Review

Star Trek: Conflick in the Neutral Zone

Star Trek: Conflick in the Neutral Zone tries to wrap a space carrom game in rules and Star Trek dressing. It cannot even manage the modest achievement of being a laugh.

Star Trek: Conflick in the Neutral Zone

Star Trek: Conflick in the Neutral Zone

Published
2019
Designer
Mike Elliott
Publisher
WizKids (I)
Players
2–4
Playing time
20 min

Ascending Empires has already shown my group that a dexterity game can produce a properly funny evening, even though none of us normally goes looking for one. I found Star Trek: Conflick in the Neutral Zone in a ten-euro bargain sale and expected very little beyond that. It failed even there. One wonders how Paramount approved the use of the Trek licence.

At its centre is space carrom: you move little starships by hand and try to send them where they need to go. That could have been the whole game, and it might at least have possessed a candid sort of silliness.

The rules do not support the flicking, and the theme does not make it meaningful; together they turn space carrom into something wholly unplayable.
EdgyJellyfish

Instead, Conflick piles rules and thematic dressing onto that simple action. The rules do not support the flicking, and the theme does not make it meaningful; together they turn space carrom into something wholly unplayable.

There is one virtue, admittedly: it crosses over beautifully with Catapult Kingdoms. When your small monster has lost patience after the ballista misfires for the tenth time, hand them Conflick’s ships and let them throw them at your castle. Star Trek: Conflick in the Neutral Zone is more useful as a lethal weapon than as a game.

Star Trek: Conflick in the Neutral Zone is more useful as a lethal weapon than as a game.
EdgyJellyfish

Source: BoardGameGeek

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