Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
From the designer of Star Fleet Battles, Federation Commander is the fast moving game of starship combat in the Star Fleet Universe. Mounted game boards, laminated full color ship control cards and gorgeous full color counters highlight this re-imagining of the Star Fleet Univers...
Players
2-8
Time
?-?
Age
12+
Weight
3.38
Rating
7.45
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Federation Commander: Klingon Border has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. It offers a fresh and different experience each time it is played, allowing players to discover new tactics and strategies. The game's player interaction score is average, and it is moderately easy to learn, striking a balance between accessibility and depth. Overall, it provides a highly replayable and engaging experience.
The final luck score for Federation Commander: Klingon Border is 7.333, indicating a moderate influence of luck in the game. Random elements have minimal impact on the game outcome, as players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
From the designer of Star Fleet Battles, Federation Commander is the fast moving game of starship combat in the Star Fleet Universe. Mounted game boards, laminated full color ship control cards and gorgeous full color counters highlight this re-imagining of the Star Fleet Universe with 21st century production values. This was the initial product for Federation Commander, and was the original base set. There are other base sets and expansions for the Federation Commander Series. Much effort has gone into streamlining the game - there are 8 impulses rather than 32. One die roll allocates up to 10 points of damage, rather than 2 dice per damage point that strikes the ship. Color coded charts and ship cards reduce the mental overhead of remembering what goes where. Gone is the tax form of energy allocation, replaced by a free flowing dynamic "on the fly" power allocation system. Maneuver has had countless special cases removed and streamlined. This is not an introduction to Star Fleet Battles, but a re-imagining of starship combat in the Star Fleet Universe, redesigned from the ground up to appeal to a wider audience and reduce rules lawyer-ism. Included in the rules are the 'free form" (hexless) movement rules that have been in use for years; the hex map is scaled for miniatures bases, and the game is designed to be easy to port over to miniatures adaptations.
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