Monday, 17 December 2018

Final Tease for Season Two?


Another adrenaline-filled trailer has arrived for Discovery's second season making it look even more filled with action and adventure than ever before.

There is a great responsibility at hand

But is that a good thing and should we be getting excited over a season of Star Trek that has the potential to rock out more action, explosions and fast-frame cuts than ever before?

I'm torn between a rock and a hard place on this one because I really want to give Discovery the chance to impress but all we seem to be receiving is something akin to that infamous first Star Trek Beyond trailer that had us all questioning just what direction the Kelvin Timeline was heading. Luckily there were other teasers after that which reassured us it wasn't all Beastie Boys and big bangs but we're now awfully close to that January 2019 premiere date and these previews seem to be horribly devoid of any good, solid character moments - ironically something that the three (soon to be four) Short Treks have actually excelled at on every occasion.

The major additions in here are the discussions around the Red Angel and the appearance of the eight red lights at points in the galaxy which signify some sort of major event which can only be a Bad Thing if ever there was one. Is this the Borg returning? Absolutely not and I would like to think the Powers That Be are intelligent enough behind the scenes not to have to pull something like that - although I would believe that there will be a twist in here somewhere.

What do I have against this trailer? It's full of short quippy lines, soundbytes and pumped action sequences that make it look visually amazing but gives very little idea to the depth or quality of the story. Will this season betray the loss of Nicholas Meyer, Aaron Harberts and Gretchen Berg and even Bryan Fuller to the nth degree? Will it be clear who was guiding the boat towards the Star Trek philosophy? Will I be proved completely wrong and actually this is all just a damn fine piece of marketing to appeal to (yawn) the masses once again?

Surely Discovery isn't doing too badly with the announcement that season two is extended to 14 episodes plus all these new shows that keep appearing out of the woodwork to expand the catalogue.

So to this Red Angel and rather than analysing every frame yet again I want to pic up on a few pointers that come out of this latest set of sequences. I'm suspecting that the mention of canon and that the second year will answer a lot of questions intimates to me at least that the Red Angel has to be linked into the larger Star Trek universe in some way. Is this a creature from canon that we have already met and if so what is it? Rejac for instance?


Cue too shots of the season one interpretation of the Klingons (including L'Rell) engaged in either combat or a training regime but without any real context in this tease. Spot as well that we have both Admiral Cornwell and Lieutenant Ash Tyler reappearing for season two with the latter ending up back on the Discovery bridge in Starfleet combat gear.

So this Red Angel's appearance means that, so says Chilled Spock, "someone or something is going to end all sentient life in the universe." Now that's a tall order and clearly doesn't happen since everything is still around and lovely for The Original Series ten years later. Now I know this should be about the journey but that's a big ask to make the viewer wonder if the ultimate fate is going to happen or not - and you kind of know it won't. Is it Spock that we see at the beginning of the new trailer scribbling away on the floor of what might be an asylum?

This angel showed me an apocalyptic vision...someone or something is going to end all sentient life in the galaxy.

Also another line in there is Burnham's "looking glass" quip which suggests more universe-hopping for the Discovery but to where? Mirror Universe again or another spur in the Star Trek multiverse?

Also there's some shots hinting at a new enemy for the crew but if you flash back to previous trailers you'll quickly realise that this is Georgiou in full body and head armour. What does intrigue me with all this is how they've resurrected the Section 31 links that were hinted at right back at the beginning of season one and then seemingly left to dangle. What is the covert organisation's interest in the Red Angel and the prophecy that Spock unveils?

Captain; ten sentry ships on an intercept course!

What do these ships have to do with the Red Angel? The Klingons? Anything? What we do know is that they've turned up in every trailer so far is there must be some key point to their inclusion in the show - or maybe they're just in the first few eps...

Again the trailer ends with the smiling Spock but only after we see that there will be conflict between him and Burnham which will only be escalated due to his heightened emotional state which is spotlighted by Pike's closing remarks.

Is that a smile I see on your face?....Welcome to Discovery.

Sunk into the trailer we also have Saru out of uniform in several shots which could suggest more links back to his origins or some away mission that sees him in great peril plus there's a lot more of Tilly and Stamets dealing with a blob-like airborne mass that has appeared in all the trailers to date. At a point this substance seems to be inhabiting the newly promoted Ensign Tilly; might this be a link back to the mysterious blue glowing material that disappeared through her uniform at the end of the first season? Could there be some seasonal continuity going on here and might that have something to do with the micellial network.

Just to close out perhaps the weirdest elements do link into this arc of the narrative with the Discovery appearing through a wall or on some sort of three dimensional viewer in a blink and miss it sequence.

Season two comes across as being a lot more random and "out there" than we received with the first 15 episodes. It seems more experimental relying less on the established Klingons for its setup and this time exploring more intricate lore and characters (still no Sarek...?) from the franchise in a new and I would hope, fascinating storyline.

We have just a month to go until Discovery returns and I'm loving the fact that we have very little substance to what is coming. There are the bones of the story but I like the fact a lot is being left to interpretation to hype the anticipation for the new year.

What do you think season two holds for Discovery? Comment below, like and share!


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Saturday, 1 December 2018

Firm Footing: The Official Starships Collection Bonus Edition


After the flight and attack versions of the Klingon Bird of Prey, the third and final - Landed - option was inevitable.    

For all intents and purposes it's exactly the same mould that was used for issue 3 and then altered with wings swept down for the later attack edition and both were featured in the run of regular issues. However collectors wishing to complete their trio of Birds of Prey will now need to invest outside of the standard collection as the final Klingon variant has been released as a bonus edition.   

Truly there's very little to say about this one that hasn't already been said on the reviews of the previous two editions so this might be rocking in as the shortest starships review of all time. What i can say about the service with this one is that while it arrived merely 24 hours after ordering it did arrive damaged but was replaced within 48 hours by Eaglemoss, no questions asked (although I did send some pics through as proof).   

The swept up wings and landed position is something we've only experienced on this craft twice in The Search for Spock and the subsequent The Voyage Home movies. The detail on the ship body and the upswept wings is absolutely the same as the previous editions and the only new addition is the pair of landing feet added to the bottom of the hull.   

The tragedy here is that both on the cover of the magazine and on the ship itself there is no indication of where the feet retract into meaning that in both instances it looks like they have been roughly slapped on to the Bird of Prey as a bit of an after thought.

Maybe they have but the weighting in the craft is absolutely perfect which means that you can do away with the black base and clear plastic clip and display this model as it was meant to be - on its own two feet. All that's missing is a landing pad at the foot of Mount Seleya.

The detail on the Bird of Prey itself is faultless on the upper side with the same weathering effects in full bloom but the bottom does leave a little to answer for and not just because of the "add-on" landing gear. It's still a bit too clean and empty of features that goes right against how the rest of this classic ship looks. If you do compare you might be able to tell there's a bit more dirt on the bottom of this one but not by much.

It's 100% a completist ship with only the wing positions of the three variants being different and as of time of writing you can now buy all three options in one handy box. This is one that fan demand...demanded...and got and rightly has ended up as a special rather than a regular issue because subscribers might have been a little narked to pay for this one again after the cruise and attack position variants dropped in.

Note too that the issues with the detail on the folding front plates of the wings have still not been resolved either even after several email conversations with Eaglemoss directly.

The magazine is actually a really good piece of reading even if you do think the Bird of Prey cash cow has been milked dry. Giving a skant overview of the already extensively covered ship, we move into The Great Bird of the Galaxy which covers the design and creation of the craft for The Search for Spock and includes some early storyboard and sketches of what could have been. Also in here we have photos from the original build and photography work that was done of the Bird of Prey for the third Star Trek movie.

Inside the Bird of Prey talks about - and shows - what the interior of the ship might have looked like as well as explaining why the bridge ended up looking the way it did plus some background to Lord Kruge's snarling pet. There's a brief - but good - segment on the creatures created for the Genesis Planet as well as how Kruge's death was filmed  before closing out the bonus magazine with the imagining of landing the Bird of Prey in The Promised Land.

It's a magazine well packed with information about the well-used Star Trek ship and how it made it to the screen. Definitely one of the best and most impressively illustrated volumes to date in the collection as a whole.

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Saturday, 24 November 2018

Learn the Ferengi Way with Galactic Enterprises


After the joy that Fluxx brought into the Star Trek corner of my world i was skeptical to play Galactic Enterprises - how could this be as much fun to play? 

The Star Trek Club of Stoke on Trent stepped forward to help get this one checked over...   Coming from Wizkids who are more renowned for Attack Wing, Frontiers, Heroclix et al, Galactic Enterprises is a pen and paper/card game for 2-8 players focusing on the nefarious trading exploits of the Ferengi. 

Players become the large-lobed wheeler-dealers of the galaxy, bidding for technologies over a series of rounds as well as fixing prices with or without the help of your competitors to become the First Clerk of the Treasury aka the Grand Nagus.   

The fairly slim initial rule book makes it sound a lot more mind-bending than it is and once you’ve test played a couple of rounds it becomes a lot easier and also a lot more interesting. The way that a round works is that the same number of Market Cards (goods) are dealt out onto the table and players then bid for the items available such as PADDs, Replicator Units, Synthehol and even Tribbles. 


Each player can only acquire one card per bidding round and once that’s been completed you can then fix the prices. Now if a couple of players have the same item you could choose a combined price but all of those with that item need to fix the same price to make a financial gain otherwise the person with the lowest price is the winner - yes, you can undercut your opposition!   

Being the lowest or second lowest does mean there's some form of latinum payout but if you’re the highest you’re left with empty pockets. We played a full eight player game at last week’s meeting which was the first time id had it out of the box and after those first couple of rounds it became clear that bidding on items that no-one else had early on meant you could max the price as the only vendor and build up a bank against later rounds where everyone may have acquired said technologies. 

The end result is, of course, to make as much latinum as possible and it's a hell of a lot of fun getting there. As more players start acquiring assets the chances to maximise profits become less and the profits you've made early on become more useful to secure the rights to more items - do you spread your opportunities across multiple things or do you try and monopolise in one area?

Seems as straight-forward as you could wish for huh? Totally - until you include the Action Cards.  Each round an Action Card is auctioned off for a minimum of one latinum slip. You also get an Action Card once you've won an asset from the table and these can come in real handy. 

Action Cards can be played in turn while others can be dished out at any time allowing players to steal or swap items from other players or counter other moves being played by opponents. A few of these did get played in the Stoke Club game including a rather confusing mirrored mirror move which meant that one of our more...junior...members ended up winning the game by a clear mile.

The rule book does make this game look a lot more complicated than it really is and we had a decent grasp of the rules within ten minutes. Playing with a big group will definitely mean there's less chance of early monopolies on assets but will take a much longer time (obviously) to run through a full eight rounds. 

Initial reaction was quite muted but once we all understood how it worked the game became a lot more lively. Absolutely one to recommend and I'd be getting this one on your Christmas list right this instant.

Thanks to Stoke on Trent Star Trek Club for their assistance in reviewing Galactic Enterprises.

Have you played Galactic Enterprises? What top tips do you have for success?

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Friday, 23 November 2018

Second Quarter: Calypso


A lost traveller awakens to find himself aboard the USS Discovery but something’s amiss.  

The ship is now being run by a sentient computer called Zora and it appears that she is waiting for the crew to return with explicit orders to maintain position - something that the Discovery has been doing for nearly 1000 years. So goes Calypso, the second of the four Short Treks that are feeding our Star Trek desires ahead of the second season in January 2019.  

Starring Sonequa Martin Green's other half, Aldis Hodge as ‘Craft’, it's much more of a one man performance than Mary Wiseman’s short last month. My personal belief is that this is what the Short Trek format should be doing; something new exciting and that aspires to be different.  Initially the relationship is one of doctor/patient but as the unspecified period of time passes, it blossoms to friendship and almost something more. 

Sprinkled in with references to 20th Century media such as Betty Boop and the Fred Astaire/Audrey Hepburn Funny Face musical, we learn that in 1000 years Alcor 4 is inhabited by humans (never heard of it before!) and that humanity itself has persevered. The reason as to why the Discovery is waiting is never explained nor is how Craft himself ended up in the escape pod although you might surmise that he has escaped from some form of battle given the description of what was on board his one man ship.   

Craft is a totally new character to the Star Trek universe and given the time span between Discovery and his lifetime thers a very low to extremely remote possibility that he will ever turn up again but in this 15 minute episode Hodge really brings him to life. There's a family, a mission and a real character that Hodge breathes life into.    

Where it does differ from the earlier Tilly-sode is in the questions it raises for the future of the series. Is there, somewhere in here, a bigger plan - an endgame that has begun to sprout? What fate lies ahead for the crew of NCC-1031 and how the blue hell did Craft get from his escape pod and onto the sickbay bed?!   

Calypso really stands out as one of Discovery’s best moments, encapsulating the need for human contact, the strong sense of family and a feeling of longing tucked in there as well. Its a brilliantly conceived work that cleverly advances Star Trek canon to its furthest point in the future and still leaves acres of room for storytelling and lore to be built. 

The closing moments bring everything captured in this quarter of an hour nicely together around the relationship between the computer and Craft - but does it really tie up anything else? Will this be a trend across the Short Treks and will there be any answers hidden away in season two?

What do you think to the Short Trek stories so far? What are your expectations for the remaining Saru and Mudd installments? Comment below!

Wednesday, 21 November 2018

Cowboyed Cardassians: The Official Starships Collection Issues 136 and 137


Finally, finally, finally... after an eternity we at last have the Keldon Class in the Starships Collection. 

One of those "essential" ships, the Cardassian craft has been one of those entries that fans have been asking about for a long time but has that wait been worth it?   Well, kind of yes.

The Keldon Class is very much the motorhome version of the sleek original with the only major differences being the coffin shaped backpack and the additional fins to the rear. For a variant that appeared in all of three episodes you can understand why the alterations were kept to a minimum, allowing for the extras to be removed and the Galor Class to continue onwards through to What We Leave Behind. 

I mean, this is exactly the same as the Galor but let’s examine and see if there have been any significant improvements over the years. To begin with, the bridge module on this one is aligned correctly as, if you recall, my original ship had a wonky forward section. Admittedly this one is straight because it wasn't glued on and I had to set it myself but still, at least everything now lines up. 

The paintwork is absolutely a carbon copy of the first release being a muddy brown from bow to stern punctuated with darker brown/purple sections and recessed windows at all points. The panel detail does seem to be more pronounced and identifiable than before and would indicate that, along with other recent ‘redos’ that there has been some adjustment in how the models are finished. The lines stand out much more clearly and you can see the indents and grille areas much more easily than before. 

The windows in some cases don’t line up as we have all come to expect but the overall effect of the Keldon Class marks another step up in quality. Where there are a mixture of blues, greys and browns overlapping, especially around the bridge module, the colours have firm lines and each is clearly pronounced on the surface. Out on the curved wing edge, the warp intakes are also noticably sharper and better painted than before with the ridges of the surface again more visible under a thinner layer of paint.

The metal upper half of the craft certainly has the better detail but unusually for such a "later" model in the series it does still seem that the paint has been slopped on a little too thick and some of the final definition is lost. That original coat on the Galor Class sections also contrasts slightly to the plastic pieces notably the topside "coffin" which actually betrays the time difference between the original and this newer kitbash.

The coffin-top is nicely details, the panelling and fineries are really well finished and stand out because of the improvements in process. Now cleverly the underside plastic half is a slot-on to the metal upper which means that the fins are a simple remould and clip on rather than having to recast the whole damn thing. It's here that you can visibly see the difference in panelling plastic versus metal by comparing the centre section to the curved upper wings.

Personally I love the shape, the design and the finish of the whole thing here but those new pieces are glaringly obvious and could have done with being a little more flush with the Galor Class core of the Cardassian vessel. Finally out at the front is the translucent disruptor adding that final, necessary touch. It looks smaller than the one slapped on the front of issue 14's Cardassian cruiser - and for a further question, all the images of the Galor Class used show it with a blue disruptor bank and the Keldon with red but both models (and on screen) are definitely red. Hmmmm.

The issue 136 magazine retraces the origins of the class as you would expect by now including the updates made by the Obsidian Order and how the ships featured in the third season of Deep Space Nine. Lots of shots from Defiant and The Die is Cast's seminal space battle that trounced everything Star Trek had done before it. The plan views do emphasise the colour differences between the new and old sections of the model and the plastic versus metal comparisons we've mentioned because everything gels so well on the page.

Perhaps one of the most pointless sections we've had in a magazine for a while is the Keldon Class versus Galor Class Comparison. I mean, seriously, the whole magazine is about the comparison without it being screamed at you in a double-spread page filler. If we really wanted to compare couldn't we just put the two models next to each other?!

Last up is The Dominion Arc which offers a very high level view of the third to seventh seasons of Deep Space Nine with the focus on its main continuing storyline. It's very, very broad in its strokes with a larger leaning towards the third season to tie it into the Keldon Class' two appearances and also to the inclusion of the Cardassians in the arc.

Not a bad magazine but it does feel there's a bit of filler in here rather than quality in some respects, potentially because a lot of the main points would have been covered back with the Galor Class many moons ago.


Second out of the Eaglemoss box this time is the Xindi-Primate ship. One of those that you'd be hard pushed to remember from the otherwise excellent third season, this was "aka" Degra's ship and didn't get half the screentime of the other Xindi starships. Quite a shame because this is a pretty neat design for a starship and probably the most interesting of the Xindi craft.

Certainly sleek, the ship combines a green, mustard and grey colour scheme more effectively than you might think into something that is perhaps giving off the impression of being more dangerous than it actually is.

Eaglemoss have wisely crafted the reaching forward blades in plastic leaving the main weight to the back end. It's a design that reminds me distinctly of the speeder bikes from Return of the Jedi more than a Star Trek ship.

Those forks sweep backwards with some fantastic panel colouring into the main body. There is a bit of flex in the thin(ish) forks and that's to be expected but Eaglemoss have done really well to put the definition into the different segments of the surface here. The sweeping leading edge yellow detail is crisp and the whole upper plastic surface is alive with curved hull shapes however it's worth looking a little more closely as some of the panelling at angle changes doesn't quite line up.

The shape of the Xindi craft is masterly realised here in such a low profiled form with the additional lighter green "spoiler" clipped to the two rear left and right edges plus extending forward to attach smoothly to the rear of the oval, centre, command unit. 

Now what makes this model even more impressive is how seamlessly the metal and plastic halves come together. As mentioned, the whole of the top of the ship is rendered in plastic and fits like a glove into the metal section which runs as the oval shaped piece on the underside and then widens out to the whole width of the bottom.

The concave underside sees the metallic elements trade off the colour palette for some raised panelling while the forward sections in plastic retain the yellows, greys and browns over the darker green base coat. 


There are no overtly obvious engine emplacements o the surface of the craft to the rear and the finishing detail, if you step back for a second, is actually very simply effected. There are no intricate pieces here, no cutouts or translucent inserts. This is a very basic construct with three core parts which I suspect made it dead easy to recreate in scale.

Finally, the stand fit is just as smooth, gripping around the tips of the curved hull for a centrally balanced pose on that classic Eaglemoss black base. I think the biggest gripe with this one has to be that the magazine cover and the CG within it shouts out that the model is actually very basic in its detail and there are is a lot of pipework and more variation in the height of the plating on the hull than is conveyed through the medium of plastic and metal. 

Issue 137 kicks off with a detailed comparison of the ships of the Xindi fleet as well as the key features of the Primate cruiser and its strengths and weaknesses in the field. The magazine CG also highlights the lack of translucent plastics within the rear to bring out the engine exhausts as we've seen on other craft. The painted on look just doesn't cut it here although the choice to go down this route rather than additional pieces of plastic might be down to cost and the fiddliness of putting that together.

The plan views also reinforce how some of the visual elements haven't translated well even more especially those yellowed sections that run along the forward prongs. If I hadn't taken a good look in the magazine I would never have realised that they are linked in to the propulsion systems and aren't just there for hull decoration.

We have four pages then looking at John Eaves' design choices and sketches to do with the creation of this Xindi craft. Eaves' plans also included several different paintjobs plus it's interesting to discover the challenges of negative space in the model world against the CG world.


A nice parallel to the Dominion Arc covered in issue 136 is the, rather broad once again, coverage of The Xindi Arc from the third year of Enterprise. I love the concept of that season of Star Trek and this just skims the surface as to why and how it came about plus the highs of the arc and what it meant to the show which, unbeknownst to them, was past its halfway point.

A take it or leave it duo of ships from the collection this time round. Would I have been disappointed not to have them in the set? Probably not that much but the latter does round out the Xindi group and the Keldon Class is an important player in the events of Deep Space Nine's third season. Nice work on both but on the flip side both are definitely missing some annoying details that would have bunked them up the scale. Not Malon Freighter quality but not NX-01 either.

Essential purchases or two to miss from Eaglemoss this month?

If you've enjoyed our review please like and share. For more, visit the Starships Collection index.


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Tuesday, 6 November 2018

State of Fluxx: Cards on the Table


Sorry to say but I am totally addicted to Looney Labs fantastic card game.

At first I wasn’t that fussed. It’s a card game that’s Star Trek. Should be ok. Meh, let’s give it a go.

Here’s the basic spin of the game. There’s a 100 card pack in play and each player (up to eight can join in) are initially dealt three cards each. 

To start the basic rule is draw a card from the deck and play a card. It’s very straight forward - at least initially. Within the pack are different types of cards - Goals for example are items you need to collect to win the game; Actions are tasks that can be performed during the game; New Rules add a twist to play such as having to play five cards not just one or limiting the number of cards you can hold in your hand.

As you play and new rules get introduced, the dynamic of the game can change a lot. One minute you have nothing to play and the next you have loads to put down but can only play one. It sounds like brain scrambling madness but after a couple of games to get used to some of the plays it becomes incredibly enjoyable and also very, very tactical. 

The aim of completing a Goal - which can change from turn to turn by the way - is to collect Keeper cards which feature a piece of Star Trek tech or a character. Each Goal card asks for a combination of two of any of these items and maybe a Creeper.

A what?

Oh yes. Forgot to mention. Creepers are cards that can stop you from winning by simply possessing them however they may also be your ticket to victory if held in the right combination. You can have the Mirror Universe card combined with a character or the Enterprise or perhaps the Malfunction card linked to the Transporter. Anything is possible which play and winning moves never being the same in any game. 

The overall formula of Fluxx may well be generic should you pick any of the other packs available such as Batman, Firefly or even Mathematics(?!) but the Star Trek pack is exceptionally well illustrated and conceived. Character drawings are sharp and even badges are correct to the role. The ships and equipment look like they should and, amazingly there’s even a Fizzbin Action that just about makes sense.

I’ve played this a lot over the last few days and even my six year old has grasped the game and won a couple of rounds through some very devious outmanoeuvring of the Old Man I might add.

At the last meeting of the Stoke on Trent Star Trek Club we held a massive eight player game as the group’s first foray into playing and it was certainly eventful with new rules, Keepers and Creepers flying into the game all over the place. It also meant we were easily distracted and nearly missed the winning play - including the person who put the card down!  Just goes to show that with more players you have to keep your eye on the ball - or cards - very closely.

You do find that the amount of rules in play at some points can become overwhelming and you do end up missing out on the benefits of a couple if you’re not paying attention. Same goes for keeping track of the Goal. With the speed that a new one can be in place you need to keep an eye on your played and unplayed Keeper cards as a couple of times I could have won and hadn’t spotted a combination that I had on the table or Goal card I should have put down to secure victory. 

Star Trek Fluxx really made me think and concentrate and the playing time is great for evenings running anywhere upwards of ten minutes dependant on your skill or just how much of a git the players want to be with rules and delaying tactics. While my maximum game time has been around 25 minutes I can imagine a few players have settled in for the long haul.

I absolutely love playing this. It's dead easy to pick up, simple to get into and doesn't require three hours of preparation. Ideal for those nights in the hotel at conventions (Hi DST'ers!) and those rainy evenings at home this winter. 

ADDITIONAL

Since original release of this pack...

Adding in The Next Generation pack just makes this game step up to another level. Offering in the Borg, the Enterprise-D crew, 24th Century tech, Romulans and Q, there are two options to go with.

Either a) play this as a separate pack or b) invest in the small foil-wrapped Bridge Expansion and combine the two packs into a huge Fluxx mega-event. Personal opinion; do the latter because you can then get the Deep Space Nine set to play as a smaller single box.

The Next Generation pack on its own plays identically to The Original Series with one exception in that the Fizzbin card is replaced with the Darmok card. Most of the parallel characters have the same actions and you still have the multiple rule changes, resets, actions and beyond. The real fun comes with that Bridge Expansion. Packing just ten additional cards, the set adds in new Goals and a new Keeper meaning that you can play the two as one. Now you can win with two phasers (one from each series), having Kirk and Picard, Spock and Data, two Enterprise's...

It builds on the single box plus means there are double the opportunities for the changing rule cards and actions to turn up in the deal pile. Also, the expansion introduces the Meta Rule. Along with the Basic Rules card, this one now stays in play; should you end up with a ton of Goal cards (and that will happen with the combining of the two packs) you can now trade in four Goals for five new cards from the deal pile to see if you can improve your hand. This is a brilliant move and keeps the game fresh while playing meaning that you're not just having to play through 20 Goals before you get something that might help you out.

I much prefer the chances on this one and in some respects the odds are better given that "Phaser" as one of the two elements to win can be applied to either of the weapon versions as with tricorders, Enterprise's, communicators and transporters. It's still a challenge because sod's law is that your two communicators are buried three-quarters of the way through the pack when that Goal is played but you really have zero chance of having an inkling of what's coming up. 

If you just want one pack to play then I would choose the generation of your choice and stop there. If you're addicted after a couple of rounds, definitely get the other pack and the Bridge Expansion - it will blow your gaming mind and give you an even better Fluxx experience. Even with a ton of new cards it's just the best card game to dip in and out of and there's even more coming from Looney Labs in the future which I really, really want to get a hold of!!!

Star Trek Fluxx is available this very second from Looney Labs direct or via one of those popular retail websites we all know and love.


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