Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Command a Federation or Klingon ship across a modular frontier, recruit crew, master a growing action deck, and confront Borg cubes.
Core mechanisms
Key systems that shape the decisions players make.
Deck / Bag Building
Add new pieces during play to improve the cards, tokens, or dice drawn later.
Multi-Use Cards
Use the same card in different ways, making each play a trade-off.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Modular Board
Build the play area from interchangeable sections that vary between games.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Star Trek: Frontiers adapts the celebrated Mage Knight adventure system to a contested region of the Star Trek universe. Each player commands the Enterprise-D, Defiant, Negh’Var, or a Klingon Bird-of-Prey and begins with a personal deck of basic action cards. Those cards provide movement, influence, attack, shields, and repairs, but their values depend on timing, available data crystals, and the captain’s evolving skills. Exploring reveals a modular space map filled with planets, starbases, Romulan warbirds, Dominion ships, away missions, and Borg cubes. Successful encounters grant experience, reputation, advanced actions, technologies, and crew, steadily transforming the starting deck into a specialized command engine. Scenarios support solo, cooperative, and competitive play, with tactical card sequencing and multiple combat types creating a long, demanding arc. It is a complete standalone game; The Return of Khan adds more content but is not required.