission-centric play.
- Sci-fi adventure with episodic missions
- Mage Knight
Mechanics (from transcript analysis)
- Action resolution and combat — Combat and actions resolved via cards and game-specific systems.
- Advancement and balance — Adjustments aim to reduce armor-only outcomes and improve movement pacing.
- Deck-building (comparison) — Similar core deck-building concepts to Mage Knight but with its own streamlined approach.
Video topics + discussion points
Quotes (from this video)
- No matter how hard I tried, I couldn't get into Mage Knight.
- This game just isn't for you. Sell it on and play something else or knock it down and get good scrub.
- House rules really fixed Mage Knight for me.
- Yes, I needed help, but those house rules really fixed Mage Knight for me.
- I want to spend a Saturday or Sunday afternoon playing the hell out of this one.
- I finally want to experience this game to the full playing every scenario.
References (from this video)
- Rich tactical decision space between diplomacy, long-range combat, and away missions
- Dynamic encounters with distressed planets and Bard Cubes
- Crew progression through training and recruitment adds depth
- Tension from wounded captain and potential casualties
- Clear separation between ship actions and away missions
- Steep learning curve and rule complexity
- Captain injury can significantly hamper away missions and skills
- Pacing can slow due to tracking resources and multiple phases
- Shields limitations on planet encounters increase risk and randomness
- Exploration, diplomacy, and tactical combat with crew and captain management
- Star Trek universe, exploration of Class M and Class K planets via starship away missions
- Scenario-driven, with variable planet encounters and escalating threats
- Mage Knight
Mechanics (from transcript analysis)
- Away mission crew management — Selecting captain and crew for away missions unlocks skills but risks casualties and wounds.
- Combat resolution and long-range attacks — Defend with ship or crew; long-range attacks if not on the ship; wounds assign and potential for significant losses.
- Diplomacy and reputation management — Players accumulate diplomacy points and reputation to resolve encounters and upgrade capabilities.
- Experience, training, and recruitment — Experience gains enable skills and recruit new crew via training cards and diplomacy actions.
- Planetary encounters and Bard Cubes — Planet encounters yield Bard Cubes; distressed planets double rewards and increase difficulty.
- Shields and energy constraints — Shields may be unavailable on planets, altering defense calculations; upgrades like pulse torpedo shields affect combat.
- Turn structure and maintenance — Rounds end with dry dock options to repair or remove damage; maintenance affects pacing and future actions.
Video topics + discussion points
Quotes (from this video)
- the importance of taking the captain with you
- we can't use our Shields
- this is not an interaction
- the worst has happened we've wounded both of our crew
- we can't continue into the combat phase
- you can spend a crew member temporarily just for this one combat
- distressed planets double everything up
- Engage from move to explore
- we're seen as aggressors