PN Product Review: Star Trek Fluxx: The Archer Expansion and The Porthos Expansion


[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Crossovers have always been part of the fabric of Star Trek. The Next Generation‘s debut episode had Dr. McCoy (and later cameos by Spock and Scotty), Deep Space Nine‘s debut had Picard (and later Worf joined the cast), and Voyager‘s debut actually launched from Deep Space Nine. Intermingling across time and space made the franchise feel like one enormous, interconnected, living universe, and it made each show stronger.

So it’s only natural that the folks at Looney Labs would want the same thing for their Star Trek-themed editions of Fluxx. Star Trek Fluxx and Star Trek: The Next Generation Fluxx could be played together with The Bridge Expansion, but there was no way to introduce cards or characters from Star Trek: Deep Space Nine Fluxx or Star Trek: Voyager Fluxx.

Until now, that is.

Yes, now you can combine all four decks into one massive, constantly changing game with The Archer Expansion and The Porthos Expansion.


For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

The game can turn against you or spin in your favor in an instant; that’s both the challenge and the fun of playing Fluxx.

expansions 2

The Archer Expansion introduces elements from Star Trek: Enterprise, as well as time travel references that allow the cards from other Star Trek Fluxx decks to overlap (including having Goal cards in play from multiple decks).

Although the original four games will be overwhelmingly represented in your now massive mixed deck, multiple playthroughs quickly revealed that clever players still managed to use the expansion cards to their advantage more than expected. The sheer variety of Goals available meant that no one could keep track of every possible way to win, so a casual scan of the Keepers on the table wouldn’t reveal if anyone was close to winning.

And for anyone worried that mixing the decks would make it hard to return the cards to their original decks, the team at Looney Labs is one step ahead of you.

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From top to bottom, you’ve got the unique fonts for Star Trek Fluxx, Star Trek: TNG Fluxx, The Bridge Expansion, Star Trek: DS9 Fluxx, Star Trek: Voyager Fluxx, The Archer Expansion, and The Porthos Expansion. Although it’s easy to mix up cards from the expansion decks, there’s no mistaking any of the cards from the main four decks.

Speaking of expansions, let’s take a look at the other new offering on deck.

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The Porthos Expansion introduces a few more Star Trek: Enterprise characters (including Captain Archer’s dog Porthos), but is mostly focused on tying together the five Star Trek shows through new Goals and Keepers.

Easily the highlight of the deck is Data’s cat Spot, though I’m also a fan of the Starfleet Medical Goal and the New Rule card that grants an extra card to every player if Star Trek is on TV while you play.

Not only that, but the cards are packed to capacity with inside jokes and fun references to events from the series. (The “Former Borg” card even feels like a reference to the recent Star Trek: Picard show.)

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Star Trek fans could easily lose plenty of game time unearthing all of the connections, quotes, and moments from each show that are represented across both expansion packs. Seeing all the ways the franchise is interconnected is truly a joy, both as a Star Trek fan and a regular Fluxx player who is always looking for new opportunities to snatch victory from my fellow players.

Yes, mixing all four decks virtually guarantees much longer games — the sheer volume of cards makes matching Keepers and Goals tougher! — but if you’re looking for a dynamic, enjoyable way to get more out of your Star Trek Fluxx decks, these expansion packs are a brilliant way to go.

The Archer Expansion and The Porthos Expansion are both available from Looney Labs for $5 each. And you can find the Star Trek Fluxx decks for The Original SeriesThe Next GenerationDeep Space Nine, and Voyager for $20 each.

And you can check them out, alongside dozens of other great puzzles and games, in this year’s Holiday Puzzly Gift Guide!


Treat yourself to some delightful deals on puzzles. You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

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PuzzleNation Product Review: Star Trek Chrono-Trek


[Image courtesy of Trekcore.]

[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Some of the most important moments in the Star Trek franchise center around altering the past through time travel. Choosing to save Edith Keeler in the original series, the Enterprise-C sacrificing itself to bring peace to the Klingons and the Federation in Star Trek: The Next Generation, or Sisko preventing a Tribble bomb from killing Kirk in Deep Space Nine… iconic scenes both humorous and galaxy-changing involved rending the fabric of time and space. (Heck, the new film franchise was based entirely on changing the timeline from what we knew previously!)

So when I heard that Looney Labs updated their time-jumping strategy card game Chrononauts to include elements from the Star Trek universe, it seemed like a perfect fit. How did they do? Find out today as we review the new Star Trek Chrono-Trek card game.


[A sample of each of the 11 different types of cards in the game.]

Much like its inspiration Chrononauts, Chrono-Trek is all about the cards. You’ve got assignment cards, ID cards, timeline cards that make up the playing space, artifact cards, cards that change history (and others that change it back), as well as cards that can help or hinder your fellow time travelers.

At the beginning of the game, the timeline cards are laid out in a 4×9 grid that represents the historical timeline from the Star Trek shows and films. Each player then draws an ID card representing a Star Trek character. Each character has certain victory conditions — some combination of events that must be preserved or changed in the timeline and artifacts to be acquired during play — that must be met for you to win the game. The ID cards are ranked by difficulty, indicating how complex the victory conditions are.

As for the other cards available to the player, they allow you to manipulate time, find artifacts, or manipulate the cards in your opponents’ hands. (For Fluxx players, some of these Action cards will seem very similar, as will the artifact cards, which are played just like keepers in Fluxx.)


[A small glimpse of the timeline.]

The history-changing aspect is the puzzliest part of the game, as you determine what moments to change (and which to protect from your opponents) in order for your timeline to come to pass. But you must be careful, because you also need to ensure that you don’t accidentally end the game by allowing the anomaly from the series finale of Star Trek: The Next Generation — the Anti-Time Devron Anomaly — from preventing life on Earth. (In nearly every scenario, that’s a game over for all players. Pretty daunting, to say the least!)

And although bending time to your will and winning is certainly fun, watching the effect ripple down through the cards after making a bold history-altering move is arguably the best part of the game.

It will take one or two playthroughs — with easier ID cards only — to get used to the game mechanics, but after that, it’s a quick and easy deep-dive into the more complex victory conditions and a much more immersive and challenging play experience. (The game can go a bit too rapidly if you’re only using two players, so I’d recommend playing with four or more players to get the most out of the game.)


[A comparison of a one-pip (easy) ID card and a four-pip (complex) ID card. Kirk simply requires you to protect one moment, invert another, and collect an artifact. Meanwhile, Evil Spock requires you to find the Fracture card, manipulate two events just to place the Fracture, and still maintain another moment AND acquire an artifact. That’s a much taller order.]

The designers did an impressive job figuring out which moments from the 50 years of Star Trek history to include in the timeline, which characters to offer as ID cards, and so on. For a Star Trek enthusiast, there are great references and little callbacks galore to favorite moments from the series. Not only that, but the game ups the ante from the original Chrononauts formula, keeping all of the best aspects of that game while making this one feel unique.

I posed the question in the intro asking how Looney Labs did marrying Star Trek and Chrononauts. The answer? They boldly went where no Star Trek card game had gone before, and created one heck of a fun adventure.

[Star Trek Chrono-Trek is available from Looney Labs and other participating retailers.]

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