
2015David E. Whitcher
From BoardGameGeek
Star Trek: Five-Year Mission is a cooperative dice placement game for 3-7 players who take the roles of crew members of either the USS Enterprise (from the original Star Trek series) or the USS Enterprise-D (from Star Trek: The Next Generation). Each crew member has a different ability and the crew's abilities differ for each crew. In these roles, players try to cooperatively solve a series of blue (easy), yellow (medium) and red (difficult) alerts to score points, attempting one of 6 different difficulty levels to win before failing five such alerts, or the Enterprise being destroyed. Players must deal with injuries which lock dice out of play, ship damage that can force players to attempt harder alerts, urgent events that must be completed in 3 minutes, the prime directive, as well as yellow and red alerts that force additional alerts cards to come into play pushing you closer to failing.
Star Trek: Five-Year Mission has 2 videos from 2 creators: 1 review and 1 playthrough. They date from 2022 to August 2025.
For an opinion before you buy, start with "Star Trek: Five Year Mission Board Game Review (Mayfair Games)" by The Final Frontiersmen. To see it played, watch "DGA Revisits Board Games: Star Trek: Five Year Mission" by Dad's Gaming Addiction.
If you like it, try Nitro Dice and Tahiti, also by David E. Whitcher, or Cuphead: Fast Rolling Dice Game and ito, which share several of its mechanics.
2021Patrick Marino
1 - 4 players30 - 45 minMedium weight
From BoardGameGeek:
Star Trek: Five-Year Mission is a cooperative dice placement game for 3-7 players who take the roles of crew members of either the USS Enterprise (from the original Star Trek series) or the USS Enterprise-D (from Star Trek: The Next Generation). Each crew member has a different ability and the crew's abilities differ for each crew. In these roles, players try to cooperatively solve a series of blue (easy), yellow (medium) and red (difficult) alerts to score points, attempting one of 6 different difficulty levels to win before failing five such alerts, or the Enterprise being destroyed. Players must deal with injuries which lock dice out of play, ship damage that can force players to attempt harder alerts, urgent events that must be completed in 3 minutes, the prime directive, as well as yellow and red alerts that force additional alerts cards to come into play pushing you closer to failing.
Designer
David E. Whitcher
Publisher
Mayfair Games
Categories
Mechanics