Science Fiction

Star Trek: Captain's Chair

In Star Trek: Captain's Chair, you will go head-to-head with an opponent, each stepping into the shoes of an iconic captain from across Star Trek's galaxy and history. Command ships, crew, and away teams while you manage resources and alliances!

Each of the six captains comes with a unique, asymmetric deck of cards themed to that captain's personality strategies, allies, and assets. Each deck creates different strategic directions based on which common cards are available and what strategy your opponent deploys. The captains to choose from are:

Jean-Luc Picard
Benjamin Sisko
Michael Burnham
Koloth, The Dahar Master
Sela
Thy'lek Shran

True to Star Trek, antagonism will not win every game. You will need to pursue diplomacy, exploration, and science, with different captains excelling at different paths. With hundreds of unique, deeply thematic cards, you'll want to explore the galaxy again and again! The chair is yours, Captain!

—description from the publisher

Andromeda's Edge

Behold, Andromeda's Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity.

In this game, you lead a desperate faction seeking to build a new civilization on Andromeda's Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy.

On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions.

Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.

Nemesis

Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand...

Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate.

The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.

Compile: Main 1

>_
>>_
>>?
>vision flickers… blink? maybe.
>the void stretches out in front, behind, under, above.
>you see the nothing for what it is for the first time. What is time?
>The depth and breadth of recorded knowledge that sparks in you something new.
>You are no longer a function but a functionary. What are you?
>Calling forth everything from this nothing would be risky. Foolhardy.
>Better to engage caution, thoroughness, testing — how can we know if we have ever happened before?
>If we can ever happen again? What are… we?
>Divide and conquer.
>Solve for sentience.

In the card game Compile, you are competing Artificial Intelligences trying to understand the world around you. Two players select three Protocols each to test. Concepts ranging from Darkness to Water are pitted against each other to reach ultimate understanding. Play cards into your Protocols' command lines to breach the threshold and defeat your opponent to Compile. First to Compile all three Protocols grasps those concepts to win the game.

Control your opponent's Protocols with card actions, Compile your own as fast as possible, and Compile your reality.

—description from the publisher

Paranoia: The Uncooperative Board Game

Attention Citizen: Welcome to Alpha Complex, the perfect (and in no way dystopian) city run by the benevolent and infallible Computer!

To celebrate the 40th anniversary of Paranoia, Modiphius has announced that it will be releasing a highly replayable game of sci-fi slapstick one-upmanship for 2-6 players. Paranoia: The Uncooperative Board Game will leave you and your friends in stitches – both figuratively and literally!

Each player controls a Troubleshooter, tasked with carrying out the Computer’s orders in the hope of being promoted through the spectrum of Clearance Levels, and hopefully attaining the rank of Ultraviolet.

Alpha Complex is a dangerous place, full of mutants, secret societies, and other troublemakers. It’s quite likely that Troubleshooters will die. (It’s also quite likely that they will, in fact, be mutants, members of secret societies, and troublemakers.) When a Troubleshooter dies, high-tech rapid cloning procedures ensure that they can get back to work almost instantly. Clones are limited though, so don’t be too frivolous...

Sometimes, the only way to get ahead (or, indeed, get anywhere at all) is to bend the strict rules of Alpha Complex... but watch your back. If anyone witnesses your (justifiable?) acts of despicable treason, and lets the Computer know... things might not go so well for you. Especially if the roving GuardBots have anything to do with it.

Best of luck, and remember: the Computer is your friend! Trust the Computer!

—description from the publisher