Star Trek: The Next Generation Deck Building Game Review

Star Trek the Deck Building Game


So, I was a bit of a Trekkie as a kid (I know, you're shocked that someone with a blog about board games was a Trekkie), so when I heard about the Star Trek: The Next Generation Deck Building Game, I was immediately quite interested.

In Star Trek, you start the game with a handful of faceless officers (literally), and a couple of standard maneuvers and setup cards. Each turn, you are able to play the faceless officers to gain XP, which you spend to recruit better personnel, learn improved manuevers, and gain extra setup items. At any given time, a player will have nine different cards available to choose from when spending his XP. However, once per turn, a player may "search" for better cards by discarding one of these nine cards and replacing it with a new card from the draw pile. In addition to buying cards and searching, a player may play any setup and/or maneuver cards from his hand, and he may go exploring (this is, after all, a Star Trek game). When exploring, the active player flips a card from the top of the explore pile and attempts to resolve the appropriate mission. This is where mission (victory) points can be earned. This is also how better flagships can be acquired (stolen?), and where wars can begin. Players continue taking turns until one person has successfully gained 400 mission (victory) points.

So, for the most part, I don't care about themes in games. I'm just as happy playing Puerto Rico and Ra as I am with most any other game, even though settling the new world and pleasing the Pharaoh aren't necessarily things that I find interesting. However, occasionally a theme is interesting enough to me to warrant playing a game. Ahem, playing a good game. (Read, "not Stargate SG-1!"). Whereas this Star Trek game isn't quite Battlestar Galactica good, it is good enough that it being Star Trek themed adds to my enjoyment of it.

The next thing that I like about the Star Trek DBG (Deck Building Game) is that it has found a happy mix between the reactionary elements of deck building that can be found in Ascension: Chronicle Of The Godslayer, and the more planning-friendly elements of Dominion (man, that's a lot of links). In Ascension, I felt like I wasn't really able to plan at all because the cards in the middle would all be gone before it was ever my turn. In Dominion, whatever was available was always available. Star Trek finds a nice balance between these two extremes. Sure, you must work with what is available; however, with the ability to search, this doesn't seem like a hindrance. Plus, since most players will not be able to remove more then two or three cards from the available selection, a player will be able to at least partially plan on what cards he would like to purchase on his turn.

Star Trek Borg Scenario
Special Borg scenario cards
The next nice aspect of Star Trek DBG is that it has various scenarios. Specifically, there is an exploration (every man for himself), a Klingon Civil War (2 on 2 teams), and a Borg scenario (co-operative). I must admit, as of the time of this writing I am yet to play the Klingon scenario.  But, both of the other scenarios are enjoyable enough to make me think that the Klingon scenario should also be solid. One of the things that I especially like about how scenarios are implemented in Star Trek is that each scenario has a different exploration deck. This allows the different scenarios to truly feel different, instead of being the same game with a minor change.

The final pro that I will mention about Star Trek is that I really liked how they implemented XP in the game. Honestly, I like this both in the art of the cards and the game mechanics of it. I like that your characters that are "building block" characters are generic faceless officers. I don't know why - it just feels right. At the same time, I like that these officers are primarily valuable for their XP but can also be helpful in missions. The Ensigns and Lieutenants both add one statistic, and Commanders add two. This means that you have two different reasons to try to upgrade your low level officers to Commanders. Plus, with the fact that each starting deck has "Starfleet Academy" (a card that lets you upgrade a character card to a better character card), you feel like you are making progress as your low-level XP cards turn into better XP cards, and eventually into our well known characters.

However, with all that Star Trek DBG did right, it is definitely not perfect....

Star Trek DBG Sheilds typo
"Raise Sheilds!"
Sheilds. Yes, Sheilds. This is the name of a card. So, it is in CAPS.... and bold.... and in a bigger font.... and misspelled.  SHEILDS

Next (and probably more important for the actual play of the game) is that I felt like the scenarios were a bit unfinished. It feels like they spent quite a bit of time developing the exploration decks for the scenarios, but then they neglected making sure that the cards you used to build your deck worked correctly in them. For example, several of the characters abilities allow you to interact with your "opponents," and are costed in XP accordingly. However, in the Borg scenario, you do not have "opponents," as you are all playing against the game. Therefore, these card abilities are suddenly useless (so those characters are just horribly overpriced). And, what's more, they expect you to just assume that this is how the cards work. After looking through the instructions, the FAQ in the back, and even going to their site, I was forced to post my question about "who is my opponent in the Borg scenario" on their forums before I was able to get a very definitive answer. I counted, and approximately 10-15 cards cannot use their game text in the Borg scenario, but are still costed as if they could.

The next problem with the game is that it lasts a bit longer than it feels like it should. You could also state this as the game seems to drag at times. In the exploration scenario, this could be remedied by changing the starting decks to include a Commander in place of one of the Ensigns, or something similar, to speed up the game. However, this kind of adjustment would break the balance in the Borg scenario. Specifically, in the Borg scenario, you are at the game's (and destiny's) mercy as to how long the game will last. The game lasts until you are able to defeat the Locutus mission. Of course, to defeat it, you must first draw it! Therefore, you may spend a lot of the game in a state where you are able to win if you could only draw the end of game card. This can be a bit frustrating.

The next thing that I'm going to list as a "con", but that could also be a point of note is that flagships seem a bit overpowered. Now, with this said, I really like the flagships in the game. How this works is that each player starts with a pitiful flagship with a defense (hull) value, and no other statistics. However, when exploring, you may encounter other ships. If, when doing so, you have the Speed to avoid getting shot, while having the Diplomacy (Gold Pressed Latinum) to convince them to join you, then you can use the new ship as your flagship. From there, you have improved statistics for the rest of the game. If I am able to get the USS Enterprise as my flagship, and you are only ever able to recruit a Scout Ship, I will have a significant advantage against almost every card in the encounter deck and will have a major advantage if we go to war. Whereas I think that it is really awesome that you can get new flagships as the game goes along, I think that the flagships should have had a value for when a player is attempting to recruit or battle it and a different value for when a player is using it as his flagship. This would help alleviate some of the imbalance that I felt here.

Overall, I give Star Trek: The Next Generation Deck Building Game an 8.0/10. Sure, it's not perfect, but I enjoyed it. If you enjoy deck building games and are a Star Trek fan, don't worry. This game is good enough that you won't be too annoyed that they used the license here (again looking at you Stargate...). I recommend checking it out, and I recommend that you don't neglect the alternative scenarios - the Borg scenario (since we are all able to play at the same time) is my favorite way to play; it is able to keep everyone engaged and minimize on the drag that the game can encounter.

If you like deck building, you might also want to read about (aside from the Dominion and Ascension that I linked to earlier) Thunderstone: Dragonspire (which I recommend above the standard Thunderstone).  Or, if you enjoy sci-fi, then you might try the Star Wars X-Wing Minis Game, or the Star Wars living card game.

Rory's Story Cubes Review



A while back, while listening to The Little Metal Dog Show podcast, I got to hear an interview with the creator of Rory's Story Cubes. My mother is a middle school librarian for Tulsa Public Schools, and so I immediately become intrigued by them (I need to stop listening to the Little Metal Dog Show - it's a great podcast, but always makes me want to buy things). Fortunately, I was later talking to the fine people at Gamewright and mentioned that I was interested in their game - *poof* I was able to receive a review copy!

Here are the rules: Roll the Dice. Then, tell a story based off of them.

Well, now for the pros and cons. Wait, no, that would be really boring. Instead, I will use the game to tell you a story (let's hope it's halfway decent, as I haven't actually come up with it yet, because doing that before rolling the dice is somewhat cheating).

Once upon a time, there was a fabulous Blogger named Josh. He was successful in all that he did, was stunningly good looking, and had taken the Internet by storm! (This is how you know it's not actually about me.) He often wrote blogs about a variety of topics - sports, body building, growing flowers, and, of course, board games. After a while, he got bored with his success, and decided to take on a real challenge - the challenge of slaying a dragon! (Which, needless to say, is quite a challenge in the 21st century - he first would need to find a dragon!)

So, waving goodbye to his friends, family, and wonderful followers, Josh embarked on his new journey. Not knowing which way he should go (and not taking a computer, as he felt like "Googling it" might not be effective when it came to finding dragons), he found an old sage in a distant land. This sage, as with all crazy old hermits, decided that he would not just share his knowledge with Josh. Instead, he decided to make him go on quests to prove his worth. He sent him on quests to find food, quests to recover water, and quests to find his long lost daughter.

Well, being the practical sort, Josh went into the town that was only half a mile away from the crazy old hermit and bought food and water. While at the store, he decided to go ahead and ask the clerk if they knew anything about the hermit's long lost daughter. Sure enough, they said, she lives just at the edge of town. With his hopes up, Josh went to the home that they had directed him to. He knocked on the door, and looked around - but everything was run down and locked! Surely, this couldn't be right. However, as he looked around the house, a person emerged from next door and asked him what he was looking for. "I'm looking for my sage's long lost daughter," he said.

"Are you kidding me? Sage? Do you mean that crazy old man just outside of town? Yeah, I'm his 'long lost daughter,' but I don't know why he thinks I'm lost - he came to visit me just last week!" she replied.

Immediately, a light went on inside Josh's head, and he realized that he had been tricked! All that time sleeping outside and running errands for the man - he probably didn't know where any dragons even were. Josh, taking the "sage's" daughter with him, stormed straight back to the old man.

"Here's your daughter," he said. "Now tell me where I can find a dragon!!"

Startled by Josh's sudden anger, the man said, "well, right here, of course," and showed Josh a small jar with a tiny lizard in it. Annoyed, Josh decided that it wasn't worth his effort to continue dealing with his sage, and that it would just be cruel to kill a baby lizard. In fact, he started wondering why he wanted to hunt down and kill any animal that wasn't causing harm to anyone. If it took that much effort just to find a dragon, the dragon probably wasn't really hurting anybody. So, Josh went back home and took a nap, shaking his head and muttering to himself about the crazy old man. Wait, muttering to himself! When did this start? I suppose the old sage rubbed off on Josh after all.


(Yes, the picture is showing the dice that I used during that story - feel free to try to match up what parts of the story came from each individual die.)

Anyway. Overall, I give Rory's Story Cubes a score of "Apple" on my new Apple-Banana-Carrot grading scale. What does that mean, you ask? It means that Rory's Story Cubes isn't really like any other game (after all, there's not even a score or a winner), so I didn't feel like I should grade it against other games. The story cubes are really neat, though, and I think that anyone who wants to be creative and would appreciate a bit of inspiration would enjoy them. It's also something that I think most young children would be able to play with and love - after all, young children are still creative, instead of being boring old codgers like adults.

I would like to thank Gamewright games for providing me with a review copy of Rory's Story Cubes.

Orbit Rocket Race 5000 Review


A game that I first tried at GenCon and enjoyed enough to receive a review copy of is Orbit Rocket Race 5000.

In Orbit Rocket Race, each player is attempting to get rid of all of his cards. In order to do this, he must play a card in the innermost "orbit" that is not full. Every card must be played adjacent to at least one previously played card - but if you play adjacent to two previous cards you can force another player to draw a card or, if you are able to play adjacent to three cards, then you can take another turn. Where the game gets interesting, however, is in the rules about "wormholes." If you are able to setup a situation in which no cards can be legally played (based on the color distribution on cards in the game), then a "wormhole" is created. The person creating the wormhole immediately takes the top card of the deck and places it facedown on the spot, reverses the order of play, and then takes another turn. Finally, some of the cards have special icons on them - robots (his name is "Orbot") allow the player to take another turn, the laser gun forces an opponent to draw two cards, and the satellite lets you pick a card from an opponent's hand and play it facedown (and get any bonuses from playing it just like if you had played it from your hand). Once a player runs out of cards, he wins.

The first thing that I like about Orbit Rocket Race is that it is strategic enough to be worth playing, and simple enough to be social. Orbit is not so deep that you must constantly be focusing on what your next move is (though careful planning and scheming will help you win), and yet it is light enough that you can socialize with friends while playing the game. Especially when it's not your turn.  Specifically, when it's not your turn you'll spend a lot of time making fun of your friends for constantly flipping their cards over and over trying to match up colors.  Of course, when it is your turn, you will have to ignore them as they make fun of you for doing the exact same thing.

The next thing that I like about Orbit are the wormholes. These are really the most strategic aspect of the game. Setting up a wormhole so that the player after you is able to complete it is actually advantageous - even though it helps them. Since it causes the order of play to be reversed it means that, after your opponent takes his second turn, you will get to go again without waiting on everyone else in the game to play (so you get rid of cards faster - you know, because that's the point of the game). Plus, a careful player may be able to use his cards with Orbot (the robot), or a Satellite on them to setup wormholes and/or take extra turns.

Another pro is that I believe Orbit could easily be played with children. Having no children of my own (and not renting any while playing the game), I can't say for certain what ages could handle Orbit, but I would guess that somewhere around six or older could handle the game. Everything is color and symbol based (no reading required) so it could possibly even be played with a younger group. The only hesitation I have is that the game can take a while to play, so it could lose the interests of the younger children (and your scattered adult friends).

Finally, I like the reversing turn order. This is a neat mechanic - especially since the players are in control of this, and it is not luck based. Play can be reversed in two ways. The first way is by playing a wormhole. The second option is that a player can play his "challenge token." Each player starts the game with a challenge token. Whoever goes first sacrifices his challenge token but has the advantage of both going first and getting to play two cards. All of the other players have the opportunity, once per game, to use their challenge token to reverse the order of play (at which point no other player can re-reverse the order until a card has been played).

One point of note before going to the cons of Orbit - not everyone will like the social aspect that I mentioned. One of the reasons for the social aspect is that the game itself has a laid back feel (to me). I think most people will like this part.  Another reason is that there is not too much planning that you can do when it's not your turn. Perhaps this is simply that we aren't good enough at the spatial aspect of the game to plan ahead.  However, you will normally be deciding what your best options are based on what the players in front of you have played. The fact that you cannot do much to plan turns before they occur will bother some players - I was fine with this aspect.

The main con that I have in Orbit Rocket Race is the "Orbit" rule. In fact, when I was taught this game by the designers at GenCon, I even told them that I disliked the rule - so it should not surprise them to read it here. Here it is: when you are down to one card, you have the option to say "Orbit". If you don't say "Orbit", and one of your opponents realizes that you only have one card, they can call say it for you and then you have to draw. Sound familiar? Exactly like Uno? Yes, yes it is. I don't understand why a game as different and creative as Orbit Rocket Race 5000 chose to associate itself with Uno. However, I was able to resolve this problem by voting with my fellow gamers to not use the rule before the game started. Feel free to play the game with the rules as they are written (with the "Orbit" rule), or feel free to take my free variant and ignore it.

Another con to Orbit is that with all of the reversing in the game, a player can become a bit bored if he doesn't get a turn for a while. One of the first times that I played the game, I did not feel like I got a turn for the entire first half of it. When the game was over, I actually didn't have many more cards than anyone else because, when I was able to play, I was able to take several turns in a row. However, it was still quite boring until my turns occurred.

Overall, I give Orbit Rocket Race 5000 an 8.0/10. I won't play it every day, but it is a game that I could see myself playing every few months and thoroughly enjoying.

I would like to thank 42 Games for providing me with a review copy of Orbit Rocket Race 5000

RIP Hurley's Heroes Giveaway #2


As many of you who have followed my blog for a while are aware, one of the game stores in Joplin that I frequented has decided to stop selling games. Because of this, and the fact that I enjoyed their store, I made a deal with them to buy their remaining stock. Why? Well, first off because I wanted to support them. Secondly, because I wanted to use them for giveaway prizes - you know, as a vain attempt to increase my stats. Therefore, this giveaway could also be called...

The quest for 1,000!



Here's how it works: I think it would be really cool to have 1,000 Twitter and 1,000 Facebook followers. Because of this, I am going to bribe you to follow me! (I prefer that you continue following me after the giveaway - I'll tell you about cool reviews and such, but if you don't want to, I understand).

The details

At 500, 750, and 1,000 followers for each site, I will give away one game. I will run the contest until I either reach 1,000 for each site, or until November 18, whichever comes first. And, so that nobody feel cheated, I will give away a game on November 18 to a follower on each site if that site hasn't yet received 1,000 followers. That means, regardless of if I lose followers or gain followers, I will give at least one game away to my followers on each site. But, if we get to 1,000 on each site, I will give away six games for free!

What games can you choose from? Here's the list:
Dominion: Intrigue
Nightfall
Vegas Showdown
Munchkin
Castle Ravenloft
Resident Evil Deck building Game
Resident Evil: Alliance
Fluxx
Back to the Future: Card Game

Who's eligible? Anyone. You can live in or out of the United States (though I'm cheap and prefer that someone inside the U.S. wins - I won't stack it, though). You can know me personally, work for a game store, game publisher, etc.

How will you be notified? I will post the winner at the very least on the site where that winner is following me. I will probably also post it as a comment on this post.  I will try several times to make contact with the winner, but if after what I consider to be a reasonable effort I can't get ahold of them, I will pick a new winner!

Remember - the more people that enter, the more games I give away. This means that (though you don't have to - in fact, you can follow me on Twitter for an entry without even sharing it with your friends), the more friends that you tell, the better your odds are that you or one of your friends gets a game!

Questions?  Feel free to post them here, or to email me. Thanks, and good luck!