Showing posts with label Looney Labs. Show all posts
Showing posts with label Looney Labs. Show all posts

Friday, 3 January 2020

Chrono-Trek: Play History for Your Own Ends...


What happens when you take Star Trek, mix in some of the great elements of Looney Labs' Fluxx series and then mash it all together with a clever spin on the wonders of the timeline?

You might be thinking one hell of a headache but I can assure you it's not - and if you're looking for a stocking filler at this time of year, look no further than Chrono-Trek.

Here's the spiel - you play as a (randomly) selected character from the Star Trek universe with a mission to correct the timeline and thereby win the game. Each character has a difficulty rating (one to four) and are assembled from the corridors of everything from The Original Series to Enterprise as well as The Animated Series (well done for that by the way). Each character has a series of three goals to achieve to win which might involve ensuring particular events play out or that they have acquired certain artifacts not limited to but including Data's Head, Janeway's coffee cup and Porthos. 

Then there's the timeline itself. Comprised of 36 cards, these are laid out in four rows in front of the players running from A1-D9. The timeline covers a lot of events from the franchise and through playing you can change how it looks for your benefit or to stop other players from achieving their goals through some clever manipulations.

The timeline is made up of three elements essential to the game. The five Anchorpoints represent the anomaly from All Good Things... and travels back in time. If all five Anchorpoints are flipped (there are cards which will direct you to do this) it's Game Over unless you were lucky enough to pick Q as your character in which instance you're the winner! Then there are Linchpins which are cards that can be flipped and will then affect other points in the timeline called Ripplepoints.

Amazingly these Ripplepoints are collected from events in the Star Trek timeline from the beginning of the Universe, passing through First Contact, seeing the Enterprise-C lost, the arrival of Starfleet at Terek Nor and beyond - but changing Linchpins can skip the timeline off into many new directions, some of which will be to your advantage. Ripplepoints are the very events that you will need to command to win the game. Studying the timeline and seeing what can turn which other card is essential.

Play starts out with each player in turn drawing a card from the deck and then using one from their hand; draw one, play one. Containing Action Cards, Power Cards (super Action Cards), these might provide you with a glance at your opponent's cards, allow you to play another, some will swap your hand, another will "erase" your character from the timestream meaning you have to pick a new persona - which dominoes into your goals for the win changing completely and there's even more beyond that guaranteed to make every game different and challenging.

Players might even choose to take on an Assignment and collect items to trade in order to give them more cards to choose from in their hand, you could even draw a Fracture Card and properly lock down the timeline, spinning it out into a third, more terrifying scenario - unless you're playing with a four "pip" character in which case, Fractures are a good thing!

Chrono-Trek does seem quite daunting at the beginning although I found having the existing knowledge of Fluxx was a huge advantage because some of the card principles are replicated. The biggest piece of the game to get your head around is how to manipulate the timeline for your own advantage. Working out which Linchpin to flip to influence other events is as key to victory as the tactical playing of your Artifacts to keep everyone guessing just what you're planning. 

This is another excellent and ever-changing card game from Looney Labs with an insane ability to be replayed and replayed and replayed with a different path to victory each time. Initially it's best to start playing with the one pip characters and working up the difficulties before throwing all in and just seeing what you get. Approaching it this way will help you progressively understand the more in depth parts of Chrono-Trek in stages rather than blitzing everything because you fancy playing as Q or the Borg on day one. 

I've found through the games played so far that keeping hold of hand-change cards or ones that can affect an opponent's path are instrumental towards the more climactic moments plus always pay special attention to which Linchpins are being turned and what events they then change as this will indicate where your "enemies" are likely to be striking!

One more great thing to it is the inclusion of so much fan love. The art and flow of the timeline itself is incredible, recognising so many key parts of the franchise and weaving them into a playable sequence that just works with whatever is thrown at it.

Chrono-Trek is well worth purchasing for yourself or any aspiring Star Trek fan, not only giving hours of good fun franchise entertainment away from a flickering screen but also to refresh that historical knowledge of the timeline - but that's really a matter of perspective if you need something different to be happening.

Chrono-Trek is available now to buy from decent Star Trek game selling shops and websites. 

What's your favourite take on the game? Any good tips and tricks? Drop a comment below!

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Wednesday, 4 September 2019

Pack Mentality: DS9 Fluxx


An avid fan of the first two versions of the game, it was a no-brainer to get hold of Deep Space Nine Fluxx when it landed in the UK.

First of all let's refresh. Fluxx is a game whereby you are aiming to complete a Goal first. Simple? Nope; because as you play the rules change. You might have to draw four cards and play three, have the rules reset, be able to steal another player's Keeper (cards you collect to complete the Goal), play one card and draw five, be able to dispose of a set number of cards, have a free Action to play each round... the options go on and on and even better is that every time you play the game will turn out differently.

Looney Labs have already released The Original Series and The Next Generation packs plus the stroke of genius which was the Bridge Pack Expansion and you can read about those elsewhere. For now we're focusing purely on the latest version to arrive.

At the core it's very, very similar in style to the other two packs. The artwork on the cards is fantastic, offering unique perspectives on the full crew (minus Ezri Dax most notably) as well as the array of guest characters, nemeses, starships and of course the station itself. The goals play out the same as before however there are two big differences.

First of all we have Equipment and Starfleet Personnel with an additional category - Visitors - which encompasses a lot of the guest cast including Rom, Nog, Morn, Dukat and Garak plus some others. There are a few of the pink-edged Goal cards which need a larger combination of said Visitors or Equipment which can lead to a more lengthy game as you struggle to find that last one in the pack. 

The other big change is the removal of the Ungoal card. While the two earlier sets had a way to "Unwin" the game by comboing the Enterprise with either the Doomsday Machine or the Borg Cube dependent on what was in play, had been played and was on the table, Deep Space Nine Fluxx has totally removed this element leaving only a win as the method to bring about the end of the game.

You do notice with this that a lot of the characters bear identical features to their Original Series or The Next Generation counterparts leading to a sense of disappointment that there wasn't more variety introduced. In each edition all the captains allow you to steal another Player's Keeper however there are some new twists - speaking during your turn will lose you the Morn card to another player for example. Also new specifically for this box and previously only included in the Bridge Expansion Pack is the Meta-Mission card allowing you to discard four Goal cards during your turn to take a new four from the deck. Trust me when I say that this comes in very handy when you’re drawing five cards and playing only one.

Deep Space Nine Fluxx is the one I would turn to now if I wanted a quicker game since I generally leave the other two packs mixed with the Bridge Expansion. As a big fan of the series it's cool to see a lot of the aspects honoured here - not just characters but the Orbs, the wormhole, even latinum gets a look in so you can be sure that the topic is something the game creators are very familiar with.

If you've played Fluxx before and are happy with the previous two Star Trek versions this might not be a necessity purchase as it plays the same as the others. If there's a Voyager set in the future or perhaps a second Bridge Expansion to being it more into the bigger Star Trek Fluxx circle then I'd count it as an essential.

Well presented, great fun and easy to dip in and out of - definitely one for the bag at Destination Star Trek - see you there for a game!

You can check out our (updated) review of The Original Series and The Next Generation Fluxx (and Bridge ExpansionHERE!

Which pack or way to play are you preferring? Would you want a new expansion to draw all three packs together? What about a Voyager or Discovery set?


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