- Original Release: 1992
- Developer: Classic Games
- Publisher: Classic Games
- Original Platform: Board Game
With a fancy looking game board, I expected a lot more from this game. The goal is simply to visit four planets and return to the starbase (the two close planets count as one). You roll the dice and move that many spaces. At the end of the turn another player draws a card (based on how far through the game you are) and asks you a question. If you get it right, you take another turn – if your knowledge of Star Trek (TOS and the movies) is exceptional, you can just keep taking turns until you win the game.
Some spaces will make you move in certain ways or send you to specific spaces and others that slow you down. Some spaces will make you lose functions like warp and phasers. Phasers don’t do anything, but if you lose all engines you have to rely on another player to drag you back to starbase. They get tokens that can be used to repair their own ship functions.
The major problem with all this – there’s absolutely zero reason for these hazard spaces. You can just plan your route around them, any hazards you land on are something that you have to do on purpose. It really makes no sense at all.
The rules also make a big deal that some questions can make you lose functions, but it relates to just two questions out of over 1000.
The game would be more enjoyable if you ditch the board and asked each other questions.
I suspect that this was a much more in-depth game at some point. Perhaps all the components were made when the publishers decided that the rule book was too big and they needed to turn it into a simple, single page game within a week.
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