I thoroughly like the space this game occupies. Hard enough to be a challenge, quick to teach, neat theme and looks nice. My only real concern is the one scenario, and that the additional scenarios are expansions, but would be willing to try them at some point.
I rewatched TNG recently as well. It has aged less well. Especially season 1. The good episodes of TNG are great, but so many terrible ones, even in the final season (like the one where crusher falls in love with an irish ghost)
I love Co-op games. My brother is an exceptional strategist but unfortunately he really can’t seem to play these types of games without trying to control everyone’s turn. It’s really frustrating. Is there anyway to get him to stop?
Yeah. It's a problem some players have with the idea of co-ops. The only way to resolve it is to frankly talk to him about how that behavior is no fun for anyone else. We personally play that someones turn is theirs and if they want advice they can ask, but telling someone what they must do is just bullying really. And if hes very sharp, tell him that only being able to be awesome on his turn makes the game more challenging for him personally.
One method you might try is to invoke a rule that you can't influence another player's turn unless they are in the same room as you. You can make this relaxed by allowing players to request help (through thier coms of course) or assume a full communication blackout (because the coms are shot without the jump drive working... Because science... And if they argue back, just remember you can't hear them if they aren't in the room with you)
Not sure if this will be helpful or not but we've found a co-op game like Spirit Island can be really good to limit the amount of control people have over everyone's turn. There's just so many abilities and permutations throughout the game that it becomes really difficult to understand exactly what everyone is doing
I believe so. I got mine at Caffeinated dragon in Wellington, and I'm sure i've seen it available on Mighty Ape as well. The version I have is put out by Alderac, who are pretty mainstream , so if you've seen "Smash up" at your local game store, they can get "The Captain is dead" in.
Sometimes I wish the game would be 20 minutes shorter than it is ... Loosing a game where you invested >1h of time is sometimes a bit hard to swallow. Also makeing the game harder makes the game just last longer
As someone with a few playthroughs under their belt, NEVER PLAY WITHOUT THE CHIEF ENGINEER.
Definitely the most important character, although you can win with teleport chief as well, they are almost as good
Without Chief Engineer, each fix costs one more action.
It can be found in videogame format, single player too. I find it very entertaining. I want the board game too.
I thoroughly like the space this game occupies. Hard enough to be a challenge, quick to teach, neat theme and looks nice.
My only real concern is the one scenario, and that the additional scenarios are expansions, but would be willing to try them at some point.
Great recommendation, my s/o and I have been loving playing it together
It is good day to be not *dead*
Has not been on my radar at all. Now...it is. Looks fun :-) Oddly reminds me of a cross between Pandemic and the Star Trek VHS Board Game.
Ha, its not far from that to be honest.I'm a big trek fan, so all the tropes resonated with me.
Star Trek was almost my life in the nineties.
DS9 fan here. I'm currently re-watching it, and it has held up really well.
TNG for me. Though I am partial to 2,3,4 and 6 of the Kirk era movies.
I rewatched TNG recently as well. It has aged less well. Especially season 1. The good episodes of TNG are great, but so many terrible ones, even in the final season (like the one where crusher falls in love with an irish ghost)
or Space Cadets: Dice Duel!
I love Co-op games. My brother is an exceptional strategist but unfortunately he really can’t seem to play these types of games without trying to control everyone’s turn.
It’s really frustrating.
Is there anyway to get him to stop?
Yeah. It's a problem some players have with the idea of co-ops. The only way to resolve it is to frankly talk to him about how that behavior is no fun for anyone else. We personally play that someones turn is theirs and if they want advice they can ask, but telling someone what they must do is just bullying really.
And if hes very sharp, tell him that only being able to be awesome on his turn makes the game more challenging for him personally.
One method you might try is to invoke a rule that you can't influence another player's turn unless they are in the same room as you. You can make this relaxed by allowing players to request help (through thier coms of course) or assume a full communication blackout (because the coms are shot without the jump drive working... Because science... And if they argue back, just remember you can't hear them if they aren't in the room with you)
Not sure if this will be helpful or not but we've found a co-op game like Spirit Island can be really good to limit the amount of control people have over everyone's turn. There's just so many abilities and permutations throughout the game that it becomes really difficult to understand exactly what everyone is doing
If he forces players people stop playing with him. He has to decide.
Looks really good. Is it easily available in NZ?
I believe so. I got mine at Caffeinated dragon in Wellington, and I'm sure i've seen it available on Mighty Ape as well.
The version I have is put out by Alderac, who are pretty mainstream , so if you've seen "Smash up" at your local game store, they can get "The Captain is dead" in.
Thanks, I'll have a look for it.
Too bad the captain couldn't hold out for longer than 3 minutes
Sometimes I wish the game would be 20 minutes shorter than it is ...
Loosing a game where you invested >1h of time is sometimes a bit hard to swallow.
Also makeing the game harder makes the game just last longer
That's fair
The videogame saves as you exit, so you can resume later.