Wednesday, November 21, 2018

To Boldly Go (Star Trek Panic)

Captain's Log: Stardate -304110.774.  We have become stranded in the past, during the time that humans used to call Thanksgiving.  We have been invited to stay for the holiday, and until we can find a way back, I don't see that we have much a choice to blend in. I personally have talked with the youngest of the family, who seems fascinated with board games, especially one titled Star Trek Panic, a game that somehow dictates Captain James Kirk's adventures in the future.



BACKGROUND:  Star Trek Panic is a board game for 1-6 players, designed by Justin De Witt and published by Fireside Games and USAopoly in 2016.  Players take the role of a member of the NCC-1701 Enterprise from The Original Series, and do the same missions that Kirk and his crew did in the series.

GAMEPLAY:  This game is based on Castle Panic, and uses the same turn order.  Players start their turn by first drawing Enterprise cards, then trade cards with each other.  The turn player plays cards to deal with any threats on the board, then when they are done, the 'monsters' or ships move, damaging the 'walls' or shields, and the ship itself.  Finally, the player draws 2 new threats before passing the turn, rolling and placing them on the board, with some threats having special effects.

DIFFERENCES:  There are a few major differences, however.  Before you trade, you draw a Mission card.  The Mission cards determine what your goal is and how many turns you have to finish. The Enterprise can also Maneuver during Play Cards phase.  Unlike Castle Panic, which is divided into color rings, the Enterprise cards are based on position.  You can move one section left or right, or "Move Forward", i.e., move all ships in front of Enterprise towards the ship.



WINNING:  To beat Castle Panic, you had to slay all the monsters.  To beat Star Trek Panic, you must complete a predetermined number of missions, but failing is easy.  Failing a mission just requires you to go to the next mission.  If the Enterprise loses 3 sections of its hull, it can't Maneuver, and losing all 6 sections destroys the ship and ends the game.

CONCLUSION:  Star Trek Panic feels like a natural evolution to Castle Panic.  The ability to move and adapt to the board makes a strong mechanic to an already great game, and help suppliment the randomness of the cards.  Obviously, there's still a chance of random element, but it doesn't punish as bad as it could.  The missions can range from easy to impossible, depending on the ship's condition.  The ability to adjust the length and the ability to use character abilities during your card play phase adds another strong element.  Really, what can I say but I suggest you go where no one has gone before, and pick up Star Trek Panic if you're a fan of the original game or the original series.

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