

Star Trek: Space Hunt
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FroGames — Moments You'll Remember
Someone screams coordinates, someone tries to decipher phantom trails, someone presses the photon button a second too soon. In the end, no one remembers who won. Only that moment.
WHAT IT IS ABOUT
Hunt and flee among the stars, in real-time
Roberto Fraga, Yohan and Delphine Lemonnier take the Captain Sonar system and bring it into the Star Trek universe. The result is a game of deduction and hidden movement where two crews face each other at the controls of legendary ships: Enterprise vs. Reliant, Defiant vs. Borg cube. Each ship has unique configurations, each iconic duo (Kirk and Spock, Picard and Data, Khan and Joachim) brings true asymmetry to the table.
There are no turns. You trace routes on star charts while listening to enemy movements, pure deduction while your partner manages weapons and energy. Choices are simultaneous, mistakes fatal, tension constant. The first to strike or the one who survives longest in deep space wins.
What they say abroad
A game that captures the essence of stellar tactical conflict without ever slowing down
— FroGames
The pressure of real-time transforms every match into a memorable episode
— FroGames
Star Trek: Space Hunt
The Starships
Four elements that make every duel different
Asymmetric iconic ships
Each starship has a unique configuration: the Enterprise has robust shields but slow weapons, the Reliant is agile but fragile, the Borg cube regenerates damage but is predictable. No two games are the same.
Modular star maps
Space sectors, hiding nebulas, slowing anomalies. Trace routes on grids while deducing where your opponent is hiding from their movement announcements.
Onboard systems to manage
Energy for shields, photon torpedoes to load, sensors to activate. Every action has a cost and a time window. The teammate must coordinate everything in real-time.
Legendary duels
Kirk vs. Khan, Picard vs. the Borg. Each duo brings special abilities and narrative asymmetry. These aren't just mechanics: they're episodes played at the table.
In half an hour, you'll have screamed stellar coordinates, miscalculated trajectories, and hit (or missed) by a second. It always happens with Space Hunt.
A game in five acts
What happens at the table
Not the rules. The experience.
Setup and roles
Choose your ships, divide the roles. One is the captain (moves and plots), the other manages weapons and power. Look at the map, study the obstacles. Then the timer starts and the tense silence begins.
First moves, first deductions
The captain announces movements: north, west, nebulous traversed. The other team marks everything on a ghost map, trying to reconstruct your location. Meanwhile, you do the same with them. The hunt is double, always.
First contact
Someone thinks they've located you. Activate sensors, launch torpedoes. Hit or miss? If it misses, they've revealed their position. If it hits, damage accumulates and pressure mounts. The seconds start to weigh heavily.
Chaos and counterattack
Teams shout, tracks intersect, someone has lost track. A communication error is costly: you announce a wrong move, the opponent figures out where you are. Now it's a race to strike first. Systems are at their limit.
Final blow
A ship is damaged, systems are failing. The last volley of torpedoes launches. It hits. The game ends, someone cheers, someone wants an immediate rematch. In twenty-five minutes you'll start again, changing roles or ships.
How to play
The flow of each turn (simultaneous)
There are no true turns: both teams play in real-time, simultaneously.
The captain moves the ship on their secret map and loudly announces the direction (north, south, east, west, or traversing special sectors). The other team listens and marks it down.
Each team maintains a ghost map of the opponent, marking announced movements and trying to deduce the actual position. Tracking errors are fatal.
The second player (engineer/gunner) manages power, charges weapons, activates shields or sensors. Each action requires time and limited resources. Coordination with the captain is vital.
When a team believes they have located the opponent, they declare an attack, specifying coordinates. If correct, they inflict damage. Accumulated damage disables systems or leads to defeat.
Why it's different from others
Six mechanics that make the difference
Real-time without pauses
You don't wait for your turn. Every second you lose deciding is a second in which your opponent moves, reloads weapons, or locates you. The game is constant pressure, not armchair planning.
Truly asymmetric ships
The Enterprise doesn't play like the Reliant. The Borg cube regenerates but is slow, the Defiant is agile but fragile. Each configuration completely changes tactics and roles. It's not cosmetic, it's structural.
Hidden tracked movement
Like Captain Sonar but compressed: you plot routes on secret maps while listening to opponent announcements. Deduction is simultaneous, bidirectional, and fallible. A tracking error loses you the game.
Critical team coordination
If the captain and engineer don't communicate, they lose. Decisions are distributed but interdependent: one moves, the other shoots. Words matter as much as mechanics.
Iconic narrative duels
Kirk vs. Khan isn't just flavor. Each duo has special abilities that reflect the canon: Spock improves deduction, Data speeds up systems, Khan is unpredictable. Narrative modifies gameplay.
Short games, high intensity
Twenty-five to forty minutes. There are no long setup phases, no mid-game. Only hunting, deduction, striking. Perfect for quick tournament nights or ending with adrenaline.
How it ends
How to win and how to lose
A ship is destroyed, or time runs out and damage is counted.
Victory
- Completely destroy the opposing ship by accumulating critical damage
- When time runs out, you have inflicted more total damage than your opponent
- The opponent makes an irreversible tracking error and eliminates themselves (rule violation)
Defeat
- Your ship accumulates critical damage and is destroyed
- When time runs out, you have taken more damage than your opponent
- You make a serious tracking error or illegal movement and are eliminated
Space Hunt is Captain Sonar compressed into twenty-five minutes of pure stellar deduction. Asymmetric ships, iconic duels, zero downtime. For those who love real-time action or want to see Trekkies shout coordinates.
Frequently Asked Questions
FAQ about Star Trek: Space Hunt
Do I need to know Captain Sonar to play?
No. Space Hunt uses the same hidden movement and real-time deduction system, but it is completely standalone. The rules are streamlined, the duration is halved, and the asymmetry of the Trek ships greatly changes the dynamics. If you know Captain Sonar you'll feel at home, but it's not a prerequisite.
Can it be played with 2 players without teams?
Technically yes: each player manages both the captain and engineer of their own ship. It's feasible but much more complex, and it loses the team coordination component which is a central part of the experience. Recommended only for experienced players of the system.
Are the ships balanced or are there dominant combinations?
Each ship has structural strengths and weaknesses. The Enterprise is robust but slow to load weapons, the Reliant is fast but fragile. There is no optimal build: it depends on how the other team plays and how good you are at hiding or pursuing. Asymmetry is narrative but also mechanically relevant.
How chaotic is it compared to classic Captain Sonar?
Less so. The maps are smaller, the systems simplified, the duration contained. Captain Sonar with 8 players can become a continuous shouting match; Space Hunt maintains the tension but in a more manageable way. It's frantic, but not overwhelming. Ideal for those who want adrenaline without the cognitive overload of its bigger brother.
Is it available in Italian?
This edition is in English. The materials include maps, ship sheets, and a rulebook in English. Language dependence is medium: you need to read the special abilities of the ships and event cards, but the bulk of the game is graphical tracking and vocal announcements (which you can do in Italian even with English materials).
Star Trek: Space Hunt is a real-time deduction and hidden movement game for 2-4 players, ages 8+, lasting 25-40 minutes. Designed by Roberto Fraga, Yohan and Delphine Lemonnier, it uses the Captain Sonar system applied to the Star Trek universe. Players are divided into two crews commanding iconic ships (Enterprise, Reliant, Defiant, Borg cube) with asymmetric configurations. Each team plots movements on secret maps while listening to opponent announcements, trying to deduce the enemy's position to strike first. Published by Matagot, it combines tactical deduction, team coordination, and continuous tension with no downtime. Available on FroGames.it.

Star Trek: Space Hunt
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