Tag Archives: Miniature game

UK Games Expo T-Minus 4 Days…

ExpoExhibitors

With only four days (including today) until the UK Games Expo 2014, I thought I’d post some of the things that I’m looking forward to. Today I’m going to look at the exhibitors!

Last year I spent most of my short amount of time at the expo wandering around the exhibition hall. This year will, no doubt, see me wandering around and perusing many, if not all, of the stands throughout the expo. In preparation for this I took a minute to go through the exhibitor listing on the expo site and noted many stands I can’t wait to visit. Here’s the ten stands I’m most interested in visiting (in alphabetical order.)

Back Spindle Games
Demoing their awesome looking game Luchador! Mexican Wrestling Dice (2nd Edition) which goes live on Kickstarter tomorrow!

Czech Games Edition
Producers of some of my favourite games including Galaxy Trucker and Space Alert!

Days of Wonder
Creators of Ticket to Ride and Memoir 44, need I say more?

Fantasy Flight Games
It’s FFG, the kings of thematic games.

Game Salute
Very interested to see what representation these guys have, they’re an awesome company who provide support and publishing services for many, many, many Kickstarter games!

GamesQuest
Looking forward to catching up with Nigel and Paul to discuss some future posts for their blog.

Mayfair Games
Last year Mayfair had a lot of floor space, unfortunately I didn’t have chance to check them out. This time I am going to rectify that!

NSKN Games
Creators of one of my favourite thematic games, Exodus Proxima Centauri, I got hold of the revised edition last year and have recently heard that there’s an expansion on the way!

Steve Jackson Games
Two words…. Steve Jackson…

Z-man Games
I really like Z-man, they produce to awesome games, Pandemic, Robinson Crusoe and Tales of the Arabian Nights. I can’t wait to see what they have to show off, and I especially want to see if I can get a look at the new Pandemic: The Cure game.

Dark Darker Darkest – David Ausloos Interview

DDD

Back in 2013 I Kickstarted a game called Dark Darker Darkest (DDD). It sounded like the kind of thing I could really get into. It’s a horror-based game that reminded me a lot of my first play through of the original Resident Evil on the Playstation. I’d originally noticed it on BoardGameGeek where game designer David Ausloos was talking about the progress of his design and providing the community with snippets of information that kept us hooked.

Almost two years after I first heard of it, on June 11th 2013, the Kickstarter campaign for DDD launched. There was a lot of excitement from the fans and within two hours the game had reached its funding target and was working towards the first of the stretch goals. All was going well and everyone was happy.

Unfortunately as the campaign progressed it became apparent that the publisher Queen Games hadn’t really planned for the campaign as well as they should have. Plagued with misunderstanding and confusion for the backers this particular campaign goes down as the worst run campaign I have backed.

The game released with a rulebook that was more than a little confusing and a whole bunch of other publisher problems. Alas, Queen Games seemed to have moved on at this point and were busy with their next campaign. The supporters of Dark Darker Darkest were left asking the same questions over and over with little or no response.

Despite such a difficult start to its life the game still shows a great deal of promise and David Ausloos has been working hard on improving the rules. He’s been personally sending Geek Mails to anyone on BoardGameGeek who owns DDD to let them know when errata and clarifications are released. In fact, late last week I was happy to receive such an update which stated:

“With some excitement on my part I can finally present you the revised rules for Dark Darker Darkest. This was a massive project, doing a complete rewrite of the original rules that failed to offer consistent information and was riddled with errors that affected gameplay.

It was also an opportunity to listen to the feedback from players all over the world and tweak a few mechanics for optimal gameplay.

I am very happy with the end result, which is a big step up from the previous version.”

On reading this news I mailed David back to thank him for his dedication and asked if he would be willing to answer a few questions that I could then post here on the blog. David accepted the invite and here we are. I hope you all enjoy reading our little chat.

Tom Chats with David Ausloos

Tom: Hi David, thanks for agreeing to do this, I really appreciate you taking the time to have a chat with me.

David: Thanks, I’m glad of any opportunity to support the game.

Tom: I was thinking we’d start with something easy and then move on to the Dark Darker Darkest questions. So let’s kick off with – When and how did you get into the board game hobby and when did you realize you wanted to design games?

David: Actually I’ve been working on board game designs since I was a kid. Nothing serious, but my parents still kept some of the little prototypes I made. Funnily enough horror was my favorite genre for board games even back then. I think my first game was actually about a haunted house. Go figure…

Tom: Speaking of haunted houses, when I first heard about Dark Darker Darkest, the premise and feel of the game reminded me of Resident Evil on the Playstation. What were your main inspirations for DDD? Did you borrow ideas from the video game world?

David: There were a number of inspirations, but the main one actually came from playing another zombie game that, for me, failed to deliver the feeling of being fragile as a human being and totally outnumbered by hordes of the undead. I wanted to capture the feeling of this small group of people struggling for survival.

The remake of “Dawn of the dead” certainly inspired me too, but I wanted the universe to be a little more gothic and weird. I hope to expand further into this unsettling house of horrors, more akin to Dario Argento in its surrealist touches than the urban realistic setting of Romero’s work.

Tom: That’s quite an interesting vision and I think you’ve managed to capture that feel quite well in the final game. You must have been pretty confident that the theme would appeal to lots of people, but thinking back to before the Kickstarter campaign, did you ever imagine you would reach the funding goal? and what went through your mind as you hit that goal within two hours?

David: There were definitely signs that the game was on the radar of a lot of gamers.

It was in the top 15 most anticipated games for years on boardgamegeek.com and during playtests I felt it triggered something with gamers. But of course, these things are hard to predict. In any case I was extremely happy with the end result.

Tom: Later in the campaign there were numerous problems as Queen Games confused backers with some very strange and, what felt like, very reactive stretch goal additions and changes. Did any of the stretch goals get added without you signing off on them? I guess what I’m asking is; were you surprised by any of the additions made by the stretch goals and how did this effect you?

David: It was a hectic period. I think the main problem was that Queen had no previous experience with this type of game. This is not a typical Queen product, as it also attracted miniature gamers. In this genre of games a Kickstarter is as much about components as about the actual game. This was something Queen might have underestimated at the beginning of the campaign.

Tom: I think you’re probably right with that and I suspect it’s a lesson that will only help improve their future campaigns. At the time though, there seemed to be a lot of negative comments flying around, some of which were not even remotely constructive. How did you feel about that?

David: The public can be very harsh in their opinions, and leave a company little or no room for error, regardless of the fact that this is their first step into a new genre or product. I understand both sides, but it was sometimes sad to read all the harsh comments that got posted during the campaign. I had to constantly remind myself: this is only a game.

The campaign itself was a learning process for everyone involved. In this type of production there are so many people involved… As the designer you’re only one small cog in a gigantic clockwork machine. This can sometimes be frustrating because it’s hard to get a view of the whole big picture.

That said, I felt it was an interesting month and on a personal note it made me feel that Kickstarter is becoming this giant monster with campaigns being more and more about eye-candy in the form of fancy stretch goals rather than actual content and gameplay. As a designer this can be frustrating, because everyone is talking about the quality of the miniatures, and nobody even mentions the actual gameplay. It feels as if that just doesn’t matter anymore.

Tom: Does this turn in the industry concern you?

David: I can’t deny that this trend for a designer is somewhat of a concern but I think only time will tell if this will increase or decrease.

Tom: Going back to Dark Darker Darkest and thinking about the rulebook that it shipped with. Obviously you wrote the original rules, but how involved with the production or editing of the final product were you? Where there any issues that appeared in the finished rulebook that weren’t in the rules you provided originally?

David: I think the biggest problem is communication. I think the co-operation of an editor and a designer on the rules is crucial, and I feel this aspect was not as tight as it should have been. In general, consistent rulebooks are possibly the most difficult thing to produce. If it was easy to do, we’d see a lot more perfect rulebooks out there.

In practice though, most rulebooks turn out to be anything but waterproof and most games I buy myself in a first print run end up with with a FAQ produced shortly after release, with all the mistakes corrected in the second print run.

The chances of mistakes multiply when the system is more involved like DDD. There are so many variables and I think the editor involved had somewhat underestimated the possible situations the system could render that needed to be covered by the rules. Add to this time pressure and you have a non optimal context.

So again, for me this was a learning experience. It is definitely a focus point for me on future releases, in fact, the rulebook of Rogue Agent that was produced in the same period is I feel, more optimal.

Tom: Over the past few months you’ve been working to improve the rulebook for players. I’ve seen two GeekMails from you to date; the latest of which resulted in this very conversation. I’ve not had chance to try the new rules but I commend you on how much time and effort you are personally putting into supporting the game. With this in mind, if you could go back to before the Kickstarter what’s the number one thing you would you do differently?

David: I would have liked a little less time pressure.

I had to focus on so many things during the production process. It was exhausting. Fascinating but exhausting. I can only hope that gamers remember that each step of a product is usually a step with the aim for perfection, but seldom reaching that.

For me DDD is this living system that I want to further explore with new additions, expansions and ideas. It has a lot of potential for growth in all manner of directions. Now that we have a solid set of rules I feel I have a steady base to work on.

For me the opportunity to rework the original rules and turn it into something consistent and solid feels like a big relief and first time players will be experiencing the game like I intended it to be.

Tom: You said in your GeekMail that you’ve received a lot of feedback and support from players all over the world. How does this make you feel? Are there any people you’d like to give a shout out to?

David: Oh, there are lots. Some of the people I thanked in the revised rules have been wonderfully supportive, offering me feedback on every little detail. Michael Meyers (Scubaroo on BGG) springs to mind. He’s played the game a lot and knows the system through and through, so it was fantastic to be able to communicate with him about some ideas I had for tweaking the system to make it even smoother.

John Bruns was also available to offer me feedback whenever I needed this, and Richard Waszczuk and Richard Keiser did amazing things with the editing. I can’t thank them enough for the amazing job they have done. We had a very intense communication back and forth during the whole editing process. It also helped that they knew the game system well.

Tom: OK, I couldn’t go through this interview without asking. Do you have any idea when the DDD backers will be receiving the rest of their content?

David: If you are referring to some of the new creatures, they are almost ready for production.

They were actually specifically produced upon request by backers, so they could only start work on them after the campaign. I’ve seen first the shots of the sculpts that will be posted on the campaign page soon, and they look great. I’m excited that we can work on new creatures to add extra variety in the encounters. This game is all about creating unique stories with each play, and adding new rooms/encounters/characters helps to ensure that no game ever plays out the same.

Tom: Despite the issues that you’ve had over the past 6 months, I noticed that earlier you mentioned expansions. Do you have plans for any? Or are you working on any other projects at the moment that you’d like to mention?

David: Yes, there are plans for expansions. Not much I can say, but like I said, for me this is like a potentially endless playground to project ideas onto. I see the universe of this game expanding in different directions. Some will focus on the more grotesque gothic side of things, some might even
put things on a larger scale.

At the moment though, I’ve just finished development on a game called Red Moon. I am very happy with the recent playtests I did, which spawned a lot of positive feedback. Some say it’s my most accessible game for a wide audience, and who am I to disagree?

It’s a compact little, hidden information, game set in a small Russian village. You’re a lieutenant sent by the Tzar with a mission to protect the village from an assault by werewolves.
I have tons of other game systems written out on paper that I want to further develop. Enough material for another 10 years of game design! Ahhhh… so many ideas… so little time.

Tom: Red Moon certainly sounds like it’ll be worth a play, when do you think we’ll be seeing this one on the shelves?

David: I’m going to submit it to a publisher soon.

Tom: Going back to DDD, you must have gained a massive amount of experience from working on it, I was wondering if you could give any budding game designers out there a list of the three most important things you’ve learned during this project?

David: Try to focus on one good mechanical idea and build a system around it.

There are so many good dungeon crawlers on the market, so make sure if you want to design one that you can offer a new twist to the genre. A unique mechanical idea that can offer players a new way of playing such a game.

For me with each new design I set out to find that new twist. If I don’t find a way to introduce something fresh and unique to a genre I leave it alone.

Tom: Awesome advice, and something I’ll definitely bear in mind as I work on my prototypes in the future. It’s been really good to chat with you and hear about your DDD experiences. I just want to say a big thanks for joining me here on GeeksThatGame, I wish you all the best with your other projects and I’ll let you know how I get on with the new DDD rules.

David: Thank you for inviting me for this chat. Enjoy the revised rules, and try to stay alive.

So, there you have it folks, a very cool interview with Dark Darker Darkest designer David Ausloos, I hope you found it interesting and I hope those of you who have a copy of the game are going to grab the new rulebook and use it to shed some light on those Darkest of rules.

Interestingly, as I was about to publish this post I got a mail from Kickstarter informing me that there was an update (#44) for the DDD campaign. It looks like the photo David mentioned during the chat is now available to view, it looks very cool, and there’s some positive comments and signs of progress from Queen. Hopefully DDD is now becoming the platform that appealed to me so much at the start of the campaign.

SampleDDD

As always, I hope you enjoyed the post, feel free to add comments and I’d be especially interested to hear how people have got on with the new rules!

Sentinel Tactics – New Add-ons

AddonTitle

It’s been a while since I last posted about Sentinel Tactics and there’s been some great progress with the campaign. I correctly guessed that the $125k and $155k stretch goals would be Ambuscade and Proletariat, but the $230k stretch goal was a set of environment elements, not the Dino mini I predicted.

On April 4th it was announced that a new pledge level, “Super Heroics in Full Color”, was being introduced that provides backers with a set of painted minis (delivered at a later date) as well as the unpainted set that will come with the first delivery. The new pledge level costs $250 plus postage, but for the quality and number of minis you’re getting it doesn’t seem too bad a deal (If you’re a backer in the US or Canada that is, carry on reading for more on this).

Since then we’ve smashed through two more stretch goals for some Citizens of the Sun miniatures at $170k and Unity at $185k. Looking set to hit the $200k stretch goal very shortly (they’re at $193k at the time of writing) the guys at GreaterThanGames have made an early announcement before they head off to PAX East. In the announcement they detailed the future of the campaign, the $200k stretch goal, and the next three stretch goals all the way up to $245k.

So, the $200k stretch goal is a set of six blade battalion miniatures, which is the last of the stretch goals for the initial pack. Anything beyond this will be made part of an additional add-on pack costing $40 for the unpainted version or $100 for the painted. As you can see, first of the add-on stretch goals are bonus maps and some additional miniatures. Unlike the initial game that appears to contain map tiles, these bonus maps are described as a “poster map with included scenario”, not quite as nice as I would have liked but they could be quite cool. Also, based on the silhouette of the minis it looks to me like there might be some Dino minis coming our way but don’t quote me on that!

addons

So with the cool news out of the way I want to return to a gripe that I mentioned in an earlier post… International Shipping.

For Sentinel Tactics, international backers are left with three options.

  1. All at once – Pay $40 postage and wait for July 2015 to receive everything in one parcel.
  2. Unpainted Individual Parcels – Pay $40 postage to receive the game in December 2014 and another $40 postage to get the add-on pack in July 2015.
  3. Painted Individual Parcels – Pay $40 for the game in December 2014, another $40 for Painted minis in March 2015, and yet another $40 postage for the add-ons in July 2015. Yes, you read that! $120 in postage charges if you want to play the game at release and get all the cool Kickstarter stuff.

I love the idea of Sentinel Tactics, and I really want to support GreaterThanGames who do an awesome job, but let’s face it, people don’t want to pay the premium Kickstarter price only to have to wait 6 months after release to get the game (which is the most cost effective approach for backers.)

There must be something that can be done about these crazy postage prices. Companies such as CoolMiniOrNot and GameSalute seem to be able to provide international shipping to Europe at a very reasonable price which even covers their backers for any additional packages that might be needed. I paid $35 postage for my Zombicide Season 2 kickstarter pack, which was an absolutely massive parcel, and there’s even a second parcel yet to come!

I really do wish GreaterThanGames could work out how to achieve this for their backers here in Europe because the steep prices will definitely put people off of supporting the campaign. In fact I’ve even heard a few people talking about cancelling their pledges which makes me feel very sad.

Sentinel Tactics: Uprising Expansion

Expansion

Just a short update today. The Sentinels Tactics campaign reached another stretch goal! I predicted an expansion and that’s what we got, kind of…

In response to reaching the $110k goal, GreaterThanGames announced the Sentinel Tactics: Uprising! Expansion. I’m not sure what I think about this stretch goal… On the one hand there’s a nice box with some new scenarios, tokens and “side-characters”; on the other hand, the box will mostly contain the characters we already unlocked.

I’m going to reserve judgement on what I think of the expansion for now. I’ll probably warm to it more once we see more characters added. The one thing that did please me though; no mention of extra delivery charges! Thank you GreaterThanGames!

Sentinels Tactics – First Stretch Goal Update

Stretch goals

It’s been less than 24 hours since I posted about the Sentinels Tactics Kickstarter campaign and it’s already reached the third of its stretch goals, $95k!!!

It’s awesome news for GreaterThanGames but it’s even better news for us, the backers and fans. That’s three new characters added to the game and a new pledge level added to the campaign.

So, what’s this new pledge level for? It’s for the extra minis for the new characters. The new pledge level is a $20 increase in cost over the previous highest level but as more characters are unlocked their minis will be added to that pledge level making it better value the more we unlock.

Yesterday I had a stab at guessing which characters were coming in the first three stretch goals. I’m happy to say that I managed to guess one of them right. As you can see from the image at the top of this post, the first three goals were:
$65k – Beacon
$80k – The Operative
$95k – The Visionary – One of the predictions I made yesterday

There’s been four new stretch goals added to campaign this evening, so I’m going to take another stab at guessing who or what each one is.

$110k – Some kind of expansion for the base game? Or a second chapter to the story? Will this mean another new pledge level? Or will it mean paying double delivery for those of us who are international backers? It’s how last years Shattered Timelines campaign panned out once Vengeance was added, so I see no reason for it to be any different here. I have to admit that if the delivery charges double to $80 I’m not sure how many international backers will be able to afford the extra cost.
$125k – Ambuscade – a nice shiny new villain?
$140k – As the tiles for Tactics have Megalopolis on one side and Insula Primalis on the other I’m going to take a stab at the Silhouette of a T-Rex actually being a T-Rex to do battle on those hexes of war.
$155k – Proletariat – another villain to balance the ranks perhaps?

OK, so that’s my update for the day, let’s hope more of these stretch goals get unlocked tomorrow!

Sentinels Tactics Live on Kickstarter

Sentinels

A couple of weeks ago I received my Kickstarter copy of Sentinels of the Multiverse: Vengeance the latest and greatest expansion for my favourite super-hero card game. Today I received a Kickstarter update from GreaterThanGames informing me of the launch of their new Kickstarter campaign for Sentinels Tactics: The Flame of Freedom. I instinctively clicked through to the campaign and after viewing the introductory video dived right in and pledged at the Heroic Figures and Combat level.

There’s three pledge levels at the moment, each designed to meet the needs of the fan:

  • HEROIC FIGURES! (Just the miniatures) for $40
  • HEROIC COMBAT! (Just the game without the minis) for $50
  • HEROIC FIGURES AND COMBAT! (The game and the minis) for $80

If you’re a fan of the fiction behind the Sentinels of the Multiverse then this Kickstarter looks like it will be right up your street. The base game includes Legacy, Bunker, Tachyon, The Wraith, Absolute Zero, and Ra, as well as the villains Baron Blade, Omnitron-V, and Citizen Dawn. If that isn’t enough then the various stretch goals laid out already promise more fun characters to join the action.

The Flame of Freedom is set several years after the card game and tells the first story in a series that pans out through the hex-based tactical skirmish gameplay. GreaterThanGames have uploaded a sample of the game rules for us to review, and it looks pretty fun to me.

Taking a better look at the campaign I noticed a few things that made The Flame of Freedom stand out from other campaigns I’ve seen or pledged for in the past:

  1. The base game doesn’t come with any miniatures. These are an additional cost for those who want to splash out. This seems like a good move as it keeps the cost of the base game low for those who aren’t interested in the minis. Although, personally, I loved them the second I saw them and had to have them.
  2. The stretch goal character silhouettes give away a bit of information as to who the special characters might be. At a glance I’m going to guess at Unity and Visionary being two of them, but that’s purely a guess. I imagine it won’t be long before I find out though because when I started writing this post the game hadn’t reached its funding goal but now it has. The thing to note with the stretch goals though is that they only provide the character cards etc. not the minis that represent them, they come at an extra cost.
  3. Minis! They look awesome! I just hope they throw in a custom set of dice as a stretch goal to make the game that little bit more awesome!

Despite the game sounding totally awesome, there’s one thing that might make international backers think twice. For those of us here in the UK there’s a hefty $40 shipping charge. I’m sure it’ll be worth paying for it in the end, but it’s a hard pill to swallow all the same. This charge was the same for the card game Kickstarter, so if you pledged and were happy with that one then this won’t be too big an issue for you. The Kickstarter page has the following apologetic message from GreaterThanGames about the charges:

“Even though we recognize that the international shipping fees are ridiculous, they will by no means cover all of our international shipping + customs charges. However, we hope that they will at least allow us to not lose money on international rewards. We would rather charge a high shipping fee than get rid of international delivery all together - we love our international backers!”

So, that’s about all I have to say about Sentinel Tactics at the moment. I’ll be keeping an eye on this one as the campaign goes on, so check out the Kicktraqing page I’ve just added for regular updates, or better still; head over to the Kickstarter campaign and pledge!

X-Wing Vs Enterprise

Galaxy Trucker
Back in August 2012 Fantasy Flight Games (FFG) released a major new title – Star Wars X-Wing Miniatures.

Using the awesome FlightPath™ maneuver system they successfully implemented the fast and furious dogfights that we all know and love. The base game provided everything you needed to play a quick game with the iconic X-Wing and Tie-Fighters. Then, just add a few expansions such as the Tie Advanced and the Y-Wing and you can stage even bigger battles. A few months later and we saw the release of a 2nd Wave of ships. This wave introduced the Millennium Falcon, Slave 1, the A-Wing and the Tie Interceptor. I bought both the first and second waves and enjoyed several space battles with them. Eventually FFG announced the third wave containing the B-Wing, Tie Bomber, Lambda Class shuttle and the HWK-290. At this point I have to admit that although I like Star Wars, none of these ships interested me in the slightest.

I considered whether to buy the 3rd wave and realized that, of all the ships I knew from the Star Wars universe, I already owned the ones that actually interested me. Unless FFG could pull a Death Star out of their pockets there wasn’t anything else to draw me in… This view was only magnified at GenCon 2013, where even the newly announced larger ships just didn’t do a thing for me…

With nothing of interest on the cards from the X-Wing miniatures world, FFG finally announced the proverbial “straw that broke the camel’s back”. An Imperial Aces Expansion Pack featuring two TIE interceptor miniatures with alternate paint schemes… I knew they were running low on ships, but I hadn’t realized it was getting this bad….

So I was left with a slight dilemma. On one hand I love the game, and I enjoy playing it, but on the other hand I don’t see it going anywhere with regards to the ships I can bring to the table. So I decided to take a big step and look into another possibility – Star Trek Attack Wing from WizKids.
Truth be told, I’ve always preferred Star Trek to Star Wars so the game instantly had an advantage over X-Wing. I ordered the base set from Gameslore.co.uk and it arrived at warp speed (sorry) and was soon sat waiting to be played. On opening the box I knew that I was on to a winner.

Star Trek Attack Wing has the same gameplay as FGGs X-Wing Miniatures game but with the ships of the Star Trek universe that I grew to love as a child. The base game comes with ships from the Federation, the Romulan Empire and the Klingon Empire factions. Despite there being plenty of possible ships for each side to include later on, I was slightly worried that I might be in for the same disappointment as with X-Wing. So, with a slight nervousness, I took a look at the available expansions.

It turns out that the base game hit retailers at the same time as eight different expansions. Included in the mix are iconic ships such as the USS Enterprise which is unfortunately a very small model in comparison to all of the others, and the I.K.S. Negh’Var. There are also two ships for a fourth faction, the Dominion. The great thing about each expansion is that not only does it grow each of your factions, it also adds different scenarios to the game, expanding not only the ship selection but also the play style. So, if you go out and buy the RIS Apnex expansion you get cards that provide setup and rules for a scenario called Testing New Cloaking Technologies. This really adds a lot to the game for me and I can’t wait to bring some of these scenarios to the table.

Impressed with this initial lineup I had a quick look for details of the next wave. What I found was a simple four ship release, one ship for each faction, but among those four ships lurked the USS Defiant! Brilliant!

Sheepishly I dared look beyond this to the next wave. Again a set of four ships and again another gem. The USS Excelsior! Amazing!
So Star Trek Attack Wing definitely has my attention for the foreseeable future, but what can we expect from it going beyond the next few waves? First off, there’s a large community drive to promote the series, with story-based organized play events re-enacting the battles of the Dominion Wars and offering participants a selection of exclusive incentives. Check out the WizKids site for more details of this.

More importantly though, there’s a very large hint in the core rulebook itself. Taking a look at page 18 under the Initiative heading you’ll see a whole list of different factions listed in addition to the four base factions. So if the game gets the love it deserves we could be seeing the Borg, Species 8472, Kazan, Bajoran, Ferengi, Independent and Mirror Universe factions hitting tables sometime in the future!

I don’t know about you guys but this all sounds pretty damn good to me, certainly a lot better that a new paint job and an oversized transport ship. In my opinion, Star Trek Attack Wing is definitely one to watch!