The Grey Jack Frost

The Grey Jack Frost

Monday, May 5, 2014

Star Trek: Fleet Captains

Hello peoples. Today I'm gonna write about a game I've played with my dad. Here it goes.

The game is called Star Trek: Fleet captains. It's easiest to play with 2 people but with the expansions it's easier to play with more. In the basic game there is a Federation side and a Klingon side. You start off randomly recruiting ships from the two armadas. The size of the ship is how much points it is and however many points you use determines how many victory points a player needs to win but both players must have the same point total. After you have your fleet of ships and the cards that go with them you lay out the battlefield. The battlefield consists of face down hexagons in any shape you wish and normally your command post at one side and your opponents at the other. Then you place your ships in your command post and the game is ready to begin.

You get 3 different mission cards as well. When you beat these missions you get victory points and in a standard game the first one to 10 wins. You can also gain 1 victory point for destroying an enemy ship or 1 or more points from different missions found in space. The first thing you want to do is make ship adjustments. For instance if I was in a battle I would turn my dial to the highest weapons or shields stats. Next you can move all of your ships. If your ship has an enemy in the same hex as it then it has to roll to successfully move. How far you can move depends on the size of the hex you explored. For example if you have an engines of 10 and the first hex you flip has a size of 5 you can move to the next one and then to the next one until the size adds up to be past 10. When you are done moving you can use an action out of three you have per turn. You can scan, where you flip a hex adjacent to you over so only you can see it and then flip it back, attack an enemy ship if it's in the same square as you, or exert influence on a hex. After you get a certain amount of influence on a hex you can upgrade it to a space station and with more influence tokens you can upgrade it more, and so on. Once one of your ship takes damage it moves from the white normal section on its card to any slot on the yellow alert status. You cannot make ship adjustments to other sections just other clicks in that section. Once your ship is on red alert if it takes one more damage it is destroyed. Once you have a ship destroyed you can recruit more ships as an action from your armada equal to the size you have left. You can also use cards from your hand to help you with systems tests, in combat, or to assign crew members to a ship. Some ships can also cloak and send out decoys so it's hard for me to target them and determine which one is a decoy and which one is not.

Dad and I played recently. I kicked his but. He was the Klingons and I was the federation. I had one powerful ship that I managed to assign Capt. Kirk to who helped with shields and weapons. Next I got Spock on the ship too and his power is that if the ship he was on was to be destroyed he could sacrifice himself for it to remain on red alert. Finally I got McCoy on it too and his power was that if a ship was destroyed he could save all the crew members on it. So pretty much I could use Spock to save the ship and Kirk and McCoy could bring him back to life and save themselves. Sound familiar? We ended the game at 4 to 13. The goal to the game was 10 but if the goal was higher than in the turn that I won I would've been able to get to 13.

Star Trek: Fleet Captains is a great game and I highly recommend you get it. It is a litotes complicated and the best way to learn it is to play it. Bye.


-By Ashton

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