


Star Trek Captain's Chair – Second Contact
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Choose Pike and focus on science. Your opponent picks Freeman and optimizes the crew. The first attack doesn't decide anything: the winner here understands that the Federation doesn't just fight with torpedoes.
WHAT IT'S ABOUT
Three captains traversing space and time
Second Contact is the second expansion for Star Trek: Captain's Chair, the asymmetric strategic duel designed by Nigel Buckle, Dávid and Adam Turczi for WizKids. It introduces three new Federation commanders: Christopher Pike (Strange New Worlds), Carol Freeman (Lower Decks), and William T. Riker (Lower Decks/TNG era). Three personalities, three eras, three command philosophies that can face each other or challenge the captains from the base game and To Boldly Go.
At the table, you manage your hand, crew, ships, and away teams, but you don't win just by shooting. Diplomacy, scientific exploration, and alliances are equally valid paths. Each captain has a personalized deck that reflects their style: Pike builds with empathy and experience, Freeman with tactical organization, Riker with audacity. The asymmetry is not cosmetic: it changes how you play, not just what you play.
What they say abroad
"Antagonism will not win every game."
Antagonism will not win every game.
— WizKids
This is a newly released game, with few ratings on BGG and no verifiable reviews from international publications. This board is an initial reading based on official publisher materials. We will update it once we have played the game.
— FroGames
Star Trek: Captain's Chair – Second Contact
The game includes an official solo mode with automated command cards that simulate an opponent. We don't yet know how deep the experience is compared to PvP duels, but the presence of dedicated cards suggests more than a generic bot.
Three captains, three philosophies
Who you put in the command chair
Christopher Pike
Captain of the USS Enterprise in Strange New Worlds, he brings experience and empathy. His deck builds with patience and focuses on science, but doesn't hesitate when needed.
Carol Freeman
Commands the USS Cerritos in Lower Decks with organizational skill. Optimizes the crew, manages daily chaos, and turns efficiency into victory.
William T. Riker
Captain of the USS Titan, former first officer of the Enterprise-D, in his Lower Decks version. Audacity as his signature: takes risks others avoid.
Krulmuth-B
Optional starting location that opens a portal through space and time. A scenic twist that allows impossible encounters between different eras of the saga.
Recommended sleeves 105 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 99 |
| 70 × 120 mm | 6 |
| Total cards | 105 |
🎯 COME SI GIOCA
🧤 BUSTINE
📜 REGOLAMENTO
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
A cycle of hand management, resource placement, and reading opponent's moves.
Draw cards from your personal deck. Generate resources based on cards played in previous turns. Each captain has different economies.
Play crew cards, ships, events. Activate captain abilities. Move landing parties to locations. Each card has Focus icons (Science, Military, Diplomacy) that count towards victory paths.
If two players are at the same location, there's interaction (combat, negotiation, or scientific competition). Resolve with cards in play and active abilities.
Accumulate victory points through science, diplomacy, combat, or combinations. Different captains have different optimal thresholds and paths. The first to reach the condition wins.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your captain
Take Pike, Freeman, or Riker's deck. Read the captain card. You immediately understand that they won't play the same: one builds over time, another optimizes every turn, the third bets on audacity. It's not just flavor text: it's your game plan.
First cards, first objectives
Draw, play resources, move ships. Your opponent does the same but on different tracks. You aim for a scientific landing party, he strengthens the military crew. No one is winning yet, but the paths diverge.
The first crossroads
You can attack him now or explore that unknown area worth science points. You choose science. He attacks, but not strong enough. You realize that every path leaves something exposed: no one can cover everything.
Diplomacy or torpedoes
You're ahead in exploration, he's ahead in military power. You play an alliance card that gives you diplomacy points. He hesitates: he can still win by shooting, but he has to do it now or you're too far ahead on too many fronts. The tension rises.
Victory on three axes
You close with a science-diplomacy combination. He had more ships, but it wasn't enough. Re-read the captain cards: it all made sense from the beginning. Pike won as Pike was meant to win.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things to know
A base game is required
Second Contact is not standalone: it requires a copy of Captain's Chair or To Boldly Go for common cards and basic rules. It's not an entry point, it's an expansion for those who already own the system.
Untested balancing
The game has just been released (Q2 2026) with only 20 votes on BGG. We don't yet know if the matchups between Pike, Freeman, Riker and the base game captains are balanced. The first game might reveal strong asymmetries.
Learning curve per captain
Each commander has a unique deck with its own logic. Changing captains means re-learning priorities, combos, and timing. It's not plug-and-play: each evening requires adaptation.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Multiple paths, but you must excel in at least one.
Victory
- Accumulate sufficient victory points through Science focus (exploration, research)
- Reach threshold with Diplomacy focus (alliances, negotiations, relationship management)
- Dominate militarily with Military focus (won battles, ships, territorial control)
Defeat
- Your opponent reaches their victory condition before you do
- Disperse resources on too many paths without excelling in any
- Ignore your captain's strengths and play against your deck's identity
This is Star Trek done right: the winner isn't the one who shoots the most, but the one who understands that the command chair requires choices, not just orders.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Star Trek: Captain's Chair – Second Contact
Can I play Second Contact without other Captain's Chair games?
No, Second Contact requires the common cards from one of the base games (original Captain's Chair or To Boldly Go). It is an expansion, not a standalone product. You will need to purchase one of the two base games first.
Can the three captains from Second Contact face those from the base game?
Yes, the three captains can face each other or challenge those present in the other boxes. Compatibility is total: you can mix Pike with Kirk, Freeman with Picard, Riker with Janeway (if present in the base games).
Does the solo mode work well?
The game includes an official solo mode with automated command cards. We do not yet have data on the quality of the experience: the game has just been released and no international publication has reviewed it. The dedicated cards are a positive sign, but it needs to be played to understand.
What mechanics does Star Trek: Captain's Chair – Second Contact use?
The Captain's Chair system uses hand management, area movement, asymmetric deck construction and multiple victory paths (science, diplomacy, military). Each turn you manage hand, resources and crew, with a focus on three axes (Science, Diplomacy, Military). The asymmetry between captains is the heart of the game.
Is it available in Italian?
No, this edition is in English. It contains 99 standard cards, 6 automated command cards, 3 crew boards, rulebook and card list. Texts are present on all cards: knowledge of the language is required to play.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they have done.
Star Trek: Captain's Chair – Second Contact is an expansion for 1-2 players, lasting 60-120 minutes, ages 14+, introducing three new iconic Federation captains: Christopher Pike, Carol Freeman, and William T. Riker. Designed by Nigel Buckle, Dávid and Adam Turczi for WizKids, the expansion brings asymmetric duels with hand management, map movement, and multiple paths to victory (science, diplomacy, combat). Each captain has a personalized deck and unique playstyle. Includes an official solo mode with automated command cards. Requires a copy of Captain's Chair or To Boldly Go for common cards. Available on FroGames.it.

Star Trek Captain's Chair – Second Contact
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
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