The chair is yours,
Captain.
Two independent games, one universe. Your job isn't to buy them all — it's to find the right deck for you. We'll help you choose in a minute.



«Okay, but… which box do I start with?»
They're both complete and independent. You don't need both to start. The question isn't "which is better" — it's which one is you. Answer one question and we'll tell you.
A duel where the first to shoot doesn't win
An asymmetric deckbuilder for 1–2 players by Turczi & Buckle (Imperium engine). Every captain has a unique deck, personality and path to victory — and true to Star Trek, diplomacy beats torpedoes more often than you'd think.
You are the captain
The deck reflects who you are: Picard negotiates, Kirk dares, Khan destroys. Not a pasted-on theme: it changes how you play.
Real asymmetry
Almost every card in your deck is unique. Six captains = six different games in one box.
Many roads, one goal
Score how you like: military, influence, science, exploration. Your opponent picks a road — you read it and beat it.
Built for solo
Not a bolted-on bot: a real AI opponent. It's how most people play — more on that below.
A card engine you build as you play
No dice-chucking: you start with a small deck for your captain and upgrade it turn after turn, while you contest the galaxy with your opponent (or the AI). Here's the loop, in 4 moves.
Play the cards in your hand
Every card is a concrete action: command ships, recruit crew, send away teams to planets. The cards are what they do — no generic actions.
Gather resources and upgrade your deck
You earn dilithium and latinum and "buy" new cards from the shared market into your deck. You start weak and become a machine: that's the heart of deckbuilding.
Control space and complete missions
You place ships on contested locations and complete missions. Each scores on a different path — military, diplomacy, science. Your opponent picks a road, you read it and beat it.
Win on Victory Points
The game ends when the events deck runs out. Whoever has the most points — adding up glory, locations, missions and your specialty multipliers — commands the galaxy.
Before you choose, see it on the table
One video per box: so you see what it's really like — and that it's complex, not hard — before deciding.
Answer one question. We'll give you your box.
You're not choosing a product: you're choosing who you want to be at the table. Start from the captain you love, how you play, or your level.
Change your mind anytime — tap another answer or switch tab.
Solo isn't an extra.
It's the game.
You pilot your captain; a real AI opponent runs another with its own deck. Not "beat your own score": it's a duel, against an intelligence that gathers resources and plays like a human would.
Built on the Imperium engine, a longtime favorite of the solo community. Players rank it the best game at 1 player in 76% of votes.
A real opponent, low upkeep
The bot ignores the text on its own cards and runs on a few guide cards (Traits/Suits). Learn to run it in one game, then you fly — no endless opponent turns.
"Complex, not hard"
There's a curve, but it's a ramp, not a wall. You learn by playing, not by memorizing.
It never ends
6 captains, dozens of combinations against the AI. Every game is a different puzzle.
Don't just take our word
It's a heavy game: the first game is for finding your feet — the Cadet mode is made for that. And it's in English, with text on the cards too (manageable in the base, heavy in To Boldly Go): it's a game you play by reading. If English is a burden for you, keep it in mind. No surprises after buying.
The two doors in, explained without spin
Same price, both standalone. The community is clear: the base is more linear and consistent, To Boldly Go is more varied and deep. Neither is "the beginner box" — it's only how far you want to push.
Captain's Chair
The modern generation and the gentler ramp. Picard, Sisko, Burnham — the most consensual entry point.

- ▲it's your first game of this weight
- ▲you love the TNG / DS9 / Discovery generation
- ▲you want to learn solo with a gentler curve
To Boldly Go
The classics and the great villains. Kirk, Khan, Georgiou — more varied, denser, the higher score of the two.

- ◆you want the deepest challenge of the two
- ◆you love Kirk, Khan and the Original Series
- ◆you already have experience with dense games
If you really can't choose: start with the base.
It's the straight advice. Captain's Chair is the most linear and consistent door, with the most recognizable captains and the gentlest curve into the system. It's also the "Solo Game of the Year" for several reviewers. From here you can add everything else whenever you want — you can't go wrong. You don't have to decide forever today: you just have to choose where to come aboard.
Second Contact
Picked your deck? One day it'll feel tight. This expansion adds three new captains and works with either box.

Pike, Freeman & a portal through time
Strange New Worlds meets Lower Decks. Three command philosophies that face each other or challenge the captains you already own.
The real questions, before you hit "add"
Is it too complex for me? +
Is the solo real or a fake bot? +
Do I really need both boxes? +
Will I actually play it, or will it sit on the shelf? +
Which captain should I start with? +
Do I need to be a Star Trek fan to enjoy it? +
What language is it in? Do I need English? +
The chair is yours, Captain.
One decision, not three. The straight advice stands: start with the base. From there the universe expands whenever you want.
«Do you think you have what it takes to sit in the Captain's Chair?»