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FroGames — Moments You'll Remember
One steals your ship. The other leverages your diplomacy. You try to figure out if that card is a bluff or if you're really in trouble. In the end, the one who chose the right captain wins.
WHAT IT'S ABOUT
Six iconic captains, six ways to conquer the galaxy
Designed by Nigel Buckle and brothers Dávid and Adam Turczi (Imperium Engine), To Boldly Go is a standalone expansion of the Captain's Chair system that brings Kirk, Khan, Philippa Georgiou (Discovery), Commander Pakled Rebner (Lower Decks) and two other captains yet to be revealed to the table. Art by Gong Studios and Kurt Komoda, who transform Star Trek icons into a layered and thematic card system.
Each captain has an asymmetrical deck that reflects their personality, allies, and canonical resources: Kirk plays on audacity and improvisation, Khan on genetic superiority and dominance, Georgiou on Section 31 military tactics, the Pakleds on sabotage and stolen resources. Manage ships, crew, planetary missions, diplomatic alliances. Winning isn't always about fighting better: diplomacy, scientific exploration, and territorial control are parallel paths to victory. And if you want to play solo, there's a dedicated automa that challenges your strategies.
What they say abroad
Each deck forces you to rethink everything you know about the Captain's Chair system.
— FroGames
You're not just playing cards. You're playing a captain with their own philosophy and limitations.
— FroGames
Star Trek: Captain's Chair – To Boldly Go
The game includes a solo mode with a dedicated automa that simulates an opposing captain by drawing cards and activating tactical routines. The experience is complete and challenging, but it naturally loses the tension of bluffing and the psychological reading of a head-to-head duel.
Your command bridge
Cards that make a difference
Unique Captain Cards
Each captain has exclusive abilities: Kirk can force initiative and turn desperate situations around, Khan accumulates superiority and dominates combat, Georgiou uses Section 31 military tactics. These aren't variants; they're different philosophies.
Ships and fleets
Manage iconic ships (Enterprise, Reliant, Discovery) with crews and armaments. Ships move, fight, explore: each captain has access to different classes and uses them asynchronously.
Planets and alliances
Control sectors, make diplomatic agreements, recruit canonical allies. The Pakleds steal technology, Georgiou infiltrates agents: the same cards work differently depending on your deck.
Variable common cards
Each game puts a limited pool of shared cards into play: events, technologies, neutral characters. This changes the meta: if diplomacy is weak in the pool, you have to bypass or force combat.
Recommended sleeves 13 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 70 × 120 mm | 13 |
| Total cards | 13 |
When you're done, you'll know if Khan can really beat Kirk. Or if the Pakleds weren't so stupid after all.
A game in five acts
What happens at the table
Not the rules. The experience.
Choosing your captain
Choose your captain and read the three unique cards in their deck. You immediately realize that your strategy is already written in the character's philosophy: Kirk wants quick action, Khan methodical accumulation, the Pakleds opportunistic chaos. Your opponent has chosen the opposite: the game will be a clash of philosophies.
First common cards
Together, discover the pool of cards available to both of you. Planets, alliances, technologies: it's a limited market. You realize that diplomacy is strong, or that naval battles will be decisive. The game's meta is defined here: you must adapt your deck or force your opponent out of their comfort zone.
Territorial control
Ships move, sectors change control. They recruit an ally who blocks your diplomatic path, you explore a planet that gives you critical resources. Every card played closes a door to your opponent: it's not just about building your engine, it's about dismantling theirs.
The decisive confrontation
One of you forces a direct confrontation: naval, diplomatic, or scientific. Were they bluffing that card or were they truly prepared? Reading your opponent is as important as resource management. Someone gets hurt, someone gains a decisive advantage. The game shifts to another victory path.
Resolution
One of the three victory conditions is activated: territorial dominance, diplomatic supremacy, or scientific advancement. It's never obvious until the last turn: even if you're behind on one path, you can win on another. Or someone eliminates the opponent's ship even earlier. Finish the game discussing what you would have done differently.
How to play
The flow of each round
Each round is a cycle of cards played, actions activated, control verified.
You play cards from your hand: ships, crew, events, technologies. Each card has resource costs (command, energy, diplomacy) and gives you actions: move, fight, explore, recruit. Your captain's cards have unique abilities that modify the basic system.
You check sector control: whoever has more influence (naval, diplomatic, scientific) gains resources or victory points. Area majority is dynamic: a sector can flip if your opponent brings reinforcements or uses an event card.
You can acquire a card from the shared pool, paying its cost. These cards enter your deck and expand your options: neutral allies, advanced technologies, galactic events. The more you acquire, the more specialized your deck becomes.
Discard played cards, draw up to your hand limit. If your deck is empty, reshuffle: it's a deck-building cycle where you must balance strong acquisitions with rotation speed. Next round.
Why it's different from others
Six mechanics that make a difference
Total asymmetry
These are not power variants: each captain has a completely different deck of 40+ cards. Kirk has quick cards and tactical combos, Khan slowly builds an unstoppable empire, Georgiou plays dirty with infiltrations and surprise attacks. You don't learn one game: you learn six.
Three simultaneous victory paths
You can win by territorial dominance (sector control), diplomatic supremacy (alliances and influence), or scientific advancement (exploration and technology). You don't choose at the beginning: you adapt your strategy based on the common card pool and opponent's moves. And all three paths influence each other.
Variable common pool
Each game brings into play a limited set of shared cards: not all technologies, allies, and events are available. If the pool favors combat, the game becomes a tactical wargame. If it favors diplomacy, it's a negotiation strategy game. The meta changes every time.
Non-deterministic combat
Naval battles are not resolved with a die roll: you use cards from your hand as resources, activate crew abilities, apply ship modifiers. You can win a battle even if you are technically weaker, if you held the right cards and read your opponent's bluff.
Heavy hand management
Each card has multiple uses: resource, action, discard to activate combos. What you don't play is as important as what you do play: holding a diplomatic card can prevent your opponent from recruiting a critical ally, even if you never use it.
Canonical theming
The cards reference episodes, characters, ships, technologies, and iconic phrases from the series. Khan uses the Genesis Device, Kirk has Spock and McCoy, Georgiou operates as Mirror Universe. It's not just flavor: the theme guides the mechanics. Star Trek fans recognize every reference, non-fans still play a solid strategic duel.
How it ends
How to win and how to lose
The game ends when someone reaches one of the three victory conditions or completely eliminates their opponent.
Victory
- Control X number of key sectors for two consecutive rounds (territorial dominance)
- Accumulate enough diplomacy points by recruiting allies and completing diplomatic missions (supremacy)
- Reach the maximum level of scientific advancement by exploring planets and developing technologies
Elimination
- Your flagship is destroyed in combat and you lack resources to repair it
- Your deck runs out with no possibility of reshuffling (you over-acquired cards that were too expensive)
- Your opponent completes a victory condition before you
To Boldly Go is not a Star Trek-themed reskin: it's an asymmetrical system that uses canon to build radically different strategies. Each captain is a new game.
Frequently Asked Questions
FAQ about Star Trek: Captain's Chair – To Boldly Go
Do I need the Captain's Chair base game to play?
No. To Boldly Go is standalone: it contains everything needed to play (6 captains, common card pool, complete rulebook). You can also combine it with the base game to have 12 total captains and an even larger common pool, but it's not mandatory.
How important is it to know Star Trek to enjoy the game?
It's not mandatory, but fans recognize every reference and have twice the fun. The mechanics are solid even without context: Khan dominates because his deck is built on accumulation, not because you've seen Wrath of Khan. But if you've seen the series, every card is a playable Easter egg.
Is playing Kirk against the Pakleds balanced?
Yes. The decks are asymmetrical but balanced: Kirk is aggressive and tactical, the Pakleds are unpredictable and opportunistic. There is no dominant captain: it depends on the common card pool, the matchup, and how well you know your opponent's deck. After 3-4 games with the same captain, you start to master them.
Is the solo mode truly challenging or is it a passive automaton?
It's challenging. The automaton has tactical routines that simulate aggressive decisions: it attacks, explores, recruits allies in a consistent manner. It's not a passive system that takes hits: it puts pressure on you and forces you to adapt your strategy. It doesn't replace a human opponent, but it's a real challenge.
Is it available in Italian?
No. This edition is in English, with text on all cards (character names, abilities, effects). The rulebook is in English. It requires a solid knowledge of the language to play without slowdowns.
Star Trek: Captain's Chair – To Boldly Go is an asymmetrical strategic card game for 1-2 players, lasting 60-120 minutes, ages 14+. Designed by Nigel Buckle, Dávid Turczi and Adam Turczi, published by WizKids. Each captain (Kirk, Khan, Georgiou, Pakled Commander and two others) has a unique deck of 40+ cards that reflects their canonical philosophy. Hand management, territorial control, three victory paths (dominance, diplomacy, science). Playable standalone or as an expansion to the Captain's Chair system. Includes solo mode with dedicated automaton. Available on FroGames.it.

Star Trek: Captain's Chair – To Boldly Go
Frequently Asked Questions
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