Thursday, April 2, 2026

OOP # 4: "Star Trek: The Adventure Game"

The seemingly-limitless capacity for human dishonesty has me wondering lately if we're  even worth saving as a species. In an effort to quell these dark thoughts, I've been on a huge Star Trek kick lately and - pound for pound - I like the original series the best out of all of them.

Why? Well, it's probably because I'm a horror fan and - let's face it - pretty much every single episode of the 60's show was a terrifying space nightmare. In fact, I credit "The Corbomite Maneuver" as the first piece of media to legit scare the tribbles outta me as a kid.  

I also just adore the characters. Kirk's brash, bold derring-do. Spock's poise and supreme intelligence. McCoy's curmudgeonly, glass-half-empty attitude. I love 'em all. That's why I always play that era in Star Trek: Fleet Captains. That's why I bought Star Trek Panic.  

But what if I told you that there's a Star Trek game out there with the vibe of Tales of the Arabian Nights, but you were exploring strange new worlds, seeking out new life and new civilizations and boldly going where no one has gone before?

Well, Ensign, take your seat at the helm, activate the forward viewer and help yourself a full sensor sweep of this bad boy:

Fun fact: I was today years old when I discovered that the aforementioned Tales of the Arabian Nights was first published by West End Games waaaaay back in 1985. 

"What's West End Games?" I hear you young 'uns say. Well, it was a small-scale publisher that got started in 1974 producing wargames, but then segued into sci-fi and fantasy titles, likely due to the revolutionary appearance of Dungeons & Dragons a year later. Perhaps their most notable early hit was 1977's Cosmic Encounter, designed by Bill Eberle, Jack Kittredge, Bill Norton and Peter Olotka.  

This "little-company-that-could" later hit it big in 1984 with their darkly-humorous Paranoia role-playing game, which seemed to give them the capitol to acquire some sweet IP's, such as Ghostbusters in 1986 and then Star Wars in 1987. Between the resulting Star Wars: The Role Playing Game and Decipher's Customizable Card Game in 1995, innumerable alien races, character names and assorted lore in a galaxy far, far away were canonized and codified for the first time ever.   

Even a decade on, WEG was still earning a tidy sum from Star Wars alone, thanks to the IP's huge surge in popularity circa 1997. Sadly, when they lost the rights to WOTC in 2000, that pretty much signaled the death knell for the company.

But before that, back around the mid-80's, WEG was given permission to publish three games based on Star Trek. You can see them here, as featured in the company's 1987 product catalog:

As far as I can tell, The Enterprise 4 Encounter is a pretty basic set collection game whereby players are tested by the Q-esque super-being Trelane to prove that they're the "one true Enterprise." They do this by drifting around a garish, abstract-looking game board, re-living various original series episodes via "Adventure Cards" to gather crew and face-off against each other in battle. Spoiler alert: with a BGG rating of 6.0...it doesn't look too promising.

Slightly more interesting is the three-in-one, solitaire boxed set curiously dubbed Star Trek III. "Curiously" because none of the three scenarios has anything whatsoever to do with The Search for Spock! 

In "The Sherwood Syndrome" you've gotta depose a rogue Federation agent who's set himself up as a feudal overlord in a primitive medieval society. "Free Enterprise" has you hopefully out-trading the Klingons, hoping to ingratiate yourselves to a mercantile alien race called the Glista and tempt them into joining the Federation. Out of the three scenarios, only "Kobayashi Maru", based on the no-win training scenario from The Wrath of Khan, seems to hold much interest. The set, as a whole, has a BGG rating of 6.3. 

But enough about that crap. Today I'm talking the Cadillac of the series: Star Trek: The Adventure Game. Here's the game's Starfleet Command mission statement right on the back of the box:

In Star Trek: The Adventure Game, you send forth a starship, exploring unknown planets across the immense distances of space. One player represents the mighty United Federation of Planets; the other, the powerful and mysterious Klingon Empire. Solo play is also possible.

With outright war between the two interstellar powers forbidden by the Organian Treaty, both are constantly striving to increase their prestige and size. This is done by discovering, exploring and then persuading - or forcing - new worlds to join your federation or empire.

Play is simple, but successful exploration does not come easily. Upon reaching a planet, you choose a course of action, and learn from a special booklet how the planet and its inhabitants react to you. You might conquer a new world - or you could lose a starship! 

***   

SESSION PLAY-THROUGH

STARDATE 2743.2

U.S.S. Enterprise, captained by James T. Kirk, departing Starbase Four for the closest unexplored star system in the Organian sector. Starfleet intelligence indicates that Klingon activity should be expected. However, due to the dictates of the Organian-imposed detente, open hostilities against the Klingons is strictly prohibited. 

TURN ONE

Initiative Phase

Since the Federation token is face up on the Political track, they go first.

Movement Phase

Federation: a "2" is rolled, so no Random Event. The closest system to the Enterprise is three hexes away, at co-ordinate 2018. Dilithium depletion roll: 5 + 3 = 8 + 2 (for Engineer Scotty being on board)...they are a-ok!

Klingon: Random Event: "1"...no! The Swift Victory moves four spaces to sector 2209. Their Dilithium check is 6 + 1 = 7 +2 for Engineer Kor. Everything is fine. 

Exploration Phase

The Enterprise enters orbit around Trianguli VI and detects a potent energy signal below the surface of the planet. An away team consisting of Kirk, Spock, Scotty and two Security Officers transports down to the planet. On a roll of "5", passage 578 is consulted.

A "death trap" is revealed and a Security Officer is suddenly killed by lightning! Kirk opts to try and contact the local life forms, leading to passage 571. Traversing this dangerous terrain results in another Security Officer death! Passage 570 reveals that the plants, the rocks - everything- on this planet is lethal! Two more casualties...this time Kirk and Scott are killed! WTF??? 

Spock uses his Telepathy Skill to communicate with the entity that gave life to the planet and discovers that it's completely unsympathetic to outsiders. A roll of "2" makes the planet permanently Neutral and gives the Federation a +1 bump on both the Reputation and Political Track. Spock beams back to the Enterprise and they get -2 Reputation Points for losing two Commissioned Officers! Yikes!

Meanwhile, the Swift Victory arrives at sector 2018, known as Excalbia X. A scanning roll of "6" reveals an uncharted planet with a poisonous atmosphere. In response, the ship is subjected to an alien probe and suddenly an image of the legendary Klingon warrior Kahless appears on the main viewer...and asks to come aboard! 

A roll of "3" triggers passage 783. He does come onboard and proceeds to tell the crew that every mythical Klingon of note is alive on the planet's surface, preserved by an alien race that now wants to meet them. Koloth, Korax, Valara, Varozh and two Security Officers beam down, triggering passage 787. 

They encounter a being calling itself Yornek, who offers to give them the souls of one-hundred legendary Klingons for two of the crew. Insanely, Koloth agrees, leading to 793.

When the landing party beams back to the Victory, one-hundred of Klinzhai's (Qo'noS's?) greatest warriors have indeed returned and are now on board...but two crew members have also vanished! Dice are rolled to determine the type of casualties and, with a roll of "1" and "5", one of them has to be a Commissioned Officer. Varozh is selected (-1 Reputation) as well as a Security Officer! They gain no Reputation but 3 Political points! Glorious victory!

Klingon Agent Rule - Solo Variant

I will attempt to "hide" three Klingon Agents by using nine counters, three marked "agent" and six will be decoys. I'm going to randomly place these nine counters among the eighteen Federation bases and planets as well as the Klingon ships, via the following chart:

(1) Elba III (2) Starbase Five (3) Tantalus V (4) Andoria (5) Tellar (6) Star Base Four (7) Beta Comae III (8) New Paris (9) Memory Alpha (10) Deneva (11) Earth (12) Star Base One (13) Alpha Centauri IV (14) Procyon VI (15) Vulcan (16) Starbase Three (17) Babel (18) Starbase Two (19) Klingon Ship (20) Klingon Ship

My rolls for placement are: Starbase 16 (16), Starbase Four (6), one on the Klingon Ship, the Death Rattle, one on Elba IV (1), one on New Paris (8) one on Earth (11) and one on Alpha Centauri (13). 

NOTE: after a quick review of the rules, since only one Agent is ever loose in Federation space at a time, there should be a counter assigned to every ship at least. So, the Alpha Centauri counter is shifted to the Swift Victory, the Deneva counter goes to the Hawk Swoops and the Procyon chit is relocated to the Repentance.       

The Klingons may "activate" one Agent per turn by flipping over a counter. If it's blank, nothing happens. If it's an Agent, it does its random shenanigans. 

Political Phase      

A Klingon counter sneaks onto the U.S.S. Ares from Starbase Three. It's revealed as a "Bomber!" Their sabotage roll is a "2"...the ship is destroyed! Both Chekov and Fox escape, but the vessel is obliterated and they receive -2 Reputation Points!

As per rule 12, I can't roll for a replacement ship on the same turn that one got destroyed.

TURN TWO

Initiative Phase

With a higher Political rating, the Klingons go first! 

Movement Phase

After a Random Event roll of "6" and a follow up of "34", the Klingons have made a "Diplomatic Gaffe" and a planet that neither faction controls moves towards Federation membership. Since all planets are "Permanently Neutral" right now, I rule that this trumps this effect. (NOTE: since I didn't record why all planets are supposed to be "permanently neutral", this seems to be patently incorrect.) 

The Swift Victory moves into Sector 2008, which is just two spaces away. Their Dilithium roll is "4", so they're okay.

The Federation rolls "5", so no Random Event. The U.S.S. Surak is dispatched to Starbase Three and the Enterprise warps off to sector 2015. With Dilithium rolls of "10" and "6", both ventures are fine. Chekov transfers to the U.S.S. Surak with both DiLucca and Fox onboard.

Exploration Phase

The Klingons arrive at Iotia where, two-hundred years ago, a scout ship of theirs was dispatched and promptly vanished. It did report back that there was intelligent life on the planet which was on the verge of a technological breakthrough. The Klingons have now returned to see if their society has advanced to the point of being...exploitable.

On a roll of "6", they contact Chairman Oxmyx, who agrees to meet with a landing party. Koloth, Valara, Korax and two security officers beam down. Oxmyx greets them as "Comrades" and describes the planet as "paradise" but the people seem downtrodden. After taking note of an old Earth book (Das Kapital) sitting in their host's study, the Klingons urge the Chairman to join the Empire based on its tenets. Surprisingly, Oxmyx rejects this offer of unity, claiming that they value individual courage above all else. 

Still, the Chairman is impressed by Valara's "Bravery" skill and their dedication to the Emperor. In turn, the Iotians are inspired to create their own standing army! This results in a Reputation bump of +1 and a Political jump of +2...they're now at +4. To Train the new recruits, the Klingons leave behind one Security staff. The planet defaults to Neutral and the landing party beams back up. Victory!

The Enterprise enters sector 2015 and investigates the planet Halka. It's revealed that the Halkans possess considerable reserves of Dilithium but are refusing to negotiate for fear that the Federation will use these assets for aggressive purposes. 

Spock, Sulu and McCoy beam down with three Security Officers. On a roll of "5" they're forced to beam back up due to a sudden ion storm, which results in the transporters creating duplicates of the landing party! They attempt to reverse the problem, but because there's no Engineer on the ship, it results in a Reputation reduction of -1 (Politics 0 adjustment) and the planet below is now considered Neutral.

Political Phase

The counter on the Hawk Storm is revealed...but its a fake-out!       

Replacement Phase

Destroyed ships return on a "1"...but the roll is "6." New Commissioned Officers arrive, namely Kerleth with the Communications (COM) skill on the INB-F Starbase and Banalao aboard the Surak. Thanks to his Command Skill (CMD), Eaglestar becomes Captain of that same ship. 

TURN THREE

Initiative Phase

Again, the Klingons have it!

Movement Phase

A roll of "4" means no random event. The Swift Victory moves three hexes to 1708 and the Dilithium roll of "6" means that they're a-ok.

The Federation also rolls a "4", so no Random Event. The Surak warps off to Gamma Trianguli, six hexes away (rolls an "8" for Dilithium) while the Enterprise proceeds on to sector 2013, three hexes away. The latter ship rolls a "5", so both moves succeed without incident.

Exploration Phase

The Swift Victory arrives at Ceti Alpha V and, on roll of "4", preliminary scans peg it as an uninhabitable, hellish wasteland. As the Klingons enter orbit, a voice calling itself "Sargon" comes across the communication channel, welcoming them and inviting a party to beam down. The Away Team includes Koloth, Valera, Korax and three Security men. 

In a cavern deep underground, a glowing globe calling itself "Sargon" tells the visitors that he and his two companions have been without physical bodies for thousands of years. In exchange for three Klingon bodies, they promise to share their tremendous knowledge to the Empire. 

The Klingons refuse! Valera's Telepathy saves the day as she mentally shields the Landing Party against Sargon's enraged psychic attack. The Klingons use their disruptors to blast the globes and then beam back to the ship. Their Reputation goes up +1, no Political gain and the planet is now permanently Neutral.

Meanwhile, the Enterprise enters sector 2313, encountering Camus II, a dry, barren world. Atop the planet‘s largest volcano is a massive structure. Sensors show no life signs, but a significant energy signature. Spock, McCoy and Uhura beam down with three security staff. 

On a roll of "2" they investigate the structure and find no obvious entrance. After choosing to press on, they don't find anything, but when Spock's mind meld is triggered involuntarily, a door opens in the structure. After venturing inside they discover a control room. 

Turns out the structure itself is a powerful weapon, likely designed by telepaths. Spock quickly determines that the facility is powered by the volcano itself, which has the ability to generate an impenetrable force field and project energy across vast reaches of the sector...definitely something to keep out of Klingon control! This results in a Reputation bump of +2 and a Political bump of +1 and the planet remains Neutral. They're now at -1 Reputation and the Klingon Political power drops -1 to 3.

Political Phase  

A Klingon agent is revealed on the Repentance!

Replacement Phase 

A "2" is rolled, so the U.S.S. Yamato appears at Starbase Three! 

TURN FOUR

Initiative Phase

Again with the Klingons!

Movement Phase

A roll of "2" means no Random Event. The Repentance sets course for Iotia, which is seven hexes away. She rolls a "6"...and burns out her Dilithium Crystals! The Swift Victory heads for Sector 1706 and obviously they're fine for fuel. The Repentance drops off the Agent onboard.  

The Federation rolls a "1" so no Random Event. The Surak warps over to Halka which is three hexes away (roll is "7") and drops off Commissioner DeLuca, while the Enterprise speeds off to Sector 2417, which is four hexes away (roll is "8", also okay).    

Exploration Phase

The Swift Victory arrives in sector 1706 and discovers the planet Cygnia Minor. It’s inhabited by goat-hooved humanoids with a primitive culture. Despite this, preliminary scans clearly indicate a major city at the confluence of two rivers. The city is dominated by giant step pyramids. A landing party, consisting of Korax, Valara, Kor and three security guards, is assembled to investigate. 

On a roll of "1" they arrive in a busy market. The Klingons then attempted to set themselves up as gods, using their superior tech to their advantage. Unfortunately, they've misjudged the locals, and it turns out that their mental and biological science is way beyond that of the interlopers. Using Korax‘s Treachery skill, they beamed into the temple to pose as gods but were quickly captured and imprisoned. 

In spite of this, they managed to convince the priest to accept the promise of advanced weapons to gain control of the entire planet in exchange for improved telepathy training. This results in a Reputation and Political improvement of +2 and the planet becomes "Klingon Inclined." They are also forced to endure three casualties, which they take as Security guards.

The Enterprise enters sector 2417, encountering Tycho IV. Scans of the planet's atmosphere indicate trace amounts of Di-Kironium, a gas only thought to exist in the lab. Spock, McCoy, Uhura and three guards beam down and, on a roll of "3", they materialize in a barren spot. 

A strange honey-like smell in the air triggers a memory for the away team. Years ago, there was a report about the same smell appearing in conjunction with attacks on Federation personnel by some strange creature that fled into space. Alerted to a scream, the landing party rushes back to the beam down point and discovers a dying Security guard, his body drained of red blood cells. Before expiring, he warns the rest of the team that phaser fire is useless against the creature. 

Spock proposes trapping the entity using an antimatter bomb. After beaming down a supply of plasma, the creature appeared unexpectedly and consumed the bait before they could arm the weapon. Spock volunteers himself but, devoid of the Bravery or Charisma skills, Spock panics (!!!) and the bomb fails to trigger on time. This results is a -1 loss in both Reputation and Political clout. The planet is considered permanently Neutral, and - even worse - Spock is killed! Sulu is now in command!   

Political Phase

The Klingons reveal if there is an Agent on the Swift Victory, but the counter is blank! The Agent on Iotia rolls a "1", which makes the planet "Klingon Inclined." DiLucca tries to influence Halka to move towards the Federation, but a roll of "4" produces no effect.

Replacement Phase

Rodriguez enters the game for the Federation with the Telepathy ability at Starbase Five, commanding the Beijing.       

TURN FIVE

Initiative Phase

Still dem pesky Klingons. 

Movement Phase

The Klingons roll a "6", triggering Random Event # 64. The Repentance experiences "Subspace Interference" and is frozen in place. The Swift Victory makes a beeline towards INR-B, which is seven hexes away. Rolls 3 + 2 + 2 (Engineer on board) = 7. Ties on Dilithium rolls are always successful! NOTE: ships still complete their journey before the Dilithium Crystals burn out.

The Federation rolls a "5", so no Random Event. The Surak sets course for Tycho IV to rendezvous with the Enterprise, four hexes away. The Dilithium roll is 6 + 1 = 7...so everything is fine. 

Exploration Phase 

Neither faction explores.

Political Phase    

The Klingons reveal that there is an Agent on the Death Rattle! The Agent on Iotia tries to influence that planet but fails the roll. DiLucca on Holka rolls a "2", so the planet becomes Federation-inclined. 

Replacement Phase

The Klingons replace five (!) security officers for a Reputation Point.

TURN SIX

Initiative Phase

The Klingons still have it!

Movement Phase 

On a roll of "6", the Klingons trigger Random Event 26...a "Natural Disaster"! The Federation selects Cygnia Minor as the target system. If the Klingons can get a ship there before Turn Nine, they'll get a +1 Political boost! The Swift Victory delves into nearby Sector 1512 and the Repentance begins to limp to Cygnia. 

On a roll of "3", the Federation avoids a Random Event. Chekov and Banalao join the crew, with Eaglestar second in command under Sulu. With that, the Enterprise warps out to sector 2421, rolling a "2" + 2 (Banalao has Engineering). This equals the four required movement, so the Dilithium holds up! The Surak tags along, rolling a "4"! Again, ties are fine...barely, but fine. 

Exploration Phase 

The Swift Victory arrives in sector 1512, approaching Cygnet XIV. The last contact here reported that the planet - in self-imposed exile - was a matriarchal society where males are essentially designated as slaves

On a roll of "2", the Klingons are approached by a sub-light drive ship under the command of a Captain Mara. She asks to come aboard, so Koloth took Valara and Korax to the transporter room meet her. Mara beams over in the company of three other female guards. 

The Klingons immediately try to persuade them to join the Empire. Initially Mara flatly refused, not wanting anything to do with the Emperor's "male dominated" society, but Korax skillfully interjected, convincing the Captain that no major social changes would be asked of her planet. So impassioned was his argument that Mara agreed to go back and urge her Matriarch to join the Empire. This resulted in a +1 point Reputation bump and +2 point Political bump..and now Cygnet XIV is Klingon Inclined!

Both the Federation and the Klingons have staked a claim on Sherman's Planet and the Organians plan to grant full control to whichever faction develops their settlement the quickest. The Enterprise and the Surak enter orbit around the planet, keen on helping their colonists.

Unfortunately, on a roll of "5", the settlers have inadvertently built their settlement on the migration route of a local creature called the hoxet. Preliminary surveys of the planet should have revealed this! 

McCoy, Chekov, Eaglestar and three security guards beam down to the surface in an effort to determine why this was overlooked. Unfortunately, because no member of the landing party has "Logic" or "Intimidation", they can't puzzle out why the report was inaccurate. Because of our failing colony, the Organians grant ownership of the planet to the Klingons! This levies a -2 Reputation to the UFP and Sherman's Planet becomes a Klingon Satellite!    

Political Phase

DiLucca continues to sweet talk the Halkatians...but fails again with a "5." 

With so much compelling evidence of awesomeness to point to, the Klingon Agent on Halka rolls a "1" and the planet immediately becomes a Klingon Satellite! 

Also, the ambitious Agent on the Death Rattle rolls a "3", inspiring an assassination attempt on the Captain! The roll itself is a "2"...it succeeds and the Agent murders Gella and assumes command! In a more positive turn of events, since the Klingons brought both Iotia and Sherman's Planet into the fold, they get +2 Political Points since one planet is classified as "C" and the other is classified as a "D." They've already capped the Political Track out at "9"!!!

Replacement Phase

The Klingons bring Gamrel in on the INB-F with the Science Skill. 

TURN SEVEN

Initiative Phase 

The Klingons have the Initiative. D'uh.   

Movement Phase

With a roll of "6", the Klingons trigger yet another Random Event, this time it's #51. 

The Swift Victory's sensors suddenly snap on as an asteroid enters sector 1512. The asteroid displays unusual readings and a closer inspection indicates that it has a hollow core with a breathable atmosphere inside. It’s a ship, a mini-world designed to crawl through space until it reaches its destination generations from now. However, it's soon discovered that the craft is off course and, unless the Klingons interfere, it will collide with a populated planet, killing billions. As such, Kor, Korax, and Zhukov immediately beam over with three security personnel.

The culture aboard the asteroid is absolutely static. They are ruled by a woman named Nera, who seems to take orders from "the Oracle", whom the Klingons immediately suspect is some sort of super computer, designed to keep the people on course. The passengers don’t believe that they're in a ship and refuse to listen to warnings. Each is implanted with a pain device designed to ensure compliance. 

The boarding party attempts to break into the Oracle and try to alter the asteroid's course, but they get sealed up inside and and the walls begin to radiate heat. With his Science skill, Korax noticed writing on the walls which he translated to reveal a hidden door behind the control room. They eventually returned the asteroid vessel to its proper course and then beamed out, scoring yet another +2 Reputation and Political boost!         

The Federation rolls a "5", so no Random Event. The Enterprise speeds off to sector 2524 and the Surak follows. The ships roll "9" and "7" respectively for their Dilithium checks.    

Exploration Phase

The Swift Victory orbits Eminiar VII, where the crew has been ordered to negotiate a port treaty. They appear to be at war with a neighboring planet called Vendikar and initial contact with representatives have warned us to leave. We insist on beaming down, with Commander Koloth accompanied by Kor, Korax, Valera and two security officers. 

On a roll of "3" they're met with High Counselor Anon who takes their guests to a "sporting event." The Klingons spend the next hour watching teams of combatants from Eminiar and Vendikar fight it out in an arena. The Vendikars win and Anon tells us that his people must now submit to a years rule under their enemies, due to a dictates of a treaty. Since the Klingons are in planetary orbit, Anon informs them that they must also submit to this as well! 

Needless to say, this doesn't go over very well! Koloth bravely offers to fight the best team from Vendikar for a chance to rule both planets. They seem interested, but don’t believe the visitors have anything of value to wager. So, The Klingons offer to use the Swift Victory arsenal of weapons to destroy one of their planets as a show of force. This inspired both races to have a change of heart and accept his proposal! 

Valera, Koloth and Korax stay behind to fight. Two dice are rolled, adding +1 for Personal Combat, Bravery and Ruthlessness. Valara adds +1, Koloth adds +2 and Korax adds another +1. The 2d6 roll is 8 + 4 = 12 victory! Both planets are now a part of the Klingon Empire! On a casualty roll of "4", one team member dies and sadly its Valera. They do end up with a +3 Reputation improvement, a +1 Political Improvement and the planet is now a Klingon Satellite!

The two Federation ships enter geosynchronous orbit around Holberg 917, a reported source for minerals needed to create a vaccine for Rigellian fever, which has broken aboard the Enterprise. Chekov, McCoy and Eaglestar beam down with three security guards. 

On a roll of "6" they discover that the planets overlord Lajeune is only willing to give up the minerals in exchange for Dilithium Crystals! They attempt to appeal to his better nature, but he’s having none of it. Regrettably, they're forced to sacrifice their Crystals for the cure. This results in a Reputation and Political improvement of +1, but the planet is now permanently Neutral. 

Political Phase

The Klingons reveal their counter on Starbase Four...no Agent. 

With a roll of "4", once again DiLucca proves to be just as thematically useless on Halka as his in-show counterparts. The Klingons, on the other hand, get +3 Political Points when Eminiar VII gets added to the mix.

Replacement Phase.

Zhokarn appears at INB-F with the "Bravery" skill. 

TURN EIGHT

Initiative Phase

Hmmmm, I wonder who has it? 

Movement Phase

The Klingons roll a "5" so no Random Event. 

The Repentance moves two hexes towards INB-D and the Hawk Swoops moves five, rolling "6" for their Crystals. The Swift Victory warps three spaces to sector 1308 and an "11" roll is more than good enough. The Death Rattle uses five movement points to reach Cygna Minor...but they roll a "4" and burn out on Dilithium! Meanwhile, an Agent beams down! 

The Feds roll a "4" so no Random Event. The Enterprise limps to INB-S while the Surak drops off Fox.

Exploration Phase

The Klingons encounter Beta III but hold in orbit. 

Political Phase 

The Klingons reveal if there is an agent on Earth...there isn't. However, the Agent on Cygnia might be up to some shenanigans. The roll is "5"...no effect!

Things get even more messed up for the Federation when DiLucca and Fox on Holberg both roll "6's"! That means Halka is now Neutral and Holberg is now Klingon Inclined! When do these morons get their performance review??? 

TURN NINE

Initiative Phase

The Klingons have the Initiative. Whatta shocka!

Movement Phase

Once again, the Klingons roll a "6", triggering Random Event # 56: "Extraordinary Repair Effort." Since they have no destroyed bases, this is ignored. The Repentance jets off to IWB-D, the Swift Victory holds, the Death Rattle drifts two spaces towards Starbase 12 and the Hawk Swoops moves five hexes towards Iotia, rolling a "4" and nuking its Dilithium Crystals. 

A "3" means no Random Event for the Feds. The Enterprise docks at INB-S and gets a rather chilly reception from the Klingon attendents. The Surak holds in place.   

Exploration Phase

Neither faction opts to Explore.

Political Phase

The Klingons reveal the token on Elba III, no Agent! The Agent on Cyania rolls a "6"...which mean that they're caught and executed! The Klingons suffer a -1 Reputation penalty and the planet becomes Neutral. 

Those two bureaucratic ass clowns, Beavis and Butthead (I.E. DiLucca and Fox) roll "5" and "4" respectively, so - once again - there's no Political movement there at all.

TURN TEN   

Initiative Phase

Who has it? Take a wild guess...

Movement Phase

The Repentance is now fully fueled! A roll of "1" means no Random Event. The Hawk Swoops glides two spaces on impulse power towards Organia! The Swift Victory holds and the Death Rattle docks at Starbase 12. 

The Enterprise is also re-fueled now, but, since the Klingons are taking their sweet time doing this, she can't move yet! A Random Event roll of "5" does nothing. The Surak holds in place.     

Exploration Phase

Neither side explores.

Political Phase

The Klingons flip a token, revealing that there's no Agent on New Paris. To absolutely no-one's surprise, both DiLucca and Fox roll "5's" so, once again, there is zero diplomatic progress on both Holka and Holberg. 

With the tenth turn completed, the Klingons declare a landslide victory: +9 on the Political Track and +8 on the Reputation Track. The lowly Federation has a shameful -2 for Reputation!


*** 

REVIEW

The Good

  • The game's rules are surprisingly comprehensive, well-written, and not nearly as voluminous as one might expect. In fact, here's a pretty concise summary of the game's primary rules provided by Jan Horinek (a.k.a. yeeshkul) on Board Game Geek. 
  • Forty planets, fifty-six unexpected events and one-hundred-and-twenty scenarios are all augmented by your choices as well as random dice rolls. There's a lot of branching content to explore here and, as such, the "choose-your-own-adventure" replayability dwarfs something like Above and Below.   
  • The adventures feel like the original Trek, right down to the nascent motivations of the Klingons, who have an Emperor here and come from Klinzhai and not Qo'noS. Obviously their culture got fleshed out a lot during the Next Generation, mercifully moving away from being a race of Soviet Mongols (thank Kahless!) and more towards honor-bound warriors who crave battle above all else. Here the Klingons act more like the Romulans: engaging in sabotage, assassinations and subterfuge. Regardless of the faction, both players will find themselves warping their small fleet of ships all over space, aided by engineers who are doing their best to keep their unstable fuel intact. Characters with skills can transfer to different vessels. You compose landing parties, beam down to planets, meet alien races and solve dilemmas. Red shirts die in heaps. Diplomacy is a thing...at least in theory. It's olde skool Trek to its core. 

The M'eh
  • Yes, a lot of the scenarios appear to be based on episodes of the show. The thing is, I'm actually re-watching the original series right now and the ambitious designers provided two other alternate story paths, likely in an effort to throw off hardcore Trekkers, I.E. the kind of people who've memorized Janice Rand's cabin number. The game still suffers from the same issues that plague Arabian Nights: even though you make what you think is a conservative decision...seconds later your ship's captain and his chief engineer have both been turned into crush-able d12's. 

The Ugly
  • Between the warp-prone board and acid-trip planets, the "yellowing from age" manuals, the flimsy cardstock displays and the basic bitch wargame-era counters, this thing is (A) clearly not built to last and (B) objectively hideous. Like "Salt Vampire" uggo.
 ***


Star Trek: The Adventure Game is a fascinating relic of an era where a lot of IP offerings were a weird fusion between role-playing games and wargames. Given the recent release of the wildly-popular Tales of the Arthurian Knights, I can't see why we can't blow the dust offa this sucka, hire a graphics design team, make some mini starships and crew figs and republish it. It's a decent little Trek game, eclipsed only by my beloved Fleet Captains. (NOTE: I still haven't played Captain's Chair or Away Missions, so those two may very well be contenders for the best Trek board game ever)  

As such, Star Trek: The Adventure Game scores four pips out of six.




   

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