A fast-paced but tactical system powers everything, and deck-building mechanics help it achieve warp factor nine.

However, the core box isn’t perfect.

Indeed, Away Missions doesn’t shine until you throw in the expansion packs.

Federation models from Star Trek: Away Missions laid out in a line

One of the many gaps that games have yet to boldly go is skirmish combat in the setting.

But Star Trek: Away Missions aims to solve all these problems with its new core box offering.

Does it manage to take its rightful place amongst thebest board games?

Star Trek: Away Missions board, models, tokens, and cards set up on a blue surface

This core box comes with two teams.

Away Missions is played over three rounds, and players take turns activating figures.

They get two actions each: moving, attacking, and taking cover.

A model of Worf faces off against a Borg model in Star Trek: Away Missions

Eventually, though, it all comes down to skill checks.

These involve rolling a pool of dice based on the characters skill rating, with bonuses for specialities.

In combat, you must get a better attack score than your target’s defence roll.

Cards, tokens, and miniatures from Star Trek: Away Missions on a blue surface

In other words, it’s a great backdrop for a wargame.

However, these are not the only teams it’s possible for you to use to play the game.

Romulan and Klingon away teams are also available as expansions.

The board of Star Trek: Away Missions with models, cards, and tokens strewn over a blue tablecloth

This gives you an initial board layout and instructs you to use the pre-made card decks for each side.

Bonus action tokens make it more balanced to field teams of different sizes.

The jigsaw board and varied stations and computer terminals offer more variety to work with, too.

Gale Force Nine - Star Trek…

Plus, pairing off standard dice is faster and easier than the custom dice used in Underworlds.

Its the latter youll notice first.

Still, once internalised, youll set to.

Prime

Alongside this core starter set, you’re able to pick up new warbands via expansion packs.

Whichever objective you choose, as soon as you start bagging points youll notice another discrepancy.

The Federations missions are both higher-scoring and easier to achieve than those of the Borg.

Arydia in play

As a result, its much easier to win.

Which would make sense, were the Borg better in combat.

And thats a shame, because when Star Trek: Away Missions works, it works beautifully.

A Terminator charges out of a Spartan tank.

The interplay between cards, keywords, and board elements fills the game with variety and narrative.

Similarly, the ability to build your own decks has promise.

Should you buy Star Trek: Away Missions?

Arydia: The Paths We Dare Tread in play

Pick up the expansions and youll find that this feels like a very different game.

But this core set alone is hard to recommend on its own merits.

Youd be better off sticking with a Warhammer Underworlds starter set instead.

The Blockbuster game board with cards and the box sat on a wooden table

How we tested Star Trek: Away Missions

This review sample was provided by the publisher.

you’re able to learn more about our process via the followingreview policy.

Alternatively, you’ve got the option to check out the following guide onhow we test board games.

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